Role skin drawing method and system and electronic equipment
A character and skin technology, applied in the field of game rendering, can solve problems such as game scene display lag, achieve the effects of optimizing performance and game effect performance, optimizing rendering scenes, and reducing occupancy
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Embodiment 1
[0049] refer to figure 1 , in one embodiment of the present application, a character skin drawing method is provided, the main steps of the method are described as follows:
[0050] S0: After the character is drawn, use the Command Buffer to draw the character's skin area again. The redrawing includes: superimposing the subsurface scattering effect on the drawn character's skin area.
[0051] Subsurface Scattering (Subsurface Scattering) referred to as 3S is a phenomenon in which light enters a non-metallic material and then undergoes subsurface scattering, and finally exits the object and enters the field of view. The process of ray transfer from other vertices on the surface of the object. Specifically, Command Buffer is a command buffer. Command Buffer carries a series of rendering commands and depends on the camera to expand the rendering effect of the rendering pipeline. Command Buffer can be used in a certain stage of camera rendering, and then execute its own additiona...
Embodiment 2
[0102] The difference between this implementation and the first embodiment lies in the specific implementation of using the Command Buffer to draw the character skin area again.
[0103] refer to Figure 7 , in this embodiment, use the Command Buffer to draw the character skin area again, specifically:
[0104] S1: Set multiple Command Buffers, and use multiple Command Buffers to calculate the subsurface scattering calculation of multiple characters in parallel.
[0105] In the process of rendering the actual game scene, after the characters are drawn, parallel Command Buffer is used to render the skins of multiple game characters at the same time. For the overall scene rendering effect, the rendering effect is better, and the skin effects of each character in the scene are simultaneously rendered. Rendering, reducing the situation where the rendering of the scene image is not synchronized, which causes the partial delay of the rendering of the image.
[0106] Specifically, ...
Embodiment 3
[0116] The difference between this implementation and the first embodiment lies in the specific implementation of using the Command Buffer to draw the character skin area again.
[0117] refer to Figure 8 , in this embodiment, the specific implementation of using the Command Buffer to draw the character skin area again is as follows:
[0118] S11: Obtain the current GPU available memory;
[0119] S12: If the current available memory of the GPU is lower than the memory required for subsurface scattering of all current character skin areas, sequentially use Command Buffer to calculate the subsurface scattering calculation of the character skin;
[0120] S13: If the available memory of the current GPU is sufficient, set multiple Command Buffers, and use multiple Command Buffers to calculate the subsurface scattering of multiple characters in parallel.
[0121] When the available memory of the current GPU is lower than the memory required for subsurface scattering in the skin a...
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