Building model window assembly manufacturing method and device, computer equipment and storage medium
By simplifying the geometric structure of the architectural model and using mapping technology to simulate details, the computing resource consumption problem caused by excessive surfaces in window component rendering is solved, and efficient rendering and high-quality visual effects are achieved.
Patent Information
- Application Number
- CN202411984510.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-31
- Publication Date
- 2025-06-06
AI Technical Summary
In the rendering process of architectural models, especially window components, the prior art is difficult to effectively reduce the number of model areas, which leads to excessive consumption of computing resources and affects rendering efficiency.
By creating a window base model and editing, the geometry is simplified and unnecessary details and face count is reduced; using normal baking and other technologies to generate maps to simulate details without increasing the number of face counts; applying these maps to the optimized model, allowing the 3D engine to replace complex geometric details when rendering.
It effectively reduces the number of faces in the scene, reduces the computing burden of hardware rendering, improves rendering efficiency, and maintains high-quality visual performance.
Smart Images

Figure CN120107430A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a three-dimensional model rendering method, and more specifically to a method, device, computer equipment and storage medium for making a building model window component. Background Art
[0002] With the development of digital twin technology, the industry's requirements for 3D model scene rendering effects have gradually increased, from the initial simple visualization to virtual realistic simulation. This transformation requires higher rendering accuracy and more complex scene details, such as higher-resolution textures, more sophisticated lighting effects, and more realistic physical simulations, resulting in a significant increase in the number of model faces in the scene. A large number of faces means that each rendering unit requires more computing resources, which directly leads to higher rendering costs.
[0003] Specifically, in the rendering of building model window components, the requirements for detail accuracy in architectural design and virtual simulation are gradually increasing. In particular, the rendering requirements for windows as an architectural element in virtual realism simulation have increased significantly, resulting in a significant increase in computing resource consumption during the rendering process.
[0004] Therefore, it is necessary to design a new method to effectively reduce the number of faces of the building model in the scene, thereby reducing the rendering resources of the hardware. Summary of the invention
[0005] The purpose of the present invention is to overcome the defects of the prior art and provide a method, device, computer equipment and storage medium for making a building model window assembly.
[0006] To achieve the above object, the present invention adopts the following technical solution: a method for manufacturing a building model window assembly, comprising:
[0007] Create a basic model of the window;
[0008] Editing the window basic model to obtain a window model;
[0009] Create window related textures;
[0010] The window component is rendered using a 3D engine according to the window-related texture and the window model.
[0011] A further technical solution is as follows: creating a basic window model comprises:
[0012] Create a geometric solid model representing the basic shape of the window to obtain a window base model.
[0013] A further technical solution is: the editing process of the window basic model to obtain the window model comprises:
[0014] UV mapping is performed on the window base model to obtain a window model.
[0015] A further technical solution is: the window-related maps include a normal map, a color map, a roughness map and a metalness map.
[0016] A further technical solution is as follows: the step of creating window-related maps includes:
[0017] Align the high-polygon window model with the window model, and use the software's built-in normal baking function to generate a normal map;
[0018] Use drawing software to draw the colors of window glass and window frame respectively on a blank layer according to the actual appearance of the window to obtain a color map;
[0019] Copy a layer from the color map, convert the layer into a grayscale image, and use a levels adjustment tool to adjust the levels to obtain a roughness map;
[0020] Duplicate a layer from the color map, convert the layer to grayscale, and use the Levels adjustment tool to adjust the levels to get a metalness map.
[0021] A further technical solution is: copying a layer from the color map, converting the layer into a grayscale image, and using a color scale adjustment tool to adjust the color scale to obtain a roughness map, including:
[0022] Duplicate a layer from the color map, convert the layer to grayscale, and use the Levels adjustment tool to adjust the glass area to black and the window frame area to gray to get the roughness map.
[0023] A further technical solution is: using a 3D engine to render the window component according to the window-related map and the window model, including:
[0024] The window-related texture is pasted into the corresponding material node of the window model using a 3D engine.
[0025] The present invention also provides a device for making a building model window assembly, comprising:
[0026] A basic model creation unit, used for creating a basic window model;
[0027] A processing unit, used for editing the window basic model to obtain a window model;
[0028] A texture creation unit, used for creating window related textures;
[0029] A rendering unit is used to render the window component according to the window-related map and the window model using a 3D engine.
[0030] The present invention further provides a computer device, which includes a memory and a processor. The memory stores a computer program, and the processor implements the above method when executing the computer program.
[0031] The present invention also provides a storage medium, wherein the storage medium stores a computer program, and the computer program implements the above method when executed by a processor.
[0032] The beneficial effects of the present invention compared with the prior art are as follows: by creating a basic window model and editing it, the present invention can simplify the geometric structure of the model and reduce unnecessary details and the number of faces; by creating window-related maps such as normal maps, metalness maps, etc., details can be simulated at the material level without having to express them by increasing the number of redundant geometric faces; these maps are applied to the optimized window model, so that the model shows detailed visual effects when rendering without adding too much computing burden; when rendering the window component using a 3D engine, the maps replace complex geometric details, thereby effectively reducing the number of faces in the scene; through this method, only less polygon data needs to be processed during rendering, reducing the computing burden of the hardware; ultimately, resource consumption is reduced, rendering efficiency is improved, and high-quality visual performance is maintained.
[0033] The present invention is further described below in conjunction with the accompanying drawings and specific embodiments. BRIEF DESCRIPTION OF THE DRAWINGS
[0034] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are some embodiments of the present invention. For ordinary technicians in this field, other accompanying drawings can be obtained based on these accompanying drawings without paying any creative work.
[0035] Figure 1 A schematic diagram of a process for manufacturing a building model window assembly provided by an embodiment of the present invention;
[0036] Figure 2 A schematic diagram of a sub-process of a method for making a building model window assembly provided by an embodiment of the present invention;
[0037] Figure 3 A schematic diagram of creating a basic window model provided by an embodiment of the present invention;
[0038] Figure 4 A schematic diagram of UV mapping provided by an embodiment of the present invention;
[0039] Figure 5 Schematic diagram of a normal map provided by an embodiment of the present invention Figure 1 ;
[0040] Figure 6 Schematic diagram of a normal map provided by an embodiment of the present invention Figure 2 ;
[0041] Figure 7 A schematic diagram of a color map provided by an embodiment of the present invention;
[0042] Figure 8 A schematic diagram of a roughness map provided by an embodiment of the present invention;
[0043] Fig. 9 A schematic diagram of a metalness map provided by an embodiment of the present invention;
[0044] Fig.10 A schematic diagram of a rendering result provided by an embodiment of the present invention;
[0045] Fig.11 A schematic block diagram of a device for making a building model window assembly provided by an embodiment of the present invention;
[0046] Fig.12 A schematic block diagram of a texture creation unit of a building model window assembly manufacturing device provided by an embodiment of the present invention;
[0047] Fig.13 A schematic block diagram of a computer device provided in an embodiment of the present invention. DETAILED DESCRIPTION
[0048] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0049] It should be understood that when used in this specification and the appended claims, the terms "include" and "comprises" indicate the presence of described features, integers, steps, operations, elements and / or components, but do not exclude the presence or addition of one or more other features, integers, steps, operations, elements, components and / or combinations thereof.
[0050] It should also be understood that the terms used in this specification of the present invention are only for the purpose of describing specific embodiments and are not intended to limit the present invention. As used in the specification of the present invention and the appended claims, unless the context clearly indicates otherwise, the singular forms "a", "an" and "the" are intended to include plural forms.
[0051] It should be further understood that the term "and / or" used in the present description and the appended claims refers to and includes any and all possible combinations of one or more of the associated listed items.
[0052] See also Figure 1 , Figure 1 A schematic flow chart of a method for making a building model window component provided in an embodiment of the present invention. The method for making a building model window component is applied to a rendering terminal, and high-polygon details are avoided by creating a simplified window base model and performing UV mapping. Normal maps are generated using normal baking, thereby retaining the appearance of details without increasing the number of polygons. The generation of color, roughness, and metalness maps also helps reduce the need for geometry. Roughness and metalness maps further reduce the number of necessary polygons by adjusting the grayscale map to distinguish between different material areas. Finally, the 3D engine uses these maps to render the model without relying on too many polygons. In this way, the number of faces of the building model of the scene is greatly reduced, thereby reducing the burden on hardware rendering.
[0053] Figure 1 FIG. 1 is a flow chart of a method for manufacturing a building model window assembly according to an embodiment of the present invention. Figure 1 As shown, the method includes the following steps S110 to S140.
[0054] S110. Create a basic window model.
[0055] In this embodiment, the window basic model refers to a simplified three-dimensional model of the window.
[0056] Specifically, a geometric solid model representing the basic shape of the window is created to obtain a window base model.
[0057] Analyze the design drawings of the window or the structure of the actual window to determine the main components of the window, such as the window frame, glass, and opening method (casement, sliding, etc.). Determine the basic geometric shape of the window, such as rectangle, circle, or other specific shapes.
[0058] Choose a suitable 3D modeling software, such as Blender, 3ds Max, Maya, etc. In the modeling software, use basic geometric objects (such as cubes, cylinders, etc.) as a starting point. Adjust the size and position of the geometry to conform to the basic shape of the window. Make sure the model has as few faces as possible to optimize rendering performance. For example, you can use flat polygons to represent the parts of the window instead of complex curved surfaces.
[0059] If needed, you can add some simple details, such as the thickness of the window frame, the edge of the glass, etc., but keep the overall model simple. Make sure all details are represented using the minimum number of faces to avoid unnecessary complexity.
[0060] Check the model for any extra vertices or faces, and make sure the model's topology is reasonable. Use the modeling software's optimization tools (such as deleting overlapping vertices, merging close vertices, etc.) to further reduce the number of faces. Make sure the model displays correctly from different viewing angles, without obvious defects or errors.
[0061] In order to effectively reduce the number of faces of the building model while maintaining high visual quality, you can use mapping technology to replace high-face geometry by following the steps below:
[0062] The window is represented by replacing the window frame and glass structure with a single mesh model. This method significantly reduces the number of faces in the building model, thus saving computing resources.
[0063] Use normal maps to replace the details of window frames and glass. Normal maps can simulate surface details (such as the texture of window frames and the bumps of glass) without adding additional patches.
[0064] To ensure that the simulation is close to reality, you also need to apply a color map, a roughness map, and a metalness map to the simplified window model. The color map simulates the appearance of the window, while the roughness and metalness maps control the glossiness and reflection effects of the surface material.
[0065] These maps work together to effectively simulate the appearance and material properties of complex windows when rendering, while keeping the polygon count low and reducing computing resource consumption.
[0066] Compared with the traditional multi-faceted window model, Figure 3 As shown in the figure, there are 198 triangles, while the window model using the texture contains only 2 triangles, which greatly reduces the number of polygons of the model and thus improves rendering efficiency.
[0067] By applying textures to simplified window models through the 3D engine, a near-realistic window effect can be quickly rendered, while avoiding complex geometric calculations and optimizing hardware performance.
[0068] Through this method, the number of faces of the architectural model can be significantly reduced while maintaining the visual effect, thereby optimizing rendering performance and saving resources.
[0069] S120: Edit the window basic model to obtain a window model.
[0070] In this embodiment, the window model refers to the model after UV mapping.
[0071] Specifically, UV mapping is performed on the window base model to obtain a window model.
[0072] By UV mapping the window base model, we can ensure that the texture can be correctly applied to the surface of the model, so as to obtain the final window model. Make sure that the window base model has been created and the geometry and topology of the model are reasonable.
[0073] In your 3D modeling software, switch to UV editing mode. Different software has different ways of doing this, for example, in Blender, you can select "Edit Mode" and switch to the UV editing panel.
[0074] Select all faces of the model or the part that needs to be mapped. Use UV unfolding tools (such as Smart UV Projection, Unfold UV, etc.) to unfold the surface of the model onto a 2D plane. Make sure that the UV map has no overlaps and minimizes distortion and stretching so that the texture can be applied evenly to the surface of the model.
[0075] Manually adjust the position and size of the UV map to ensure that the UV mapping of each part meets the design requirements. You can use the alignment, rotation and scaling functions in the UV editing tool to fine-tune the UV map. Make sure that important details (such as window frames, glass edges, etc.) have enough UV space to ensure the clarity of the texture.
[0076] Export the UV map as a 2D image file (such as PNG, JPEG, etc.) for use in the texturing process. Make sure the resolution of the UV map is high enough to avoid blurry or pixelated issues when rendering.
[0077] In this embodiment, in 3D modeling, UV editing is a key step to ensure that the model texture is accurately mapped to the geometric body. For windows in the building model, reasonable UV editing can help optimize the efficiency of texture usage and reduce resource waste; UV is the abbreviation of UV texture mapping coordinates (it is similar to the X, Y, and Z axes of the spatial model). It defines the position information of each point on the image. These points are interconnected with the 3D model to determine the position of the surface texture map. UV is to accurately correspond each point on the image to the surface of the model object. The gaps between points are smoothed by the software for image interpolation.
[0078] It can be seen that UV mapping is actually the process of flattening the surface of a 3D model and mapping it to a 2D plane (UV space). The final result is as follows Figure 4 As shown. Each face (or triangle) will have a corresponding UV coordinate to guide the display position of the texture. For windows, it is necessary to ensure that the UV coordinates of each window are reasonably arranged on one or more textures to maximize the efficiency of texture space usage.
[0079] For simpler window models, you can use basic methods such as "Automatic UV Unwrapping" or "Cube Projection". If the window shape is complex, you may need to manually split and unfold it to ensure that the UV map of each window is accurate and clear.
[0080] If there are multiple windows of the same type in the model, their UV coordinates can be overlapped, so that the same texture area can be reused to save texture space. Generally, 4 to 9 types of windows can be placed on one texture. By placing the UV coordinates of different windows in different areas, every inch of the texture space can be used as much as possible. When editing UV, try to ensure that the UV space size of each window is consistent to avoid blurry texture effects on some windows due to too small UV area, which affects the visual quality.
[0081] When laying out your UVs, consider using more space to increase the details of windows or optimize the display of specific areas. For example, for large windows or detailed window frames, you can allocate more UV space to them.
[0082] If there are too many types of windows to fit in a single texture, you can use multiple textures to share the textures for different window types. Make sure the purpose of each texture is clear through reasonable UV layout and allocation, and switch the appropriate texture in the material to apply the effects of different windows.
[0083] When using multiple textures, you can ensure that there is no confusion in the material editing of the model through naming conventions, layer management, etc. Each window type corresponds to a different UV texture to ensure that there are no errors or waste of resources when rendering.
[0084] When arranging UVs, try to avoid wasting space. For example, you can rotate, flip, or scale the UV patch to make the UV area of each window more compact and utilize every inch of the texture.
[0085] You can put all similar windows (such as windows with the same material and appearance) in the same map, with different UV layouts so that they share the same texture resource.
[0086] During the UV editing process, you can use some common 3D software tools to help quickly unfold and adjust UVs:
[0087] Automatic UV unwrapping tools (such as Blender's "Smart UV Project" or Maya's "AutomaticMapping") can quickly generate a basic UV layout suitable for simple geometry.
[0088] Manually adjusting the UV islands (such as Blender's "UV Unwrap" or 3ds Max's "Unwrap UVW") allows you to fine-tune the way each window model is UV-unwrapped to better utilize the mapping space.
[0089] S130, creating window related maps.
[0090] In this embodiment, the window-related maps include normal maps, color maps, roughness maps, and metal maps. These maps belong to PBR material maps, and materials refer to data structures used to describe the visual and physical properties of the surface of three-dimensional objects. In the process of three-dimensional modeling and rendering, materials define the way the appearance of an object is expressed, such as color, metalness, roughness, transparency, etc. These properties together determine what an object looks like and how it interacts with light. Normal maps use RGB color channels to mark the direction of the model normal, so that the surface of a model with a low degree of detail generates accurate lighting directions and reflection effects with a high degree of detail. PBR material, namely Physically-based rendering material, is a physics-based rendering technology. It simulates the picture in the real world by simulating the interaction between light and the surface of an object, such as refraction, reflection, etc. PBR material can calculate the change of light according to the behavior of light on the surface of an object, such as absorption, dispersion or reflection, so as to make the texture of the 3D model more realistic. This technology is often used in film and television special effects, realistic-style games, and industrial fields.
[0091] Color maps, also called diffuse maps, are used to define the basic color and texture of an object's surface. This map directly determines the appearance of the model without the influence of light, that is, the color distribution on the surface of the object. For windows, color maps can be used to represent different levels of transparency of glass, the color of the window frame, etc.
[0092] A normal map is a special kind of map that simulates tiny surface details, such as bumps and bumps, by changing the direction of the normal for each pixel. This allows complex light and shadow effects to be created even on flat surfaces, making objects look more three-dimensional and realistic. For windows, normal maps can be used to add detail to the edges of the glass or to create a sculpted effect on the window frame.
[0093] The roughness map controls how the surface of an object reflects light, from completely smooth (low roughness value) to very rough (high roughness value). For a window, the roughness map can help distinguish between the smooth areas of the glass and the rougher parts that may be there, such as smudges, scratches, etc.
[0094] Metalness maps are used to define the metallic properties of a surface, i.e. which parts should behave as metal and which parts should behave as non-metal. Metallic materials tend to reflect more ambient light, and their color is determined more by reflections than their own diffuse color. For windows, metalness maps are mainly used on the window frames, if they are made of metal, to enhance the metallic feel.
[0095] In one embodiment, see Figure 2 , the above-mentioned step S130 may include steps S131 to S134.
[0096] S131. Align the high-polygon window detailed model with the window model, and use the software's built-in normal baking function to generate a normal map.
[0097] In this embodiment, the normal map is generated by normal baking technology, which can simulate high-detail surface effects on low-polygon models and improve the realism of lighting and reflection. Figure 5 As shown, a high-polygon model with a window frame and details can be placed in the same position as a low-polygon window model (for example, only a flat window), and then the normal baking function in the painting software is used to calculate and generate the normal map of the low-polygon model.
[0098] This normal map is actually an RGB image, where each color channel represents a different direction of the normal. Specifically:
[0099] The red channel (R) represents the X-axis direction of the normal;
[0100] The green channel (G) represents the Y-axis direction of the normal;
[0101] The blue channel (B) represents the Z-axis direction of the normal.
[0102] Through the combination of these colors, the normal map can generate more accurate lighting and reflection effects for the surface of the low-polygon model, simulate the surface features and bumps of the high-detail model, thereby visually improving the level of detail of the model, even though the actual model used may not have such complex geometric details.
[0103] Specifically, the high-polygon window detailed model contains a lot of details, but is not suitable for direct real-time rendering. By aligning the high-polygon detailed model with the low-polygon base model, a normal map can be generated using the software's normal baking function. This map can retain the details of the high-polygon model while keeping the model low-polygon, thereby improving the visual quality of the model.
[0104] Select a high-polygon window detailed model as the source model and align it with the low-polygon window model. Then, select the appropriate normal baking option in the 3D modeling software to generate the normal map.
[0105] Place the high-poly window model and the low-poly window model in the same position, making sure their relative positions are consistent. In the 3D modeling software (such as Blender, Maya, 3ds Max, etc.), select the normal baking function. Set the baking resolution and output path. Start the normal baking process, the software will calculate the details of the high-poly model and convert it into a normal map on the low-poly model. After exporting the normal map, load it in the 3D software and check whether the high-detail lighting effect is displayed correctly.
[0106] S132. Use drawing software to draw the colors of the window glass and window frame respectively on a blank layer according to the actual appearance of the window to obtain a color map.
[0107] In this embodiment, a new blank layer is created in a drawing software (such as Photoshop, GIMP, etc.) for drawing a color map. Use a brush tool or other drawing tools to draw the colors of the window glass and window frame respectively. For example, the glass part uses blue-gray and the window frame part uses black-gray. Save the color map in PNG format to ensure lossless compression.
[0108] Specifically, in order to distinguish the colors between the window frame and the glass, a color map can be created using drawing software to control the color distribution of different areas of the window. This color map will define the color of each part according to the design requirements of the model. For example, Figure 7 As shown, the color of the window glass can be blue-gray, while the window frame can be black-gray. The specific pattern style can be drawn and adjusted according to the design requirements to ensure that the color of the window frame and glass is clearly distinguished and accurately reflected in the final rendering effect.
[0109] S133, copying a layer from the color map, converting the layer into a grayscale image, and using a color scale adjustment tool to adjust the color scale to obtain a roughness map.
[0110] Specifically, in the drawing software, copy a layer from the color map and convert it to a grayscale image; use the Levels adjustment tool to adjust the glass area to black (value 0) and the window frame area to gray (value 0.4); save the roughness map in PNG format to ensure lossless compression.
[0111] Specifically, Figure 8 As shown, in order to distinguish the different textures between the window frame and the glass, you can use drawing software to create a roughness map to control the roughness of the material. The roughness map is usually a grayscale map, and the grayscale value of the pixel ranges from 0 to 1, indicating the smoothness of different surfaces: the smaller the grayscale value, the smoother the surface; the larger the grayscale value, the rougher the surface.
[0112] Roughness maps can be created using some common methods, such as desaturation, adjusting levels, and filling selections. For example, for a window model, the roughness value of the glass area is usually set to 0 (indicating a smooth glass surface), while the window frame can be set to 0.4 (indicating a slightly rough material) to simulate the real material effect. This roughness map will affect the details of the lighting response during the final rendering and enhance the realism of the material.
[0113] S134, copying a layer from the color map, converting the layer into a grayscale image, and using a color scale adjustment tool to adjust the color scale to obtain a metalness map.
[0114] In this example, in the drawing software, copy a layer from the color map and convert it to grayscale. Use the Levels Adjustment Tool to adjust the glass area to light gray (value 0.2, indicating smoother) and the window frame area to black (value 0, indicating rougher). Save the metalness map in PNG format to ensure lossless compression.
[0115] Specifically, Fig. 9 As shown, in order to distinguish the metal texture between the window frame and the glass, you can use drawing software to create a metal map, and the production method is similar to the roughness map. The metal map is a grayscale map with a value range from 0 to 1, which is used to control the metal feel of the material. The greater the metalness, the more the texture of the material tends to be metal, and the way it reflects light is more in line with the characteristics of metal; and the smaller the metalness, the more the surface tends to be non-metallic material.
[0116] With roughness sticker Figure 1Similarly, metalness maps can also be created by desaturating color maps, adjusting levels, filling selected areas with colors, etc. For example, in a window model, the metalness value of the glass area is usually set to 0.2, indicating that the glass has a weak metallic feel; while the window frame part can be set to 0, indicating that the window frame material is not metal at all. In this way, the material difference between glass and window frame can be effectively simulated during rendering, making them show different characteristics in lighting and reflection.
[0117] The metalness map created in this way will help control the reflection and surface properties of the material, making the window frames and glass more visually realistic and layered.
[0118] S140, using a 3D engine to render the window component according to the window-related map and the window model.
[0119] In this embodiment, the window-related texture is pasted into the corresponding material node of the window model using a 3D engine.
[0120] After importing the model into the engine, you need to apply the corresponding maps (such as metalness, roughness, diffuse reflection, etc.) to the material node of the model. When rendering in the engine, observe the effect of the model and adjust the various parameters of the map as needed, such as color, grayscale value and contrast, until the ideal rendering effect is achieved.
[0121] The specific steps are as follows:
[0122] Import the processed model file, i.e. the window model (such as .obj, .fbx, etc. formats) into the engine.
[0123] Connect the corresponding maps such as metalness, roughness, normal map, etc. to the material node of the model. Each material node will usually have different input ports for receiving these maps.
[0124] Check the rendering in the engine's viewport. Check how the glass and window frames behave, especially how they reflect, refract, and their surface details when lit.
[0125] According to the observed effect, adjust the map's color, grayscale value, contrast and other parameters. By fine-tuning these values, you can change the appearance of the material to make it more realistic as expected.
[0126] Repeated debugging until the rendering effect under different lighting conditions is optimal.
[0127] In this way, the visual performance of each material can be fine-tuned to ensure that the final effect meets the design requirements.
[0128] The method of this embodiment uses a texture to replace the original entity model. While maintaining the approximate rendering effect of the original model, it can effectively reduce the number of faces of the building model in the scene, thereby reducing the rendering resources of the hardware.
[0129] The above-mentioned method for making window components of architectural models can simplify the geometric structure of the model and reduce unnecessary details and the number of faces by creating a basic window model and editing it; by creating window-related maps such as normal maps, metalness maps, etc., details can be simulated at the material level without having to express them by increasing the number of redundant geometric faces; these maps are applied to the optimized window model, so that the model shows detailed visual effects when rendering without adding too much computing burden; when using a 3D engine to render the window component, the map replaces the complex geometric details, thereby effectively reducing the number of faces in the scene; through this method, only less polygon data needs to be processed during rendering, reducing the computing burden of the hardware; ultimately, resource consumption is reduced, rendering efficiency is improved, and high-quality visual performance is maintained.
[0130] Fig.11 FIG. 3 is a schematic block diagram of a building model window assembly manufacturing device 300 provided in an embodiment of the present invention. Fig.11 As shown, corresponding to the above-mentioned building model window assembly manufacturing method, the present invention also provides a building model window assembly manufacturing device 300. The building model window assembly manufacturing device 300 includes a unit for executing the above-mentioned building model window assembly manufacturing method, and the device can be configured in a desktop computer, a tablet computer, a laptop computer, etc. Specifically, please refer to Fig.11 The building model window component manufacturing device 300 includes a basic model creation unit 301, a processing unit 302, a texture creation unit 303 and a rendering unit 304.
[0131] The basic model creation unit 301 is used to create a basic window model; the processing unit 302 is used to edit the basic window model to obtain a window model; the texture creation unit 303 is used to create window-related textures; the rendering unit 304 is used to render the window component according to the window-related textures and the window model using a 3D engine.
[0132] In one embodiment, the basic model creation unit 301 is used to create a geometric solid model representing the basic shape of the window to obtain a basic window model.
[0133] In one embodiment, the processing unit 302 is used to perform UV mapping on the window base model to obtain a window model.
[0134] In one embodiment, if Fig.12As shown, the map creation unit 303 includes a normal map generation subunit 3031 , a color map generation subunit 3032 , a roughness map generation subunit 3033 and a metalness map generation subunit 3034 .
[0135] The normal map generation subunit 3031 is used to align the high-polygon window detailed model with the window model, and generate a normal map using the normal baking function of the software; the color map generation subunit 3032 is used to use drawing software to draw the colors of the window glass and window frame respectively on a blank layer according to the actual appearance of the window to obtain a color map; the roughness map generation subunit 3033 is used to copy a layer from the color map, convert the layer into a grayscale image, and use a color scale adjustment tool to adjust the color scale to obtain a roughness map; the metalness map generation subunit 3034 is used to copy a layer from the color map, convert the layer into a grayscale image, and use a color scale adjustment tool to adjust the color scale to obtain a metalness map.
[0136] In one embodiment, the roughness map generation subunit 3033 is used to copy a layer from the color map, convert the layer into a grayscale image, and use a color scale adjustment tool to adjust the glass area to black and the window frame area to gray to obtain a roughness map.
[0137] In one embodiment, the rendering unit 304 is used to paste the window-related texture into the corresponding material node of the window model using a 3D engine.
[0138] It should be noted that technicians in the relevant field can clearly understand that the specific implementation process of the above-mentioned building model window assembly production device 300 and each unit can refer to the corresponding description in the aforementioned method embodiment, and for the convenience and brevity of description, it will not be repeated here.
[0139] The building model window assembly manufacturing device 300 can be implemented in the form of a computer program. The computer program can be used in Fig.13 Runs on the computer device shown.
[0140] See also Fig.13 , Fig.13 5 is a schematic block diagram of a computer device provided in an embodiment of the present application. The computer device 500 may be a server, wherein the terminal may be an electronic device with communication function such as a smart phone, a tablet computer, a laptop computer, a desktop computer, a personal digital assistant, and a wearable device.
[0141] See also Fig.13The computer device 500 includes a processor 502 , a memory and a network interface 505 connected via a system bus 501 , wherein the memory may include a non-volatile storage medium 503 and an internal memory 504 .
[0142] The non-volatile storage medium 503 can store an operating system 5031 and a computer program 5032. The computer program 5032 includes program instructions, and when the program instructions are executed, the processor 502 can execute a method for making a building model window component.
[0143] The processor 502 is used to provide computing and control capabilities to support the operation of the entire computer device 500 .
[0144] The internal memory 504 provides an environment for the operation of the computer program 5032 in the non-volatile storage medium 503. When the computer program 5032 is executed by the processor 502, the processor 502 can execute a method for manufacturing a building model window component.
[0145] The network interface 505 is used to communicate with other devices over the network. Fig.13 The structure shown in the figure is merely a block diagram of a portion of the structure related to the solution of the present application, and does not constitute a limitation on the computer device 500 to which the solution of the present application is applied. The specific computer device 500 may include more or fewer components than those shown in the figure, or combine certain components, or have a different arrangement of components.
[0146] The processor 502 is used to run the computer program 5032 stored in the memory to implement the following steps:
[0147] Create a basic window model; edit the basic window model to obtain a window model; create a window-related map; and use a 3D engine to render the window component according to the window-related map and the window model.
[0148] The window-related maps include a normal map, a color map, a roughness map, and a metalness map.
[0149] In one embodiment, when implementing the step of creating a basic window model, the processor 502 specifically implements the following steps:
[0150] Create a geometric solid model representing the basic shape of the window to obtain a window base model.
[0151] In one embodiment, when the processor 502 implements the step of editing the window basic model to obtain the window model, the processor 502 specifically implements the following steps:
[0152] UV mapping is performed on the window base model to obtain a window model.
[0153] In one embodiment, when the processor 502 implements the step of creating the window-related texture, it specifically implements the following steps:
[0154] Align the high-polygon detailed model of the window with the window model, and use the software's built-in normal baking function to generate a normal map; use drawing software to draw the colors of the window glass and window frame separately on a blank layer according to the actual appearance of the window to obtain a color map; copy a layer from the color map, convert the layer to a grayscale image, and use the levels adjustment tool to adjust the levels to obtain a roughness map; copy a layer from the color map, convert the layer to a grayscale image, and use the levels adjustment tool to adjust the levels to obtain a metalness map.
[0155] In one embodiment, when the processor 502 implements the step of copying a layer from the color map, converting the layer into a grayscale image, and adjusting the color scale using a color scale adjustment tool to obtain a roughness map, the processor 502 specifically implements the following steps:
[0156] Duplicate a layer from the color map, convert the layer to grayscale, and use the Levels adjustment tool to adjust the glass area to black and the window frame area to gray to get the roughness map.
[0157] In one embodiment, when the processor 502 implements the step of rendering the window component using the 3D engine according to the window-related map and the window model, the processor 502 specifically implements the following steps:
[0158] The window-related texture is pasted into the corresponding material node of the window model using a 3D engine.
[0159] It should be understood that in the embodiment of the present application, the processor 502 may be a central processing unit 302 (CPU), and the processor 502 may also be other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), field-programmable gate arrays (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc.
[0160] It can be understood by those skilled in the art that all or part of the processes in the method for implementing the above embodiment can be completed by instructing the relevant hardware through a computer program. The computer program includes program instructions, and the computer program can be stored in a storage medium, which is a computer-readable storage medium. The program instructions are executed by at least one processor in the computer system to implement the process steps of the embodiment of the above method.
[0161] Therefore, the present invention also provides a storage medium. The storage medium may be a computer-readable storage medium. The storage medium stores a computer program, wherein when the computer program is executed by a processor, the processor executes the following steps:
[0162] Create a basic window model; edit the basic window model to obtain a window model; create a window-related map; and use a 3D engine to render the window component according to the window-related map and the window model.
[0163] The window-related maps include a normal map, a color map, a roughness map, and a metalness map.
[0164] In one embodiment, when the processor executes the computer program to implement the step of creating a window base model, the processor specifically implements the following steps:
[0165] Create a geometric solid model representing the basic shape of the window to obtain a window base model.
[0166] In one embodiment, when the processor executes the computer program to implement the step of editing the window basic model to obtain the window model, the processor specifically implements the following steps:
[0167] UV mapping is performed on the window base model to obtain a window model.
[0168] In one embodiment, when the processor executes the computer program to implement the step of creating a window-related map, the processor specifically implements the following steps:
[0169] Align the high-polygon detailed window model with the window model, and use the software's built-in normal baking function to generate a normal map; use drawing software to draw the colors of the window glass and window frame on a blank layer according to the actual appearance of the window to obtain a color map; copy a layer from the color map, convert the layer to a grayscale image, and use the level adjustment tool to adjust the level to obtain a roughness map;
[0170] Duplicate a layer from the color map, convert the layer to grayscale, and use the Levels adjustment tool to adjust the levels to get a metalness map.
[0171] In one embodiment, when the processor executes the computer program to implement the steps of copying a layer from the color map, converting the layer into a grayscale image, and adjusting the color scale using a color scale adjustment tool to obtain a roughness map, the processor specifically implements the following steps:
[0172] Duplicate a layer from the color map, convert the layer to grayscale, and use the Levels adjustment tool to adjust the glass area to black and the window frame area to gray to get the roughness map.
[0173] In one embodiment, when the processor executes the computer program to implement the step of using a 3D engine to render the window component according to the window-related map and the window model, the processor specifically implements the following steps:
[0174] The window-related texture is pasted into the corresponding material node of the window model using a 3D engine.
[0175] The storage medium may be a USB flash drive, a mobile hard disk, a read-only memory (ROM), a magnetic disk, or an optical disk, etc., which are computer-readable storage media that can store program codes.
[0176] Those of ordinary skill in the art will appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, computer software, or a combination of the two. In order to clearly illustrate the interchangeability of hardware and software, the composition and steps of each example have been generally described in terms of function in the above description. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professional and technical personnel can use different methods to implement the described functions for each specific application, but such implementation should not be considered to be beyond the scope of the present invention.
[0177] In the several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of each unit is only a logical function division, and there may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed.
[0178] The steps in the method of the embodiment of the present invention can be adjusted in order, combined and deleted according to actual needs. The units in the device of the embodiment of the present invention can be combined, divided and deleted according to actual needs. In addition, the functional units in various embodiments of the present invention can be integrated into a processing unit 302, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0179] 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 storage medium. Based on this understanding, the technical solution of the present invention is essentially 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, and the computer software product is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, terminal, or network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention.
[0180] The above is only a specific embodiment of the present invention, but the protection scope of the present invention is not limited thereto. Any technician familiar with the technical field can easily think of various equivalent modifications or replacements within the technical scope disclosed by the present invention, and these modifications or replacements should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.
Claims
1. A method for manufacturing a building model window assembly, characterized in that: include: Create a basic model of the window; Editing the window basic model to obtain a window model; Create window related textures; The window component is rendered using a 3D engine according to the window-related texture and the window model.
2. The method for making a building model window assembly according to claim 1, characterized in that: The step of creating a window basic model comprises: Create a geometric solid model representing the basic shape of the window to obtain a window base model.
3. The method for making a building model window assembly according to claim 1, characterized in that: The editing process of the window basic model to obtain the window model includes: UV mapping is performed on the window base model to obtain a window model.
4. The method for making a building model window assembly according to claim 1, characterized in that: The window-related maps include a normal map, a color map, a roughness map, and a metalness map.
5. The method for making a building model window assembly according to claim 4, characterized in that: The step of creating window-related maps includes: Align the high-polygon window model with the window model, and use the software's built-in normal baking function to generate a normal map; Use drawing software to draw the colors of window glass and window frame respectively on a blank layer according to the actual appearance of the window to obtain a color map; Copy a layer from the color map, convert the layer into a grayscale image, and use a levels adjustment tool to adjust the levels to obtain a roughness map; Duplicate a layer from the color map, convert the layer to grayscale, and use the Levels adjustment tool to adjust the levels to get a metalness map.
6. The method for manufacturing a building model window assembly according to claim 5, characterized in that: The step of copying a layer from the color map, converting the layer into a grayscale image, and adjusting the color levels using a color level adjustment tool to obtain a roughness map includes: Duplicate a layer from the color map, convert the layer to grayscale, and use the Levels adjustment tool to adjust the glass area to black and the window frame area to gray to get the roughness map.
7. The method for making a building model window assembly according to claim 1, characterized in that: The using of a 3D engine to render the window component according to the window-related map and the window model comprises: The window-related texture is pasted into the corresponding material node of the window model using a 3D engine.
8. A device for making building model window components, characterized in that: include: A basic model creation unit, used for creating a basic window model; A processing unit, used for editing the window basic model to obtain a window model; A texture creation unit, used for creating window related textures; A rendering unit is used to render the window component according to the window-related map and the window model using a 3D engine.
9. A computer device, characterized in that: The computer device comprises a memory and a processor, wherein a computer program is stored in the memory, and when the processor executes the computer program, the method according to any one of claims 1 to 7 is implemented.
10. A storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.