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7 results about "Occlusion culling" patented technology

Occlusion Culling. Occlusion Culling is a feature that disables rendering of objects when they are not currently seen by the cameraA component which creates an image of a particular viewpoint in your scene.

Scene rendering method and system based on three-dimensional Gaussian splashing

The invention discloses a scene rendering method and system based on three-dimensional Gaussian splashing. The method comprises the following steps: organizing and constructing an original 3D Gaussian set to obtain a spatial hierarchical structure; generating corresponding level details for the primitives in the spatial hierarchical structure to obtain a spatial hierarchical structure associated with the level details; traversing the spatial hierarchical structure associated with level details, and executing hierarchical view cone cutting and shielding elimination to obtain a visible node list; traversing the visible node list, calculating a level detail selection standard, and generating a level detail activity Gaussian set; performing optimization sorting on the level detail activity Gaussian set to obtain an activity primitive list; and performing tile-based rasterization on the active primitive list, and performing adaptive processing according to level details of the primitives to obtain a final color value of each pixel. According to the method, the rendering performance can be greatly improved, the occupation of a memory and a video memory is remarkably reduced, the rendering quality is improved, visual flaws are reduced, and the expandability of the 3DGS rendering method is enhanced.
Owner:CHINA ORDNANCE SCI INST

Rendering method and device and medium

The invention discloses a rendering method, which comprises the following steps: constructing an octree, and storing a to-be-rendered object in a to-be-rendered three-dimensional scene in a child node of the octree to obtain a space management octree; dividing the view cone into different view cone levels; traversing the space management octree, and determining a first intersection part between the space of the child node and the view cone and a view cone level to which the first intersection part belongs; distributing the first intersection part to different rendering queues according to the view cone hierarchy to which the first intersection part belongs; shielding and removing the first intersection parts in the different rendering queues to obtain current visible objects to be rendered; and rendering the current visible to-be-rendered object. According to the method, the octree is constructed to manage the three-dimensional scene space, the view cone levels are divided, the rendering queues are distributed, the view cone removing and multi-level shielding removing technologies are combined, the visible objects are accurately judged, the rendering load is effectively reduced, and the method has the advantages that the rendering performance is improved, space management is optimized, and the complex scene processing efficiency is improved.
Owner:CISDI ENGINEERING CO LTD +1

Real-time depth volume occlusion culling method and device, electronic equipment and storage medium

The application provides a real-time depth body occlusion removal method, device, electronic equipment and medium, the real-time depth body occlusion removal method includes: according to real-time depth body occlusion removal request, the depth body of model in target scene is acquired;The position information and length information of the depth body are acquired;Creation removal thread, the occlusion relationship of the depth body in target scene is calculated according to position information and length information;According to the dynamic processing of the hiding and display of the occlusion relationship to the model in target scene is executed.This application keeps excellent rendering quality by real-time depth body occlusion removal, so as to improve rendering performance and reduce memory consumption.
Owner:珠海剑心互动娱乐有限公司

Occlusion culling method, electronic device and storage medium

The present disclosure provides an occlusion culling method, an electronic device and a storage medium. The occlusion culling method is used to a compositor of an extended reality device and includes: determining a coverage range of a layer in the extended reality device, in which, the extended reality has at least two to-be-drawn layers; and in response to a target layer within a coverage range of any previous layer, skipping drawing the target layer in the compositor; the target layer is a layer except the layer closest to a human eye position in at least two layers, and the previous layer is a layer closer to the human eye position than the target layer.
Owner:BEIJING ZITIAO NETWORK TECH CO LTD

A cartographic method for real-time map rendering optimization

This invention provides a cartographic method for optimizing real-time map rendering, belonging to the field of cartographic technology for real-time map rendering optimization. This invention pre-calculates the screen space projection area at the central processing unit (CPU) and repackages it into batches with varying loads, then asynchronously submits the batches to the graphics processor (GPU) via a drawing indirect instruction mechanism. It uses 3D Hilbert curves to map tile coordinates as linear indices, combining quadtree divide-and-conquer recursion with user motion prediction to drive tile prefetching. It reconstructs low-resolution tile textures using a bi-branch map texture super-resolution fusion model and adaptively adjusts the high-frequency gating weight inference scaling factor through a comprehensive quality adjustment value. It compresses the occlusion query overhead per frame through a bi-phase occlusion culling pipeline combined with temporal reprojection. This invention solves the technical problems of unbalanced geometric subdivision load, low tile scheduling cache hit rate, and difficulty in adaptively balancing texture super-resolution reconstruction quality and inference latency during real-time map rendering.
Owner:广东省地图院

Systems and methods for optimized streaming of three-dimensional content based on a pre-culled segmentation of the three-dimensional content

A system and associated methods optimize the streaming of three-dimensional (3D) content based on a pre-culled segmentation of the 3D content. The pre-culled segmentation involves performing server-side occlusion culling or preprocessing of the 3D content so that only the visible primitives within a requested field-of-view are streamed to client devices rather than all primitives within the requested field-of-view. The system segments the 3D content primitives to different tiles and filters each tile to differentiate a first subset of visible primitives in each tile from a second subset of non-visible primitives in each tile. The system receives a request for the 3D content, retrieves the one or more tiles with primitives positioned within the requested field-of-view, and streams the first subset of visible primitives from each tile of the one or more tiles in response to the request without the second subset of non-visible primitives.
Owner:MIRIS INC

Dynamic shielding elimination method and system based on structured sight distance field

The invention discloses a dynamic shielding elimination method and system based on a structured sight distance field, and the method comprises the steps: pre-calculating the sight distance field information of a three-dimensional scene and the visible relation of grid pairs, and combining with a coarse and fine two-stage space division strategy, so as to rapidly judge the visibility of an object during operation. The system divides an observation space and an observed space in a pre-calculation stage, calculates a visual range field and a grid visible relation, and compresses and stores a result; during operation, related data are dynamically loaded according to a viewpoint position, and whether an object is visible or not is efficiently judged in combination with sight distance field information and a grid visible relation. The system adopts a four-layer architecture design and comprises a user interface layer, a shielding algorithm layer, an engine dependence layer and a UE engine layer, the occlusion elimination system can effectively reduce the drawing time consumption of the GPU and significantly improve the rendering frame rate of the three-dimensional scene while ensuring the consistency of rendering results; the method has the outstanding advantages of being low in cost during operation, reasonable in storage requirement, high in elimination efficiency, good in adaptability and the like.
Owner:XIDIAN UNIV