场景资源包生成方法及其装置、设备、介质

By dividing the scene into distance tiers based on visible distance and generating scene blocks through iterative degeneracy, the resource scheduling problem in traditional game scene resource package management is solved, achieving efficient and refined streaming loading and high-performance rendering.

CN122152541BActive Publication Date: 2026-07-17GUANGZHOU KULUO SHUJIE TECH CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
GUANGZHOU KULUO SHUJIE TECH CO LTD
Filing Date
2026-04-30
Publication Date
2026-07-17

AI Technical Summary

Technical Problem

Traditional methods for generating game scene resource packs manage resources at the granular level of the entire region, which makes it difficult to optimize resource scheduling, resulting in wasted memory resources and visual voids, and makes it difficult to achieve efficient, refined streaming loading and high-performance rendering.

Method used

Based on the visible distance of scene objects, distance tiers are divided, logical object sets are segmented, and scene blocks are generated by iterative simplification along the distance tier sequence. A detailed model mapping table is constructed, and a structured scene resource package is generated.

Benefits of technology

It enables independent loading timing settings for distant and near objects, avoiding memory waste and visual voids, improving the automation and standardization of content production, and ensuring smooth visual transitions and rendering efficiency.

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Abstract

本申请涉及一种场景资源包生成方法及其装置、设备、介质。该方法包括:针对游戏世界的场景地图,根据每个场景对象的可视见距离确定其所属距离梯级,形成各梯级的逻辑对象集;按各梯级的梯级切分规格,将各逻辑对象集分布的区域在空间上切分为多个场景分块,每个分块包含落入其内的、属于本梯级的场景对象原始模型;沿距离梯级序列由近及远,为每个梯级生成其场景分块的模型,该模型由落入该分块的本梯级特有原始模型与空间重叠的所有前序梯级所生成模型进行简并而得;最终构造包含细节模型映射表的场景资源包以供客户端调用。本申请提升了资源包生成效率,有助于实现精细化的流式加载与渲染。
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