After completing the production of art resources, we conducted a preliminary integration with the programming team and performed functional testing. The test results indicated that the current implementation did not meet our expectations. Due to deviations in the calculation of model instance positions during the procedural generation process, some plants exhibited issues with misaligned positions. Additionally, the original animation scheme had poor compatibility with the program logic, resulting in an overall unnatural growth effect.
In response to the aforementioned issues, we have restructured the implementation of art resources, eliminating keyframe animations in the model and entrusting the control of plant growth changes to the L-System program. We have implemented the position and generation logic of models at different stages through code, enabling closer integration between art resources and the program system.
With the program’s ability to generate plant instances in bulk, we further identified performance issues. As the number of plants in the scene increased, the total number of faces in the model rapidly increased, leading to noticeable stuttering in the head-mounted display device. Therefore, we optimized the model again, readjusting its structure after clarifying the program’s requirements to further reduce the number of polygons.
In the blade section, a production method more suitable for real-time rendering was adopted. The original three-dimensional blade model was replaced with a plane with an alpha channel, and the plant outline was represented through transparent mapping. This significantly reduced the model complexity while ensuring visual effects. This optimization effectively reduced the rendering overhead, providing better performance guarantees for the subsequent procedural generation of a large number of plant instances, and also making the overall assets more compatible with the requirements of the VR real-time operating environment.
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