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Batch processing drawing method for 3D simulation scene image based on edge calculation

A scene image and edge computing technology, applied in the field of image processing, can solve problems such as large performance impact, time-consuming, and inability to merge and draw, and achieve the effect of improving efficiency

Inactive Publication Date: 2020-04-10
CHONGQING UNIV OF ARTS & SCI
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  • Abstract
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  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0002] 3D simulation scenes are usually drawn using the GPU, which ensures the performance and clarity of the drawing. The software interface of the GPU is generally implemented by the general cross-platform interface of OpenGL. The drawing process of OpenGL is generally to specify fixed-point data and texture coordinate data first. , texture data, lighting and some scene matrix data as input, and then the GPU gets these data to generate the image to be displayed according to the OpenGLPipeline. These data are created in the CPU, so the CPU needs to transfer these data to the GPU, every time Drawing requires such a transmission once, which is time-consuming
The other attributes of the icon pits in the 3D scene are the same, but the displayed pictures, that is, the texture data in OpenGL, are different, so they cannot be combined into one DrawCall or a batch for processing, that is to say, each pit Every drawing requires a data submission from the CPU to the GPU. Every frame and every pit requires a Draw Call, which has a great impact on performance.
[0003] Existing solutions generally recommend that the drawn objects use the same material as much as possible, that is, use the same texture and the same picture as much as possible. This is reflected in various game engines, but this method is rarely used in 3D scene rendering, because Different pits on the 3D scene rendering need to display different picture content. In this case, combined drawing cannot be performed, so this method is not suitable

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  • Batch processing drawing method for 3D simulation scene image based on edge calculation
  • Batch processing drawing method for 3D simulation scene image based on edge calculation
  • Batch processing drawing method for 3D simulation scene image based on edge calculation

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Embodiment Construction

[0026] The following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only some, not all, embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without creative efforts fall within the protection scope of the present invention.

[0027] see Figure 1-4 , the present invention provides a kind of technical scheme: a kind of batch processing drawing method based on edge computing 3D simulation scene image, in order to realize batch batch processing drawing, will satisfy the basic condition that OpenGLbatch draws, promptly except OpenGLpipelineinput data (vertex data, texture coordinate data ) other state values ​​(texture data, transformation matrix) must be the same. In this case, they can be...

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Abstract

The invention relates to the technical field of image processing, in particular to a batch processing drawing method for a 3D simulation scene image based on edge computing, which comprises the following steps of: firstly, loading a picture, then judging whether the picture is a single picture or not, and if the picture is the single picture, directly entering the next step, if the pictures are aplurality of pictures, splicing the pictures into a large picture through a puzzle algorithm, updating vertex coordinates and texture coordinates, storing the vertex coordinates and the texture coordinates into a CPU memory, uploading the vertex coordinates and the texture coordinates to a GPU through the CPU, executing Draw Call once, completing drawing of all pit positions, and finally displaying the pit positions on a screen. According to the method for combining spliced images to draw objects made of different materials, texture pictures to be displayed in all pit positions are spliced into a large texture picture, and each pit position uses a sub-region of the large texture picture, so that each pit position has the same texture data, and the requirement of combining the pit positionsinto a patch is met.

Description

technical field [0001] The invention relates to the technical field of image processing, in particular to a batch processing rendering method for 3D simulation scene images based on edge computing. Background technique [0002] 3D simulation scenes are usually drawn using the GPU, which ensures the performance and clarity of the drawing. The software interface of the GPU is generally implemented by the general cross-platform interface of OpenGL. The drawing process of OpenGL is generally to specify fixed-point data and texture coordinate data first. , texture data, lighting and some scene matrix data as input, and then the GPU gets these data to generate the image to be displayed according to the OpenGLPipeline. These data are created in the CPU, so the CPU needs to transfer these data to the GPU, every time Drawing requires such a transfer once, which is time-consuming. For this bottleneck, OpenGL proposes the concept of batch batch processing, that is, when the same data ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T15/00G06T3/40
CPCG06T3/4038G06T15/005
Inventor 李强李利民马新强秦福建胡晓庆
Owner CHONGQING UNIV OF ARTS & SCI
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