Construction method and device of 3D data city model
A city model and construction method technology, applied in the field of 3D data city model construction, can solve problems such as heavy modeling workload, long time-consuming initial analysis and initialization, difficulty in parameterized adjustment details, etc., to achieve high fluency, The effect of saving adjustment time and saving the convenience of adjustment
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Embodiment 1
[0040] A method for constructing a 3D data city model includes the steps of: preparing standardized geojson building data, setting parameter configurations, including color groups, side and top surface picture groups, superimposing parameters, and constructing a webgl context environment; according to building data and configuration parameters Build a vertex shader and a fragment shader separately; the vertex shader and the fragment shader are combined and run in the graphics card to render the entire scene; when rendering, the entire scene model is rendered based on webgl and run directly in the browser; after rendering, the entire scene is completed Construction of 3D data city model.
[0041] The present invention can construct multiple types of different city models required by changing any one or more details of architectural parameters and parameter configurations, and construct a vertex shader and a fragment shader for combined operation directly through preset architect...
Embodiment 2
[0043] like figure 1As shown, the present embodiment is further based on Embodiment 1, and the construction of the vertex shader is to write the following method of parsing architectural data into the vertex shader, and the method of parsing architectural data includes the following steps:
[0044] S101. Initialize arraybuffer, pre-allocate memory space, and write vertices according to building data;
[0045] S102. Calculate the facet according to the vertex, and calculate the side uv and top uv2 dual channels;
[0046] S103. A single building will be layered if it exceeds the set number of floors, and it will not be layered if it does not exceed the number of floors;
[0047] S104. Calculate the building depth according to the center position of a single building, and pass in the time coefficient to do periodic scanning animation; through the above-mentioned process, the geometric map processing of the building model can be completed, and there is no need to build the model ...
Embodiment 3
[0049] like figure 1 As shown, this embodiment is further based on Embodiment 1. To construct a fragment shader is to write the following configuration parameters into the fragment shader. The method of configuring parameters includes the following steps:
[0050] S201. Floor < key1, the color is a random color in the color group, and the side is processed by overlapping algorithm with color and texture;
[0051] S202. key1≤floor≤key2, the color is a random color in the color group, and the side is processed by the soft light algorithm with color and texture; both key1 and key2 are the set floor thresholds;
[0052] S203. Floor>key2, the color is a random color in the color group, and the side is processed by the strong light algorithm with color and texture;
[0053] S204. According to the overlapping parameter repeat, as well as the height and perimeter of a single building, calculate the repetition of horizontal and vertical textures, and round off the sides;
[0054] S20...
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