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653 results about "Shader" patented technology

In computer graphics, a shader is a type of computer program that was originally used for shading (the production of appropriate levels of light, darkness, and color within an image), but which now performs a variety of specialized functions in various fields of computer graphics special effects, or does video post-processing unrelated to shading, or even performs functions unrelated to graphics at all.

Method for automatically drawing OpenGL program by using Vulkan

The invention discloses a method for automatically drawing an OpenGL (Open Graphics Library) program by using Vulkan. The method comprises the following steps of: creating a context used by the Vulkan, initializing each module, processing an OpenGL instruction related to texture and data buffering, and managing storage of texture and data buffering resources in a video memory; a shader program used by the OpenGL is preprocessed into a format acceptable to Vulkan, and an OpenGL shader program instruction is created and destroyed; processing an OpenGL (Open Graphics Library) instruction related to frame buffering to generate structural body information required by Vulkan dynamic rendering; an OpenGL instruction of the sampler is also created; processing an OpenGL (Open Graphics Library) instruction for creating a vertex input format and managing a vertex data buffer area, and maintaining vertex input information, a vertex buffer area and an index buffer area required by Vulkan; and finally, drawing or calculating, distributing and calling Vulkan on the basis of all the instructions.
Owner:ZHEJIANG UNIV +1

Direct3D memory model compatible method based on adaptive occupied resources

The invention discloses a Direct3D memory model compatible method based on adaptive placeholder resources, which comprises the following steps: establishing resource metadata, accessing a scene library, checking an instruction template and double sandboxes when a DXVK is started, describing related resources by the DXVK through the metadata after a D3D application is started, completing resource mapping and metadata dynamic updating, and allocating the resources to the corresponding sandboxes; the DXVK compiles an application shader code, identifies a resource access instruction, matches an access scene and a check template by combining a pipeline stage and binding slot query metadata, instantiates the check instruction and adds the check instruction to the front of a target instruction; according to the unbound resources, adaptive generation of corresponding occupied resources is carried out, the authority and the state are configured, the unbound resources are bound to a Vulkan descriptor set to replace VKNULLHANDLE, and adaptation of the shader interface and the pipeline state parameters is completed to create PSO (Particle Swarm Optimization); and intercepting an application rendering instruction analysis parameter to construct a command buffer area, submitting the command buffer area to a Vulkan queue to trigger a GPU (Graphic Processing Unit) to execute rendering, and finally completing complete conversion and adaptation from the D3D rendering logic to the Vulkan.
Owner:北京麟卓信息科技有限公司

Video display and storage method and system based on wayland protocol and storage medium

The invention belongs to the technical field of computers, and provides a video display and storage method and system based on a wayland protocol and a storage medium in order to solve the problems that an existing wayland video system is high in rendering delay, high in CPU load, low in storage efficiency and poor in cross-platform compatibility. Video frames are directly written into an Overlay layer through DRM-KMS and mixed by bypassing a synthesizer, meanwhile, CPU memory amplitude overhead is eliminated through zero copy transmission, an ISP-GPU-VPU direct transmission assembly line is constructed, full-link DMA-BUF direct transmission is achieved, and delay is greatly reduced; iSP preprocessing, GPU shader scaling and VPU coding are all executed by special hardware, so that the load is reduced, and the multi-path processing capability is improved; vPU dynamic code rate compression is utilized, segmented storage is carried out according to events / time, metadata is synchronized to a database, redundant storage is avoided, and space is saved.
Owner:CHANGSHA YINGBEIDI ELECTRONIC TECH CO LTD

Rendering method for local loading cache synchronous optimization rendering of large-scale basin twinborn model

The invention relates to a rendering method for local loading cache synchronous optimization rendering of a large-scale basin twinborn model, and belongs to the field of digital twinborn model rendering. The method comprises the following steps of: reconstructing a top index for an original model data set, and combining the original model data set into an integral data set through vertex compression and quality compression so as to realize the purpose of accelerating rendering; according to the method, detail models of different levels are created for different areas, so that the real-time rendering precision of the area far away from an observer is reduced, the calculated amount is reduced, optimization of an overall rendering pipeline is carried out in combination with a fragment shader and a vertex shader, thread consumption of a GPU is reduced, and real-time loading of a large-scale drainage basin twin model and display of simulation scene change are achieved. According to the method, the large-scale digital twin model can be lightened, the overall data size of the model is reduced while the visualization effect is guaranteed, and meanwhile, rendering visualization of the large-scale twin model can be dynamically loaded in real time.
Owner:FUJIAN ZHONGRUI HANDING DIGITAL TECH CO LTD

Visualization system and method for urban building group earthquake disaster simulation

The invention relates to the technical field of urban earthquake disaster simulation, and provides a visualization system and method for urban building group earthquake disaster simulation, and the system comprises an offline data preprocessing and block organization module and a block dynamic data management and scheduling module. The GPU acceleration rendering module is used for mapping a global floor index to a vertex to endow the vertex with a unique identifier, and finally submitting the combined model to a GPU, and cooperating with a displacement texture and a user-defined shader to realize real-time rendering of a building form; the GPU parallel displacement picture moving module is deeply coupled to the GPU rendering pipeline and is used for resolving the vertex displacement and the color value in real time and injecting the vertex displacement and the color value into the rendering pipeline; and the efficient interaction module dynamically updates label contents and coordinates to realize three-dimensional interaction. According to the method, massive time sequence displacement data are coded into textures, and parallel calculation is performed by using the GPU vertex shader, so that real-time and smooth animation simulation of earthquake responses of all buildings is realized, and the performance bottleneck of a traditional CPU calculation mode is solved.
Owner:TONGJI UNIV +1

Graph rendering method and system based on GLSL shader

The invention provides a graph rendering method and system based on a GLSL shader, and relates to the technical field of three-dimensional model rendering, and the rendering method comprises the steps: loading a 3D model, extracting data of a control point of the 3D model in a VBO of a GPU, generating a first geometric primitive, extracting vertex data in the first geometric primitive, generating an index array of the vertex data, and creating an EBO, based on an index array stored in the EBO, a vertex shader is used for sequentially processing vertex data, obtaining the position and interpolation data of each vertex, cutting the vertex data, regenerating a second geometric primitive, converting the second geometric primitive into a fragment, and a fragment shader calculates color data of each fragment; and the GPU performs parallel rendering on the color data to obtain a final output image, so that resource consumption and memory occupation are reduced while the 3D model is converted into the 2D image, and the rendering efficiency is improved.
Owner:SHANDONG ZHIHECHUANG INFORMATION TECH CO LTD

Mass data particle system rendering method and device based on WebGL

The invention discloses a WebGL-based mass data particle system rendering method and device, and belongs to the technical field of computer graphic processing. The method comprises the following steps: firstly, selecting the type of a particle emitter according to scene requirements, then constructing a primitive object based on points or quadrangles, and configuring three-dimensional coordinates and texture parameters; aggregation rendering is carried out on a single-frame primitive array through a WebGL vertex shader and a fragment shader, and the drawing calling frequency is reduced; the method comprises the steps of dynamically adjusting particle attributes, including position compensation, color gradient and explicit-implicit control, determining a rendering form and playing time of an animation according to requirements of an actual application scene, and supporting fine configuration of a single particle, including texture animation, dynamic scaling and rotation parameters. When a large amount of data is processed, on the premise of ensuring the rendering quality, the rendering efficiency can be remarkably improved, the consumption of a memory and GPU resources can be reduced, the response time of the system can be optimized, and meanwhile, the interaction experience of a user can be improved.
Owner:RES INST OF CHEM DEFENSE PLA ACAD OF MILITARY SCI

Method for calculating and rendering smooth weather data animations

A method for generating smooth transitions between animated image frames includes providing a client device; identifying a viewable area bounding box on the client device; calculating a zoom level for the weather data; determining a frame tile associated with a time frame to render the viewable area; requesting and receiving weather frame data for the frame tiles; loading the weather frame data into a shader; generating a texture to store a weather data value associated with a selected color; loading the GRIB data into map tiles objects; determining a position in a temporal range of animation positions from a beginning frame to an end frame; updating the objects with the position; using bicubic interpolation to produce a GRIB value associated with the position; assigning an output color by comparing the GRIB value against the texture; rendering an animated sequence of the frames; and repeating.
Owner:CURTIS DANIEL E

Real-time rendering optimization method based on ray tracing

The invention discloses a real-time rendering optimization method based on ray tracing. According to the method, technologies such as optimization of a spatial data structure, a light beam tracking technology, adaptive sampling, a denoising technology, illumination mapping pre-calculation, shader optimization, light-scene intersection acceleration, light source cutting, importance sampling, hardware acceleration, software-hardware cooperation, machine learning prediction, a mixed rendering technology, asynchronous calculation and dynamic resolution adjustment are combined; therefore, the calculation efficiency of ray tracing is improved, the requirement of the ray tracing for hardware performance is reduced, and the real-time or near-real-time rendering speed is realized on the premise that the image quality is not sacrificed.
Owner:SHENZHEN RENDERBUS TECH

Graphics processor, graph drawing method, chip and electronic equipment

The invention discloses a graphics processor, a graphics drawing method, a chip and electronic equipment, and belongs to the field of chips. The graphics processor comprises a geometric processing pipeline, and the geometric processing pipeline is used for realizing the functions of an amplification shader and a grid shader; the geometric processing pipeline comprises a first task generation pipeline used for creating an amplification shader thread group; the shader execution unit is used for operating the amplified shader thread group to obtain an amplified coloring result and a second drawing instruction; the task control unit is used for inputting the second drawing instruction into the second task generation assembly line; the second task generation pipeline is used for creating a grid shader thread group based on the second drawing instruction; the shader execution unit is used for operating the grid shader thread group and obtaining a grid coloring result based on the amplified coloring result; and the task control unit is used for outputting a grid coloring result. The invention provides a geometry processing pipeline supporting a grid shader and an amplification shader.
Owner:MOORE THREADS TECH CO LTD

3D GS model real-time processing method and device based on unreal engine

The invention provides a 3DGS model real-time processing method and device based on an unreal engine, and relates to the technical field of three-dimensional modeling, and the method comprises the steps: writing 3DGS data into a partitioned memory pool structure; writing data in the partitioned memory pool structure into a memory buffer area, performing coordinate system alignment processing according to a world coordinate system of an unreal engine, and performing spatial partitioning on the aligned processing data according to a point cloud density and a region density difference coefficient; converting the data in each spatial block into a point cloud data structure compatible with the Niagara particle system, and completing data format conversion in a graphics processor by using a calculation shader to obtain second processing data; and based on the constructed multi-level resource pool management strategy and a runtime memory monitoring mechanism, performing rendering processing on the second processing data according to a track prediction result of the camera, and generating a rendering result under an unreal engine. The processing efficiency of three-dimensional modeling in the unreal engine can be improved.
Owner:MOBILE BROADCASTING & INFORMATION SERVICE IND INNOVATION RES INST (WUHAN) CO LTD

ARM-based embedded image decoding display system

The invention discloses an embedded image decoding display system based on an ARM, and relates to the technical field of computers, and the system comprises a dynamic sensing module which is used for monitoring the CPU occupancy rate, the cache hit rate and the memory bandwidth utilization rate of an ARM processor in real time, establishing a three-dimensional resource vector containing a dynamic weight coefficient, and calculating a threshold boundary; the adaptive decoding engine comprises an optimization unit which is used for reconstructing a bit stream processing channel and a register data exchange mechanism based on an SIMD expansion instruction of an ARMv8.2 instruction set; the prediction unit is used for predicting instruction-level hotspot distribution of the decoding task by adopting a TinyLSTM model and generating an instruction transmitting strategy; the hardware optimization module is used for executing a heterogeneous collaboration strategy of the NEON coprocessor and the MaliGPU, and the heterogeneous collaboration strategy comprises the following steps: dividing DCT / IDCT (discrete cosine transform / inverse discrete cosine transform) calculation granularity; determining a mixing precision conversion assembly line of the GPU shader according to the color gamut of the display equipment; and the display driving module is used for implementing a decoding parameter dynamic confusion algorithm in the security domain and forming a tamper-proof closed loop with the optimization unit.
Owner:TRONLONG

Video decoding and unreal engine rendering method based on GPU full-link zero copy

The invention relates to the technical field of image processing, and further relates to a video decoding and unreal engine rendering method based on GPU full-link zero copy, which comprises the following steps of: 1, performing hardware decoding on an input video code stream on a GPU, and constructing a motion vector description buffer region for storing compressed domain motion vector information according to a macro block sequence; step 2, reading the motion vector description buffer area on the GPU through a calculation shader, and generating dynamic special effect control buffer areas in one-to-one correspondence with the macro blocks; and step 3, in a post-processing material of the unreal engine rendering module, taking the shared video texture resource as an input texture, and outputting a video picture. On the premise of not depending on a host processor and not excessively occupying video memory bandwidth, unified management of pixel data and motion data is achieved, delay is remarkably reduced, and special effect stability and direction consistency are improved.
Owner:XIAN IMMERSIVE WONDER FILM TECHNOLOGY CO LTD +1

Intelligent completion code optimization method based on texture pre-rendering and multi-level cache

The invention discloses an intelligent completion code optimization method based on texture pre-rendering and multi-level cache, which comprises the following steps of: pre-establishing a grammar rule set and a GPU cache characteristic database, storing a grammar style sheet when a code editor is started, generating a font image set and loading current GPU cache parameters; after a candidate code segment list pops up through intelligent completion, dividing candidate code segments into data blocks, analyzing syntax types, determining character styles, and generating candidate code segment textures through instantiation rendering and a fragment shader; according to the current GPU cache parameter, the selected priority of the candidate code segment and the compressed volume, the texture is distributed to a first-level buffer, a second-level buffer or a global video memory according to a rule, and metadata is recorded and added into a global texture cache table; and after the user selects the candidate code segment, reading texture data from the corresponding GPU buffer, calculating a display coordinate by combining a cursor row and column index, an editor basic style parameter and a DPI scaling, completing texture rendering and drawing, and realizing optimized display of the intelligent completion code.
Owner:北京麟卓信息科技有限公司

Digital twinborn scene efficient rendering method based on dynamic and static combination and vertex shader

The invention relates to the technical field of data processing, in particular to a digital twin scene efficient rendering method based on dynamic and static combination and a vertex shader, which comprises the steps of early-stage preparation and scene analysis, three-dimensional modeling and material mapping, vertex shader design and optimization, dynamic and static combination rendering process design, post-processing and optimization, and deployment and integration. The method has the beneficial effects that the static scene is quickly rendered by using the pre-rendered cache data, the dynamic element is dynamically rendered by combining the real-time data source and the vertex shader, and the dynamic element and the real-time data source are seamlessly combined by using the image fusion algorithm, so that the rendering speed of the digital twinning scene is remarkably improved, and the rendering efficiency of the digital twinning scene is improved. The real-time performance and interactivity of dynamic elements are ensured, natural fusion of static and dynamic scenes is realized through fine regulation and control of weight factors, a high-quality and vivid digital twinning rendering image is finally presented, and the user experience and the application effect are greatly enhanced.
Owner:GUANGDONG HANJIA INFORMATION TECH CO LTD

Direct3D depth cutting behavior compatible method based on atomization shader

The invention discloses a Direct3D deep cutting behavior compatible method based on an atomization shader, which comprises the following steps: establishing a scene combination metadata table in a DXVK compiling stage, constructing a shader template library containing atomization components and variants, and generating an executable file of the DXVK; after the DXVK is started, deep processing API calling of the D3D application is intercepted, parameters are extracted to generate an atomization parameter set, and scene combination metadata are matched or newly added in a scene combination metadata table to obtain a recommendation strategy and shader component combination; a conversion mode is adaptively selected according to scene metadata to calculate a Vulkan depth value, and a depth comparison operation is adapted to generate a Vulkan depth conversion parameter; the DXVK maps the parameters into DRM depth control parameters irrelevant to hardware and transmits the DRM depth control parameters to a kernel, the DRM packages the DRM depth control parameters and converts the DRM depth control parameters into hardware instructions matched with the GPU, the DXVK loads a shader template and binds the parameters, original logic is spliced to generate a Vulkan shader module, a Vulkan command stream containing the hardware instructions is generated and submitted to the GPU after a pipeline is bound, and finally the GPU executes the Vulkan command stream to obtain a depth rendering result conforming to D3D native logic.
Owner:北京麟卓信息科技有限公司

Shader task execution method and device, equipment, medium and product

The invention discloses a shader task execution method and device, equipment, a medium and a product, and relates to the field of graphic processing. The method comprises the steps that a first shader executes a first shader task; under the condition that execution of a first subtask in the first shader task is completed, the execution result of the first subtask is written into a first storage unit, and a first instruction is sent to a controller; under the condition that a second sub-task in the first shader task is executed, a second sub-task execution result is written into a second storage unit, and the second sub-task is executed after the first sub-task is executed; the controller obtains a first subtask execution result from the first storage unit, generates a second shader task and sends the second shader task to a second shader; and the second shader reads the second subtask execution result from the second storage unit, and executes the second shader task based on the second subtask execution result to obtain a second shader task execution result.
Owner:MOORE THREADS TECH CO LTD

Method and system for constructing ultra-large anchorage digital twinborn body

The invention discloses an ultra-large anchorage digital twinborn body construction method and system, and the method comprises the following steps: arranging 16-hole inclinometer tubes to form a three-dimensional monitoring array, collecting data in real time through the inclinometer tubes, and generating accurate grid point data through an IDW interpolation algorithm; carrying out optimization processing on the digital model, wherein the optimization processing comprises structure optimization, efficient compression algorithm application and instantiation rendering; three-dimensional visualization is achieved based on the WebGL technology, and the three-dimensional visualization comprises model translucency, grid data accurate alignment, thermodynamic diagram rendering achieved through a custom shader and the like; a comprehensive digital twin system platform is constructed, and full-life-cycle management and real-time monitoring of the super-large anchorage structure are achieved. According to the invention, by arranging a sensor acquisition and real-time monitoring mode, the precision and comprehensiveness of data acquisition are remarkably improved, real-time monitoring of overall deformation of the anchorage is realized, high-precision, real-time and interactive digital twinborn visualization of the super-large anchorage structure is realized, and powerful support is provided for engineering monitoring and decision making.
Owner:CCCC HIGHWAY BRIDGES NATIONAL ENGINEERING RESEARCH CENTRE CO LTD +2

Shader dynamic modification method and device, graph rendering method and device and related equipment

The invention provides a shader dynamic modification method, a graph rendering method and device and related equipment, and the method comprises the steps: obtaining creation parameters in a resource creation interface when it is detected that a graph processing application calls the resource creation interface, and the resource creation interface is used for creating a pipeline state object, the creation parameter comprises a plurality of shaders, and the plurality of shaders are expressed in the form of a first intermediate language code; under the condition that a to-be-modified first shader exists in the creation parameters, in response to a modification operation on the first shader, determining a modified second shader; a second pipeline state object is created according to the second shader, and the second pipeline state object is used for calling a graphic interface event by the graphic processing application and executing a graphic rendering task of the graphic interface event. According to the embodiment of the invention, the method can achieve the dynamic modification of the shader, and improves the modification efficiency and flexibility of the shader.
Owner:MOORE THREADS TECH CO LTD

Game rendering method and system capable of eliminating volume cloud and mist in real time and electronic equipment

The invention provides a game rendering method and system capable of eliminating volume cloud and mist in real time and electronic equipment, and belongs to the technical field of game development. The method comprises the steps that a cloud and mist area is set, the set cloud and mist area is divided into a plurality of equal-size grids, and each grid stores an elimination state and an elimination progress value; dynamically updating vertex concentration textures; calculating and storing cloud and mist concentration values of vertexes around each grid based on the grid elimination progress; view cone optimization rendering: determining a visible cloud range, combining adjacent grids to be rendered into a rectangular region in a two-dimensional plane, expanding the rectangular region into a cube, and projecting the cube to a screen space to calculate a bounding box; and shader sampling: for pixels in the screen bounding box, calculating cloud transparency and color through ray stepping sampling. According to the method, through grid dynamic management, rendering range optimization and shader efficient sampling, low-consumption and real-time elimination high-quality volume cloud and mist rendering can be realized at a mobile terminal, and performance and game interaction experience are considered.
Owner:GUANGZHOU AIYOU INFORMATION TECH

Three-dimensional scene rendering method and device based on graphics processor, equipment and medium

The invention relates to the technical field of image rendering, and discloses a three-dimensional scene rendering method, device and equipment based on a graphics processor and a medium, the method is applied to the graphics processor, and the method comprises the following steps: receiving instance attribute data sent by a central processing unit; calling a calculation shader to distribute a calculation thread group according to the number of objects in the instance attribute data; calculating a corresponding transformation matrix for each object in parallel through the calculation thread group; adding the instance attribute data and the transformation matrix into an instance buffer area to obtain to-be-rendered instance data of each object; extracting to-be-rendered instance data from the instance buffer area, and performing invisible object removal processing on the to-be-rendered instance data through the calculation thread group to obtain target instance data of a visible object; and rendering the target instance data. According to the invention, the rendering effect and rendering efficiency of the three-dimensional scene are improved.
Owner:CHONGQING WUTONG CAR LINK TECH CO LTD

GPU-driven interactive large-range three-dimensional flow field visualization method

The invention discloses a GPU-driven interactive large-range three-dimensional flow field visualization method, which comprises the following steps: importing three-dimensional flow field data, creating an indirect drawing command record and a buffer region related to flow field calculation on a GPU, and generating a directed distance field; calculating and updating each frame of flow field particles, and distributing a corresponding number of calculation shaders; calculating the target position of the flow field particle of the current frame according to the position and the motion vector of the flow field particle of the previous frame; measuring the confidence of the target position of the current frame of flow field particles, dynamically adjusting the distribution of the flow field particles according to the confidence, recording the index of the flow field particles and the instance number of indirect drawing commands, and recording the trajectory of the flow field particles; an indirect drawing command is driven to be submitted through a GPU, drawing calling is carried out according to a set indirect drawing command buffer area, and a streamline is rendered by using a variable-length streamline track and a transparency superposition mode; and receiving user interaction input, adjusting visual parameters, and interactively displaying flow field changes and features in real time.
Owner:ZHEJIANG UNIV

Visualization method of ship trajectory parallel kernel density based on GPU (Graphics Processing Unit) shader

The invention discloses a ship trajectory parallel kernel density visualization method based on a GPU shader, and the method comprises the steps: obtaining original AI data, and carrying out the preprocessing of the original AI data, and obtaining target data; processing the target data by adopting a space-time convolution kernel density parallel computing method to obtain a space-time convolution kernel density processing result; and performing visualization processing on the kernel density processing result to obtain a Web visualization result of the ship behavior mode. According to the embodiment of the invention, the analysis depth of the ship behavior mode is improved, the interactivity and accuracy of data display are optimized, and the method can be widely applied to the technical field of computers.
Owner:SUN YAT SEN UNIV

Compiling method, electronic equipment and computer readable storage medium

The invention relates to the technical field of terminals, and provides a compiling method, electronic equipment and a computer readable storage medium, the method comprises the following steps: obtaining L types of shader source codes, the L types of shader source codes are source codes corresponding to shaders of L applications, and L is an integer greater than 1; determining a public source code from the L shader source codes, wherein the public source code is a common part in the L shader source codes; the public source code is compiled to obtain N kinds of public executable codes, the N kinds of public executable codes are used for adapting to N kinds of operation environments, and N is a positive integer; and sending a target public executable code to a second device, wherein the target public executable code is one of the N public executable codes matched with the operating environment of the second device. According to the method, the probability of frame loss and jamming in the picture rendering process can be reduced, and the picture rendering performance can be optimized.
Owner:HUAWEI TECH CO LTD

Method and system for optimizing and improving performance of graphics card based on big data

The invention relates to the technical field of program control, in particular to a method and system for optimizing and improving the performance of a graphics card based on big data, and the method comprises the following steps: collecting shader compiling time data, initial video memory distribution mode parameters and pipeline state setting sequence logs in a starting stage of a target application program; according to the method, the shader compiling time data, the initial video memory allocation mode parameters and the pipeline state setting log in the application program starting stage are collected, and the multi-task GPU activity feature set is constructed, so that the dynamic requirements of different application starting behaviors on hardware resources can be quantified, and the accurate prediction of the resource occupation mode is realized. Task operation states are grouped based on numerical clustering, classification indexes are established, and a typical GPU resource demand time sequence profile is generated after feature data of tasks of the same kind are aggregated, so that a subsequent resource pre-allocation strategy can be adaptively adjusted according to a historical behavior mode, and the video memory bandwidth scrambling risk in a high-fluctuation scene is reduced.
Owner:SHENZHEN COLORFUL YUGONG TECH DEV CO LTD

Mirror image display image overturning processing method and system for AR (Augmented Reality) equipment

The invention discloses a mirror image display image overturning processing method and system for AR equipment. The method comprises the steps that layered mirror image overturning is carried out; performing unified horizontal flipping processing on the input image of the physical camera and the virtual rendering layer through a GPU shader; independently rendering the UI channel; in a UI channel independent of the main image channel, drawing a UI layer according to the original space coordinates; calibrating interactive coordinates; performing reverse mapping on the position coordinate of the user operation event through a coordinate reverse mapping algorithm, so that the position coordinate is matched with the logic position of the UI control which is not overturned; optimizing dynamic performance; and monitoring a system load index in real time, and dynamically adjusting an image processing parameter according to a performance threshold so as to maintain a stable frame rate. The invention provides an efficient integrated solution, and the consistency of vision and interaction is realized through a cooperative processing mechanism of Shader image flipping and multi-channel rendering decoupling design. And the image direction logic consistency, the operation interface readability and the user experience real-time performance are effectively considered.
Owner:SHANGHAI YOUQI NETWORK TECH CO LTD

Unity engine-based image fusion stereoscopic display method and system

The invention provides an image fusion stereoscopic display method and system based on a Unity engine, and relates to the technical field of computer graphics and virtual reality. According to the method, a left-eye camera and a right-eye camera are configured in a Unity scene, left and right view angle images are collected according to interpupillary distance parameters, and left-eye and right-eye rendering textures are generated; generating a UI texture according to the Canvas type of the UI element, executing parallax compensation, pixel alignment and image fusion processing through a Compute Shader, and superposing image layers according to the transparency of the UI texture to generate a synthetic display image; and introducing a previous frame result into the fused image, and realizing time continuous output based on an inter-frame smooth function. And outputting the synthesized texture to a device supporting a plurality of stereoscopic display modes through a graphic rendering pipeline. According to the method, efficient fusion of the 3D image and the UI is realized, the rendering efficiency and the visual immersion are improved, and the method is suitable for scenes such as virtual reality, augmented reality and digital twinning.
Owner:JIANGSU LIREN TECH CO LTD

Method and device for realizing high-performance particle effect rendering

The invention provides a method and a device for realizing high-performance particle effect rendering, computing equipment and a computer readable storage medium, and the method comprises the steps: processing the initialization work of a particle system at a CPU end, and simplifying the complex functions of the particle system, so that the calculation is completed in advance at the initialization stage; meanwhile, a plurality of particle characteristic modules are created at the CPU end, and complex movement of particles is refined. The particle instance and the particle characteristic module instance are uploaded to a GPU together, a particle system is updated in a vertex shader of the GPU according to the particle instance and the particle characteristic module instance, and therefore rendering data are output to a fragment shader of the GPU to complete final rendering of the particle effect. According to the embodiment of the invention, the calculation method of the particle system is simplified, so that the calculation method can be transplanted to the vertex shader of the GPU to complete the updating of the particles, the overall rendering efficiency of the system is improved, and the method is particularly suitable for a small game platform of a mobile terminal.
Owner:TUYOO GAMES +2

Indoor space visual presentation system and method

The invention relates to the technical field of three-dimensional modeling, in particular to an indoor space visual presentation system and method, and the system comprises a contour modeling module, an interference detection module, a path optimization module and a deformation feedback module. According to the method, a geometric structure is constructed through a non-uniform rational B-spline algorithm to realize automatic generation of a topological relation, a two-dimensional contour line is established in combination with a perspective projection converter to eliminate an artificial translation error, line segment intersection detection and hierarchical clustering analysis cooperatively improve interference identification precision, and collision prediction prejudges contour change based on a multi-directional displacement vector. A free deformation grid and a vertex shader are linked to realize surface dynamic updating, a closed-loop process from three-dimensional modeling to visual feedback is formed, the dynamic analysis capability of a spatial relationship is enhanced, automatic contour generation and real-time deformation compensation reduce manual intervention, a path optimization and deformation feedback iteration system is constructed, and the dynamic analysis capability of the spatial relationship is improved. And the visual interference response timeliness and the space adaptation accuracy are improved.
Owner:RUIDU DESIGN GRP CO LTD

Image rendering method and device, equipment and storage medium

The invention provides an image rendering method and device, equipment and a storage medium, and belongs to the field of image rendering, and the method comprises the steps: obtaining a corresponding to-be-compiled shader source code in response to an image rendering request; determining a target compiling optimization strategy of the shader source code according to hardware environment information and rendering performance information of the terminal equipment; and compiling and optimizing the shader source code according to the target compiling and optimizing strategy to obtain a target shader, and performing image rendering according to the target shader. According to the method, the target compiling optimization strategy of the shader source code can be accurately determined through the hardware environment information and the rendering performance information of the terminal equipment, the shader source code is compiled and optimized according to the target compiling optimization strategy to obtain the target shader, and then image rendering is performed through the target shader, so that the image rendering efficiency is improved. A rendered image can be efficiently generated.
Owner:SHENZHEN RENDERBUS TECH