AI-based multi-angle rendering method for artificial board cabinet product effects
By calculating the shadow, halo and reflection position data of the three-dimensional cabinet model and generating a rendering effect index, the distortion problem of AI rendering under complex lighting conditions is solved, high-precision rendering of the effect image is achieved, and authenticity and reliability are enhanced.
Patent Information
- Application Number
- CN202411516304.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-29
- Publication Date
- 2025-09-05
- Estimated Expiration
- 2044-10-29
AI Technical Summary
Under complex lighting conditions, AI rendering methods find it difficult to accurately simulate light reflection, refraction, and shadow layering in a multi-light source environment, resulting in distorted rendering effects and reducing the authenticity and reliability of the renderings.
By extracting the data of the shadow, halo and reflection position of the 3D cabinet model, calculating the shadow uniformity, halo irrationality and reflection position difference coefficient, a rendering effect index is generated and compared with the preset threshold to determine whether re-rendering is needed.
The accuracy of AI rendering has been improved, making the rendering effect consistent with the actual effect, enhancing the authenticity and reliability of the rendering, and avoiding unnatural or distorted phenomena.
Smart Images

Figure CN119444967B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of model rendering technology, and in particular to an AI-based multi-angle artificial board cabinet product rendering method. Background Art
[0002] AI-based multi-angle rendering of wood-based panel cabinets combines deep learning, computer vision, and graphics rendering technologies to generate highly realistic 3D cabinet model renderings from different perspectives. This method typically uses a large amount of training data to identify the cabinet's material, color, texture, and its interaction with the environment, thereby simulating real-world visual effects. In this way, designers and consumers can intuitively understand the product's appearance and details during the decision-making process, improving the purchasing experience and satisfaction.
[0003] However, AI rendering methods can face challenges in complex lighting conditions, particularly when simulating natural light, where they can produce inaccurate shadows and light reflections. For example, when cabinets are placed in a kitchen environment with multiple light sources, the reflection, refraction, and layered shadows of light are difficult to fully simulate, resulting in distorted rendering. In this scenario, the interaction between light and objects becomes complex, and existing methods sometimes produce unnatural or distorted effects when handling such light and shadow interactions, reducing the authenticity and reliability of the final rendering. Summary of the Invention
[0004] The present invention aims to solve the problem of ensuring that AI-based multi-angle renderings of wood-based panel cabinet products match the actual renderings with high rendering accuracy, without any unnatural or distorted effects, and enhancing the authenticity and reliability of the final renderings. This paper proposes an AI-based multi-angle rendering method for wood-based panel cabinet products.
[0005] The present invention proposes an AI-based multi-angle artificial board cabinet product rendering method, which includes:
[0006] For the rendered 3D cabinet model, extract pixel data of the shadow part of the 3D cabinet model, and obtain the shadow uniformity coefficient according to the pixel data of the shadow part;
[0007] Extracting the halo area in the three-dimensional cabinet model, and obtaining the halo unreasonable coefficient according to the halo area in the three-dimensional cabinet model;
[0008] Extracting the three-dimensional coordinate data of the three-dimensional cabinet model, and obtaining the reflection position difference coefficient based on the three-dimensional coordinate data;
[0009] The rendering effect index is obtained according to the shadow uniformity coefficient, the halo unreasonable coefficient and the reflection position difference coefficient, and the rendering effect index is compared with the preset rendering effect index threshold, and whether re-rendering is required is determined according to the comparison result.
[0010] Optionally, obtaining a shadow uniformity coefficient according to pixel data of the shadow portion includes:
[0011] Extract the pixel data of the shadow area from the rendered 3D cabinet model, which is recorded as set P, where the grayscale value of each pixel is I i ;
[0012] Calculate the mean grayscale value of all pixels in the shadow area The calculation formula is: N represents the total number of pixels in the shadow area, I i Represents the grayscale value of the i-th pixel;
[0013] Calculate the variance σ of the shadow grayscale 2 , the calculation formula is:
[0014] Calculate the shadow gradient G through the Sobel operator i , and calculate the variance σ of the gradient change 2 g , the calculation formula is: Where G i is the gradient value of the i-th pixel, is the mean of all gradient values in the shadow area;
[0015] Calculate the shadow uniformity coefficient. The calculation formula is:
[0016]
[0017] Where WER is the shadow uniformity coefficient, a1 and a2 are preset proportional coefficients, and both a1 and a2 are greater than 0. ∈ is a small constant used to avoid the denominator being zero, and its value is between 0 and 1.
[0018] Optionally, obtaining a halo unreasonable coefficient according to a halo area in the three-dimensional cabinet model includes:
[0019] Extract the halo area from the rendered 3D cabinet model and record it as pixel set T, where the brightness value of each pixel is S j , and obtain the color information B of the halo area j And light source distance information Y j ;
[0020] Calculate the halo brightness attenuation factor: according to the distance Y of the light source j, calculate the brightness attenuation of the halo area, the calculation formula is: Where, P j is the brightness attenuation factor of the j-th pixel, S j is the brightness value of the j-th pixel, Y j is the distance from the jth pixel to the light source; ε is a small constant used to avoid the denominator being zero, and its value is between 0 and 1;
[0021] Calculate the halo color deviation factor: extract the color information B of the halo area j , calculate the color uniformity deviation, the calculation formula is: Where DR is the color uniformity deviation, M is the total number of pixels in the halo area, and B j is the color value of the jth pixel, B s The color value of the light source.
[0022] Optionally, obtaining a halo unreasonable coefficient according to a halo area in the three-dimensional cabinet model further includes:
[0023] Calculate the diffusion coefficient E of the halo boundary. The calculation formula is: Where R is the total number of pixels in the halo edge area, is the brightness gradient change of the j-th pixel in the x and y directions;
[0024] Calculate the halo unreasonable coefficient: The halo unreasonable coefficient is calculated by comprehensively calculating the brightness attenuation factor, color uniformity deviation and diffusion coefficient of the halo boundary. The calculation formula is:
[0025]
[0026] Where PKU is the halo unreasonable coefficient, b1, b2, and b3 are the preset proportional coefficients, and b1, b2, and b3 are all greater than 0.
[0027] Optionally, obtaining the reflection position difference coefficient according to the three-dimensional coordinate data includes:
[0028] Define the position of the light source in the three-dimensional space of the rendered three-dimensional cabinet model, denoted as S(x s ,y s , z s ), where x s ,y s , z s Represents the coordinates of the light source on the x, y, and z axes respectively;
[0029] Extract the pixel set H of the reflective points from the rendered model, and the position of each reflective point is H q (x q ,y q , z q), where x q ,y q , z q is the coordinate of the qth reflection point in three-dimensional space;
[0030] Calculate the distance from the reflection point to the light source: For each reflection point H q , calculate its distance D from the light source S q , the calculation formula is:
[0031] Normal vector N based on the light source position and the object surface q Calculate the expected reflection position L q , the reflection position is usually in the middle between the light source and the reflection point: the calculation formula is: L q =H q +N q ;
[0032] Calculate the difference between the actual position of each reflection point and the expected reflection position Where, is the expected position coordinate of the qth reflection point;
[0033] Calculate the reflection position difference coefficient DTY, the calculation formula is: Where T is the total number of reflective points.
[0034] Optionally, the rendering effect index obtained according to the shadow uniformity coefficient, the halo unreasonableness coefficient, and the reflection position difference coefficient includes:
[0035]
[0036] Where Dax is the rendering effect index, WER, PKU, and DTY are the shadow uniformity coefficient, halo unreasonableness coefficient, and reflection position difference coefficient, respectively; f1, f2, and f3 are the preset proportional coefficients of the shadow uniformity coefficient, halo unreasonableness coefficient, and reflection position difference coefficient, respectively, and f1, f2, and f3 are all greater than 0.
[0037] Optionally, comparing the rendering effect index with a preset rendering effect index threshold, and determining whether re-rendering is required according to the comparison result includes:
[0038] Compare the rendering effect index with the preset rendering effect index threshold. If the rendering effect index is not less than the preset rendering effect index threshold, no re-rendering is required.
[0039] If the rendering effect index is less than the preset rendering effect index threshold, re-rendering is required until the rendering effect index of the rendered model is not less than the preset rendering effect index threshold.
[0040] Beneficial effects of the present invention:
[0041] The present invention proposes an AI-based multi-angle artificial board cabinet product rendering method. The method extracts pixel data of the shadow part of the three-dimensional cabinet model to obtain the shadow uniformity coefficient, extracts the halo area in the three-dimensional cabinet model to obtain the halo unreasonable coefficient, and extracts the three-dimensional coordinate data of the three-dimensional cabinet model to obtain the reflection position difference coefficient. The rendering effect index is obtained according to the shadow uniformity coefficient, the halo unreasonable coefficient, and the reflection position difference coefficient. The rendering effect index is compared with a preset rendering effect index threshold, and whether re-rendering is required is determined based on the comparison result. In this way, the AI-based multi-angle artificial board cabinet product rendering can be consistent with the actual effect, with high rendering accuracy. No unnatural or distorted phenomena will occur, thereby enhancing the authenticity and reliability of the final rendering. BRIEF DESCRIPTION OF THE DRAWINGS
[0042] The present invention will be further described below with reference to the accompanying drawings.
[0043] Figure 1 This is a flowchart of the AI-based multi-angle artificial board cabinet product rendering method. DETAILED DESCRIPTION
[0044] The following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of the present invention.
[0045] Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making any creative work shall fall within the scope of protection of the present invention.
[0046] The embodiment of the present invention provides an AI-based multi-angle artificial board cabinet product rendering method. Figure 1 , Figure 1 This is a flowchart of an AI-based multi-angle artificial board cabinet product rendering method provided in an embodiment of the present invention. The method includes the following steps:
[0047] For the rendered 3D cabinet model, extract pixel data of the shadow part of the 3D cabinet model, and obtain the shadow uniformity coefficient according to the pixel data of the shadow part;
[0048] Extracting the halo area in the three-dimensional cabinet model, and obtaining the halo unreasonable coefficient according to the halo area in the three-dimensional cabinet model;
[0049] Extracting the three-dimensional coordinate data of the three-dimensional cabinet model, and obtaining the reflection position difference coefficient based on the three-dimensional coordinate data;
[0050] The rendering effect index is obtained according to the shadow uniformity coefficient, the halo unreasonable coefficient and the reflection position difference coefficient, and the rendering effect index is compared with the preset rendering effect index threshold, and whether re-rendering is required is determined according to the comparison result.
[0051] The AI-based multi-angle wood-based panel cabinet product rendering method provided by the embodiments of the present invention ensures that the AI-based multi-angle wood-based panel cabinet product rendering matches the actual effect with high rendering accuracy. This eliminates unnatural or distorted effects, enhancing the authenticity and reliability of the final rendering.
[0052] In one embodiment, obtaining the shadow uniformity coefficient according to the pixel data of the shadow portion includes:
[0053] Extract the pixel data of the shadow area from the rendered 3D cabinet model, which is recorded as set P, where the grayscale value of each pixel is I i ;
[0054] Calculate the mean grayscale value of all pixels in the shadow area The calculation formula is: N represents the total number of pixels in the shadow area, I i Represents the grayscale value of the i-th pixel;
[0055] Calculate the variance σ of the shadow grayscale 2 , the calculation formula is:
[0056] Calculate the shadow gradient G using the Sobel operator or other edge detection methods i , and calculate the variance σ of the gradient change 2 g , the calculation formula is: Where G i is the gradient value of the i-th pixel, is the mean of all gradient values in the shadow area;
[0057] Calculate the shadow uniformity coefficient. The calculation formula is:
[0058]
[0059] Where WER is the shadow uniformity coefficient, a1 and a2 are preset proportional coefficients, and both a1 and a2 are greater than 0. ∈ is a small constant used to avoid the denominator being zero, and its value is between 0 and 1.
[0060] It should be noted that a1 and a2 are set by professionals according to actual conditions. Generally, the sum of a1 and a2 is 1. For example, a1 and a2 can be 0.5 and 0.5 respectively, or other numbers, without specific limitation.
[0061] It should be noted that the first step is to extract pixel data from the shadow area of the rendered 3D cabinet model. This process usually relies on image processing software or image analysis tools within a graphics rendering engine. Specifically, the required data can be obtained through the following steps:
[0062] Image Rendering and Sampling: Render the 3D cabinet model into a high-resolution 2D image. Ensure the rendering settings capture accurate lighting and shadow effects to avoid data distortion caused by low image quality.
[0063] Shadow extraction: Use thresholding, region growing, or image segmentation algorithms to identify and extract shadow regions. By analyzing the grayscale values or color information in the image, determine which pixels are shadows. This can be automated by writing algorithms or using image processing tools such as OpenCV.
[0064] Grayscale value analysis: Once the shadow area is successfully extracted, the grayscale value data of each pixel can be obtained. The grayscale value of each pixel represents its brightness level, which is crucial for the subsequent calculation of mean and variance.
[0065] Edge Detection: To calculate the shadow gradient, the Sobe I operator or other edge detection methods are applied to the pixels within the shadow region. This process generates a gradient image of the shadow region. By analyzing the changes between pixels, the intensity and direction of the shadow edge are captured, providing the basis for the calculation of the gradient value.
[0066] Data processing and statistical calculations: Finally, by writing scripts or using statistical analysis tools, the collected grayscale and gradient value data is processed to calculate the shadow uniformity coefficient. This calculation involves solving statistical quantities such as mean and variance to evaluate the uniformity of the shadow.
[0067] Through the above steps, the shadow data in the rendered image can be comprehensively extracted and analyzed, providing a reliable basis for the calculation of the shadow uniformity coefficient, and thus helping to evaluate the authenticity and quality of the rendering effect.
[0068] It should be noted that the shadow uniformity coefficient refers to the uniformity of shadows in the rendered model. If the shadow uniformity is too large, it usually means that the shadow distribution is too consistent and lacks variation, which is contrary to the shadow effect in the actual physical environment. In the real world, the formation of shadows is affected by many factors such as the position of the light source, the shape of the object, the surface texture and environmental factors, and usually exhibits characteristics of gradual changes, blurring and local changes. If the shadows in the rendering are too uniform, consumers may mistakenly believe that there is a problem with the material or light and shadow processing of the cabinet, thereby reducing the authenticity and credibility of the rendering. Therefore, reasonable shadow changes are a key factor in improving the quality and realism of renderings.
[0069] In one embodiment, obtaining a halo unreasonable coefficient based on a halo area in a three-dimensional cabinet model includes:
[0070] Extract the halo area from the rendered 3D cabinet model and record it as pixel set T, where the brightness value of each pixel is S j , and obtain the color information B of the halo area j And light source distance information Y j ;
[0071] Calculate the halo brightness attenuation factor: according to the distance Y of the light source j , calculate the brightness attenuation of the halo area. Ideally, the brightness should decrease with distance Y j Calculate the ratio of the brightness of each pixel to its distance from the light source. The calculation formula is: Where, P j is the brightness attenuation factor of the j-th pixel, S j is the brightness value of the j-th pixel, Y j is the distance from the jth pixel to the light source; ε is a small constant used to avoid the denominator being zero, and its value is between 0 and 1;
[0072] Calculate the halo color deviation factor: extract the color information B of the halo area j , calculate the color uniformity deviation. Ideally, the halo color should be close to the light source color and there will be no obvious color jump. The color uniformity deviation is defined as: Where DR is the color uniformity deviation, M is the total number of pixels in the halo area, and B j is the color value of the jth pixel, B s is the color value of the light source;
[0073] By calculating the diffusion coefficient E of the halo boundary, the uniform diffusion degree of the halo is judged; the diffusion of the real halo should be smooth, rather than having obvious boundaries or abrupt jumps. The halo boundary diffusivity is calculated using gradient changes: the calculation formula is: Where R is the total number of pixels in the halo edge area, is the brightness gradient change of the j-th pixel in the x and y directions;
[0074] Calculate the halo unreasonable coefficient: The halo unreasonable coefficient is calculated by comprehensively calculating the brightness attenuation factor, color uniformity deviation and diffusion coefficient of the halo boundary. The calculation formula is:
[0075]
[0076] Where PKU is the halo unreasonable coefficient, b1, b2, and b3 are the preset proportional coefficients, and b1, b2, and b3 are all greater than 0.
[0077] It should be noted that b1, b2, and b3 are set by professionals according to actual conditions. Generally, the sum of b1, b2, and b3 is 1. For example, b1, b2, and b3 can be 0.3, 0.3, and 0.4, respectively, or other numbers, without specific limitation.
[0078] It should be noted that the data involved in the above calculations can be extracted from the rendered three-dimensional cabinet model through a variety of image processing and analysis techniques. First, edge detection algorithms (such as Sobel operator, Canny edge detection) can be used to identify the boundaries of the halo area and separate it from the overall image of the cabinet model. Through color segmentation technology, the halo area and other parts can be accurately distinguished, thereby extracting the brightness value and color information of each halo area pixel. In addition, in order to obtain the distance from each pixel to the light source, the geometric relationship between the three-dimensional coordinate data of the model and the position of the light source can be used to determine it by calculating the position vector of each pixel. These data combined with gradient analysis (such as calculating the gradient of brightness change) can comprehensively evaluate the brightness attenuation, color uniformity and boundary diffusion of the halo, thereby providing accurate data support for the subsequent calculation of the halo unreasonable coefficient.
[0079] The halo unreasonableness coefficient refers to the unreasonable degree of halo in the rendered model. If the unreasonable degree of halo is greater, it means that the halo of the rendered model is not consistent with the actual cabinet rendering, which means that the possibility of distortion of the rendered model is greater, because the greater the unreasonable degree of halo, it means that there are abnormalities in the brightness attenuation, color uniformity and boundary diffusion of the halo in the rendered model, which usually causes the halo to look unnatural. For example, if the brightness of the halo does not gradually decrease with distance, or the color does not match the color of the light source, the distribution of light will appear unrealistic; similarly, if the boundary of the halo is too sharp or there is an abrupt jump instead of smooth diffusion, this is also inconsistent with the soft halo effect in the actual scene. These phenomena will make people feel that the lighting effect of the rendered model lacks realism, thereby reducing the overall quality and authenticity of the cabinet rendering, indicating that the possibility of distortion of the rendered model is greater.
[0080] In one embodiment, obtaining the reflection position difference coefficient according to the three-dimensional coordinate data includes:
[0081] Define the position of the light source in the three-dimensional space of the rendered three-dimensional cabinet model, denoted as S(x s ,y s , z s ), where x s ,y s , z s Represents the coordinates of the light source on the x, y, and z axes respectively;
[0082] Extract the pixel set H of the reflective points from the rendered model, and the position of each reflective point is H q (x q ,y q , z q ), where x q ,y q , z q is the coordinate of the qth reflection point in three-dimensional space;
[0083] Calculate the distance from the reflection point to the light source: For each reflection point H q , calculate its distance D from the light source S q , the calculation formula is:
[0084] Normal vector N based on the light source position and the object surface q Calculate the expected reflection position L q , the reflection position is usually in the middle between the light source and the reflection point: the calculation formula is: L q =H q +N q ;
[0085] Calculate the difference between the actual position of each reflection point and the expected reflection position Where, is the expected position coordinate of the qth reflection point;
[0086] Calculate the reflection position difference coefficient DTY: Calculate the reflection position difference coefficient DTY by taking statistics on the differences of all reflection points. Where T is the total number of reflective points.
[0087] It should be noted that the data involved in the above calculations can be obtained through image analysis and three-dimensional space coordinate extraction technology. First, through ray tracing or reflection modeling algorithms, all reflective points can be identified in the rendered three-dimensional cabinet model and their three-dimensional coordinates can be extracted. The position of the light source is also determined by the lighting configuration of the rendering scene and can be read directly from the light source settings of the model. In addition, the normal vector of the object surface can be obtained by calculating the normal information of each point on the model surface, usually using a surface normal extraction algorithm or directly extracted from the geometric structure of the model. These data allow the accurate calculation of the distance from each reflective point to the light source and the position where the reflective point should ideally appear, thereby further determining the difference between the actual reflection position and the expected reflection position. By counting the position differences of all reflective points, the reflection position difference coefficient can be obtained, providing a quantitative analysis basis for the light reflection accuracy of the rendered model.
[0088] It should be noted that the larger the reflection position difference coefficient, the greater the deviation between the reflection position in the rendered model and the expected reflection position, which means that the reflection effect of light on the object surface is inaccurate. In real scenes, reflections usually appear in specific, physically correct locations, such as reasonable interaction positions between the light source, the surface normal vector, and the observer. If the position of the reflection in the rendered model is inconsistent with these physical rules, the reflection will appear unnatural, with phenomena such as misalignment or excessive reflection. This distortion will make the cabinet rendering appear unrealistic, causing deviations in the texture and gloss of the material, thereby reducing the overall visual quality and authenticity of the rendering and increasing the possibility of inaccurate model rendering.
[0089] In one embodiment, the rendering effect index is obtained according to the shadow uniformity coefficient, the halo unreasonableness coefficient, and the reflection position difference coefficient, including:
[0090]
[0091] Where Dax is the rendering effect index, WER, PKU, and DTY are the shadow uniformity coefficient, halo unreasonableness coefficient, and reflection position difference coefficient, respectively; f1, f2, and f3 are the preset proportional coefficients of the shadow uniformity coefficient, halo unreasonableness coefficient, and reflection position difference coefficient, respectively, and f1, f2, and f3 are all greater than 0.
[0092] It should be noted that f1, f2, and f3 are set by professionals according to actual conditions. Generally, the sum of f1, f2, and f3 is 1. For example, f1, f2, and f3 can be 0.4, 0.4, and 0.3, respectively. They can also be other numbers and are not specifically limited.
[0093] In one embodiment, comparing the rendering effect index with a preset rendering effect index threshold, and determining whether re-rendering is required based on the comparison result includes:
[0094] Compare the rendering effect index with the preset rendering effect index threshold. If the rendering effect index is not less than the preset rendering effect index threshold, it means that the AI-based multi-angle artificial board cabinet product rendering result is accurate and not distorted, and no re-rendering is required.
[0095] If the rendering effect index is less than the preset rendering effect index threshold, it means that the rendering result of the AI-based multi-angle wood-based panel cabinet product rendering is inaccurate and may be distorted. It needs to be re-rendered and the rendering parameters need to be appropriately modified until the rendering effect index of the rendered model is not less than the preset rendering effect index threshold.
[0096] It should be noted that the preset rendering effect index threshold is set by professionals based on actual conditions and will not be limited or elaborated on in detail.
[0097] It's important to note that comparing the Rendering Index with a preset threshold is a key step in evaluating the quality of AI-rendered multi-angle wood-based cabinetry images. Specifically, the Rendering Index is calculated based on multiple metrics (such as shadow uniformity, halo irregularity, and reflection position variance), reflecting the overall performance and realism of the rendered image.
[0098] During the comparison process, if the Rendering Index is at least the preset threshold, the rendered image performs well in terms of lighting, material reflection, and overall visual quality, closely resembling the actual physical scene and accurately displaying the cabinet's texture, gloss, and detail. Therefore, the rendering result can be considered accurate, free of noticeable distortion, and no further modification or re-rendering is necessary.
[0099] However, if the rendering effect index is less than the preset threshold, it means that there is a certain degree of deviation in the rendering result of the image, such as unnatural light and shadow interaction, incorrect reflection position, overly uniform shadows, or halo distortion. In this case, it is necessary to appropriately adjust the parameters of the AI rendering system, such as changing the brightness, position, and angle of the light source, or optimizing the light and shadow processing algorithm to more realistically simulate the lighting effects in the actual environment. After re-rendering, the rendering effect index is calculated again, and this process is repeated until the rendering effect index of the rendered model reaches or exceeds the preset threshold, thereby ensuring that the final cabinet rendering meets the requirements of realism and visual effects.
[0100] In one implementation, the above method enables AI-based multi-angle rendering of wood-based panel cabinet products to match the actual effect with high rendering accuracy. This eliminates unnatural or distorted effects, enhancing the authenticity and reliability of the final rendering.
[0101] The above is a detailed description of an embodiment of the present invention, but the content is only a preferred embodiment of the present invention and should not be considered to limit the scope of the present invention. All equivalent changes and improvements made within the scope of the present invention should still fall within the scope of the patent coverage of the present invention.
Claims
1. An AI-based multi-angle artificial board cabinet product rendering method, characterized by: The following steps are involved: For the rendered 3D cabinet model, extract the pixel data of the shadow part of the 3D cabinet model, and obtain the shadow uniformity coefficient based on the pixel data of the shadow part. The specific process is as follows: Extract the pixel data of the shadow area from the rendered 3D cabinet model, which is recorded as set P, where the grayscale value of each pixel is I i ; Calculate the mean grayscale value of all pixels in the shadow area The calculation formula is: N represents the total number of pixels in the shadow area, I i Represents the grayscale value of the i-th pixel; Calculate the variance σ of the shadow grayscale 2 , the calculation formula is: Calculate the shadow gradient G through the Sobel operator i , and calculate the variance σ of the gradient change 2 g , the calculation formula is: Where G i is the gradient value of the i-th pixel, is the mean of all gradient values in the shadow area; Calculate the shadow uniformity coefficient. The calculation formula is: Where WER is the shadow uniformity coefficient, a1 and a2 are preset proportional coefficients, and both a1 and a2 are greater than 0. ∈ is a small constant used to avoid the denominator being zero, and its value is between 0 and 1. Extract the halo area in the 3D cabinet model, and obtain the halo unreasonable coefficient based on the halo area in the 3D cabinet model; the specific process is: Extract the halo area from the rendered 3D cabinet model and record it as pixel set T, where the brightness value of each pixel is S j , and obtain the color information B of the halo area j And light source distance information Y j ; Calculate the halo brightness attenuation factor: according to the distance Y of the light source j , calculate the brightness attenuation of the halo area, the calculation formula is: Where, P j is the brightness attenuation factor of the j-th pixel, S j is the brightness value of the j-th pixel, Y j is the distance from the jth pixel to the light source; ε is a small constant used to avoid the denominator being zero, and its value is between 0 and 1; Calculate the halo color deviation factor: extract the color information B of the halo area j , calculate the color uniformity deviation, the calculation formula is: Where DR is the color uniformity deviation, M is the total number of pixels in the halo area, and B j is the color value of the jth pixel, B s is the color value of the light source; Extracting the three-dimensional coordinate data of the three-dimensional cabinet model, and obtaining the reflection position difference coefficient based on the three-dimensional coordinate data; The rendering effect index is obtained according to the shadow uniformity coefficient, the halo unreasonable coefficient and the reflection position difference coefficient, and the rendering effect index is compared with the preset rendering effect index threshold, and whether re-rendering is required is determined according to the comparison result.
2. The AI-based multi-angle artificial board cabinet product rendering method according to claim 1 is characterized in that: The halo unreasonable coefficient obtained based on the halo area in the three-dimensional cabinet model also includes: Calculate the diffusion coefficient E of the halo boundary. The calculation formula is: Where R is the total number of pixels in the halo edge area, is the brightness gradient change of the j-th pixel in the x and y directions; Calculate the halo unreasonable coefficient: The halo unreasonable coefficient is calculated by comprehensively calculating the brightness attenuation factor, color uniformity deviation and diffusion coefficient of the halo boundary. The calculation formula is: Where PKU is the halo unreasonable coefficient, b1, b2, and b3 are the preset proportional coefficients, and b1, b2, and b3 are all greater than 0.
3. The AI-based multi-angle artificial board cabinet product rendering method according to claim 1 is characterized in that: The reflection position difference coefficients obtained based on the three-dimensional coordinate data include: Define the position of the light source in the three-dimensional space of the rendered three-dimensional cabinet model, denoted as S(x s ,y s , z s ), where x s ,y s , z s Represents the coordinates of the light source on the x, y, and z axes respectively; Extract the pixel set H of the reflective points from the rendered model, and the position of each reflective point is H q (x q ,y q , z q ), where x q ,y q , z q is the coordinate of the qth reflection point in three-dimensional space; Calculate the distance from the reflection point to the light source: For each reflection point H q , calculate its distance D from the light source S q , the calculation formula is: Normal vector N based on the light source position and the object surface q Calculate the expected reflection position L q , the reflection position is usually in the middle between the light source and the reflection point: the calculation formula is: L q =H q +N q ; Calculate the difference between the actual position of each reflection point and the expected reflection position Where, is the expected position coordinate of the qth reflection point; Calculate the reflection position difference coefficient DTY, the calculation formula is: Where T is the total number of reflective points.
4. The AI-based multi-angle artificial board cabinet product rendering method according to claim 1 is characterized in that: The rendering effect index obtained based on the shadow uniformity coefficient, halo unreasonable coefficient and reflection position difference coefficient includes: Where Dax is the rendering effect index, WER, PKU, and DTY are the shadow uniformity coefficient, halo unreasonable coefficient, and reflection position difference coefficient, respectively; f1, f2, and f3 are the preset proportional coefficients of the shadow uniformity coefficient, halo unreasonable coefficient, and reflection position difference coefficient, respectively. f1, f2, and f3 are all greater than 0.
5. The AI-based multi-angle artificial board cabinet product rendering method according to claim 1 is characterized in that: Comparing the rendering effect index with the preset rendering effect index threshold and determining whether re-rendering is required based on the comparison result includes: Compare the rendering effect index with the preset rendering effect index threshold. If the rendering effect index is not less than the preset rendering effect index threshold, no re-rendering is required. If the rendering effect index is less than the preset rendering effect index threshold, re-rendering is required until the rendering effect index of the rendered model is not less than the preset rendering effect index threshold.
Citation Information
Patent Citations
Rendering method and system of virtual environment three-dimensional model
CN118447152A