Data processing method, device and equipment of game scene, and readable storage medium

A game scene and data processing technology, applied in indoor games, video games, sports accessories, etc., can solve the problems of low efficiency, long processing time and high complexity, achieve low complexity, reduce DP and Overdraw, and improve rendering efficiency. and performance effects

Active Publication Date: 2019-10-25
NETEASE (HANGZHOU) NETWORK CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0005] The present invention provides a data processing method, device, equipment and readable storage medium of a game scene, which are used to solve the problem of grid merging and redundant surface elimination in the prior art of Boolean operations, which have high complexity and long processing time. The problem of inefficiency

Method used

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  • Data processing method, device and equipment of game scene, and readable storage medium
  • Data processing method, device and equipment of game scene, and readable storage medium
  • Data processing method, device and equipment of game scene, and readable storage medium

Examples

Experimental program
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Embodiment 1

[0033] figure 1 It is a flow chart of the data processing method of the game scene provided by Embodiment 1 of the present invention; figure 2 It is a schematic diagram of the texture merging process provided by Embodiment 1 of the present invention. The embodiment of the present invention provides a data processing method for a game scene, aiming at the problems of high complexity, long processing time, and low efficiency of grid merging and redundant surface elimination by the Boolean operation method in the prior art.

[0034] The method in this embodiment is applied to the data processing device of the game scene, the data processing device of the game scene can be a mobile terminal such as a smart phone, a tablet computer, or a server of a game platform, etc. In other embodiments, the method It can also be applied to other devices. In this embodiment, a data processing device in a game scene is taken as an example for schematic illustration.

[0035] Such as figure 1 ...

Embodiment 2

[0052] Figure 4 It is a flow chart of the data processing method of the game scene provided by Embodiment 2 of the present invention. On the basis of the first embodiment above, in this embodiment, after removing redundant faces in the multiple models, it further includes: clustering the multiple models, and meshing the models in the same cluster. Such as Figure 4 As shown, the specific steps of the method are as follows:

[0053] Step S201, combining textures of multiple models to be processed in the game scene.

[0054] This step is consistent with the above step S101, and will not be repeated here in this embodiment.

[0055] Step S202, calculating the bounding boxes of multiple models, and performing voxelization preprocessing on the multiple models to obtain voxel data of the multiple models.

[0056] For the model in the scene, as long as the grid is a closed grid model, regardless of whether the grid is fully connected, the internal space of the model can be repre...

Embodiment 3

[0095] Figure 6 It is a schematic structural diagram of a data processing device for a game scene provided by Embodiment 3 of the present invention. The device for processing data of a game scene provided in the embodiment of the present invention can execute the processing procedure provided in the embodiment of the method for processing data of a game scene. Such as Figure 6 As shown, the data processing device 30 of the game scene includes: a mesh merging module 301 and a redundant surface elimination module 302 .

[0096] Specifically, the mesh merging module 301 is used for merging textures of multiple models to be processed.

[0097] The redundant surface elimination module 302 is used to: calculate the bounding boxes of multiple models, and perform voxel preprocessing on multiple models to obtain voxel data of multiple models; determine multiple models according to the voxel data of multiple models Redundant faces in the model; remove redundant faces in multiple mo...

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Abstract

The invention provides a data processing method, device and equipment of game scene, and a readable storage medium. The method comprises the following steps: performing map combination of multiple to-be-processed models in the game scene, enabling the textures and the maps of various models to be consistent, thereby facilitating the grid combination of the models; performing voxelization preprocessing on multiple models by computing bounding boxes of multiple models to obtain the voxelization data of multiple models; determining redundancy panels in multiple models according to the voxelization data of multiple models; rejecting the redundancy panels in multiple models, thereby offline and quickly identifying and rejecting the redundancy panels in multiple models in the whole scene, and reducing the DP and Overdraw produced in the rendering process; the complexity is low, and the rendering efficiency and performance in the running can be improved.

Description

technical field [0001] The present invention relates to the technical field of computer graphics, in particular to a data processing method, device, equipment and readable storage medium of a game scene. Background technique [0002] In the rendering of 3D scenes, the process of the engine submitting vertices to the Graphics Processing Unit (GPU for short) and setting the rendering state to notify the graphics API to draw can be called a drawing request (DrawPrimitives, DP for short); a pixel is The phenomenon of drawing multiple times is called Overdraw in graphics. Too much DP and Overdraw will bring a lot of performance overhead. [0003] The 3D scenes of the game are often piled up by a large number of different models. During the rendering process, a large number of independent models will bring a large amount of DP, and a large number of interspersed models will cause redundant surfaces inside the storage model, resulting in There are a lot of extra Overdraw, how to ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/60A63F13/52
CPCA63F13/60A63F13/52A63F2300/66Y02D10/00
Inventor 林云龙
Owner NETEASE (HANGZHOU) NETWORK CO LTD
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