Digital modeling and twin reconstruction method for antique building group

CN117745930BActive Publication Date: 2026-10-09CHINA CONSTR EIGHT ENG DIV CORP LTD
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Patent Information

Application Number
CN202311462700.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-11-06
Publication Date
2026-10-09
Estimated Expiration
2043-11-06

AI Technical Summary

Technical Problem

[0004]针对上述现有技术中存在的不足之处,本发明提供了一种仿古建筑群数字化建模与孪生再现方法,解决了现有技术中仿古建筑群数字化建模与超写实再现技术无法满足复杂防古建筑的建模与再现的技术问题

Benefits of technology

[0019] Compared with existing technologies, the effects of this invention are positive and significant. By employing a combination of multiple software programs and leveraging their respective strengths, this invention achieves a clear and hyper-realistic reproduction of ancient architectural styles, solving the technical problem that existing digital modeling and hyper-realistic reproduction technologies for ancient architectural complexes cannot meet the requirements for modeling and reproducing complex ancient buildings. This invention utilizes a combination of various optimized technologies, significantly improving modeling efficiency and realism. It optimizes the entire process of hyper-realistic reproduction of complex ancient architectural complexes, providing fundamental technical support for the development of the cultural tourism metaverse.

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Abstract

The present application relates to a kind of antique building group digital modeling and twin reproduction method, comprising the following steps: data acquisition processing;Digital modeling, the data after classification collection is divided into structural building and building decoration, sculpture details and texture characteristics according to modeling generation mode difference;Texture mapping, according to component texture characteristics, classification aggregation is carried out, component UV texture is unfolded, texture map is generated in combination with real scene data, texture parameterization is adaptively mapped into model, and texture mapping model is obtained;Twin reproduction, the texture attribute in the texture mapping model space is optimized, scene visualization editing and development are carried out, and the hyperreal reproduction effect of antique building is achieved.The present application solves the technical problems that the existing technology cannot meet the modeling and reproduction of complex antique building group digital modeling and hyperreal reproduction technology.The present application optimizes the whole process of complex antique building group hyperreal reproduction, and provides basic technical support for the development of travel meta-universe.
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Description

Technical Field

[0001] This invention relates to the field of design and construction, and in particular to a method for digital modeling and twin reproduction of ancient architectural complexes. Background Technology

[0002] With the rise of the cultural tourism metaverse, digital twin technology is gradually being applied in some scenic areas dominated by traditional architecture. Similar to ancient buildings, these replicas are complex in shape and rich in detail. Replica building complexes, composed of individual buildings forming a group, contain numerous interwoven relationships, making them even more complex than individual buildings. Currently, the design and modeling of replica buildings primarily uses polygonal modeling methods such as SketchUp and 3ds Max for extrusion and editing, which has shortcomings in areas such as model accuracy control, detail processing, and the creation of irregular components. The modeling process often relies on manual construction, and there is currently no technology for quickly creating detailed architectural models and generating texture maps. Regarding model optimization, while there are mesh optimization algorithms for complex scenes, they are not suitable for replicas with rich details and exquisite components. In the field of real-scene data acquisition, drones and 3D scanning technologies are widely used, but data acquisition technology for the structural features of complex replica building complexes is still immature, and the acquired data has defects. In terms of real-scene twin reproduction, there are currently methods for generating architectural models from sequence photos based on oblique drone photography, but these suffer from insufficient accuracy and blurred textures, failing to achieve the ideal effect of hyper-realistic reproduction. In terms of visual effects, virtual reality technology based on Unity 3D and Unreal Engine platforms is relatively mature, but there are still shortcomings in inter-software collaboration, model data optimization, and lossless information transmission. Overall, there are currently no mature application technology solutions for the digital modeling and hyper-realistic reproduction of complex ancient architectural complexes.

[0003] Current methods for modeling complex ancient architectural complexes primarily rely on manual creation, often supplemented by graphics processing tools for rendering. However, these methods fall short in terms of model precision and accuracy. While automatic modeling of building facades using drone oblique photography sequences is possible, its accuracy remains low. Due to the complexity of ancient architectural structures and the difficulty in acquiring complete real-world data, the generated models often suffer from issues such as broken surfaces and blurred interfaces. Furthermore, the low resolution of automatically mapped textures fails to meet the expectations of hyper-realistic reproduction. Using 3D scanning technology to collect data on ancient buildings only yields low-altitude data, which is insufficient for capturing intricate details and complex structures. Summary of the Invention

[0004] To address the shortcomings of the existing technologies, this invention provides a method for digital modeling and twin reproduction of ancient architectural complexes, which solves the technical problem that existing digital modeling and hyper-realistic reproduction technologies for ancient architectural complexes cannot meet the requirements for modeling and reproducing complex ancient buildings.

[0005] This invention discloses a method for digital modeling and twin reproduction of ancient architectural complexes, comprising the following steps:

[0006] Data acquisition and processing involves traversing the collected basic data information of the ancient-style building complex, classifying the building complex into architectural structure and component texture based on the overall layout and complexity of the complex, and then collecting data in categories and zones based on the architectural structure and component texture.

[0007] Digital modeling categorizes the collected data into structural architecture and architectural decoration, sculptural details, and textural features according to different modeling generation methods.

[0008] Texture mapping involves classifying and aggregating components based on their texture features, expanding the component's UV texture, and generating texture maps by combining them with real-world data. This allows the texture parameters to be adaptively mapped into the model, resulting in a texture-mapped model.

[0009] Twin reproduction optimizes the texture attributes in the model space after texture mapping, enabling scene visualization editing and development to achieve a hyper-realistic reproduction effect of ancient architecture.

[0010] The method for digital modeling and twin reproduction of ancient architectural complexes in this invention is further improved in that the classification and collection includes real-scene data collection, which includes close-up photogrammetry by UAV for complex structures with intersecting and overlapping components, three-dimensional laser scanning for near-field areas, and handheld scanning for parts with sculpted details.

[0011] The method for digital modeling and twin reproduction of ancient building complexes in this invention is further improved in that the UAV closely follows the photogrammetry to arrange the flight path and set up the image points in the UAV photogrammetry area, adopts a distributed acquisition method, sets up multi-axis phase automatic surround acquisition for the building, and then performs aerial triangulation encryption processing on the data acquired by the flight measurement.

[0012] The method for digital modeling and twin reproduction of ancient building complexes in this invention is further improved in that the three-dimensional laser scanning first plans the scanning site and controls the target layout, and then uses a three-dimensional laser scanner to scan and collect data in the near-field space. The scanned data is then preprocessed to form a whole.

[0013] The method for digital modeling and twin reproduction of ancient architectural complexes in this invention is further improved in that the handheld scanner first determines the scanning area and the location of the markers, and then uses a handheld scanner to perform fine scanning of the sculpture and areas with rich texture details, and then merges and stitches the scanned data.

[0014] The method for digital modeling and twin reproduction of ancient building complexes in this invention is further improved in that the architectural decoration is based on the Grasshopper compilation parameterization module to generate component models with control points or paths.

[0015] The method for digital modeling and twin reproduction of ancient architectural complexes in this invention is further improved in that the sculpture has many details and texture features and irregular components. The real scene data is segmented and reconstructed using Geomagic, and then finely sculpted using ZBrush. The topological surfaces are automatically reduced, and finally the model is integrated into Rhino using a bridging plugin.

[0016] The method for digital modeling and twin reproduction of ancient building complexes in this invention is further improved in that, when unfolding the UV texture of components, for components with complex shapes, the PRB process is used to generate parametric texture data in batches in Substance Designer in combination with real-world data.

[0017] The method for digital modeling and twin reproduction of ancient building complexes in this invention is further improved in that, when unfolding the UV texture of components, for components that are difficult to unfold and difficult to accurately map textures, they can be imported from Rhino into Substance Painter for texture editing and mapping.

[0018] The method for digital modeling and twin reproduction of ancient building complexes in this invention is further improved by combining components based on the similarity attributes of the components in the created ancient building complex, site, and vegetation model to achieve further optimization of the model. Omniverse is linked with the model space through LiveSync, and the texture attributes in the model space are optimized using Omniverse to perform scene visualization editing and development, thereby achieving a hyper-realistic reproduction effect of ancient buildings.

[0019] Compared with existing technologies, the effects of this invention are positive and significant. By employing a combination of multiple software programs and leveraging their respective strengths, this invention achieves a clear and hyper-realistic reproduction of ancient architectural styles, solving the technical problem that existing digital modeling and hyper-realistic reproduction technologies for ancient architectural complexes cannot meet the requirements for modeling and reproducing complex ancient buildings. This invention utilizes a combination of various optimized technologies, significantly improving modeling efficiency and realism. It optimizes the entire process of hyper-realistic reproduction of complex ancient architectural complexes, providing fundamental technical support for the development of the cultural tourism metaverse. Attached Figure Description

[0020] To more clearly illustrate the technical solutions in the embodiments of the present invention, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying 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.

[0021] Figure 1 This is a flowchart of the main steps of the digital modeling and twin reproduction method for ancient building complexes of the present invention.

[0022] Figure 2 This is a flowchart of the data acquisition and processing process for the digital modeling and twin reproduction method of ancient building complexes according to the present invention.

[0023] Figure 3 This is a flowchart of the real-scene data acquisition process for the digital modeling and twin reproduction method of ancient building complexes according to the present invention.

[0024] Figure 4 This is a flowchart illustrating the digital modeling process of the method for digital modeling and twin reproduction of ancient architectural complexes according to the present invention.

[0025] Figure 5 This is a flowchart illustrating the texture mapping process of the digital modeling and twin reproduction method for ancient architectural complexes according to the present invention.

[0026] Figure 6 This is a flowchart illustrating the twin reproduction process of the digital modeling and twin reproduction method for ancient architectural complexes according to the present invention. Detailed Implementation

[0027] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0028] like Figures 1-6 As shown, this invention provides a method for digital modeling and twin reproduction of ancient architectural complexes, including the following steps:

[0029] Data acquisition and processing involves traversing the collected basic data information of the ancient-style building complex, classifying the building complex into architectural structure and component texture based on the overall layout and complexity of the complex, and then collecting data in categories and zones based on the architectural structure and component texture.

[0030] Digital modeling categorizes the collected data into structural architecture and architectural decoration, sculptural details, and textural features according to different modeling generation methods.

[0031] Texture mapping involves classifying and aggregating components based on their texture features, expanding the component's UV texture, and generating texture maps by combining them with real-world data. This allows the texture parameters to be adaptively mapped into the model, resulting in a texture-mapped model.

[0032] Twin reconstruction optimizes texture attributes in the model space after texture mapping, enabling scene visualization editing and development to achieve a hyper-realistic reproduction of ancient architecture. This invention significantly improves modeling efficiency and realism through a combination of various optimization techniques. Data collection and processing traverses and classifies complex ancient architectural complexes, forming multi-level data classifications based on structural and texture characteristics, and proposes targeted data acquisition methods, improving the efficiency and accuracy of data collection. Digital modeling fully utilizes the advantages of various modeling software based on the topological classification of components in the ancient architectural complex, mainly including techniques such as block definition, parameter generation, fine sculpting, and mesh optimization, and uses bridging plugins to achieve lossless data transfer, achieving the goal of model accuracy control and optimization. Texture mapping includes batch UV unwrapping technology and parametric texture creation and mapping technology, mainly solving problems such as the difficulty in matching UVs of complex components and the difficulty in creating and mapping complex textures. Twin reconstruction mainly utilizes the Omniverse platform to integrate models and edit scenes, leveraging its simulation and real-time rendering characteristics to achieve a hyper-realistic reproduction of complex ancient architectural complexes. The combination of these technologies optimizes the entire process of hyper-realistic reproduction of complex ancient architectural complexes, providing fundamental technical support for the development of the cultural tourism metaverse.

[0033] Preferred, such as Figure 3 As shown, the data collection process includes real-scene data acquisition, which comprises close-up photogrammetry using drones for complex structures with overlapping and intersecting components, 3D laser scanning for near-field areas, and handheld scanning for areas with sculpted details. It also includes document data collection, including planning documents and construction drawings. After all data collection is completed, the multi-source data is integrated and aggregated. The photogrammetric data, refined by aerial triangulation, is fused with the stitched and reconstructed point cloud data to form a relatively complete real-scene data set of the ancient architectural complex. Further data collection is conducted to address any deficiencies.

[0034] Preferably, the UAV conducts close-range photogrammetry by setting up flight paths and image points within the photogrammetry area, employing a distributed acquisition method. Multi-axis phase automatic surround acquisition is used for the building structure, and the data acquired during flight is then subjected to aerial triangulation. Real-world data is acquired using a progressive acquisition strategy, traversing and analyzing pre-acquired data. For complex structures with intersecting and overlapping components, multi-axis phase distributed automatic acquisition is utilized using UAV RTK (Real-time kinematic) equipment.

[0035] Preferably, the 3D laser scanning process involves first planning the scanning site and deploying control targets. A 3D laser scanner is then used to collect data in the near-field space, and the collected data is preprocessed to form a complete dataset. In this embodiment, a Trimble TX8 3D laser scanner is used. The objects of 3D laser scanning are generally near-field areas such as door and window decorations to ensure the accuracy of the scanned data.

[0036] Preferably, the handheld scanner first determines the scanning area and marker locations, then uses a handheld scanner to perform precise point-to-point scanning of sculptures and areas with rich texture details, and merges and stitches the scanned data. For areas with intricate carving details, point-by-point data acquisition using a handheld device is employed to achieve accurate construction and realistic textures. For components with unique texture characteristics, targeted data acquisition is combined with photographic techniques based on overall spatial data.

[0037] Preferred, such as Figure 4 As shown, the architectural decoration is based on the Grasshopper parametric module, which generates component models using control points or paths. Architectural decoration is divided into repetitive structures and special components, such as railings, brackets, rafters, and roof tiles, which have many repetitions. When generating component models, the Block module is used to reduce the use of primitive resources and facilitate subsequent editing. The architectural structure uses the Revit quick modeling plugin to quickly generate beam, slab, and column structural models. These models are then Bake into Rhino (a 3D modeling software) using the Rhinoinside.Revit plugin module. The roof structure is generated using Grasshopper (a plugin that runs in the Rhino environment and uses programmatic algorithms to generate models) by sweeping and trimming paths generated from cross-sections and control points.

[0038] Preferably, for sculpted components with numerous details and textures, and irregular shapes, the real-world data is segmented and reconstructed using Geomagic, then finely sculpted using ZBrush, automatically reducing topological surfaces. Finally, the model is integrated into Rhino using a bridging plugin. Due to the complex structure and numerous components of the ancient architectural complex, the model size increased significantly. After integration, a curved mesh algorithm was used for optimization. Geomagic is a 3D design software, and ZBrush is a digital sculpting and painting software.

[0039] Preferred, such as Figure 5As shown, when unfolding the UV textures of components, for components with complex shapes, the PRB workflow is used in Substance Designer to batch generate parametric texture data in combination with real-world data. Specifically, when outputting the automatically unfolded UV textures, parametric texture data, including normal maps and displacement maps, is generated in Substance Designer based on the PRB workflow and combined with real-world data. The generated texture materials are then directly called in Rhino using the Substance Importer. After digital modeling is completed, the texture features of the real-world data are traversed, and components are classified according to texture and shape features, integrating the models of various antique architectural components. For regular components such as columns and paving, texture materials are quickly assigned on a layer-by-layer basis, while for complex shapes, the corresponding modules are compiled using Grasshopper to quickly unfold the component UVs in batches. PRB is a digital mapping technology, Substance Designer is a drafting software, and Rhino's Substance Importer plugin can easily import Substance materials (SBSAR files) directly into Rhino and use them as physical base materials.

[0040] Preferably, when unfolding the UV texture of a component, for components where UV unfolding is difficult and texture mapping is inaccurate, the component can be imported from Rhino into Substance Painter for texture editing and mapping. Specifically, when a component can be imported from Rhino into Substance Painter, it is imported in .fbx format, texture details are mapped, and then exported in .obj format. All textures are then combined with real-world data to generate a texture map, achieving parametric adaptive mapping and resulting in an optimized texture-mapped model. Substance Painter is a 3D texture mapping software.

[0041] Preferred, such as Figure 6As shown, the created models of ancient-style buildings, sites, and vegetation are combined based on the similarity of their components to further optimize the models. Live Sync is used to link Omniverse with the model space, optimizing texture attributes within the model space using Omniverse, and enabling scene visualization editing and development to achieve a hyper-realistic reproduction of ancient architecture. Specifically, the model is exported as a USD format and imported into Omniverse for multi-software collaboration, adjusting lighting and texture to achieve a hyper-realistic effect for complex ancient-style buildings. Finally, the created models of ancient-style buildings, sites, and vegetation are exported as USD format using built-in components, including geometry, materials, and physical properties. Components are then combined based on their similarity to further optimize the models, and Live Sync is used to link Omniverse with the model space. By fully utilizing Omniverse's simulation capabilities, real-time performance, and openness, texture attributes in the model space are optimized for scene visualization editing and development, achieving a hyper-realistic reproduction effect. Live Sync is a wireless data synchronization service, and Omniverse is a rendering software.

[0042] This invention optimizes the data acquisition method for complex ancient-style building complexes. After traversing and classifying, it combines progressive acquisition with multi-source data to make the real-world data more comprehensive and achieve a perfect replication of the structure and texture data of the ancient-style building complex.

[0043] This invention targets the characteristics of antique-style buildings and utilizes a combination of techniques such as block definition, parameter generation, fine carving, and mesh optimization to achieve rapid establishment and optimization of complex antique-style building complex models, greatly improving modeling efficiency.

[0044] This invention extracts component UV textures in batches using a parametric method. Based on real-world data, it directly generates parametric textures based on corresponding Substance nodes. The texture information is then directly called in Rhino via the Substance importer, simplifying the texture mapping process. Both methods work together to process complex component textures.

[0045] Finally, Omniverse was used to integrate complex ancient building complexes with site and vegetation models across multiple software platforms. The platform's openness was utilized for secondary development to achieve hyper-realistic scene reproduction.

[0046] This invention, by employing a combination of multiple software programs and leveraging their respective strengths, achieves a clear and hyper-realistic reproduction of ancient-style architecture. It solves the technical problem that existing digital modeling and hyper-realistic reproduction technologies for ancient-style building complexes cannot meet the requirements for modeling and reproducing complex ancient-style buildings. This invention utilizes a combination of various optimized technologies to significantly improve modeling efficiency and realism. It optimizes the entire process of hyper-realistic reproduction of complex ancient-style building complexes, providing fundamental technical support for the development of the cultural tourism metaverse.

[0047] All parts not described in this invention are the same as or can be implemented using existing technologies. The above description is merely a preferred embodiment of the present invention and is not intended to limit the invention in any way. Although the present invention has been disclosed above with reference to preferred embodiments, it is not intended to limit the invention. Any person skilled in the art can make some modifications or alterations to the above-disclosed technical content to create equivalent embodiments without departing from the scope of the present invention. Any simple modifications, equivalent changes, and alterations made to the above embodiments based on the technical essence of the present invention, without departing from the scope of the present invention, shall still fall within the scope of the present invention.

Claims

1. A method for digital modeling and twin reproduction of ancient architectural complexes, characterized in that, Includes the following steps: Data acquisition and processing involves traversing the collected basic data information of the ancient-style building complex, classifying the building complex into architectural structure and component texture based on the overall layout and complexity of the complex, and then collecting data in categories and zones based on the architectural structure and component texture. Among them, the classification and collection includes real-scene data collection, which includes close-up photogrammetry by UAV for complex structures with intersecting and overlapping components, three-dimensional laser scanning for close-up areas, and handheld scanning for parts with sculpted details. Digital modeling categorizes the collected data into structural architecture and architectural decoration, sculptural details, and textural features according to different modeling generation methods. Among them, architectural decoration is based on Grasshopper's parametric module to generate component models using control points or paths; The building structure uses the Revit quick modeling plugin to quickly generate beam, slab, and column structural models. The Rhinoinside.Revit plugin module picks up the Bake into Rhino to generate the structural model. The roof structure is generated by Grasshopper using a path sweep cut generated by combining cross sections and control points. Among them, the sculpture has many details and texture features and irregular components. The real scene data is segmented and reconstructed using Geomagic, and then finely sculpted using ZBrush, automatically reducing the topological surfaces. Finally, the model is integrated into Rhino using the bridging plugin. Texture mapping involves classifying and aggregating components based on their texture features, expanding the component's UV texture, and generating texture maps by combining them with real-world data. This allows the texture parameters to be adaptively mapped into the model, resulting in a texture-mapped model. When unfolding the UV texture of a component, for components with complex shapes, the PRB process is used to generate parametric texture data in batches in Substance Designer by combining real-world data; including normal maps and displacement maps, and the generated texture materials are directly called in Rhino using Substanceimporter; When unfolding the UV texture of a component, components that are difficult to unfold and whose textures are difficult to map accurately can be imported from Rhino into Substance Painter for texture editing and mapping. When components can be imported from Rhino into Substance Painter, they are imported into Substance Painter in .fbx format for texture detail mapping. Twin reproduction optimizes texture attributes in the model space after texture mapping, enabling scene visualization editing and development to achieve a hyper-realistic reproduction effect of ancient architecture. This includes combining pre-created ancient building complexes, sites, and vegetation models based on similar component attributes to further optimize the models; linking Omniverses with the model space through Live Sync; optimizing texture attributes in the model space using Omniverses; and performing scene visualization editing and development.

2. The method for digital modeling and twin reproduction of ancient architectural complexes according to claim 1, characterized in that, The UAV close-up photogrammetry involves arranging flight paths and setting up image points within the UAV photogrammetry area. It adopts a distributed acquisition method, sets up multi-axis phase automatic surround acquisition for the building, and then performs aerial triangulation encryption processing on the data acquired by the flight measurement.

3. The method for digital modeling and twin reproduction of ancient architectural complexes according to claim 1, characterized in that, The three-dimensional laser scanning first plans the scanning site and the control target layout, then uses a three-dimensional laser scanner to scan and collect data in the near-field space, and preprocesses the scanned data to form a whole.

4. The method for digital modeling and twin reproduction of ancient architectural complexes according to claim 1, characterized in that, The handheld scanning process first determines the scanning area and punctuation points, then uses a handheld scanner to perform precise point scanning on the sculpture and areas with rich texture details, and then merges and stitches the scanned data.