Virtual simulation scene rendering method and device, electronic equipment and storage medium

By splitting the dynamic mesh model into bone and non-skeletal mesh models and rendering according to preset sorting relationships, the load crash problem caused by insufficient server performance in virtual simulation scenarios is solved, and efficient rendering and dynamic rendering are achieved.

CN119741447AActive Publication Date: 2025-04-01PENG CHENG LAB
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Patent Information

Application Number
CN202411571314.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-05
Publication Date
2025-04-01
Estimated Expiration
2044-11-05

AI Technical Summary

Technical Problem

When building large-scale virtual simulation scenarios, the risk of load crashes in the prior art due to insufficient server performance.

Method used

By obtaining the monolithic static model and the dynamic mesh model, the dynamic mesh model is split into a skeletal mesh model and a non-skeletal mesh model, the target simulation scenario is constructed, and each monolithic static model and a non-skeletal mesh model are rendered separately to obtain a static rendering scene. Then, according to the sorting relationship in the preset mesh model group, the bone mesh model is sorted, and each bone mesh model is rendered in sequence in the static rendering scene.

Benefits of technology

It reduces the risk of load crashes due to insufficient server performance, improves the rendering efficiency of virtual simulation scenes, and ensures that the server has sufficient resources for dynamic rendering during the rendering process.

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Abstract

The invention discloses a virtual simulation scene rendering method and device, electronic equipment and a storage medium, and relates to the technical field of scene simulation. According to the virtual simulation scene rendering method, firstly, each monomer static model and each non-skeletal grid model in a target simulation scene are rendered to obtain a static rendering scene, and then each skeletal grid model in the target simulation scene is sorted to obtain a target sorting relationship; and according to the target sorting relationship, sequentially rendering each skeleton grid model in the static rendering scene. The dynamic rendering of the skeleton grid model in the static rendering scene is realized after the rendering of the static rendering scene is completed, and the static rendering scene does not occupy rendering resources during the dynamic rendering, so that the dynamic rendering efficiency can be improved, a server for rendering has enough rendering resources for dynamic rendering, and the dynamic rendering efficiency is improved. And during rendering, the risk of loading crash caused by insufficient server performance can be reduced.
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Description

Technical Field

[0001] The present application relates to the field of scene simulation technology, and in particular to a virtual simulation scene rendering method, device, electronic device and storage medium. Background Art

[0002] Among the related technologies, the digital retina system is a new paradigm of visual computing systems with the core characteristics of "real-time feature aggregation, on-demand video retrieval, and online model update". It realizes real-time analysis and processing of visual big data, solves the resource bottlenecks of traditional visual systems in bandwidth, computing, storage, etc., and forms a more efficient visual perception computing system. It has broad application prospects in smart cities, smart transportation, smart manufacturing and other fields.

[0003] In order to verify the core technology and algorithms of digital retina, it is necessary to build a digital retina end-edge cloud experimental environment with rich scene coverage, large scale and wide range, that is, it is necessary to build a virtual simulation scene, and render the virtual simulation scene during the experiment. At present, for large-scale and wide-range simulation scenes, the one-time loading and rendering method occupies a very high rendering resource and requires a high-performance server. It is easy for the server to crash due to insufficient performance. Summary of the invention

[0004] The present application aims to solve at least one of the technical problems existing in the prior art. To this end, the present application proposes a virtual simulation scene rendering method, device, electronic device and storage medium, which can reduce the risk of loading crash caused by insufficient server performance during rendering.

[0005] To achieve the above-mentioned purpose, a first aspect of the present application provides a virtual simulation scene rendering method, comprising:

[0006] Acquire a single static model and a dynamic mesh model, and split the dynamic mesh model into a skeletal mesh model and a non-skeletal mesh model;

[0007] Constructing a target simulation scene based on the monomer static model, the skeletal mesh model and the non-skeletal mesh model;

[0008] Rendering each of the monomer static models and the non-skeletal mesh models in the target simulation scene respectively to obtain a static rendering scene;

[0009] Obtaining a preset mesh model group, wherein the preset mesh model group includes a sorting relationship between different types of skeletal mesh models;

[0010] According to the sorting relationship between the different types of skeletal mesh models included in the preset mesh model group, sorting each of the skeletal mesh models in the target simulation scene to obtain a target sorting relationship;

[0011] Render each of the skeletal mesh models in sequence in the static rendering scene according to the target sorting relationship.

[0012] According to some embodiments of the first aspect of the present application, rendering each of the skeletal mesh models in sequence in the static rendering scene according to the target sorting relationship includes:

[0013] Acquire a time series, wherein the time series includes a plurality of time elements;

[0014] Constructing a first mapping relationship between the time element and the skeletal mesh model in the target sorting relationship;

[0015] In response to an action play instruction, when the current time indicates a target time element in the time sequence, a target skeletal mesh model corresponding to the target time element is determined based on the first mapping relationship, and the target skeletal mesh model is rendered in the static rendering scene.

[0016] According to some embodiments of the first aspect of the present application, obtaining a preset grid model group includes:

[0017] In response to the target operation instruction, determining the selected skeletal mesh model from the plurality of skeletal mesh models;

[0018] Based on the order in which the skeletal mesh models are selected, the preset mesh model group is constructed.

[0019] According to some embodiments of the first aspect of the present application, before rendering each of the monomer static models and the non-skeletal mesh models in the target simulation scene to obtain a static rendered scene, the method further includes:

[0020] Obtaining detailed information of each of the monomer static models, and storing the detailed information in an information database;

[0021] respectively configure a second code for each of the monomer static models;

[0022] Constructing a second mapping relationship between the second code and a database field of the detailed information of the monomer static model configuration corresponding to the second code;

[0023] Before and after rendering each of the monomer static models in the target simulation scene to obtain a static rendering scene, the method includes:

[0024] In response to a target monomer static model being selected in the static rendering scene, determining a target second encoding based on the target monomer static model;

[0025] A target database field corresponding to the target second code is determined based on the second mapping relationship, and the target database field is displayed.

[0026] According to some embodiments of the first aspect of the present application, constructing a target simulation scene based on the monomer static model, the skeletal mesh model and the non-skeletal mesh model includes:

[0027] Build the initial simulation scenario;

[0028] Determine coordinate information of the monomer static model from the detailed information of the monomer static model;

[0029] Determining, in the initial simulation scene, simulation coordinates corresponding to the coordinate information based on the coordinate information;

[0030] The single body static model corresponding to the simulation coordinates is placed in the initial simulation scene based on the simulation coordinates.

[0031] According to some embodiments of the first aspect of the present application, after moving the single static model corresponding to the simulation coordinates to the initial simulation scene based on the simulation coordinates, the method further includes:

[0032] Fusing the skeletal mesh model and the non-skeletal mesh model to obtain a fused model;

[0033] In response to a model drag instruction for the fusion model, determining a target position based on the model drag instruction;

[0034] Based on the target position, the fused model is placed in the initial simulation scene.

[0035] According to some embodiments of the first aspect of the present application, the monomer static model is obtained by the following steps:

[0036] Acquire initial model data, and convert the initial model data into a static model in a preset format;

[0037] The preset format static model is subjected to monomer processing to obtain a monomer static model.

[0038] To achieve the above-mentioned purpose, a second embodiment of the present application provides a virtual simulation scene rendering device, comprising:

[0039] A first acquisition module is used to acquire a single static model and a dynamic mesh model, and split the dynamic mesh model into a skeletal mesh model and a non-skeletal mesh model;

[0040] A first construction module is used to construct a target simulation scene based on the monomer static model, the skeletal mesh model and the non-skeletal mesh model;

[0041] A first rendering module, used for rendering each of the monomer static models and the non-skeletal mesh models in the target simulation scene respectively to obtain a static rendering scene;

[0042] A second acquisition module is used to acquire a preset mesh model group, wherein the preset mesh model group includes a sorting relationship between different types of skeletal mesh models;

[0043] A sequence construction module, used to sort each of the skeletal mesh models in the target simulation scene according to the sorting relationship between the different types of skeletal mesh models included in the preset mesh model group, to obtain a target sorting relationship;

[0044] The second rendering module is used to render each of the skeletal mesh models in sequence in the static rendering scene according to the target sorting relationship.

[0045] To achieve the above-mentioned purpose, an embodiment of the third aspect of the present application provides an electronic device, which includes a memory and a processor, wherein the memory stores a computer program, and when the processor executes the computer program, it implements the virtual simulation scene rendering method described in any one of the embodiments of the first aspect of the present application.

[0046] To achieve the above-mentioned objectives, the fourth aspect embodiment of the present application provides a computer-readable storage medium, which stores a computer program. When the computer program is executed by a processor, it implements the virtual simulation scene rendering method described in any one of the first aspect embodiments of the present application.

[0047] The virtual simulation scene rendering method, device, electronic device and storage medium of the embodiment of the present application are based on a single static model, a skeletal mesh model and a non-skeletal mesh model to construct a target simulation scene; each single static model and non-skeletal mesh model in the target simulation scene are rendered respectively to obtain a static rendering scene, so that the rendering of the single static model and the non-skeletal mesh model is completed, and in the subsequent rendering process, the static rendering scene no longer occupies rendering resources. Then a preset mesh model group is obtained, and the preset mesh model group contains a sorting relationship between different types of skeletal mesh models; according to the sorting relationship between different types of skeletal mesh models contained in the preset mesh model group, each skeletal mesh model in the target simulation scene is sorted to obtain a target sorting relationship; according to the target sorting relationship, each skeletal mesh model is rendered in sequence in the static rendering scene. After the rendering of the static rendering scene is completed, the dynamic rendering of the skeletal mesh model is performed in the static rendering scene. When performing dynamic rendering, the static rendering scene does not occupy rendering resources, so the efficiency of dynamic rendering can be improved, so that the server used for rendering has sufficient rendering resources for dynamic rendering, and the risk of loading crash caused by insufficient server performance can be reduced during rendering.

[0048] Additional aspects and advantages of the present application will be given in part in the description below, and in part will become apparent from the description below, or will be learned through the practice of the present application. BRIEF DESCRIPTION OF THE DRAWINGS

[0049] The present application is further described below with reference to the accompanying drawings and embodiments, wherein:

[0050] Figure 1 A schematic diagram of the steps of a virtual simulation scene rendering method according to an embodiment of the present application;

[0051] Figure 2 is a specific flow chart of step S170;

[0052] Figure 3 for Figure 1 A specific flow chart of step S150;

[0053] Figure 4 A schematic diagram of the steps of another embodiment of the virtual simulation scene rendering method of the present application;

[0054] Figure 5 Schematic diagram of the steps for obtaining a monomer static model;

[0055] Figure 6 for Figure 1 A specific flow chart of step S120;

[0056] Figure 7A flowchart of the virtual simulation scene rendering method according to an embodiment of the present application after step S640;

[0057] Figure 8 A schematic diagram of the structure of a virtual simulation scene rendering device according to an embodiment of the present application;

[0058] Fig. 9 A schematic diagram of the structure of an electronic device according to an embodiment of the present application. DETAILED DESCRIPTION

[0059] The embodiments of the present application are described in detail below, and examples of the embodiments are shown in the accompanying drawings, wherein the same or similar reference numerals throughout represent the same or similar elements or elements having the same or similar functions. The embodiments described below with reference to the accompanying drawings are exemplary and are only used to explain the present application, and cannot be understood as limiting the present application.

[0060] In the description of the present application, it should be understood that descriptions involving orientation, such as up, down, front, back, left, right, etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings, and are only for the convenience of describing the present application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore should not be understood as a limitation on the present application.

[0061] In the description of this application, "several" means more than one, "more" means more than two, "greater than", "less than", "exceed", etc. are understood to exclude the number itself, and "above", "below", "within", etc. are understood to include the number itself. If there is a description of "first" or "second", it is only used for the purpose of distinguishing technical features, and cannot be understood as indicating or implying relative importance or implicitly indicating the number of the indicated technical features or implicitly indicating the order of the indicated technical features.

[0062] In the description of this application, unless otherwise clearly defined, terms such as setting, installing, connecting, etc. should be understood in a broad sense, and technicians in the relevant technical field can reasonably determine the specific meanings of the above terms in this application based on the specific content of the technical solution.

[0063] In the description of the present application, the description with reference to the terms "one embodiment", "some embodiments", "illustrative embodiments", "examples", "specific examples", or "some examples" means that the specific features, structures, materials, or characteristics described in conjunction with the embodiment or example are included in at least one embodiment or example of the present application. In this specification, the schematic representation of the above terms does not necessarily refer to the same embodiment or example. Moreover, the specific features, structures, materials, or characteristics described may be combined in any one or more embodiments or examples in a suitable manner.

[0064] First, some nouns involved in this application are analyzed:

[0065] Digital retina: Digital retina is an important concept first proposed by Gao Wen, director of Pengcheng Laboratory and academician of the Chinese Academy of Engineering. It is analogous to the human retina, evolving and innovating traditional cameras and even visual computing architectures, and can more intelligently support the city brain and serve intelligent applications such as smart security and refined urban management. In short, the digital retina is a combination of the "cloud brain" and the camera. Its application in smart cities and other fields is like adding a new layer of "digital retina" to the city, achieving clearer and smarter application practices.

[0066] Rendering resources: The rendering resources of a server refer to the hardware and software resources on the server used to process and execute rendering tasks. Rendering generally refers to the process of converting a three-dimensional model, scene, or animation into a two-dimensional image or video. For example, rendering resources include processor CPU resources and graphics processor GPU resources. The server's CPU is responsible for performing a large amount of computing work in rendering tasks, such as scene rendering, physical simulation, animation calculation, etc. A powerful CPU can process these computing tasks faster and improve rendering efficiency. A multi-core CPU can process multiple tasks in parallel, which is particularly suitable for rendering work. The GPU is specifically used to process graphics and image calculations, especially in 3D rendering. The GPU processes graphics tasks such as vertex processing, pixel shading, etc. in parallel through its large number of cores, thereby accelerating the rendering process.

[0067] In terms of scene simulation and visualization rendering, in a large-scale, wide-ranging digital retina edge cloud experimental environment, one camera is equivalent to a rendering perspective. For large-scale, wide-ranging simulation scenes, a one-time loading and rendering method requires a high-performance server, which is prone to loading crashes due to insufficient server performance. Although the LOD level loading and rendering method can save server rendering resources, for large-scale, wide-ranging multi-lens scene rendering in a digital retina simulation experimental environment, multiple lenses need to load LOD level models at the same time, which is essentially loading high-precision simulation scenes all the time. Therefore, this method does not save much server resources for multi-lens scene rendering.

[0068] Based on this, the present application proposes a virtual simulation scene rendering method, device, electronic device and storage medium, which can reduce the risk of loading crash due to insufficient server performance during rendering.

[0069] The virtual simulation scene rendering method of the embodiments of the present application can be applied to a terminal or a server. In some embodiments, the terminal can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a router, a programmable switch, a network card, etc.; the server can be configured as an independent physical server, or it can be configured as a server cluster or a distributed system composed of multiple physical servers. It can also be configured as a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms; the software can be an application that implements the virtual simulation scene rendering method, etc., but is not limited to the above forms.

[0070] The present application can be used in many general or special computer system environments or configurations. For example: personal computers, server computers, handheld or portable devices, tablet devices, multiprocessor systems, microprocessor-based systems, set-top boxes, programmable consumer electronics, network PCs, minicomputers, mainframe computers, distributed computing environments including any of the above systems or devices, etc. The present application can be described in the general context of computer-executable instructions executed by a computer, such as program modules. Generally, program modules include routines, programs, objects, components, data structures, etc. that perform specific services or implement specific abstract data types. The present application can also be practiced in distributed computing environments, in which services are performed by remote processing devices connected through a communication network. In a distributed computing environment, program modules can be located in local and remote computer storage media including storage devices.

[0071] The first aspect of the present application provides a virtual simulation scene rendering method. Figure 1 , Figure 1 This is a schematic diagram of the steps of the virtual simulation scene rendering method of the embodiment of the present application. The virtual simulation scene rendering method of the embodiment of the present application includes but is not limited to the following steps:

[0072] Step S110, obtaining a single static model and a dynamic mesh model, and splitting the dynamic mesh model into a skeletal mesh model and a non-skeletal mesh model;

[0073] It should be noted that the Dynamic Mesh Model is a model used in computational fluid dynamics (CFD) to simulate complex flow problems in which the boundaries of the flow field deform over time. It is particularly suitable for dealing with problems involving component movement or shape changes, such as rotating components in pumps and compressors, helicopter rotors, ships rising and falling with the waves, and piston movement in internal combustion engine cylinders.

[0074] It is worth noting that a single static model can be a building model, a tree model or a water system model. A dynamic mesh model can be a human model or a car model. A skeletal mesh model refers to a mesh model that changes dynamically, for example, a skeletal mesh model can be a limb in a human model or a wheel in a car model. A non-skeletal mesh model refers to a mesh model that does not change dynamically, for example, a non-skeletal mesh model can be a torso in a human model or a vehicle skeleton in a car model.

[0075] In one embodiment, the dynamic mesh model may be collected from a public platform.

[0076] Step S120, constructing a target simulation scene based on the monomer static model, the skeletal mesh model and the non-skeletal mesh model;

[0077] Step S130, rendering each single static model and non-skeletal mesh model in the target simulation scene respectively to obtain a static rendering scene;

[0078] In one embodiment, each single static model and non-skeletal mesh model in the target simulation scene is rendered separately through a fixed viewing angle of a gun to obtain a static rendering scene. After obtaining the static rendering scene, the static rendering picture is free from the occupation of rendering resources. It should be noted that a gun camera refers to a common form of surveillance camera. The appearance design of this camera is similar to the shape of a rifle, and is usually composed of a rectangular camera body and a detachable lens. The characteristics of a gun camera are simple structure, stability and reliability, and it is suitable for monitoring scenes with fixed viewing angles.

[0079] Step S140, obtaining a preset mesh model group, where the preset mesh model group includes a sorting relationship between different types of skeletal mesh models;

[0080] It is worth noting that in step S110, the dynamic mesh model is split into a skeletal mesh model and a non-skeletal mesh model, so that a plurality of skeletal mesh models can be obtained, and then a plurality of skeletal mesh models arranged in sequence are obtained from the plurality of skeletal mesh models, so as to obtain a preset mesh model group. Different types of skeletal mesh models represent different action states, for example, one type of skeletal mesh model represents that a person's limbs are in an upright state, while another type of skeletal mesh model represents that a person's limbs are in a bent state.

[0081] Step S150, sorting each skeletal mesh model in the target simulation scene according to the sorting relationship between different types of skeletal mesh models included in the preset mesh model group to obtain a target sorting relationship;

[0082] Step S160, rendering each skeletal mesh model in sequence in the static rendering scene according to the target sorting relationship.

[0083] In one embodiment, a first code is configured for each skeletal mesh model, and the first code is used to uniquely indicate the skeletal mesh model. The first codes are arranged according to the sorting relationship between different types of skeletal mesh models included in the preset mesh model group to obtain a code sequence, and the target sorting relationship is represented by the code sequence. In step S160, the skeletal mesh model indicated by each first code is sequentially rendered in the static rendering scene according to the arrangement order between the first codes in the code sequence.

[0084] It is worth noting that when the various skeletal mesh models are rendered in the order of the target sorting relationship, a complete simulated action can be formed, such as simulating the action of wheel rotation.

[0085] The virtual simulation scene rendering method of the embodiment of the present application constructs a target simulation scene based on a single static model, a skeletal mesh model and a non-skeletal mesh model through the above steps S110 to S170; each single static model and non-skeletal mesh model in the target simulation scene is rendered separately to obtain a static rendering scene, thus completing the rendering of the single static model and the non-skeletal mesh model. In the subsequent rendering process, the static rendering scene no longer occupies rendering resources. Then obtain a preset mesh model group, the preset mesh model group contains a sorting relationship between different types of skeletal mesh models; according to the sorting relationship between different types of skeletal mesh models contained in the preset mesh model group, sort each skeletal mesh model in the target simulation scene to obtain a target sorting relationship; according to the target sorting relationship, render each skeletal mesh model in the static rendering scene in sequence. After completing the rendering of the static rendering scene, dynamic rendering of the skeletal mesh model is performed in the static rendering scene. When performing dynamic rendering, the static rendering scene does not occupy rendering resources, thereby improving the efficiency of dynamic rendering, so that the server used for rendering has sufficient rendering resources for dynamic rendering, and can reduce the risk of loading crashes due to insufficient server performance during rendering. Therefore, the virtual simulation scene rendering method of the embodiment of the present application can realize efficient loading and rendering of multiple lenses in large-scale scenes, reduce the resources required for simulation rendering, and can meet the needs of outputting high-quality simulation images in the digital retina simulation experimental environment, thereby improving the efficiency of simulation experiments.

[0086] In one embodiment, referring to Figure 2 , Figure 2 is a specific flow chart of step S170. Step S170 may include but is not limited to the following steps:

[0087] Step S210, obtaining a time series, the time series includes multiple time elements;

[0088] In one embodiment, the virtual simulation scene rendering method of the embodiment of the present application is applied to a computer, and a prompt window is displayed on the computer monitor. The skeletal mesh models indicated by each first code in the coding sequence are displayed to the user through the prompt window, and the skeletal mesh models are arranged in the order of the first codes in the coding sequence. Text boxes are displayed below each skeletal mesh model in this order, so that the user can input time elements in the text boxes through devices such as a mouse and keyboard. In this way, a time sequence is obtained according to the time elements and the input order of each time element.

[0089] In one embodiment, step S210 includes the following steps:

[0090] Step S211, in response to the division operation instruction, based on the division operation instruction, the target sorting relationship is divided into a plurality of sub-sorting relationships, and the plurality of sub-sorting relationships are sorted according to the order in the target sorting relationship; and based on the division operation instruction, a frame rate weight of each sub-sorting relationship is determined;

[0091] Step S212, determining a target playback duration of a sub-sequencing relationship corresponding to a frame rate weight based on a preset playback duration and a frame rate weight;

[0092] Step S213, determining the frame interval in each sub-sequencing relationship based on the target playback duration;

[0093] Exemplarily, a prompt window is displayed on the display of a computer, and the skeletal mesh models indicated by each first code in the coding sequence are displayed to the user through the prompt window, and the skeletal mesh models are arranged in the order in the target sorting relationship, and then the user selects the skeletal mesh models in batches, and assigns frame rate weights to each batch. Thus, a division operation instruction is generated, and the target sorting relationship is divided into multiple sub-sorting relationships based on the division operation instruction. And the order in the skeletal network model in the sub-sorting relationship is the same as the order in the target sorting relationship. For example, the target sorting relationship is represented by a coding sequence, and the coding sequence is [a, b, c, d, e, f, g], and the sub-sorting relationship can be 3, namely [a, b, c], [d, e] and [f, g], and the frame rate weight of [a, b, c] is 0.2, the frame rate weight of [d, e] is 0.4, and the frame rate weight of [f, g] is 0.4. The target playback duration of the sub-sorting relationship = the preset playback duration * the frame rate weight corresponding to the sub-sorting relationship; the frame interval of the sub-sorting relationship = the target playback duration corresponding to the sub-sorting relationship / the number of skeletal mesh models in the sub-sorting relationship. For example, if the preset playback duration is T, then the target playback duration of [a, b, c] = T*0.2 = 0.2T, and the frame interval of [a, b, c] = 0.2T / 3. The target playback duration of [d, e] = T*0.4 = 0.4T, and the frame interval of [d, e] = 0.4T / 2. The target playback duration of [f, g] = T*0.4 = 0.4T, and the frame interval of [f, g] = 0.4T / 2.

[0094] It is worth noting that the preset playback duration refers to the total duration of all skeletal mesh models in the rendering target sorting relationship.

[0095] Step S214, set the time element corresponding to the first skeletal mesh model in the first sub-sorting relationship to 0; set the time element corresponding to the j-th skeletal mesh model in the first sub-sorting relationship to the time element corresponding to the j-1-th skeletal mesh model + the frame interval of the first sub-sorting relationship;

[0096] It is worth noting that j is a positive integer greater than 1. For example, in the above example, the time element corresponding to a is 0, and the element corresponding to b is 0+0.2T / 3.

[0097] Step S215, set the time element corresponding to the first skeletal mesh model in the ith sub-sorting relationship to the frame interval of the ith sub-sorting relationship + the time element of the last skeletal mesh model in the i-1th sub-sorting relationship; set the time element corresponding to the xth skeletal mesh model in the ith sub-sorting relationship to the time element corresponding to the x-1th skeletal mesh model in the ith sub-sorting relationship + the frame interval of the ith sub-sorting relationship;

[0098] It is worth noting that both i and x are positive integers greater than 1.

[0099] Step S216, obtaining a time sequence based on the time elements corresponding to the skeletal mesh models of each sub-sequencing relationship.

[0100] The embodiment of the present application enables the user to customize the time element of the skeletal mesh model in different sub-sorting relationships through steps S211 to S216, so that the skeletal mesh models in different sub-sorting relationships use different frame rates when rendering. It can be achieved that a higher frame rate is used in intense sports scenes to maintain smoothness, and the frame rate is reduced in the dialogue scene after the movement to save computing resources.

[0101] Step S220, constructing a first mapping relationship between the time element and the skeletal mesh model in the target sorting relationship;

[0102] It is worth noting that a first mapping relationship between the time element and the first code in the code sequence is constructed so that the time element corresponds to the first code one by one, and the time element is used to indicate the rendering time of the skeletal mesh model indicated by the corresponding first code.

[0103] Step S230, in response to the action play instruction, when the current time indicates a target time element in the time sequence, determining a target skeletal mesh model corresponding to the target time element based on the first mapping relationship, and rendering the target skeletal mesh model in the static rendering scene;

[0104] It is worth noting that since the target sorting relationship is represented by a coding sequence, in response to an action playback instruction, when the current time indicates a target time element in a time sequence, the target first coding corresponding to the target time element is determined based on the first mapping relationship, and the target skeletal mesh model indicated by the target first coding is rendered in a static rendering scene.

[0105] Exemplarily, the time sequence is [a, b, c], and the first codes are A, B, and C, respectively, a corresponds to A, b corresponds to B, and c corresponds to C. The response time of the action play instruction is T. If the current time is the ath microsecond after the time T, it means that the target time element indicated by the current time is a, and the target first code corresponding to a is A. At this time, the target skeletal mesh model corresponding to A is rendered in the static rendering scene. If the current time is the bth microsecond after the time T, it means that the target time element indicated by the current time is b, and the target first code corresponding to b is B. At this time, the target skeletal mesh model corresponding to B is rendered in the static rendering scene. If the current time is the cth microsecond after the time T, it means that the target time element indicated by the current time is c, and the target first code corresponding to c is C. At this time, the target skeletal mesh model corresponding to C is rendered in the static rendering scene.

[0106] It is worth noting that in the dynamic rendering process, when each target skeletal mesh model is rendered in the order of arrangement, a complete simulated action can be formed, but it is only rendered in order, and the simulated action formed by rendering does not conform to the actual action. The virtual simulation scene rendering method of the embodiment of the present application realizes, through steps S210 to S230, rendering the target skeletal mesh models indicated by the first code in sequence in the static rendering scene in response to the action playback instruction, and setting the time for each target skeletal mesh model so that each target skeletal mesh model is rendered according to the corresponding time, so that the formed simulated action is more in line with reality.

[0107] In one embodiment, an action play instruction is generated based on a user's operation on a static rendering scene. For example, a virtual simulation scene rendering method is applied to a tablet computer, and a static rendering scene is displayed on the tablet computer. When it is detected that a position on the screen of the tablet computer is clicked more than twice in a preset time period, an action play instruction is generated.

[0108] In one embodiment, when rendering the target skeleton mesh model indicated by the target first code in the static rendering scene, the rendering is performed using the shooting perspective of a ball camera. A ball camera, also known as a spherical camera, is a device that can perform omnidirectional rotation shooting. It usually has high-definition video output capabilities and can capture real-time images of surrounding scenes. The movement of the ball camera integrates key components such as cameras, motors, and image processing chips, which are responsible for capturing images, controlling the rotation of the pan / tilt, and performing efficient image processing.

[0109] In one embodiment, referring to Figure 3 , Figure 3 for Figure 1 A specific flow chart of step S150 in FIG. 1 is shown in FIG. 1 . Step S150 may include but is not limited to the following steps:

[0110] Step S310, in response to the target operation instruction, determining a selected skeletal mesh model from a plurality of skeletal mesh models;

[0111] Step S320: construct a preset mesh model group based on the order in which the skeletal mesh models are selected.

[0112] In one embodiment, multiple skeletal mesh models are displayed in a terminal device (such as a computer monitor) for user selection. When the user clicks on the skeletal mesh models in sequence through an input device (such as a mouse), a target operation instruction is generated, and the skeletal mesh model selected by the user is determined based on the target operation instruction, and each selected skeletal mesh model is arranged in the order of the user's clicks to obtain a preset mesh model group. In this way, the present application enables the user to customize the construction of a preset mesh model group through steps S310 to S320, thereby realizing the customization of the rendering order of each skeletal mesh model.

[0113] In one embodiment, referring to Figure 4 , Figure 4 This is a schematic diagram of the steps of another embodiment of the virtual simulation scene rendering method of the present application.

[0114] Before step S130, the method further includes the following steps:

[0115] Step S410, obtaining detailed information of each monomer static model, and storing the detailed information in an information database;

[0116] It is worth noting that the detailed information of the monomer static model includes the name, category, geographic location coordinates and other information of the monomer static model.

[0117] Step S420, configuring a second code for each monomer static model respectively;

[0118] Step S430, constructing a second mapping relationship between the second code and the database field of the detailed information of the monomer static model configuration corresponding to the second code;

[0119] After step S130, the following steps are also included:

[0120] Step S440, in response to the target monomer static model being selected in the static rendering scene, determining a target second code based on the target monomer static model;

[0121] Step S450: determining a target database field corresponding to the target second code based on the second mapping relationship, and displaying the target database field.

[0122] The embodiment of the present application implements, through the above steps S410 to S450, that when a target monomer static model is selected in a static rendering scene, the target second code is determined based on the target monomer static model, and then the target database field corresponding to the target second code is determined based on the second mapping relationship, and the target database field is displayed, so that the user can understand the detailed information of the target monomer static model in the information database through the target database field.

[0123] In another embodiment, the detailed information of each non-skeletal mesh model is stored in an information database, a third code is configured for each non-skeletal mesh model, and a third mapping relationship is constructed between the third code and a database field of the detailed information of the non-skeletal mesh model configuration corresponding to the third code; in response to a non-skeletal mesh model being selected in a static rendering scene, the corresponding target third code is determined based on the selected non-skeletal mesh model, the target database field corresponding to the target third code is determined based on the third mapping relationship, and the target database field is displayed.

[0124] In one embodiment, referring to Figure 5 , Figure 5 The following is a schematic diagram of the steps for obtaining a single static model. The single static model is obtained through the following steps:

[0125] Step S510, obtaining initial model data, and converting the initial model data into a static model in a preset format;

[0126] It is worth noting that the initial model data may include urban satellite geographic data, building information models, 3D modeling and rendering data, oblique photography models, and high-precision point cloud data. Specifically, the initial model data is collected in the WGS84 coordinate system. For example, urban satellite geographic data, including roads, buildings, green spaces, water systems and other data, are obtained through GIS software. Urban 3D modeling and rendering models and building information models are collected through software modeling or model resource website resources; images are collected by high-altitude planned flight of drones, and oblique photography models are generated after three-dimensional reconstruction of the images. Images are collected according to the collection points, and high-precision point cloud data are formed through point image software reconstruction.

[0127] It should be noted that the WGS84 coordinate system, whose full name is World Geodetic System 1984, is the geocentric coordinate system currently widely used internationally.

[0128] In one embodiment, the preset format is 3DTiles format, which is a large-scale 3D spatial data format that is grid-oriented and displayable, and is specially designed for streaming and rendering massive 3D geospatial data, and is used to store and manage grid-based 3D model data. Its data structure is based on formats such as B3DM and PNTS, and can support multiple levels of LOD (Levels of Detail) and use Tilesets (tile sets) to organize and manage data.

[0129] In one embodiment, the satellite geographic data model format is terrain processed, a satellite geographic data file is added, a slicing algorithm is set for the data file as a vcg triangulation algorithm, and the vector points of the geographic data file are converted. After the conversion, the surface data of the vectors in the satellite geographic data can be used as a lightweight model in the 3D Tiles format. VCG (Visual Computing Group) triangulation algorithm generally refers to a series of algorithms that use the VCG library for triangular mesh processing in the field of computer graphics and geometry processing.

[0130] In one embodiment, the building information model files in rvt format and dgn format are converted into .clm format files, and the .clm format files are processed with texture resources, fused LOD, and simplified triangulated networks in turn, and the .clm format files are converted into 3DTiles format lightweight models.

[0131] In one embodiment, the oblique photography model is reconstructed, including associating index paths, formulating effect parameters, compressing vertices, etc., and then the oblique photography model is converted into a lightweight model in 3D Tiles format.

[0132] In one embodiment, LOD level processing parameters are set for high-precision point cloud data, the number of vertices and colors in the high-precision point cloud data are compressed, and attribute fields are matched, and then the high-precision point cloud data is converted into a lightweight model in 3D Tiles format.

[0133] Step S520, performing monomer processing on the static model in the preset format to obtain a monomer static model.

[0134] In one embodiment, the preset format static model is a 3DTiles format lightweight model. After obtaining the 3DTiles format lightweight model, the 3DTiles format lightweight model is classified, and the 3DTiles format lightweight models of the same type are merged into one model layer. For the 3DTiles format lightweight models of the same model layer, the color RGB value interval recognition in the three-dimensional image recognition is used to screen the geometric data in the same model layer, and the geometric data includes roads, buildings, trees, water systems, etc. Then, the semantic cutting algorithm is used to perform edge recognition on the geometric data. First, the model contour boundary of the geometric data is identified, and after the contour boundary is determined, the geometric data object set is segmented, and the geometric data object set is divided into road class, building class, tree class, and water system class; then, based on the geometric data of the road class in each model layer, a road class object set is constructed; based on the geometric data of the building class in each model layer, a building class object set is constructed; based on the geometric data of the tree class in each model layer, a tree class object set is constructed; based on the geometric data of the water system class in each model layer, a water system object set is constructed.

[0135] After obtaining various object sets, since the geometric data in the object set has a relatively regular outer contour boundary, the model data within the outer contour boundary of the geometric data of the object set can be preliminarily identified, and the contour boundary line of the geometric data, the coordinates of the model edge corner points, and the model texture elements can be determined; a model mesh body is generated based on the contour boundary line, the coordinates of the model edge corner points, and the model texture elements of the geometric data, and the generated model mesh body is used as the calculation area of ​​the semantic cutting algorithm; the semantic cutting algorithm is used to cut the model data within the shape of the model mesh body, and the model texture is regenerated according to the outer contour of the cut model data, and then the model data is identified and output as a monomerized model to obtain a monomer static model.

[0136] It should be noted that the semantic cutting algorithm, also known as the semantic segmentation algorithm, is a technique used for image segmentation in the field of computer vision. Its goal is to assign each pixel in the image to a semantic category, thereby achieving pixel-level understanding of the image content. Common algorithms for semantic segmentation include: fully convolutional network, U-Ne and DeepLab. Fully convolutional network (FCN): This is a neural network architecture for semantic segmentation that achieves pixel-level classification of images of any size by removing the fully connected layer and adding an upsampling layer. FCN uses 1:1 convolution to replace the flat layer to retain more spatial information. U-Net: The U-Net architecture consists of two parts: an encoder and a decoder. It extracts information by downsampling the image in the encoder and then reconstructs the image features using a deconvolution process through the decoder. U-Net introduces "skip connections" to reduce data loss during downsampling and achieve higher resolution output. DeepLab: The DeepLab model captures multi-scale contextual information while maintaining high-resolution output by using dilated convolution. It also uses conditional random fields (CRF) as a post-processing step to further optimize the segmentation results.

[0137] In one embodiment, referring to Figure 6 , Figure 6 for Figure 1 A specific flow chart of step S120 in FIG. 1 is shown in FIG. 1 . Step S120 may include but is not limited to the following steps:

[0138] Step S610, constructing an initial simulation scene;

[0139] Step S620, determining the coordinate information of the monomer static model from the detailed information of the monomer static model;

[0140] Step S630, determining simulation coordinates corresponding to the coordinate information in the initial simulation scene based on the coordinate information;

[0141] Step S640: placing the single static model corresponding to the simulation coordinates in the initial simulation scene based on the simulation coordinates.

[0142] The embodiment of the present application first constructs an initial simulation scene on the simulation software through steps S610 to S640, and then determines the coordinate information of the monomer static model from the detailed information of the monomer static model. Since the monomer static model is collected based on the WGS84 coordinate system during collection, the coordinate information of the monomer static model includes the WGS84 coordinates of the monomer static model, and then the WGS84 coordinates are converted into simulation coordinates in the initial simulation scene. For example, the initial simulation scene is constructed based on a GIS (Geographic Information System) map, so it is necessary to convert the WGS84 coordinates of the monomer static model into GIS map coordinates. Then, based on the GIS map coordinates, the monomer static model corresponding to the simulation coordinates is placed in the initial simulation scene.

[0143] In one embodiment, referring to Figure 7 , Figure 7 This is a flow chart of the virtual simulation scene rendering method according to an embodiment of the present application after step S640. After step S640, the following steps may be included but are not limited to:

[0144] Step S710, fusing the skeletal mesh model and the non-skeletal mesh model to obtain a fused model;

[0145] Step S720, in response to a model dragging instruction for the fusion model, determining a target position based on the model dragging instruction;

[0146] Step S730, based on the target position, placing the fusion model in the initial simulation scene.

[0147] The embodiment of the present application is through step S710 to step S730. Since the skeleton mesh model and the non-skeleton mesh model are obtained by splitting the dynamic mesh model, the skeleton mesh model and the non-skeleton mesh model are corresponding. The corresponding skeleton mesh model and the non-skeleton mesh model are spliced ​​to obtain a fusion model. Then each fusion model is displayed on the display screen of the relevant device, and the initial simulation scene is displayed on the display screen at the same time. The user can select a fusion model through an external input device, such as a mouse, and move the fusion model to the target position in the initial simulation scene. In this way, based on the user's operation, a model drag command is generated. Then in response to the model drag command for the fusion model, the target position is determined based on the model drag command, and based on the target position, the fusion model is placed in the initial simulation scene. In this way, it is convenient for the user to customize the construction of the simulation scene, and the operation is simple and the effect is high.

[0148] The second aspect of the present application provides a virtual simulation scene rendering device. Figure 8 , Figure 8 This is a schematic diagram of the structure of a virtual simulation scene rendering device according to an embodiment of the present application. The device includes:

[0149] A first acquisition module 810 is used to acquire a single static model and a dynamic mesh model, and split the dynamic mesh model into a skeletal mesh model and a non-skeletal mesh model;

[0150] A first construction module 820 is used to construct a target simulation scene based on a single static model, a skeletal mesh model, and a non-skeletal mesh model;

[0151] A first rendering module 830 is used to render each single static model and non-skeletal mesh model in the target simulation scene to obtain a static rendering scene;

[0152] A second acquisition module 840 is used to acquire a preset mesh model group, where the preset mesh model group includes a sorting relationship between different types of skeletal mesh models;

[0153] A sequence construction module 850 is used to sort each skeletal mesh model in the target simulation scene according to the sorting relationship between different types of skeletal mesh models included in the preset mesh model group to obtain a target sorting relationship;

[0154] The second rendering module 860 is used to render each skeletal mesh model in sequence in the static rendering scene according to the target sorting relationship.

[0155] The virtual simulation scene rendering device of the embodiment of the present application is used to execute the virtual simulation scene rendering method of the embodiment of the first aspect. When executing the method, a target simulation scene is constructed based on a single static model, a skeletal mesh model and a non-skeletal mesh model; each single static model and non-skeletal mesh model in the target simulation scene are rendered respectively to obtain a static rendering scene, so that the rendering of the single static model and the non-skeletal mesh model is completed. In the subsequent rendering process, the static rendering scene no longer occupies rendering resources. Then a preset mesh model group is obtained, and the preset mesh model group contains a sorting relationship between different types of skeletal mesh models; according to the sorting relationship between different types of skeletal mesh models contained in the preset mesh model group, each skeletal mesh model in the target simulation scene is sorted to obtain a target sorting relationship; according to the target sorting relationship, each skeletal mesh model is sequentially rendered in the static rendering scene. After the rendering of the static rendering scene is completed, the dynamic rendering of the skeletal mesh model is performed in the static rendering scene. When performing dynamic rendering, the static rendering scene does not occupy rendering resources, so the efficiency of dynamic rendering can be improved, so that the server used for rendering has sufficient rendering resources for dynamic rendering, and the risk of loading crash caused by insufficient server performance can be reduced during rendering.

[0156] In one embodiment, the second rendering module includes:

[0157] An acquisition unit, used for acquiring a time series, where the time series includes a plurality of time elements;

[0158] A first construction unit, used to construct a first mapping relationship between the time element and the skeletal mesh model in the target sorting relationship;

[0159] The rendering unit is used to respond to the action play instruction, when the current time indicates the target time element in the time sequence, determine the target skeletal mesh model corresponding to the target time element based on the first mapping relationship, and render the target skeletal mesh model in the static rendering scene.

[0160] In one embodiment, the second acquisition module includes:

[0161] A first determining unit, configured to determine a selected target skeletal mesh model from a plurality of skeletal mesh models in response to a target operation instruction;

[0162] The second construction unit is used to construct a preset mesh model group based on the selection order of each skeletal mesh model.

[0163] In one embodiment, the virtual simulation scene rendering device further includes:

[0164] The third acquisition module is used to obtain detailed information of each monomer static model and store the detailed information in the information database;

[0165] A configuration module, used to configure a second encoding for each monomer static model respectively;

[0166] A second construction module is used to construct a second mapping relationship between the second code and the database field of the detailed information of the monomer static model configuration corresponding to the second code;

[0167] A determination module, configured to determine a target second encoding based on the target monomer static model in response to the target monomer static model being selected in the static rendering scene;

[0168] The display module is used to determine the target database field corresponding to the target second code based on the second mapping relationship, and display the target database field.

[0169] In one embodiment, the first building block includes:

[0170] A third construction unit is used to construct an initial simulation scene;

[0171] A second determining unit, configured to determine coordinate information of the monomer static model from detailed information of the monomer static model;

[0172] A third determining unit, configured to determine, in the initial simulation scene, simulation coordinates corresponding to the coordinate information based on the coordinate information;

[0173] The first moving unit is used to place the single static model corresponding to the simulation coordinates in the initial simulation scene based on the simulation coordinates.

[0174] In one embodiment, the first building block further includes:

[0175] A fusion unit, used for fusing the skeletal mesh model and the non-skeletal mesh model to obtain a fusion model;

[0176] a fourth determining unit, configured to respond to a model dragging instruction for the fusion model and determine a target position based on the model dragging instruction;

[0177] The second mobile unit is used to place the fusion model in an initial simulation scene based on the target position.

[0178] Reference Fig. 9 , Fig. 9 This is a schematic diagram of the structure of an electronic device according to an embodiment of the third aspect of the present application. The electronic device includes:

[0179] The processor 901 may be implemented by a general-purpose CPU (Central Processing Unit), a microprocessor, an application-specific integrated circuit (Application Specific Integrated Circuit, ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of the present application;

[0180] The memory 902 can be implemented in the form of a read-only memory (ROM), a static storage device, a dynamic storage device, or a random access memory (RAM). The memory 902 can store an operating system and other applications. When the technical solution provided in the embodiment of this specification is implemented by software or firmware, the relevant program code is stored in the memory 902, and the processor 901 calls and executes the virtual simulation scene rendering method of the embodiment of this application;

[0181] Input / output interface 903, used to implement information input and output;

[0182] Communication interface 904, used to realize communication interaction between the device and other devices, which can be realized by wired mode (such as USB, network cable, etc.) or wireless mode (such as mobile network, WIFI, Bluetooth, etc.);

[0183] A bus 905 that transmits information between various components of the device (e.g., the processor 901, the memory 902, the input / output interface 903, and the communication interface 904);

[0184] The processor 901 , the memory 902 , the input / output interface 903 and the communication interface 904 are connected to each other in communication within the device via a bus 905 .

[0185] The fourth aspect of the present application is a computer-readable storage medium, which stores a computer program. When the computer program is executed by a processor, it implements the virtual simulation scene rendering method of any one of the first aspect embodiments.

[0186] The memory, as a non-transient computer-readable storage medium, can be used to store non-transient software programs and non-transient computer executable programs. In addition, the memory may include a high-speed random access memory, and may also include a non-transient memory, such as at least one disk storage device, a flash memory device, or other non-transient solid-state storage device. In some embodiments, the memory may optionally include a memory remotely disposed relative to the processor, and these remote memories may be connected to the processor via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0187] The embodiments described in the embodiments of the present application are intended to more clearly illustrate the technical solutions of the embodiments of the present application and do not constitute a limitation on the technical solutions provided in the embodiments of the present application. Those skilled in the art will appreciate that with the evolution of technology and the emergence of new application scenarios, the technical solutions provided in the embodiments of the present application are also applicable to similar technical problems.

[0188] Those skilled in the art will appreciate that the technical solutions shown in the figures do not constitute a limitation on the embodiments of the present application, and may include more or fewer steps than shown in the figures, or a combination of certain steps, or different steps.

[0189] The device embodiments described above are merely illustrative, and the units described as separate components may or may not be physically separated, that is, they may be located in one place or distributed on multiple network units. Some or all of the modules may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0190] Those skilled in the art will appreciate that all or some of the steps in the methods disclosed above, and the functional modules / units in the systems and devices may be implemented as software, firmware, hardware, or a suitable combination thereof.

[0191] The terms "first", "second", "third", "fourth", etc. (if any) in the specification of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0192] It should be understood that in the present application, "at least one (item)" means one or more, and "plurality" means two or more. "And / or" is used to describe the mapping relationship of the mapping objects, indicating that three relationships may exist. For example, "A and / or B" can mean: only A exists, only B exists, and A and B exist at the same time, where A and B can be singular or plural. The character " / " generally indicates that the previous and next mapping objects are in an "or" relationship. "At least one of the following items" or similar expressions refers to any combination of these items, including any combination of single items or plural items. For example, at least one of a, b or c can mean: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, c can be single or multiple.

[0193] In the several embodiments provided in the present application, it should be understood that the disclosed systems and methods can be implemented in other ways. For example, the system embodiments described above are merely schematic. For example, the division of the above units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.

[0194] The units described above as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0195] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0196] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes multiple instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods of various embodiments of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, and other media that can store programs.

[0197] The preferred embodiments of the present application are described above with reference to the accompanying drawings, but the scope of the rights of the present application is not limited thereto. Any modification, equivalent substitution and improvement made by a person skilled in the art without departing from the scope and essence of the present application should be within the scope of the rights of the present application.

Claims

1. A virtual simulation scene rendering method, characterized in that: include: Acquire a single static model and a dynamic mesh model, and split the dynamic mesh model into a skeletal mesh model and a non-skeletal mesh model; Constructing a target simulation scene based on the monomer static model, the skeletal mesh model and the non-skeletal mesh model; Rendering each of the monomer static models and the non-skeletal mesh models in the target simulation scene respectively to obtain a static rendering scene; Obtaining a preset mesh model group, wherein the preset mesh model group includes a sorting relationship between different types of skeletal mesh models; According to the sorting relationship between the different types of skeletal mesh models included in the preset mesh model group, sorting each of the skeletal mesh models in the target simulation scene to obtain a target sorting relationship; Render each of the skeletal mesh models in sequence in the static rendering scene according to the target sorting relationship.

2. The virtual simulation scene rendering method according to claim 1, characterized in that: The step of rendering each of the skeletal mesh models in sequence in the static rendering scene according to the target sorting relationship includes: Acquire a time series, wherein the time series includes a plurality of time elements; Constructing a first mapping relationship between the time element and the skeletal mesh model in the target sorting relationship; In response to an action play instruction, when the current time indicates a target time element in the time sequence, a target skeletal mesh model corresponding to the target time element is determined based on the first mapping relationship, and the target skeletal mesh model is rendered in the static rendering scene.

3. The virtual simulation scene rendering method according to claim 1, characterized in that: The step of obtaining a preset grid model group includes: In response to the target operation instruction, determining the selected skeletal mesh model from the plurality of skeletal mesh models; Based on the order in which the skeletal mesh models are selected, the preset mesh model group is constructed.

4. The virtual simulation scene rendering method according to claim 1, characterized in that: Before rendering each of the monomer static models and the non-skeletal mesh models in the target simulation scene to obtain a static rendering scene, the method further includes: Obtaining detailed information of each of the monomer static models, and storing the detailed information in an information database; respectively configure a second code for each of the monomer static models; Constructing a second mapping relationship between the second code and a database field of the detailed information of the monomer static model configuration corresponding to the second code; Before and after rendering each of the monomer static models in the target simulation scene to obtain a static rendering scene, the method includes: In response to a target monomer static model being selected in the static rendering scene, determining a target second encoding based on the target monomer static model; A target database field corresponding to the target second code is determined based on the second mapping relationship, and the target database field is displayed.

5. The virtual simulation scene rendering method according to claim 4, characterized in that: The step of constructing a target simulation scene based on the monomer static model, the skeletal mesh model and the non-skeletal mesh model includes: Build the initial simulation scenario; Determine coordinate information of the monomer static model from the detailed information of the monomer static model; Determining, in the initial simulation scene, simulation coordinates corresponding to the coordinate information based on the coordinate information; The single body static model corresponding to the simulation coordinates is placed in the initial simulation scene based on the simulation coordinates.

6. The virtual simulation scene rendering method according to claim 5, characterized in that: After moving the single static model corresponding to the simulation coordinates to the initial simulation scene based on the simulation coordinates, the method further includes: Fusing the skeletal mesh model and the non-skeletal mesh model to obtain a fused model; In response to a model drag instruction for the fusion model, determining a target position based on the model drag instruction; Based on the target position, the fused model is placed in the initial simulation scene.

7. The virtual simulation scene rendering method according to claim 1, characterized in that: The monomer static model is obtained by the following steps: Acquire initial model data, and convert the initial model data into a static model in a preset format; The preset format static model is subjected to monomer processing to obtain a monomer static model.

8. A virtual simulation scene rendering device, characterized in that: include: A first acquisition module is used to acquire a single static model and a dynamic mesh model, and split the dynamic mesh model into a skeletal mesh model and a non-skeletal mesh model; A first construction module is used to construct a target simulation scene based on the monomer static model, the skeletal mesh model and the non-skeletal mesh model; A first rendering module, used for rendering each of the monomer static models and the non-skeletal mesh models in the target simulation scene respectively to obtain a static rendering scene; A second acquisition module is used to acquire a preset mesh model group, wherein the preset mesh model group includes a sorting relationship between different types of skeletal mesh models; A sequence construction module, used to sort each of the skeletal mesh models in the target simulation scene according to the sorting relationship between the different types of skeletal mesh models included in the preset mesh model group, to obtain a target sorting relationship; The second rendering module is used to render each of the skeletal mesh models in sequence in the static rendering scene according to the target sorting relationship.

9. An electronic device, characterized in that: The electronic device comprises a memory and a processor, the memory stores a computer program, and the processor implements the virtual simulation scene rendering method according to any one of claims 1 to 7 when executing the computer program.

10. A computer-readable storage medium storing a computer program, characterized in that: When the computer program is executed by a processor, the virtual simulation scene rendering method according to any one of claims 1 to 7 is implemented.

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