Management method of voxel landform

A management method and terrain technology, applied in image data processing, 3D image processing, indoor games, etc., can solve problems such as calculating terrain, and achieve the effect of reducing the number of grids

Active Publication Date: 2019-05-14
SNAIL GAMES
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  • Application Information

AI Technical Summary

Problems solved by technology

In terms of rendering effects, due to the editability of the terrain, the ambient light occlusion of the terrain in the game needs to be calculated in real time. How to efficiently calculate the ambient light occlusion of the terrain is also a difficult problem
Finally, there is another important content in the game-collision detection. For the current backg

Method used

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  • Management method of voxel landform
  • Management method of voxel landform

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Embodiment Construction

[0037] The preferred embodiments of the present invention will be described below in conjunction with the accompanying drawings. It should be understood that the preferred embodiments described here are only used to illustrate and explain the present invention, and are not intended to limit the present invention.

[0038] figure 1 It is a flow chart of the management method of voxel terrain according to the present invention, and the following will refer to figure 1 , to describe the voxel terrain management method of the present invention in detail.

[0039] First, in step 101, the terrain is selected to be constructed, and the ambient light occlusion information of the terrain is calculated, stored in the 3D texture for ambient light occlusion processing.

[0040] In this step, by using 3DTexture (3D texture) to save AO (Ambient Occlusion) information, it is guaranteed that the terrain and other Mesh (grids) on the terrain are affected by AO, and the simplified AO algorithm...

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Abstract

The invention provides a management method of voxel landform. The management method comprises the following steps that (1) landform is selected and built, the environment lighttight shield informationof the landform is calculated and stored into 3D texture, and environment lighttight shield is processed; (2) collision mesh is processed by using a cubic surface extraction algorithm and a GreedyMeshing algorithm, and (3) static mesh are instantiated by using binary tree. The management method of voxel landform ensures the execution efficiency of calculating the environment lighttight shield byusing the simplified environment lighttight shield algorithm, guarantees the high efficiency of mesh extraction by using the simple cubic surface extraction algorithm, manages the instantiated staticmesh by using the binary tree, and improves the view-frustum culling efficiency.

Description

technical field [0001] The invention relates to the technical field of game engine development, in particular to a method for managing ambient light shading, collision models and instantiated static models based on a voxel terrain system. Background technique [0002] Currently, with the popularity of the game "My World", games based on voxel terrain are becoming more and more popular. Because of its customizable and extensible properties, it is even more sought after by gamers. [0003] Due to the complexity of voxel-based terrain, how to efficiently manage voxel terrain becomes extremely complicated. Currently, very large terrain systems can be managed and drawn. For the game, the terrain alone is not the whole of the game. The modules around the terrain system in the game are also very important, such as vegetation and treasure boxes attached to the terrain. In terms of rendering effects, due to the editability of the terrain, the ambient light occlusion of the terrain...

Claims

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Application Information

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IPC IPC(8): A63F13/52A63F13/60G06T15/04G06T15/50G06T15/20
Inventor 郭嵩吕文伟
Owner SNAIL GAMES
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