Spherical parallax rendering method based on cloud computing
Through the spherical parallax rendering method based on cloud computing, the problems of poor spherical rendering effect and low efficiency in the existing technology are solved, and the spherical three-dimensional sense and rendering efficiency are improved.
Patent Information
- Application Number
- CN202510170500.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-17
- Publication Date
- 2025-06-06
AI Technical Summary
In the prior art, spherical rendering effect is poor and low efficiency, especially the rendering effect of complex sphere surfaces is not ideal. At the same time, existing rendering calculations are implemented through the terminal, resulting in slow rendering speed and occupies terminal device memory.
The spherical parallax rendering method based on cloud computing is used to UV expansion of the sphere, obtain the UV texture map, and upload the data to the cloud server. Then, the height data of the sphere is calculated, the parallax occlusion map is performed, the observation height data is obtained, and the parallax self-shading data is calculated. Finally, the cloud server calculates the rendering data based on the height data and shadow data, and returns it to the terminal device for rendering.
It achieves a strong spherical three-dimensional sense, avoids hierarchical stripes problems, and has good rendering effect. At the same time, by moving the computing tasks to the cloud server, terminal device resources are saved, greatly improving rendering efficiency.
Smart Images

Figure CN120107449A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of image processing, and in particular to a spherical parallax rendering method based on cloud computing. Background Art
[0002] With the development of computer technology, the application of three-dimensional scenes has gradually replaced the application of traditional two-dimensional scenes. Shadow rendering, as an indispensable part of three-dimensional scenes, can greatly enhance the realism of the scene and make the scene look more natural. In computer image processing, some complex object surfaces usually require a large number of triangles to render the effect, but the large number of triangles will seriously affect the rendering efficiency. In the prior art, the plane parallax rendering technology can be used to enhance the surface concave and convex sense, but the plane parallax rendering technology is only applicable to planes and is not suitable for spheres. Especially for some complex spheres, the rendering effect of the surface is even less ideal. In addition, the existing rendering calculation is implemented through the terminal. Due to the large amount of calculation, it not only leads to slow rendering speed, but also occupies the memory of the terminal device. Therefore, how to provide a spherical rendering technology with good rendering effect and high efficiency has become an objective demand. Summary of the invention
[0003] The present invention provides a spherical parallax rendering method based on cloud computing, which is used to solve the problems of poor effect and low efficiency of existing spherical rendering.
[0004] To achieve the purpose of the present invention, the present invention provides a spherical parallax rendering method based on cloud computing, which comprises the following steps:
[0005] a. Perform UV expansion on the sphere to obtain the UV texture map corresponding to the sphere, which includes the plane coordinates of each point of the sphere and the corresponding height value, and upload the obtained data to the cloud server;
[0006] b. Calculate the parallax of the height data of the sphere to obtain a visual height image;
[0007] c. Perform parallax masking mapping on the sphere based on the visualized height image to obtain the coordinates of the observation height of the image, and upload the obtained observation height data to the cloud server;
[0008] d. Calculate the parallax self-shadow of the point based on the observation height and upload the shadow data to the cloud server;
[0009] e. The cloud server calculates rendering data based on the height data and the shadow data, and transmits the rendering data back to the terminal device;
[0010] f. The terminal device performs rendering operation on the sphere based on the rendering data.
[0011] Step a includes:
[0012] a1. Send a ray to the sphere through the camera and record the three-dimensional coordinates of the intersection of the ray and the sphere;
[0013] a2. Move the camera until the three-dimensional coordinates of all points on the sphere are obtained;
[0014] a3. Convert the acquired three-dimensional coordinates of the sphere into two-dimensional coordinates and corresponding height values, that is, obtain the corresponding UV texture map;
[0015] a4. Upload the acquired data to the cloud server.
[0016] In some embodiments, in step a2, obtaining the three-dimensional coordinates of all points on the sphere can also be achieved by fixing the camera and rotating the sphere.
[0017] Step c includes:
[0018] c1. Determine the sight observation reference plane in the visual height image;
[0019] c2. Obtain the coordinates of the sight observation height based on the sight observation reference plane and the sight direction, and upload the obtained data to the cloud server.
[0020] Furthermore, in step c1, the determination of the sight line observation reference plane includes:
[0021] c11. Based on the sphere, make multiple parallel reference surfaces with uniform height intervals on the surface of the sphere;
[0022] c12, respectively obtain and compare the height coordinates of the intersection of the line of sight and each reference surface and the image height coordinates of the corresponding position;
[0023] c13. Connect the coordinate points of the image height corresponding to the coordinates of the last intersection point above the image and the first intersection point below the image respectively. The reference plane where the connecting line intersects with the line of sight direction is the line of sight observation reference plane.
[0024] Furthermore, in step c12, the image height coordinates of the corresponding position of the intersection of the line of sight and each reference plane are: the intersection of the line of sight and each reference plane is connected with the center of the sphere, and the coordinates of the intersection of the connecting line and the height image or the intersection of its reverse extension line and the height image are the image height coordinates of the corresponding position.
[0025] Further, step c2 includes:
[0026] c21, obtaining the height coordinates of the height image corresponding to the sight line observation reference plane based on the sight line observation reference plane and the sight line direction;
[0027] c22. Take the intersection of the sight line observation reference plane and the sight line as the center of the circle, and the distance between the center of the circle and the height coordinates of the height image at the corresponding position as the rotation radius. Rotate the rotation radius around the center of the circle to the sight line direction. The image height corresponding to the free end point of the rotation radius is the sight line observation height. Obtain the coordinates of the sight line observation height, and upload the obtained sight line observation height data to the cloud server.
[0028] Step d includes:
[0029] d1, emit rays from the sight height point toward the light source;
[0030] d2. Based on the line of sight, whether the height point is illuminated by the light source is determined to determine whether the point needs to be rendered by shadow, and the obtained shadow data is uploaded to the cloud server.
[0031] Further, in step d2,
[0032] If the height of the observation point is lower than the height data, the point cannot be illuminated by the light source and shadow rendering is required; if the height of the observation point is higher than or equal to the height data, the point can be illuminated by the light source and no shadow rendering is required.
[0033] In step e, the cloud server calculates height rendering data based on the height data, calculates shadow rendering data based on the shadow data, and transmits the rendering data back to the terminal device.
[0034] The beneficial effects of the present invention are as follows: the cloud computing-based spherical parallax rendering method of the present invention converts the height data of the sphere into a two-dimensional visual height image, then performs parallax masking mapping on the sphere, obtains the observation height of the image, and then calculates the sphere parallax self-shadow at the observation height point, so as to render the sphere according to the height data and shadow data. The spherical surface obtained after rendering has a strong three-dimensional sense, and there is no problem of hierarchical stripes, and the rendering effect is good.
[0035] On the other hand, this embodiment uploads the acquired sphere height data, observation height data and shadow data to the cloud server respectively, and calculates the rendering data through the cloud server, thereby avoiding complex rendering data calculations on the terminal device, saving terminal device resources, ensuring the rendering effect and greatly improving the rendering efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0036] Figure 1 It is a flow chart of the method of the present invention.
[0037] Figure 2 It is a schematic diagram of the camera of the present invention emitting rays like a sphere.
[0038] Figure 3 It is a schematic diagram of spherical space coordinate transformation of the present invention.
[0039] Figure 4 It is a visualized height image of the present invention.
[0040] Figure 5 It is a schematic diagram of the observation height for acquiring images according to the present invention.
[0041] Figure 6 yes Figure 5 Enlarged view of part A in .
[0042] Figure 7 It is a structural schematic diagram of a light source direction and height image of the present invention.
[0043] Figure 8 It is a structural schematic diagram of another light source direction and height image of the present invention.
[0044] Fig. 9 It is a schematic diagram of the effect of turning on spherical parallax occlusion mapping rendering in the present invention.
[0045] Fig.10 This is a schematic diagram of the effect when parallax self-shadow rendering is not enabled.
[0046] Fig.11 It is a schematic diagram of the effect of enabling parallax self-shadow rendering in the present invention. DETAILED DESCRIPTION
[0047] The technical solution of the present invention will be described clearly and completely below in conjunction with the accompanying drawings and specific embodiments. Obviously, the described embodiments are only 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 those skilled in the art without creative work are within the scope of protection of the present invention.
[0048] See also Figure 1 The cloud computing-based spherical parallax rendering method of this embodiment simulates the concave-convex feeling of a complex spherical surface through a spherical height data image to achieve rendering of a complex sphere. The method includes the following steps:
[0049] S10, UV unfolding the sphere to obtain a UV texture map corresponding to the sphere, the UV texture map including the plane coordinates of each point of the sphere and the corresponding height value, and uploading the obtained data to a cloud server.
[0050] In this step, the sphere is UV expanded by a terminal device to obtain a UV texture map corresponding to the sphere. The terminal device is a device loaded with image rendering software, such as a computer. This step specifically includes:
[0051] S11. Send a ray to the sphere through the camera, and record the three-dimensional coordinates of the intersection of the ray and the sphere.
[0052] In this step, if Figure 2 As shown, a ray is emitted from the camera to the sphere. When the ray hits the sphere, an intersection point is generated between the ray and the sphere, and the three-dimensional coordinates of the intersection point are recorded.
[0053] S12. Move the position of the camera until the three-dimensional coordinates of all points on the sphere are obtained.
[0054] In step S11, only the three-dimensional coordinates of the points corresponding to a certain area of the sphere can be obtained. After the three-dimensional coordinates of a certain area of the sphere are obtained, the three-dimensional coordinates of all points of the sphere are obtained by moving the position of the camera. In some embodiments, the three-dimensional coordinates of all points of the sphere can also be obtained by fixing the camera and rotating the sphere.
[0055] S13, converting the acquired three-dimensional coordinates of the sphere into two-dimensional coordinates and corresponding height values, thereby obtaining a corresponding UV texture map.
[0056] In this step, if Figure 3 As shown in , after obtaining the three-dimensional coordinates of all points on the sphere, the sphere is UV unfolded, and the obtained three-dimensional coordinates of the sphere are converted into two-dimensional coordinates and corresponding height values, and the following is obtained: Figure 3 The UV texture map shown.
[0057] S14: Upload the acquired data to the cloud server.
[0058] In this step, the terminal device is wirelessly connected to the cloud server, and the terminal device uploads the acquired three-dimensional coordinates of all points on the sphere, the converted two-dimensional coordinates, and the corresponding height values to the cloud server for subsequent calculation and rendering by the cloud server.
[0059] S20, performing parallax calculation on the height data of the sphere to obtain a visualized height image.
[0060] In this step, the collected height data is multiplied by the scaling factor of the height map to obtain a visual height image. The height map data of the sphere is generally 0-1, and the scaling factor of the height map is 0.1. Figure 4 In the illustrated embodiment, the radius ra of the sphere is set to 0.4, and the lines on the periphery of the sphere are the visualized height images obtained by multiplying the collected height data by the height map scaling factor.
[0061] S30, performing parallax masking mapping on the sphere based on the visualized height image to obtain the coordinates of the observation height of the image, and uploading the obtained observation height data to the cloud server.
[0062] In this step, after the visualized height image is obtained, parallax masking mapping is performed on the visualized height image to the sphere to obtain the coordinates of the observation height of the image, and the obtained data is uploaded to the cloud server. Specifically, this step includes:
[0063] S31. Determine a sight observation reference plane in the visualized height image.
[0064] like Figure 5 As shown, in this step, determining the sight line observation reference plane includes:
[0065] S311. Based on the spherical body, a plurality of parallel reference surfaces with uniform height intervals are made on the surface of the sphere.
[0066] In this step, multiple parallel reference surfaces are made on the surface of the ball so that the visualized height image intersects with the reference. Figure 5 In the illustrated embodiment, five reference surfaces are provided, namely B1, B2, B3, B4, and B5, and the five reference surfaces are evenly spaced at high altitudes on the surface of the sphere.
[0067] S312, respectively obtaining and comparing the height coordinates of the intersection point between the line of sight and each reference surface and the image height coordinates of the corresponding position.
[0068] In this step, an observation line is sent from the observation point to the visualized height image, and the observation line intersects with multiple reference planes and the height image. The height coordinates of the intersection of the observation line and each reference plane are obtained, and the image height coordinates of the corresponding position of the intersection are obtained, that is, the intersection of the observation line and each reference plane is connected with the center of the sphere, and the coordinates of the intersection of the connecting line and the height image or the intersection of the reverse extension line and the height image are the image height coordinates of the corresponding position.
[0069] Specifically, Figure 5 As shown, the intersection points of the observation line of sight with the five reference planes are A1, A2, A3, A4 and A5 respectively. When A1, A2, A3, A4 and A5 are connected to the center of the sphere or extended in the reverse direction, the intersection points with the height map are H1, H2, H3, H4 and H5 (not shown in the figure). The coordinates corresponding to H1, H2, H3, H4 and H5 are the height coordinates of each intersection point.
[0070] S313, respectively connect the coordinate points of the image height corresponding to the coordinates of the last intersection point located above the image and the coordinates of the first intersection point located below the image, and the reference plane where the intersection of the connecting line and the line of sight direction is located is the line of sight observation reference plane.
[0071] like Figure 5 , Figure 6In the illustrated embodiment, the last intersection point located above the image is A3, the first intersection point located below the image is A4, the coordinate point of the image height corresponding to A3 is H3, the coordinate point of the image height corresponding to A4 is H4, H3 and H4 are connected, and the intersection point of the connecting line and the line of sight direction is O, and a reference plane B0 passing through the intersection O is set between the third reference plane B3 and the fourth reference plane B4, and the reference plane B0 is the line of sight observation reference plane. In this embodiment, different reference planes are evenly set at intervals, and the line of sight observation reference plane is obtained based on different reference planes and the line of sight direction and height image, so that the obtained line of sight observation reference plane is more accurate.
[0072] S32. Obtain the coordinates of the sight line observation height based on the sight line observation reference plane and the sight line direction, and upload the obtained data to the cloud server.
[0073] In this step, after obtaining the sight observation reference plane, the coordinates of the sight observation height are obtained based on the sight observation reference plane and the sight direction, so as to facilitate the subsequent height rendering. Specifically, it includes:
[0074] S321. Acquire the height coordinates of the height image corresponding to the sight line observation reference plane based on the sight line observation reference plane and the sight line direction.
[0075] In this step, if Figure 6 As shown, the height point of the height map corresponding to the intersection of the sight line observation reference plane and the observation line of sight is the intersection point of the sight line observation reference plane and the observation line of sight extending toward the center of the sphere, and the intersection point with the height image, and then the height coordinate of the intersection point is obtained.
[0076] S322. Based on the height point coordinates of the sight line observation reference plane, obtain the sight line observation height coordinates, and upload the obtained height data to the cloud server.
[0077] In this step, after obtaining the coordinates of the height point of the sight observation reference plane, it is necessary to map the height of the height point to the direction of the sight observation. Therefore, it is necessary to perform spherical parallax masking mapping on the height point. That is, the intersection of the sight reference plane and the sight observation is taken as the center of the circle, the distance between the center of the circle and the height point is taken as the rotation radius, and the rotation radius is rotated around the center of the circle to the sight direction. At this time, the rotation radius coincides with the sight observation, and the free end point of the rotation radius is located on the sight observation. Then the free end point of the rotation radius is connected to the center of the sphere, and the intersection of the connecting line or the reverse connecting line and the height image is the sight observation height. Then the same spherical parallax masking mapping method is used to obtain the sight observation height of all points. The sight observation height obtained by the parallax masking mapping is very close to the actual height point, which can effectively improve the rendering effect. After obtaining the sight observation height, the obtained height data is uploaded to the cloud server so that the cloud server can calculate the height rendering data.
[0078] Specifically, Figure 5 , Figure 6 In the embodiment shown, after the sight observation reference plane B0 is obtained, the intersection O of the sight observation reference plane B0 and the sight line extends toward the center of the sphere, and its intersection point P with the height image is the height point of the height image corresponding to the intersection point O. After the height point P is obtained, it is necessary to perform spherical parallax masking mapping on the height point P. With O as the center of the circle and OP as the rotation radius, OP is rotated to the direction of the sight line. At this time, the endpoint of the free end of the rotation radius OP is rotated to P', and then P' is connected to the center of the sphere. The intersection of the connecting line and the height image is the sight observation height. As shown Figure 6 In the embodiment shown, the reverse extension line of the line connecting P' and the center of the sphere intersects with the height image, and the intersection point is T. The height of point T is the sight height. Figure 6 As can be seen from the embodiment shown, the sight observation height T obtained by the spherical parallax occlusion mapping method of this embodiment is very close to the actual height point P, so the rendering effect can be effectively improved. After the sight observation height T is obtained, the sight observation height of all points is obtained by the same method, and the obtained height data is uploaded to the cloud server so that the cloud server can calculate the height rendering data.
[0079] In this embodiment, after the line of sight observation reference plane is obtained, spherical parallax masking mapping is performed based on the line of sight observation reference plane and the line of sight direction and height image to obtain the line of sight observation height. The obtained line of sight observation height point is very close to the actual height point, so that a more accurate line of sight observation height value can be obtained.
[0080] S40, calculating the spherical parallax self-shadow, and uploading the shadow data to the cloud server.
[0081] When the line-of-sight observation height value of the sphere is obtained, the next step is to determine whether the height point corresponding to the line-of-sight observation height value should be shadow rendered, that is, to use the coordinates of the height point corresponding to the line-of-sight observation height value and the connection line between the light source to determine whether the height point is illuminated by the light source, and then determine whether the pixel point needs to be shadow rendered. Specifically, it includes the following steps:
[0082] S41. Send out rays from the sight height point toward the light source.
[0083] In this step, a ray is emitted from the sight height point toward the light source, and the ray intersects with the sphere and multiple reference planes to obtain multiple intersection points. Figure 7 In the illustrated embodiment, intersection points of the light source ray with the first reference plane B1 , the second reference plane B2 , the third reference plane B3 and the fourth reference plane B4 are SP1 , SP2 , SP3 and SP4 , respectively.
[0084] S42, based on the line of sight, whether the height point is illuminated by the light source, determine whether the point needs to be rendered by shadow, and upload the acquired shadow data to the cloud server.
[0085] In this step, if the height point corresponding to the height value observed by the line of sight is lower than the height data, it means that the concave-convex surface may be blocked and the concave-convex surface point is in the shadow; if the height point corresponding to the height value observed by the line of sight is higher than the height data, it means that it is not blocked and no shadow rendering is required. Specifically, Figure 7 In the embodiment shown, the intersection point SP4 of the ray emitted from the sight observation height point in the direction of the light source and the fourth reference plane B4 is lower than its height data, while the intersection points with other reference planes are higher than their height data. Therefore, the height image from the intersection point SP4 to the sight observation height point cannot be illuminated by the light source (the shaded part in the figure), and it needs to be shadow rendered. Figure 8 In the embodiment shown, the intersection points of the rays emitted by the sight observation height point in the direction of the light source and all the reference surfaces are higher than its height data. At this time, the height images corresponding to all the sight observation height points can be illuminated by the light source, and no shadow rendering is required. The parallax self-shadow data of all sight observation height points is obtained by the same method, and the obtained data is uploaded to the cloud server.
[0086] S50: The cloud server calculates rendering data according to the received height data and shadow data, and transmits the rendering data back to the terminal device.
[0087] In this step, the cloud server calculates the height rendering data of the sphere for the received height data, calculates the shadow rendering data of the sphere for the received shadow data, and transmits the calculated height rendering data and shadow rendering data back to the terminal device, thereby realizing the local spherical parallax light and shadow rendering based on cloud computing by the terminal. In this embodiment, by uploading the acquired height data and shadow data to the cloud server, and calculating the relatively complex height rendering data and shadow rendering data in the cloud server, there is no need to occupy the memory of the terminal device, thereby greatly improving the rendering efficiency.
[0088] S60: The terminal device performs a rendering operation on the sphere based on the rendering data.
[0089] In this step, the terminal device receives the height rendering data and shadow rendering data sent back by the cloud server, and starts parallax occlusion mapping rendering on the sphere based on the original pixel coordinate data and height rendering data to enhance the three-dimensional effect of the sphere surface. Fig. 9It can be seen from the rendering effect shown that after the spherical parallax occlusion mapping rendering of this embodiment, the sphere surface has a strong three-dimensional sense and can avoid the problem of layered stripes. At the same time, the terminal device starts parallax self-shadow rendering on the sphere based on the original pixel coordinate data and shadow rendering data to obtain a spherical surface with a strong three-dimensional sense, realistic picture and good rendering effect. Specifically, Fig.11 The embodiment shown is the effect diagram of opening parallax self-shadow rendering. Fig.10 and Fig.11 It can be seen that the spherical surface obtained by turning on parallax self-shadow rendering has a strong three-dimensional sense, realistic picture and good rendering effect.
[0090] The cloud computing-based spherical parallax rendering method of this embodiment converts the height data of the sphere into a two-dimensional visual height image, then performs parallax masking mapping on the sphere, obtains the observation height of the image, and then calculates the parallax self-shadow of the sphere at the observation height point, so as to render the sphere according to the height data and shadow data. The sphere obtained after rendering has a strong three-dimensional sense, no layer stripe problem, and good rendering effect.
[0091] On the other hand, this embodiment uploads the acquired sphere height data, observation height data and shadow data to the cloud server respectively, and calculates the rendering data through the cloud server, thereby avoiding complex rendering data calculations on the terminal device, saving terminal device resources, ensuring the rendering effect and greatly improving the rendering efficiency.
[0092] Although the present invention is disclosed through the above embodiments, the protection scope of the present invention is not limited thereto. Without departing from the concept of the present invention, any deformation, replacement, etc. made to the above components shall fall within the scope of the claims of the present invention.
Claims
1. A spherical parallax rendering method based on cloud computing, characterized in that: The method comprises the following steps: a. Perform UV expansion on the sphere to obtain the UV texture map corresponding to the sphere, which includes the plane coordinates of each point of the sphere and the corresponding height value, and upload the obtained data to the cloud server; b. Calculate the parallax of the height data of the sphere to obtain a visual height image; c. Perform parallax masking mapping on the sphere based on the visualized height image to obtain the coordinates of the observation height of the image, and upload the obtained observation height data to the cloud server; d. Calculate the parallax self-shadow of the point based on the observation height and upload the shadow data to the cloud server; e. The cloud server calculates rendering data based on the height data and the shadow data, and transmits the rendering data back to the terminal device; f. The terminal device performs rendering operation on the sphere based on the rendering data.
2. The cloud computing-based spherical parallax rendering method according to claim 1, characterized in that: Step a includes: a1. Send a ray to the sphere through the camera and record the three-dimensional coordinates of the intersection of the ray and the sphere; a2. Move the camera until the three-dimensional coordinates of all points on the sphere are obtained; a3. Convert the acquired three-dimensional coordinates of the sphere into two-dimensional coordinates and corresponding height values, that is, obtain the corresponding UV texture map; a4. Upload the acquired data to the cloud server.
3. The cloud computing-based spherical parallax rendering method according to claim 2, characterized in that: In step a2, obtaining the three-dimensional coordinates of all points on the sphere can also be achieved by fixing the camera and rotating the sphere.
4. The cloud computing-based spherical parallax rendering method according to claim 1, characterized in that: Step c includes: c1. Determine the sight observation reference plane in the visual height image; c2. Obtain the coordinates of the sight observation height based on the sight observation reference plane and the sight direction, and upload the obtained data to the cloud server.
5. The cloud computing-based spherical parallax rendering method according to claim 4, characterized in that: In step c1, the determination of the sight line observation reference plane includes: c11. Based on the sphere, make multiple parallel reference surfaces with uniform height intervals on the surface of the sphere; c12, respectively obtain and compare the height coordinates of the intersection of the line of sight and each reference surface and the image height coordinates of the corresponding position; c13. Connect the coordinate points of the image height corresponding to the coordinates of the last intersection point above the image and the first intersection point below the image respectively. The reference plane where the connecting line intersects with the line of sight direction is the line of sight observation reference plane.
6. The cloud computing-based spherical parallax rendering method according to claim 5, characterized in that: In step c12, the image height coordinates of the corresponding position of the intersection of the line of sight and each reference plane are: the intersection of the line of sight and each reference plane is connected with the center of the sphere, and the coordinates of the intersection of the connecting line and the height image or the intersection of its reverse extension line and the height image are the image height coordinates of the corresponding position.
7. The cloud computing-based spherical parallax rendering method according to claim 5, characterized in that: Step c2 includes: c21, obtaining the height coordinates of the height image corresponding to the sight line observation reference plane based on the sight line observation reference plane and the sight line direction; c22. Take the intersection of the sight line observation reference plane and the sight line as the center of the circle, and the distance between the center of the circle and the height coordinates of the height image at the corresponding position as the rotation radius. Rotate the rotation radius around the center of the circle to the sight line direction. The image height corresponding to the free end point of the rotation radius is the sight line observation height. Obtain the coordinates of the sight line observation height, and upload the obtained sight line observation height data to the cloud server.
8. The cloud computing-based spherical parallax rendering method according to claim 1, characterized in that: Step d includes: d1, emit rays from the sight height point toward the light source; d2. Based on the line of sight, whether the height point is illuminated by the light source is determined to determine whether the point needs to be rendered by shadow, and the obtained shadow data is uploaded to the cloud server.
9. The cloud computing-based spherical parallax rendering method according to claim 8, characterized in that: In step d2, If the height of the observation point is lower than the height data, the point cannot be illuminated by the light source and shadow rendering is required; if the height of the observation point is higher than or equal to the height data, the point can be illuminated by the light source and no shadow rendering is required.
10. The cloud computing-based spherical parallax rendering method according to claim 1, characterized in that: In step e, the cloud server calculates height rendering data based on the height data, calculates shadow rendering data based on the shadow data, and transmits the rendering data back to the terminal device.