A dynamic game object baking method and system based on light probe

By adding a new lighting probe range component in the offline baking system, the lighting probes are automatically arranged to automatically distribute them on the surface of the object, which solves the problem of inefficiency in rendering of large-scale game scenes, and improves the efficiency of lighting environment integration and baking efficiency of dynamic game objects.

CN114272602BActive Publication Date: 2025-06-06FUJIAN TQ ONLINE INTERACTIVE INC
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Patent Information

Application Number
CN202111615098.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-27
Publication Date
2025-06-06
Estimated Expiration
2041-12-27

AI Technical Summary

Technical Problem

The existing lighting probe management solution increases time and reduces baking efficiency in rendering large game scenes, and cannot effectively solve the problem of dynamic game objects integrating into the lighting environment during movement.

Method used

By adding a new light probe range component in the offline baking system, the light probes are automatically arranged so that they can be automatically distributed on the surface of the object, so that the surrounding light information can be correctly received when the dynamic game object moves.

Benefits of technology

It improves the efficiency of artists in baking dynamic objects, accelerates the efficiency of scene resource generation, and makes dynamic objects more integrated into the lighting environment at the current location.

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Abstract

The present invention provides a dynamic game object baking method based on light probes. After performing relevant settings for light probe management, the light probe range information is input into an offline baking system. Before the offline baking system operates, the objects within the light probe range are determined by performing bounding box detection and judgment with the objects in the scene according to the light probe range size. By obtaining the vertex data of the object through indexing, the light probes within the current light probe range are reasonably distributed according to the light probe spacing data, and then incorporated into the offline baking system to continue the operation. According to the existing light probe distribution, the light information around the light probe is collected, and the light information is written into the light probe through spherical harmonic function system calculation, and reloaded into the current light environment after the offline baking is completed; the present invention improves the efficiency of baking large game scenes.
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Description

Technical Field

[0001] The present invention relates to the field of computer graphics, and in particular to a method and system for baking dynamic game objects based on light probes. Background Art

[0002] In the selection of game rendering solutions, developers often choose the static baking technology solution of light map based on the consideration of game performance. This solution obtains higher lighting quality for the game scene by storing the global illumination in the scene. However, for non-static or moving game objects in the scene, it violates the static principle that they cannot move relative to the light source, so they need to be processed separately using light probes. Light probes are essentially position points in space, which can store light samples from all directions. This type of lighting data will be encoded as a special value called "spherical harmonics". Dynamic game objects can receive lighting information data from nearby light probes during movement, so that they can correctly receive surrounding lighting information and thus correctly integrate into the surrounding lighting environment.

[0003] The existing light probe management solution (here taking the game engine Unity as an example) can only edit light probes, mainly adding, deleting, copying, moving, etc. of a single light probe. In the rendering of large game scenes, this management solution undoubtedly increases the time and reduces the efficiency of baking large game scenes.

[0004] Bounding box is an algorithm for finding the optimal bounding space of a discrete point set. The basic idea is to use a slightly larger geometric body with simpler characteristics (called a bounding box) to approximately replace complex geometric objects. Common bounding box algorithms include AABB bounding box, bounding sphere, directional bounding box OBB, and fixed directional convex hull FDH. Collision detection has a wide range of applications in virtual reality, computer-aided design and manufacturing, games, and robotics, and has even become a key technology. The bounding box algorithm is one of the important methods for preliminary detection of collision interference.

[0005] The offline baking system is a process that calculates the impact of all light sources on objects in the engine scene and finally generates a light map and applies it in the scene. The purpose of this system is to reduce the calculation of real-time light sources and thus improve the efficiency of scene operation. Summary of the invention

[0006] To overcome the above problems, the purpose of the present invention is to provide a dynamic game object baking method based on light probes, so that the light probes are automatically distributed on the surface of the object, thereby avoiding artists spending a lot of time on dynamic game object baking.

[0007] The present invention is implemented by the following scheme: a dynamic game object baking method based on light probes, the method comprising the following steps: step S1, adding a component light probe range in an offline baking system, the component light probe range is used to set a scene range where light probes need to be automatically arranged;

[0008] Step S2: After the light probe range component is set, enter the baking process and generate the light probe before the baking operation;

[0009] Step S3, automatically arrange the light probes, and after the arrangement is completed, in the offline baking system, obtain the lighting information around the light probes through spherical harmonic lighting technology, write the light probes, store the lighting information of the light probes to the disk, and re-read the lighting information of the light probes into the current lighting environment;

[0010] Step S4: View and edit the lighting probes that have written the lighting information, modify the lighting probe distribution, and repeat steps S2-S3 until all the lighting probes are reloaded into the current new lighting environment to complete the game object baking.

[0011] Furthermore, the automatic arrangement of the light probes in step S3 further specifically includes: determining the objects within the light probe range by performing bounding box detection and judgment with the objects in the scene according to the light probe range; obtaining the vertex data of the object by indexing, and automatically distributing the light probes within the current light probe range according to the light probe spacing data.

[0012] Furthermore, the automatic arrangement is: reasonably placing the light probes around the vertices of the game objects. The automatic arrangement depends on the game objects. Game objects are composed of three-dimensional models, and three-dimensional models are composed of triangles. As long as the vertex data is obtained from the model, the triangles that make up the model can be obtained according to the triangle index data; the normal vector direction of the triangle is used as the basis for judgment. As long as the normal vector is upward in the three-dimensional space, it can be determined that the point allows the placement of light probes; in this way, the light probes before baking can be reasonably placed around the vertices of the game objects; the algorithm principle of the automatic arrangement includes the following steps:

[0013] Step S31, taking the current screen as a reference, setting a coordinate system in three-dimensional space, wherein the X axis is facing outward from the screen, the Y axis is parallel to the right in the screen, and the Z axis is vertically upward in the screen;

[0014] Step S32, setting an area where illumination probes need to be placed, and dividing the area into M grid areas along the X axis and N grid areas along the Y axis according to density;

[0015] Step S33, traverse the game objects, collide the bounding box of the game object with the bounding box of the grid area, and if the cross collision is satisfied, execute step S34; if not satisfied, traverse the next game object until all game objects are traversed;

[0016] Step S34, obtaining vertex data of the three-dimensional model of the game object, and reconstructing the triangles constituting the three-dimensional model according to the triangle index data;

[0017] Step S35, traverse the triangle. As long as the data of the triangle's normal vector on the Z axis is greater than 0 in the three-dimensional space, it means that the normal vector is pointing upward on the screen. This means that it is possible to determine whether the data is the lighting probe vertex data generated in the mesh in the corresponding mesh area. If so, generate the corresponding lighting probe based on the vertex data to arrange the lighting probes.

[0018] Furthermore, editing the light probe includes: adding, deleting, copying, or moving the light probe.

[0019] The present invention also provides a dynamic game object baking system based on light probes, the system comprising a new component module, a light probe generation module, a light probe arrangement module, and a baking module;

[0020] The newly added component module is used to add a component light probe range in the offline baking system, and the component light probe range is used to set the scene range that needs to be automatically arranged by the light probe;

[0021] The light probe generation module is used to enter the baking process after the light probe range component is set, and generate the light probe before the baking operation;

[0022] The light probe arrangement module automatically arranges the light probes. After the arrangement is completed, in the offline baking system, the light information around the light probes is obtained by using the spherical harmonic illumination technology, the light probes are written, the light information of the light probes is stored on the disk, and the light information of the light probes is re-read into the current light environment;

[0023] The baking module checks and edits the lighting probes that have been written with lighting information, modifies the distribution of lighting probes, and repeatedly executes the lighting probe generation module and the lighting probe arrangement module until all lighting probes are reloaded into the current new lighting environment to complete the baking of game objects.

[0024] Furthermore, the automatic arrangement of light probes in the light probe arrangement module further specifically includes: determining the objects within the light probe range by performing bounding box detection and judgment with the objects in the scene according to the light probe range; obtaining the vertex data of the object by indexing, and automatically distributing the light probes within the current light probe range according to the light probe spacing data.

[0025] Furthermore, the automatic arrangement is: reasonably placing the light probes around the vertices of the game objects. The automatic arrangement depends on the game objects. Game objects are composed of three-dimensional models, and three-dimensional models are composed of triangles. As long as the vertex data is obtained from the model, the triangles that make up the model can be obtained according to the triangle index data; the normal vector direction of the triangle is used as the basis for judgment. As long as the normal vector is upward in the three-dimensional space, it can be determined that the point allows the placement of light probes; in this way, the light probes before baking can be reasonably placed around the vertices of the game objects; the algorithm principle of the automatic arrangement includes the following steps:

[0026] Step S51, using the current screen as a reference, setting a coordinate system in three-dimensional space, wherein the X axis is facing outward from the screen, the Y axis is parallel to the right in the screen, and the Z axis is vertically upward in the screen;

[0027] Step S52, setting an area where illumination probes need to be placed, and dividing the area into M grid areas along the X axis and N grid areas along the Y axis according to density;

[0028] Step S53, traverse the game objects, collide the bounding box of the game object with the bounding box of the grid area, and if the cross collision is satisfied, execute step S54; if not satisfied, traverse the next game object until all game objects are traversed;

[0029] Step S54, obtaining vertex data of the three-dimensional model of the game object, and reconstructing the triangles constituting the three-dimensional model according to the triangle index data;

[0030] Step S55, traverse the triangle. As long as the data of the triangle's normal vector on the Z axis is greater than 0 in the three-dimensional space, it means that the normal vector is pointing upward on the screen. This means that it is possible to determine whether the data is the lighting probe vertex data generated in the mesh in the corresponding mesh area. If so, generate the corresponding lighting probe based on the vertex data to arrange the lighting probes.

[0031] Furthermore, editing the light probe includes: adding, deleting, copying, or moving the light probe.

[0032] The beneficial effects of the present invention are: 1. The automatic distribution function of the lighting probe range is adopted to make the dynamic objects in the scene more integrated into the lighting environment of the current position during the movement, enriching the effects of the dynamic objects, improving the efficiency of artists in baking dynamic objects, and accelerating the efficiency of scene resource generation.

[0033] 2. Keeping the light probe editing system is conducive to correcting the unreasonable phenomenon of light probes caused by the light probe automatic distribution algorithm. Through editing, dynamic objects can correctly receive lighting information. BRIEF DESCRIPTION OF THE DRAWINGS

[0034] Figure 1 It is a schematic flow chart of the method of the present invention.

[0035] Figure 2 It is a distribution diagram after the illumination probes are automatically arranged in an embodiment of the present invention.

[0036] Figure 3 It is a system principle block diagram of the present invention. DETAILED DESCRIPTION

[0037] The present invention will be further described below in conjunction with the accompanying drawings.

[0038] The present invention provides a dynamic game object baking method based on light probes. After performing relevant settings for light probe management, the light probe range information is input into an offline baking system. Before the offline baking system operates, the objects within the light probe range are determined by performing bounding box detection and judgment with the objects in the scene according to the light probe range size. By obtaining the vertex data of the object through indexing, the light probes within the current light probe range are reasonably distributed according to the light probe spacing data, and then incorporated into the offline baking system to continue the operation. According to the existing light probe distribution, the light information around the light probe is collected, and the light information is written into the light probe through spherical harmonic function system calculation, and reloaded into the current light environment after the offline baking is completed.

[0039] See also Figure 1 As shown, a dynamic game object baking method based on light probes comprises the following steps: step S1, adding a component light probe range in an offline baking system, the component light probe range is used to set a scene range where light probes need to be automatically arranged;

[0040] Step S2: After the light probe range component is set, enter the baking process and generate the light probe before the baking operation;

[0041] Step S3: Automatically arrange the illumination probes (such as Figure 2As shown), after the arrangement is completed, in the offline baking system, the lighting information around the lighting probe is obtained by spherical harmonic lighting technology, the lighting probe is written, and the lighting information of the lighting probe is stored on the disk and the lighting information of the lighting probe is re-read into the current lighting environment; wherein, the spherical harmonic lighting technology is already a prior art, and reference can be made to Spherical harmonic lighting (spherical harmonic lighting technology) published by Green R in Archives of the Game Developers Conference in 2003. The automatic arrangement of the lighting probe in step S3 further specifically includes: according to the lighting probe range, determining the objects within the lighting probe range by performing bounding box detection and judgment with the objects in the scene; obtaining the vertex data of the object through indexing, and automatically distributing the lighting probes within the current lighting probe range according to the lighting probe spacing data.

[0042] Step S4: View and edit the light probes that have been written with the lighting information, modify the light probe distribution, and repeat steps S2-S3 until all light probes are reloaded into the current new lighting environment to complete the baking of the game object. Editing light probes includes: adding, deleting, copying, or moving light probes.

[0043] The automatic arrangement is: reasonably placing the light probes around the vertices of the game object. The automatic arrangement depends on the game object. Game objects are composed of three-dimensional models, and three-dimensional models are composed of triangles. As long as the vertex data is obtained from the model, the triangles that make up the model can be obtained according to the triangle index data; the normal vector direction of the triangle is used as the basis for judgment. As long as the normal vector is upward in the three-dimensional space, it can be determined that the point allows the placement of the light probe; in this way, the light probes before baking can be reasonably placed around the vertices of the game object; the algorithm principle of the automatic arrangement includes the following steps:

[0044] Step S31, taking the current screen as a reference, setting a coordinate system in three-dimensional space, wherein the X axis is facing outward from the screen, the Y axis is parallel to the right in the screen, and the Z axis is vertically upward in the screen;

[0045] Step S32, setting an area where illumination probes need to be placed, and dividing the area into M grid areas along the X axis and N grid areas along the Y axis according to density;

[0046] Step S33, traverse the game objects, collide the bounding box of the game object with the bounding box of the grid area, and if the cross collision is satisfied, execute step S34; if not satisfied, traverse the next game object until all game objects are traversed;

[0047] Step S34, obtaining vertex data of the three-dimensional model of the game object, and reconstructing the triangles constituting the three-dimensional model according to the triangle index data;

[0048] Step S35, traverse the triangle. As long as the data of the triangle's normal vector on the Z axis is greater than 0 in the three-dimensional space, it means that the normal vector is pointing upward on the screen. This means that it is possible to determine whether the data is the lighting probe vertex data generated in the mesh in the corresponding mesh area. If so, generate the corresponding lighting probe based on the vertex data to arrange the lighting probes.

[0049] See also Figure 3 As shown, the present invention also provides a dynamic game object baking system based on light probes, the system comprising a new component module, a light probe generation module, a light probe arrangement module, and a baking module;

[0050] The newly added component module is used to add a component light probe range in the offline baking system, and the component light probe range is used to set the scene range that needs to be automatically arranged by the light probe;

[0051] The light probe generation module is used to enter the baking process after the light probe range component is set, and generate the light probe before the baking operation;

[0052] The light probe arrangement module automatically arranges the light probes. After the arrangement is completed, in the offline baking system, the light information around the light probes is obtained by using the spherical harmonic illumination technology, the light probes are written, the light information of the light probes is stored on the disk, and the light information of the light probes is re-read into the current light environment;

[0053] The baking module checks and edits the lighting probes that have been written with lighting information, modifies the distribution of lighting probes, and repeatedly executes the lighting probe generation module and the lighting probe arrangement module until all lighting probes are reloaded into the current new lighting environment to complete the baking of game objects; editing lighting probes includes: adding, deleting, copying, or moving lighting probes.

[0054] The automatic arrangement of the light probes in the light probe arrangement module further specifically includes: determining the objects within the light probe range by performing bounding box detection and judgment with the objects in the scene according to the light probe range; obtaining the vertex data of the object by indexing, and automatically distributing the light probes within the current light probe range according to the light probe spacing data.

[0055] The automatic arrangement is: reasonably placing the light probes around the vertices of the game object. The automatic arrangement depends on the game object. Game objects are composed of three-dimensional models, and three-dimensional models are composed of triangles. As long as the vertex data is obtained from the model, the triangles that make up the model can be obtained according to the triangle index data; the normal vector direction of the triangle is used as the basis for judgment. As long as the normal vector is upward in the three-dimensional space, it can be determined that the point allows the placement of the light probe; in this way, the light probes before baking can be reasonably placed around the vertices of the game object; the algorithm principle of the automatic arrangement includes the following steps:

[0056] Step S51, using the current screen as a reference, setting a coordinate system in three-dimensional space, wherein the X axis is facing outward from the screen, the Y axis is parallel to the right in the screen, and the Z axis is vertically upward in the screen;

[0057] Step S52, setting an area where illumination probes need to be placed, and dividing the area into M grid areas along the X axis and N grid areas along the Y axis according to density;

[0058] Step S53, traverse the game objects, collide the bounding box of the game object with the bounding box of the grid area, and if the cross collision is satisfied, execute step S54; if not satisfied, traverse the next game object until all game objects are traversed;

[0059] Step S54, obtaining vertex data of the three-dimensional model of the game object, and reconstructing the triangles constituting the three-dimensional model according to the triangle index data;

[0060] Step S55, traverse the triangle. As long as the data of the triangle's normal vector on the Z axis is greater than 0 in the three-dimensional space, it means that the normal vector is pointing upward on the screen. This means that it is possible to determine whether the data is the lighting probe vertex data generated in the mesh in the corresponding mesh area. If so, generate the corresponding lighting probe based on the vertex data to arrange the lighting probes.

[0061] Take a game scene baking as an example. When the terrain editor is baking the scene under the current lighting environment, the light probe system can be used to perform relevant settings for light probe management, mainly including:

[0062] 1. Choice of light probe generation method, including automatic generation of light probes through the light probe range system and generation of light probes through the light probe editing system.

[0063] 2. The light probe range system is mainly for the setting of light probe range, including adding, deleting, copying, moving and setting of light probe range spacing.

[0064] 3. Light probe editing system, including adding, deleting, copying and moving light probes.

[0065] After the relevant settings for light probe management are completed, click the Start Baking button to start the offline baking system operation. Before the system operates, the editor first selects whether to perform automatic arrangement calculations for light probes based on the current light probe management related settings. During the automatic arrangement calculation of light probes, objects within the light probes will be processed according to the set light probe range, mainly based on their vertex data and arranged according to the set light probe spacing. After the arrangement is completed, enter the baking system, and use spherical harmonic lighting technology to calculate the lighting information around the light probes into coefficients through spherical harmonic functions and write them into the light probes.

[0066] When baking is completed, you can view the distribution of light probes through the light probe editing system. If you find that the placement of light probes is unreasonable or redundant relative to the current scene, you can modify the light probes through editing. After the editing is completed, you can re-operate the baking system.

[0067] In summary, the present invention places the light probes reasonably around the vertices of the game objects according to the automatic arrangement algorithm based on the vertices of the game objects in the scene, and automatically distributes the light probes on the surface of the object as much as possible, thereby avoiding artists spending a lot of time on baking dynamic game objects.

[0068] The above description is only a preferred embodiment of the present invention. All equivalent changes and modifications made according to the scope of the patent application of the present invention should fall within the scope of the present invention.

Claims

1. A dynamic game object baking method based on light probes, Features: The method comprises the following steps: step S1, adding a component lighting probe range in an offline baking system, where the component lighting probe range is used to set a scene range where lighting probes need to be automatically arranged; Step S2: After the light probe range component is set, enter the baking process and generate the light probe before the baking operation; Step S3, automatically arrange the light probes, and after the arrangement is completed, in the offline baking system, obtain the lighting information around the light probes through spherical harmonic lighting technology, write the light probes, store the lighting information of the light probes to the disk, and re-read the lighting information of the light probes into the current lighting environment; Step S4, check and edit the lighting probes that have been written with lighting information, modify the distribution of lighting probes, and repeat steps S2-S3 until all lighting probes are reloaded into the current new lighting environment to complete the baking of the game object; the automatic arrangement is: reasonably placing the lighting probes around the vertices of the game object, the automatic arrangement depends on the game object, the game object is composed of three-dimensional models, and the three-dimensional models are composed of triangles, as long as the vertex data is obtained from the model, and according to the triangle index data, the triangles that make up the model can be obtained; the normal vector direction of the triangle is used as the basis for judgment, as long as the normal vector is upward in the three-dimensional space, it can be determined that the vertex of the game object allows the placement of the lighting probe; the normal vector direction judgment method of the triangle can reasonably place the lighting probe before baking around the vertices of the game object; the algorithm principle of the automatic arrangement includes the following steps: Step S31, taking the current screen as a reference, setting a coordinate system in three-dimensional space, wherein the X axis is facing outward from the screen, the Y axis is parallel to the right in the screen, and the Z axis is vertically upward in the screen; Step S32, setting an area where illumination probes need to be placed, and dividing the area into M grid areas along the X axis and N grid areas along the Y axis according to density; Step S33, traverse the game objects, collide the bounding box of the game object with the bounding box of the grid area, and if the cross collision is satisfied, execute step S34; if not satisfied, traverse the next game object until all game objects are traversed; Step S34, obtaining vertex data of the three-dimensional model of the game object, and reconstructing the triangles constituting the three-dimensional model according to the triangle index data; Step S35, traverse the triangle. As long as the data of the triangle's normal vector on the Z axis is greater than 0 in the three-dimensional space, it means that the normal vector is pointing upward on the screen. This means that it is possible to determine whether the triangle's normal vector data on the Z axis is the lighting probe vertex data generated in the corresponding mesh area. If so, generate the corresponding lighting probe based on the vertex data to arrange the lighting probe.

2. A method for baking dynamic game objects based on light probes according to claim 1, Features: The automatic arrangement of the light probes in step S3 further specifically includes: determining the objects within the light probe range by performing bounding box detection and judgment with the objects in the scene according to the light probe range; obtaining the vertex data of the object by indexing, and automatically distributing the light probes within the current light probe range according to the light probe spacing data.

3. A method for baking dynamic game objects based on light probes according to claim 1, Features: Editing light probes includes: adding, deleting, copying, or moving light probes.

4. A dynamic game object baking system based on light probes, Features: The system includes a new component module, a light probe generation module, a light probe arrangement module, and a baking module; The newly added component module is used to add a component light probe range in the offline baking system, and the component light probe range is used to set the scene range that needs to be automatically arranged by the light probe; The light probe generation module is used to enter the baking process after the light probe range component is set, and generate the light probe before the baking operation; The light probe arrangement module automatically arranges the light probes. After the arrangement is completed, in the offline baking system, the light information around the light probes is obtained by using the spherical harmonic illumination technology, the light probes are written, the light information of the light probes is stored on the disk, and the light information of the light probes is re-read into the current light environment; The baking module checks and edits the lighting probes that have been written with lighting information, modifies the distribution of lighting probes, and repeatedly executes the lighting probe generation module and the lighting probe arrangement module until all lighting probes are reloaded into the current new lighting environment to complete the baking of game objects; The automatic arrangement is: reasonably placing the light probes around the vertices of the game object. The automatic arrangement depends on the game object. Game objects are composed of three-dimensional models, and three-dimensional models are composed of triangles. As long as the vertex data is obtained from the model, the triangles that make up the model can be obtained according to the triangle index data; the normal vector direction of the triangle is used as the basis for judgment. As long as the normal vector is upward in the three-dimensional space, it can be determined that the vertex of the game object allows the placement of the light probe; the normal vector direction judgment method of the triangle can reasonably place the light probe before baking around the vertices of the game object; the algorithm principle of the automatic arrangement includes the following steps: Step S51, using the current screen as a reference, setting a coordinate system in three-dimensional space, wherein the X axis is facing outward from the screen, the Y axis is parallel to the right in the screen, and the Z axis is vertically upward in the screen; Step S52, setting an area where illumination probes need to be placed, and dividing the area into M grid areas along the X axis and N grid areas along the Y axis according to density; Step S53, traverse the game objects, collide the bounding box of the game object with the bounding box of the grid area, and if the cross collision is satisfied, execute step S54; if not satisfied, traverse the next game object until all game objects are traversed; Step S54, obtaining vertex data of the three-dimensional model of the game object, and reconstructing the triangles constituting the three-dimensional model according to the triangle index data; Step S55, traverse the triangle. As long as the data of the triangle's normal vector on the Z axis is greater than 0 in the three-dimensional space, it means that the normal vector is pointing upward on the screen. This means that it is possible to determine whether the triangle's normal vector data on the Z axis is the lighting probe vertex data generated in the corresponding mesh area. If so, generate the corresponding lighting probe based on the vertex data to arrange the lighting probe.

5. A dynamic game object baking system based on light probes according to claim 4, Features: The automatic arrangement of the light probes in the light probe arrangement module further specifically includes: determining the objects within the light probe range by performing bounding box detection and judgment with the objects in the scene according to the light probe range; obtaining the vertex data of the object by indexing, and automatically distributing the light probes within the current light probe range according to the light probe spacing data.

6. A dynamic game object baking system based on light probes according to claim 4, Features: Editing light probes includes: adding, deleting, copying, or moving light probes.

Citation Information

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