A Unity-based Mass Rapid Loading Method and Device for Oblique Photography
An oblique photography, mass technology, applied in the field of graphics rendering, can solve problems such as the application limitations of oblique photography, achieve the effect of improving rendering efficiency and speed, and reducing rendering load
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Embodiment 1
[0062] Such as figure 1 As shown, a Unity-based massive fast loading method for oblique photography includes the following steps:
[0063] S1. Processing the original oblique photography file to obtain an intermediate file, the intermediate file includes a data file and a configuration file;
[0064] S2. Load all configuration files in step S1, and preload data files;
[0065] S3. Perform top-level rendering according to the configuration file loaded in step S2 and the preloaded data file, and dynamically generate Mesh and shader balls;
[0066] S4. Perform LOD processing according to the distance from each mesh to the camera in step S3, and unload and recycle the resources in the removed field of view and LOD processing.
Embodiment 2
[0068] Such as figure 2 As shown, this embodiment is further based on Embodiment 1, and the specific process of step S1 is as follows:
[0069] S101. Load the original oblique photography file to extract key information, and save the data information in memory; the key information includes vertex, texture, index, and UV information;
[0070] S102. Eliminate unnecessary data content in the oblique photography original file according to the set rules, and then compress and save it; remove low-resolution levels according to the pre-processing configuration strategy, and remove unnecessary high-precision data according to needs; This process can achieve the effect of reducing the final data volume, such as reducing the data volume to 50% of the original, so that massive data can be compressed;
[0071] S103. Merge the multi-vertex information of a single file in the key information in step S101, and merge the multi-maps to generate a data file; it can reduce the rendering load i...
Embodiment 3
[0075] This embodiment is further on the basis of Embodiment 2, the data file is a compressed binary file that stores vertices, indexes, and UV information; the configuration file contains pyramid structure information, vertex merging information, and picture merging information.
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