Rendering optimization method for region division and terminal
A technology of area division and optimization method, which is applied in 3D image processing, image data processing, instruments, etc., can solve problems such as low rendering efficiency, freezing in the rendering process, and large amount of data, so as to avoid freezing and improve rendering efficiency effect
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Embodiment 1
[0072] Please refer to figure 1 As shown, a rendering optimization method for area division, including:
[0073] S1. Divide the scene into multiple unit areas according to the size of the scene, and mark the renderable models in the scene that do not need to be updated frequently as static models;
[0074] Wherein, if the scene is a 3D scene, the 3D scene is divided into x*y*z regions according to the size of the scene, and if it is a 2D scene, the 2D scene is divided into x*y regions. Since the model with bones does not support batch merging, if the model is a model with bones, it will not be marked as a static model.
[0075] When determining the corresponding relationship between each static model and the unit area to which it belongs, the position of the corresponding unit area can be calculated according to the position information of the static model. The calculation method is: first determine the index number of each unit area, if the position of the static model is P...
Embodiment 2
[0095] Please refer to figure 2 , an area-divided rendering optimization terminal 1, including a memory 2, a processor 3, and a computer program stored in the memory 2 and operable on the processor 3, the processor 3 implements the embodiment when executing the computer program One step.
[0096] To sum up, the rendering optimization method and terminal for area division provided by the present invention divide the scene into areas, and divide the static models in each area according to the material to form each model batch. When rendering, as long as Determine the unit area that needs to be rendered, and render each model batch in the model batch set corresponding to the unit area. There is no need to render the entire scene, which avoids the phenomenon of stuttering during the rendering process and improves rendering. efficiency.
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