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Batch rendering method, device and system for skeletal animations and storage medium

A skeletal animation and skeletal technology, applied in the field of image processing, can solve problems such as re-batching, model influence, and poor support for batching, and achieve the effects of reducing modification or deletion, maintaining a stable frame rate, and reducing the number of batches

Active Publication Date: 2019-06-04
NETEASE (HANGZHOU) NETWORK CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Static batching can only merge relatively static models, and static batching cannot be performed when there is relative movement between models
General dynamic batching does not support batching of models with skeletal animation. Once there are too many bones, batching cannot be performed.
In addition, in dynamic batch merging, if a certain model in the merging batch needs to exit the merging batch, it may affect the models in other merging batches, resulting in the failure of the merging batch or the need to re-batch, etc.
GPU Instancing technology cannot support models with different vertex data

Method used

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Embodiment Construction

[0059] In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments It is a part of embodiments of the present invention, but not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without making creative efforts belong to the protection scope of the present invention.

[0060] The terms "first", "second", "third", "fourth", etc. (if any) in the description and claims of the present invention and the above drawings are used to distinguish similar objects and not necessarily Describe a specific order or sequence. It is to be understood that the data so used are interchangeable under appropriate circumstances ...

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Abstract

The invention provides a batch rendering method, device and system for skeletal animations and a storage medium, and the method comprises the steps: obtaining skeletal textures and vertex data of thesame batch of components to be rendered, the skeletal textures being floating point textures for storing skeletal matrixes of the same batch of components; Analyzing the vertex data to obtain component serial numbers corresponding to all vertexes respectively, wherein the component serial numbers are serial numbers of skeleton matrixes of all components in the same batch of components in skeletontextures; Reading a skeleton matrix corresponding to each vertex from the skeleton texture according to the component sequence number; And performing batch rendering on the same batch of components according to the vertex data and the read skeleton matrix. Therefore, dynamic batch combination of a plurality of models with different skeletal animations is realized, the number of batches is reduced,the number of Draw Call needed to be drawn by each frame is reduced, the problem of jamming caused by too much Draw Call is solved, the frame rate of a picture is improved, and the occupied time, theheating value and the energy consumption of a CPU are reduced.

Description

technical field [0001] The present invention relates to the technical field of image processing, in particular to a batch rendering method, device, system and storage medium of skeletal animation. Background technique [0002] With the development of the electronic entertainment industry, games and animations are loved by more and more users. The picture quality and rendering effect of games or animations are directly related to user experience. The more refined the rendering effect, the larger the space occupied, and the lower the rendering speed. In the rendering implementation process, Draw Call (drawing instruction) is a rendering instruction submitted by CPU (Central Processing Unit, central processing unit) to GPU (Graphics Processing Unit, image processor), and its number is an important indicator affecting game performance. Excessive draw calls will lead to high CPU usage and longer frame time, which will cause problems such as game freezes. In order to solve the ...

Claims

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Application Information

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IPC IPC(8): G06T13/20G06T15/04
CPCY02P90/30
Inventor 周潜
Owner NETEASE (HANGZHOU) NETWORK CO LTD
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