CN114307135A - Visual game engine design method based on three-dimensional creative modeling and motion control - Google Patents
Visual game engine design method based on three-dimensional creative modeling and motion control Download PDFInfo
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Abstract
The invention discloses a method for designing a visual game engine based on three-dimensional creative modeling and motion control, which is characterized by establishing a three-dimensional model based on the geometric characteristics of an object and simplifying the three-dimensional model to obtain an optimal simplified model; the three-dimensional mesh simplification of the three-dimensional model is realized by updating the vertex position of the original mesh model; the method direction after the current simplification is used as input in a cascading mode, and a new network is trained to reduce approximation errors; the graphics rendering pipeline accepts the 3D coordinates of the mesh model vertices and then converts them into colored 2D pixel outputs on the screen. The invention makes the Shader part into an information integration interaction module based on the workflow, thus being capable of more finely controlling the specific part in the graphics rendering pipeline, and saving the precious CPU time and improving the rendering speed of the model because the Shader part runs on the GPU. Aiming at the human body posture in the game, the invention is based on the sensitivity and constructs a binding method related to the human body posture from a sparse sample library.
Description
Technical Field
The invention relates to the technical field of game design, in particular to a visual game engine design method based on three-dimensional creative modeling and motion control.
Background
The texture and illumination processing technology of the game engine is the premise of ensuring the reality of the whole and partial pictures of the game. The game of the page game and the mobile terminal is limited by the display and hardware processing capability, so that the realistic quality of the game can hardly reach the level of the terminal game. How to guarantee the image quality of the game under the limited hardware condition is a problem which needs to be solved by an engine.
On the other hand, considering the running smoothness of the game and the computing power of the terminal, most game engines do not fully consider rigid deformation and collision-free movement, which greatly reduces the game experience.
Disclosure of Invention
In order to solve the defects in the prior art, the invention provides a visual game engine design method based on three-dimensional creative modeling and motion control, and solves the problems in the prior art.
In order to achieve the above purpose, the invention adopts the following technical scheme:
the design method of the visual game engine based on three-dimensional creative modeling and motion control comprises the following steps: comprises the following steps:
s1: establishing a three-dimensional model based on the geometric characteristics of the object and simplifying the three-dimensional model to obtain an optimal simplified model;
s2: the three-dimensional mesh simplification of the three-dimensional model is realized by updating the vertex position of the original mesh model;
s3: the method direction after the current simplification is used as input in a cascading mode, and a new network is trained to reduce approximation errors;
s4: the graphics rendering pipeline accepts the 3D coordinates of the mesh model vertices and then converts them into colored 2D pixel outputs on the screen.
Preferably, the method for designing a visual game engine based on three-dimensional creative modeling and motion control comprises the following steps: and S1, obtaining an optimal simplified model through an LOD technology, and reducing the number of the triangular patches of the model on the premise of keeping the main characteristics of the model.
Preferably, the method for designing a visual game engine based on three-dimensional creative modeling and motion control comprises the following steps: the specific method in S1 is: and (3) carrying out a series of simplified basic operations on the given original model Mo under the constraint of a preset condition according to the magnitude of the error measure, and finally obtaining a simplified grid model Ms.
4. The three-dimensional creative-based modeling and modeling of claim 1The design method of the motion control visual game engine is characterized in that: the specific method in S3 is: constructing a single hidden layer radial basis function network to findWhereinThe input of (A) is the normal direction of the original grid data, the loss function is defined byA differential structure with its corresponding true normal direction; respectively searching for each classified regionAnd guiding the updating of the vertex position of the original mesh model through the regression method direction result.
Preferably, the method for designing a visual game engine based on three-dimensional creative modeling and motion control comprises the following steps: : the original mesh in S2 is a triangular mesh.
Preferably, the method for designing a visual game engine based on three-dimensional creative modeling and motion control comprises the following steps: : in S4, an input human body posture is given, cloth deformation corresponding to the input posture is obtained by weighting and mixing cloth deformation of samples of similar postures, and modeling is carried out through sensitivity analysis driven by human bones.
Preferably, the method for designing a visual game engine based on three-dimensional creative modeling and motion control comprises the following steps: : wherein the weighted mixing is to weight-mix the prediction results of a plurality of similar samples.
Preferably, the method for designing a visual game engine based on three-dimensional creative modeling and motion control comprises the following steps: : and sampling in the whole posture space by adopting a greedy sampling algorithm based on random optimization to construct a sparse sample library.
Preferably, the method for designing a visual game engine based on three-dimensional creative modeling and motion control comprises the following steps: : in the three-dimensional modeling of human body gestures, sampling is carried out in the whole gesture space based on a greedy sampling algorithm optimized randomly, and a sparse sample library is constructed.
The invention achieves the following beneficial effects:
the invention makes the Shader part into an information integration interaction module based on the workflow, thus being capable of more finely controlling the specific part in the graphics rendering pipeline, and saving the precious CPU time and improving the rendering speed of the model because the Shader part runs on the GPU.
The graphics rendering pipeline shares a uniform control model in the computing stage, allowing a user to cancel, suspend, adjust parameters, and restart at any time, avoiding reducing the rendering frame rate due to the frequently switched rendering process.
Aiming at the human body posture in the game, the cloth deformation corresponding to the input posture is obtained by weighting and mixing the cloth deformations of the similar posture samples. The invention is based on sensitivity and constructs a binding method related to human body posture from a sparse sample library.
Detailed Description
The invention is further described below. The following examples are only for illustrating the technical solutions of the present invention more clearly, and the protection scope of the present invention is not limited thereby.
The embodiment discloses a visual game engine design method based on three-dimensional creative modeling and motion control, which comprises the following steps: the method specifically comprises the following steps:
and establishing a three-dimensional model based on the geometric characteristics of the object, wherein the three-dimensional model refers to a three-dimensional rigid model, and simplifying the three-dimensional model to obtain an optimal simplified model. The essence of mesh model simplification is to seek a simplified representation method of the minimum number of triangular mesh models under the condition of ensuring the minimum change of model characteristics before and after simplification as much as possible. In the mesh model simplification process, a series of basic simplification operations are performed on the given original model Mo under the constraint of preset conditions according to the magnitude of error measure, and finally, a simplified mesh model Ms is obtained. As can be seen from the simplification process, model simplification relates to the main techniques and methods of simplifying the implementation of basic operations, simplifying the determination of error measures and the control and implementation of constraints.
Aiming at the problems that distortion occurs when a 3D model is simplified by an LOD technology in a game engine and jitter occurs in the process of switching models of different levels, the optimal simplified model is obtained by the LOD technology, and the number of model triangular patches is reduced on the premise of keeping the main characteristics of the model.
The three-dimensional mesh simplification of the three-dimensional model is realized by updating the vertex position of the original mesh (triangular mesh) model; in the mesh model simplification process, a series of basic simplification operations are performed on a given original model Mo under certain condition constraints according to the magnitude of error measure, and finally, a simplified mesh model Ms is obtained. As can be seen from the simplification process, model simplification relates to the implementation of simplified basic operations, the determination of simplified error measures and the control and implementation of constraint conditions.
And training a new network to reduce approximation errors by using the method direction subjected to simplification as input in a cascading mode. The graphics rendering pipeline may be divided into several stages, each stage taking as input the output of the previous stage. All of these stages are highly specialized and specific functions and are performed in parallel. Due to their parallel execution nature, there are thousands of small processing cores on the graphics card that run separate applets on the GPU for each stage, thereby quickly processing data in the graphics rendering pipeline. These applets are called shaders (shaders). Some shaders allow developers to configure themselves, allow default shaders written by the developers to be replaced, and existing game engines do not provide related interactive interfaces and need users to perform secondary development on the basis according to requirements of the users.
In the embodiment, the Shader part is made into the information integration interaction module based on the workflow, so that the specific part in the graphics rendering pipeline can be controlled more finely, and because the Shader part runs on the GPU, the precious CPU time can be saved, and the rendering speed of the model is improved.
Constructing a single hidden layer radial basis function network to findWhereinThe input of (A) is the normal direction of the original grid data, the loss function is defined byA differential structure with its corresponding true normal direction; respectively searching for each classified regionAnd guiding the updating of the vertex position of the original mesh model through the regression method direction result, thereby achieving the effect of simplifying the model. Because the fitting capability of the single hidden layer network is limited, the present embodiment trains a new network to reduce the approximation error by using the current simplified method direction as input in a cascading manner.
Physical simulation plays an increasingly important role in gaming applications. Physical-based cloth simulation requires high-resolution cloth grids and time-consuming non-linear solvers, which are difficult to apply to games and virtual fitting. Compared with the prior art, the data-driven cloth deformation method is simpler and faster. Therefore, the cloth binding method with optimized sensitivity is adopted in the embodiment and is used for real-time cloth synthesis based on the sample library. Given an input human body posture, the cloth deformation corresponding to the input posture is obtained by weighting and mixing the cloth deformations of the similar posture samples. It is observed that cloth deformation can be modeled by sensitivity analysis driven by human bones, and the binding method related to human postures is constructed from a sparse sample library based on sensitivity. And searching a sample close to the input sample, and linearly predicting the cloth deformation corresponding to the input posture. Meanwhile, a sensitivity-based mixing method is adopted to perform weighted mixing on the prediction results of a plurality of similar samples to obtain a final cloth deformation result corresponding to the input posture. Sampling in the whole posture space by adopting a greedy sampling algorithm based on random optimization to construct a sparse sample library. The embodiment generates fine cloth grid deformation of various human body postures and various types of clothes in real time by a simple and efficient method, and can enable virtual character images in games to be displayed more truly and vividly when the method is applied to game development.
Compared with the prior art, the embodiment has the advantages that the Shader part is made into the information integration interaction module based on the workflow, so that the specific part in the graphics rendering pipeline can be controlled more finely, and because the Shader part runs on the GPU, precious CPU time can be saved, and the rendering speed of the model is improved.
The graphics rendering pipeline shares a uniform control model in the computing stage, allowing a user to cancel, suspend, adjust parameters, and restart at any time, avoiding reducing the rendering frame rate due to the frequently switched rendering process.
The above description is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, several modifications and variations can be made without departing from the technical principle of the present invention, and these modifications and variations should also be regarded as the protection scope of the present invention.
Claims (9)
1. The method for designing the visual game engine based on three-dimensional creative modeling and motion control is characterized by comprising the following steps of: comprises the following steps:
s1: establishing a three-dimensional model based on the geometric characteristics of the object and simplifying the three-dimensional model to obtain an optimal simplified model;
s2: the three-dimensional mesh simplification of the three-dimensional model is realized by updating the vertex position of the original mesh model;
s3: the method direction after the current simplification is used as input in a cascading mode, and a new network is trained to reduce approximation errors;
s4: the graphics rendering pipeline accepts the 3D coordinates of the mesh model vertices and then converts them into colored 2D pixel outputs on the screen.
2. The method for designing a visual game engine based on three-dimensional creative modeling and motion control of claim 1, wherein the method comprises the following steps: and S1, obtaining an optimal simplified model through an LOD technology, and reducing the number of the triangular patches of the model on the premise of keeping the main characteristics of the model.
3. The method for designing a visual game engine based on three-dimensional creative modeling and motion control of claim 1, wherein the method comprises the following steps: the specific method in S1 is: and (3) carrying out a series of simplified basic operations on the given original model Mo under the constraint of a preset condition according to the magnitude of the error measure, and finally obtaining a simplified grid model Ms.
4. The method for designing a visual game engine based on three-dimensional creative modeling and motion control of claim 1, wherein the method comprises the following steps: the specific method in S3 is: constructing a single hidden layer radial basis function network to findWhereinThe input of (A) is the normal direction of the original grid data, the loss function is defined byA differential structure with its corresponding true normal direction; respectively searching for each classified regionAnd guiding the updating of the vertex position of the original mesh model through the regression method direction result.
5. The method for designing a visual game engine based on three-dimensional creative modeling and motion control of claim 1, wherein the method comprises the following steps: the original mesh in S2 is a triangular mesh.
6. The method for designing a visual game engine based on three-dimensional creative modeling and motion control of claim 1, wherein the method comprises the following steps: in S4, an input human body posture is given, cloth deformation corresponding to the input posture is obtained by weighting and mixing cloth deformation of samples of similar postures, and modeling is carried out through sensitivity analysis driven by human bones.
7. The method of claim 6, wherein the method comprises: wherein the weighted mixing is to weight-mix the prediction results of a plurality of similar samples.
8. The method for designing a visual game engine based on three-dimensional creative modeling and motion control of claim 1, wherein the method comprises the following steps: and sampling in the whole posture space by adopting a greedy sampling algorithm based on random optimization to construct a sparse sample library.
9. The method for designing a visual game engine based on three-dimensional creative modeling and motion control of claim 1, wherein the method comprises the following steps: in the three-dimensional modeling of human body gestures, sampling is carried out in the whole gesture space based on a greedy sampling algorithm optimized randomly, and a sparse sample library is constructed.
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CN109147048A (en) * | 2018-07-23 | 2019-01-04 | 复旦大学 | A kind of three-dimensional grid method for reconstructing using individual cromogram |
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