A method for creating a three-dimensional scene
By using scene hyper-model templates and rendering engines, the 3D scene creation process is simplified, solving the problems of cumbersome processes and low efficiency in existing technologies, and realizing the rapid creation of 3D business scenes related to factory areas or equipment.
Patent Information
- Application Number
- CN202210976336.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-15
- Publication Date
- 2025-09-26
- Estimated Expiration
- 2042-08-15
AI Technical Summary
The existing technology for creating 3D scenes is cumbersome and inefficient. Ordinary software developers and operation and maintenance managers lack professional knowledge of 3D models and computer graphics, and are unable to quickly create 3D business scenes related to factories or equipment.
It uses scene hypermodel templates and scene object hypermodel templates, and parses and renders through the rendering engine to simplify the workload of developers. It uses preset object properties and rendering strategies to reduce the focus on complex rendering processes and provides a visual editor and object template library to improve efficiency.
Standardized definitions of scene models and object types simplify developers' workload, improve the efficiency of creating 3D scenes, reduce repetitive development work, and enable rapid creation and flexible implementation of business needs.
Smart Images

Figure CN115311416B_ABST
Abstract
Description
Technical Field
[0001] The present invention belongs to the field of digital twin technology, and specifically relates to a method for creating a three-dimensional scene. Background Art
[0002] With the advancement of factory modernization, informatization, and intelligentization, applications such as smart factories and digital equipment management are generating increasing amounts of data and becoming increasingly complex. Traditional management interfaces and interaction methods are often dull, lacking interactivity, and are complex and unintuitive. Technologies such as digital twins, exemplified by 3D visualization, offer new solutions to these problems. By modeling equipment and factory environments, 3D visualizations can more intuitively display information such as equipment structure and status. However, completing these tasks requires a wide range of trades and disciplines. For example, professional artists using specialized tools are required for 3D modeling. Software developers with expertise in computer graphics and other fields are also needed to import the models and integrate them with relevant equipment data for rendering and presentation. This is a tedious and inefficient task. Furthermore, software developers are also required to master 3D model structure and computer graphics expertise, which is difficult to master. Consequently, ordinary software developers and operations and maintenance managers lack this expertise, making it difficult to quickly create 3D business scenarios related to factory environments or equipment, resulting in lower work efficiency. Summary of the Invention
[0003] The purpose of the present invention is to provide a method for creating a three-dimensional scene, so as to solve the problems of complicated process and low efficiency in the prior art when making a 3D scene.
[0004] In order to solve the above technical problems, the technical solutions provided by the present invention and the corresponding beneficial effects of the technical solutions are as follows:
[0005] A method for creating a three-dimensional scene of the present invention comprises the following steps:
[0006] 1) Based on business needs, use the scene hypermodel template to create and configure the scene hypermodel Scene, and use the scene object hypermodel template to create and configure the scene object hypermodel SceneObj;
[0007] 2) Establishing the correspondence between the scene hypermodel Scene and the scene object hypermodel SceneObj;
[0008] 3) using a rendering engine to parse and render the scene supermodel Scene and the scene object supermodel SceneObj according to the corresponding relationship to obtain a three-dimensional scene;
[0009] The scene super model template is a file that uses a preset scene data structure to describe setting scene objects and / or setting scene attributes; setting scene objects and setting scene attributes are used as attribute information of the scene super model for configuring the scene super model Scene after creating the scene super model Scene;
[0010] The scene object super model template is a file that uses preset object data structure and preset object attributes to standardize the description of scene objects of various data types; the data types of scene objects include: rendering strategy, data display and behavior events; the preset object attributes serve as attribute information of the scene object super model SceneObj, for configuring the scene object super model SceneObj after creating the scene object super model SceneObj.
[0011] The beneficial effects of the above technical solution are as follows: the present invention first standardizes the definition of scene models and scene object type templates; integrates commonly used scene objects and scene attributes into the scene super model template, and no longer needs to create scene objects and scene attributes one by one, but only needs to create a scene super model Scene, which reduces the workload of developers. The objects of various data types are normalized into a standard scene object model SceneObj, simplifying the types of data that developers care about, and then select commonly used object attributes through preset object attributes, no longer caring about object attributes that are rarely used or never used in business needs, simplifying the number of object attributes that developers care about. Then, a rendering engine is used to parse and render into a three-dimensional scene based on the scene super model Scene, the scene object super model SceneObj and the corresponding relationship between them, so that developers no longer need to worry about the cumbersome webGL rendering process. As a result, the present invention solves the problem of cumbersome process and low efficiency when making 3D scenes in the prior art.
[0012] Furthermore, in order to realize rapid scene creation, commonly used objects and attributes in the scene are integrated into the scene super model, wherein the set scene attributes include scene name, background and scene size; and the set scene objects include at least one attribute of camera and light source.
[0013] Furthermore, in order to simplify the work of developers, object properties are customized according to business needs. The preset object properties include type, data interface and name, and the data interface is used to interact with the scene object hypermodel SceneObj; the preset object properties also include position, size, material, and at least one attribute in the model file.
[0014] Furthermore, in order to flexibly meet business needs, the rendering strategy includes 3D models and vector graphics. The 3D model is a geometric model made using a modeling tool, and the vector graphics is a geometric model that needs to be created based on model basic data.
[0015] Furthermore, in order to improve the efficiency of scene creation and reduce repeated development workload, after step 1), the configured scene super model Scene and / or the configured scene object super model SceneObj need to be stored in the object template library for direct use when the business requirements are the same.
[0016] Furthermore, in order to improve the efficiency of creating three-dimensional scenes, in step 1), a scene super model Scene is created and the attribute information of the scene super model Scene is configured, and a scene object super model SceneObj is created and the attribute information of the scene object super model SceneObj is configured; the visual editor creates and configures the scene super model Scene, the attribute information of the scene super model Scene, the object super model SceneObj and the attribute information of the scene object super model SceneObj through a set unified access interface.
[0017] Furthermore, in order to facilitate the distinction between scene super models, different scene super models are distinguished according to the scene names in step 3).
[0018] Furthermore, in order to quickly master the method of creating scenes, the cumbersome functional functions of WebGL are encapsulated twice to improve work efficiency. The rendering engine includes a vector graphics rendering sub-engine, a 3D model rendering sub-engine, a rendering engine access interface, and a model verifier; the model verifier is used to check whether the data structure of the scene super model Scene and the scene object super model SceneObj meets the set model template standard; the rendering engine access interface is to encapsulate the functions of the vector graphics rendering sub-engine and the 3D model rendering sub-engine in a secondary unified manner, simplifying the complexity of developers' access to function types, facilitating developers' use, and achieving rapid completion of development work; the vector graphics rendering sub-engine and the 3D model rendering sub-engine are used to parse the scene super model Scene and the scene object super model SceneObj into data types that comply with WebGL, and then connect with WebGL to achieve rendering.
[0019] Furthermore, the behavioral events include: custom-triggered events and various events in response to mouse operations.
[0020] Furthermore, the data display includes acquired dynamic data. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] Figure 1 It is a flow chart of a method for creating a three-dimensional scene according to the present invention;
[0022] Figure 2 is a structural block diagram of a rendering engine in an embodiment of the present invention;
[0023] Figure 3It is an internal structure diagram of Scene and SceneObj in a method for creating a three-dimensional scene of the present invention;
[0024] Figure 4 2 is a diagram showing the internal structure of a rendering engine in an embodiment of the present invention. DETAILED DESCRIPTION
[0025] The present invention relates to a method for creating a three-dimensional scene. Aiming at the requirements of digital twin application scenarios such as smart factories and digital equipment management, a fast and efficient 3D scene creation method and system are provided. The following steps are used:
[0026] 1) Digitally model the 3D scene for business applications, unify the design of the 3D scene, and divide it into two data models: scene Scene (scene super model Scene) and object SceneObj (scene object super model SceneObj). 2) Define the constituent attributes of Scene, including scene name, scene size, background, camera, etc., and be responsible for describing and defining the global rendering work of the scene. 3) Abstract and define the constituent attributes of SceneObj, including three categories such as rendering strategy, data display and behavioral events, and be responsible for describing the rendering of elements contained in the scene and interactive behaviors. 4) Establish the relationship between Scene and SceneObj. Scene is composed of multiple SceneObj. SceneObj is the smallest unit and cannot be divided. 5) Design a rendering engine, which is responsible for parsing the Scene and SceneObj data structures, drawing graphics, and realizing interactive behaviors. It includes two sub-engines: model file rendering sub-engine and vector graphics rendering sub-engine. 6) The present invention also includes the ability to edit data models via drag-and-drop in a visual editor. It also requires the creation of a universal SceneObj template library for reuse, further improving the efficiency of creating 3D scene applications. The present invention adopts a data warehouse architecture, and the rendering engine is implemented using the adapter design pattern. To further clarify the objectives, technical solutions, and advantages of the present invention, the present invention is further described below in conjunction with the accompanying drawings and examples.
[0027] A method embodiment for creating a three-dimensional scene:
[0028] An embodiment of a method for creating a three-dimensional scene according to the present invention first formulates a standardized data model to free ordinary software developers and operation and maintenance managers from learning the structure of 3D models and mastering professional knowledge such as computer graphics, and quickly create 3D business scenes related to factories or equipment, which has very important practical significance.
[0029] The following describes how to define and parse a standardized data model with reference to the accompanying drawings.
[0030] 1) Data model classification. Focusing on the actual needs of business applications, such as smart factories and digital equipment management, functions that meet specific business needs are extracted. 3D scenes are digitally modeled and uniformly designed, divided into two data models: Scene and SceneObj. Scene describes the scene, while SceneObj describes the objects within the scene. This invention stores data in the form of encrypted JSON text files.
[0031] 2) Define the scene (scene hypermodel Scene). Figure 3 As shown, the scene's properties include scene name, size, background, camera, and light source. These properties describe and define the scene's global rendering. Setting scene objects includes scene name, size, and background. Setting scene properties includes camera and light source. Both cameras and light sources are composite properties. Cameras include properties such as type, position, and orientation, while light sources include properties such as type, position, and color.
[0032] During general development, it is necessary to implement step-by-step code to create a scene, set the scene size, add a background to set background properties, add a camera to set camera properties, and add a light source to set light source properties. In the present invention, the created scene and the common scene objects in the scene are redefined as a data model. The common scene objects include the above-mentioned scene name, size, background, camera and light source, etc. The common scene objects are described in the scene model in the form of attributes, and the attributes are configured for subsequent use of the scene model. As a result, the present invention enables ordinary developers to no longer care about complex objects in webGL. It is only necessary to simply use the scene data model defined by the present invention and configure the scene model properties to create a scene and the common objects contained in the scene, saving workload and improving work efficiency.
[0033] In addition, the corresponding descriptions of the above-mentioned constituent attributes can also be changed in the file to support continued optimization.
[0034] 3) Abstract and define the composition properties of the scene object SceneObj (scene object hypermodel SceneObj). Scene is a virtual collection of SceneObj, including scene name, background, light source, camera and other information. The display and interaction of scene content are completely completed by SceneObj, such as Figure 3As shown, the properties of SceneObj include information such as name, type, location, size, material, model file, data interface, etc. This type includes types such as rendering type, dynamic data and behavioral events. The above-mentioned properties of SceneObj are also called preset object properties. The data interface is used to obtain and display data in real time with the scene object SceneObj of the dynamic data type. The scene object SceneObj can be configured through the above-mentioned SceneObj properties. By describing each SceneObj through the above-mentioned properties, developers no longer need to write code line by line, and can use the commonly used SceneObj standard template built into the industry. In addition, based on business needs, on the one hand, the common properties of some objects (those that do not need to be set in business needs, do not need to be changed, and can meet the needs with the default values) are kept at the default values, and the scene object SceneObj of the present invention is no longer concerned; on the other hand, it is also necessary to simplify some rarely used or even unused properties, so that developers only care about properties related to business needs.
[0035] To simplify development complexity, the scene object SceneObj includes three categories: rendering type, path roaming, data display, and behavior events. It is responsible for the rendering of elements contained in the scene and the description of interactive behaviors.
[0036] Among them, the rendering types include vector graphics and 3D models. The vector graphics rendering type is a custom scene object model. If a large number of buildings need to be rendered, such as thousands or even tens of thousands of buildings, these geometric models are generally not created by 3D artists using software such as 3Dmax and Blender. The workload is too large. Generally speaking, some basic data is required, such as the building's outline, floor height, location latitude and longitude, and other various data. Then the developer uses code to batch parse these building data and render them in batches. In the present invention, such a large number of geometric models are created in the form of vector graphics in the rendering type. 3D models are customized geometric models, generally created by 3D artists using software such as 3Dmax and Blender. For example, if a water pump model with a fine appearance is required, it would be very troublesome and time-consuming if the developer used code to write it. At this time, the present invention supports the creation of scene objects SceneObj in the form of 3D models in the rendering type. At this time, it is only necessary to use reserved properties, such as setting a preset geometric model path to load the geometric model, and directly use the geometric model. Moreover, this property is configurable. The present invention can flexibly realize the creation of models according to business needs by setting the rendering type.
[0037] Data display types, such as acquired dynamic and real-time data, are grouped into SceneObj objects. Dynamic data is treated as a rendering strategy and combined with a custom UI to create a SceneObj object, such as a panel. Data and UI panels are combined and displayed as a SceneObj object within the scene. This object can then be configured using reserved data interface attributes. The data display SceneObj class has multiple built-in UI display styles for faster integration with other Scene objects, simplifying the developer's focus and improving work efficiency. For example, in a smart factory, real-time temperature data is defined as a SceneObj object. By encapsulating dynamic data as an object, the display of real-time dynamic data can be achieved through simple data interface configuration.
[0038] The path roaming type sets automatic or guided path coordinates for the scene, and unifies these coordinates into SceneObj, which includes a set of visually marked coordinate points in the scene, whether to display the path, whether to roam automatically, and other properties. The rendering engine is responsible for parsing this type of object and combining the properties to control the camera to roam along the preset path. For example, for inspection route patrols in a factory, the key coordinates can be visually calibrated during scene design or automatically generated based on the inspection route information, and then the path roaming class SceneObj is generated and parsed by the rendering engine.
[0039] Behavioral event types include general mouse-triggered events and custom events. Mouse-triggered events include click events, pull-in events, zoom events, and data change events. Custom events include events triggered by dynamic data, such as events caused by data changes reaching a certain level, such as an alarm event triggered when the temperature detected by a temperature sensor rises from 80°C to 100°C or when the pressure detected by a pressure sensor reaches a limit. This invention defines general events as scene objects (SceneObj), reducing repetitive development and improving work efficiency.
[0040] In response to various scene requirements such as 2D vectors, 3D vectors, and 3D model files, various objects are integrated into a single simplified SceneObj object, and various scene entity objects are derived through type-based customized rendering engines, greatly simplifying the 3D digital creation process of factories and equipment.
[0041] The types of SceneObj models are divided into two categories: vector graphics and model files. Combined with business perspectives such as factory areas and equipment composition, they are expanded and refined into dozens of small categories such as motors, gearboxes, bearings, and factory buildings, greatly reducing the scale of the model's attribute set.
[0042] The present invention also classifies the dynamic data related to equipment monitoring into SceneObj, so that the physical object and the data are more perfectly integrated and freely paired and combined. For example, the temperature data obtained from the factory in real time is also used as a SceneObj.
[0043] It strikes a balance between the technology of point, line and surface composition and the numerous and complex businesses. It solves the tedious graphics drawing work by using a unified, standard and simple SceneObj data model for description.
[0044] 4) Establish a relationship between Scene and SceneObj. A Scene is composed of multiple SceneObj objects. SceneObj is the smallest unit and cannot be divided further. A Scene is a virtual collection of SceneObj objects. The relationship between Scene and SceneObj objects can be stored in text format or in a data table on the server.
[0045] 5) Design a rendering engine, which is responsible for parsing the Scene and SceneObj data structures, performing graphics drawing, and implementing interactive behaviors. It includes two major sub-engines: a 3D model file rendering sub-engine and a vector graphics rendering sub-engine. At the same time, to unify the engine usage interface and make the usage differences between the two sub-engines transparent, the rendering engine also provides a unified access interface, namely the rendering engine access interface, which provides a more abstract encapsulation for the calling layer (3D model file rendering sub-engine and vector graphics rendering sub-engine).
[0046] like Figure 2 As shown, the rendering engine parses the Scene and SceneObj models, converting the model data into a set of combined function calls for WebGL, and then interfacing with WebGL through the functions in the function call set. For example, to create a vector building in the scene, one only needs to call the CreateBuilding() method provided by the present invention and set the building's height, shape, and other attributes. The rendering engine will then hand over the building's height, shape, and other attributes to the vector sub-engine for processing based on the vector type. The vector sub-engine is responsible for further parsing the height, shape, and other attributes, converting them into Vertices fixed-point information, and then converting them into WebGL API calls such as bindBuffer(), bufferData(), and vertexAttribPointer(), ultimately outputting the vector graphics on the corresponding canvas.
[0047] The system application layer includes functions such as a unified access interface, object creation, scene creation, scene configuration, dynamic data configuration, and camera path roaming. It also includes an object template library and scene object control APIs. The unified access interface primarily provides a graphical interface (drag-and-drop functionality) for creating scenes using visualization tools. This means that the visual editor implements interactive functions such as adding, deleting, modifying, and querying SceneObj and Scene files by calling a series of functions provided by the unified access interface. The scene object control APIs allow developers to programmatically control scenes and their objects.
[0048] A camera path roaming scene object, SceneObj, consists of a predetermined route and a corresponding camera, which moves along the predetermined route. The core support layer includes: a model validator, a rendering engine access interface, a scene object model, vector graphics rendering (vector graphics rendering sub-engine), 3D model rendering (3D model rendering sub-engine), and WebGL docking. The scene object model is a standard, and each version has a corresponding standard format (such as the name of the attribute, the type of newly added, and what attributes should be under a certain type). The model validator verifies according to this standard. After passing the verification, it is handed over to the parser, and then handed over to different rendering modules according to the type for further attribute processing and rendering.
[0049] like Figure 4 As shown, the rendering engine is used for scene object model verification and scene object model parsing. The scene object model verification is used to check the Scene and SceneObj objects and their properties to ensure that the data structure meets the standard, and then the data that meets the standard is handed over to the vector graphics rendering sub-engine ( Figure 4 Vector graphics rendering engine in ) and 3D model rendering sub-engine ( Figure 4 The scene object model is parsed and processed by the 3D model rendering engine in the vector graphics rendering engine. The parsing of the scene object model is divided into the vector graphics rendering sub-engine and the 3D model rendering sub-engine. The data display type and path roaming type belong to the vector graphics rendering sub-engine, which is used as a common special class of vector graphics processing. For example, after the dynamic data in the data display class is obtained by the data access interface, it is handed over to the vector graphics rendering sub-engine through the built-in display method to create the corresponding vector model for display in the scene. Among them, the vector graphics rendering engine and the 3D model rendering engine are used to connect to the WebGL interface to realize the rendering of three-dimensional scenes.
[0050] In addition, the present invention also provides a visual editor that can edit data models and SceneObj template libraries by dragging and dropping, further improving the efficiency of creating 3D scene applications. The overall architecture of the present invention adopts a data warehouse style, and achieves collaboration through the maintenance of shared data models by each independent unit.
[0051] The present invention has a built-in general object template library for business scenarios, which can be shared and reused between different scenarios, greatly improving the construction speed of scene applications and reducing the workload of repeated development. The object template library contains general edited and configured SceneObj models; it also contains SceneObj model combinations used together by combining multiple SceneObj models. For example, a vertical water pump or a horizontal water pump can be added to the object template library after setting the number of gears and other information of the water pump once, and can be used directly the next time the same model is used; the object template library can also contain a combination of models of various types such as rendering types, data displays and behavioral events that are used in combination with each other; for example, a SceneObj model of a water pump with a rendering type of 3D model, a SceneObj model of water flow data in the data display type, and a SceneObj model of a water flow exceeding standard alarm event in the behavioral event type are combined together as an object template and stored in the object template library.
[0052] Based on the above definition of standardized data model and analysis of standardized data model, the present invention can quickly realize the creation of 3D scene. The following is an explanation of the steps of creating a scene. Figure 1 shown.
[0053] Step 1: Establish a Scene model, obtain scene requirements, set the scene's name, size, background, camera angle and other attributes according to the scene's business requirements, and create a SceneObj model according to the business scenario requirements, set the object's name, type, size, color, model file and other attributes. Both Scene and SceneObj models are standardized, that is, attribute standardization and storage structure standardization. You can refer to specific instruction documents for model creation. In order to more conveniently create objects according to model standards, the present invention provides a visual editor, a "drag-and-drop" 3D scene and object creation tool, and real-time preview of the created scenes and objects to ensure "what you see is what you get".
[0054] Step 2: Establish the relationship between Scene and SceneObj, determine which objects the scene contains and the position of the objects in the scene, and finally output it as a unified scene object model file, using the scene name as the access identifier, and handing it over to the rendering engine for processing. The engine is responsible for parsing the scene object model file and performing scene rendering operations. The present invention also provides a "drag and drop" visual editor in this step to facilitate the rapid establishment of the object set contained in the scene and the relative position of each object in the scene. At the same time, in order to ensure the implementation effect of single scene rendering, the present invention limits the maximum number of objects that can be contained in the scene to 2000. If the number of objects exceeds the maximum limit during implementation, it can be achieved by merging small objects to create large objects and embedding multiple scene switching.
[0055] Step 3: After completing the creation of Scene and SceneObj, and establishing the relationship, location, and other information between Scene and SceneObj, you can use the scene's unified access interface to preview and display the scene. You can load, render, and display different scene object model data by passing the scene name identifier. At the same time, the scene access interface provides a set of APIs that allow program developers to control scene objects through JavaScript scripting language and add supporting logic control for behavioral events such as clicking and zooming in on scene objects. At the same time, by encapsulating dynamic data objects, real-time dynamic data display can be achieved through simple data interface configuration, making the 3D scene not only have a good visual style, but also dynamic interactive functions.
[0056] The present invention first normalizes the 3D scene objects, makes the differences between various objects transparent, simplifies the rendering of scenes and objects, and greatly reduces the technical requirements of developers. It enables them to generate expected object models and scene applications through simple and intuitive attribute settings such as type, size, and number of gears. Its built-in object template library saves a lot of repeated development work. At the same time, its unique dynamic data fusion technology objectifies the data and integrates it with the scene, making 3D visualization technology more convenient to apply to equipment status monitoring scenarios. The present invention lies in the standardized design of scene object models and the development and processing of corresponding rendering engines. The matching visual editor is designed to create scene model objects more conveniently and quickly. Through the visual design module, the required 3D scene-based applications can be quickly created through intuitive understanding without understanding the specific data structure of the scene object model.
Claims
1. A method for creating a three-dimensional scene, characterized by: The following steps are involved: 1) Based on business requirements, use the visual editor through the set unified access interface to achieve: using the scene hypermodel template to create a scene hypermodel Scene and configure the attribute information of the scene hypermodel Scene; using the scene object hypermodel template to create a scene object hypermodel SceneObj and configure the attribute information of the scene object hypermodel SceneObj; 2) Establish the correspondence between the scene super model Scene and the scene object super model SceneObj; 3) using a rendering engine to parse and render the scene hypermodel Scene and the scene object hypermodel SceneObj according to the corresponding relationship to obtain a three-dimensional scene; The scene hypermodel template is a file that uses a preset scene data structure to describe setting scene objects and / or setting scene attributes; Setting scene objects and setting scene attributes as attribute information of the scene super model, so as to configure the scene super model Scene after creating the scene super model Scene; The scene object hypermodel template is a file that describes scene objects of various data types in a standardized manner using a preset object data structure and preset object attributes; The data types of scene objects include: rendering strategy, data display and behavior events; The preset object attributes are used as attribute information of the scene object hypermodel SceneObj, so as to configure the scene object hypermodel SceneObj after the scene object hypermodel SceneObj is created.
2. The method for creating a three-dimensional scene according to claim 1, wherein: The set scene attributes include scene name, background and scene size; the set scene object includes at least one attribute of a camera and a light source.
3. The method for creating a three-dimensional scene according to claim 1, wherein: The preset object attributes include type, data interface and name, and the data interface is used to interact with the scene object hypermodel SceneObj; the preset object attributes also include position, size, material, and at least one attribute in the model file.
4. The method for creating a three-dimensional scene according to claim 1, wherein: The rendering strategy includes a 3D model and a vector map. The 3D model is a geometric model made using a modeling tool, and the vector map is a geometric model that needs to be created based on model basic data.
5. The method for creating a three-dimensional scene according to claim 1, wherein: After step 1), the configured scene hypermodel Scene and / or the configured scene object hypermodel SceneObj need to be stored in the object template library for direct use when the business requirements are the same.
6. The method for creating a three-dimensional scene according to claim 1, wherein: In step 3), different scene hypermodels are distinguished based on the scene names.
7. The method for creating a three-dimensional scene according to any one of claims 1 to 6, characterized in that: The rendering engine includes a vector graphics rendering sub-engine, a 3D model rendering sub-engine, a rendering engine access interface, and a model verifier; the model verifier is used to check whether the data structure of the scene super model Scene and the scene object super model SceneObj conforms to the set model template standard; the rendering engine access interface is a secondary unified encapsulation of the functions of the vector graphics rendering sub-engine and the 3D model rendering sub-engine; the vector graphics rendering sub-engine and the 3D model rendering sub-engine are used to parse the scene super model Scene and the scene object super model SceneObj into data types that conform to WebGL, and then connect with WebGL to achieve rendering.
8. The method for creating a three-dimensional scene according to any one of claims 1 to 6, characterized in that: The behavior events include: custom triggered events and various events in response to mouse operations.
9. The method for creating a three-dimensional scene according to any one of claims 1 to 6, characterized in that: The data display includes acquired dynamic data.
Citation Information
Patent Citations
Three-dimensional model library establishment method of power tunnel environment
CN103617646A
Scene construction system and method based on WebGL three-dimensional visualization
CN109979002A