A visualization display method, system and storage medium for a three-dimensional simulation scenario

Through rasterization and multi-level construction of three-dimensional simulation scenarios, combined with dynamic visual space calculation and occlusion analysis, the fluency and real-time problems in large-scale 3-dimensional simulation scenarios are solved, and continuous multi-view display and accurate occlusion analysis are realized, improving user experience and system performance.

CN120125770BActive Publication Date: 2025-07-11ARMY ENG UNIV OF PLA
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Patent Information

Application Number
CN202510611536.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-05-13
Publication Date
2025-07-11
Estimated Expiration
2045-05-13

AI Technical Summary

Technical Problem

When handling large-scale three-dimensional simulation scenarios, it is difficult to ensure smoothness and real-time performance. Especially under high resolution and large data volume, it cannot provide continuous multi-view display effects, and lacks effective analysis methods for occlusion and invisible areas, resulting in poor user experience.

Method used

Through raster construction of terrain and multi-level construction of simulation objects, combining dynamic visual spatial calculations and dynamic visual displays, dynamic switching at different levels of detail is achieved, ensuring smooth transition of rendered areas when viewpoints move, and providing accurate occlusion analysis results.

Benefits of technology

It significantly optimizes the rendering performance of large scenes, ensures smooth display effect, improves system resource utilization and real-time response capabilities, realizes seamless switching between multiple observation starting points, provides a smooth and realistic real-time interactive experience, and provides a scientific basis for path planning and communication link design.

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Abstract

The present invention discloses a visualization display method, system and storage medium for a three-dimensional simulation scene, belonging to the technical field of computer simulation. The simulation method includes: performing feature mapping on GIS data and a three-dimensional scene; constructing a three-dimensional simulation scene according to the mapped GIS data, wherein the three-dimensional simulation scene includes a rasterized three-dimensional geographical scene and simulation objects constructed at multiple levels; selecting an observation starting point in the three-dimensional simulation scene and obtaining a visible space corresponding to different observation starting points, wherein the visible space includes a visible area and an invisible area; dynamically visualizing the visible area and the invisible area of the selected observation starting point and outputting a visualization analysis result including an occlusion analysis result; analyzing communication transmission attenuation based on the invisible area and outputting a communication analysis result, solving the problems of large resource consumption, poor display continuity and insufficient occlusion processing ability in the prior art in a large computational workload scenario.
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Description

Technical Field

[0001] The present invention belongs to the technical field of computer simulation, and in particular relates to a method, system and storage medium for visual display of three-dimensional simulation scenes. Background Art

[0002] With the development of computer graphics and virtual reality technologies, three-dimensional simulation scenes have been widely used in many fields, such as urban planning, game development, military simulation, etc. In practical applications, it is usually necessary to perform scene conversion between macroscopic large-scale scenes and microscopic detailed scenes, and it is also necessary to transform and display the same scene from different distances and perspectives. This requires corresponding display methods to support diverse display requirements and ensure the clarity and smoothness of the display under various conditions.

[0003] In the prior art, when dealing with large-scale scenes, existing methods often have difficulty ensuring the smoothness and real-time performance of the display, especially in the case of high resolution and large data volume. Moreover, under the observation requirements of multiple perspectives and multiple positions, existing methods may not be able to provide a continuous display effect, resulting in poor user experience. In addition, when dealing with the display of occluders and invisible areas, existing methods may lack effective analysis means and cannot provide accurate occlusion effect analysis. Summary of the Invention

[0004] The purpose of the present invention is to provide a method, system and storage medium for visual display of three-dimensional simulation scenes. By rasterizing to construct the terrain and hierarchically constructing simulation objects, combining dynamic visible space calculation and dynamic visualization display, dynamic switching of different levels of detail is realized, ensuring smooth transition of the rendering area when the viewpoint moves, guaranteeing the coherence of scene switching, and providing clear and accurate occlusion analysis results.

[0005] To achieve the above object, the present invention is implemented by the following technical solutions:

[0006] In a first aspect, the present invention provides a method for visual display of three-dimensional simulation scenes, including:

[0007] Performing ground object mapping on the obtained GIS data and the three-dimensional scene;

[0008] Constructing a three-dimensional simulation scene according to the mapped GIS data, wherein the three-dimensional simulation scene includes a rasterized three-dimensional geographical scene and hierarchically constructed simulation objects;

[0009] Selecting an observation starting point in the three-dimensional simulation scene and obtaining the visible space corresponding to different observation starting points, wherein the visible space is described by preset observation parameters, and the visible space includes a visible area and an invisible area;

[0010] Dynamically visualize the visible and invisible regions corresponding to the selected observation starting point, and output the visualization analysis results of the visible and invisible regions, where the visualization analysis results include occlusion analysis results;

[0011] Analyze the communication transmission attenuation based on the invisible region and output the communication analysis results.

[0012] Optionally, the feature mapping of the acquired GIS data to the three-dimensional scene includes:

[0013] Preprocess the acquired GIS data to obtain effective GIS data;

[0014] Convert the coordinates of the effective GIS data into coordinates adapted to three-dimensional modeling, and extract the central coordinate points of the effective GIS data according to the converted coordinates;

[0015] Obtain the feature attribute information of the features in the effective GIS data;

[0016] Map the central coordinate points of the GIS to the feature attribute information, and assign coordinate information to the feature attribute information without corresponding coordinate information.

[0017] Optionally, constructing a three-dimensional simulation scene according to the mapped GIS data includes:

[0018] Generate a raster-form three-dimensional terrain based on the mapped GIS data, where the GIS data used to generate the three-dimensional terrain includes elevation data and point cloud data;

[0019] Construct buildings of corresponding styles in the three-dimensional terrain according to the building features in the GIS data and different CGA rules;

[0020] Construct simulation objects according to the engineering drawing information pre-imported in the three-dimensional terrain, and set the hierarchy of the simulation objects, where the engineering drawing information includes the appearance of the simulation objects and the component structure; the hierarchy of the simulation objects includes: appearance layer, memory point layer, strike point layer, collision layer, fire collision layer, and shadow layer;

[0021] The appearance layer is the externally visible part of the simulation object for visual representation;

[0022] The memory point layer is used to save the state or position information of the simulation object;

[0023] The strike point layer is the attackable part of the simulation object, allowing damage calculation for different strike points to determine whether an attack hits, where different strike points correspond to different components;

[0024] The collision layer is the physical boundary of the simulation object for handling collision interactions with the environment or other objects;

[0025] The fire collision layer is used to process the interaction part between the fire attack and the simulation object;

[0026] The shadow layer is used to render the shadow effect of the interaction between the simulation object and the environment.

[0027] Optionally, obtaining the visible spaces corresponding to different observation starting points includes:

[0028] Obtaining a set of viewpoints according to the selected observation starting points;

[0029] Calculating the visible spaces corresponding to each viewpoint in the set of viewpoints to obtain display data corresponding to a plurality of continuously variable visible spaces;

[0030] Among them, the method for calculating the visible space corresponding to each viewpoint in the set of viewpoints includes:

[0031] In the pre-constructed visible space model, transforming the origin coordinates into the current viewpoint coordinates;

[0032] Constructing a visual frustum model according to the observation starting point coordinates and the pre-collected viewing angle parameters, and determining the three-dimensional boundary of the visible area of the current viewpoint;

[0033] According to the three-dimensional boundary and the pre-collected viewing distance of the visual midline, determining the visible area range of the current viewpoint, and performing occlusion analysis on the visible space of the current viewpoint to obtain the invisible area range of the current viewpoint.

[0034] Optionally, the occlusion analysis of the visible space of the current viewpoint includes:

[0035] Identifying the occluders in the visible space of the current viewpoint and determining the simulation objects that block the line of sight;

[0036] Emitting light rays from the current viewpoint, detecting the interaction between the light rays and the occluders, and obtaining the simulation objects blocked by the occluders;

[0037] Calculating the visibility according to the results of the light ray emission to obtain the visible simulation objects and the invisible simulation objects.

[0038] Optionally, the dynamic visualization display of the visible area and the invisible area corresponding to the selected observation starting point includes:

[0039] Updating the current viewpoint coordinates and the viewing angle parameters according to the currently selected viewpoint;

[0040] Load the display data of the visible space corresponding to the current viewpoint according to the updated data, and smoothly transition from the rendered image of the visible space of the previous viewpoint to the rendered image of the visible space of the current viewpoint. Among them, the visible area and the invisible area in the visible space are respectively rendered using different colors or lighting effects.

[0041] Optionally, the visualization analysis results of the visible area include: the range of the visible area, the simulation objects included in the visible area and the physical states of the simulation objects, the occlusion situation caused by the simulation objects or terrain to other simulation objects, and the path planning scheme for the conversion between the observation starting points;

[0042] The visualization analysis results of the invisible area include: the extension range of the invisible area in the horizontal and vertical directions and the spatial shape of the invisible area.

[0043] Optionally, analyze the communication transmission attenuation based on the invisible area and output the communication analysis results, including:

[0044] Calculate the signal attenuation coefficient through the terrain profile curve fitting of the invisible area and the analysis of the occluder material;

[0045] Calculate the signal power attenuation according to the signal attenuation coefficient and the communication propagation formula;

[0046] Obtain the communication path loss according to the terrain profile undulation and the signal power attenuation, and output the communication path loss.

[0047] In a second aspect, the present invention provides a visualization display system for a three-dimensional simulation scene, including:

[0048] A ground object mapping module: used to perform ground object mapping on the acquired GIS data and the three-dimensional scene;

[0049] A three-dimensional simulation scene construction module: used to construct a three-dimensional simulation scene according to the mapped GIS data, where the three-dimensional simulation scene includes a rasterized three-dimensional geographical scene and multi-level constructed simulation objects;

[0050] A visible space acquisition module: used to select an observation starting point in the three-dimensional simulation scene and acquire the visible spaces corresponding to different observation starting points, where the visible space is described by preset observation parameters, and the visible space includes a visible area and an invisible area;

[0051] A dynamic visualization display module: used to perform dynamic visualization display on the visible area and the invisible area corresponding to the selected observation starting point and output the visualization analysis results of the visible area and the invisible area, where the visualization analysis results include occlusion analysis results;

[0052] Communication transmission analysis module: used to analyze communication transmission attenuation based on the invisible area and output communication analysis results.

[0053] In a third aspect, the present invention provides a computer storage medium, on which a computer program is stored. When the computer program is executed by a processor, the visualization display method of the three-dimensional simulation scene as described in any item of the first aspect is realized.

[0054] Compared with the prior art, the beneficial effects achieved by the present invention are as follows: Through the construction of rasterized three-dimensional terrain and the design of hierarchical simulation objects, the continuous terrain is discretized into regular units and the dynamic switching of different levels of detail is realized, greatly reducing the modeling and rendering calculation amount of complex terrain data, significantly optimizing the rendering performance of large scenes, ensuring smooth display effects even at high resolutions and large data volumes, meeting the real-time interaction requirements. Then, by combining dynamic visible space calculation and occlusion analysis results, the visible area of the current viewing point is calculated accurately in real time and the corresponding data is dynamically loaded, which can avoid the ineffective rendering of invisible scenes, thus significantly improving the system resource utilization rate and real-time response ability, and ensuring the smooth transition of the rendering area when the viewing point moves, realizing seamless switching between multiple observation starting points, ensuring the continuity and integrity of scene information from different perspectives, being able to provide a smooth and realistic real-time interaction experience, and meeting the requirements of complex simulation scenes for high-performance visualization technology; Through ray casting and material analysis, the spatial form and communication attenuation of the invisible area are accurately identified and visually displayed, providing a scientific basis for application scenarios such as path planning and communication link design, breaking through the limitation of the prior art's insufficient utilization of invisible area information; The multi-level structure of simulation objects (such as the strike point layer supports damage calculation) and the modular system architecture not only meet the damage assessment requirements in military simulations, but also facilitate users to customize the attributes and display logic of simulation objects according to the actual scene, enhancing the flexibility and scalability of the system; By outputting the analysis results of the visible area and the invisible area (such as occlusion relationships, communication loss data), multi-dimensional data support is provided for decision-making, expanding the practical value of the three-dimensional simulation scene in fields such as urban planning, emergency rescue, and tactical deduction. Brief Description of the Drawings

[0055] Figure 1 The flowchart of the visualization display method of the three-dimensional simulation scene in an embodiment of the present invention is shown;

[0056] Figure 2 The schematic diagram of importing a simulation object model into a three-dimensional geographical scene in an embodiment of the present invention is shown;

[0057] Figure 3 The schematic diagram of the visible space corresponding to a viewing point in the three-dimensional simulation scene in an embodiment of the present invention is shown;

[0058] Figure 4 The figure shows a schematic diagram of the observation parameters of the visible space in an embodiment of the present invention;

[0059] Figure 5 The figure shows a schematic diagram of using different colors to distinguish the visible area and the invisible area in an embodiment of the present invention;

[0060] Figure 6 The figure shows a schematic diagram of using brightness to distinguish the visible area and the invisible area in an embodiment of the present invention;

[0061] Figure 7 The figure shows a schematic diagram of a multi-level dynamic simulation object in a three-dimensional coordinate system in an embodiment of the present invention;

[0062] Figure 8 The figure shows a schematic diagram of the appearance layer of a jeep in an embodiment of the present invention;

[0063] Figure 9 The figure shows a schematic diagram of the memory point layer of a jeep in an embodiment of the present invention;

[0064] Figure 10 The figure shows a schematic diagram of the strike point layer of a jeep in an embodiment of the present invention;

[0065] Figure 11 The figure shows a schematic diagram of the collision layer of a jeep in an embodiment of the present invention;

[0066] Figure 12 The figure shows a schematic diagram of the fire collision layer of a jeep in an embodiment of the present invention;

[0067] Figure 13 The figure shows a schematic diagram of the shadow layer of a jeep in an embodiment of the present invention;

[0068] Figure 14 The figure shows a schematic diagram of the highlighted display of a simulation object in an embodiment of the present invention;

[0069] Figure 15 The figure shows a schematic diagram of the first-level damage of the front tire of a jeep in an embodiment of the present invention;

[0070] Figure 16 The figure shows a schematic diagram of the second-level damage of the front tire of a jeep in an embodiment of the present invention;

[0071] Figure 17 The figure shows a schematic diagram of the third-level damage of the front tire of a jeep in an embodiment of the present invention;

[0072] Figure 18 The figure shows a schematic diagram of the fourth-level damage of the front tire of a jeep in an embodiment of the present invention;

[0073] Figure 19 The figure shows a schematic diagram of the terrain profile of an obstacle and communication loss in an embodiment of the present invention. Detailed implementation manners

[0074] The present invention will be further described below with reference to the accompanying drawings. The following embodiments are only used to more clearly illustrate the technical solutions of the present invention, and cannot be used to limit the protection scope of the present invention.

[0075] Embodiment 1

[0076] This embodiment provides a visualization display method for a three-dimensional simulation scene, including:

[0077] Performing feature mapping on the obtained GIS (Geographic Information System) data and the three-dimensional scene;

[0078] Constructing a three-dimensional simulation scene according to the mapped GIS data, wherein the three-dimensional simulation scene includes a rasterized three-dimensional geographical scene and simulation objects constructed at multiple levels;

[0079] Selecting an observation starting point in the three-dimensional simulation scene, and obtaining a visible space corresponding to different observation starting points, wherein the visible space is described by preset observation parameters, and the visible space includes a visible area and an invisible area;

[0080] Performing dynamic visualization display on the visible area and the invisible area corresponding to the selected observation starting point, and outputting a visualization analysis result of the visible area and the invisible area, wherein the visualization analysis result includes an occlusion analysis result;

[0081] Analyzing the communication transmission attenuation based on the invisible area, and outputting a communication analysis result.

[0082] Through rasterized modeling and dynamic visible space calculation, the amount of calculation is reduced and resource allocation is optimized, and smooth transition of viewpoint switching is ensured through dynamic visible space calculation, solving the key problems of low rendering efficiency, large resource consumption, poor display continuity and insufficient occlusion processing ability in the prior art in high-resolution and large-data-volume scenarios, greatly improving the user experience. By outputting the analysis results of the visible area and the invisible area, not only can invalid areas be accurately filtered to avoid redundant rendering, but also multi-dimensional data support can be provided for decision-making, expanding the practical value of the three-dimensional simulation scene in the fields of urban planning, emergency rescue, tactical deduction, etc.

[0083] Embodiment 2

[0084] On the basis of Embodiment 1, the following design is further made in this embodiment.

[0085] The visualization display method is divided into the following steps:

[0086] Figure 1 Shows a flowchart of an embodiment of a visualization display method for a three-dimensional simulation scene, including the steps:

[0087] Step S1, map GIS data to the features of the three-dimensional scene to construct a simulated three-dimensional scene;

[0088] Step S2, construct a three-dimensional simulation scene, and select one or more viewpoints as the starting points for observation;

[0089] Step S3, determine the observation parameters and calculate the visible space starting from the starting point of observation;

[0090] Step S4, in the three-dimensional simulation scene, use different colors or shadows to display the visible area and the invisible area for the scenery within the visible space, and output the analysis result.

[0091] Step S5, in the three-dimensional simulation scene, for the invisible area (such as a mountain), study the cross-section of the occluder, communicate and transmit, and output the analysis result.

[0092] Through the above method, multiple different viewpoints can be used as the starting points for observation in the three-dimensional scene, and at the same time, the visible space can be set in the three-dimensional simulation scene based on the starting point of observation. In this way, the visualization display of the three-dimensional simulation scene has multiple positions, multiple angles, and multiple regions. It can not only display the macroscopic large scene, but also display the detailed microscopic view. In addition, through the dynamic continuous change of the starting point of observation and the visible space, the dynamic continuous display of the three-dimensional simulation scene can be realized, and the loaded and displayed data is more accurate, which can ensure the smoothness of the display and the simulation fidelity at different viewpoints. The following makes specific explanations for the above three steps.

[0093] In step S1, mapping the GIS data to the features of the three-dimensional scene mainly includes the following steps:

[0094] Data preprocessing: including data cleaning, resolution unification, and noise processing to ensure the consistency and high quality of the input data (vector, raster, point cloud, etc.).

[0095] Data cleaning aims at the problems of missing values, outliers, and redundant information commonly existing in multi-source data. A hybrid strategy based on statistics and machine learning is adopted, and methods such as distribution hypothesis testing, density estimation, and clustering analysis are used to systematically denoise the data and remove outliers.

[0096] Combined with the Z-score, calculate the standard deviation distance z between each data point and the mean value, and set the threshold |z| > 3 to judge abnormal data, and identify and correct the abnormal data; use the adaptive filter and wavelet transform technology to achieve multi-scale decomposition and reconstruction of the noise in the time series and spatial data, so as to extract the main structural features of the data, and on this basis, use the sparse coding and low-rank matrix decomposition methods to suppress the noise, so that the data can minimize the noise interference while maintaining the original ground object information.

[0097] Resolution unification is another key link to achieve seamless fusion of multi-source data. Due to the differences in acquisition equipment and sensor accuracy of different data sources, there are usually inconsistencies in spatial resolution and time resolution, which will not only affect the subsequent data fusion effect, but may also lead to deviations in the modeling results. By constructing a Laplacian pyramid or a Gaussian pyramid, decompose the data at multiple levels, extract the main features at each scale, and use the optimal reconstruction algorithm to achieve the unification and fusion of data with different resolutions. Aiming at the problem of maintaining edge information and texture details, an adaptive interpolation algorithm and an edge-preserving filtering technology are introduced, so that both the detailed information of the data is guaranteed and the artifact phenomenon caused by over-smoothing is avoided during the process of improving the data resolution.

[0098] Noise processing, as the last step in the entire data preprocessing pipeline, aims to further enhance the quality and consistency of data, ensuring that the final 3D scene can accurately reflect the actual ground object information. Local noise is suppressed using spatial filtering techniques, and time series analysis is also employed: the autoregressive (AR), moving average (MA), autoregressive moving average (ARMA), or autoregressive integrated moving average (ARIMA) models are used to capture the inherent temporal patterns in the data. For non-linear time series, recurrent neural networks (RNNs) or long short-term memory networks (LSTMs) are considered for modeling and prediction to capture the random perturbations in data changes, and methods such as Kalman filters, particle filters, and Bayesian inference are used for dynamic correction. Additionally, to address the challenge of limited computational resources during large-scale data processing, a distributed computing framework is adopted to decompose the noise processing task into multiple parallel subtasks, and the data is efficiently processed in a cluster environment through the MapReduce mapping and reduction or Spark computing models. Meanwhile, to further enhance the robustness of noise processing, autoencoders and generative adversarial networks (GANs) in deep learning are used to model complex noise models, and through end-to-end training, automatic extraction and compensation of the hidden noise patterns in the data are achieved, enabling the final processed data to have stronger robustness and adaptability while maintaining high resolution.

[0099] Coordinate transformation: Convert the geographic coordinates in GIS, such as the WGS84 (World Geodetic System - 1984) longitude and latitude, into a coordinate system suitable for 3D modeling, such as the ECEF (Earth-Centered, Earth-Fixed) coordinate system or the UTM (Universal Transverse Mercator) coordinate system, usually using an accurate Earth ellipsoid model.

[0100] Data fusion and semantic extraction: Integrate multi-source data from satellite imagery, lidar, vector maps, etc., and at the same time use machine learning or rule extraction methods to assign semantic information to ground objects, thus supporting a more realistic 3D reproduction.

[0101] GIS Data and 3D Scene Feature Mapping: According to the extracted central coordinate points and the attribute information of features (such as name, type, ID, etc.), establish a one-to-one mapping relationship table to ensure that each central coordinate point can uniquely correspond to a specific feature, and assign a coordinate system to objects without coordinate information.

[0102] The extraction of the central coordinate points of GIS data includes the following situations:

[0103] For areal features, use the geometric calculation function provided by GIS software to automatically calculate the geometric center (such as centroid, center of gravity, etc.) of each surface feature as its central coordinate point. For complex or irregular surface features, advanced algorithms such as weighted average method and convex hull center method can be used to extract more accurate central coordinate points.

[0104] For linear features, the midpoint of its line segment can be calculated as the central coordinate point. If the line segment has bends or branches, the midpoint of each line segment needs to be calculated separately, and factors such as its length and curvature should be comprehensively considered to determine the final central coordinate point.

[0105] For point features, it is itself a coordinate point and no additional central coordinate extraction is required.

[0106] In step S2, the method of constructing a 3D simulation scene is mainly based on the construction of a 3D simulation scene from point cloud data and GIS data, which can effectively digitalize complex spatial information such as urban terrain, buildings, and roads, and improve the visualization and analysis capabilities of data. The constructed 3D simulation scene can support a large-scale, multi-scene, and refined 3D model system, can automatically process large-scale terrain data, support 3D modeling of multiple typical urban, rural, river, ocean, etc. scenes, and has the functions of automatic recognition, positioning, and updating of simulation objects such as buildings, vehicles, and personnel, providing multi-level detail display optimization for simulation objects, so that simulation objects can be efficiently displayed in different 3D simulation scenes and requirements.

[0107] Furthermore, constructing a 3D simulation scene includes constructing a 3D geographical scene and constructing various types of simulation objects in the 3D geographical scene. That is, the model construction corresponding to the 3D simulation scene consists of two parts. One part is the construction of a large-scale spatial scene, that is, the construction of a 3D geographical scene, which is mainly supported by the point cloud data and GIS data imported in the data processing service and is put into 3D software for construction and refinement. The other part is the construction of a core refined 3D model, that is, the construction of simulation objects, which is made using 3D modeling software according to CAD (Computer Aided Design) drawings or engineering drawings to ensure that the model structure of the simulation object can be correctly simulated and used in a typical spatial scene.

[0108] For constructing a 3D geographical scene, it mainly generates a detailed 3D spatial scene model based on different data sources (such as point cloud data, vector data, GIS data, etc.). It can include importing GIS data into the construction engine of the simulation scene, bringing spatial information such as building outlines, road networks, and terrain elevations into the 3D modeling environment. Integrating different GIS data (such as buildings, roads, terrain, etc.) into the same simulation project, registering and combining them through spatial relationships, and providing basic data for the 3D modeling of subsequent simulation objects.

[0109] An elevation image or DEM (Digital Elevation Model) is a dataset that describes the elevation changes of the Earth's surface. Using elevation image data DEM to construct a 3D geographical scene and storing it in a raster format, the construction steps are as follows:

[0110] The first step: Create a terrain model: Based on the imported elevation data, use a simulation modeling tool, such as using the Terrain terrain tool in CityEngine to generate a 3D terrain. At this time, a terrain surface will be automatically generated according to the elevation data, reflecting the undulations and changes of the natural terrain; The second step: Details of terrain modeling: In the simulation modeling tool CityEngine, the 3D terrain generated from the elevation data will be presented in the form of a raster grid. Each raster cell represents a small area of the ground surface, and the value of the raster represents the elevation of that area; The third step: Terrain smoothing and optimization: The simulation modeling tool CityEngine allows the generated terrain to be smoothed and refined to remove rough elevation changes and generate a smoother ground surface effect.

[0111] It is also possible to use CityEngine to create large-scale building complexes. Based on rule-based modeling, using the CGA (Computer Generated Architecture) rule language, write rules to automatically generate 3D spatial scene models of urban elements such as buildings, blocks, and roads. These CGA rules can be customized for modeling according to the building outlines and features in GIS data, and generate building models according to the features such as the outlines, sizes, and uses of buildings. For example, different modeling rules can be set for different types of buildings (residential, commercial, industrial), including: Building height: The height of the building can be set according to the terrain height and building attribute data (such as the number of floors, functions, etc.) in the GIS data. Roof shape: According to the function and design style of the building, set different roof shapes, such as flat roofs, pitched roofs, and spire roofs. Facade features: Define elements such as the material, windows, and balconies of the building facade.

[0112] Furthermore, constructing a 3D geographical scene includes loading point cloud data. For loading point cloud data, it is a spatial data set obtained by 3D scanning devices (such as lidar, depth sensors, etc.). Common point cloud data formats include: LAS (LiDAR Data Exchange Format), PLY (Polygon File Format), and XYZ format. For example, read a point cloud data file in LAS format and import it as a data source into the workspace. Obtain the attributes in the LAS format point cloud data file, such as point coordinates, intensity, echo information, classification, etc. These different formats of point cloud data can also be converted. For example, convert the PLY format to the LAS format.

[0113] The diversity of point cloud data formats is a factor to consider when loading point cloud data. Each format of point cloud data has its specific application scenarios and advantages. Therefore, when loading point cloud data, it is necessary to select the appropriate format according to specific requirements. When it is necessary to fuse different types of point cloud data, these data need to be read, parsed, and converted. Understanding the structures, characteristics, and input processes of these formats helps to process and utilize point cloud data more efficiently and supports subsequent point cloud analysis, modeling, and applications.

[0114] In this embodiment, a TIN (Triangulated Irregular Network) or a grid model can be generated according to ground points, which can accurately represent the terrain surface. A TIN is a triangular grid constructed by connecting adjacent points in the point cloud and is suitable for representing irregular terrains; the grid model represents the terrain through regular grid cells and is suitable for flat or regular terrains. The point cloud data can also be converted into a raster format to generate more refined elevation data, which is convenient for fusing with the previous elevation data and subsequent analysis and visualization.

[0115] When constructing a 3D geographical scene, there will be missing data (for example, missing point cloud data, blank areas, or incomplete grids). For this, it is necessary to reconstruct or fill the surface, that is, create a complete surface through the given set of points, which can fill the missing areas. The point cloud data can also be converted into a grid or a 3D surface. Since the point cloud data is incomplete, conversion is used to estimate and fill the missing areas. For areas not completely covered by the point cloud data, convert it into a raster format and then use raster interpolation to fill the missing pixels.

[0116] There may also be duplicate points or redundant data. For vector data (such as polygons, line segments, etc.), duplicate boundaries or geometric figures are removed, and adjacent geometric objects are merged into a more concise geometric object. In addition, it is necessary to ensure the consistency in space and attributes when combining multiple point cloud data. For example, check and correct the unity of the coordinate system to ensure that all data is in the same coordinate reference system; or ensure the connectivity of geometric bodies and the integrity of attributes. And transform the point cloud data from one coordinate system to another. Unify the coordinate system to ensure the consistency of data.

[0117] For the construction of simulation objects, by importing engineering drawings into the simulation space and building the internal model of the building based on the engineering drawings, ensure the design accuracy, model details, and subsequent rendering effects. The specific steps are as follows:

[0118] In the Maya environment, importing CAD files or engineering drawing files in other formats is the first step in starting the modeling process. By importing CAD drawings into Maya, it is convenient to obtain the floor plan, elevation view, sectional view, etc. of the simulation object. These drawings provide accurate scale and dimension information, enabling the modeling work to be carried out based on real data. The imported CAD drawings will appear in the view window of Maya in the form of a reference plane, facilitating real-time comparison and adjustment during subsequent modeling. By setting the reference plane, ensure that the CAD drawings are correctly used as reference drawings in Maya, and use the Image Plane tool to place it in a specific view. By adjusting the scale and position of the drawing, ensure that it is aligned with the model coordinate system in Maya.

[0119] When using Maya to create the internal structure of the simulation object, gradually build the three-dimensional model of the simulation object according to the detailed information such as components and internal levels provided by the imported CAD drawings. After the basic structure inside the simulation object is built, the next step is refined modeling, including the design of each component, such as the room partition, stairs, and handrail parts inside the building. To enhance the realism of the simulation object model, appropriate materials and textures need to be added to the components inside the simulation object.

[0120] Import the simulation object model into the three-dimensional geographical scene, such as Figure 2 shown, in the field space scene A1 constructed by elevation data and point cloud data, import the castle building A2, which is a simulation object. When importing the three-dimensional simulation object model into the three-dimensional geographical scene, the geometric structure of the corresponding file of the three-dimensional model of the simulation object, such as points, lines, and surfaces, will be automatically recognized to ensure the correct loading of the model data. The simulation object model also contains additional attributes such as textures and colors, which are displayed as the attributes of the model during import.

[0121] The purpose of selecting one or more viewpoints as the observation starting points is to enable observation and display at different positions as required in the constructed 3D simulation scene. It is also possible to display the required observation scenes by switching among multiple viewpoints. This method is of great significance for applications such as multi-point collaborative observation in simulation, continuous dynamic preview display, and occlusion effect analysis in simulation.

[0122] Therefore, a visible space model with the viewpoint coordinates as the origin can be established in advance. When multiple different position points are selected for observation and display in the 3D simulation scene, the origin coordinates of the visible space model can be transformed into the spatial coordinates of the observation position points. By superimposing the spatial coordinates of the observation position points corresponding to each spatial coordinate covered by the visible space model, the visible space range of the visible space model for observation at this observation position point in the 3D simulation scene can be obtained. The visible space model can be pre-constructed and is mainly obtained by setting multiple construction parameters.

[0123] As Figure 3 shown, in the 3D simulation scene T1, there is a viewpoint W1 as the observation starting point. This viewpoint W1 can be determined by the 3D coordinates in the 3D simulation scene T1, or the viewpoint W1 can be used as the origin of the coordinate system to construct the visible space model. The selected observation parameters include the horizontal viewing angle and the vertical viewing angle , where the horizontal viewing angle is used to represent the angular range of vision in the horizontal direction, and the vertical viewing angle is used to represent the angular range of vision in the vertical direction. Combining Figure 4 , the observation parameters also include the pitch angle , which represents the angle between the visual midline and the vertical direction, and the azimuth angle (not shown in the figure), which represents the azimuth angle of 360 degrees in the horizontal direction around the visual midline . The visual midline represents the connection line between the geometric center point P1 of the geometric body formed by the visible space on its clipping plane in the visible space and this viewpoint W1, where the distance to a geometric center is the observation distance corresponding to the visual midline . For the observation distance , it includes the near clipping plane distance and the far clipping plane distance. The near clipping plane determines how close an object can be seen starting from the observation starting point, and the far clipping plane limits the position of the object at the farthest visible distance.

[0124] Therefore, in step S3, after determining the viewpoint W1, according to the horizontal viewing angle , the vertical viewing angle and the pitch angle The azimuth angle can determine that the visible space is an extended cone projected from the viewpoint W1. Then, according to the viewing distance of the visual center line a definite visible space range can be defined, and the scenes within this range can be visually displayed. The coverage range of the visible space on the horizontal plane can be regarded as a sector area corresponding to a circle with the viewpoint as the center and the viewing distance as the radius. The viewing distance can be calculated based on the viewing distance (assuming the far clipping plane distance is the farthest visible distance) and the horizontal viewing angle.

[0125] In this embodiment, in combination with Figure 3 and Figure 4 , multiple consecutive viewpoints are set in the 3D simulation scene to form a viewpoint set. The visible space corresponding to each viewpoint in this viewpoint set can be calculated in advance according to the above steps or calculated in real time, obtaining the display data corresponding to multiple continuously variable visible spaces. When continuously changing the viewpoints, the display data of multiple continuously variable visible spaces can be loaded, so as to simulate the dynamic visual display in various situations, such as simulating air flight display, water surface navigation display, land vehicle driving display, etc. Since it can be calculated in advance and in real time, the corresponding display data is very accurate, and irrelevant data can be avoided from being loaded when calling and loading. Especially when there is a high-definition display requirement, it can significantly reduce the requirement for a large amount of data, which is beneficial to saving the computing resources and energy consumption required for display.

[0126] In step S4, in the 3D simulation scene, for the scenes within the visible space, different colors or shadows are used to display the visible area and the invisible area, that is, different color or shadow selections are used to distinguish and represent the visible area and the invisible area. In combination with Figure 5 as shown, the first color is selected to represent the visible area in order to highlight the part that can be observed, such as Figure 5 the green area shown in Figure 5 . The second color is selected to represent the invisible area, indicating that these places are blocked and in an unknown or invisible state, such as

[0127] the red area shown in Figure 6 .

[0128] In step S4, the analysis results include: The results of the visible area analysis are as follows: (1) Area range: The range of the visible area is first described in the analysis results; (2) Object recognition: The main simulation objects included in the visible area, such as a small fishing boat sailing at 2 kilometers, whose hull color and general outline are clearly visible; (3) Physical state: For the simulation objects in the visible area, their physical states can be analyzed, such as whether the object is moving, deforming, etc.; (4) Occlusion situation: Determine which simulation objects or terrains cause occlusion to other simulation objects, as well as the degree and range of occlusion; (5) Path analysis: According to the spatial range of the visible area, plan the best path from one observation point to another observation point.

[0129] The results of the invisible area analysis are as follows: (1) Horizontal and vertical range estimation: Based on the known visible space boundary, observation parameters (such as viewing angle, viewing distance), and the overall scale of the scene, speculate on the horizontal and vertical extension ranges of the invisible area; (2) Spatial shape speculation: Combine factors such as the distribution law of simulation objects and the terrain in the scene to speculate on the approximate spatial shape of the invisible area. There can also be potential threat analysis: In the upper three-dimensional invisible area, prompt the location of threats, such as snipers ambushing in the hidden places of high-rise buildings, wild animals, rockets, etc. in the dense forest in the distance, and it is very likely that enemy submarines, mines, and stealth ships are hidden in the deep sea part of the sea.

[0130] This embodiment gives a specific application example:

[0131] Constructing a three-dimensional maritime simulation scene includes: Marine environment modeling includes: First, use three-dimensional modeling software to create a vast sea plane and determine its size according to the required scene scale. Increase the level of detail of the sea surface through techniques such as subdivision surfaces to make it look smoother and more natural; then set parameters such as the height, wavelength, and speed of the waves to make it have a dynamic effect; Sky and lighting settings: Include determining the position, direction, and intensity of the sun to produce lighting effects. The color of the sky can change according to time (such as early morning, noon, evening), and clouds can be represented by overlaying multiple layers of transparent textures to show different shapes and densities. Adding elements to the sea includes: Creating islands of different shapes and sizes, including terrain features such as beaches, reefs, and mountains. Constructing simulation objects, such as modeling the hull, mast, sail, deck, etc. of the ship and assigning corresponding materials such as metal, wood, and canvas to it. Set the animation of the ship, such as swaying when sailing and bouncing up and down when impacted by waves, to make it have a dynamic feeling on the sea surface; Adding environmental special effects: Fog effect: Add fog special effects around the distant sea surface or islands to simulate the concentration and diffusion effect of the fog. Wind and rain effect: Simulate rain and sea breeze through a particle system.

[0132] Furthermore, select the viewpoint as the starting point of observation. Set the viewpoint on the deck of a sailing ship, with a height of approximately 2 - 5 meters. This viewpoint allows the observer to experience the real feeling of sailing on the sea, seeing the bow cutting through the waves, the splashing water on both sides of the ship's hull, as well as the distant sea level and islands.

[0133] Determine the observation parameters, including the horizontal viewing angle, vertical viewing angle, viewing distance, near clipping plane distance, far clipping plane distance, and viewing direction. In visual perception and focused observation, the horizontal viewing angle range is between 60° - 120°; the vertical viewing angle range is between 40° - 80°; the near clipping plane distance determines how close an object can be seen starting from the observation point; the far clipping plane distance defines the position of the object at the farthest visible distance. The viewing direction includes the azimuth angle and the elevation angle. The azimuth angle represents the angle of the viewing direction on the horizontal plane, usually with the due north direction as 0°, and the direction is determined by rotating the angle clockwise; the elevation angle is used to determine the angle of the viewing direction on the vertical plane, 0° represents the horizontal direction, positive values represent looking up, and negative values represent looking down.

[0134] Calculate the visible space, including: The coverage range of the visible space in the horizontal direction can be regarded as a sector area corresponding to a certain radius with the observation point as the center. The radius can be calculated based on the viewing distance (assuming the far clipping plane distance is the farthest visible distance) and the horizontal viewing angle; the coverage range of the visible space in the vertical direction can be regarded as the shape of the unfolded side of a cone, and its vertical height range and corresponding area can be determined through the viewing distance and the vertical viewing angle.

[0135] Set multiple viewpoints and corresponding visible spaces for continuous dynamic observation display. That is, as the ship moves, the surrounding scenery constantly changes. The observer can closely observe the details of the ship, such as ropes, steering wheels, the activities of crew members, etc., and at the same time can also see the vast ocean and sky background.

[0136] Conduct occlusion analysis on the visible space to evaluate which simulation objects or structures will block the visibility of other simulation objects at a specific viewpoint position. This analysis is of great significance in fields such as architectural design, urban planning, landscape design, and virtual reality. By identifying occlusion factors, designers and planners can optimize the design to ensure an open view and functional effectiveness.

[0137] The method of occlusion analysis includes: selecting one or more viewpoint positions in the 3D simulation scene as the analysis starting point. These positions can be the position of the observer or the position of the virtual camera; Occluder identification: determining the simulation objects (such as buildings, trees, etc.) that may block the line of sight; Performing ray casting, emitting rays from the viewpoint, detecting the interaction of the rays with the occluders, and judging which simulation objects are occluded; Visibility calculation: calculating the visibility based on the results of ray casting, identifying which simulation objects can be seen and which are occluded; Result visualization: generating a visualization report to display the occluded and visible objects to assist designers in making subsequent decisions.

[0138] Set two transceiver points in the visible space corresponding to a specific viewpoint and clearly locate the two transceiver points. Let: point and point respectively represent the elevation data obtained through the 3D scene area, where and are the collected elevation values respectively. Use the methods of mathematical interpolation and curve fitting to construct a continuous terrain profile and capture the terrain details at a sampling interval of 20m. From point to point, there is a path , along the predetermined path collect elevation data of discrete points, denoted as: , where represents the distance coordinate of the sampling point on the path, represents the corresponding high-precision elevation.

[0139] To obtain a continuous terrain profile curve, common methods include spline interpolation and polynomial fitting. The spline interpolation method constructs a piecewise polynomial function that passes precisely through each discrete point and ensures the continuity of the function and its first and second derivatives. The curve constructed in this way can not only accurately reflect the actual elevation of the sampling points but also smoothly connect each data point to reconstruct the terrain profile of the target area.

[0140] When constructing the terrain profile, use the sampling data of the 3D scene and the profile sampling points to construct two terrain profile curves respectively, denoted as: and , where represents the profile constructed from the data of the profile sampling points , represents the profile constructed from the data of the 3D visualization scene . At any same sampling point , the elevation heights of the terrain profiles constructed by the two platforms are and respectively. The absolute error of this sampling point is defined as: To evaluate the data consistency of the entire terrain profile, the maximum value of the errors among all sampling points is often taken as the evaluation reference. Through high-precision preprocessing of discrete sampling data and construction of continuous curves, a relatively accurate terrain profile reconstruction is achieved to ensure the overall measurement accuracy.

[0141] Terrain undulations affect communication propagation, and power attenuation is calculated using free space propagation, reflection, and diffraction effects. According to the communication propagation formula, the received power is calculated, and the calculation formula is as follows:

[0142] ,

[0143] where, represents the power at the receiving end, represents the power at the transmitting end, represents the gain of the transmitting antenna, represents the gain of the transmitting and receiving antennas, is the operating wavelength, is the path distance between the transmitting end and the receiving end.

[0144] When the path is completely blocked by large obstacles such as mountains, the direct component disappears, and the received signal mainly comes from the diffraction and multipath-scattering components. In this case, the analysis of the received frequency should be processed in two steps: simplifying the diffraction process of the obstacle into two segments of free space propagation from the "transmitting point → diffraction point → receiving point"; calculating the Doppler shift for each of the two paths separately and superimposing them in the phase domain or frequency domain. The calculation formula for the received frequency is as follows:

[0145] ,

[0146] where, represents the total diffraction received frequency, represents the transmitting frequency, represents the electromagnetic wave propagation speed, represents the first radial velocity, represents the second radial velocity.

[0147] Obtain the positions and velocities at both ends. Both the transmitter and the receiver are parameters, and their position attributes are a relative position variable that can change with time. Then, the velocity can be approximated through two time samplings, and the radial velocity components can be calculated to calculate the received frequency.

[0148] Then, calculate the loss based on the terrain profile undulations, and the calculation formula is as follows:

[0149] ,

[0150] where, represents the distance at which the loss occurs, is the reference distance The power at, with the unit of , is the path loss exponent, whose value is greatly affected by the environment (in free space , and in urban environments, it can take values from 3 to 4 or even higher), is the random shadow fading term, which generally follows a normal distribution and reflects the power fluctuations caused by local occlusion and reflection, etc. As Figure 19 shown, it reflects the analysis results of the optical signal communicating and propagating in the terrain of the obstacle

[0151] The following will explain the multi - level detailed display method of the dynamic - running simulation object in combination with embodiments. As Figure 7 shown, the dynamic - running simulation object is made by 3D modeling and placed in the corresponding 3D coordinate system, and at different position distances, model replacement is performed to reduce the rendering complexity of the faces and increase the rendering efficiency. Essentially, it reduces the pipeline rendering workload by exchanging vertex data. Different display layers represent the display effects at different position distances

[0152] The following takes a jeep as an example to explain the levels of the dynamic - running simulation object, that is, the dynamic simulation object. Among them, it includes the appearance layer, which switches the appearance of different resolutions according to various conditions (such as viewing distance, number of objects, video quality, CPU utilization rate, etc.); the collision layer, which defines the positions and weights where the model will collide with other objects; the fire collision layer, which defines the positions where the model will interact and collide with firepower; the strike point layer, which defines the positions of some destructible parts of the model (such as wheels, lights, etc.); the memory point layer, which is the control point of the animation; the shadow layer, which projects shadows on the ground, other objects, and the object itself

[0153] The following explains the levels of the dynamic simulation object in a single - layer display manner. As Figure 8 shown, the appearance layer is the externally visible part of the simulation object, mainly used for visual representation, including the model, texture, and painting of the simulation object. Different LODs (Level of Detail) can be used at different distances to reduce resource consumption and improve operation efficiency. As Figure 9 shown, the memory point layer ( Figure 9 the black dots in) are the key points related to the simulation object, used to save the state or position information of the simulation object for quick positioning or scene reconstruction. Save the state of the simulation object in the game engine (such as position, orientation, speed, health value). As Figure 10 shown, the strike point layer ( Figure 10The black dots (shown as such) are the vulnerable parts of the simulation object, representing the points of impact of bullets, shells, or other attacks. By means of a predefined strike point area, it is possible to accurately determine whether an attack hits, reducing the computational complexity. For local damage simulation: Different strike points may correspond to different components (such as engines, weapons, tracks), and the strike point layer allows damage calculations to be carried out for different parts. As Figure 11 shown, the collision layer ( Figure 11 shown as the black lines) is the physical boundary of the simulation object, used to handle collision interactions with the environment and other objects. It defines the volume and shape of the simulation object for handling the collision response of the simulation object with the environment (such as terrain, obstacles). A simplified collision model (such as a box, cylinder) is used instead of a complex geometric model to reduce the computational burden on the physics engine. The collision layer ensures that the behavior of the simulation object is reasonable when interacting with other objects (such as impacts, rolls, flips, etc.). As Figure 12 shown, the fire collision layer ( Figure 12 shown as the black lines) is the part specifically handling the interaction between fire attacks and the simulation object, usually more refined than the collision layer. It defines the specific area of interaction between fire and the simulation object for determining whether an attack hits, penetrates, or deflects. Through an independent fire collision layer, complex global collision calculations are avoided, and the focus is on handling combat-related interactions. As Figure 13 shown, the shadow layer ( Figure 13 shown as the black lines) is a dedicated layer for rendering the shadow effects of the interaction between the simulation object and the environment, used to simulate the occlusion effect of the simulation object behind the terrain or objects, reducing the hit rate. A separate shadow layer can reduce the overhead of shadow calculations in complex scenes and improve performance by simplifying the shadow representation. Through different hierarchical divisions, the computational efficiency can be optimized, distributing complex calculations to different levels, reducing computational redundancy, and improving performance.

[0154] Multi-level detailed display is used to dynamically adjust the rendering quality of the simulation object according to the distance between the simulation object and the camera, thereby optimizing the rendering performance. Multi-level detailed display is usually implemented through the LOD Group component, allowing multiple different detail levels to be defined for the same simulation object. The specific implementation steps are as follows:

[0155] 1) Select the simulation object, click Add Component in the Inspector window, and select LOD Group.

[0156] 2) Configure the LOD settings: In the LOD Group component, define the model for each LOD and set different screen ratios.

[0157] 3) Dynamically select different LOD models according to the distance of the simulation object.

[0158] The level of detail for rendering and displaying simulation objects varies at different viewing distances. The closer the distance, the richer the details displayed and the larger the corresponding amount of display data. The farther the distance, the sparser the details displayed and the smaller the corresponding amount of display data.

[0159] In this embodiment, when displaying simulation objects in a 3D simulation scene, high - light display can also be performed. For example, Figure 14 As shown, the high - light display function can be used to emphasize certain simulation objects in the scene, usually for selection, hovering, or displaying high - light information. In actual operation, color filling is used to highlight a certain simulation object. When the operator hovers the mouse over a certain simulation object, the color within the contour of the simulation object can be highlighted, which is achieved by listening for mouse events and applying material or color changes.

[0160] In this embodiment, the same simulation object can also have multi - state display, and the display is switched through texture mapping coverage or model replacement. Taking the aforementioned jeep simulation object as an example, according to the damage level of the jeep, different damage display replacement schemes are executed, specifically:

[0161] For first - level damage, damage texture maps are covered on the components where the impact points are located; for example, Figure 15 as shown in the front tire of the vehicle, the surface of the wheel hub has damage texture maps covered compared to a normal vehicle.

[0162] For second - level damage, damaged texture maps are replaced on the components where the impact points are located; for example, Figure 16 as shown in the front tire of the vehicle, the bottom of the tire has damaged texture maps replaced compared to Figure 15 ...

[0163] For third - level damage, the entire damaged component is replaced with a damaged model; for example, Figure 17 as shown in the front tire of the vehicle, the tire has a damaged model replaced.

[0164] For fourth - level damage, the entire damaged component is replaced with a destroyed model; for example, Figure 18 as shown in the front tire of the vehicle, the tire has a destroyed model replaced.

[0165] Embodiment 3

[0166] This embodiment provides a visualization display system for a 3D simulation scene, including:

[0167] A ground object mapping module: used for mapping the obtained GIS data with the 3D scene;

[0168] A 3D simulation scene construction module: used for constructing a 3D simulation scene based on the mapped GIS data, where the 3D simulation scene includes a rasterized 3D geographical scene and multi - level constructed simulation objects;

[0169] Visual space acquisition module: It is used to select an observation starting point in the 3D simulation scene and acquire the visual space corresponding to different observation starting points. Among them, the visual space is described by preset observation parameters, and the visual space includes a visible area and an invisible area;

[0170] Dynamic visualization display module: It is used to dynamically visualize the visible area and the invisible area corresponding to the selected observation starting point, and output the visualization analysis results of the visible area and the invisible area. Among them, the visualization analysis results include occlusion analysis results;

[0171] Communication transmission analysis module: It is used to analyze the communication transmission attenuation based on the invisible area and output the communication analysis results.

[0172] Embodiment 4

[0173] This embodiment provides a computer storage medium, on which a computer program is stored. When the computer program is executed by a processor, it implements the visualization display method of the 3D simulation scene described in any step of Embodiment 2.

[0174] Those skilled in the art should understand that the embodiments of the present application can be provided as a method, a system, or a computer program product. Therefore, the present application can adopt the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware aspects. Moreover, the present application can adopt the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0175] The present application is described with reference to the flowcharts and / or block diagrams of methods, devices (systems), and computer program products according to the embodiments of the present application. It should be understood that each process and / or block in the flowchart and / or block diagram can be implemented by computer program instructions, and the combination of the processes and / or blocks in the flowchart and / or block diagram can also be implemented by computer program instructions. These computer program instructions can be provided to the processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing devices to generate a machine, so that the instructions executed by the processor of the computer or other programmable data processing devices generate a device for realizing the functions specified in Figure 1 one process or multiple processes and / or blocks Figure 1 one block or multiple blocks.

[0176] These computer program instructions can also be stored in a computer-readable memory that can direct a computer or other programmable data processing device to work in a specific manner, so that the instructions stored in the computer-readable memory generate a manufactured product including an instruction device, and the instruction device realizes the functions in the process Figure 1One or more processes and / or blocks Figure 1 The functions specified in one or more blocks.

[0177] These computer program instructions can also be loaded onto a computer or other programmable data processing device, so that a series of operation steps are executed on the computer or other programmable device to generate a computer-implemented process. Thus, the instructions executed on the computer or other programmable device provide steps for implementing the functions specified in one Figure 1 One or more processes and / or blocks Figure 1 The steps of the functions specified in one or more blocks.

[0178] The embodiments of the present invention have been described above in conjunction with the accompanying drawings. However, the present invention is not limited to the above specific embodiments. The above specific embodiments are merely illustrative and not restrictive. Under the inspiration of the present invention, those of ordinary skill in the art can also make many forms without departing from the spirit and scope protected by the claims of the present invention. These all fall within the protection scope of the present invention.

Claims

1. A visualization display method for a three-dimensional simulation scene, characterized in that Including: Performing feature mapping on the acquired GIS data and the three-dimensional scene; Constructing a three-dimensional simulation scene based on the mapped GIS data, where the three-dimensional simulation scene includes a rasterized three-dimensional geographical scene and simulation objects constructed at multiple levels; Selecting an observation starting point in the three-dimensional simulation scene and obtaining the visible spaces corresponding to different observation starting points, where the visible spaces are described by preset observation parameters, and the visible spaces include visible areas and invisible areas; Performing dynamic visualization display on the visible areas and invisible areas corresponding to the selected observation starting point and outputting the visualization analysis results of the visible areas and invisible areas, where the visualization analysis results include occlusion analysis results; Analyzing the communication transmission attenuation based on the invisible areas and outputting the communication analysis results; The constructing a three-dimensional simulation scene based on the mapped GIS data includes: Generating a rasterized three-dimensional terrain based on the mapped GIS data, where the GIS data for generating the three-dimensional terrain includes elevation data and point cloud data; constructing buildings in corresponding styles in the three-dimensional terrain according to the building features in the GIS data and different CGA rules; Constructing simulation objects according to the engineering drawing information pre-imported in the three-dimensional terrain and setting the levels of the simulation objects, where the engineering drawing information includes the appearance of the simulation objects and the component structures; the levels of the simulation objects include: appearance layer, memory point layer, strike point layer, collision layer, fire collision layer, and shadow layer; The appearance layer is the externally visible part of the simulation object for visual representation; The memory point layer is used to save the state or position information of the simulation object; The strike point layer is the attackable part of the simulation object, allowing damage calculation for different strike points to determine whether an attack hits, where different strike points correspond to different components; The collision layer is the physical boundary of the simulation object for handling collision interactions with the environment or other objects; The fire collision layer is used to handle the interaction part between fire attacks and the simulation object; The shadow layer is used to render the shadow effect of the interaction between the simulation object and the environment.

2. The visualization display method of the three-dimensional simulation scene according to claim 1, characterized in that, The performing feature mapping on the acquired GIS data and the three-dimensional scene includes: Preprocessing the acquired GIS data to obtain valid GIS data; Converting the coordinates of the valid GIS data into coordinates adapted to three-dimensional modeling and extracting the central coordinate points of the valid GIS data according to the converted coordinates; Obtaining the feature attribute information in the valid GIS data; Mapping the central coordinate points of the GIS and the feature attribute information and assigning coordinate information to the feature attribute information without corresponding coordinate information.

3. The visualization display method of the three-dimensional simulation scene according to claim 1, wherein The obtaining the visible spaces corresponding to different observation starting points includes: Obtaining a set of viewpoints according to each selected observation starting point; Calculating the visible spaces corresponding to each viewpoint in the set of viewpoints to obtain display data corresponding to a plurality of continuously variable visible spaces; Wherein, the method for calculating the visible spaces corresponding to each viewpoint in the set of viewpoints includes: In a pre-constructed visible space model, transforming the origin coordinates into the current viewpoint coordinates; Construct a visible frustum model based on the observation starting coordinates and the pre-collected viewing parameters to determine the three-dimensional boundaries of the visible area of the current viewpoint; Determine the visible area range of the current viewpoint according to the three-dimensional boundaries and the observation distance of the pre-collected visual midline, and perform occlusion analysis on the visible space of the current viewpoint to obtain the invisible area range of the current viewpoint.

4. The visualization display method of the three-dimensional simulation scene according to claim 3, wherein The occlusion analysis of the visible space of the current viewpoint includes: Identify the occluders in the visible space of the current viewpoint to determine the simulation objects that block the line of sight; Emit light rays from the current viewpoint, detect the interaction between the light rays and the occluders, and obtain the simulation objects blocked by the occluders; Calculate the visibility according to the result of the light ray emission to obtain the visible simulation objects and the invisible simulation objects.

5. The visualization display method of the three-dimensional simulation scene according to claim 3, characterized in that The dynamic visualization display of the visible area and the invisible area corresponding to the selected observation starting point includes: Update the current viewpoint coordinates and viewing parameters according to the current selected viewpoint; Load the display data of the visible space corresponding to the current viewpoint according to the updated data, and smoothly transition from the rendered image of the visible space of the previous viewpoint to the rendered image of the visible space of the current viewpoint, where the visible area and the invisible area in the visible space are rendered using different colors or lighting effects respectively.

6. The visualization display method of the three-dimensional simulation scene according to claim 1, wherein The visualization analysis results of the visible area include: the range of the visible area, the simulation objects included in the visible area and the physical states of the simulation objects, the occlusion situation caused by the simulation objects or the terrain to other simulation objects, and the path planning scheme for the conversion between the observation starting points; The visualization analysis results of the invisible area include: the extension range of the invisible area in the horizontal and vertical directions and the spatial shape of the invisible area.

7. The visualization display method of the three-dimensional simulation scene according to claim 4, characterized in that The analysis of the communication transmission attenuation based on the invisible area and the output of the communication analysis results include: Calculate the signal attenuation coefficient through the terrain profile curve fitting of the invisible area and the material analysis of the occluders; Calculate the signal power attenuation according to the signal attenuation coefficient and the communication propagation formula; Obtain the communication path loss according to the terrain profile undulation and the signal power attenuation, and output the communication path loss.

8. A visualization display system for a three-dimensional simulation scene, characterized in that, Include: Feature mapping module: used to perform feature mapping on the acquired GIS data and the three-dimensional scene; Three-dimensional simulation scene construction module: used to construct a three-dimensional simulation scene according to the mapped GIS data, where the three-dimensional simulation scene includes a rasterized three-dimensional geographical scene and multi-level constructed simulation objects; Visible space acquisition module: used to select an observation starting point in the three-dimensional simulation scene and obtain the visible spaces corresponding to different observation starting points, where the visible space is described by pre-set observation parameters, and the visible space includes a visible area and an invisible area; Dynamic visualization display module: used to perform dynamic visualization display on the visible area and the invisible area corresponding to the selected observation starting point, and output the visualization analysis results of the visible area and the invisible area, where the visualization analysis results include occlusion analysis results; Communication transmission analysis module: used to analyze the communication transmission attenuation based on the invisible area and output the communication analysis results; Constructing a three-dimensional simulation scene based on the mapped GIS data includes: Generating a three-dimensional terrain in raster form based on the mapped GIS data, where the GIS data for generating the three-dimensional terrain includes elevation data and point cloud data; constructing buildings in corresponding styles in the three-dimensional terrain according to the building features in the GIS data and different CGA rules; Constructing simulation objects according to the engineering drawing information pre-imported into the three-dimensional terrain and setting the hierarchy of the simulation objects, where the engineering drawing information includes the appearance of the simulation objects and the component structure; the hierarchy of the simulation objects includes: an appearance layer, a memory point layer, a strike point layer, a collision layer, a fire collision layer, and a shadow layer; The appearance layer is the externally visible part of the simulation object for visual representation; The memory point layer is used to save the state or position information of the simulation object; The strike point layer is the attackable part of the simulation object, allowing damage calculation for different strike points to determine whether an attack hits, where different strike points correspond to different components; The collision layer is the physical boundary of the simulation object for handling collision interactions with the environment or other objects; The fire collision layer is used to handle the interaction part between fire attacks and the simulation object; The shadow layer is used to render the shadow effect of the interaction between the simulation object and the environment.

9. A computer storage medium, on which a computer program is stored, characterized in that, When the computer program is executed by a processor, it implements the visualization display method of the three-dimensional simulation scene according to any one of claims 1-7.

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