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The Design And Implementation Of MAYA Scene Data Conversion System

Posted on:2019-02-05Degree:MasterType:Thesis
Country:ChinaCandidate:J WangFull Text:PDF
GTID:2428330545955178Subject:Software engineering
Abstract/Summary:PDF Full Text Request
In recent years,with the flourish of animation,film,television and game industry,people have put forward higher requirements for the realistic effect of rendering,especially in film visual effects,simulations,virtual reality,etc.,realistic rendering is playing an extremely important role.As the protagonist of realistic rendering,various rendering engines based on different rendering technologies have also been rapidly developed and widely used,among which,foreign commercial engines account for a large proportion.The source of the rendering engine's job is the 3D scene created by the modeling software.However,because the data organization methods of these scenes have a great correlation with the modeling software itself,for example,some software will record a series of operations in the scene data during the modeling.If such data processing is used directly,the rendering engine needs to add additional modules for parsing and processing,which not only reduces the rendering efficiency but also affects the compatibility of the engine.Therefore,we need to establish a unified specification that provides a reference for data conversion for various modeling software,and get standardized files that the rendering engine can use directly.However,in the development of rendering technology,a unified commercial standard has not been established,so there is always inconsistency between the scene data of the modeling software and the processing data of the rendering engine.Beyond that,different modeling software has differences in the organization and storage of the three-dimensional scene data,and the application program interface of these software are different,which making it more difficult for the rendering engine to render all kinds of scenes.Therefore,we need an intermediate system to convert scene data into canonical rendering data.On the other hand,material is an important embodiment of realistic rendering.Users are not satisfied with several basic materials of modeling software,and they prefer to use a more complex material library provided by the rendering engine.So we need an intermediate system,which provides the modeling software with the engine's material library and other required parameter settings.Based on the above two points,it is imperative to provide an intermediate system that "communicates" between the modeling software and the rendering engine.In the current mainstream modeling software,MAYA has been widely used because of its powerful characters and animation production capabilities,perfect modeling and material functions.At the same time,MAYA provides a Python-based application program interface(MAYA API)for developers to create custom plug-ins.In order to solve the problem described above,this paper first established a systemic scene representation specification,and used MAYA as an example to design and develop a data conversion system by using its API to convert the scenes that is created by MAYA.And we provide the corresponding material,texture,light and other shaders of our rendering engine for users to choose,and finally get data files that conforms to the specification.This paper efficiently integrates MAYA and the independently developed rendering engine,enriches the selection of shaders when creating the scene,broadens the source of rendering engine's jobs,and provides a normative reference for scene data representation.
Keywords/Search Tags:Scene representation specification, 3D Scene data organization, Scene data conversion
PDF Full Text Request
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