Game three-dimensional scene generation method and system

By generating lightweight 3D game scene models, the problem of difficulty in representing the details of real-world scenes in existing technologies is solved, thus improving the simulation experience in games.

CN119701334BActive Publication Date: 2025-10-21GUANGZHOU BEITE SURVEY TECH CO LTD
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Patent Information

Application Number
CN202411394376.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-10-08
Publication Date
2025-10-21
Estimated Expiration
2044-10-08

AI Technical Summary

Technical Problem

Existing technologies struggle to effectively represent the terrain's elevation changes, slopes, and corners in games, impacting the user's gaming simulation experience.

Method used

By obtaining a real-life 3D model of a real scene, identifying target scene elements, generating a mesh white model that only includes these elements, and performing mapping processing on it, a lightweight game 3D scene model is generated.

Benefits of technology

It enables efficient reproduction of detailed features of real-world scenes in games, reduces the number of facets in models, and improves the user's simulation experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application relates to the technical field of computer image processing, and particularly discloses a game three-dimensional scene generation method and system, which comprises the following steps: acquiring a real scene three-dimensional model of a real scene; determining a target scene element according to the real scene three-dimensional model, generating a grid white model comprising the target scene element, and performing batch mapping processing on the grid white model to obtain a game three-dimensional scene model. In the embodiment, the actual three-dimensional model can guarantee the precision requirement of target scene elements such as roads with high precision requirements, and the real scene three-dimensional model comprising the target scene element is converted into a grid white model and subjected to batch mapping processing, so that the generated game three-dimensional scene model is lightweight, the model surface is reduced, the game three-dimensional scene model can be conveniently called and rendered in the game, the real scene can be smoothly reproduced in the game, and the simulation experience of users 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, such as building a three-dimensional model of the real scene through oblique photography, and applying the three-dimensional model built by oblique photography to the game. However, since the three-dimensional model built by 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:

[0006] A method for generating a three-dimensional game scene, comprising the following steps:

[0007] Obtain a realistic 3D model of a real scene;

[0008] Determining target scene elements according to the real-scene three-dimensional model;

[0009] generating a grid white model including the target scene elements;

[0010] The grid white model is subjected to mapping processing to obtain a three-dimensional game scene model.

[0011] As a further technical solution of the present invention, obtaining a real-life three-dimensional model of a real scene specifically includes the following steps:

[0012] 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;

[0013] Collecting a second point cloud of the road in the real scene by using a handheld laser radar;

[0014] Controlling a vehicle equipped with a laser radar to drive on a road in the real scene to collect a third point cloud;

[0015] A real-scene three-dimensional model of the real scene is generated based on the first point cloud, the second point cloud, and the third point cloud.

[0016] As a further technical solution of the present invention, determining the target scene element according to the real scene 3D model specifically includes the following steps:

[0017] Importing the real-scene three-dimensional model into a 3D drawing application, and displaying the real-scene three-dimensional model on an operation interface of the 3D drawing application;

[0018] In response to a drawing operation on the real-scene three-dimensional model in the operation interface, a target scene element is determined.

[0019] As a further technical solution of the present invention, determining the target scene element according to the real scene 3D model specifically includes the following steps:

[0020] The real-scene three-dimensional model is input into a scene element recognition network to obtain a real-scene three-dimensional model with target scene elements marked.

[0021] As a further technical solution of the present invention, generating a grid white model including the target scene element specifically includes the following steps:

[0022] Eliminating 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;

[0023] Obtaining an initial mesh white model for the topological new mesh of the first three-dimensional model;

[0024] 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.

[0025] 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:

[0026] Importing the mesh white model into a mapping application, and generating a second three-dimensional model based on the mesh white model in the mapping application;

[0027] In response to the mapping operation on the second three-dimensional model in the mapping application, a game three-dimensional scene model is generated.

[0028] 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.

[0029] As a further technical solution of the present invention, after the grid white model is textured to obtain a three-dimensional game scene model, the following steps are specifically included:

[0030] Exporting a data packet of the game three-dimensional scene model;

[0031] Rendering the game three-dimensional scene model according to the data packet, and displaying the rendered game three-dimensional scene model;

[0032] Detect the rendered 3D game scene model;

[0033] After the detection is passed, a rendering file of the rendered three-dimensional game scene model is exported;

[0034] A deployment file of the game three-dimensional scene model is generated based on the rendering file.

[0035] A three-dimensional game scene generation system specifically includes the following units:

[0036] A real-scene 3D model acquisition unit, used to acquire a real-scene 3D model of a real scene;

[0037] a target scene element determination unit, configured to determine a target scene element based on the real-scene three-dimensional model;

[0038] A white model generating unit, configured to generate a grid white model including the target scene element;

[0039] The lightweight model generation unit is used to perform mapping processing on the grid white model to obtain a three-dimensional game scene model.

[0040] As a further technical solution of the present invention, the real scene 3D model acquisition unit specifically includes the following modules:

[0041] an oblique photography module, configured 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;

[0042] 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;

[0043] A second laser radar scanning module is used to control a vehicle equipped with a laser radar to drive on the road in the real scene to collect a third point cloud;

[0044] A real-scene three-dimensional model generation module is used to generate a real-scene three-dimensional model of the real scene based on the first point cloud, the second point cloud and the third point cloud.

[0045] Compared with the prior art, the present invention has the following beneficial effects:

[0046] In an embodiment of the present invention, target scene elements are identified from a real-world 3D model of a real scene, a mesh white model including only the target scene elements is generated, and the mesh white model is mapped to obtain a 3D game scene model. Compared to the real-world 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 major scene elements such as the track and the slopes adjacent to the track, removing elements of the real-world 3D model that have little relevance to the game scene. This achieves lightweighting of the mesh white model. Furthermore, during meshing of the mesh white model, surface reduction processing can be performed on other scene elements, such as slopes, other than those requiring high precision, such as road surface undulations, slopes, and corners. Furthermore, mapping can be used to quickly and batch-implement plants, billboards, and traffic signs on the slopes, thereby ensuring the precision requirements of target scene elements such as roads with high precision requirements. Furthermore, by converting the real-world 3D model including the target scene elements into a mesh white model and performing batch mapping processing, the generated 3D game scene model is lightweight and has fewer model faces. This facilitates calling and rendering the 3D game scene model in the game, allowing for smooth reproduction of real scenes in the game and improving the user's in-game simulation experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0047] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the following briefly introduces the drawings required for use in the embodiments or the description of the prior art. Obviously, the drawings described below are only some embodiments of the present invention.

[0048] Figure 1 A flowchart of a method for generating a three-dimensional game scene provided by an embodiment of the present invention is shown.

[0049] Figure 2 A schematic diagram of a realistic three-dimensional model of a real scene;

[0050] Figure 3 Draw a schematic diagram of the target scene elements in Rhino;

[0051] Figure 4 is a schematic diagram of the initial grid white model;

[0052] Figure 5 A schematic diagram of the grid white model of the entire real scene;

[0053] Figure 6 、 Figure 7 Schematic diagrams for billboards, traffic signs, and decorations;

[0054] Figure 8 This is a schematic diagram of batch tree planting mapping;

[0055] Figure 9 A flowchart of a method for generating a three-dimensional game scene according to another embodiment of the present invention is shown;

[0056] Figure 10 A schematic diagram showing a three-dimensional game scene model after being applied to the game;

[0057] Figure 11 The application architecture diagram of a game three-dimensional scene generation system provided by one embodiment of the present invention is shown. DETAILED DESCRIPTION

[0058] In order to make the purpose, technical solutions and advantages of the present invention more clearly understood, the present invention will be further described in detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention.

[0059] Figure 1 The flowchart of the method for generating a three-dimensional game scene according to an embodiment of the present invention is shown. Specifically, the method for generating a three-dimensional game scene according to an embodiment of the present invention comprises the following steps:

[0060] Step S101: Acquire a real-scene three-dimensional model of a real scene.

[0061] In this embodiment, the real scene can be a real-life scene 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 that is suitable for racing, such as a mountainous area with roads, or a city street. 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.

[0062] The real-scene 3D model can be a 3D model of a real scene. For example, 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 the mountain slopes, roads, trees on the slopes, traffic signs on the road, road guardrails, ditches beside the road, etc. Figure 2 The figure shows 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.

[0063] 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 real scene can be directly read from the database.

[0064] In another embodiment, if a real-scene three-dimensional model has not yet been established for the real scene, 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, and a vehicle equipped with a laser radar is controlled to drive on the road in the real scene to collect a third point cloud. A real-scene three-dimensional model of the real scene is generated based on the first point cloud, the second point cloud and the third point cloud. The global point cloud of the real scene can be collected by the drone aerial oblique photography, and the handheld laser radar can be used to collect the real-scene point cloud. Radar can collect detailed features such as the road surface's ups and downs, slopes, and corners. Vehicle-mounted lidar can collect detailed features such as guardrails, ditches, road slopes, and traffic signs on both sides of the road. After fusing the first, second, and third point clouds through various point cloud registration and fusion algorithms, a fused point cloud is obtained. The fused point cloud can be used to generate a real-life 3D model of the real scene. This real-life 3D model can reproduce the road's ups and downs, slopes, corners, guardrails, ditches, road slopes, and other details in the real scene, thereby improving the simulation effect of the real scene in the game.

[0065] Step S102: determining target scene elements according to the real-scene 3D model.

[0066] Scene elements can be the units that constitute the real 3D model. Figure 2 The real-life three-dimensional model shown is used as an example. Scene elements may include roads, guardrails on the road, slopes on both sides of the road, trees on the slopes, traffic signs, ditches on the side of the road, 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 used as a racing scene, and the application in racing games is used as an example. The target scene elements may be road surfaces, slopes, guardrails, traffic signs, etc.

[0067] In one embodiment, a real-world 3D model can be imported into a 3D drawing application, displayed in the 3D drawing application's user interface, and target scene elements determined in response to drawing operations on the real-world 3D model in the user interface. The 3D drawing application can be Rhino, a 3D modeling software. After opening the real-world 3D model in Rhino's user interface, game developers can draw road boundaries, slopes, guardrails, and traffic signs based on the real-world 3D model in the user interface. Of course, Rhino can also automatically extract the boundaries of user-selected scene elements. For example, after a developer selects a road, the road boundary is automatically generated, thereby determining the target scene element. In another embodiment, the real-world 3D model can also be input into a scene element recognition network to obtain a real-world 3D model with the target scene elements marked.

[0068] like Figure 3 The figure shows a schematic diagram of the 3D model after Rhino draws the road surface, slopes, guardrails, and traffic signs based on the topology of the real-life 3D model, and truly restores the undulating road scene in a 1:1 ratio.

[0069] Step S103: Generate a grid white model including the target scene elements.

[0070] 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.

[0071] In one embodiment, the area outside the target scene elements can be eliminated from the real-scene three-dimensional model to obtain a first three-dimensional model including the target scene elements, the first three-dimensional model is topologically re-meshed to obtain an initial mesh white mold, 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.

[0072] Specifically, the first 3D model can be a surface model that only includes the target scene elements. After removing the road and the slopes on both sides of the road from the real 3D model, a 3D model including only the road and the road slope is obtained. The objects on the road and the slope are removed to obtain the first 3D model. For example, the vehicles on the road and the trees on the slope are removed to obtain the first 3D model. The first 3D model is then re-gridded to obtain the following: Figure 4 The initial mesh white model shown in the figure, wherein, during the meshing process, 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 road's ups and downs, slopes, corners and other detailed features. For the slopes on both sides of the road, the mesh size can be adjusted to reduce the number of triangles.

[0073] After obtaining the initial mesh model, the Grasshopper plug-in can be called in Rhino to add scene elements such as road surfaces, ditches, slopes, and guardrails to the mesh white model to obtain the final mesh white model. Grasshopper is a plug-in that runs in the Rhino environment and uses program algorithms to generate models. This embodiment can use Grasshopper's node tools to quickly batch generate white models of road surfaces, ditches, slopes, guardrails, etc.

[0074] like Figure 5 The diagram shows 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.

[0075] Step S104: performing mapping processing on the grid white model to obtain a three-dimensional game scene model.

[0076] Since the white model is a three-dimensional model without texture, in order to be applied to the game scene, the three-dimensional model can be textured to add elements to the game scene.

[0077] In one embodiment, a mesh white model can be imported into a mapping application, a second 3D model can be generated based on the mesh white model in the mapping application, and a mapping operation can be performed on the second 3D model in the mapping application to generate a 3D game scene model. For example, the mapping application can be Autodesk 3ds Max, which is a PC-based 3D modeling, rendering, and production software. The second 3D model can be generated using the mesh white model in Autodesk 3ds Max, and the second 3D model can be mapped in response to the mapping operation in Autodesk 3ds Max to generate a 3D game scene model.

[0078] Taking a 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.

[0079] like Figure 6 The diagram shows a schematic diagram of adding a track start or end sign on the road. Figure 7 The following is a diagram showing the addition of textures 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.

[0080] Billboards, traffic signs, batch-implanted trees and other decorations added by the texture can be pre-configured and stored as model components, and can be directly called when rendering the game's three-dimensional scene model. Compared with the traffic signs and trees on the slopes in the real-life three-dimensional model represented by model surfaces, the generated game three-dimensional scene model can not only maintain the road surface's ups and downs, slopes, corners and other detailed features, but also make the game's three-dimensional scene model lightweight, making it suitable for game applications to call and render.

[0081] like Figure 9 As shown, in one embodiment, after generating the three-dimensional game scene model, the following steps are also included:

[0082] Step S105: exporting a data packet of the game 3D scene model.

[0083] Specifically, after Autodesk 3ds Max completes the mapping operation to generate the 3D scene model for the game, the 3D scene model can be named and then the data package of the 3D scene model for the game can be exported.

[0084] Step S106: Render the game 3D scene model according to the data packet, and display the rendered game 3D scene model.

[0085] Specifically, the data package of the 3D scene model can be imported into the rendering program, and the game 3D scene model can be rendered after setting the rendering parameters, and the rendered game 3D scene model can be displayed.

[0086] Step S107: detecting the rendered three-dimensional game scene model.

[0087] In one embodiment, a developer can manually inspect the displayed rendered 3D game scene model and, in response to user operations, identify defects in the 3D game scene model (e.g., surface breakage, wall penetration, etc.) to re-adjust the 3D game scene model. In another embodiment, a rendering application can be triggered to perform inspections to identify defects in the 3D game scene model. This embodiment does not limit the inspection method for the 3D game scene model.

[0088] Step S108: exporting a rendering file of the rendered 3D game scene model after the detection is passed.

[0089] Specifically, you can use ksEditor to render the game's 3D scene model and output a KN5 file after rendering and detection.

[0090] Step S109: Generate a deployment file of the game 3D scene model based on the rendering file.

[0091] Specifically, a game MOD package can be generated, and the game 3D scene model can be deployed through the MOD package, such as Figure 10 The following is a schematic diagram of the deployment of the 3D game scene in the game. Figure 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. The slopes on both sides of the road are consistent with the real scene, and batch-mapped trees and billboards are displayed.

[0092] 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.

[0093] In an embodiment of the present invention, target scene elements are identified from a real-world 3D model of a real scene, a mesh white model including only the target scene elements is generated, and the mesh white model is mapped to obtain a 3D game scene model. Compared to the real-world 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 major scene elements such as the track and the slopes next to the track, removing elements of the real-world 3D model that have little relevance to the game scene. This achieves lightweighting of the mesh white model. Furthermore, during meshing of the mesh white model, surface reduction processing can be performed on other scene elements, such as slopes, other than those requiring high precision, such as road surface undulations, slopes, and corners. Furthermore, mapping can be used to batch-implement plants, billboards, traffic signs, and the like on the slopes, thereby ensuring the accuracy requirements of elements such as roads requiring high precision. Furthermore, by converting the real-world 3D model including the target scene elements into a mesh white model and performing batch mapping processing, the generated 3D game scene model is lightweight and has fewer model faces. This facilitates calling and rendering the 3D game scene model in the game, allowing for smooth reproduction of the real scene in the game and improving the user's simulation experience in the game.

[0094] Figure 11 The following is an application architecture diagram of a 3D game scene generation system according to an embodiment of the present invention. The 3D game scene generation system according to this embodiment specifically includes the following units:

[0095] A real-scene 3D model acquisition unit 1101 is used to acquire a real-scene 3D model of a real scene;

[0096] A target scene element determining unit 1102 is configured to determine a target scene element based on the real-scene 3D model;

[0097] A white model generating unit 1103 is configured to generate a grid white model including the target scene element;

[0098] The lightweight model generation unit 1104 is used to perform mapping processing on the grid white model to obtain a three-dimensional game scene model.

[0099] As a further technical solution of the present invention, the real scene 3D model acquisition unit 1101 specifically includes the following modules:

[0100] an oblique photography module, configured 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;

[0101] 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;

[0102] A second laser radar scanning module is used to control a vehicle equipped with a laser radar to drive on the road in the real scene to collect a third point cloud;

[0103] A real-scene three-dimensional model generation module is used to generate a real-scene three-dimensional model of the real scene based on the first point cloud, the second point cloud and the third point cloud.

[0104] As a further technical solution of the present invention, the target scene element determination unit 1102 specifically includes the following modules:

[0105] A real-scene 3D model display module, configured to import the real-scene 3D model into a 3D drawing application and display the real-scene 3D model on an operation interface of the 3D drawing application;

[0106] 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.

[0107] As a further technical solution of the present invention, the target scene element determination unit 1102 specifically includes the following modules:

[0108] The scene element recognition module is used to input the real scene 3D model into the scene element recognition network to obtain the real scene 3D model after marking the target scene elements.

[0109] As a further technical solution of the present invention, the white mold generation unit 1103 specifically includes the following modules:

[0110] A first three-dimensional model generating unit is configured to remove areas other than target scene elements from the real-scene three-dimensional model to obtain a first three-dimensional model including the target scene elements;

[0111] An initial mesh white mold generating unit, configured to obtain an initial mesh white mold from the first three-dimensional model topology new mesh;

[0112] The grid white model editing and generating unit is used to call a model generation plug-in in the 3D drawing application, and add scene elements to the initial grid white model through the plug-in in the 3D drawing application to obtain the grid white model including the target scene elements.

[0113] As a further technical solution of the present invention, the lightweight model generation unit 1104 specifically includes the following modules:

[0114] A second three-dimensional model generating module, configured to import the mesh white model into a mapping application, and generate a second three-dimensional model based on the mesh white model in the mapping application;

[0115] 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.

[0116] 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.

[0117] As a further technical solution of the present invention, the following units are specifically included:

[0118] A data packet exporting unit, configured to export the data packet of the three-dimensional scene model of the game;

[0119] A game 3D scene model rendering unit, configured to render the game 3D scene model according to the data packet and display the rendered game 3D scene model;

[0120] A detection unit, used to detect the rendered three-dimensional game scene model;

[0121] A file exporting unit, configured to export a rendering file of the rendered three-dimensional game scene model after passing the detection;

[0122] 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.

[0123] It should be understood that, although the various steps in the flow chart of each embodiment of the present invention are shown in sequence according to the indication of the arrows, these steps are not necessarily performed in sequence according to the order indicated by the arrows. Unless otherwise specified herein, the execution of these steps is not strictly limited in order, 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.

[0124] Those skilled in the art will appreciate that all or part of the processes in the above-described method embodiments can be implemented by instructing the relevant hardware through a computer program. The program can be stored in a non-volatile computer-readable storage medium. When executed, the program can include the processes of the above-described method embodiments. Any reference to memory, storage, database, or other media used in the various embodiments provided herein 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. By way of 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 DRAM (SLDRAM), RAMbus direct RAM (RDRAM), direct RAMbus dynamic RAM (DRDRAM), and RAMbus dynamic RAM (RDRAM).

[0125] The technical features of the above embodiments can 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.

[0126] The above embodiments merely illustrate several implementations of the present invention, and while their descriptions are relatively specific and detailed, they should not be construed as limiting the scope of the present invention. It should be noted that a person skilled in the art would be able to make numerous modifications and improvements without departing from the spirit of the present invention, all of which fall within the scope of protection of the present invention. Therefore, the scope of protection of the present invention shall be determined by the appended claims.

[0127] 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 scope of protection 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 the real scene; Determining target scene elements according to the real-scene three-dimensional model; generating a grid white model including the target scene element; Performing mapping processing on the grid white model to obtain a three-dimensional game scene model; Determining target scene elements 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 on an operation interface of the 3D drawing application; Determining a target scene element in response to a drawing operation on the real-scene three-dimensional model in the operation interface; Generating a grid white model including the target scene element specifically comprises the following steps: Eliminating 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; 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.

2. The method for generating a three-dimensional game scene according to claim 1, wherein: Obtaining a realistic 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-scene 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 any one of claims 1 to 2, 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 based on the mesh white model in the mapping application; In response to the mapping operation on the second three-dimensional model in the mapping application, a game three-dimensional scene model is generated.

4. The method for generating a three-dimensional game scene according to claim 3, wherein: The target scene elements include a racetrack and side slopes on both sides of the racetrack, and the mapping operations include setting traffic signs on the racetrack, setting billboards on the side slopes, and planting plants in batches.

5. The method for generating a three-dimensional game scene according to any one of claims 1 to 2, characterized in that: After the grid white model is textured to obtain a 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; After the detection is passed, a rendering file of the rendered three-dimensional game scene model is exported; A deployment file of the game three-dimensional scene model is generated based on the rendering file.

6. A three-dimensional game scene generation system, characterized in that: Specifically 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, configured to determine a target scene element based on the real-scene three-dimensional model; A white model generating unit, configured to generate a grid white model including the target scene element; A lightweight model generation unit, configured to perform mapping processing on the mesh white model to obtain a three-dimensional game scene model; The target scene element determination unit specifically includes the following modules: A real-scene 3D model display module, configured to import the real-scene 3D model into a 3D drawing application and display the real-scene 3D model on an operation interface of the 3D drawing application; An operation response module, configured to determine a target scene element in response to a drawing operation on the real-scene three-dimensional model in the operation interface; The white mold generation unit specifically includes the following modules: A first three-dimensional model generating unit is configured to remove areas other than target scene elements from the real-scene three-dimensional model to obtain a first three-dimensional model including the target scene elements; An initial mesh white mold generating unit, configured to obtain an initial mesh white mold from the first three-dimensional model topology new mesh; The grid white model editing and generating unit is used to call a model generation plug-in in the 3D drawing application, and add scene elements to the initial grid white model through the plug-in in the 3D drawing application to obtain the grid white model including the target scene elements.

7. The game three-dimensional scene generation system according to claim 6, characterized in that: The real-scene 3D model acquisition unit specifically includes the following modules: an oblique photography module, configured 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 the road in the real scene to collect a third point cloud; A real-scene three-dimensional model generation module is used to generate a real-scene three-dimensional model of the real scene based on the first point cloud, the second point cloud and the third point cloud.

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