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

By splitting and sorting the rendering models, the rendering process of the virtual simulation scene is optimized, solving the problem of insufficient server performance and achieving efficient rendering and high-quality output.

CN119741447BActive Publication Date: 2025-11-04PENG CHENG LAB
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Patent Information

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

AI Technical Summary

Technical Problem

In existing technologies, large-scale virtual simulation scene rendering can easily lead to insufficient server performance, resulting in loading crashes.

Method used

The dynamic mesh model is split into a skeletal mesh model and a non-skeletal mesh model. The individual static model and the non-skeletal mesh model are rendered separately. The target ordering relationship is constructed, and the skeletal mesh model is rendered in sequence according to the ordering relationship, thereby reducing the resource consumption of the static rendering scene.

Benefits of technology

By optimizing the rendering process, the risk of loading crashes caused by insufficient server performance is reduced, rendering efficiency and quality in large-scale scenes are improved, and the high-efficiency output requirements of the digital retina simulation experimental environment are met.

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Abstract

The application discloses a virtual simulation scene rendering method and device, electronic equipment and a storage medium, and relates to the technical field of scene simulation. The virtual simulation scene rendering method provided by the application renders each single static model and non-skeleton grid model in a target simulation scene respectively to obtain a static rendering scene, sorts each skeleton grid model in the target simulation scene to obtain a target sorting relationship, and sequentially renders each skeleton grid model in the static rendering scene according to the target sorting relationship. The method realizes dynamic rendering of the skeleton grid model in the static rendering scene after the rendering of the static rendering scene is completed. When the dynamic rendering is performed, the static rendering scene does not occupy rendering resources, so that the efficiency of the dynamic rendering is improved, the server used for rendering has sufficient rendering resources for the dynamic rendering, and the risk of loading crash caused by insufficient server performance is reduced during the rendering.
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Description

Technical Field

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

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

[0003] To verify the core technologies and algorithms of digital retina, it is necessary to construct a large-scale, wide-ranging edge-cloud experimental environment for digital retina, which requires the construction of a virtual simulation scenario. During the experiment, this virtual simulation scenario needs to be rendered. Currently, for large-scale simulation scenarios, the one-time loading and rendering method consumes very high rendering resources, requires high-performance servers, and is prone to server crashes due to insufficient performance. Summary of the Invention

[0004] This application aims to address at least one of the technical problems existing in the prior art. To this end, this application proposes a virtual simulation scene rendering method, apparatus, electronic device, and storage medium, which can reduce the risk of loading crashes due to insufficient server performance during rendering.

[0005] To achieve the above objectives, a first aspect of this application provides a virtual simulation scene rendering method, comprising:

[0006] Obtain the static model and dynamic mesh model of the individual unit, and split the dynamic mesh model into a skeletal mesh model and a non-skeletal mesh model;

[0007] Based on the single static model, the skeletal mesh model, and the non-skeletal mesh model, a target simulation scene is constructed.

[0008] Each of the individual static models and the non-skeleton mesh models in the target simulation scene is rendered to obtain a static rendering scene.

[0009] Obtain a preset mesh model group, which contains the sorting relationship between different types of the skeletal mesh models;

[0010] Based on the sorting relationship between the 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 the target sorting relationship;

[0011] According to the target sorting relationship, each of the skeletal mesh models is rendered sequentially in the static rendering scene.

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

[0013] Obtain a time series, which includes multiple time elements;

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

[0015] In response to an action playback command, when the target time element in the time sequence is indicated at the current time, the 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 this application, obtaining the preset mesh model group includes:

[0017] In response to a target operation command, the selected skeletal mesh model is determined from a plurality of skeletal mesh models;

[0018] Based on the selection order of each of the aforementioned skeletal mesh models, the preset mesh model group is constructed.

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

[0020] Obtain detailed information for each of the individual static models and store the detailed information in an information database;

[0021] Configure a second code for each of the individual static models;

[0022] Construct a second mapping relationship between the database fields of the second code and the detailed information of the individual static model configuration corresponding to the second code;

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

[0024] In response to the selection of a target single static model in the static rendering scene, a second target code is determined based on the target single static model;

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

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

[0027] Construct the initial simulation scenario;

[0028] The coordinate information of the static single-unit model is determined from the detailed information of the static single-unit model;

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

[0030] Based on the simulation coordinates, the individual static model corresponding to the simulation coordinates is placed in the initial simulation scene.

[0031] According to some embodiments of the first aspect of this 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] The skeletal mesh model and the non-skeletal mesh model are fused to obtain a fused model;

[0033] In response to a model drag command for the fusion model, the target position is determined based on the model drag command;

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

[0035] According to some embodiments of the first aspect of this application, the single-unit static model is obtained through the following steps:

[0036] Obtain initial model data and convert it into a static model in a preset format;

[0037] The preset format static model is processed into a single static model.

[0038] To achieve the above objectives, a second aspect of this application provides a virtual simulation scene rendering apparatus, comprising:

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

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

[0041] The first rendering module is used to render each of the individual static models and the non-skeleton mesh models in the target simulation scene to obtain a static rendering scene.

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

[0043] The sequence construction module is 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 contained in the preset mesh model group, so as to obtain the target sorting relationship;

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

[0045] To achieve the above objectives, a third aspect of this application provides an electronic device, which includes a memory and a processor. The memory stores a computer program, and the processor executes the computer program to implement the virtual simulation scene rendering method described in any one of the first aspects of this application.

[0046] To achieve the above objectives, a fourth aspect of this application provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements the virtual simulation scene rendering method described in any one of the first aspects of this application.

[0047] The virtual simulation scene rendering method, apparatus, electronic device, and storage medium of this application embodiment construct a target simulation scene based on individual static models, skeletal mesh models, and non-skeletal mesh models. Each individual static model and non-skeletal mesh model in the target simulation scene is rendered separately to obtain a static rendering scene. This completes the rendering of the individual static models and non-skeletal mesh models, and the static rendering scene no longer occupies rendering resources in subsequent rendering processes. Then, a preset mesh model group is obtained, which contains the sorting relationship between different types of skeletal mesh models. Based on 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 sequentially in the static rendering scene. This achieves dynamic rendering of skeletal mesh models within the static rendering scene after the static rendering scene is completed. During dynamic rendering, the static rendering scene does not occupy rendering resources, thus improving the efficiency of dynamic rendering. This ensures that the server used for rendering has sufficient rendering resources for dynamic rendering and reduces the risk of loading crashes due to insufficient server performance during rendering.

[0048] Additional aspects and advantages of this application will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of this application. Attached Figure Description

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

[0050] Figure 1 This is a flowchart illustrating the steps of the virtual simulation scene rendering method according to an embodiment of this application;

[0051] Figure 2 This is a detailed flowchart of step S170;

[0052] Figure 3 for Figure 1 A detailed flowchart of step S150;

[0053] Figure 4 This is a flowchart illustrating the steps of another embodiment of the virtual simulation scene rendering method of this application;

[0054] Figure 5 This is a schematic diagram illustrating the steps involved in obtaining a static model of a single entity.

[0055] Figure 6 for Figure 1 A detailed flowchart of step S120;

[0056] Figure 7This is a flowchart illustrating the virtual simulation scene rendering method of this application after step S640;

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

[0058] Figure 9 This is a schematic diagram of the structure of an electronic device according to an embodiment of this application. Detailed Implementation

[0059] The embodiments of this application are described in detail below. Examples of these embodiments are shown in the accompanying drawings, wherein the same or similar reference numerals denote the same or similar elements or elements having the same or similar functions throughout. The embodiments described below with reference to the accompanying drawings are exemplary and are only used to explain this application, and should not be construed as limiting this application.

[0060] In the description of this application, it should be understood that the orientation descriptions, such as up, down, front, back, left, right, etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are only for the convenience of describing this application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on this application.

[0061] In the description of this application, "several" means one or more, "multiple" means two or more, "greater than," "less than," and "exceeding" are understood to exclude the stated number, while "above," "below," and "within" are understood to include the stated number. The use of "first" and "second" in the description is merely for distinguishing technical features and should not be construed as indicating or implying relative importance, or implicitly indicating the number of indicated technical features, or implicitly indicating the order of the indicated technical features.

[0062] In the description of this application, unless otherwise expressly defined, terms such as "setup," "installation," and "connection" should be interpreted broadly, and those skilled in the art can reasonably determine the specific meaning of the above terms in this application in conjunction with the specific content of the technical solution.

[0063] In the description of this application, the terms "one embodiment," "some embodiments," "illustrative embodiment," "example," "specific example," or "some examples," etc., refer to specific features, structures, materials, or characteristics described in connection with that embodiment or example, which are included in at least one embodiment or example of this application. In this specification, the illustrative expressions of the above terms do not necessarily refer to the same embodiment or example. Furthermore, the specific features, structures, materials, or characteristics described may be combined in any suitable manner in one or more embodiments or examples.

[0064] First, let's analyze some of the terms used in this application:

[0065] Digital Retina: The digital retina is an important concept first proposed by Gao Wen, director of the Pengcheng Laboratory and academician of the Chinese Academy of Engineering. Analogous to the human retina, it evolves and innovates traditional cameras and even visual computing architecture, enabling more intelligent support for the city's "brain" and serving intelligent applications such as smart security and refined urban management. In short, the digital retina is a combination of a "cloud brain" and a camera. Its application in smart cities and other fields is like adding a new "digital retina" to the city, achieving clearer and more intelligent application practices.

[0066] Rendering Resources: Server rendering resources refer to the hardware and software resources on the server used to process and execute rendering tasks. Rendering typically refers to the process of converting 3D models, scenes, or animations into 2D images or videos. For example, rendering resources include CPU resources and GPU resources. The server's CPU is responsible for performing a large amount of computation in rendering tasks, such as scene rendering, physics simulation, and animation calculations. A powerful CPU can process these computational tasks faster, improving rendering efficiency. Multi-core CPUs can process multiple tasks in parallel, making them particularly suitable for rendering work. GPUs are specifically designed for processing graphics and image computations, playing a crucial role, especially in 3D rendering. GPUs accelerate the rendering process by processing graphics tasks in parallel through their numerous cores, such as vertex processing and pixel shading.

[0067] In terms of scene simulation and visualization rendering, in a large-scale, wide-ranging digital retina edge-cloud experimental environment, each camera is equivalent to a rendering viewpoint. For large-scale, wide-ranging simulation scenes, the one-time loading and rendering method requires high-performance servers, which are prone to server crashes due to insufficient performance. While the LOD level loading and rendering method can save server rendering resources, for large-scale, wide-ranging multi-camera scene rendering in a digital retina simulation experimental environment, multiple cameras need to load the LOD level model simultaneously. Essentially, it is continuously loading a high-precision simulation scene. Therefore, this method does not save much server resources for multi-camera scene rendering.

[0068] Based on this, this application proposes a virtual simulation scene rendering method, apparatus, 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 this application embodiment can be applied to a terminal or a server. In some embodiments, the terminal can be a smartphone, tablet computer, laptop computer, desktop computer, router, programmable switch, network card, etc.; the server can be configured as an independent physical server, or as a server cluster or distributed system composed of multiple physical servers, or 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 communication, 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] This application can be used in a wide variety of general-purpose or special-purpose computer system environments or configurations. Examples include: 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, and distributed computing environments including any of the above systems or devices. This 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 business operations or implement specific abstract data types. This application can also be practiced in distributed computing environments where business operations are performed by remote processing devices connected via communication networks. In distributed computing environments, program modules can reside in local and remote computer storage media, including storage devices.

[0071] The first aspect of this application provides a method for rendering a virtual simulation scene. (Refer to...) Figure 1 , Figure 1 This is a flowchart illustrating the steps of a virtual simulation scene rendering method according to an embodiment of this application. The virtual simulation scene rendering method of this application includes, but is not limited to, the following steps:

[0072] Step S110: Obtain the single static model and dynamic mesh model, and split the dynamic mesh model into a skeletal mesh model and a non-skeletal mesh model;

[0073] It should be noted that a dynamic mesh model is a type of model used in computational fluid dynamics (CFD) to simulate complex flow problems where the boundaries of the flow domain deform over time. It is particularly suitable for handling problems involving component motion or shape changes, such as rotating parts in pumps and compressors, helicopter rotors, ships bobbing with ocean waves, and piston motion within internal combustion engine cylinders.

[0074] It's 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 vehicle model. A skeletal mesh model refers to a mesh model that changes dynamically; for example, a limb in a human model or a wheel in a vehicle model. A non-skeletal mesh model refers to a mesh model that does not change dynamically; for example, a torso in a human model or the skeleton of a vehicle model.

[0075] In one embodiment, a dynamic mesh model can be acquired from a public platform.

[0076] Step S120: Construct the target simulation scene based on the single static model, the skeletal mesh model, and the non-skeletal mesh model;

[0077] Step S130: Render each individual static model and non-skeleton mesh model in the target simulation scene to obtain a static rendering scene;

[0078] In one embodiment, each individual static model and non-skeleton mesh model in the target simulation scene is rendered separately using a fixed camera angle to obtain a static rendering scene. After obtaining the static rendering scene, the static rendering image is no longer occupied by rendering resources. It should be noted that "gun-mounted" refers to a common type of surveillance camera. This type of camera has a design similar to a rifle, typically consisting of a cuboid camera body and a detachable lens. Gun-mounted cameras are characterized by their simple structure, stability, and reliability, making them suitable for fixed-view surveillance scenarios.

[0079] Step S140: Obtain a preset mesh model group, which contains the 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, thereby obtaining multiple skeletal mesh models. Then, multiple sequentially arranged skeletal mesh models are obtained from these multiple skeletal mesh models 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 a person's limbs in an upright state, while another type of skeletal mesh model represents a person's limbs in a bent state.

[0081] Step S150: Based on 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 the target sorting relationship;

[0082] Step S160: Render each skeletal mesh model sequentially 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, which 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. The code sequence represents the target sorting relationship. In step S160, according to the arrangement order of each first code in the code sequence, the skeletal mesh model indicated by each first code is rendered sequentially in the static rendering scene.

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

[0085] The virtual simulation scene rendering method of this application embodiment constructs a target simulation scene based on individual static models, skeletal mesh models, and non-skeletal mesh models through steps S110 to S170. Each individual static model and non-skeletal mesh model in the target simulation scene is rendered separately to obtain a static rendering scene. This completes the rendering of the individual static models and non-skeletal mesh models, and the static rendering scene no longer occupies rendering resources in subsequent rendering processes. Then, a preset mesh model group is obtained, which contains the sorting relationship between different types of skeletal mesh models. Based on the sorting relationship between the 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 sequentially in the static rendering scene. This invention enables dynamic rendering of the skeletal mesh model within the static rendering scene after the static scene has been rendered. During dynamic rendering, the static rendering scene does not consume rendering resources, thus improving the efficiency of dynamic rendering. This ensures that the server has sufficient rendering resources for dynamic rendering and reduces the risk of loading crashes due to insufficient server performance. Therefore, the virtual simulation scene rendering method of this application can achieve efficient loading and rendering of multiple cameras in large-scale scenes, reduce the resources required for simulation rendering, meet the need for outputting high-quality simulation images in digital retina simulation experimental environments, and improve the efficiency of simulation experiments.

[0086] In one embodiment, reference is made to Figure 2 , Figure 2 This is a schematic diagram of a specific process for step S170. Step S170 may include, but is not limited to, the following steps:

[0087] Step S210: Obtain the time series, which includes multiple time elements;

[0088] In one embodiment, the virtual simulation scene rendering method of this application is applied to a computer. A prompt window is displayed on the computer's monitor. The prompt window shows the user the skeletal mesh model of each first code indication in the coding sequence. 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 using a mouse, keyboard, or other devices. Thus, a time sequence is obtained based on 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 partitioning operation instruction, the target sorting relationship is divided into multiple sub-sorting relationships based on the partitioning operation instruction, and the multiple sub-sorting relationships are sorted according to the order in the target sorting relationship; and the frame rate weight of each sub-sorting relationship is determined based on the partitioning operation instruction.

[0091] Step S212: Determine the target playback duration of the sub-sorting relationship corresponding to the frame rate weight based on the preset playback duration and frame rate weight;

[0092] Step S213: Determine the frame interval in each sub-sorting relationship based on the target playback duration;

[0093] For example, a prompt window is displayed on the computer monitor, showing the user the skeletal mesh models of each first encoded instruction in the encoded sequence. The skeletal mesh models are arranged in the order of the target sorting relationship. The user then selects the skeletal mesh models in batches, assigning a frame rate weight to each batch. This generates a partitioning operation instruction, which divides the target sorting relationship into multiple sub-sorting relationships. The order of the skeletal mesh models in the sub-sorting relationships is the same as the order in the target sorting relationship. For example, the target sorting relationship is represented by an encoded sequence [a, b, c, d, e, f, g]. There can be three sub-sorting relationships: [a, b, c], [d, e], and [f, g]. The frame rate weight for [a, b, c] is 0.2, for [d, e] it is 0.4, and for [f, g] it is 0.4. The target playback duration of a sub-sorting relationship = preset playback duration * frame rate weight corresponding to the sub-sorting relationship; the frame interval of a sub-sorting relationship = target playback duration corresponding to the sub-sorting relationship / 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 plus 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 example above, the time element corresponding to a is 0, and the element corresponding to b is 0+0.2T / 3.

[0097] Step S215: Let the time element corresponding to the first skeletal mesh model in the i-th sub-sorting relationship be the frame interval of the i-th sub-sorting relationship + the time element of the last skeletal mesh model in the (i-1)-th sub-sorting relationship; let the time element corresponding to the x-th skeletal mesh model in the i-th sub-sorting relationship be the time element corresponding to the (x-1)-th skeletal mesh model in the i-th sub-sorting relationship + the frame interval of the i-th sub-sorting relationship.

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

[0099] Step S216: Based on the time elements corresponding to the skeletal mesh model of each sub-sorting relationship, the time series is obtained.

[0100] This embodiment of the application, through steps S211 to S216, allows users to customize the temporal elements of skeletal mesh models in different sub-ordering relationships, thereby enabling different frame rates to be used during rendering of skeletal mesh models in different sub-ordering relationships. This allows for the use of a higher frame rate to maintain smoothness in intense motion scenes, while reducing the frame rate in dialogue scenes after motion to save computational resources.

[0101] Step S220: Construct the 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 is established between the time element and the first code in the encoding sequence, so that the time element and the first code correspond one-to-one. 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 playback command, when the target time element in the current time indication time sequence is determined, the target bone mesh model corresponding to the target time element is determined based on the first mapping relationship, and the target bone mesh model is rendered in the static rendering scene.

[0104] It is worth noting that, since the target sorting relationship is represented by the encoding sequence, in response to the action playback command, when the target time element in the current time indicates the time sequence, the target first encoding 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 encoding is rendered in the static rendering scene.

[0105] For example, the time series is [a, b, c], with first codes A, B, and C respectively, where a corresponds to A, b to B, and c to C. The response time of the action playback command is T. If the current time is the a-th microsecond after time T, it means the target time element indicated by the current time is a, and the target first code corresponding to a is A. In this case, the target skeletal mesh model corresponding to A is rendered in the static rendering scene. If the current time is the b-th microsecond after time T, it means the target time element indicated by the current time is b, and the target first code corresponding to b is B. In this case, the target skeletal mesh model corresponding to B is rendered in the static rendering scene. If the current time is the c-th microsecond after time T, it means the target time element indicated by the current time is c, and the target first code corresponding to c is C. In this case, the target skeletal mesh model corresponding to C is rendered in the static rendering scene.

[0106] It is worth noting that during dynamic rendering, when each target skeletal mesh model is rendered in the order they are arranged, a complete simulated action can be formed. However, since the rendering is only done sequentially, the simulated action does not match the actual action. The virtual simulation scene rendering method of this application, through steps S210 to S230, renders the target skeletal mesh models indicated by the first encoding sequentially in the static rendering scene in response to an action playback command, and sets a time for each target skeletal mesh model so that each target skeletal mesh model is rendered according to the corresponding time, making the resulting simulated action more realistic.

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

[0108] In one embodiment, when rendering the target skeletal mesh model indicated by the first encoding of the target in a static rendering scene, rendering is performed using a PTZ camera's shooting perspective. A PTZ camera, also known as a dome camera, is a device capable of omnidirectional rotating shooting. It typically has high-definition video output capabilities and can capture real-time images of the surrounding scene. The PTZ camera's core integrates key components such as a camera, motor, and image processing chip, responsible for capturing images, controlling the gimbal rotation, and performing efficient image processing.

[0109] In one embodiment, reference is made to Figure 3 , Figure 3 for Figure 1 A detailed flowchart of step S150 is provided. Step S150 may include, but is not limited to, the following steps:

[0110] Step S310: In response to the target operation command, determine the selected skeletal mesh model from multiple skeletal mesh models;

[0111] Step S320: Based on the selection order of each skeletal mesh model, a preset mesh model group is constructed.

[0112] In one embodiment, multiple skeletal mesh models are displayed on a terminal device (e.g., a computer monitor) for user selection. When the user clicks on the skeletal mesh models sequentially using an input device (e.g., a mouse), a target operation command is generated. Based on the target operation command, the skeletal mesh models selected by the user are determined, and the selected skeletal mesh models are arranged according to the user's click order to obtain a preset mesh model group. Thus, through steps S310 to S320, this application enables users to customize the construction of a preset mesh model group, thereby allowing for customization of the rendering order of each skeletal mesh model.

[0113] In one embodiment, reference is made to Figure 4 , Figure 4 This is a flowchart illustrating the steps of another embodiment of the virtual simulation scene rendering method of this application.

[0114] Before step S130, the following steps are also included:

[0115] Step S410: Obtain detailed information for each individual static model and store the detailed information in the information database;

[0116] It is worth noting that the detailed information of a single static model includes its name, category, geographical coordinates, and other information.

[0117] Step S420: Configure a second code for each individual static model;

[0118] Step S430: Construct a second mapping relationship between the database fields of the second code and the detailed information of the individual static model configuration corresponding to the second code;

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

[0120] Step S440: In response to the selection of the target single static model in the static rendering scene, determine the target second code based on the target single static model;

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

[0122] This application embodiment, through the above steps S410 to S450, realizes that when a target single static model is selected in a static rendering scene, the target second code is determined based on the target single 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 users can learn about the detailed information of the target single static model in the information database through the target database field.

[0123] In another embodiment, detailed information of each non-skeleton mesh model is stored in an information database, a third code is configured for each non-skeleton mesh model, and a third mapping relationship is constructed between the third code and the database fields of the detailed information configured for the non-skeleton mesh model corresponding to the third code; in response to a non-skeleton mesh model being selected in a static rendering scene, the corresponding target third code is determined based on the selected non-skeleton 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, reference is made to Figure 5 , Figure 5 This diagram illustrates the steps involved in obtaining a static model of a single entity. The static model of a single entity is obtained through the following steps:

[0125] Step S510: Obtain initial model data and convert the initial model data into a static model in a preset format;

[0126] It is worth noting that the initial model data can include urban satellite geographic data, building information modeling (BIM), 3D modeling and rendering data, oblique photogrammetry 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 data on roads, buildings, green spaces, and water systems, can be obtained through GIS software. Urban 3D modeling and rendering models and BIM are collected through software modeling or model resource websites. Image acquisition is performed using UAVs with planned high-altitude flight paths, and the images are reconstructed in 3D to generate oblique photogrammetry models. Images are collected according to the acquisition points, and high-precision point cloud data is formed through point image reconstruction software.

[0127] It should be noted that the WGS84 coordinate system, short for World Geodetic System 1984, is the geocentric coordinate system widely used internationally.

[0128] In one embodiment, the default format is 3DTiles, a grid-oriented, displayable large-scale 3D spatial data format specifically designed for streaming and rendering massive amounts of 3D geospatial data. It is used to store and manage grid-based 3D model data. Its data structure is based on formats such as B3DM and PNTS, supports multiple levels of LOD (Levels of Detail), and uses Tilesets to organize and manage the data.

[0129] In one embodiment, the satellite geographic data model format is processed for terrain features. A satellite geographic data file is added, and the tiling algorithm for the data file is set to the VCG triangulation algorithm. The vector points in the geographic data file are converted, and the vector polygon data in the converted satellite geographic data can be used as a lightweight model in 3DTiles format. VCG (Visual Computing Group) triangulation algorithm generally refers to a series of algorithms in the field of computer graphics and geometry processing that use the VCG library to process triangular meshes.

[0130] In one embodiment, the building information model files in RVT and DGN formats are converted into .clm format files. The .clm format files are then processed sequentially with texture resources, LOD fusion, and triangulation simplification to convert them into a lightweight 3DTiles format model.

[0131] In one embodiment, the oblique photogrammetry model is reconstructed, including associating index paths, defining effect parameters, vertex compression, etc., and then the oblique photogrammetry model is converted into a lightweight model in 3DTiles 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 the matching attribute fields are also compressed. Then, the high-precision point cloud data is converted into a lightweight model in 3DTiles format.

[0133] Step S520: Perform single-unit processing on the preset format static model to obtain a single static model.

[0134] In one embodiment, the preset static model format is a 3DTiles format lightweight model. After obtaining the 3DTiles format lightweight model, it is classified, and models of the same type are grouped into one model layer. For 3DTiles format lightweight models in the same model layer, the RGB value range recognition in 3D image recognition is used to filter the geometric data in the same model layer. The geometric data includes roads, buildings, trees, water systems, etc. Then, a semantic segmentation algorithm is used to perform edge recognition on the geometric data. First, the model contour boundary of the geometric data is identified. After determining the contour boundary, the geometric data object set is segmented into road, building, tree, and water system categories. Then, based on the geometric data of the road category in each model layer, a road object set is constructed; based on the geometric data of the building category in each model layer, a building object set is constructed; based on the geometric data of the tree category in each model layer, a tree object set is constructed; and based on the geometric data of the water system category in each model layer, a water system object set is constructed.

[0135] After obtaining various object sets, since the geometric data in the object sets has relatively regular outer contour boundaries, the model data within the outer contour boundaries of the geometric data of the object sets can be initially identified, and the contour boundary lines, model edge corner coordinates, and model texture elements of the geometric data are determined. Based on the contour boundary lines, model edge corner coordinates, and model texture elements of the geometric data, a model mesh is generated, and the generated model mesh serves as the computation area for the semantic segmentation algorithm. The semantic segmentation algorithm is used to segment the model data within the shape of the model mesh. The segmented model data is then used to regenerate the model texture based on the outer contour. Finally, the model data is identified and output as a single-unit model, resulting in a single static model.

[0136] It's important to note that semantic segmentation algorithms, also known as semantic cutting algorithms, are a technique used for image segmentation in the field of computer vision. Their goal is to assign each pixel in an image to a semantic category, thereby achieving pixel-level understanding of the image content. Common semantic segmentation algorithms include: Fully Convolutional Networks (FCNs), U-Net, and DeepLab. Fully Convolutional Networks (FCNs): This is a neural network architecture for semantic segmentation. It achieves pixel-level classification of images of arbitrary sizes by removing fully connected layers and adding upsampling layers. FCNs use 1:1 convolutions instead of flat layers, thus preserving more spatial information. U-Net: The U-Net architecture consists of an encoder and a decoder. It extracts information by downsampling the image in the encoder and then reconstructs image features using a deconvolution process in the decoder. U-Net introduces "skipped connections" to reduce data loss during downsampling, achieving higher resolution output. DeepLab: The DeepLab model captures multi-scale contextual information while maintaining high-resolution output by using dilated convolutions. It also uses Conditional Random Fields (CRFs) as a post-processing step to further optimize the segmentation results.

[0137] In one embodiment, reference is made to Figure 6 , Figure 6 for Figure 1 A detailed flowchart of step S120 is provided. Step S120 may include, but is not limited to, the following steps:

[0138] Step S610: Construct the initial simulation scenario;

[0139] Step S620: Determine the coordinate information of the individual static model from the detailed information of the individual static model;

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

[0141] Step S640: Place the individual static model corresponding to the simulation coordinates into the initial simulation scene based on the simulation coordinates.

[0142] In this embodiment, steps S610 to S640 first construct an initial simulation scene on the simulation software. Then, the coordinate information of the individual static model is determined from its detailed information. Since the individual static model was acquired based on the WGS84 coordinate system, its coordinate information includes its WGS84 coordinates. These WGS84 coordinates are then converted to simulation coordinates within the initial simulation scene. For example, if the initial simulation scene is constructed based on a GIS (Geographic Information System) map, the WGS84 coordinates of the individual static model need to be converted to GIS map coordinates. Finally, the individual static model corresponding to the simulation coordinates is placed in the initial simulation scene based on the GIS map coordinates.

[0143] In one embodiment, reference is made to Figure 7 , Figure 7 This is a schematic flowchart illustrating the virtual simulation scene rendering method of this application after step S640. After step S640, the following steps may be included, but are not limited to:

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

[0145] Step S720: In response to a model drag command for the fusion model, determine the target position based on the model drag command;

[0146] Step S730: Based on the target location, place the fused model in the initial simulation scene.

[0147] In this embodiment, through steps S710 to S730, since the skeletal mesh model and the non-skeletal mesh model are obtained by decomposing the dynamic mesh model, they are corresponding. The corresponding skeletal mesh models and non-skeletal mesh models are then stitched together to obtain a fused model. Each fused model is then displayed on the screen of a relevant device, along with the initial simulation scene. The user can select a fused model using an external input device, such as a mouse, and move it to a target position in the initial simulation scene. Based on the user's operation, a model drag command is generated. Then, in response to the model drag command for the fused model, the target position is determined based on the drag command, and the fused model is placed in the initial simulation scene based on the target position. This allows users to easily customize and construct simulation scenes, and the operation is simple and highly effective.

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

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

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

[0151] The first rendering module 830 is used to render each individual static model and non-skeleton mesh model in the target simulation scene to obtain a static rendering scene.

[0152] The second acquisition module 840 is used to acquire a preset mesh model group, which contains the sorting relationship between different types of skeletal mesh models.

[0153] The sequence construction module 850 is used to sort each bone mesh model in the target simulation scene according to the sorting relationship between different types of bone mesh models contained in the preset mesh model group, so as to obtain the target sorting relationship;

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

[0155] The virtual simulation scene rendering apparatus of this application embodiment is used to execute the virtual simulation scene rendering method of the first aspect embodiment. When executing the method, a target simulation scene is constructed based on individual static models, skeletal mesh models, and non-skeletal mesh models. Each individual static model and non-skeletal mesh model in the target simulation scene is rendered separately to obtain a static rendering scene. This completes the rendering of the individual static models and non-skeletal mesh models. In subsequent rendering processes, the static rendering scene no longer occupies rendering resources. Then, a preset mesh model group is obtained, which contains the 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 sequentially in the static rendering scene. This achieves dynamic rendering of skeletal mesh models within the static rendering scene after the static rendering scene is completed. During dynamic rendering, the static rendering scene does not occupy rendering resources, thus improving the efficiency of dynamic rendering. This ensures that the server used for rendering has sufficient rendering resources for dynamic rendering and reduces the risk of loading crashes due to insufficient server performance during rendering.

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

[0157] The acquisition unit is used to acquire a time series, which includes multiple time elements.

[0158] The first building unit is used to construct the 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 playback command, and when the target time element in the current time indication time sequence is determined, the 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.

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

[0161] The first determining unit is used to determine the selected target skeleton mesh model from multiple skeleton mesh models in response to the target operation command;

[0162] The second building 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 apparatus further includes:

[0164] The third acquisition module is used to acquire detailed information for each individual static model and store the detailed information in the information database.

[0165] The configuration module is used to configure a second code for each individual static model;

[0166] The second building module is used to construct the second mapping relationship between the database fields of the second code and the detailed information of the monolithic static model configuration corresponding to the second code;

[0167] The determination module is used to determine the second encoding of the target based on the selected target single static model in a 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 to display the target database field.

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

[0170] The third building unit is used to build the initial simulation scene;

[0171] The second determining unit is used to determine the coordinate information of the individual static model from the detailed information of the individual static model;

[0172] The third determining unit is used to determine the simulation coordinates corresponding to the coordinate information in the initial simulation scene based on the coordinate information;

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

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

[0175] The fusion unit is used to fuse the skeletal mesh model and the non-skeletal mesh model to obtain the fused model;

[0176] The fourth determining unit is used to respond to the model drag command for the fusion model and determine the target position based on the model drag command;

[0177] The second moving unit is used to place the fused model in the initial simulation scene based on the target location.

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

[0179] The processor 901 can be implemented using a general-purpose CPU (Central Processing Unit), microprocessor, 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 this application.

[0180] The memory 902 can be implemented as a read-only memory (ROM), static storage device, dynamic storage device, or random access memory (RAM). The memory 902 can store the operating system and other applications. When the technical solutions provided in the embodiments of this specification are implemented through software or firmware, the relevant program code is stored in the memory 902 and called and executed by the processor 901 using the virtual simulation scene rendering method of the embodiments of this application.

[0181] The input / output interface 903 is used to implement information input and output;

[0182] The communication interface 904 is used to enable communication and interaction between this device and other devices. Communication can be achieved through wired means (such as USB, Ethernet cable, etc.) or wireless means (such as mobile network, WIFI, Bluetooth, etc.).

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

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

[0185] A fourth aspect of this application provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements the virtual simulation scene rendering method of any one of the first aspects of the embodiment.

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

[0187] The embodiments described in this application are for the purpose of more clearly illustrating the technical solutions of the embodiments of this application, and do not constitute a limitation on the technical solutions provided by the embodiments of this application. As those skilled in the art will know, with the evolution of technology and the emergence of new application scenarios, the technical solutions provided by the embodiments of this application are also applicable to similar technical problems.

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

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

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

[0191] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in the specification and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms “comprising” and “having,” and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0192] It should be understood that in this application, "at least one (item)" means one or more, and "more than one" means two or more. "And / or" is used to describe the mapping relationship between the mapped objects, indicating that three relationships can exist. For example, "A and / or B" can represent three cases: only A exists, only B exists, and both A and B exist simultaneously, where A and B can be singular or plural. The character " / " generally indicates that the preceding and following mapped objects are in an "or" relationship. "At least one (item) of the following" or similar expressions refer to any combination of these items, including any combination of single or plural items. For example, at least one (item) of a, b, or c can represent: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, and c can be single or multiple.

[0193] In the embodiments provided in this 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 illustrative; for instance, the division of the units described above is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interfaces, devices, or units, and may be electrical, mechanical, or other forms.

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

[0195] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0196] If the integrated unit is implemented as 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 this application, in essence, 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. This computer software product is stored in a storage medium and includes multiple instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this application. The aforementioned storage medium includes various media capable of storing programs, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0197] The preferred embodiments of the present application have been described above with reference to the accompanying drawings, but this does not limit the scope of the claims of the present application. Any modifications, equivalent substitutions, and improvements made by those skilled in the art without departing from the scope and substance of the embodiments of the present application shall be within the scope of the claims of the present application.

Claims

1. A virtual simulation scene rendering method, characterized in that, include: Obtain the static model and dynamic mesh model of the individual unit, and split the dynamic mesh model into a skeletal mesh model and a non-skeletal mesh model; Based on the single static model, the skeletal mesh model, and the non-skeletal mesh model, a target simulation scene is constructed. Each of the individual static models and the non-skeleton mesh models in the target simulation scene is rendered to obtain a static rendering scene. Obtain a preset mesh model group, which contains the sorting relationship between different types of the skeletal mesh models; Based on the sorting relationship between the 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 the target sorting relationship; According to the target sorting relationship, each of the bone mesh models is rendered sequentially in the static rendering scene; The step of rendering each of the skeletal mesh models sequentially in the static rendering scene according to the target sorting relationship includes: Obtain a time series, which includes multiple time elements; Construct a first mapping relationship between the time element and the skeletal mesh model in the target sorting relationship; In response to an action playback command, when the target time element in the time sequence is indicated at the current time, the 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.

2. The virtual simulation scene rendering method according to claim 1, characterized in that, The process of obtaining the preset mesh model group includes: In response to a target operation command, the selected skeletal mesh model is determined from a plurality of skeletal mesh models; Based on the selection order of each of the aforementioned skeletal mesh models, the preset mesh model group is constructed.

3. The virtual simulation scene rendering method according to claim 1, characterized in that, Before rendering each of the individual static models and the non-skeleton mesh models in the target simulation scene to obtain the static rendering scene, the method further includes: Obtain detailed information for each of the individual static models and store the detailed information in an information database; Configure a second code for each of the individual static models; Construct a second mapping relationship between the database fields of the second code and the detailed information of the individual static model configuration corresponding to the second code; After rendering each of the individual static models in the target simulation scene, the process includes: In response to the selection of a target single static model in the static rendering scene, a second target code is determined based on the target single static model; Based on the second mapping relationship, the target database field corresponding to the second code of the target is determined and the target database field is displayed.

4. The virtual simulation scene rendering method according to claim 3, characterized in that, The construction of the target simulation scene based on the single static model, the skeletal mesh model, and the non-skeletal mesh model includes: Construct the initial simulation scenario; The coordinate information of the static single-unit model is determined from the detailed information of the static single-unit model; Based on the coordinate information, determine the simulation coordinates corresponding to the coordinate information in the initial simulation scene; Based on the simulation coordinates, the individual static model corresponding to the simulation coordinates is placed in the initial simulation scene.

5. The virtual simulation scene rendering method according to claim 4, characterized in that, After placing the static model of the single unit corresponding to the simulation coordinates into the initial simulation scene based on the simulation coordinates, the method further includes: The skeletal mesh model and the non-skeletal mesh model are fused to obtain a fused model; In response to a model drag command for the fusion model, the target position is determined based on the model drag command; Based on the target location, the fusion model is placed in the initial simulation scene.

6. The virtual simulation scene rendering method according to claim 1, characterized in that, The static model of the single entity is obtained through the following steps: Obtain initial model data and convert it into a static model in a preset format; The preset format static model is processed into a single static model.

7. A virtual simulation scene rendering device, characterized in that, include: The first acquisition module is used to acquire a single static model and a dynamic mesh model, and to split the dynamic mesh model into a skeletal mesh model and a non-skeletal mesh model. The first construction module is used to construct the target simulation scene based on the single static model, the skeletal mesh model, and the non-skeletal mesh model; The first rendering module is used to render each of the individual static models and the non-skeleton mesh models in the target simulation scene to obtain a static rendering scene. The second acquisition module is used to acquire a preset mesh model group, which contains the sorting relationship between different types of the skeletal mesh models; The sequence construction module is 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 contained in the preset mesh model group, so as to obtain the target sorting relationship; The second rendering module is used to render each of the bone mesh models sequentially in the static rendering scene according to the target sorting relationship; The step of rendering each of the skeletal mesh models sequentially in the static rendering scene according to the target sorting relationship includes: Obtain a time series, which includes multiple time elements; Construct a first mapping relationship between the time element and the skeletal mesh model in the target sorting relationship; In response to an action playback command, when the target time element in the time sequence is indicated at the current time, the 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.

8. An electronic device, characterized in that, The electronic device includes a memory and a processor. The memory stores a computer program, and the processor executes the computer program to implement the virtual simulation scene rendering method according to any one of claims 1 to 6.

9. A computer-readable storage medium storing a computer program, characterized in that, When the computer program is executed by the processor, it implements the virtual simulation scene rendering method according to any one of claims 1 to 6.

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