Game three-dimensional scene generation method and system

By identifying and generating a grid white model that only includes the target scene elements and performing map processing, the problem of difficulty in reflecting the ups and downs, slopes and corners of the real scene in the prior art is solved, and efficient and lightweight real scene reproduction and user experience improvement in the game are achieved.

CN119701334AActive Publication Date: 2025-03-28GUANGZHOU BEITE SURVEY TECH CO LTD
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Patent Information

Application Number
CN202411394376.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-08
Publication Date
2025-03-28
Estimated Expiration
2044-10-08

AI Technical Summary

Technical Problem

The existing technology is difficult to reflect the undulations, slopes and corners of the ground in real scenes in the game, affecting the user's simulation experience.

Method used

By obtaining the real scene three-dimensional model of the real scene, identifying the target scene elements, generating a grid white model that only includes the target scene elements, and mapping the grid white model to obtain the game three-dimensional scene model.

Benefits of technology

It realizes the lightweight reproduction of real scenes in the game, reduces model surfaces, improves the user's simulation experience, and can quickly add scene elements in batches.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of computer image processing, and particularly discloses a game three-dimensional scene generation method and system, and the method comprises the steps: obtaining a live-action three-dimensional model of a real scene; determining target scene elements according to the live-action three-dimensional model, generating a grid white pattern comprising the target scene elements, and performing batch mapping processing on the grid white pattern to obtain a game three-dimensional scene model. According to the embodiment, based on the actual three-dimensional model, the precision requirement of target scene elements such as roads with high precision requirements is guaranteed, the live-action three-dimensional model comprising the target scene elements is converted into the grid white model, and batch mapping processing is carried out, so that the generated game three-dimensional scene model is light in weight, the model surface is reduced, and the user experience is improved. The game three-dimensional scene model can be called and rendered in the game, a real scene can be smoothly reproduced in the game, and the simulation experience of a user in the game is improved.
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Description

Technical Field

[0001] The present invention belongs to the technical field of computer image processing, and in particular relates to a method and system for generating a three-dimensional game scene. Background Art

[0002] With the development of computer and network technology, a variety of online games have emerged. In order to improve the realism of game scenes, real scenes are simulated through three-dimensional scenes in the game. For example, in racing games, the racing scenes are derived from real city streets, mountain roads, etc.

[0003] In game development, when it is necessary to build a three-dimensional scene model for the game, the three-dimensional model of the real scene is mainly obtained by modeling the real scene. For example, a three-dimensional model of the real scene is built through oblique photography, and the three-dimensional model built by the oblique photography is applied to the game. However, since the three-dimensional model built by the oblique photography has too many model faces and complex meshes, it is difficult to call for rendering in the game. Summary of the invention

[0004] The purpose of the embodiments of the present invention is to provide a method and system for generating a three-dimensional game scene, aiming to solve the problem that the existing three-dimensional model generation is difficult to reflect the ground ups and downs, slopes and corners of the real scene, affecting the user's simulation experience in the game.

[0005] To achieve the above objectives, the embodiments of the present invention provide the following technical solutions: A method for generating a three-dimensional game scene, specifically comprising the following steps: Obtain a realistic 3D model of a real scene; Determine the target scene element according to the real-scene three-dimensional model; Generate a grid white model including the target scene element; The grid white model is subjected to mapping processing to obtain a three-dimensional game scene model.

[0006] As a further technical solution of the present invention, obtaining a real-scene three-dimensional model of a real scene specifically includes the following steps: Controlling a drone equipped with a camera to perform oblique photography of the real scene to obtain oblique photography data, and generating a first point cloud of the real scene based on the oblique photography data; Collecting a second point cloud of the road in the real scene by using a handheld laser radar; Controlling a vehicle equipped with a laser radar to drive on a road in the real scene to collect a third point cloud; A real-life three-dimensional model of the real scene is generated based on the first point cloud, the second point cloud, and the third point cloud.

[0007] As a further technical solution of the present invention, determining the target scene element according to the real-scene three-dimensional model specifically includes the following steps: Importing the real-scene three-dimensional model into a 3D drawing application, and displaying the real-scene three-dimensional model in an operation interface of the 3D drawing application; In response to a drawing operation on the real-scene three-dimensional model in the operation interface, a target scene element is determined.

[0008] As a further technical solution of the present invention, determining the target scene element according to the real-scene three-dimensional model specifically includes the following steps: The real-scene three-dimensional model is input into a scene element recognition network to obtain a real-scene three-dimensional model after marking target scene elements.

[0009] As a further technical solution of the present invention, generating a grid white model including the target scene element specifically comprises the following steps: Eliminating the area other than the target scene element in the real-scene three-dimensional model to obtain a first three-dimensional model including the target scene element; Obtaining an initial mesh white model for the topological new mesh of the first three-dimensional model; A model generation plug-in is called in the 3D drawing application, and scene elements are added to the initial mesh white model through the plug-in in the 3D drawing application to obtain the mesh white model including the target scene elements.

[0010] As a further technical solution of the present invention, the grid white model is subjected to mapping processing to obtain a three-dimensional game scene model, which specifically includes the following steps: Importing the mesh white model into a mapping application, and generating a second three-dimensional model according to the mesh white model in the mapping application; In the mapping application, a mapping operation on the second three-dimensional model is responded to to generate a three-dimensional game scene model.

[0011] As a further technical solution of the present invention, the target scene elements include a track and slopes on both sides of the track, and the mapping operation includes setting traffic signs on the track, setting billboards on the slopes, and planting plants in batches.

[0012] As a further technical solution of the present invention, after the grid white model is textured to obtain the game three-dimensional scene model, the following steps are specifically included: Exporting a data packet of the game three-dimensional scene model; Rendering the game three-dimensional scene model according to the data packet, and displaying the rendered game three-dimensional scene model; Detect the rendered 3D game scene model; Exporting a rendering file of the rendered three-dimensional game scene model after the detection passes; A deployment file of the game three-dimensional scene model is generated based on the rendering file.

[0013] A three-dimensional game scene generation system, specifically comprising the following units: A real-scene 3D model acquisition unit, used to acquire a real-scene 3D model of a real scene; A target scene element determination unit, used to determine the target scene element according to the real-scene three-dimensional model; A white model generating unit, used for generating a grid white model including the target scene element; The lightweight model generation unit is used to perform mapping processing on the grid white model to obtain a three-dimensional game scene model.

[0014] As a further technical solution of the present invention, the real scene 3D model acquisition unit specifically includes the following modules: An oblique photography module, used to control a drone equipped with a camera to perform oblique photography of the real scene to obtain oblique photography data, and to generate a first point cloud of the real scene based on the oblique photography data; A first laser radar scanning module is used to collect a second point cloud of the road in the real scene by using a handheld laser radar; A second laser radar scanning module is used to control a vehicle equipped with a laser radar to drive on a road in the real scene to collect a third point cloud; A real-scene 3D model generation module is used to generate a real-scene 3D model of the real scene based on the first point cloud, the second point cloud and the third point cloud.

[0015] Compared with the prior art, the present invention has the following beneficial effects: The embodiment of the present invention identifies the target scene elements from the real-scene 3D model of the real scene, generates a mesh white model including only the target scene elements, and maps the mesh white model to obtain the game 3D scene model. Compared with the real-scene 3D model, the mesh white model only includes the target scene elements. For example, in a racing game scene, the mesh white model may include the main scene elements such as the track and the slopes beside the track, and removes the elements with low correlation with the game scene in the real-scene 3D model, so that the mesh white model is lightweight. Furthermore, when the mesh white model is meshed, the slopes and other scene elements other than the slopes that need to maintain the high and low road surface undulations, slopes and corners, etc., can be reduced in surface area, and plants, billboards, traffic signs, etc. can be quickly implanted in the slopes in batches through mapping, so that the accuracy requirements of the target scene elements such as roads with high accuracy requirements are guaranteed, and the real-scene 3D model including the target scene elements is converted into a mesh white model and batch mapped, so that the generated game 3D scene model is lightweight, the model surface is reduced, and it is beneficial to call and render the game 3D scene model in the game, and the real scene can be smoothly reproduced in the game, and the user's simulation experience in the game is improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings in the following description are only some embodiments of the present invention.

[0017] Figure 1 A flowchart of a method for generating a three-dimensional game scene provided by an embodiment of the present invention is shown.

[0018] Figure 2 A schematic diagram of a real-life three-dimensional model of a real scene; Figure 3 A schematic diagram for drawing target scene elements in Rhino; Figure 4 is a schematic diagram of the initial grid white model; Figure 5 It is a schematic diagram of the grid white model of the entire real scene; Figure 6 , Figure 7 Schematic diagrams for billboards, traffic signs, and decorations; Figure 8 This is a schematic diagram of batch tree planting mapping; Fig. 9 A flowchart of a method for generating a three-dimensional game scene provided by another embodiment of the present invention is shown; Fig.10 A schematic diagram showing a three-dimensional game scene model after being applied to the game; Fig.11The application architecture diagram of a game three-dimensional scene generation system provided by an embodiment of the present invention is shown. DETAILED DESCRIPTION

[0019] In order to make the purpose, technical solution and advantages of the present invention more clearly understood, the present invention is further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention.

[0020] Figure 1 The flowchart of the method for generating a three-dimensional game scene provided by an embodiment of the present invention is shown. Specifically, the method for generating a three-dimensional game scene provided by an embodiment of the present invention comprises the following steps: Step S101, obtaining a real-scene three-dimensional model of a real scene.

[0021] In this embodiment, the real scene can be a scene in real life that needs to be simulated and reproduced in the game. For example, the game in this embodiment can be a racing game, and the real scene can be a scene with roads in reality and suitable for racing, such as a mountainous area with roads, or a city street scene. Of course, different types of games can have different real scenes, and this embodiment does not impose any restrictions on game types and real scenes.

[0022] The real-scene 3D model can be a 3D model of a real scene. For example, if the real scene is a mountain road, the real-scene 3D model can be a 3D model of the mountain road. The real-scene 3D model includes a mountain slope, a road, trees on the slope, traffic signs on the road, road guardrails, ditches beside the road, etc. Figure 2 Shown is a schematic diagram of a real-life 3D model, in which elements such as hillsides, roads, trees on the hillsides, traffic signs on the roads, road guardrails, and ditches beside the roads in the mountainous area can be restored.

[0023] In one embodiment, if the real-scene 3D model is an existing model that has been created and stored in a database, the real-scene 3D model of the actual scene can be directly read from the database.

[0024] In another embodiment, if a real-scene 3D model of the real scene has not yet been established, a drone equipped with a camera can be controlled to perform oblique photography of the real scene to obtain oblique photography data, and a first point cloud of the real scene is generated based on the oblique photography data, a second point cloud of the road in the real scene is collected by a handheld laser radar, a vehicle equipped with a laser radar is controlled to drive on the road in the real scene to collect a third point cloud, and a real-scene 3D model of the real scene is generated based on the first point cloud, the second point cloud and the third point cloud, wherein the global point cloud of the real scene can be collected by the drone aerial oblique photography, and the handheld laser The radar can collect detailed features such as the ups and downs of the road surface, slopes, corners, etc. The on-board laser radar can collect detailed features such as guardrails, ditches, road slopes, traffic signs, etc. on both sides of the road. The first point cloud, the second point cloud and the third point cloud are fused through various point cloud registration and fusion algorithms to obtain a fused point cloud. The fused point cloud can be used to generate a real-life 3D model of the real scene. The real-life 3D model can reproduce the ups and downs, slopes, corners, guardrails, ditches, road slopes and other details of the road in the real scene, thereby improving the simulation effect of the real scene in the game.

[0025] Step S102: determining target scene elements according to the real-scene three-dimensional model.

[0026] Scene elements can be units that constitute a real-life 3D model. Figure 2 The real-life three-dimensional model shown is taken as an example. Scene elements may include roads, guardrails on the roads, slopes on both sides of the roads, trees on the slopes, traffic signs, ditches on the sides of the roads, etc. The target scene elements may be elements that need to be simulated in the game scene. Specifically, in this embodiment, the real scene is taken as a racing scene, and the application in racing games is taken as an example. The target scene elements may be road surfaces, slopes, guardrails, traffic signs, etc.

[0027] In one embodiment, the real-scene 3D model can be imported into a 3D drawing application, and the real-scene 3D model can be displayed in the operation interface of the 3D drawing application, and the target scene element can be determined in response to the drawing operation on the real-scene 3D model in the operation interface. Among them, the 3D drawing application can be Rhino, which is a 3D modeling design software. After opening the real-scene 3D model in the operation interface of Rhino, the game developer can draw the road surface boundary, slope, guardrail and traffic sign based on the real-scene 3D model in the operation interface. Of course, Rhino can also automatically extract the boundary of the scene element selected by the user, such as automatically generating the road surface boundary after the developer selects the road, so as to determine the target scene element. In another embodiment, the real-scene 3D model can also be input into the scene element recognition network to obtain the real-scene 3D model after marking the target scene element.

[0028] like Figure 3 The figure shows a schematic diagram of the three-dimensional model after Rhino draws the road surface, slopes, guardrails and traffic signs based on the topology of the real-life three-dimensional model, and truly restores the ups and downs of the road in the real scene at a 1:1 ratio.

[0029] Step S103: Generate a grid white model including the target scene elements.

[0030] In this embodiment, the white model may be a three-dimensional model including only target scene elements, and the meshed white model may be a three-dimensional model obtained by re-meshing the white model.

[0031] In one embodiment, the area outside the target scene elements can be eliminated from the real-life three-dimensional model to obtain a first three-dimensional model including the target scene elements, and an initial mesh white mold can be obtained by topologically new meshing the first three-dimensional model. A model generation plug-in is called in a 3D drawing application, and scene elements are added to the initial mesh white mold through the plug-in in the 3D drawing application to obtain a mesh white mold including the target scene elements.

[0032] Specifically, the first three-dimensional model can be a surface model that only includes target scene elements. After removing the road and the areas other than the slopes on both sides of the road from the real-scene three-dimensional model, a three-dimensional model that only includes the road and the road slope is obtained, and the objects on the road and the slope are removed to obtain the first three-dimensional model. For example, the first three-dimensional model is obtained after removing the vehicles on the road and the trees on the slope. The first three-dimensional model is re-gridded to obtain the following. Figure 4 The initial mesh white model is shown, where, during meshing processing, for scene elements with high precision requirements such as roads, the mesh of the original real-scene 3D model can be retained to ensure that the initial mesh model can reflect the ups and downs, slopes, corners and other detailed features of the road. For the slopes on both sides of the road, the mesh size can be adjusted to reduce the number of triangles.

[0033] After obtaining the initial mesh model, the plug-in Grasshopper can be called in Rhino to add scene elements such as road surface, ditch, slope surface, guardrail, etc. to the mesh white model to obtain the final mesh white model. Grasshopper is a plug-in that uses program algorithms to generate models running in the Rhino environment. This embodiment can quickly batch generate white models of road surfaces, ditches, slope surfaces, guardrails, etc. based on Grasshopper's node tools.

[0034] like Figure 5 The figure shows a schematic diagram of the grid white model of the entire real scene. Figure 5 In the model, rectangular grids are used for roads, and triangular grids are used for slopes beside the roads. Since the plants in the real-life 3D model are removed from the slopes, only the surface of the slopes is retained, which can increase the triangular grid and reduce the number of model faces of the entire model.

[0035] Step S104, mapping the grid white model to obtain a three-dimensional game scene model.

[0036] Since the white model is a 3D model without texture, in order to be applied to the game scene, the 3D model can be textured to increase the elements in the game scene.

[0037] In one embodiment, the grid white model can be imported into a mapping application, a second three-dimensional model can be generated according to the grid white model in the mapping application, and a mapping operation for the second three-dimensional model can be responded to in the mapping application to generate a three-dimensional scene model for the game. Exemplarily, the mapping application can be Autodesk3ds Max, which is a 3D modeling, rendering and production software based on a PC system, and the second three-dimensional model can be generated by the grid white model in Autodesk3ds Max, and the second three-dimensional model can be mapped in response to the mapping operation in Autodesk3ds Max to generate a three-dimensional scene model for the game.

[0038] Taking the racing game as an example, the target scene elements include the track and the slopes on both sides of the track. The mapping operations include setting traffic signs on the track, setting billboards on the slopes, and planting plants in batches.

[0039] like Figure 6 The figure shows a schematic diagram of adding a start or end sign of a race track on the road. Figure 7 The following is a schematic diagram of adding stickers for billboards, traffic signs, and other modified objects. Figure 8 Shown is a schematic diagram of planting trees in batches on the slopes on both sides of the road.

[0040] Billboards, traffic signs, batch-implanted trees and other decorations added by the texture can be pre-configured and stored in model components, and can be directly called when the game 3D scene model is rendered. Compared with the traffic signs and trees on the slopes in the real-life 3D model represented by model surfaces, the generated game 3D scene model can not only maintain the detailed features of the road surface such as ups and downs, slopes, and corners, but also make the game 3D scene model lightweight, which is suitable for game applications to call for rendering.

[0041] like Fig. 9 As shown, in one embodiment, after generating the game 3D scene model, the following steps are also included: Step S105, exporting the data packet of the game 3D scene model.

[0042] Specifically, after Autodesk 3ds Max completes the mapping operation to generate the game 3D scene model, the 3D scene model can be named and then the data package of the game 3D scene model can be exported.

[0043] Step S106, rendering the game 3D scene model according to the data packet, and displaying the rendered game 3D scene model.

[0044] Specifically, a data packet of a 3D scene model may be imported into a rendering program, and after setting rendering parameters, the game 3D scene model may be rendered, and the rendered game 3D scene model may be displayed.

[0045] Step S107, detecting the rendered three-dimensional game scene model.

[0046] In one embodiment, the developer may manually detect the displayed rendered 3D game scene model, and determine the defects of the 3D game scene model (such as surface breakage, wall penetration, etc.) in response to the user's operation, so as to readjust the 3D game scene model. In another embodiment, the rendering application may be triggered to perform detection to mark the defects of the 3D game scene model. This embodiment does not limit the detection method of the 3D game scene model.

[0047] Step S108, exporting a rendering file of the rendered game 3D scene model after the detection is passed.

[0048] Specifically, the game 3D scene model can be rendered through ksEditor, and the KN5 file can be output after rendering detection.

[0049] Step S109, generating a deployment file of the game 3D scene model based on the rendering file.

[0050] Specifically, a game MOD package can be generated, and the game 3D scene model can be deployed through the MOD package, such as Fig.10 The following is a schematic diagram of the deployment of the 3D game scene in the game. Fig.10 In the scene shown, the game scene reproduces the detailed features of the road in the real scene, such as the ups and downs, slopes, corners, etc., and the slopes on both sides of the road are consistent with the real scene, and batch-mapped trees and billboards are displayed.

[0051] It should be noted that the method and file format of exporting rendering files and generating deployment files may vary depending on the rendering program and game application used. This embodiment does not limit the method and file format of exporting rendering files and generating deployment files.

[0052] The embodiment of the present invention identifies the target scene elements from the real-scene 3D model of the real scene, generates a mesh white model including only the target scene elements, and maps the mesh white model to obtain the game 3D scene model. Compared with the real-scene 3D model, the mesh white model only includes the target scene elements. For example, in a racing game scene, the mesh white model may include the main scene elements such as the track and the slopes beside the track, and removes the elements with low correlation with the game scene in the real-scene 3D model, so that the mesh white model is lightweight. Furthermore, when the mesh white model is meshed, the slopes and other scene elements other than the slopes that need to maintain the high and low road surface undulations, slopes and corners, etc., can be reduced in surface area, and plants, billboards, traffic signs, etc. can be implanted in batches on the slopes through mapping, so that the accuracy requirements of elements such as roads with high accuracy requirements are guaranteed, and the real-scene 3D model including the target scene elements is converted into a mesh white model and batch mapped, so that the generated game 3D scene model is lightweight, the model surface is reduced, and it is beneficial to call and render the game 3D scene model in the game, and the real scene can be smoothly reproduced in the game, and the user's simulation experience in the game is improved.

[0053] Fig.11 The application architecture diagram of the game 3D scene generation system provided by an embodiment of the present invention is shown. The game 3D scene generation system of this embodiment specifically includes the following units: A real-scene 3D model acquisition unit 1101 is used to acquire a real-scene 3D model of a real scene; A target scene element determining unit 1102 is used to determine the target scene element according to the real-scene 3D model; A white model generating unit 1103, configured to generate a grid white model including the target scene element; The lightweight model generation unit 1104 is used to perform mapping processing on the grid white model to obtain a game three-dimensional scene model.

[0054] As a further technical solution of the present invention, the real scene 3D model acquisition unit 1101 specifically includes the following modules: An oblique photography module, used to control a drone equipped with a camera to perform oblique photography of the real scene to obtain oblique photography data, and to generate a first point cloud of the real scene based on the oblique photography data; A first laser radar scanning module is used to collect a second point cloud of the road in the real scene by using a handheld laser radar; A second laser radar scanning module is used to control a vehicle equipped with a laser radar to drive on a road in the real scene to collect a third point cloud; A real-scene 3D model generation module is used to generate a real-scene 3D model of the real scene based on the first point cloud, the second point cloud and the third point cloud.

[0055] As a further technical solution of the present invention, the target scene element determination unit 1102 specifically includes the following modules: A real-scene 3D model display module, used for importing the real-scene 3D model into a 3D drawing application and displaying the real-scene 3D model in an operation interface of the 3D drawing application; The operation response module is used to determine the target scene element in response to the drawing operation on the real-scene three-dimensional model in the operation interface.

[0056] As a further technical solution of the present invention, the target scene element determination unit 1102 specifically includes the following modules: The scene element recognition module is used to input the real scene three-dimensional model into the scene element recognition network to obtain the real scene three-dimensional model after marking the target scene elements.

[0057] As a further technical solution of the present invention, the white mold generation unit 1103 specifically includes the following modules: A first three-dimensional model generating unit, configured to remove the area other than the target scene element from the real-scene three-dimensional model to obtain a first three-dimensional model including the target scene element; An initial mesh white mold generating unit, used for obtaining an initial mesh white mold for the first three-dimensional model topological new mesh; The mesh white model editing and generating unit is used to call a model generating plug-in in the 3D drawing application, and add scene elements to the initial mesh white model through the plug-in in the 3D drawing application to obtain the mesh white model including the target scene elements.

[0058] As a further technical solution of the present invention, the lightweight model generation unit 1104 specifically includes the following modules: A second three-dimensional model generating module, used for importing the grid white model into a mapping application, and generating a second three-dimensional model according to the grid white model in the mapping application; The mapping module is used to respond to the mapping operation on the second three-dimensional model in the mapping application to generate a game three-dimensional scene model.

[0059] As a further technical solution of the present invention, the target scene elements include a track and slopes on both sides of the track, and the mapping operation includes setting traffic signs on the track, setting billboards on the slopes, and planting plants in batches.

[0060] As a further technical solution of the present invention, the following units are specifically included: A data packet exporting unit, used for exporting the data packet of the three-dimensional scene model of the game; A game 3D scene model rendering unit, used to render the game 3D scene model according to the data packet and display the rendered game 3D scene model; A detection unit, used to detect the rendered three-dimensional game scene model; A file exporting unit, used for exporting a rendering file of the rendered three-dimensional game scene model after passing the detection; A game scene deployment file generating unit is used to generate a deployment file of the game three-dimensional scene model based on the rendering file.

[0061] It should be understood that, although each step in the flow chart of each embodiment of the present invention is shown in sequence according to the indication of the arrow, these steps are not necessarily performed in sequence according to the order indicated by the arrow. Unless there is a clear explanation in this article, the execution of these steps does not have a strict order restriction, and these steps can be performed in other orders. Moreover, at least a portion of the steps in each embodiment may include a plurality of sub-steps or a plurality of stages, and these sub-steps or stages are not necessarily performed at the same time, but can be performed at different times, and the execution order of these sub-steps or stages is not necessarily performed in sequence, but can be performed in turn or alternately with at least a portion of other steps or sub-steps or stages of other steps.

[0062] A person of ordinary skill in the art can understand that all or part of the processes in the above-mentioned embodiment method can be completed by instructing the relevant hardware through a computer program, and the program can be stored in a non-volatile computer-readable storage medium. When the program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media used in the embodiments provided in this application may include non-volatile and / or volatile memory. Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory may include random access memory (RAM) or external cache memory. As an illustration and not limitation, RAM is available in various forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).

[0063] The technical features of the above embodiments may be combined arbitrarily. To make the description concise, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0064] The above embodiments only express several implementation methods of the present invention, and the descriptions thereof are relatively specific and detailed, but they cannot be understood as limiting the scope of the present invention. It should be pointed out that, for a person of ordinary skill in the art, several modifications and improvements can be made without departing from the concept of the present invention, and these all belong to the protection scope of the present invention. Therefore, the protection scope of the present invention patent shall be subject to the attached claims.

[0065] The above are only preferred embodiments of the present invention and are not intended to limit the present invention. Any modifications, equivalent substitutions and improvements made within the spirit and principles of the present invention should be included in the protection scope of the present invention.

Claims

1. A method for generating a three-dimensional game scene, characterized in that: The specific steps include: Obtain a realistic 3D model of a real scene; Determine the target scene element according to the real-scene three-dimensional model; Generate a grid white model including the target scene element; The grid white model is subjected to mapping processing to obtain a three-dimensional game scene model.

2. The method for generating a three-dimensional game scene according to claim 1, characterized in that: Obtaining a real-life 3D model of a real scene includes the following steps: Controlling a drone equipped with a camera to perform oblique photography of the real scene to obtain oblique photography data, and generating a first point cloud of the real scene based on the oblique photography data; Collecting a second point cloud of the road in the real scene by using a handheld laser radar; Controlling a vehicle equipped with a laser radar to drive on a road in the real scene to collect a third point cloud; A real-life three-dimensional model of the real scene is generated based on the first point cloud, the second point cloud, and the third point cloud.

3. The method for generating a three-dimensional game scene according to claim 1, characterized in that: Determining the target scene element according to the real-scene three-dimensional model specifically includes the following steps: Importing the real-scene three-dimensional model into a 3D drawing application, and displaying the real-scene three-dimensional model in an operation interface of the 3D drawing application; In response to a drawing operation on the real-scene three-dimensional model in the operation interface, a target scene element is determined.

4. The method for generating a three-dimensional game scene according to claim 1, characterized in that: Determining the target scene element according to the real-scene three-dimensional model specifically includes the following steps: The real-scene three-dimensional model is input into a scene element recognition network to obtain a real-scene three-dimensional model after marking target scene elements.

5. The method for generating a three-dimensional game scene according to claim 3, characterized in that: Generating a grid white model including the target scene element specifically comprises the following steps: Eliminating the area other than the target scene element in the real-scene three-dimensional model to obtain a first three-dimensional model including the target scene element; Obtaining an initial mesh white model for the topological new mesh of the first three-dimensional model; A model generation plug-in is called in the 3D drawing application, and scene elements are added to the initial mesh white model through the plug-in in the 3D drawing application to obtain the mesh white model including the target scene elements.

6. The method for generating a three-dimensional game scene according to any one of claims 1 to 5, characterized in that: The grid white model is subjected to mapping processing to obtain a three-dimensional game scene model, which specifically includes the following steps: Importing the mesh white model into a mapping application, and generating a second three-dimensional model according to the mesh white model in the mapping application; In the mapping application, a mapping operation on the second three-dimensional model is responded to to generate a three-dimensional game scene model.

7. The method for generating a three-dimensional game scene according to claim 6, characterized in that: The target scene elements include a track and slopes on both sides of the track, and the mapping operation includes setting traffic signs on the track, setting billboards on the slopes, and planting plants in batches.

8. The method for generating a three-dimensional game scene according to any one of claims 1 to 5, characterized in that: After the grid white model is textured to obtain the three-dimensional game scene model, the following steps are specifically included: Exporting a data packet of the game three-dimensional scene model; Rendering the game three-dimensional scene model according to the data packet, and displaying the rendered game three-dimensional scene model; Detect the rendered 3D game scene model; Exporting a rendering file of the rendered three-dimensional game scene model after the detection passes; A deployment file of the game three-dimensional scene model is generated based on the rendering file.

9. A three-dimensional game scene generation system, characterized in that: It includes the following units: A real-scene 3D model acquisition unit, used to acquire a real-scene 3D model of a real scene; A target scene element determination unit, used to determine the target scene element according to the real-scene three-dimensional model; A white model generating unit, used for generating a grid white model including the target scene element; The lightweight model generation unit is used to perform mapping processing on the grid white model to obtain a three-dimensional game scene model.

10. The game three-dimensional scene generation system according to claim 9, characterized in that: The real scene 3D model acquisition unit specifically includes the following modules: An oblique photography module, used to control a drone equipped with a camera to perform oblique photography of the real scene to obtain oblique photography data, and to generate a first point cloud of the real scene based on the oblique photography data; A first laser radar scanning module is used to collect a second point cloud of the road in the real scene by using a handheld laser radar; A second laser radar scanning module is used to control a vehicle equipped with a laser radar to drive on a road in the real scene to collect a third point cloud; A real-scene 3D model generation module is used to generate a real-scene 3D model of the real scene based on the first point cloud, the second point cloud and the third point cloud.

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