A jewelry design method based on 3D software and Unreal Engine

Through three-dimensional software and Unreal Engine's jewelry design methods, customized design of jewelry is realized, solving the problem that traditional jewelry design cannot meet personalized needs, and improving design efficiency and user experience.

CN115510513BActive Publication Date: 2025-09-05ZHONGBAO JINYUAN (SHENZHEN) IND DEV CO LTD
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
CN202211320252.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-26
Publication Date
2025-09-05
Estimated Expiration
2042-10-26

AI Technical Summary

Technical Problem

Traditional jewelry design cannot efficiently meet the design needs of every user, resulting in a decrease in customers' consumption desire and the mass production of jewelry cannot meet personalized needs.

Method used

Using jewelry design methods based on three-dimensional software and Unreal Engine, we use the jewelry design method to obtain user needs, model the body shape, material map and render the virtual environment to realize customized design of jewelry.

Benefits of technology

It improves the efficiency and accuracy of jewelry design, meets users' personalized needs, and enhances users' consumption desire and design experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115510513B_ABST
    Figure CN115510513B_ABST
Patent Text Reader

Abstract

The present invention provides a jewelry design method based on 3D software and Unreal Engine, comprising: obtaining a user's design requirements for jewelry; modeling the main shape of the jewelry using 3D software based on the user's design requirements to obtain a main model of the jewelry; importing the main model into Unreal Engine and selecting a texture file of a corresponding material from a preset material library based on the user's material requirements for the jewelry to perform secondary design to obtain a jewelry model; using Unreal Engine to construct an external virtual environment and obtain rendering and debugging results of the jewelry model in various external virtual environments. Through the embodiments of the present invention, by obtaining the user's design requirements, allowing the user to select the corresponding structural materials and structural materials, and presenting the design results to the user after rendering, the user is provided with a design experience while improving the design efficiency of customized jewelry.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the field of computer-aided design, and in particular to a jewelry design method based on three-dimensional software and an Unreal Engine. Background Art

[0002] As a creative industry, the jewelry industry should not only be creative in style design and production technology, but also develop in the direction of innovation in the overall style of products and the promotion concept of product series, so as to open up a broader consumer market.

[0003] Traditional jewelry design often relies on designers listening to consumers' design suggestions and completing the jewelry design work based on the consumers' body shapes. This customized jewelry design method is too expensive for ordinary consumers and is not suitable for the vast majority of jewelry lovers. As a result, the mass production of jewelry manufacturing industry has emerged. By customizing the same model style for batch production and distributing the products to different regions, consumers with the same style can avoid meeting each other. However, the mass production of jewelry cannot effectively meet the design needs of every user, resulting in a decrease in customers' consumption desire, which is not conducive to the development of the jewelry industry.

[0004] Therefore, a method for efficiently designing customized jewelry for users is needed to solve the problems existing in the existing jewelry industry. Summary of the Invention

[0005] The present invention provides a jewelry design method based on three-dimensional software and Unreal Engine, which is used to improve the design efficiency of customized jewelry, bring users a design experience, and enhance users' consumption desire.

[0006] The present invention provides a jewelry design method based on three-dimensional software and Unreal Engine, comprising:

[0007] Obtain users' design requirements for jewelry;

[0008] According to the user's design requirements, the main shape of the jewelry is modeled using 3D software to obtain the main model of the jewelry;

[0009] Importing the main body model into Unreal Engine and selecting a texture file of a corresponding material from a preset material library according to the user's material requirements for the jewelry to perform secondary design, thereby obtaining a jewelry model;

[0010] Use Unreal Engine to build an external virtual environment and obtain the rendering debugging results of the jewelry model in various external virtual environments.

[0011] Preferably, obtaining the user's design requirements for jewelry includes:

[0012] The body shape parameters of the user's body part where the jewelry to be designed is to be worn are obtained through three-dimensional human body scanning technology;

[0013] According to the body parameters, the design requirements of the jewelry are determined according to a preset body parameter-jewelry parameter comparison table.

[0014] Preferably, the method of modeling the main shape of the jewelry using three-dimensional software according to the user's design requirements to obtain the main model of the jewelry includes:

[0015] Determine the wearing type of the jewelry selected by the user based on the user's design requirements;

[0016] Determining multiple secondary structures constituting the jewelry according to the wearing type, wherein the secondary structures include a setting base, a gemstone or a setting body, and a chain or hanging structure for wearing;

[0017] Select a preset structure material library corresponding to each secondary structure, and load the structure material library into the material selection interface for user selection;

[0018] Determining the structural material selected by the user as the secondary structure, and automatically assembling it according to the preset assembly rules corresponding to the wearing type to obtain a first model;

[0019] Determine that each secondary structure corresponds to a preset plug-in structure material library, and load the plug-in structure material library into the plug-in material selection interface for user selection;

[0020] Decorating the first model with the plug-in structure material selected by the user to obtain a second model;

[0021] According to the user's design requirements, the second model is proportionally adjusted to obtain the main model.

[0022] Preferably, determining the structural material selected by the user as the secondary structure and automatically assembling the first model according to the preset assembly rules corresponding to the wearing type includes:

[0023] Determine the structural material selected by the user and display it on the design interface as a secondary structure;

[0024] The secondary structure is preset with a plurality of connection nodes, and each connection node is preset with attribute information, wherein the attribute information is used to determine the type of other structural materials that can be connected to the connection node;

[0025] Determine the attribute information of each connection node on the design interface, and automatically connect multiple connection nodes according to the attribute information;

[0026] After the automatic connection is completed, the setting base of the jewelry in the secondary structure is used as the reference body, the facing direction of the setting base is determined and the facing directions of the remaining secondary structures are adjusted to obtain the first model.

[0027] Preferably, the step of proportionally adjusting the second model to obtain the main model according to the user's design requirements includes:

[0028] Obtain the user's relative proportion adjustment suggestions for each secondary structure on the second model, and adjust the proportions of the corresponding secondary structures on the second model according to the relative proportion adjustment suggestions to obtain the third model:

[0029] Determining, based on the user's design requirements, the body parameters of the user's body part intended to wear the jewelry to be designed, and determining the jewelry parameters according to a preset body parameter-jewelry parameter comparison table, wherein the jewelry parameters include inner aperture parameters;

[0030] The third model is adjusted according to the jewelry parameters to obtain a main body model.

[0031] Preferably, the method of importing the main body model into the Unreal Engine and selecting a texture file of a corresponding material from a preset material library for secondary design according to the user's material requirements for the jewelry to obtain the jewelry model includes:

[0032] Determine the structural surface in the secondary structure and perform smoothing on the structural surface;

[0033] Performing regional segmentation on the smoothed structural surface to obtain a model skin of the structural surface, wherein the model skin is composed of grid points, grid lines between adjacent grid points, and a grid surface surrounded by adjacent grid lines;

[0034] Obtain the user's material requirements for each secondary structure;

[0035] According to the material requirements, select the corresponding material mapping file from the preset material library to map the model skin;

[0036] When doing the mapping work, use the mapping file to map each mesh surface on the model skin, and perform mapping smoothing on two adjacent mesh surfaces;

[0037] After mapping each secondary structure on the main model, the jewelry model is obtained.

[0038] Preferably, the mapping and smoothing process on two adjacent mesh surfaces includes:

[0039] Determine an angle between normal vectors of two adjacent mesh surfaces, and determine that a smooth transition relationship exists between the two mesh surfaces when the angle is less than a preset angle threshold; and determine that no smooth transition relationship exists between the two mesh surfaces when the angle is greater than the preset angle threshold;

[0040] If there is no smooth transition relationship between the two mesh surfaces, no smoothing is performed on the two mesh surfaces;

[0041] If there is a smooth transition relationship between the two mesh surfaces, determining that an area where the mesh line between the two mesh surfaces extends perpendicularly to the direction of one of the mesh surfaces by a first preset distance is a first area of ​​the mesh surface;

[0042] Determine an area extending perpendicularly to a direction of one of the grid surfaces by a second preset distance as a second area of ​​the grid surface;

[0043] Subtracting the first area of ​​the grid surface from the second area of ​​the grid surface to obtain a third area of ​​the grid surface;

[0044] Determine the center of the third region corresponding to each of the mesh surfaces on both sides of the mesh line, and smoothly transition the two mesh surfaces from one region center to the other region center to obtain a smooth surface with two surfaces integrated;

[0045] Determine whether there is texture breakage in the smooth surface. If there is texture breakage, supplement the broken texture according to the texture supplement material corresponding to the mapping file used for mapping.

[0046] Preferably, the method of constructing an external virtual environment using Unreal Engine and obtaining rendering debugging results of the jewelry model in various external virtual environments includes:

[0047] The user's body shape data is obtained by using human body three-dimensional scanning technology, and the user's body shape data is used to perform human body modeling in a virtual engine to obtain a user human body model;

[0048] The external environment is generated using the Unreal Engine's built-in environment database, where the external environment includes the spatial environment outside the user's human body model and the external light environment;

[0049] In Unreal Engine, the jewelry model is worn on the corresponding position of the user's body model. The user body model wearing the jewelry model is placed in an external environment, and the external light environment is adjusted. At the same time, the reflective and light transmittance parameters of the jewelry model are adjusted. The light source tracking technology of Unreal Engine is used to observe the display effect of the jewelry model.

[0050] Preferably, the following operations are also performed when performing secondary design on the main body model:

[0051] Determine whether there are jade accessories on the main model. If there are jade accessories, obtain the user's requirements for the appearance design and material design of the jade accessories;

[0052] Determine the shape parameters of the jade accessories according to the user's requirements for the appearance design of the jade accessories;

[0053] Determine the gem type corresponding to the jade accessory based on the user's material design requirements;

[0054] Determining a corresponding preset gemstone data repository according to the gemstone type corresponding to the jade accessory, wherein the gemstone data repository stores three-dimensional scanning data of all stock gemstones corresponding to the gemstone type;

[0055] A jade accessory model is established based on the body parameters of the jade accessory, and the jade accessory model is spatially overlapped with the three-dimensional scanning data corresponding to each inventory gem in the gem data repository. The inventory gems corresponding to multiple three-dimensional data that can be completely contained in the jade accessory model are determined to be usable gems, and the volume of each usable gem after the jade accessory is cut out is calculated;

[0056] The target gemstone is determined to be the available gemstone with the smallest volume of scraps after cutting the jade accessory.

[0057] Preferably, the method further includes predicting the price of the designed jewelry according to the design result of the jewelry model, the steps of which are as follows:

[0058] Determine the volume of each structure of the jewelry model and the material corresponding to the structure, and determine the unit volume price of the material;

[0059] Calculate the material cost of the structure based on the volume of the structure and the unit volume price of the material corresponding to the structure, and determine the structural processing fee set accordingly;

[0060] The overall price of the jewelry model is calculated based on the material costs and processing fees corresponding to the multiple structures.

[0061] The technical solution of the present invention is further described in detail below through the accompanying drawings and embodiments. BRIEF DESCRIPTION OF THE DRAWINGS

[0062] The accompanying drawings are used to provide a further understanding of the present invention and constitute a part of the specification. Together with the embodiments of the present invention, they are used to explain the present invention and do not constitute a limitation of the present invention. In the accompanying drawings:

[0063] Figure 1 This is a flowchart of the steps of a jewelry design method based on 3D software and Unreal Engine in an embodiment of the present invention;

[0064] Figure 2 A flowchart of the steps for establishing a subject model in an embodiment of the present invention;

[0065] Figure 3 This is a flowchart of the steps for establishing a jewelry model in an embodiment of the present invention. DETAILED DESCRIPTION

[0066] The preferred embodiments of the present invention are described below with reference to the accompanying drawings. It should be understood that the preferred embodiments described herein are only used to illustrate and explain the present invention, and are not used to limit the present invention.

[0067] The embodiment of the present invention provides a jewelry design method based on three-dimensional software and Unreal Engine, such as Figure 1 ,include:

[0068] Step S1: Obtaining the user's design requirements for jewelry;

[0069] Step S2: Modeling the main shape of the jewelry using 3D software according to the user's design requirements to obtain a main model of the jewelry;

[0070] Step S3: import the main body model into Unreal Engine and select the corresponding material texture file from the preset material library according to the user's material requirements for the jewelry to perform secondary design, thereby obtaining the jewelry model;

[0071] Step S4: Use Unreal Engine to build an external virtual environment, and obtain rendering debugging results of the jewelry model in various external virtual environments.

[0072] The working principle and beneficial effects of the above technical solution are as follows: by obtaining the user's design requirements for jewelry, then using 3D software to model the main shape of the jewelry according to the user's design requirements to obtain the main model of the jewelry, the main model is imported into Unreal Engine, and based on the user's material requirements for the jewelry, a corresponding material texture file is selected from a preset material library for secondary design to obtain the jewelry model, and finally, an external virtual environment is constructed using Unreal Engine, and the rendering and debugging results of the jewelry model in various external virtual environments are obtained and displayed to the user. On the one hand, by obtaining the user's design requirements in a standardized manner and conducting targeted design for the jewelry, the design speed is improved while reducing the design difficulty and accurately meeting the user's appreciation taste. On the other hand, through the optical tracking function of Unreal Engine, the actual effect of the jewelry can be perfectly displayed.

[0073] In a preferred embodiment, obtaining the user's design requirements for jewelry includes:

[0074] The body shape parameters of the user's body part where the jewelry to be designed is to be worn are obtained through three-dimensional human body scanning technology;

[0075] According to body parameters, the design requirements of jewelry are determined according to the preset body parameter-jewelry parameter comparison table.

[0076] The working principle and beneficial effects of the above technical solution are as follows: the body shape parameters of the part of the user's body where the jewelry to be designed are obtained through human body three-dimensional scanning technology, and the design requirements of the jewelry are determined based on the body shape parameters and a preset body shape parameter-jewelry parameter comparison table, so that the jewelry is designed according to the design requirements, so that the designed jewelry can perfectly fit the user's body shape, avoiding the problem of the jewelry being loose and easy to fall off, and being unsightly due to being out of proportion with the human body.

[0077] In a preferred embodiment, Figure 2 , according to the user's design requirements, use 3D software to model the main shape of the jewelry, and the main model of the jewelry includes:

[0078] Step S21: Determine the wearing type of the jewelry selected by the user according to the user's design requirements;

[0079] Step S22: determining multiple secondary structures constituting the jewelry according to the wearing type, wherein the secondary structures include the jewelry's inlay base, gemstone or inlay body, and a chain or hanging structure for wearing;

[0080] Step S23: Select a preset structure material library corresponding to each secondary structure, and load the structure material library into a material selection interface for user selection;

[0081] Step S24: determining the structural material selected by the user for use as the secondary structure, and automatically assembling the material according to the preset assembly rules corresponding to the wearing type to obtain a first model;

[0082] Step S25: Determine the preset external structure material library corresponding to each secondary structure, and load the external structure material library into the external material selection interface for user selection;

[0083] Step S26: decorate the first model using the external structural material selected by the user to obtain a second model;

[0084] Step S27: According to the user's design requirements, the second model is proportionally adjusted to obtain the main body model.

[0085] The working principle and beneficial effects of the above technical solution are as follows: when modeling the main shape of jewelry, it is necessary to determine the wearing type of the jewelry selected by the user based on the user's design requirements, and then determine multiple secondary structures that constitute the jewelry based on the wearing type. The secondary structures include the jewelry's inlay base, gemstone or inlay body, and chain or hanging structures for wear. After determining the multiple secondary structures that constitute the jewelry, a preset structural material library corresponding to each secondary structure is selected and loaded into a material selection interface for user selection, allowing users to choose the design structure for the jewelry according to their preferences, reducing design difficulty for designers and improving design efficiency. The structural materials selected by the user for the secondary structures are determined and automatically assembled according to the preset assembly rules corresponding to the wearing type to obtain a first model. The preset external structural material library corresponding to each secondary structure is determined and loaded into the external structural material selection interface for user selection. The first model is then decorated with the user-selected external secondary structures to obtain a second model. Finally, the second model is proportionally adjusted according to the user's design requirements to obtain the main model. This standardizes the user's design needs, making the user's requirements for jewelry more specific, reducing the design difficulty while improving the design efficiency, and being able to meet the user's design needs to a greater extent.

[0086] In a preferred embodiment, determining the structural material selected by the user for use as the secondary structure and automatically assembling the first model according to the preset assembly rules corresponding to the wearing type includes:

[0087] Determine the structural material selected by the user and display it on the design interface as a secondary structure;

[0088] The secondary structure is preset with multiple connection nodes, and each connection node is preset with attribute information, wherein the attribute information is used to determine the type of other secondary structures that the connection node can connect to;

[0089] Determine the attribute information of each connection node on the design interface, and automatically connect multiple connection nodes according to the attribute information;

[0090] After the automatic connection is completed, the setting base of the jewelry in the secondary structure is used as the reference body, the facing direction of the setting base is determined and the facing directions of the remaining secondary structures are adjusted to obtain the first model.

[0091] The working principle and beneficial effects of the above technical solution are as follows: during the process of automatically assembling the first model according to the preset assembly rules corresponding to the wearing type, it is necessary to determine the structural materials selected by the user as the secondary structure and display them on the design interface, thereby visualizing the connection process and facilitating the designer to adjust the parameters of the connection nodes; the secondary structure is preset with multiple connection nodes, and each connection node is preset with attribute information, wherein the attribute information is used to determine the type of other secondary structures that the connection node can connect to. The designer can adjust the position and attribute information of the connection nodes to meet various design requirements, thereby increasing the design diversity during standard design; the attribute information of each connection node on the design interface is determined, and the multiple connection nodes are automatically connected based on the attribute information, eliminating the designer's assembly steps for multiple components during design and improving design efficiency; after the automatic connection is completed, the setting base of the jewelry in the secondary structure is used as a reference body, the facing direction of the setting base is determined, and the facing directions of the remaining secondary structures are adjusted to obtain the first model. This realizes the partial automation of jewelry design and effectively improves design efficiency.

[0092] In a preferred embodiment, according to the user's design requirements, scaling the second model to obtain the main model includes:

[0093] Obtain the user's relative proportion adjustment suggestions for each secondary structure on the second model, and adjust the proportions of the corresponding secondary structures on the second model according to the relative proportion adjustment suggestions to obtain the third model:

[0094] Determining the body parameters of the user's body part intended to wear the jewelry to be designed based on the user's design requirements, and determining the jewelry parameters based on a preset body parameter-jewelry parameter comparison table, wherein the jewelry parameters include inner aperture parameters;

[0095] The third model is adjusted according to the jewelry parameters to obtain the main model.

[0096] The working principle and beneficial effects of the above technical solution are as follows: by obtaining the user's relative proportion adjustment suggestions for each secondary structure on the second model, and adjusting the proportions of the corresponding secondary structures on the second model according to the relative proportion adjustment suggestions to obtain a third model, the design results are diversified through the adjustable proportions. According to the user's design requirements, the body shape parameters of the user's body part intended to wear the jewelry to be designed are determined, and the jewelry parameters are determined according to a preset body shape parameter-jewelry parameter comparison table.

[0097] The jewelry parameters include the inner diameter. The third model is adjusted based on the jewelry parameters to create the main body model. This allows for design based on the user's body shape, preventing jewelry from being difficult to wear or inappropriately sized.

[0098] In a preferred embodiment, Figure 3 Import the main model into Unreal Engine and select the corresponding material texture file from the preset material library according to the user's material requirements for jewelry for secondary design. The jewelry model includes:

[0099] Step S31: determining the structural surface in the secondary structure and performing smoothing on the structural surface;

[0100] Step S32: performing regional segmentation on the smoothed structural surface to obtain a model skin of the structural surface, wherein the model skin is composed of grid points, grid lines between adjacent grid points, and a grid surface surrounded by adjacent grid lines;

[0101] Step S33: Obtain the user's material requirements for each secondary structure;

[0102] Step S34: Select a texture file of the corresponding material from the preset material library according to the material requirements and perform texture work on the model skin;

[0103] Step S35: When performing mapping, each mesh surface on the model skin is mapped using the mapping file, and two adjacent mesh surfaces are smoothed by mapping;

[0104] Step S36: Mapping is performed on each secondary structure on the main model to obtain a jewelry model.

[0105] The working principle and beneficial effects of the above technical solution are as follows: by determining the structural surface in the secondary structure and smoothing the structural surface, the gaps, overlaps, and subtle protrusions generated by the structural docking are smoothed and optimized, which facilitates subsequent mapping work. The smoothed structural surface is segmented to obtain a model skin of the structural surface, wherein the model skin is composed of grid points, grid lines between adjacent grid points, and grid surfaces surrounded by adjacent grid lines; the user's material requirements for each secondary structure are obtained; according to the material requirements, the mapping file of the corresponding material is selected from the preset material library to map the model skin; when mapping, each grid surface on the model skin is mapped using the mapping file, and the mapping of two adjacent grid surfaces is smoothed; after mapping each secondary structure on the main model, the jewelry model is obtained. In this way, multi-threaded mapping processing of the secondary structure is achieved, the mapping speed is improved, and then the mapping on the secondary structure is smoothed. Figure 1 Integration.

[0106] In a preferred embodiment, performing mapping smoothing on two adjacent mesh surfaces includes:

[0107] Determine an angle between normal vectors of two adjacent mesh surfaces, and determine that a smooth transition relationship exists between the two mesh surfaces when the angle is less than a preset angle threshold; and determine that no smooth transition relationship exists between the two mesh surfaces when the angle is greater than the preset angle threshold;

[0108] If there is no smooth transition relationship between the two mesh surfaces, no smoothing is performed on the two mesh surfaces;

[0109] If there is a smooth transition relationship between the two mesh surfaces, determining that an area where the mesh line between the two mesh surfaces extends perpendicularly to the direction of one of the mesh surfaces by a first preset distance is a first area of ​​the mesh surface;

[0110] Determine an area extending perpendicularly to a direction of one of the grid surfaces by a second preset distance as a second area of ​​the grid surface;

[0111] Subtracting the first area of ​​the grid surface from the second area of ​​the grid surface to obtain a third area of ​​the grid surface;

[0112] Determine the center of the third region corresponding to each of the mesh surfaces on both sides of the mesh line, and smoothly transition the two mesh surfaces from one region center to the other region center to obtain a smooth surface with two surfaces integrated;

[0113] Determine whether there is texture breakage in the smooth surface. If there is texture breakage, supplement the broken texture according to the texture supplement material corresponding to the mapping file used for mapping.

[0114] The working principle and beneficial effects of the above technical solution are as follows: when performing mapping smoothing on two adjacent mesh surfaces, it is necessary to determine the angle between the normal vectors of the two adjacent mesh surfaces. When the angle is less than a preset angle threshold, it is determined that the two mesh surfaces have a smooth transition relationship. When the angle is greater than the preset angle threshold, it is determined that the two mesh surfaces do not have a smooth transition relationship, thereby effectively distinguishing the connection relationship between the two mesh surfaces; if the two mesh surfaces do not have a smooth transition relationship, the two mesh surfaces are not smoothed; if the two mesh surfaces have a smooth transition relationship, it is determined that the grid line between the two mesh surfaces is directed to one of the mesh surfaces. The first area of ​​the mesh surface is defined as a region extending perpendicularly by a first preset distance. The second area of ​​the mesh surface is defined as a region extending perpendicularly by a second preset distance from one of the mesh surfaces along the grid line. The third area of ​​the mesh surface is obtained by subtracting the first area from the second area of ​​the mesh surface. The center of each of the third areas corresponding to the mesh surfaces on either side of the grid line is determined, and the two mesh surfaces are smoothly transitioned from one area center to the other area center to obtain a smooth surface with two surfaces integrated. The smooth surface is then determined to determine whether there are texture breaks. If so, the broken texture is supplemented using the texture supplementary material corresponding to the texture file used for mapping. This achieves integrated processing of mapping across different mesh surfaces, resulting in a smoother mapping effect.

[0115] In a preferred embodiment, using Unreal Engine to construct an external virtual environment and obtaining rendering debugging results of the jewelry model in various external virtual environments includes:

[0116] The user's body shape data is obtained by using human body three-dimensional scanning technology, and the user's body shape data is used to perform human body modeling in a virtual engine to obtain a user human body model;

[0117] The external environment is generated using the Unreal Engine's built-in environment database, where the external environment includes the spatial environment outside the user's human body model and the external light environment;

[0118] In Unreal Engine, the jewelry model is worn on the corresponding position of the user's body model. The user body model wearing the jewelry model is placed in an external environment, and the external light environment is adjusted. At the same time, the reflective and light transmittance parameters of the jewelry model are adjusted. The light source tracking technology of Unreal Engine is used to observe the display effect of the jewelry model.

[0119] The working principle and beneficial effects of the above technical solution are as follows: by using human body 3D scanning technology to obtain the user's body shape data, the user's body shape data is used to build a human body model in a virtual engine to obtain the user's body model; then, using the Unreal Engine's built-in environment database to generate an external environment, wherein the external environment includes the spatial environment outside the user's body model and the external light environment; in the Unreal Engine, a jewelry model is placed on the corresponding position of the user's body model, and the user's body model after wearing the jewelry model is placed in the external environment, and the external light environment is adjusted. At the same time, the reflective and light transmittance parameters of the jewelry model are adjusted, and the display effect of the jewelry model is observed using the Unreal Engine's light source tracking technology. In this way, the user's body shape data is imported into the Unreal Engine to build a human body model to wear the designed jewelry, allowing the user to intuitively see the effect of wearing the jewelry. Then, the Unreal Engine quickly constructs a virtual scene and adjusts the light source, allowing the user to see the specific effect of the jewelry when wearing it, thereby improving the user's design experience.

[0120] In a preferred embodiment, the following operations are also performed when performing secondary design on the main body model:

[0121] Determine whether there are jade accessories on the main model. If there are jade accessories, obtain the user's requirements for the appearance design and material design of the jade accessories;

[0122] Determine the shape parameters of the jade accessories according to the user's requirements for the appearance design of the jade accessories;

[0123] Determine the gem type corresponding to the jade accessory based on the user's material design requirements;

[0124] Determining a corresponding preset gemstone data repository according to the gemstone type corresponding to the jade accessory, wherein the gemstone data repository stores three-dimensional scanning data of all inventory gemstones corresponding to the gemstone type;

[0125] A jade accessory model is established based on the body parameters of the jade accessory, and the jade accessory model is spatially overlapped with the three-dimensional scanning data corresponding to each inventory gem in the gem data repository. The inventory gems corresponding to multiple three-dimensional data that can be completely contained in the jade accessory model are determined to be usable gems, and the volume of each usable gem after the jade accessory is cut out is calculated;

[0126] The target gemstone is determined to be the available gemstone with the smallest volume of scraps after cutting the jade accessory.

[0127] The working principle and beneficial effects of the above technical solution are as follows: by determining whether there is a jade accessory on the main model, if there is a jade accessory, obtaining the user's requirements for the appearance design and material design of the jade accessory; determining the body parameters of the jade accessory according to the user's requirements for the appearance design of the jade accessory; determining the gem type corresponding to the jade accessory according to the user's requirements for the material design of the jade accessory; determining the corresponding preset gem data repository according to the gem type corresponding to the jade accessory, wherein the gem data repository stores the three-dimensional scanning data of all the stock gems corresponding to the gem type. For example, if the jade material selected by the user is diamond, the gem data repository corresponding to the diamond is determined, and the gem data repository stores the three-dimensional scanning data corresponding to multiple unprocessed diamond rough stones. After determining the user's needs, the appropriate diamond rough stone is selected for processing and then inlaid in the jewelry. This method of collecting rough stones and waiting for selective processing can avoid the waste of traditional processed finished products. A jade accessory model is created based on the shape parameters of the jade accessory. This jade accessory model is then spatially overlapped with the 3D scan data corresponding to each stock gem in the gem database. The stock gems corresponding to multiple 3D data sets that fully encompass the jade accessory model are identified as usable gems. The volume of each usable gem left after the jade accessory is cut is calculated. The usable gem with the smallest leftover volume after the jade accessory is cut is then identified as the target gem. This allows the selection of the smallest usable gemstone, improving gem utilization.

[0128] In a preferred embodiment, the process further includes predicting the price of the designed jewelry based on the design results of the jewelry model, the steps of which are as follows:

[0129] Determine the volume of each structure of the jewelry model and the material corresponding to the structure, and determine the unit volume price of the material;

[0130] Calculate the material cost of the structure based on the volume of the structure and the unit volume price of the material corresponding to the structure, and determine the structural processing fee set accordingly;

[0131] The overall price of the jewelry model is calculated based on the material costs and processing fees corresponding to the multiple structures.

[0132] The working principle of the above technical solution is as follows: the material cost of the structure is calculated by calculating the volume of the structure and the unit volume price of the material corresponding to the structure, and the structural processing fee set according to the structure is determined; based on the material costs and processing fees corresponding to multiple structures, the overall price of the jewelry model is calculated. The calculation formula is as follows:

[0133]

[0134] Where S represents the predicted total price, P represents the design fee, i represents the i-th substructure, n represents the number of substructure types used, and K i represents the number of the i-th secondary structure, V i represents the volume of the i-th secondary structure, P i,j It represents the price per unit volume when the i-th secondary structure uses the j-th material, L i The above embodiment thus achieves price prediction of designed jewelry.

[0135] Obviously, those skilled in the art may make various changes and modifications to the present invention without departing from the spirit and scope of the present invention. Thus, if such changes and modifications fall within the scope of the claims and their equivalents, the present invention is intended to include such changes and modifications.

Claims

1. A jewelry design method based on 3D software and Unreal Engine, characterized in that: include: Obtain users' design requirements for jewelry; According to the user's design requirements, the main shape of the jewelry is modeled using 3D software to obtain the main model of the jewelry; Importing the main body model into Unreal Engine and selecting a texture file of a corresponding material from a preset material library according to the user's material requirements for the jewelry to perform secondary design, thereby obtaining a jewelry model; Use Unreal Engine to build an external virtual environment and obtain rendering debugging results of the jewelry model in various external virtual environments; The method of importing the main body model into the Unreal Engine and selecting the corresponding material texture file from the preset material library for secondary design according to the user's material requirements for the jewelry to obtain the jewelry model includes: Determine the structural surface in the secondary structure and perform smoothing on the structural surface; Performing regional segmentation on the smoothed structural surface to obtain a model skin of the structural surface, wherein the model skin is composed of grid points, grid lines between adjacent grid points, and a grid surface surrounded by adjacent grid lines; Obtain the user's material requirements for each secondary structure; According to the material requirements, select the corresponding material mapping file from the preset material library to map the model skin; When doing the mapping work, use the mapping file to map each mesh surface on the model skin, and perform mapping smoothing on two adjacent mesh surfaces; After mapping each secondary structure on the main model, the jewelry model is obtained; The mapping smoothing process for two adjacent mesh surfaces includes: Determine an angle between normal vectors of two adjacent mesh surfaces, and determine that a smooth transition relationship exists between the two mesh surfaces when the angle is less than a preset angle threshold; and determine that no smooth transition relationship exists between the two mesh surfaces when the angle is greater than the preset angle threshold; If there is no smooth transition relationship between the two mesh surfaces, no smoothing is performed on the two mesh surfaces; If there is a smooth transition relationship between the two mesh surfaces, determining that an area where the mesh line between the two mesh surfaces extends perpendicularly to the direction of one of the mesh surfaces by a first preset distance is a first area of ​​the mesh surface; Determine an area extending perpendicularly to a direction of one of the grid surfaces by a second preset distance as a second area of ​​the grid surface; Subtracting the first area of ​​the grid surface from the second area of ​​the grid surface to obtain a third area of ​​the grid surface; Determine the center of the third region corresponding to each of the mesh surfaces on both sides of the mesh line, and smoothly transition the two mesh surfaces from one region center to the other region center to obtain a smooth surface with two surfaces integrated; Determine whether there is texture breakage in the smooth surface. If there is texture breakage, supplement the broken texture according to the texture supplement material corresponding to the mapping file used for mapping.

2. The jewelry design method based on 3D software and Unreal Engine according to claim 1, characterized in that: The obtaining of user's design requirements for jewelry includes: The body shape parameters of the user's body part where the jewelry to be designed is to be worn are obtained through three-dimensional human body scanning technology; According to the body parameters, the design requirements of the jewelry are determined according to a preset body parameter-jewelry parameter comparison table.

3. The jewelry design method based on 3D software and Unreal Engine according to claim 1, characterized in that: The method of modeling the main shape of the jewelry using 3D software according to the user's design requirements to obtain the main model of the jewelry includes: Determine the wearing type of the jewelry selected by the user based on the user's design requirements; Determining multiple secondary structures constituting the jewelry according to the wearing type, wherein the secondary structures include a setting base, a gemstone or a setting body, and a chain or hanging structure for wearing; Select a preset structure material library corresponding to each secondary structure, and load the structure material library into the material selection interface for user selection; Determining the structural material selected by the user as the secondary structure, and automatically assembling it according to the preset assembly rules corresponding to the wearing type to obtain a first model; Determine that each secondary structure corresponds to a preset plug-in structure material library, and load the plug-in structure material library into the plug-in material selection interface for user selection; Decorating the first model with the plug-in structure material selected by the user to obtain a second model; According to the user's design requirements, the second model is proportionally adjusted to obtain the main model.

4. The jewelry design method based on 3D software and Unreal Engine according to claim 3, characterized in that: The determining of the structural material selected by the user as the secondary structure and automatically assembling the first model according to the preset assembly rules corresponding to the wearing type includes: Determine the structural material selected by the user and display it on the design interface as a secondary structure; The secondary structure is preset with a plurality of connection nodes, and each connection node is preset with attribute information, wherein the attribute information is used to determine the type of other secondary structures that the connection node can connect to; Determine the attribute information of each connection node on the design interface, and automatically connect multiple connection nodes according to the attribute information; After the automatic connection is completed, the setting base of the jewelry in the secondary structure is used as the reference body, the facing direction of the setting base is determined and the facing directions of the remaining secondary structures are adjusted to obtain the first model.

5. The jewelry design method based on 3D software and Unreal Engine according to claim 3, characterized in that: The method of adjusting the proportions of the second model to obtain the main model according to the user's design requirements includes: Obtain the user's relative proportion adjustment suggestions for each secondary structure on the second model, and adjust the proportions of the corresponding secondary structures on the second model according to the relative proportion adjustment suggestions to obtain the third model: Determining, based on the user's design requirements, the body parameters of the user's body part intended to wear the jewelry to be designed, and determining the jewelry parameters according to a preset body parameter-jewelry parameter comparison table, wherein the jewelry parameters include inner aperture parameters; The third model is adjusted according to the jewelry parameters to obtain a main body model.

6. The jewelry design method based on 3D software and Unreal Engine according to claim 1, characterized in that: The method of using Unreal Engine to construct an external virtual environment and obtaining rendering debugging results of the jewelry model in various external virtual environments includes: The user's body shape data is obtained by using human body three-dimensional scanning technology, and the user's body shape data is used to perform human body modeling in a virtual engine to obtain a user human body model; The external environment is generated using the Unreal Engine's built-in environment database, where the external environment includes the spatial environment outside the user's human body model and the external light environment; In Unreal Engine, the jewelry model is worn on the corresponding position of the user's body model. The user body model wearing the jewelry model is placed in an external environment, and the external light environment is adjusted. At the same time, the reflective and light transmittance parameters of the jewelry model are adjusted. The light source tracking technology of Unreal Engine is used to observe the display effect of the jewelry model.

7. The jewelry design method based on 3D software and Unreal Engine according to claim 1, characterized in that: The following operations are also performed during the secondary design of the main model: Determine whether there are jade accessories on the main model. If there are jade accessories, obtain the user's requirements for the appearance design and material design of the jade accessories; Determine the shape parameters of the jade accessories according to the user's requirements for the appearance design of the jade accessories; Determine the gem type corresponding to the jade accessory based on the user's material design requirements; Determining a corresponding preset gemstone data repository according to the gemstone type corresponding to the jade accessory, wherein the gemstone data repository stores three-dimensional scanning data of all stock gemstones corresponding to the gemstone type; A jade accessory model is established based on the body parameters of the jade accessory, and the jade accessory model is spatially overlapped with the three-dimensional scanning data corresponding to each inventory gem in the gem data repository. The inventory gems corresponding to multiple three-dimensional data that can be completely contained in the jade accessory model are determined to be usable gems, and the volume of each usable gem after the jade accessory is cut out is calculated; The target gemstone is determined to be the available gemstone with the smallest volume of scraps after cutting the jade accessory.

8. The jewelry design method based on 3D software and Unreal Engine according to claim 1, characterized in that: The method also includes predicting the price of the designed jewelry according to the design results of the jewelry model, and the steps are as follows: Determine the volume of each secondary structure of the jewelry model and the material corresponding to the secondary structure, and determine the price per unit volume of the material; Calculate the material cost of the secondary structure based on the volume of the secondary structure and the unit volume price of the material corresponding to the secondary structure, and determine the structural processing fee corresponding to the secondary structure; The overall price of the jewelry model is calculated based on the material costs and processing fees corresponding to the multiple secondary structures.

Citation Information

Patent Citations

  • Jewelry online customization method and device

    CN105260920A

  • Jewelry design method and system based on three-dimensional software and unreal engine

    CN112711783A

  • Virtual object construction method and device, equipment and storage medium

    CN114241123A