Unreal-based tunnel scene self-defined editing method
By utilizing the tunnel scene customization and editing methods of Unreal Engine, the problem of high cost in intelligent tunnel construction has been solved, enabling efficient real-time tunnel monitoring, control, simulation, and virtual training, thereby improving tunnel safety and operational efficiency.
Patent Information
- Application Number
- CN202310965699.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-08-02
- Publication Date
- 2026-01-09
- Estimated Expiration
- 2043-08-02
AI Technical Summary
The high cost of constructing digital twins for intelligent tunnels in existing technologies prevents their large-scale application in intelligent functions such as real-time monitoring, control, simulation, and virtual training of tunnels.
We employ a tunnel scene customization method based on the Unreal Engine. By customizing the digital twin scene of the tunnel, including scene modeling, interface design, physical property adjustment, behavior scripts, and state monitoring, and combining Unreal Engine's triangle subdivision algorithm, UV mapping, and texture editor processing, we achieve efficient rendering and realistic effects.
Significantly reduce project costs, enable real-time monitoring and control of tunnels, simulation analysis and virtual training, and improve tunnel safety and operational efficiency.
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Figure CN116932117B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The application belongs to the technical field of traffic informatization, and particularly relates to a tunnel scene self-defined editing method based on unreal. BACKGROUND
[0002] Tunnels are essential sections in highway traffic, and the actual running conditions inside tunnels are particularly important, as they can reflect potential safety hazards in tunnels in the first instance, and are often used to measure the safety status of tunnels.
[0003] Tunnel intelligence relies on digital twin technology to simulate the running conditions and various possible scenarios of tunnels, in order to carry out intelligent control and management.
[0004] Digital twin refers to the process of replicating physical entities using digital technology and simulating and analyzing them in a virtual environment. In tunnel intelligence, through digital twin display, the following capabilities can be achieved: real-time monitoring and control, through digital twin technology, various sensor data can be captured and fed back to the virtual environment in real time to simulate the actual conditions inside the tunnel. This can remotely monitor and control various parameters of the tunnel, such as temperature, humidity, lighting, etc. This digital real-time monitoring and control can improve the safety and efficiency of the tunnel.
[0005] Simulation and predictive analysis: through digital twin display, various simulations and predictive analyses of tunnels can be carried out. Using the virtual environment, different running scenarios and disaster scenarios can be simulated to evaluate the running performance and response capabilities of the tunnel under different conditions. This simulation and analysis can help tunnel operators make more scientific decisions and optimize tunnel operation management.
[0006] Virtual training and drills: through digital twin display, virtual training and drills can be carried out to improve the emergency handling capabilities of tunnel personnel. The virtual environment can simulate various emergencies and emergency situations, allowing personnel to train and drill in the virtual environment to improve their response speed and handling capabilities in actual situations.
[0007] However, the diversity of tunnels and the cost of digital twin construction have resulted in their inability to be widely applied. Therefore, based on the problems of the prior art, we designed and proposed a tunnel scene self-defined editing method based on unreal. SUMMARY
[0008] The tunnel scene self-defined editing method based on unreal aims to solve the above-mentioned defects in the prior art. The tunnel scene self-defined editing method based on unreal can greatly reduce project cost, can realize intelligent functions such as real-time monitoring and control, simulation and prediction analysis, and virtual training and drilling of the tunnel, so as to improve the safety and operation efficiency of the tunnel.
[0009] In order to achieve the above-mentioned purpose, the application adopts the following technical solutions:
[0010] A tunnel scene self-defined editing method based on unreal is designed, including the following steps:
[0011] Step 1, based on an asset library, self-defined editing of a digital twin scene of the tunnel;
[0012] Step 11, scene modeling, a user creates and edits a digital twin scene of the tunnel according to actual needs through a modeling tool or an editing interface, and constitutes a tunnel digital twin scene model;
[0013] Step 12, interface design, a user self-defines an interface and an interaction mode of the tunnel digital twin scene according to needs;
[0014] Step 13, physical property adjustment, a user adjusts physical properties of objects in the tunnel digital twin scene according to needs;
[0015] Step 14, behavior script, a user writes a script to define behaviors of objects in the tunnel digital twin scene according to needs;
[0016] Step 15, state monitoring and data collection, a user selects states of objects in a monitoring scene and collects real-time data according to needs;
[0017] Step 2, self-defined editing of the tunnel digital twin scene model based on an unreal engine, point-line-surface, UV, and map processing;
[0018] Step 21, point-line-surface processing, according to the Unreal engine, a triangular polygon mesh is used for model representation and rendering;
[0019] Step 22, UV mapping, UV coordinates are mapped to each vertex of the model;
[0020] Step 23, map processing, various map types are edited through a map editor of the Unreal engine, and map is completed on the digital twin scene of the tunnel.
[0021] Further, in step 21, rendering of the model based on the triangular polygon mesh is performed using a triangle subdivision algorithm to divide the complex tunnel digital twin scene model into multiple small triangles, and each small triangle is rendered frame by frame.
[0022] Further, the triangle subdivision algorithm specifically includes the following steps:
[0023] Step 211, input: given a polygon vertex sequence V;
[0024] Step 212, initialize an empty triangle list T;
[0025] Step 213, construct a circular linked list L according to the input vertex sequence, each node in the linked list contains a vertex and its two adjacent vertices;
[0026] Step 214, when the number of remaining vertices in V is not less than 3, traverse the linked list L to find a vertex whose internal angle is less than 180 degrees, if the found vertex is connected with its two adjacent vertices to form a triangle, and the vertex is deleted from the linked list L, and the generated triangle is added to the triangle list T;
[0027] Step 215, return the triangle list T as the triangle subdivision result.
[0028] Further, in step 22, the method of mapping UV coordinates to each vertex of the model includes manual adjustment of UV coordinates and automatic unfolding algorithm to generate UV mapping.
[0029] Further, in step 23, the map editor edits the map type, including importing, generating and editing the map, and by adjusting the parameters of the map, different special effects and materials can be realized to increase the realism and details of the model.
[0030] Further, in step 23, it also includes dynamic map, and the map editor can generate dynamic changing map on the tunnel digital twin scene model.
[0031] Further, in step 22, it also includes custom processing dynamic UV, specifically including the following steps:
[0032] a. Create a custom material, create a custom material in the material editor of Unreal Engine;
[0033] b. Apply UV processing, use custom nodes to process UV coordinates;
[0034] c. Apply the processed UV coordinates to the texture, connect the processed UV coordinates to the UV input of the texture sampling node, which completes the custom processing of dynamic UV.
[0035] Further, in step 23, in the map processing, a custom processing surface collapse map is also included, specifically including the following steps:
[0036] a. Create a custom concave material: create a custom material in the material editor for implementing the concave effect;
[0037] b. Create a height map or normal map: in the concave effect, a height map or normal map needs to be created as the input of the concave;
[0038] c. Apply the material and map to the object: apply the custom concave material and height map / normal map to the object that needs to be processed with the concave;
[0039] d. Adjust the concave effect: according to the actual demand, adjust the parameters of the concave effect, and after the adjustment is completed, the custom processing surface collapse of the map is completed.
[0040] Compared with the prior art, the tunnel scene custom editing method based on unreal provided by the present application has the beneficial effects that the present application can greatly reduce the project cost, can realize the intelligent functions of real-time monitoring and control, simulation and prediction analysis, virtual training and drilling of the tunnel, and thus improves the safety and operation efficiency of the tunnel. Specifically:
[0041] (1) Through the custom editing technology of the digital twin scene, the user can construct a realistic digital twin scene according to his own needs and goals, and conduct various experiments, simulations and analyses. This helps to improve the accuracy and effectiveness of decision-making and provides guidance for actual operation.
[0042] (2) The present application uses the triangular subdivision algorithm and efficient rendering technology of Unreal Engine to process points, lines and surfaces; uses flexible UV mapping editing tools and automatic unfolding algorithms to process UV; and uses powerful map editors and supports dynamic maps to process maps. The Unreal Engine can quickly and efficiently process scene models and present realistic effects. BRIEF DESCRIPTION OF DRAWINGS
[0043] The accompanying drawings are used to provide a further understanding of the present application, and constitute a part of the specification, together with the embodiments of the present application, to explain the present application, and do not constitute a limitation on the present application. In the drawings:
[0044] Figure 1 is a flowchart schematic diagram of the present application; DETAILED DESCRIPTION
[0045] The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by a person of ordinary skill in the art without creative work fall within the protection scope of the present application.
[0046] The structural features of the present application will be described in detail with reference to the drawings of the specification.
[0047] Embodiment 1
[0048] Referring to Figure 1 A tunnel scene self-defined editing method based on unreal, specifically comprising the following steps:
[0049] S1, based on the asset library, self-defined editing of the digital twin scene of the tunnel;
[0050] S11, scene modeling, the user creates and edits the digital twin scene of the tunnel according to actual needs through a modeling tool or an editing interface, and constitutes a tunnel digital twin scene model. The modeling tool or the editing interface can provide various modeling elements such as buildings, equipment, characters, etc., and the user can place them in the scene according to needs.
[0051] S12, interface design, the user self-defines the interface and interaction mode of the tunnel digital twin scene according to needs. For example, the interaction mode can select to add buttons, sliders, menus and other controls to interact with objects in the scene.
[0052] S13, physical property adjustment, the user adjusts the physical properties of objects in the tunnel digital twin scene according to needs. Physical property adjustment can help users simulate physical phenomena in the real world, so as to more accurately simulate and analyze.
[0053] S14, behavior script, the user writes a script to define the behavior of objects in the tunnel digital twin scene according to needs. For example, the user can create a script to control a robot to move, perform tasks, etc. in the scene.
[0054] S15, state monitoring and data collection, the user selects to monitor the state of objects in the scene and collect real-time data according to needs. These data can be used for analysis and optimization of the processing process in the scene.
[0055] Specifically, in use, through self-defined editing of the digital twin scene, the user can build a realistic digital twin scene according to own needs and goals, and perform various experiments, simulations and analyses. This helps to improve the accuracy and effectiveness of decision-making, and provides guidance for actual operation.
[0056] S2, based on unreal engine tunnel digital twin scene model customization, point line surface, UV, map processing, unreal engine in processing scene model, using the following technology to point line surface, UV and map processing:
[0057] S21, point line surface processing, according to Unreal Engine using triangle based polygon mesh for model representation and rendering. Unreal Engine adopts efficient triangle subdivision algorithm, divides complex scene model into multiple small triangles, and renders these triangles frame by frame. This processing method can improve rendering efficiency and model details.
[0058] Triangle subdivision algorithm includes the following steps:
[0059] S211, input: given a polygon vertex sequence V.
[0060] S212, initialize an empty triangle list T.
[0061] S213, according to the input vertex sequence, construct a circular linked list L, each node in the linked list contains a vertex and its adjacent two vertices.
[0062] S214, when the number of remaining vertices in V is not less than 3, traverse the linked list L, find a vertex, the inner angle of which is less than 180 degrees, if the found vertex, connect the vertex and its adjacent two vertices to form a triangle, and delete the vertex from the linked list L, add the generated triangle to the triangle list T.
[0063] S215, return the triangle list T as the triangle subdivision result.
[0064] S22, UV mapping, map UV coordinates to each vertex of the model. Unreal Engine provides flexible UV mapping editing tools, which can manually adjust UV coordinates, or use automatic unfolding algorithm to generate UV mapping. In this way, it can ensure that the map is displayed correctly on the model surface, avoiding mapping errors or map stretching problems.
[0065] Automatic unfolding algorithm generates UV mapping method, including:
[0066]
[0067]
[0068] S23, map processing, various map types are edited through the map editor of Unreal Engine, and the map is completed on the digital twin scene of the tunnel. Unreal Engine provides a powerful map editor that can import, generate and edit maps. By adjusting the parameters of the map, different special effects and materials can be achieved, increasing the realism and details of the model. In addition, Unreal Engine also supports dynamic maps, which can dynamically change the map during game running to achieve more rich effects.
[0069] Specifically, in use, Unreal Engine processes point lines and surfaces by using advanced triangle subdivision algorithms and efficient rendering techniques; processes UV using flexible UV mapping editing tools and automatic unfolding algorithms; and processes maps through a powerful map editor and support for dynamic maps. The combination of these technologies enables Unreal Engine to quickly and efficiently process scene models and present realistic effects.
[0070] Embodiment 2
[0071] As another preferred embodiment of the present application, the difference from embodiment 1 is that it further includes custom processing dynamic UV, specifically including the following steps:
[0072] a. Create a custom material, create a custom material in the material editor of Unreal Engine. Basic material nodes (such as Texture, Constant, Multiply, etc.) and custom nodes can be used to achieve the desired effect.
[0073] b. Apply UV processing, use custom nodes to process UV coordinates. This node is used to obtain the UV coordinates of the model.
[0074] c. Apply the processed UV coordinates to the texture, connect the processed UV coordinates to the UV input of the texture sampling node. The following nodes can be used:
[0075] "Add" node: used to offset, scale or rotate UV coordinates.
[0076] "Multiply" node: used to scale UV coordinates.
[0077] "Sine" node: used to create a wave effect.
[0078] "Panner" node: used to achieve a scrolling effect.
[0079] In the property panel of this node, you can set the processing method and parameters of the UV coordinates. By adjusting these parameters, you can get the desired dynamic UV effect.
[0080] Apply the processed UV coordinates to the texture: Connect the processed UV coordinates to the UV input of the texture sample node. This will ensure that the texture is sampled according to the processed UV coordinates.
[0081] Embodiment 3
[0082] As another preferred embodiment of the present application, the difference from Embodiment 1 is that in the map processing, it further includes custom processing face collapse map, specifically including the following steps:
[0083] a. Create a custom concave material: Create a custom material in the material editor for implementing the concave effect. Various nodes and parameters can be used to customize the material to meet the needs. For example, Gaussian function, noise function or other mathematical formulas can be used to generate the concave effect.
[0084] b. Create a height map or normal map: In the concave effect, a height map or normal map needs to be created as the input of the concave. Image software such as Photoshop can be used to manually create these maps, or Unreal Engine provides tools to generate height maps or normal maps.
[0085] c. Apply the material and map to the object: Apply the custom concave material and height map / normal map to the object that needs to be concave processed. It can be achieved by selecting the object and selecting the modified material in the Details panel. Make sure to apply the height map / normal map to the corresponding input node of the material, and adjust other properties of the material to control the concave effect.
[0086] d. Adjust the concave effect: According to the actual needs, adjust the parameters of the concave effect, such as the depth of the concave, the intensity of the details, etc. The properties of the nodes can be modified in the material editor, and the adjusted effect can be viewed in the real-time preview. After the adjustment is completed, the custom processing face collapse of the map is completed.
[0087] The above only describes the preferred embodiments of the present application and is not intended to limit the present application. Although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art can still modify the technical solutions described in the foregoing embodiments or make equivalent replacements to some technical features. Any modification, equivalent replacement, improvement, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A method for custom editing of an Unreal-based tunnel scene, characterized in that, The method comprises the following steps: Step 1: Based on the asset library, custom edit the digital twin scene of the tunnel; Step 11: Scene modeling, users create and edit the digital twin scene of the tunnel through modeling tools or editing interfaces, forming a tunnel digital twin scene model; Step 12: Interface design, users customize the interface and interaction mode of the tunnel digital twin scene; Step 13: Physical property adjustment, users adjust the physical properties of objects in the tunnel digital twin scene; Step 14: Behavior script, users write scripts to define the behavior of objects in the tunnel digital twin scene; Step 15: State monitoring and data collection, users select to monitor the state of objects in the scene and collect real-time data; Step 2: Based on the unreal engine, custom the tunnel digital twin scene model, and process points, lines, and surfaces, UV, and mapping; Step 21: Point, line, and surface processing, according to the unreal engine, use a triangular-based polygon mesh to represent and render the model; Step 22: UV mapping, map UV coordinates to each vertex of the model; Step 23: Mapping processing, edit various mapping types through the mapping editor of the unreal engine, and complete mapping on the digital twin scene of the tunnel; In step 21, triangular-based polygon mesh is used for model rendering, which uses a triangular subdivision algorithm to divide the complex tunnel digital twin scene model into multiple small triangles, and each small triangle is rendered frame by frame; The triangular subdivision algorithm specifically includes the following steps: Step 211: Input: Given a sequence of polygon vertices V; Step 212: Initialize an empty triangle list T; Step 213: According to the input vertex sequence, construct a circular linked list L, each node in the linked list contains a vertex and its two adjacent vertices; Step 214: When the number of remaining vertices in V is not less than 3, traverse the linked list L to find a vertex whose internal angle is less than 180 degrees, if the found vertex is found, connect the vertex and its two adjacent vertices to form a triangle, and delete the vertex from the linked list L, and add the generated triangle to the triangle list T; Step 215: Return the triangle list T as the triangular subdivision result; In step 23, the mapping processing also includes custom processing of face collapse mapping, which specifically includes the following steps: a: Create a custom concave material: create a custom material in the material editor to achieve the concave effect; b: Create a height map or normal map: in the concave effect, a height map or normal map is created as the input of the concave effect; c: Apply the material and map to the object: apply the custom concave material and height map or normal map to the object that needs to be concave processed; d: Adjust the concave effect: according to the actual demand, adjust the parameters of the concave effect, and after adjustment, the custom processing of the face collapse mapping is completed.
2. The method of claim 1, wherein the method is based on Unreal. In step 22, the method of mapping UV coordinates to each vertex of the model includes manually adjusting UV coordinates and generating UV mapping through automatic unfolding algorithm.
3. The method of claim 1, wherein the method is based on Unreal. In step 23, the map editor edits the map type, including importing, generating and editing the map, and by adjusting the parameters of the map, different special effects and materials can be realized, and the realism and details of the model can be increased.
4. The method of claim 1, wherein the method is based on Unreal. In step 22, it also includes custom processing dynamic UV, which specifically includes the following steps: a. Create a custom material, create a custom material in the material editor of unreal engine; b. Apply UV processing, use custom nodes to process UV coordinates; c. Apply the processed UV coordinates to the texture, connect the processed UV coordinates to the UV input of the texture sampling node, that is, complete the custom processing of dynamic UV.
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