Method for scene interaction of single lamp and luminaire model with self-luminous material in lighting simulation

By receiving light layer adjustment parameters and displaying the effects in real time, the problem of low efficiency in single-lamp scene interaction is solved. Furthermore, by separating layers, individual control of self-illuminating material lamp models is achieved, improving the efficiency of light adjustment and the interactive effect.

CN115661326BActive Publication Date: 2026-05-29HANGZHOU QUNHE INFORMATION TECHNOLOGIES CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
HANGZHOU QUNHE INFORMATION TECHNOLOGIES CO LTD
Filing Date
2022-10-13
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

In existing technologies, the efficiency of scene interaction with a single lamp is low, and lamp models with self-illuminating materials cannot be controlled individually, which affects the scene interaction effect.

Method used

By receiving light layers, adjusting target light parameters and displaying the effect in real time, scene interaction of a single light can be achieved; the data of the self-illuminating material lamp model is converted into a universal format, the layers are separated, and the lamp model is controlled individually.

Benefits of technology

It improves the scene interaction efficiency of a single lamp, realizes the individual control and switching effect of self-illuminating material lamp models, and enhances the lighting adjustment efficiency and interactive effect.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a scene interaction method for single lamp and lamp model with self-luminous material in lighting simulation, for single lamp, a light parameter adjustment layer is added to target light, the light parameter adjustment layer is superimposed to the target light layer, and a scene interaction effect after superimposition is displayed in real time, the process does not need to re-render the light, the light effect can be changed, and the scene interaction efficiency of the single lamp is greatly improved; for the lamp model, layer separation of the lamp model is realized by converting the lamp model into general format data, thereby realizing separate control, self-luminous properties are read when rendering the lamp model layer, diffuse reflection properties of the lamp model are read when rendering other layers, and the lamp model on-off effect is realized, which greatly improves the scene interaction effect of the single lamp model.
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Description

Technical Field

[0001] This invention belongs to the field of lighting rendering, specifically relating to a method for scene interaction between a single lamp and a lamp model with self-illuminating materials in lighting simulation. Background Technology

[0002] When designing home renovations, designers need to consider lighting layouts in addition to necessary scene design to enhance the design effect. This has led to the development of home lighting simulation systems.

[0003] In home lighting simulation systems, such as the dynamic scene switching method for rendering disclosed in patent application CN114299219A, the backend separates the layers of each group of lights by separating the underlying rendering layers. The resulting layers of each group of lights are compressed and transmitted to the frontend. Users can control the color temperature and / or brightness of the layers through input from the frontend to display the scene interaction.

[0004] Currently, scene interaction only supports layer separation and individual control of IES lights. For common lighting models with self-illuminating materials in the scene, all are currently output to a single layer, so they cannot be controlled individually, which affects the scene interaction effect of lighting models with self-illuminating materials.

[0005] For single lights, adjusting the brightness, color temperature, and color of a light during scene interaction requires waiting for offline rendering to obtain the result of the scene interaction, which takes a long time and affects the efficiency of light adjustment. Summary of the Invention

[0006] In view of the above, the purpose of this invention is to provide a method for scene interaction between a single lamp and a lamp model with self-illuminating materials in lighting simulation, so as to improve the scene interaction efficiency of a single lamp and the scene interaction effect of a single lamp model.

[0007] To achieve the above-mentioned objectives, an embodiment provides a method for scene interaction of a single lamp in a lighting simulation. This method can realize scene interaction of a single lamp or a group of lamps, and includes the following steps:

[0008] Receive the light layer of each group of lights in the current scene interaction results;

[0009] Select the target light to adjust based on the presented light points;

[0010] Search all received light layers for the light layer that matches the target light and use it as the target light layer.

[0011] Receive user adjustments to the target light's lighting parameters and create a lighting parameter adjustment layer;

[0012] Overlay the lighting parameter adjustment layer onto the target lighting layer and display the interactive scene effect after overlay in real time.

[0013] In one embodiment, camera parameters and the world coordinates of the light are obtained from the current scene interaction results. Based on the camera parameters, the world coordinates of the light are converted into light points on a two-dimensional image and then presented.

[0014] In one embodiment, the presented light points are selected by the user through a prompt circle, and the selection of the target light triggers a search and matching process for the target light layer.

[0015] In one embodiment, the lighting parameters include brightness, color temperature, and color, and the user's adjustment of the lighting parameters of the target light includes adjusting at least one of brightness, color temperature, and color.

[0016] To achieve the above-mentioned objectives, the embodiments also provide a method for interactive simulation of a lighting fixture model with self-illuminating materials, comprising the following steps:

[0017] Obtain model data for lamps with self-illuminating materials;

[0018] The data of the lamp model with self-illuminating materials is converted into a common format that can be used for layer separation;

[0019] From the general format data, each or every lighting fixture model and its corresponding IES are separated into a single layer, resulting in multiple individual lighting fixture model layers. The lighting fixture model includes a single lighting fixture model and a group of lighting fixture models formed by multiple lighting fixture models.

[0020] Receive user adjustments to the lighting parameters of the target lighting model;

[0021] The individual lighting model layer corresponding to the target lighting model is rendered based on the adjusted lighting parameters, and the rendering results are displayed to achieve scene interaction.

[0022] In one embodiment, separating each lighting fixture model from the generic format data into a single layer includes:

[0023] The lighting models are filtered from the general format data. For solid color lighting models without textures, the object name, location information, material information, self-illumination attribute, and diffuse reflection attribute are extracted. For lighting model nodes with textures, the object name, location information, material information, self-illumination attribute, texture, and diffuse reflection attribute are extracted to obtain the lighting model layer. The self-illumination attribute includes the light color and light intensity.

[0024] In one embodiment, the method further includes: adding switching logic for the lighting fixture model, and implementing the switching effect of the lighting fixture model during rendering based on the switching logic, including: reading the self-illumination property of the lighting fixture model when rendering a separate lighting fixture model layer, and reading the diffuse reflection property of the lighting fixture model when rendering other layers.

[0025] In one embodiment, when the general format data is lightmesh data, the switching logic is used to render the switching effect of the light fixture model during rendering, including:

[0026] The dimensions of the lightmesh data corresponding to a single light fixture model are enlarged by a certain factor while retaining its self-illumination property. The diffuse reflection property of the original single light fixture model is also preserved internally. When rendering the single light fixture model layer, the self-illumination property of the single light fixture model is read to achieve the effect of turning on the light. When rendering other layers, the diffuse reflection property of the single light fixture model is read. Since the lightmesh has a transparent property, the internally preserved diffuse reflection property is naturally displayed to achieve the effect of turning off the light.

[0027] In one embodiment, when the common format data is VrayMtl data, the switching logic is used to render the switching effect of the lighting model during rendering, including:

[0028] When the VrayMTL data of a single lamp model contains a self-illumination attribute value, the self-illumination attribute value of the single lamp model is read when rendering the single lamp model layer to achieve the display of the light-on effect. When rendering other layers, the diffuse reflection attribute of the single lamp model is read to achieve the light-off effect.

[0029] Compared with the prior art, the beneficial effects of the present invention include at least the following:

[0030] For a single light, a light parameter adjustment layer is added to the target light, and the light parameter adjustment layer is overlaid on the target light layer. The scene interaction effect after overlay is displayed in real time. This process can change the light effect without re-rendering the light, which greatly improves the scene interaction efficiency of a single light.

[0031] For lighting fixture models with self-illuminating materials, the model is converted into a universal data format and its layers are separated to enable individual control. When rendering the lighting fixture model layers, the self-illumination attribute is read, and when rendering other layers, the diffuse reflection attribute is read, thus achieving the lighting effect of turning the lights on and off. This greatly improves the interactive effect of individual lighting fixture models. Attached Figure Description

[0032] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0033] Figure 1 and Figure 2 This is a flowchart of a single-lamp scene interaction method in the lighting simulation provided in the embodiment;

[0034] Figure 3 and Figure 4 This is a flowchart of a scenario interaction method for a lighting model with self-illuminating materials in a lighting simulation provided in the embodiment. Detailed Implementation

[0035] To make the objectives, technical solutions, and advantages of this invention clearer, the invention will be further described in detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the invention and do not limit the scope of protection of this invention.

[0036] In home lighting simulation systems, after adjusting the brightness and color temperature of grouped lights on the front end of the interactive product, the effect of the interactive scene can only be viewed after waiting for the offline rendering results. This period typically lasts several minutes or even tens of minutes, which reduces the efficiency of single-lamp interactive scene settings. To address this issue, this embodiment provides a method for single-lamp interactive scene settings in lighting simulation. By adding a single-lamp dimming function to the interactive scene settings, users can change the brightness, color temperature, and color of the lights based on the interactive scene results, thereby quickly achieving the lighting effect desired by the designer.

[0037] Figure 1 and Figure 2 This is a flowchart of a single-lamp scene interaction method in a lighting simulation provided in the embodiment. For example... Figure 1 and Figure 2 As shown in the embodiment, the method for scene interaction of a single lamp in lighting simulation can realize scene interaction of a single lamp or a group of lamps, and includes the following steps:

[0038] Step 1-1: Receive the light layer of each group of lights in the current scene interaction results.

[0039] In the home lighting simulation system, the backend uses the rendering engine to separate the rendering layers of each group of lights and transmits the lighting layers of each group of lights to the frontend. The frontend receives the lighting layers of each group of lights and presents the lighting results of each group of lights in the current scene interaction results.

[0040] Steps 1-2: Select the target light to be adjusted based on the presented light points.

[0041] While presenting the current interactive result, the front-end also generates light points for the user to select the target light to adjust. Specifically, it obtains camera parameters and the world coordinates of the light from the current interactive result, converts the world coordinates of the light into light points on a two-dimensional image based on the camera parameters, and then presents them.

[0042] The camera parameters include the camera's horizontal and vertical viewing angles, camera position, camera cropping depth, horizontal rightward direction (U), vertical upward direction (V), and lookat direction (W). Based on these camera parameters, the world coordinates of the lamp are projected according to an orthogonal projection model to calculate the image coordinate point position corresponding to the lamp, thus realizing the conversion of the lamp's world coordinates into a light point on a two-dimensional image.

[0043] In this embodiment, the presented light points are selected by the user through prompt circles. After selecting a target light, a search and matching process for the target light layer is triggered. That is, the front end displays the clickable positions of each light in the form of prompt circles. The user can select a target light point based on the prompt circles, and after selecting the target light point, a search is performed to determine the target light layer corresponding to the target light.

[0044] Steps 1-3: Search for the light layer that matches the target light from all received light layers and use it as the target light layer.

[0045] When a user selects a target light, the system searches for the corresponding light layer from all light layers to designate it as the target light layer for subsequent light adjustments.

[0046] Steps 1-4: Receive user adjustments to the target light's lighting parameters and create a lighting parameter adjustment layer.

[0047] In this embodiment, the user adjusts the lighting parameters of the target light using the provided lighting parameter adjustment function. The lighting parameters include brightness, color temperature, and color. That is, at least one of the brightness, color temperature, and color of the light can be adjusted. The adjusted lighting parameters form a lighting parameter adjustment layer, which is used for subsequent layer overlay to display the adjusted lighting effect.

[0048] Steps 1-5: Overlay the lighting parameter adjustment layer onto the target lighting layer and display the scene interaction effect after overlay in real time.

[0049] In this embodiment, the lighting parameters formed by the brightness, color temperature and color input by the user are adjusted and then overlaid on the target lighting layer and displayed in real time. Finally, the adjusted brightness, color temperature and color are saved. Then, the adjusted data is used to re-enable the scene interaction or directly render the image, so that the scene interaction effect desired by the designer can be achieved with a single adjustment.

[0050] In home lighting simulation systems, to address the issue that the lighting model layers transmitted from the backend contain multiple lighting models that cannot be controlled individually, thus affecting the scene interaction effect of the lighting models, this embodiment provides a scene interaction method for lighting models with self-illuminating materials in lighting simulation. This method achieves layer separation of the lighting model, converts the lighting model into a common data format that can be used for layer separation, and reads the self-illumination attribute of the lighting model when rendering the lighting model layer, and reads the diffuse reflection attribute of the lighting model when rendering other layers, thereby realizing the lighting model's on / off lighting effect.

[0051] Figure 3 and Figure 4 This is a flowchart illustrating a scenario interaction method for a lighting simulation model with a self-illuminating material, provided in an embodiment. For example... Figure 3 and 4 As shown in the embodiment, the interactive method for a lighting simulation model with a self-illuminating material includes the following steps:

[0052] Step 2-1: Obtain the lamp model data with self-illuminating material, and convert the lamp model data with self-illuminating material into a general format data that can be used for layer separation;

[0053] In a home lighting simulation system, lighting fixture model data with self-illuminating materials is obtained from the backend and converted into a common format for layer separation. This common format includes Lightmesh and VrayMtl. Lightmesh is a type of luminous mesh used in rendering; converting the lighting fixture model rendering data to this Lightmesh luminous mesh facilitates the separation of individual lighting fixture models. VrayMtl is a standard material; converting it to this VrayMtl material also facilitates the separation of lighting fixture models.

[0054] For example, to convert to Lightmesh, we need to extract the following information from the object nodes in the lighting model layer and convert it to Lightmesh:

[0055] LightMesh node{

[0056] Transform = Spatial location information;

[0057] geometry = geometric information;

[0058] material = original material information;

[0059] color = original light color information;

[0060] intensity = the intensity of the original light;

[0061] `use_tex = 1 or 0` indicates whether to use texture information;

[0062] tex = if a texture is used, then it is the texture information;

[0063] affectDiffuse = 0;

[0064] affectSpecular = 0;

[0065] affectReflections = 0; disable GI information.

[0066] }

[0067] When converting a lighting model to a lightmesh, it is necessary to inherit its original colors and textures for rendering the base layer. At the same time, in order to bind IES lights later, it is necessary to turn off the indirect light effects of the converted lightmesh on the GI part.

[0068] Step 2-2: Separate each lamp model from the general format data into a single layer to obtain multiple individual lamp model layers.

[0069] In this embodiment, the lighting fixture model includes a single lighting fixture model and a group of lighting fixture models. Specifically, each lighting fixture model is separated into a single layer from the general format data, including: for a solid color lighting fixture model without textures, extracting the object name, location information, material information, self-illumination attribute, and diffuse reflection attribute; for a lighting fixture model node with textures, extracting the object name, location information, material information, self-illumination attribute, texture, and diffuse reflection attribute to obtain the lighting fixture model layer, wherein the self-illumination attribute includes light color (color(R,G,B)), light intensity, and self-illumination texture.

[0070] In this embodiment, a separate layer logic for the lighting model is added. Currently, all the lights of the lighting model are output to the same layer, making it impossible to change the color temperature and brightness of the self-illuminating lights individually. Therefore, the lighting model is made into a general data format that can be used for layer separation, and each self-illuminating light is separated into a separate layer, thereby enabling the control of the lighting model on a separate layer.

[0071] Steps 2-3: Receive user adjustments to the lighting parameters of the target lighting model.

[0072] In this embodiment, a function for adjusting the lighting parameters of the lighting model is provided to the user. The user can use this function to adjust lighting parameters such as brightness and color temperature. The adjusted lighting parameters are received by the front end.

[0073] Steps 2-4: Render the individual lighting model layer corresponding to the target lighting model according to the adjusted lighting parameters, and display the rendering results to achieve scene interaction.

[0074] In this embodiment, a switching logic is added to the lamp model. Based on this switching logic, the lamp model is rendered with the switching effect of the lamp model. This includes: reading the self-illumination property of the lamp model when rendering a single lamp model layer to achieve the rendering result when the lamp is on; and reading the diffuse reflection property of the lamp model when rendering other layers to achieve the rendering result when the lamp is off.

[0075] The rendering methods for switching lights on and off differ depending on the general format used. When the general format data is lightmesh data, the size of the lightmesh data corresponding to the individual light fixture model is enlarged by a certain factor (e.g., 1.01 times) while retaining its self-illumination property. Internally, the diffuse reflection property of the original individual light fixture model is preserved. When rendering the individual light fixture model layer, the self-illumination property is read to display the light-on effect. When rendering other layers, the diffuse reflection property of the individual light fixture model is read. Since lightmesh is transparent, the internally preserved diffuse reflection property is naturally displayed, achieving the light-off effect. This achieves the layer separation logic for separating the light fixture model layer and the light-on / off functionality.

[0076] When the general format data is VrayMtl data, VrayMtl materials have the same properties as ordinary diffuse materials. When the VrayMtl data of a single light fixture model contains self-illumination property values, the self-illumination property values ​​of the single light fixture model are read when rendering the single light fixture model layer to achieve the display of the light-on effect. When rendering other layers, the diffuse property of the single light fixture model is read to achieve the light-off effect.

[0077] The specific embodiments described above illustrate the technical solution and beneficial effects of the present invention in detail. It should be understood that the above description is only the most preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, additions, and equivalent substitutions made within the scope of the principles of the present invention should be included within the protection scope of the present invention.

Claims

1. A method for interactive scenarios of lighting simulation using a lamp model with self-illuminating materials, characterized in that, Includes the following steps: Obtain model data for lamps with self-illuminating materials; The data of the lamp model with self-illuminating materials is converted into a common format that can be used for layer separation; Each lighting fixture model and its corresponding IES are separated into a single layer from the general format data, resulting in multiple individual lighting fixture model layers. This includes: filtering lighting fixture model layers from the general format data; for solid color lighting fixture models without textures, extracting the object name, location information, material information, self-illumination properties, and diffuse properties; for lighting fixture models with textures, extracting the object name, location information, material information, self-illumination properties, texture, and diffuse properties to obtain lighting fixture model layers. The self-illumination properties include light color and light intensity. The lighting fixture models include individual lighting fixture models and lighting fixture model groups formed by multiple lighting fixture models; Receive user adjustments to the lighting parameters of the target lighting model; The individual lighting model layer corresponding to the target lighting model is rendered based on the adjusted lighting parameters, and the rendering results are displayed to achieve scene interaction.

2. The interactive method for a lighting simulation model with a self-illuminating material as described in claim 1, characterized in that, Also includes: Add on / off logic for the lighting fixture model. Based on this logic, the lighting fixture model will be rendered with the on / off effect during rendering. This includes reading the self-illumination property of the lighting fixture model when rendering a single lighting fixture model layer, and reading the diffuse reflection property of the lighting fixture model when rendering other layers.

3. The interactive method for a lighting simulation model with a self-illuminating material as described in claim 2, characterized in that, When the common format data is lightmesh data, the on / off lighting logic is used to render the lighting fixture model's on / off effect during rendering, including: The dimensions of the lightmesh data corresponding to a single light fixture model are enlarged by a certain factor while retaining its self-illumination property. The diffuse reflection property of the original single light fixture model is also preserved internally. When rendering the single light fixture model layer, the self-illumination property of the single light fixture model is read to achieve the effect of turning on the light. When rendering other layers, the diffuse reflection property of the single light fixture model is read. Since the lightmesh has a transparent property, the internally preserved diffuse reflection property is naturally displayed to achieve the effect of turning off the light.

4. The interactive method for a lighting simulation model with a self-illuminating material as described in claim 2, characterized in that, When the common format data is VrayMtl data, the on / off lighting logic is used to render the lighting fixture model's on / off effect during rendering, including: When the VrayMTL data of a single lamp model contains a self-illumination attribute value, the self-illumination attribute value of the single lamp model is read when rendering the single lamp model layer to achieve the display of the light-on effect. When rendering other layers, the diffuse reflection attribute of the single lamp model is read to achieve the light-off effect.