Computer three-dimensional character culling data generation and use method, device, medium and system

By using pre-generation and real-time interpolation strategies, frame-level cluster bounding box data is generated and used, solving the problem that dynamic character skin models cannot be culled in existing technologies. This achieves low-overhead, high-performance dynamic 3D character culling, which is suitable for high-precision dynamic character models.

CN122336084APending Publication Date: 2026-07-03CHENGDU SHENMA TONGCHI TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-04-07
Publication Date
2026-07-03

AI Technical Summary

Technical Problem

Existing mainstream Cluster LOD technology cannot be applied to dynamic character skin models, resulting in the inability to provide Cluster bounding box data after animation, the inability to achieve correct culling and rendering, and insufficient performance on high-precision character models, making it unsuitable for production environments.

Method used

By pre-generating frame-level cluster bounding box data of sampled animation frames and combining it with a real-time interpolation strategy, low-overhead dynamic 3D character culling data is generated and used. This includes extracting skin data under the bound pose, constructing a static model, establishing mapping relationships, pre-generating and storing frame-level cluster bounding box data, and performing culling operations on the graphics processing unit of the graphics card.

Benefits of technology

It achieves low-overhead, high-performance dynamic 3D character culling, supports ultra-high precision rendering of dynamic character models, improves dynamism and culling performance, and is suitable for dynamic character skin models affected by animation skeletons.

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Abstract

This invention discloses a method, device, medium, and system for generating and using 3D character culling data in computer graphics, belonging to the field of computer graphics. The method includes the following steps: pre-generating frame-level cluster bounding box data corresponding to sampled animation frames; submitting the frame-level cluster bounding box data to the graphics processing unit of the graphics card during initialization; updating the current animation frame using an animation state machine during runtime; during the culling operation, searching for the bounding box data of the cluster in the current animation frame based on the current animation frame and the cluster index, and culling it; if the current animation frame does not match the sampled animation frame, interpolating and calculating the bounding box data corresponding to the current animation frame based on the pre-generated frame-level cluster bounding box data of the animation frames before and after the current animation frame. This invention has advantages such as low overhead, good dynamics, and high culling performance.
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