检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:汪华健 汪志锋 WANG Hua-jian;WANG Zhi-feng(Shanghai Polytechnic University,Department of Engineering,Shanghai 201209,China)
出 处:《计算机仿真》2022年第7期421-425,486,共6页Computer Simulation
基 金:上海第二工业大学研究生项目基金(EGD19YJ0009)。
摘 要:针对使用UNITY引擎开发的虚拟仿真平台内存占用过大而导致的卡顿问题,从资源调度角度引入四叉树算法,并针对上述算法进行优化;在加载场景时,将场景中三维模型按照一定的特征存储到四叉树的各个子节点;在运行时,以摄像机为中心对周边节点上的三维模型进行预制体实例化及动态销毁,从而实现资源的动态调度。实验表明,在Unity引擎中通过引入四叉树算法进行动态调度能够有效降低虚拟仿真时的卡顿问题,显著地降低内存占用,在使用Unity进行其它场景开发也有着良好的效果。Aiming at the problem that the virtual simulation platform developed by using the unity engine occupies too much memory,the quadtree algorithm was introduced from the perspective of resource scheduling and optimized for the above algorithm.When loading the scene,the 3 D model in the scene was adjusted according to a certain characteristics,and the features were stored in each child node of the quadtree.At runtime,the 3 D model on the surrounding nodes was instantiated and dynamically destroyed with the camera as the center,so as to realize the dynamic scheduling of resources.Experiments show that the dynamic scheduling by introducing quadtree algorithm into unity engine can effectively reduce the Caton problem in virtual simulation and significantly reduce the memory occupation.It also has a good effect in the development of other scenarios using unity..
分 类 号:TP311.[自动化与计算机技术—计算机软件与理论]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.51