Interactive 3D virtual environment construction method

By acquiring and analyzing the rendering hardware performance of virtual reality devices and dynamically adjusting the rendering parameters, the problem of image quality differences in the construction of virtual environments on different devices is solved, and a stable and high-quality virtual environment projection and rendering effect is achieved.

CN119576141BActive Publication Date: 2025-04-15ANHUI SHENGZI TECH CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202510139733.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-02-08
Publication Date
2025-04-15
Estimated Expiration
2045-02-08

AI Technical Summary

Technical Problem

The existing interactive 3D virtual environment construction method is difficult to achieve stable and high-quality projection and rendering effects on different virtual reality devices, resulting in differences in image quality.

Method used

By obtaining the environment scene data of an interactive 3D virtual environment, creating a virtual environment scene, and analyzing and adjusting based on the rendering hardware performance of the virtual reality device, dynamically adjusting the rendering parameters to optimize image quality.

Benefits of technology

It realizes a unified and stable virtual environment construction effect that meets or exceeds preset image quality standards on different virtual reality devices, reducing performance bottlenecks and improving rendering efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119576141B_ABST
    Figure CN119576141B_ABST
Patent Text Reader

Abstract

The interactive 3D virtual environment construction method provided by the present invention relates to the field of virtual reality technology, and includes the following steps: obtaining environmental scene data of an interactive 3D virtual environment; creating a corresponding virtual environment scene according to the environmental scene data based on a three-dimensional modeling tool; projecting the virtual environment scene in the real world based on various virtual reality devices, and performing real-time rendering of the virtual environment scene corresponding to the projection of the virtual reality device; analyzing the rendering information of the rendering hardware used by the virtual reality device in real-time rendering to obtain a rendering analysis result; and dynamically adjusting the rendering parameters according to the rendering analysis result. The present invention can accurately adjust the rendering parameters according to the device performance, improve the rendering efficiency and resource utilization, and reduce the performance bottleneck by obtaining comprehensive environmental scene data and performing in-depth analysis on the rendering information of the rendering hardware, including standard analysis, historical analysis, balanced analysis of performance evaluation values, and feedback analysis.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the field of virtual reality technology, and in particular to a method for constructing an interactive 3D virtual environment. Background Art

[0002] With the widespread application of virtual reality technology in entertainment, education, medical treatment, industrial design and many other fields, people have put forward higher and higher requirements for the construction of interactive 3D virtual environments. In the existing interactive 3D virtual environment construction technology, "interactive" usually refers to the real-time interaction and information exchange between users and virtual environments. This interactive method covers many forms, such as users issuing instructions to the virtual environment through input devices (such as handles, keyboards, mice, etc.), and the virtual environment responds to these instructions, such as scene changes, object movement, etc.

[0003] However, in the current practical application of interactive 3D virtual environment construction methods, especially in the real-time rendering stage, it is difficult to achieve stable and high-quality projection and rendering effects on different devices due to the diversity and performance differences of virtual reality devices. If multiple different types of virtual reality devices are used to simultaneously build a virtual environment, the virtual environments built by different devices may have certain differences in image quality. Therefore, it is necessary to provide a new interactive 3D virtual environment construction method to solve the above technical problems. Summary of the invention

[0004] The present invention provides an interactive 3D virtual environment construction method, which solves the problems raised in the above background technology.

[0005] In order to solve the above technical problems, the present invention provides an interactive 3D virtual environment construction method, comprising the following steps:

[0006] Step 1: Obtain environmental scene data of the interactive 3D virtual environment, including high-resolution geometry, texture, lighting, and physical properties;

[0007] Step 2: Create a virtual environment scene based on the environment scene data using a 3D modeling tool and give it physical and visual attributes;

[0008] Step 3: Projecting the virtual environment scene in the real world based on various virtual reality devices, and rendering the virtual environment scene corresponding to the projection of the virtual reality device in real time;

[0009] Step 4: Analyze the rendering information of the rendering hardware used by the virtual reality device in real-time rendering, specifically:

[0010] S41: performing standard analysis on performance indicators of rendering hardware of a virtual reality device used in real-time rendering to obtain a comprehensive value of the performance indicators;

[0011] S42: Performing historical analysis on the performance index comprehensive value of the rendering hardware of the virtual reality device to obtain a historical performance impact value;

[0012] S43: performing weighted processing on the comprehensive shadow value of the performance index and the historical performance impact value to obtain a performance evaluation value of the rendering hardware corresponding to the virtual reality device;

[0013] S44: performing a balance analysis on the determined performance evaluation value of the virtual reality device to obtain a performance balance influence coefficient corresponding to the virtual reality device;

[0014] S45: marking the performance evaluation value and the performance balance impact coefficient as rendering analysis results;

[0015] Step 5: dynamically adjust rendering parameters according to rendering analysis results;

[0016] Step six, collecting change information after dynamically adjusting rendering parameters according to rendering analysis results, and performing feedback analysis on the change information to obtain an image quality value; matching the value range of the set image quality threshold group according to the performance balance influence coefficient to obtain a set image quality threshold corresponding to the performance balance influence coefficient; comparing the image quality value with the set image quality threshold, if the image quality value is greater than or equal to the preset image quality threshold, generating an image quality qualified signal; conversely, if the image quality value is less than the preset image quality threshold, re-execute steps four to six.

[0017] Preferably, a standard analysis is performed on the performance indicators of the rendering hardware of the virtual reality device used in real-time rendering, and the specific steps are as follows:

[0018] Get real-time performance indicators of rendering hardware used in real-time rendering, including GPU load, remaining memory space, frame rate fluctuation, network bandwidth usage, input / output processing speed, rendering response time, number of draw calls, vertex processing rate, pixel fill rate, power usage, hardware temperature, audio processing load, physics engine calculation load, script and logic processing time;

[0019] Setting a standard index value of any index in the performance index of the rendering hardware, performing a difference calculation between the value of any index in the performance index and the standard index value corresponding to the index, and obtaining an index difference;

[0020] The start time of the rendering hardware is taken as the first time, and the end time of the rendering hardware is taken as the second time. If there is no end time, the current time is taken as the second time; the time zone between the first time and the second time is marked as the indicator change time zone;

[0021] Construct a change line graph corresponding to the indicator, input the indicator difference value corresponding to any collection time in the indicator change time zone into the change line graph corresponding to the indicator, mark the position of the indicator difference value in the line graph as the indicator difference point, and connect the adjacent indicator difference points to obtain the indicator difference line; calculate the slope of the indicator difference line, mark the slope with a positive value as a positive slope value, and mark the slope with a negative value as a negative slope value; sum the positive slope value and the negative slope value in the indicator change time zone to obtain the positive slope total value and the negative slope total value; perform weighted calculation on the positive slope total value and the negative slope total value to obtain the slope change value;

[0022] The mean and standard deviation of the indicator difference in the indicator change time zone are calculated to obtain the indicator difference mean and indicator difference fluctuation value;

[0023] The index difference, the slope value, the index difference mean, and the index difference fluctuation value are weighted to obtain the unique shadow value corresponding to the index;

[0024] The individual image values ​​of all indicators in the performance index are processed to obtain the comprehensive image value of the performance index.

[0025] As a preferred embodiment, a historical analysis is performed on the performance index comprehensive image value of the rendering hardware of the virtual reality device, as follows:

[0026] The time zone between the factory time of the rendering hardware and the current time is marked as the factory time zone; the mean and standard deviation of the performance index comprehensive shadow value Z of all index change time zones in the factory time zone are calculated to obtain the historical performance comprehensive shadow mean and historical performance comprehensive shadow fluctuation value;

[0027] The historical performance comprehensive shadow mean and historical performance comprehensive shadow fluctuation value are processed to obtain the historical performance impact value.

[0028] Preferably, a balanced analysis is performed on the determined performance evaluation value of the virtual reality device, and the specific analysis steps are as follows:

[0029] Determine the virtual reality device to be used, and average the performance evaluation values ​​of the rendering hardware in the virtual reality device that has been determined to be applied to obtain the device performance evaluation average;

[0030] The maximum and minimum performance evaluation values ​​of the rendering hardware in the virtual reality device are subtracted to obtain the device performance evaluation extreme value;

[0031] The performance evaluation value of the rendering hardware corresponding to the virtual reality device is weighted with the device performance evaluation mean and evaluation range of the virtual reality device that has been determined to be applied to obtain the performance balance impact coefficient corresponding to the virtual reality device.

[0032] Preferably, feedback analysis is performed on the change information, specifically:

[0033] Obtain image quality evaluation indicators of the virtual environment scene, including clarity, color accuracy, contrast, brightness uniformity, sharpness, noise level, saturation, white balance, geometric distortion, texture details, and light and shadow authenticity; perform difference calculation between the image quality evaluation indicators and the expected visual effect standard values ​​to obtain the visual indicator difference;

[0034] The image quality change time zone is set, and the mean and standard deviation of the visual index difference values ​​in the image quality change time zone are calculated to obtain the visual index difference mean and the visual index difference fluctuation value;

[0035] The visual index difference, the visual index difference mean, and the visual index difference fluctuation value are weighted to obtain the quality impact value of the visual index;

[0036] The quality impact values ​​of all visual indicators in the image quality assessment index are processed to obtain the image quality value.

[0037] Preferably, based on step six, it is also used to perform cost analysis processing when the image quality value is less than a preset image quality threshold, specifically:

[0038] Identify the number of times steps 4 to 6 are re-executed and mark them as the number of repetitions, set a limit repetition threshold, and subtract the number of repetitions from the limit repetition threshold to obtain the remaining number of calculations;

[0039] Record the time used for any re-execution of steps 4 to 6 as the calculation duration;

[0040] The calculation time and the remaining number of calculations for all re-executions of steps 4 to 6 are processed to obtain the response impact value;

[0041] The response impact value is compared with the preset response threshold. If the response impact value is greater than or equal to the preset response threshold, stop re-executing steps 4 to 6; if the response impact value is less than the preset response threshold, continue re-executing steps 4 to 6.

[0042] Preferably, based on step three, when the virtual environment scene is projected in the real world, it is also used to analyze the user's viewing information, specifically:

[0043] Obtain the user's viewing information, including the user's position, the direction of the user's head, and the user's eye movement trajectory;

[0044] Identify the standard value of any parameter in the user viewing information when the virtual environment scene is projected, calculate the difference between the value of any parameter in the viewing information and the standard value corresponding to the parameter, and obtain the viewing visual difference value;

[0045] The viewing visual difference values ​​of all parameters in the viewing information are processed to obtain a visual adjustment coefficient; and the projection parameters are adjusted according to the visual adjustment coefficient.

[0046] Compared with the related art, the interactive 3D virtual environment construction method provided by the present invention has the following beneficial effects:

[0047] 1. The present invention obtains comprehensive environmental scene data and conducts in-depth analysis of the rendering information of the rendering hardware, including standard analysis, historical analysis, balanced analysis of performance evaluation values, and feedback analysis. It can accurately adjust rendering parameters according to device performance, improve rendering efficiency and resource utilization, reduce performance bottlenecks, and continuously optimize image quality to ensure that the preset image quality standards can be met or exceeded under different devices and scenarios.

[0048] 2. The present invention performs a balanced analysis by determining the performance evaluation value of the virtual reality device, and aims to dynamically adjust the rendering parameters and optimization algorithms through performance evaluation and analysis of different devices, so as to minimize the difference in image quality provided by different virtual reality devices and achieve a more unified and stable virtual environment construction effect. BRIEF DESCRIPTION OF THE DRAWINGS

[0049] Figure 1 This is a flowchart of the interactive 3D virtual environment construction method provided by the present invention. DETAILED DESCRIPTION

[0050] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. 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 creative work are within the scope of protection of the present invention.

[0051] The terms used in this disclosure are for the purpose of describing specific embodiments only and are not intended to limit the disclosure. The singular forms of "group", "including" and "the" used in this disclosure and the appended claims are also intended to include plural forms unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used herein refers to and includes any or all possible combinations of one or more associated listed items.

[0052] It should be understood that although the terms first, second, third, etc. may be used in the present disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of the present disclosure, the first information may also be referred to as the second information, and similarly, the second information may also be referred to as the first information. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".

[0053] Please refer to Figure 1 The interactive 3D virtual environment construction method comprises the following steps:

[0054] Step 1: Obtain environmental scene data of the interactive 3D virtual environment, including high-resolution geometry, texture, lighting, and physical properties. It should be noted that sensors and scanning equipment, such as high-precision laser scanners and multispectral cameras, are used to accurately collect various types of environmental scene data to ensure the comprehensiveness and accuracy of the data.

[0055] Step 2: Create a virtual environment scene based on the environment scene data using a 3D modeling tool, and give it physical and visual properties. It should be noted that 3D modeling software, such as 3ds Max, Blender, etc., combined with physical engines and rendering technologies, such as NVIDIA PhysX, Unreal Engine rendering engines, etc., are used to give the virtual environment scene realistic physical properties and visual effects.

[0056] Step 3: Based on various virtual reality devices, the virtual environment scenes are projected into the real world, and the virtual environment scenes corresponding to the projections of the virtual reality devices are rendered in real time. It should be noted that the technical characteristics and performance differences of different virtual reality devices are taken into consideration, such as the high-resolution display of HTC Vive Pro and the low-latency tracking of Oculus Rift S, to optimize the projection and rendering effects and ensure that excellent visual experience can be provided on different devices.

[0057] Step 4: Analyze the rendering information of the rendering hardware used by the virtual reality device in real-time rendering, specifically:

[0058] S41: Perform standard analysis on performance indicators of rendering hardware of virtual reality devices used in real-time rendering, the specific steps are as follows:

[0059] Get real-time performance indicators of rendering hardware used in real-time rendering, including GPU load, remaining memory space, frame rate fluctuation, network bandwidth usage, input / output processing speed, rendering response time, number of draw calls, vertex processing rate, pixel fill rate, power usage, hardware temperature, audio processing load, physics engine calculation load, script and logic processing time;

[0060] A standard index value of any index in the performance index of the rendering hardware is set, and a difference calculation is performed between the value of any index in the performance index and the standard index value corresponding to the index to obtain an index difference value Z1;

[0061] The start time of the rendering hardware is taken as the first time, and the end time of the rendering hardware is taken as the second time. If there is no end time, the current time is taken as the second time; the time zone between the first time and the second time is marked as the indicator change time zone;

[0062] Construct a change line graph corresponding to the indicator, input the indicator difference value corresponding to any collection time in the indicator change time zone into the change line graph corresponding to the indicator, mark the position of the indicator difference value in the line graph as the indicator difference point, and connect the adjacent indicator difference points to obtain the indicator difference line; calculate the slope of the indicator difference line, mark the slope with a positive value as a positive slope value, and mark the slope with a negative value as a negative slope value; sum the positive slope value and the negative slope value in the indicator change time zone respectively to obtain the positive slope total value and the negative slope total value; perform weighted calculation on the positive slope total value and the negative slope total value to obtain the slope change value Z2;

[0063] The mean and standard deviation of the indicator difference in the indicator change time zone are calculated to obtain the indicator difference mean Z3 and indicator difference fluctuation value Z4;

[0064] The indicator difference, oblique change value, indicator difference mean, and indicator difference fluctuation value are weighted and calculated, and the formula Z0=Z1×β1+Z2×β2+Z3×β3+Z4×β4 is used to obtain the corresponding unique value Z0 of the indicator; among which β1, β2, β3, and β4 represent the weights corresponding to the indicator difference, oblique change value, indicator difference mean, and indicator difference fluctuation value, respectively;

[0065] Process the unique values ​​of all indicators in the performance index and use the formula , and obtain the comprehensive shadow value Z of the performance index; wherein i represents the index of the performance index number i, iZ0 and ia represent the individual shadow value of the performance index number i and its corresponding weight respectively;

[0066] It should be noted that standard analysis can timely understand the various performance indicators of the rendering hardware in the current working state, including GPU load, memory usage, etc., so as to quickly discover possible performance bottlenecks; by analyzing the difference, mean, fluctuation and ramp values ​​of indicators, it can be clear which performance indicators need to be optimized, as well as the direction and degree of optimization; based on the analysis results of performance indicators, system resources can be allocated more reasonably, such as adjusting memory allocation, optimizing network bandwidth usage, etc., to improve resource utilization efficiency;

[0067] For the formula ,We clarified that the selection of weight ia is based on the importance of the ,performance indicator number i and is determined through the analytic hierarchy process (AHP).,The specific process is as follows: first ,constructing the hierarchical structure model of the ,performance indicators, then determining the relative importance of each indicator ,through expert scoring, and then calculating the weight value corresponding to each indicator;

[0068] Similarly, the other formulas involving weights in the following can also be determined by the analytic hierarchy process (AHP) through expert scoring to determine the relative importance of each indicator, and then clarify the corresponding weight value. Since this technology is an existing technology, it will not be described in detail;

[0069] S42: historically analyzing the performance index comprehensive image value of the rendering hardware of the virtual reality device, the specific results are as follows:

[0070] The time zone between the factory time of the rendering hardware and the current time is marked as the factory time zone; the mean and standard deviation of the performance index comprehensive shadow value Z of all index change time zones in the factory time zone are calculated to obtain the historical performance comprehensive shadow mean G1 and the historical performance comprehensive shadow fluctuation value G2;

[0071] The historical performance comprehensive shadow mean and historical performance comprehensive shadow fluctuation value are processed, and the historical performance impact value G is obtained using the formula G=G1×g1+G2×g2; wherein g1 and g2 represent the weights corresponding to the historical performance comprehensive shadow mean and historical performance comprehensive shadow fluctuation value respectively; it should be noted that this historical analysis method can understand the average performance level and stability of the rendering hardware in the past period of time by calculating the historical performance comprehensive shadow mean and fluctuation value, which is helpful to evaluate the overall performance of the hardware and make a certain degree of prediction of future performance based on historical trends; and if performance problems occur in current use, historical data can be compared to determine whether it is a new abnormal situation or a long-standing potential problem, so as to perform fault diagnosis and troubleshooting in a more targeted manner;

[0072] S43: weighting the comprehensive shadow value of the performance index and the historical performance impact value, and obtaining the performance evaluation value K of the rendering hardware corresponding to the virtual reality device using the formula K=Z×k1+G×k2; wherein k1 and k2 represent the weights corresponding to the comprehensive shadow value of the performance index and the historical performance impact value, respectively;

[0073] S44: performing a balance analysis on the determined performance evaluation value of the virtual reality device to obtain a performance balance influence coefficient corresponding to the virtual reality device;

[0074] S45: marking the performance evaluation value and the performance balance impact coefficient as rendering analysis results;

[0075] Step 5: dynamically adjust rendering parameters according to rendering analysis results;

[0076] Step six, collecting change information after dynamically adjusting rendering parameters according to rendering analysis results, and performing feedback analysis on the change information to obtain an image quality value; matching the value range of the set image quality threshold group according to the performance balance influence coefficient to obtain a set image quality threshold corresponding to the performance balance influence coefficient; comparing the image quality value with the set image quality threshold, if the image quality value is greater than or equal to the preset image quality threshold, generating an image quality qualified signal; conversely, if the image quality value is less than the preset image quality threshold, re-execute steps four to six.

[0077] In this application, a balanced analysis is performed on the performance evaluation values ​​of the determined virtual reality devices, and the specific analysis steps are as follows:

[0078] Determine the virtual reality device to be used, calculate the average performance evaluation values ​​of the rendering hardware in the virtual reality devices that have been determined to be applied, and obtain the device performance evaluation average J1; the device performance evaluation average J1 can reflect the overall average performance level of this batch of devices;

[0079] The maximum and minimum performance evaluation values ​​of the rendering hardware in the virtual reality device are subtracted to obtain the device performance evaluation range value J2; the device performance evaluation range value J2 reflects the maximum performance difference between devices;

[0080] The performance evaluation value of the rendering hardware corresponding to the virtual reality device is weighted with the mean and extreme values ​​of the device performance evaluation of the virtual reality device that has been determined to be applied, and the performance balance influence coefficient J corresponding to the virtual reality device is obtained using the formula J=K×s0+J1×s1+J2×s2; wherein s0, s1, and s2 respectively represent the weights s0, s1, and s2 corresponding to the performance evaluation value corresponding to the virtual reality device and the mean and extreme values ​​of the device performance evaluation of the virtual reality device that has been determined to be applied. The setting of these three values ​​is determined according to the importance attached to these three values ​​and their relative importance in evaluating performance balance;

[0081] It should be noted that through such analysis steps and weighted calculation, a coefficient J can be obtained that can comprehensively reflect the performance balance of the virtual reality device, which helps to more comprehensively understand the performance status of the device and provide a basis for subsequent optimization and adjustment;

[0082] In this application, feedback analysis is performed on the change information, specifically:

[0083] Obtain image quality evaluation indicators of the virtual environment scene, including clarity, color accuracy, contrast, brightness uniformity, sharpness, noise level, saturation, white balance, geometric distortion, texture details, and light and shadow authenticity; perform difference calculation between the image quality evaluation indicators and the expected visual effect standard value to obtain the visual indicator difference SJ1;

[0084] Set the image quality change time zone, and calculate the mean and standard deviation of the visual index difference in the image quality change time zone to obtain the visual index difference mean SJ2 and the visual index difference fluctuation value SJ3;

[0085] The visual index difference, the mean value of the visual index difference, and the fluctuation value of the visual index difference are weighted and calculated, and the quality impact value SJ of the visual index is obtained using the formula SJ=SJ1×t1+SJ2×t2+SJ3×t3; among which t1, t2, and t3 represent the weights corresponding to the visual index difference, the mean value of the visual index difference, and the fluctuation value of the visual index difference, respectively;

[0086] Process the quality impact values ​​of all visual indicators in the image quality assessment index. , and obtain the image quality value S; wherein r represents the index number in the image quality assessment index, and rSJ and rf represent the quality impact value of index r in the image quality assessment index and its corresponding weight respectively.

[0087] It should be noted that, in the whole process, the reasonable setting of each weight and the appropriate selection of the time zone of image quality change are crucial to accurately evaluate image quality; at the same time, the expected standard value of visual effect should be set according to specific application scenarios and requirements to ensure that the evaluation results have practical reference value and guiding significance;

[0088] In the present application, based on step six, it is also used to perform cost analysis processing when the image quality value is less than the preset image quality threshold, specifically:

[0089] Identify the number of times steps 4 to 6 are re-executed and mark them as the number of repetitions, set a limit repetition threshold, and subtract the number of repetitions from the limit repetition threshold to obtain the remaining number of calculations C1;

[0090] Record the time used for any re-execution of steps 4 to 6 as the calculation duration C2;

[0091] The calculation time and remaining number of calculations for all re-executions of steps 4 to 6 are processed, and the formula is used , and obtain the response impact value C; where x represents the number of times corresponding to the re-execution of steps 4 to 6, xC2 and xθ2 represent the calculation time of the xth re-execution and its corresponding weight, respectively, and θ1 represents the weight of the remaining number of calculations;

[0092] The response impact value is compared with the preset response threshold. If the response impact value is greater than or equal to the preset response threshold, stop re-executing steps 4 to 6; if the response impact value is less than the preset response threshold, continue re-executing steps 4 to 6.

[0093] It should be noted that the setting of the maximum repetition number threshold, each weight and the preset response threshold needs to be carefully determined according to the specific system performance, resource status and business needs, so as to achieve the best balance between cost and effect under the premise of ensuring image quality; at the same time, this cost analysis processing mechanism can effectively avoid excessive consumption of resources in the process of image quality optimization, and improve the efficiency and economy of the entire construction method;

[0094] In this application, based on step three, when the virtual environment scene is projected in the real world, it is also used to analyze the user's viewing information, specifically:

[0095] Obtain the user's viewing information, including the user's position, the direction of the user's head, and the user's eye movement trajectory;

[0096] Identify the standard value of any parameter in the user viewing information when the virtual environment scene is projected, calculate the difference between the value of any parameter in the viewing information and the standard value corresponding to the parameter, and obtain the viewing visual difference DS;

[0097] Process the viewing visual difference values ​​of all parameters in the viewing information. A visual adjustment coefficient D is obtained; wherein d represents the number of the parameter in the viewing information, and dD1 and dζ1 represent the viewing visual difference value of the parameter d in the viewing information and its corresponding weight respectively; and the projection parameters are adjusted according to the visual adjustment coefficient.

[0098] It should be noted that the setting of the standard value of any parameter in the viewing information needs to comprehensively consider multiple factors, such as common user viewing habits, design requirements of the virtual environment, etc.; the determination of the weight dζ1 is based on the influence of each parameter on the viewing experience; by adjusting the projection parameters in real time according to the user's viewing information, the user's immersion and interactive experience in the virtual environment can be significantly improved.

[0099] Those skilled in the art will readily appreciate other embodiments of the present invention after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses or adaptations of the present invention that follow the general principles of the present invention and include common knowledge or customary techniques in the art that are not disclosed in this disclosure. The specification and examples are to be considered exemplary only, and the true scope and spirit of the present invention are indicated by the following claims.

[0100] It should be understood that the present invention is not limited to the exact construction that has been described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the present invention is limited only by the appended claims.

Claims

1. An interactive 3D virtual environment construction method, characterized in that: The following steps are involved: Step 1, obtaining environmental scene data of an interactive 3D virtual environment; Step 2: Create a virtual environment scene based on the environment scene data using a 3D modeling tool and give it physical and visual attributes; Step 3: Project the virtual environment scene into the real world based on various virtual reality devices, and render the projected virtual environment scene in real time; Step 4: Analyze the information of the virtual reality device rendering hardware in real-time rendering, specifically: S41: Perform standard analysis on rendering hardware performance indicators to obtain a comprehensive value of the performance indicators; S42: Perform historical analysis on the comprehensive shadow value of the performance indicator to obtain the historical performance impact value; S43: weighted processing performance index comprehensive value and historical performance impact value to obtain rendering hardware performance evaluation value; S44: Performing a balance analysis on the performance evaluation value to determine a performance balance influence coefficient; S45: Recording the performance evaluation value and the performance balance influence coefficient as rendering analysis results; Step 5: dynamically adjust rendering parameters according to rendering analysis results; Step 6: Collect the change information after adjusting the rendering parameters and analyze the feedback to obtain the image quality value; According to the performance balance impact coefficient matching, the image quality threshold group is set to obtain the corresponding threshold; the image quality value is compared with the preset image quality threshold, and if the image quality value meets the standard, a qualified signal is generated; Otherwise, repeat steps 4 to 6.

2. The interactive 3D virtual environment construction method according to claim 1, characterized in that: Perform a standard analysis of rendering hardware performance indicators. The specific steps are: Get real-time performance indicators of rendering hardware used in real-time rendering, including GPU load, remaining memory space, frame rate fluctuation, network bandwidth usage, input / output processing speed, rendering response time, number of draw calls, vertex processing rate, pixel fill rate, power usage, hardware temperature, audio processing load, physics engine calculation load, script and logic processing time; Setting a standard index value of any index in the performance index of the rendering hardware, performing a difference calculation between the value of any index in the performance index and the standard index value corresponding to the index, and obtaining an index difference; The start time of the rendering hardware is taken as the first time, and the end time of the rendering hardware is taken as the second time. If there is no end time, the current time is taken as the second time; the time zone between the first time and the second time is marked as the indicator change time zone; Construct a change line graph corresponding to the indicator, input the indicator difference value corresponding to any collection time in the indicator change time zone into the change line graph corresponding to the indicator, mark the position of the indicator difference value in the line graph as the indicator difference point, and connect the adjacent indicator difference points to obtain the indicator difference line; calculate the slope of the indicator difference line, mark the slope with a positive value as a positive slope value, and mark the slope with a negative value as a negative slope value; sum the positive slope value and the negative slope value in the indicator change time zone to obtain the positive slope total value and the negative slope total value; perform weighted calculation on the positive slope total value and the negative slope total value to obtain the slope change value; The mean and standard deviation of the indicator difference in the indicator change time zone are calculated to obtain the indicator difference mean and indicator difference fluctuation value; The index difference, the slope value, the index difference mean, and the index difference fluctuation value are weighted to obtain the corresponding unique shadow value of the index; The individual image values ​​of all indicators in the performance index are processed to obtain the comprehensive image value of the performance index.

3. The interactive 3D virtual environment construction method according to claim 1, characterized in that: The historical analysis of the comprehensive image value of the performance index is as follows: The time zone between the factory time of the rendering hardware and the current time is marked as the factory time zone; the mean and standard deviation of the performance index comprehensive shadow value Z of all index change time zones in the factory time zone are calculated to obtain the historical performance comprehensive shadow mean and historical performance comprehensive shadow fluctuation value; The historical performance comprehensive shadow mean and historical performance comprehensive shadow fluctuation value are processed to obtain the historical performance impact value.

4. The interactive 3D virtual environment construction method according to claim 1, characterized in that: Perform a balanced analysis on the performance evaluation value. The specific analysis steps are as follows: Determine the virtual reality device to be used, and average the performance evaluation values ​​of the rendering hardware in the virtual reality device that has been determined to be applied to obtain the device performance evaluation average; The maximum and minimum performance evaluation values ​​of the rendering hardware in the virtual reality device are subtracted to obtain the device performance evaluation extreme value; The performance evaluation value of the rendering hardware corresponding to the virtual reality device is weighted with the device performance evaluation mean and evaluation range of the virtual reality device that has been determined to be applied to obtain the performance balance impact coefficient corresponding to the virtual reality device.

5. The interactive 3D virtual environment construction method according to claim 1, characterized in that: Feedback analysis of the change information is carried out, specifically: Obtain image quality evaluation indicators of the virtual environment scene, including clarity, color accuracy, contrast, brightness uniformity, sharpness, noise level, saturation, white balance, geometric distortion, texture details, and light and shadow authenticity; perform difference calculation between the image quality evaluation indicators and the expected visual effect standard values ​​to obtain the visual indicator difference; The image quality change time zone is set, and the mean and standard deviation of the visual index difference values ​​in the image quality change time zone are calculated to obtain the visual index difference mean and the visual index difference fluctuation value; The visual index difference, the visual index difference mean, and the visual index difference fluctuation value are weighted to obtain the quality impact value of the visual index; The quality impact values ​​of all visual indicators in the image quality assessment index are processed to obtain the image quality value.

6. The interactive 3D virtual environment construction method according to claim 1, characterized in that: Based on step six, it is also used to perform cost analysis processing when the image quality value is less than the preset image quality threshold, specifically: Identify the number of times steps 4 to 6 are re-executed and mark them as the number of repetitions, set a limit repetition threshold, and subtract the number of repetitions from the limit repetition threshold to obtain the remaining number of calculations; Record the time used for any re-execution of steps 4 to 6 as the calculation duration; The calculation time and the remaining number of calculations for all re-executions of steps 4 to 6 are processed to obtain the response impact value; The response impact value is compared with the preset response threshold. If the response impact value is greater than or equal to the preset response threshold, stop re-executing steps 4 to 6; if the response impact value is less than the preset response threshold, continue re-executing steps 4 to 6.

7. The interactive 3D virtual environment construction method according to claim 1, characterized in that: Based on step three, when the virtual environment scene is projected in the real world, it is also used to analyze the user's viewing information, specifically: Obtain the user's viewing information, including the user's position, the direction of the user's head, and the user's eye movement trajectory; Identify the standard value of any parameter in the user viewing information when the virtual environment scene is projected, calculate the difference between the value of any parameter in the viewing information and the standard value corresponding to the parameter, and obtain the viewing visual difference value; Processing the viewing visual difference values ​​of all parameters in the viewing information to obtain a visual adjustment coefficient; Adjust the projection parameters according to the visual adjustment factor.

Citation Information

Patent Citations

  • Performance index diagnosis method and device, terminal equipment and storage medium

    CN115904955A

  • Performance prediction method of hybrid distributed workload under space-time interference

    CN117851204A