CN105263050B - Mobile terminal real-time rendering system and method based on cloud platform - Google Patents
Mobile terminal real-time rendering system and method based on cloud platform Download PDFInfo
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Abstract
本发明公开了一种基于云平台的移动终端实时渲染系统及其方法,该方法包括接收移动终端传送来的视点信息与交互信息,查询并读取模型及场景文件,获得三维场景数据;根据三维场景的模型组的类型,划分三维场景数据,得到三维场景模型组数据;储存三维场景模型组数据,并根据不同三维场景下不同数据需求进行存储位置的自动调整;调取存储的三维场景模型组数据,建立并管理三维场景图像的MIC/GPU渲染任务,最后获得三维场景渲染结果数据,并将获得的三维场景渲染结果数据进行压缩后下发至移动终端;其中,利用动态负载策略对MIC/GPU渲染任务部署与管理,确保云端服务器的负载均衡。该方法最小程度地消耗移动客户端计算能力和储存空间。
The invention discloses a mobile terminal real-time rendering system based on a cloud platform and a method thereof. The method includes receiving viewpoint information and interaction information transmitted from a mobile terminal, querying and reading models and scene files, and obtaining three-dimensional scene data; The type of model group of the scene, divide the 3D scene data, and obtain the data of the 3D scene model group; store the data of the 3D scene model group, and automatically adjust the storage location according to different data requirements in different 3D scenes; call the stored 3D scene model group Data, establish and manage the MIC/GPU rendering task of the 3D scene image, finally obtain the 3D scene rendering result data, and compress the obtained 3D scene rendering result data and send it to the mobile terminal; among them, use the dynamic load strategy to MIC/GPU GPU rendering task deployment and management to ensure load balancing of cloud servers. This method consumes the computing power and storage space of the mobile client to a minimum.
Description
技术领域technical field
本发明属于图像渲染领域,尤其涉及一种基于云平台的移动终端实时渲染系统及其方法。The invention belongs to the field of image rendering, and in particular relates to a real-time rendering system and method for a mobile terminal based on a cloud platform.
背景技术Background technique
今年来中国移动终端网络游戏的市场规模已经达到二百多亿元。3D建模和渲染成为全球相关产业界关注的核心技术,其中基于光线跟踪的渲染技术以其高质量的渲染效果,成为近年来各大游戏厂商争先采用和研究的热点。This year, the market size of China's mobile terminal online games has reached more than 20 billion yuan. 3D modeling and rendering has become the core technology concerned by related industries around the world. Among them, ray tracing-based rendering technology has become a hot spot for major game manufacturers to adopt and research in recent years due to its high-quality rendering effect.
由于受到场景复杂度和移动终端计算能力的限制,难以在移动终端上进行实时场景光线跟踪渲染。但近年来网络速度和云计算技术的发展为基于云环境的移动终端实时场景渲染解决了计算和网络上的瓶颈。目前国外的渲染引擎在游戏产业界处于绝对垄断地位,限制了我国在此领域技术上的发展。Due to the limitation of scene complexity and computing power of mobile terminals, it is difficult to perform real-time scene ray tracing rendering on mobile terminals. However, in recent years, the development of network speed and cloud computing technology has solved the bottleneck of computing and network for real-time scene rendering of mobile terminals based on cloud environment. At present, foreign rendering engines are in an absolute monopoly position in the game industry, which limits my country's technological development in this field.
基于云环境的移动终端实时场景渲染的模式与常规的云计算类似,即将3D程序放在远程的服务器中渲染,用户终端通过Web软件并借助高速互联网接入访问资源,指令从用户终端中发出,服务器根据指令执行对应的渲染任务,而渲染结果画面则被传送回用户终端中加以显示。The mode of real-time scene rendering of mobile terminals based on the cloud environment is similar to conventional cloud computing, that is, the 3D program is placed on a remote server for rendering, and the user terminal accesses resources through Web software and high-speed Internet access, and commands are issued from the user terminal. The server executes the corresponding rendering task according to the instruction, and the rendering result screen is sent back to the user terminal for display.
基于云环境的移动终端实时场景渲染所要面对的困难远比常规的云计算应用要更复杂,这主要来自于3D渲染对于硬件性能以及指令响应的苛刻要求。而基于云环境的移动终端实时场景渲染系统要面对的可能是成千上万用户的渲染请求,这对于后端的服务器系统而言将是巨大的压力—与常规的云计算应用相比(比如Gmail、Google Docs等商用程序到科学计算),基于云环境的移动终端实时场景渲染在满足同样数量的用户需要时、所需耗用的硬件性能至少要高出云计算数倍至数十倍。The difficulty of real-time scene rendering of mobile terminals based on the cloud environment is far more complicated than that of conventional cloud computing applications, mainly due to the stringent requirements of 3D rendering on hardware performance and command response. However, the real-time scene rendering system for mobile terminals based on the cloud environment may face rendering requests from thousands of users, which will be a huge pressure on the back-end server system—compared with conventional cloud computing applications (such as From commercial programs such as Gmail and Google Docs to scientific computing), the real-time scene rendering of mobile terminals based on the cloud environment meets the needs of the same number of users, and the hardware performance required is at least several times to dozens of times higher than that of cloud computing.
发明内容Contents of the invention
为了解决现有技术的缺点,本发明提供一种基于云平台的移动终端实时渲染系统及其方法。该系统充分利用云端的超级计算和存储能力对场景进行实时光线跟踪渲染,在达到高度真实感渲染效果的同时通过压缩算法满足客户端画面的刷新频率,最小程度地消耗移动客户端计算能力和储存空间。In order to solve the shortcomings of the prior art, the present invention provides a real-time rendering system and method for a mobile terminal based on a cloud platform. The system makes full use of the supercomputing and storage capabilities of the cloud to perform real-time ray-tracing rendering of the scene. While achieving a highly realistic rendering effect, the compression algorithm meets the refresh rate of the client screen, and consumes the computing power and storage of the mobile client to a minimum. space.
为实现上述目的,本发明采用以下技术方案:To achieve the above object, the present invention adopts the following technical solutions:
一种基于云平台的移动终端实时渲染系统,包括:A real-time rendering system for mobile terminals based on a cloud platform, including:
部署在云端服务器的中心控制单元,与中心控制单元分别相连的三维场景管理系统及集群、分布式存储系统及集群、MIC/GPU渲染管理服务系统及集群以及负载均衡系统及集群;The central control unit deployed on the cloud server, the 3D scene management system and cluster, the distributed storage system and cluster, the MIC/GPU rendering management service system and cluster, and the load balancing system and cluster respectively connected to the central control unit;
所述三维场景管理系统及集群,其用于根据三维场景的模型组的类型,对从移动终端传送的三维场景数据进行划分,得到三维场景模型组数据;The 3D scene management system and the cluster are used to divide the 3D scene data transmitted from the mobile terminal according to the type of the model group of the 3D scene to obtain the data of the 3D scene model group;
所述分布式存储系统及集群,其用于对三维场景模型组数据进行储存,并根据不同三维场景下不同数据需求进行存储位置的自动调整;The distributed storage system and cluster are used to store the data of the three-dimensional scene model group, and automatically adjust the storage location according to different data requirements in different three-dimensional scenes;
所述MIC/GPU渲染管理服务系统及集群,其用于调取存储在分布式存储系统及集群的三维场景模型组数据,建立并管理三维场景图像的MIC/GPU渲染任务,最后获得三维场景渲染结果数据,并将获得的三维场景渲染结果数据进行压缩后下发至移动终端;The MIC/GPU rendering management service system and cluster are used to call the 3D scene model group data stored in the distributed storage system and the cluster, establish and manage the MIC/GPU rendering task of the 3D scene image, and finally obtain the 3D scene rendering result data, and compress the obtained 3D scene rendering result data and send it to the mobile terminal;
所述负载均衡系统及集群,其用于利用动态负载策略对MIC/GPU渲染任务进程部署与管理,确保云端服务器的负载均衡。The load balancing system and cluster are used to deploy and manage MIC/GPU rendering task processes by using dynamic load strategies to ensure load balancing of cloud servers.
所述渲染系统,还包括网络应用服务系统及集群,其用于为中心控制单元、三维场景管理系统及集群、分布式存储系统及集群、MIC/GPU渲染管理服务系统及集群以及负载均衡系统及集群两两之间提供相互通信。The rendering system also includes a network application service system and a cluster, which are used as a central control unit, a three-dimensional scene management system and a cluster, a distributed storage system and a cluster, a MIC/GPU rendering management service system and a cluster, and a load balancing system and Two clusters provide mutual communication.
所述三维场景管理系统及集群,包括:The 3D scene management system and cluster include:
三维模型及场景文件加载单元,其与移动终端通过网络应用服务系统及集群相对接,用于接收移动终端传送来的视点信息与交互信息,查询并读取模型及场景文件,获得三维场景数据;The 3D model and scene file loading unit is connected to the mobile terminal through the network application service system and the cluster, and is used to receive the viewpoint information and interaction information transmitted by the mobile terminal, query and read the model and scene file, and obtain the 3D scene data;
三维模型及场景文件分割单元,其用于根据三维场景的模型组的类型,将三维模型及场景文件划分为若干个模型块,获得三维场景模型组数据;A three-dimensional model and scene file segmentation unit, which is used to divide the three-dimensional model and scene file into several model blocks according to the type of the model group of the three-dimensional scene, and obtain the data of the three-dimensional scene model group;
三维模型块存储分配单元,其用于将三维场景模型组数据自动分配至分布式存储系统及集群进行存储。The 3D model block storage allocation unit is used to automatically allocate the data of the 3D scene model group to the distributed storage system and the cluster for storage.
所述MIC/GPU渲染管理服务系统及集群,包括:The MIC/GPU rendering management service system and cluster include:
三维场景模型组数据调取单元,其用于调取存储在分布式存储系统及集群中的三维场景模型组数据;A three-dimensional scene model group data retrieval unit, which is used to retrieve the three-dimensional scene model group data stored in the distributed storage system and the cluster;
渲染任务创建模块,其用于建立渲染三维场景的任务;A rendering task creation module, which is used to create a task for rendering a three-dimensional scene;
渲染任务数据加载模块,其用于将调取的三维场景模型组数据加载至建立的渲染三维场景的任务中;A rendering task data loading module, which is used to load the retrieved 3D scene model group data into the established task of rendering a 3D scene;
渲染任务调度模块,其用于调取渲染任务,对加载的三维场景模型组数据进行并行光线追踪渲染,获取三维场景渲染结果数据;A rendering task scheduling module, which is used to call rendering tasks, perform parallel ray tracing rendering on the loaded 3D scene model group data, and obtain 3D scene rendering result data;
渲染结果数据管理,其用于将三维场景渲染结果数据进行压缩,并将压缩后的三维场景渲染结果数据传送至移动终端中显示。Rendering result data management, which is used to compress the 3D scene rendering result data, and transmit the compressed 3D scene rendering result data to the mobile terminal for display.
一种基于云平台的移动终端实时渲染系统的实现方法,包括:A method for realizing a real-time rendering system of a mobile terminal based on a cloud platform, comprising:
步骤(1):接收移动终端传送来的视点信息与交互信息,查询并读取模型及场景文件,获得三维场景数据;Step (1): Receive the viewpoint information and interaction information sent by the mobile terminal, query and read the model and scene files, and obtain 3D scene data;
步骤(2):根据三维场景的模型组的类型,划分三维场景数据,得到三维场景模型组数据;Step (2): According to the type of the model group of the 3D scene, divide the 3D scene data to obtain the data of the 3D scene model group;
步骤(3):储存三维场景模型组数据,并根据不同三维场景下不同数据需求进行存储位置的自动调整;Step (3): store the data of the 3D scene model group, and automatically adjust the storage location according to different data requirements in different 3D scenes;
步骤(4):调取存储的三维场景模型组数据,建立并管理三维场景图像的MIC/GPU渲染任务,最后获得三维场景渲染结果数据,并将获得的三维场景渲染结果数据进行压缩后下发至移动终端;其中,利用动态负载策略对MIC/GPU渲染任务进行部署与管理,确保云端服务器的负载均衡。Step (4): Call the stored 3D scene model group data, establish and manage the MIC/GPU rendering task of the 3D scene image, and finally obtain the 3D scene rendering result data, and compress the obtained 3D scene rendering result data before delivering To the mobile terminal; Among them, use the dynamic load strategy to deploy and manage the MIC/GPU rendering tasks to ensure the load balance of the cloud server.
在所述步骤(1)中,移动终端与云端服务器相互通信。In the step (1), the mobile terminal communicates with the cloud server.
所述步骤(2)中划分三维场景数据的过程为:The process of dividing the three-dimensional scene data in the step (2) is:
步骤(2.1):将三维场景数据按预设的单位划分成若干个模型组,并将这些模型组进行编号;Step (2.1): divide the 3D scene data into several model groups according to preset units, and number these model groups;
步骤(2.2):对于分成的每个模型组,按照其模型组内不同区域模型的密度将该组模型划分为若干个密闭的正方体模型块,每个模型块中的模型数量相等,将模型组中每个模型块再进行编号。Step (2.2): For each model group divided into, according to the density of different regional models in the model group, the group model is divided into several closed cube model blocks, the number of models in each model block is equal, and the model group Each model block is then numbered.
所述步骤(4)中获得三维场景渲染结果数据的过程,包括:The process of obtaining the three-dimensional scene rendering result data in the step (4) includes:
步骤(4.1):调取存储在分布式存储系统及集群中的三维场景模型组数据;Step (4.1): call the 3D scene model group data stored in the distributed storage system and the cluster;
步骤(4.2):建立渲染三维场景的任务;Step (4.2): establish the task of rendering the 3D scene;
步骤(4.3):将调取的三维场景模型组数据加载至建立的渲染三维场景的任务中;Step (4.3): Load the retrieved 3D scene model group data into the established task of rendering the 3D scene;
步骤(4.4):调取渲染任务,对加载的三维场景模型组数据进行并行光线追踪渲染,获取三维场景渲染后的图像,进而得到渲染结果数据;Step (4.4): Call the rendering task, perform parallel ray tracing rendering on the loaded 3D scene model group data, obtain the rendered image of the 3D scene, and then obtain the rendering result data;
步骤(4.5):将三维场景渲染后的图像进行压缩,并将压缩后的三维场景渲染后的图像传送至移动终端中显示。Step (4.5): compressing the rendered image of the 3D scene, and transmitting the compressed image of the rendered 3D scene to the mobile terminal for display.
所述步骤(4.5)中将三维场景渲染后的图像进行压缩的过程为:The process of compressing the rendered image of the 3D scene in the step (4.5) is:
步骤(4.5.1):利用HEVC编码框架,依据三维场景渲染后的图像的平坦程度,自适应地将三维场景渲染后的图像分割成若干编码单元,并确定最佳的分割方案;Step (4.5.1): Using the HEVC coding framework, according to the flatness of the rendered image of the 3D scene, adaptively segment the rendered image of the 3D scene into several coding units, and determine the best segmentation scheme;
步骤(4.5.2):识别分割方案,选择最优的预测模式,利用差分编码进行初步预测;其中,预测模式包括帧内预测和帧间预测;Step (4.5.2): Identify the segmentation scheme, select the optimal prediction mode, and use differential coding to perform preliminary prediction; wherein, the prediction mode includes intra-frame prediction and inter-frame prediction;
步骤(4.5.3):根据预测模式来决定三维场景渲染后图像的残差扫描顺序,优化熵编码。Step (4.5.3): According to the prediction mode, the residual scanning sequence of the rendered image of the 3D scene is determined, and the entropy coding is optimized.
在步骤(4.5.2)中,预测模式还包括空间预测,通过时域和空域的结合,逐像素的选择最优的预测模式。In step (4.5.2), the prediction mode also includes spatial prediction, through the combination of time domain and space domain, the optimal prediction mode is selected pixel by pixel.
本发明的有益效果为:The beneficial effects of the present invention are:
(1)本发明的基于云平台的移动终端实时渲染系统,在云端服务器中部署三维场景管理系统及集群、分布式存储系统集群和MIC/GPU渲染管理服务系统和集群,该系统充分利用这些集群服务器的计算和存储能力,提前将数据从储存节点当中加载到当前分配的局部计算单元的内存中,降低访存延迟,提高渲染效率,最后实现场景进行实时光线跟踪渲染;(1) The mobile terminal real-time rendering system based on the cloud platform of the present invention deploys a three-dimensional scene management system and clusters, a distributed storage system cluster, and a MIC/GPU rendering management service system and clusters in the cloud server, and the system makes full use of these clusters The computing and storage capabilities of the server load data from the storage node into the memory of the currently allocated local computing unit in advance, reducing memory access delays, improving rendering efficiency, and finally realizing real-time ray tracing rendering of the scene;
(2)在云端服务器中还部署有负载均衡系统及集群,负载均衡系统及集群利用动态负载策略对MIC/GPU渲染任务部署与管理,确保云端服务器的负载均衡,从而最大化利用云端计算能力进行渲染。(2) There are also load balancing systems and clusters deployed in the cloud servers. The load balancing systems and clusters use dynamic load strategies to deploy and manage MIC/GPU rendering tasks to ensure the load balancing of the cloud servers, thereby maximizing the use of cloud computing capabilities. rendering.
(3)本发明在完成渲染后,云端实时进行视频流的压缩,借助MIC/GPU大量的计算核心,快速对视频流进行高效无损压缩,以尽量减少其占用体积,并对解压缩进行优化,与客户端相对较弱的计算能力相适应,使得客户端能够在较短时间内将传输的视频流解压。(3) After the present invention completes the rendering, the cloud compresses the video stream in real time, and with the help of a large number of computing cores of the MIC/GPU, the video stream is quickly and efficiently compressed to minimize its occupied volume, and the decompression is optimized. Adapting to the relatively weak computing power of the client, the client can decompress the transmitted video stream in a short period of time.
附图说明Description of drawings
图1是本发明的基于云平台的移动终端实时渲染方法的流程图。FIG. 1 is a flow chart of the real-time rendering method for a mobile terminal based on a cloud platform in the present invention.
图2是本发明的基于云平台的移动终端实时渲染方法的原理示意图。Fig. 2 is a schematic diagram of the principle of the real-time rendering method of the mobile terminal based on the cloud platform of the present invention.
图3是渲染技术实现流程图。Figure 3 is a flow chart of rendering technology implementation.
图4是压缩及传输流程图。Fig. 4 is a flow chart of compression and transmission.
图5是用户显示与控制流程图。Figure 5 is a flow chart of user display and control.
具体实施方式Detailed ways
下面结合附图与实施例对本发明做进一步说明:Below in conjunction with accompanying drawing and embodiment the present invention will be further described:
本发明的基于云平台的移动终端实时渲染系统,能够实时接收用户的交互操作,根据交互操作和既定程序更新与渲染游戏场景。The mobile terminal real-time rendering system based on the cloud platform of the present invention can receive the user's interactive operation in real time, and update and render the game scene according to the interactive operation and the established program.
本发明的基于云平台的移动终端实时渲染系统的工作原理如图1所示。The working principle of the mobile terminal real-time rendering system based on the cloud platform of the present invention is shown in FIG. 1 .
该系统充分利用云端的超级计算和存储能力对场景进行实时光线跟踪渲染,在达到高度真实感渲染效果的同时通过高效的压缩算法和通信策略满足客户端画面的刷新频率,最小程度地消耗移动客户端计算能力和储存空间。The system makes full use of the supercomputing and storage capabilities of the cloud to perform real-time ray tracing rendering of the scene. While achieving a highly realistic rendering effect, the system meets the refresh rate of the client screen through efficient compression algorithms and communication strategies, and minimizes the consumption of mobile clients. terminal computing power and storage space.
在图1中,云端部署有MIC/GPU高性能计算集群,为充分利用其性能,本发明采用基于网格的分布式光线追踪渲染技术,通过在CPU上使用动态负载策略进行MIC/GPU渲染任务部署与管理,从而最大化利用云端计算能力进行渲染。In Figure 1, MIC/GPU high-performance computing clusters are deployed in the cloud. In order to make full use of its performance, the present invention uses a grid-based distributed ray tracing rendering technology to perform MIC/GPU rendering tasks by using a dynamic load strategy on the CPU Deployment and management, so as to maximize the use of cloud computing capabilities for rendering.
同时引入场景划分精确计算当前情境下可能出现的场景内容通过数据预取的方法进行提前将数据从储存节点当中加载到当前分配的局部计算单元的内存中,降低访存延迟,提高渲染效率,由于复杂场景得到了精准划分,以划分为依据将质量极高的模型通过分布式存储技术通过模型大小以及访问次数的储存到当前最优的储存节点中,根据不同场景下不同的数据需求进行存储位置的自动调整。At the same time, scene division is introduced to accurately calculate the scene content that may appear in the current situation, and the data is loaded from the storage node to the memory of the currently allocated local computing unit in advance through the data prefetch method, which reduces memory access delay and improves rendering efficiency. Complex scenes are accurately divided, and based on the division, the extremely high-quality model is stored in the current optimal storage node through the distributed storage technology through the size of the model and the number of visits, and the storage location is determined according to different data requirements in different scenarios automatic adjustment.
完成渲染后,云端实时进行视频流的压缩,通过一种并行无损的视频流压缩技术,借助MIC/GPU大量的计算核心,快速对视频流进行高效压缩,以尽量减少其占用体积,并对解压缩进行优化,与客户端相对较弱的计算能力相适应,使得客户端能够在较短时间内将传输的视频流解压。After the rendering is completed, the cloud compresses the video stream in real time. Through a parallel and lossless video stream compression technology, with the help of a large number of computing cores of MIC/GPU, the video stream is quickly and efficiently compressed to minimize its occupied volume and solve the problem. The compression is optimized to adapt to the relatively weak computing power of the client, so that the client can decompress the transmitted video stream in a short period of time.
完成压缩后会通过高速网络链接将视频流以及一些对应的控制流进行传输,在传输过程中,会根据优先级确定流的发送顺序,以保证客户端无需过长时间等待接收一些当前运算所需数据。After the compression is completed, the video stream and some corresponding control streams will be transmitted through the high-speed network link. During the transmission process, the order of sending the streams will be determined according to the priority to ensure that the client does not need to wait for a long time to receive some current operations. data.
客户端在接收所需数据后充分利用其计算能力对视频流进行解压,并利用自身平台支持的API进行画面与声音的同步与全屏输出。输出的同时根据控制流提供的一些操作的指令与一些指定外设进行指定的交互,同时储存一些未来情境下可能会重复利用的视频流与音频流数据。在某些实施例中,通过储存一些视频或音频元素的重组和预先渲染,来进一步减少对客户端有限的计算能力的过度利用,After receiving the required data, the client makes full use of its computing power to decompress the video stream, and uses the API supported by its own platform to synchronize the picture and sound and output in full screen. While outputting, it performs specified interaction with some specified peripherals according to some operation instructions provided by the control flow, and at the same time stores some video stream and audio stream data that may be reused in future situations. In some embodiments, overutilization of the limited computing power of the client is further reduced by storing reassembled and pre-rendered video or audio elements,
下面详细介绍本发明的基于云平台的移动终端实时渲染系统的具体结构框架:The specific structural framework of the mobile terminal real-time rendering system based on the cloud platform of the present invention is introduced in detail below:
如图2所示,本发明的基于云平台的移动终端实时渲染系统,包括:As shown in Figure 2, the mobile terminal real-time rendering system based on the cloud platform of the present invention includes:
部署在云端服务器的中心控制单元,及与中心控制单元分别相连的三维场景管理系统及集群、分布式存储系统及集群、MIC/GPU渲染管理服务系统及集群以及负载均衡系统及集群;The central control unit deployed on the cloud server, and the 3D scene management system and cluster, distributed storage system and cluster, MIC/GPU rendering management service system and cluster, and load balancing system and cluster respectively connected to the central control unit;
三维场景管理系统及集群,其用于根据三维场景的模型组的类型,对从移动终端传送的三维场景数据进行划分,得到三维场景模型组数据;3D scene management system and cluster, which are used to divide the 3D scene data transmitted from the mobile terminal according to the type of the model group of the 3D scene, and obtain the data of the 3D scene model group;
分布式存储系统及集群,其用于对三维场景模型组数据进行储存,并根据不同三维场景下不同数据需求进行存储位置的自动调整;Distributed storage system and cluster, which are used to store the data of the 3D scene model group, and automatically adjust the storage location according to different data requirements in different 3D scenes;
MIC/GPU渲染管理服务系统及集群,其用于调取存储在分布式存储系统及集群的三维场景模型组数据,建立并管理三维场景图像的MIC/GPU渲染任务,最后获得三维场景渲染结果数据,并将获得的三维场景渲染结果数据下发至移动终端;MIC/GPU rendering management service system and cluster, which are used to call 3D scene model group data stored in distributed storage systems and clusters, establish and manage MIC/GPU rendering tasks for 3D scene images, and finally obtain 3D scene rendering result data , and send the obtained 3D scene rendering result data to the mobile terminal;
负载均衡系统及集群,其用于利用动态负载策略对MIC/GPU渲染任务部署与管理,确保云端服务器的负载均衡。The load balancing system and cluster are used to deploy and manage MIC/GPU rendering tasks using dynamic load strategies to ensure load balancing of cloud servers.
进一步地,本发明的渲染系统,还包括网络应用服务系统及集群,其用于为中心控制单元、三维场景管理系统及集群、分布式存储系统集群、MIC/GPU渲染管理服务系统和集群和负载均衡系统及集群两两之间提供相互通信。Further, the rendering system of the present invention also includes a network application service system and a cluster, which are used for the central control unit, the three-dimensional scene management system and the cluster, the distributed storage system cluster, the MIC/GPU rendering management service system and the cluster and the load The balance system and the cluster provide mutual communication between the two.
进一步地,三维场景管理系统及集群,包括:Further, the 3D scene management system and cluster include:
三维模型及场景文件加载单元,其与移动终端通过网络应用服务系统及集群相对接,用于接收移动终端传送来的视点信息与交互信息,查询并读取模型及场景文件,获得三维场景数据;The 3D model and scene file loading unit is connected to the mobile terminal through the network application service system and the cluster, and is used to receive the viewpoint information and interaction information transmitted by the mobile terminal, query and read the model and scene file, and obtain the 3D scene data;
三维模型及场景文件分割单元,其用于根据三维场景的模型组的类型,将三维模型及场景文件划分为若干个模型块,获得三维场景模型组数据;A three-dimensional model and scene file segmentation unit, which is used to divide the three-dimensional model and scene file into several model blocks according to the type of the model group of the three-dimensional scene, and obtain the data of the three-dimensional scene model group;
三维模型块存储分配单元,其用于将三维场景模型组数据自动分配至分布式存储系统及集群进行存储。The 3D model block storage allocation unit is used to automatically allocate the data of the 3D scene model group to the distributed storage system and the cluster for storage.
进一步地,MIC/GPU渲染管理服务系统及集群,包括:Furthermore, the MIC/GPU rendering management service system and cluster include:
三维场景模型组数据调取单元,其用于调取存储在分布式存储系统及集群中的三维场景模型组数据;A three-dimensional scene model group data retrieval unit, which is used to retrieve the three-dimensional scene model group data stored in the distributed storage system and the cluster;
渲染任务创建模块,其用于建立渲染三维场景的任务;A rendering task creation module, which is used to create a task for rendering a three-dimensional scene;
渲染任务数据加载模块,其用于将调取的三维场景模型组数据加载至建立的渲染三维场景的任务中;A rendering task data loading module, which is used to load the retrieved 3D scene model group data into the established task of rendering a 3D scene;
渲染任务调度模块,其用于调取渲染任务,对加载的三维场景模型组数据进行并行光线追踪渲染,获取三维场景渲染结果数据;A rendering task scheduling module, which is used to call rendering tasks, perform parallel ray tracing rendering on the loaded 3D scene model group data, and obtain 3D scene rendering result data;
渲染结果数据管理,其用于将三维场景渲染结果数据进行压缩,并将压缩后的三维场景渲染结果数据传送至移动终端中显示。Rendering result data management, which is used to compress the 3D scene rendering result data, and transmit the compressed 3D scene rendering result data to the mobile terminal for display.
如图1所示,本发明的基于云平台的移动终端实时渲染系统的实现方法,包括:As shown in Figure 1, the implementation method of the mobile terminal real-time rendering system based on the cloud platform of the present invention includes:
步骤(1):接收移动终端传送来的视点信息与交互信息,查询并读取模型及场景文件,获得三维场景数据;Step (1): Receive the viewpoint information and interaction information sent by the mobile terminal, query and read the model and scene files, and obtain 3D scene data;
步骤(2):根据三维场景的模型组的类型,划分三维场景数据,得到三维场景模型组数据;Step (2): According to the type of the model group of the 3D scene, divide the 3D scene data to obtain the data of the 3D scene model group;
步骤(3):储存三维场景模型组数据,并根据不同三维场景下不同数据需求进行存储位置的自动调整;Step (3): store the data of the 3D scene model group, and automatically adjust the storage location according to different data requirements in different 3D scenes;
步骤(4):调取存储的三维场景模型组数据,建立并管理三维场景图像的MIC/GPU渲染任务,最后获得三维场景渲染结果数据,并将获得的三维场景渲染结果数据下发至移动终端;其中,利用动态负载策略对MIC/GPU渲染任务部署与管理,确保云端服务器的负载均衡。Step (4): Call the stored 3D scene model group data, establish and manage the MIC/GPU rendering task of the 3D scene image, finally obtain the 3D scene rendering result data, and send the obtained 3D scene rendering result data to the mobile terminal ; Among them, the dynamic load strategy is used to deploy and manage the MIC/GPU rendering tasks to ensure the load balance of the cloud server.
在步骤(1)中,移动终端与云端服务器相互通信。In step (1), the mobile terminal communicates with the cloud server.
下面以游戏三维场景为例:Take the game 3D scene as an example:
分布式存储系统及集群部署到云端服务器,首先对布式存储系统进行参数和性能调试:Distributed storage systems and clusters are deployed to cloud servers, and the parameters and performance of the distributed storage system are first debugged:
在该布式存储系统中设置两个账户:一个名为管理账户,另一个为渲染账户,具体权限如下表1所示。其中管理账户负责管理所有存储中的3D模型,渲染账户负责调用模型给计算单元进行渲染。在该布式存储系统环境配置文件,使得该系统能够在当前的集群下实现更快速的调用操作。Set up two accounts in the distributed storage system: one is called the management account, and the other is the rendering account. The specific permissions are shown in Table 1 below. The management account is responsible for managing all stored 3D models, and the rendering account is responsible for calling the models to the computing unit for rendering. Configuring files in the distributed storage system environment enables the system to implement faster call operations under the current cluster.
表1分布式存储系统中账户的权限Table 1 Permissions of accounts in the distributed storage system
步骤(2)中划分三维场景数据的过程为:The process of dividing the three-dimensional scene data in step (2) is:
步骤(2.1):将游戏的三维场景数据按预设的单位划分成N个模型组,并将这些模型组从0到N-1编号;其中,预设的单位为游戏关卡;Step (2.1): Divide the 3D scene data of the game into N model groups according to preset units, and number these model groups from 0 to N-1; wherein, the preset units are game levels;
步骤(2.2):对于分成的每个模型组,按照其模型组内不同区域模型的密度将该组模型划分为M个密闭的正方体模型块,每个模型块中的模型数量相等,将模型组中每个模型块从0到M-1编号。Step (2.2): For each model group divided into, according to the density of different regional models in the model group, the group model is divided into M airtight cube model blocks, the number of models in each model block is equal, and the model group Each model nugget in is numbered from 0 to M-1.
其中,M和N均为大于等于1的正整数。Wherein, both M and N are positive integers greater than or equal to 1.
将模型组存储至云端,需要保证任一模型组的模型块存储位置相邻或相近。To store model groups in the cloud, it is necessary to ensure that the storage locations of the model blocks of any model group are adjacent or similar.
进一步地,步骤(4)中获得三维场景渲染结果数据的过程,包括:Further, the process of obtaining the 3D scene rendering result data in step (4) includes:
步骤(4.1):调取存储在分布式存储系统及集群中的三维场景模型组数据;Step (4.1): call the 3D scene model group data stored in the distributed storage system and the cluster;
步骤(4.2):建立渲染三维场景的任务;Step (4.2): establish the task of rendering the 3D scene;
步骤(4.3):将调取的三维场景模型组数据加载至建立的渲染三维场景的任务中;Step (4.3): Load the retrieved 3D scene model group data into the established task of rendering the 3D scene;
步骤(4.4):调取渲染任务,对加载的三维场景模型组数据进行并行光线追踪渲染,获取三维场景渲染后的图像,进而得到渲染结果数据;Step (4.4): Call the rendering task, perform parallel ray tracing rendering on the loaded 3D scene model group data, obtain the rendered image of the 3D scene, and then obtain the rendering result data;
步骤(4.5):将三维场景渲染后的图像进行压缩,并将压缩后的三维场景渲染后的图像传送至移动终端中显示。Step (4.5): compressing the rendered image of the 3D scene, and transmitting the compressed image of the rendered 3D scene to the mobile terminal for display.
如图3所示,在步骤(4.4)中并行光线追踪渲染之前,该渲染系统首先,利用GPU以及适用于光线追踪算法的可见性,对视点进行可见性计算;然后,利用MIC系统根据可见性计算结果对于三维场景再进一步进行精确划分。As shown in Figure 3, before the parallel ray tracing rendering in step (4.4), the rendering system first uses the GPU and the visibility applicable to the ray tracing algorithm to calculate the visibility of the viewpoint; then, uses the MIC system according to the visibility The calculation results are further accurately divided for the 3D scene.
在并行光线追踪渲染的过程中,本发明的该渲染系统利用GPU对于分割完成的场景进行实时高效的光线追踪渲染。In the process of parallel ray tracing rendering, the rendering system of the present invention uses GPU to perform real-time and efficient ray tracing rendering on the segmented scene.
其中,视点进行可见性计算的具体过程为:Among them, the specific process of calculating the visibility of the viewpoint is as follows:
设定阈值,获取物体材质信息,当材质的反光率大于设定阈值时标定为一个节点;Set the threshold, obtain the material information of the object, and calibrate it as a node when the reflectance of the material is greater than the set threshold;
建立队列,将初始位置存入队列;Create a queue and store the initial position in the queue;
划分内存区域保存该次渲染所需要的可见范围;Divide the memory area to save the visible range required for this rendering;
计算队列中所有节点的可见范围,并从中删除计算后的节点,将可见范围内所有对象保存,若在可见范围中出现节点,则将节点存入队列;否则再次划分内存区域保存该次渲染所需要的可见范围。Calculate the visible range of all nodes in the queue, delete the calculated nodes, save all objects in the visible range, if a node appears in the visible range, store the node in the queue; otherwise divide the memory area again to save the rendering Visibility required.
更进一步地,步骤(4.5)中将三维场景渲染后的图像进行压缩的过程为:Furthermore, the process of compressing the rendered image of the 3D scene in step (4.5) is:
步骤(4.5.1):利用HEVC编码框架,依据三维场景渲染后的图像的平坦程度,自适应地将三维场景渲染后的图像分割成若干编码单元,并确定最佳的分割方案;Step (4.5.1): Using the HEVC coding framework, according to the flatness of the rendered image of the 3D scene, adaptively segment the rendered image of the 3D scene into several coding units, and determine the best segmentation scheme;
步骤(4.5.2):识别分割方案,选择最优的预测模式,利用差分编码进行初步预测;其中,预测模式包括帧内预测和帧间预测;Step (4.5.2): Identify the segmentation scheme, select the optimal prediction mode, and use differential coding to perform preliminary prediction; wherein, the prediction mode includes intra-frame prediction and inter-frame prediction;
步骤(4.5.3):根据预测模式来决定三维场景渲染后图像的残差扫描顺序,优化熵编码。Step (4.5.3): According to the prediction mode, the residual scanning sequence of the rendered image of the 3D scene is determined, and the entropy coding is optimized.
在步骤(4.5.2)中,预测模式还包括空间预测,通过时域和空域的结合,逐像素的选择最优的预测模式。In step (4.5.2), the prediction mode also includes spatial prediction, through the combination of time domain and space domain, the optimal prediction mode is selected pixel by pixel.
针对帧内预测还使用了分级预测、模板匹配和自适应预测方法,降低空间冗余提高编码效率。此外,通过帧间预测提高编码效率。Hierarchical prediction, template matching and adaptive prediction methods are also used for intra-frame prediction to reduce spatial redundancy and improve coding efficiency. In addition, coding efficiency is improved by inter prediction.
在步骤(4.5)中,将压缩后的三维场景渲染后的图像传送至移动终端中显示,采用了快速低延迟用户终端显示的方法,如图4所示,其具体过程为:In step (4.5), the rendered image of the compressed 3D scene is transmitted to the mobile terminal for display, and a fast and low-delay user terminal display method is adopted, as shown in Figure 4, and the specific process is as follows:
自动侦测移动终端设备硬件信息,发送到云端,云端智能分析技术会定制化的对不同用户根据其设备计算能力和链接速度智能选择最合适的压缩算法;Automatically detect the hardware information of the mobile terminal device and send it to the cloud, and the cloud intelligent analysis technology will customize and intelligently select the most suitable compression algorithm for different users according to their device computing power and link speed;
视频流解压在HEVC框架本身的基础上,由于压缩过程中对图像进行了最佳分割;Video stream decompression is based on the HEVC framework itself, because the image is optimally segmented during the compression process;
解压过程按照在云端的计算结果进行解压,利用良好的并行性,在分割的图元在解压结束后会立刻进行相关渲染指令的转化,而无需在整幅图像完成解压后再进行整体转化,每一帧以多次批处理的形式进行多次状态更新;The decompression process is decompressed according to the calculation results in the cloud. With good parallelism, the conversion of the relevant rendering instructions will be performed immediately after the decompression of the segmented primitives, instead of the overall conversion after the decompression of the entire image. One frame performs multiple state updates in the form of multiple batches;
根据显存中的内容,更新屏幕显示。Update the screen display according to the content in the video memory.
引入行为预测,对用户输入进行预测,并将有关信息与云端通信,云端则可以利用信息提前更新视图,一旦接收到用户操作的准确信息后,撤销掉错误预测的变化,结合预测信息,将真实变化进行更新,并根据用户新的操作信息做出新的预测。Introduce behavior prediction, predict user input, and communicate relevant information with the cloud. The cloud can use the information to update the view in advance. Once the accurate information of the user's operation is received, the wrongly predicted changes will be canceled. Combined with the predicted information, the real Changes are updated, and new predictions are made based on the user's new operating information.
云端根据不同用户的操作习惯进行识别与学习,在交互过程中不断提高预测准确性。The cloud recognizes and learns according to the operating habits of different users, and continuously improves the prediction accuracy during the interaction process.
在链接通信的过程中,与操作系统交互,提高当前应用的网络使用优先级,以尽量较少用户使用延迟。In the process of link communication, it interacts with the operating system to increase the priority of the current application's network use, so as to minimize user delays.
上述虽然结合附图对本发明的具体实施方式进行了描述,但并非对本发明保护范围的限制,所属领域技术人员应该明白,在本发明的技术方案的基础上,本领域技术人员不需要付出创造性劳动即可做出的各种修改或变形仍在本发明的保护范围以内。Although the specific implementation of the present invention has been described above in conjunction with the accompanying drawings, it does not limit the protection scope of the present invention. Those skilled in the art should understand that on the basis of the technical solution of the present invention, those skilled in the art do not need to pay creative work Various modifications or variations that can be made are still within the protection scope of the present invention.
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