Indoor space pre-design and interaction system based on virtual reality technology
Through the pre-design and interactive system of indoor space based on virtual reality technology, the problems of cumbersome operation of traditional design software and unintuitive design display are solved, and an efficient design process and immersive design experience are achieved.
Patent Information
- Application Number
- CN202510250868.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-04
- Publication Date
- 2025-06-17
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
The existing interior design software is cumbersome to operate, making it difficult to visually display the design results, resulting in inefficient design and poor communication of design solutions.
It adopts an indoor space pre-design and interaction system based on virtual reality technology, and provides modules such as model construction, material editing, spatial layout, interactive control and rendering display, supporting gestures, handles and voice interactions, and generates panoramic display images and animation demonstrations.
It greatly improves the efficiency of interior design, provides an immersive design experience, enhances the sense of participation and immersion of the design process, and enhances the persuasiveness of the design plan through high-realistic display.
Smart Images

Figure CN120161972A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of indoor space design, and particularly to an indoor space pre-design and interaction system based on virtual reality technology. Background Art
[0002] In the current field of indoor design, traditional indoor space pre-design and interaction systems have been widely used. Designers usually work with two-dimensional or three-dimensional design software. To some extent, these software meet the basic design requirements. Designers can draw floor plans on a two-dimensional plane, mark basic information such as dimensions and door and window positions, and then use three-dimensional modeling functions to construct simple indoor space models and add common furniture models for preliminary layout. When communicating with clients, static renderings are shown to give clients a preliminary intuitive feeling of the design scheme.
[0003] The existing technology is mainly based on the principle of computer graphics, and indoor models are constructed through polygon modeling. In two-dimensional design, vector graphics drawing technology is used to create precise lines and graphics to represent building structures and furniture outlines. Three-dimensional modeling is to define vertices, edges, and faces to construct the geometric shape of three-dimensional objects, and texture mapping technology is used to endow the model with a material appearance. For interaction operations, it mainly relies on input devices such as mice and keyboards, and the model is operated and adjusted by clicking, dragging, etc.
[0004] However, there are many problems in the existing technology. In terms of design efficiency, the operation of traditional design software is cumbersome. For example, when adding furniture models, it is necessary to search one by one in a complex model library, manually adjust the position and angle, which takes a lot of time and is far less convenient than adding models by voice commands. In terms of design experience, two-dimensional design lacks intuitiveness, and it is difficult for clients to imagine the actual space effect from flat drawings. Although three-dimensional roaming animations have improved, the operation is not natural enough, and users cannot directly interact with the model like gesture interaction in virtual reality. In the design display link, static renderings cannot show the dynamic usage scenarios of the space, it is difficult to fully display the advantages of the design scheme, which is not conducive to the communication between designers and clients and also affects the final implementation of the design scheme. Therefore, the present invention provides an indoor space pre-design and interaction system based on virtual reality technology to solve the deficiencies existing in the existing technology. Summary of the Invention
[0005] Aiming at the deficiencies of the existing technology, the present invention provides an indoor space pre-design and interaction system based on virtual reality technology, which solves the problems of cumbersome operation during the pre-design of indoor spaces in the existing technology and low design scheme efficiency caused by the difficulty of intuitively displaying design results.
[0006] To achieve the above objectives, the present invention is realized through the following technical solutions: An indoor space pre-design and interaction system based on virtual reality technology, comprising: A model construction module: used to provide various basic, furniture, and decoration models required for users to build an indoor space, and at the same time provide entity objects for subsequent design;
[0007] A material editing module: used to allow users to select different materials and adjust their color, texture, glossiness, and roughness attributes;
[0008] A space layout module: used to plan the functional partitions of the indoor space, measure the dimensions, freely switch the viewing angles, and comprehensively examine and optimize the space design;
[0009] An interaction control module: used to provide three interaction methods, namely gestures, handles, and voices, to allow users to interact with the models and elements in the virtual scene;
[0010] A rendering and display module: used to generate panoramic display images and animation demonstrations to display the design results.
[0011] Preferably, in the model construction module, the following units are included:
[0012] A basic model unit: provides indoor basic models, including walls, doors, windows, ceilings, and floors;
[0013] A furniture model unit: provides furniture models, including sofas, beds, tables, chairs, and wardrobes, which can be directly dragged into the scene for layout;
[0014] A decoration model unit: provides indoor decoration models, including potted plants and calligraphy and paintings.
[0015] Preferably, in the material editing module, the following units are included:
[0016] A material selection unit: an internal material library, including wood, stone, metal, and fabric, for users to select different materials and apply them to the models;
[0017] A material attribute adjustment unit: adjusts the color, texture, glossiness, and roughness attributes of the model materials.
[0018] Preferably, in the space layout module, the following units are included:
[0019] A space planning unit: used to assist users in planning the functional partitions of the indoor space;
[0020] A dimension measurement unit: uses mathematical geometric formulas to measure the dimensions of the models and spaces;
[0021] A viewing angle adjustment unit: used to switch different viewing angles to observe the design effects.
[0022] Preferably, the interaction control module includes the following units:
[0023] Gesture interaction unit: Interacts by recognizing user gestures through computer vision;
[0024] Handle interaction unit: Cooperates with a virtual reality handle to perform precise click, drag, and zoom operations;
[0025] Voice interaction unit: Used to recognize user voice commands and quickly execute operations.
[0026] Preferably, the rendering and display module includes the following units:
[0027] Real-time rendering unit: Performs real-time rendering of the design scene based on a physically based rendering algorithm;
[0028] Panoramic display unit: Generates a panoramic display image using an equidistant cylindrical projection algorithm for users to share and view;
[0029] Animation demonstration unit: Used to create an animation demonstration to simulate the activities of people in the indoor space and display the usage scenarios of the space.
[0030] Preferably, the spatial layout processing includes the following steps:
[0031] Define the usage purpose of the indoor space;
[0032] Obtain the actual size data of the space;
[0033] According to the usage purpose and the collected data, use the spatial planning unit in the system to perform a preliminary functional zoning;
[0034] Simulate the activity paths of people between various functional areas in the virtual scene;
[0035] Select a suitable furniture model from the furniture model unit and drag it into the corresponding functional area for a preliminary layout;
[0036] Adjust the size of the furniture;
[0037] Interact with the virtual scene using various interaction methods of the system to experience the planned space;
[0038] According to the experience feedback, adjust and optimize the functional zoning and furniture layout.
[0039] Preferably, in the material property adjustment unit, the specular reflection lighting effect of the model is expressed by the following formula:
[0040]
[0041] In the expression, I s is the specular reflection light intensity, ks is the specular reflection coefficient, with a value range in [0, 1], I li is the intensity of each light source, is the direction vector of the reflected light, is the viewing direction vector, and n is the specular exponent.
[0042] An indoor space pre - design and interaction method based on virtual reality technology includes the following steps:
[0043] S1. The user wears a virtual reality device, enters the system main interface, and loads the basic model library and material library;
[0044] S2. The user selects a basic model from the model construction module to build the indoor space framework;
[0045] S3. Select furniture models, drag them into the scene for layout, and divide different functional areas;
[0046] S4. Select the basic model and furniture models, select appropriate materials in the material editing module, and adjust the color, texture, glossiness, and roughness attributes;
[0047] S5. The user operates on the models and the scene by selecting any interaction method;
[0048] S6. The system performs real - time rendering and generates a panoramic display map and an animation demonstration to complete the design.
[0049] The present invention provides an indoor space pre - design and interaction system based on virtual reality technology.
[0050] It has the following beneficial effects:
[0051] 1. The system of the present invention integrates a rich model library and convenient operations, greatly improving the efficiency of indoor design. When the user wears a virtual reality device and enters the system, the basic model library and material library can be quickly loaded, and various models can be directly called to build the space framework without manually drawing the basic structure. In the layout and material adjustment stages, complex designs can be completed through simple interaction operations; the material attribute adjustment unit enables one - key selection and modification of materials without repeatedly switching tools, greatly shortening the design cycle, enabling designers to complete multiple design schemes in a short time.
[0052] 2. By means of virtual reality technology, the system of the present invention brings an immersive and natural interaction design experience to users. Users can interact through gestures, controllers, or voice, just like operating objects in a real space. The multi - perspective switching function allows users to view the design from different angles. The first - person perspective brings a sense of being on the scene, facilitating the inspection of spatial scales; the bird's - eye view can macroscopically grasp the overall layout, enhancing the sense of participation and immersion in the design process in all aspects and inspiring design inspiration.
[0053] 3. Through the powerful rendering and display function of the system, the present invention provides diverse and highly realistic ways for presenting design results. The real-time rendering unit uses advanced algorithms to present realistic lighting and material textures in real time, making the design effects clear at a glance. The panoramic display unit generates panoramic images, which users can share and view through web pages or mobile devices, facilitating communication and exchange with customers and team members. The animation demonstration unit simulates human activities, shows the usage scenarios of spaces, vividly presents the practicality and rationality of the design scheme, enhances the persuasiveness of the design scheme, and helps the design scheme to be better implemented. BRIEF DESCRIPTION OF THE DRAWINGS
[0054] Figure 1 is the system architecture diagram of the present invention;
[0055] Figure 2 is the architecture diagram of the model construction module of the present invention;
[0056] Figure 3 is the architecture diagram of the material editing module of the present invention;
[0057] Figure 4 is the architecture diagram of the space layout module of the present invention;
[0058] Figure 5 is the architecture diagram of the interaction control module of the present invention;
[0059] Figure 6 is the architecture diagram of the rendering and display module of the present invention;
[0060] Figure 7 is the schematic diagram of the system working process of the present invention. DETAILED DESCRIPTION OF THE EMBODIMENTS
[0061] Next, the technical solutions in the embodiments of the present invention will be clearly and completely described in conjunction with the accompanying drawings of the present invention. Obviously, the described embodiments are only a part of the embodiments of the present invention, rather than all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present invention.
[0062] Please refer to the attached Figure 1 - attached Figure 6 , the embodiment of the present invention provides an indoor space pre-design and interaction system based on virtual reality technology, including:
[0063] Model construction module: used to provide various basic, furniture, and decoration models required for users to build indoor spaces, and at the same time provide entity objects for subsequent designs. The model construction module is the basis of the entire indoor design system, provides various entity models required for users to build indoor spaces, and is the material carrier for subsequent design operations.
[0064] When the model construction module constructs the indoor space, the basic model units take the lead in playing their roles, providing common indoor basic models such as walls, doors, windows, ceilings, and floors. These models use polygon modeling algorithms, with triangles or quadrilaterals as basic elements, and construct a basic framework with accurate dimensions and spatial proportions by precisely setting vertex coordinates and connection relationships.
[0065] After the basic framework is available, the furniture model units start to enrich the functionality of the indoor space. Combining 3D scanning technology and parametric modeling methods, they provide a variety of furniture models such as sofas, beds, tables, chairs, and wardrobes. These models cover a variety of styles and designs. Users can adjust parameters such as length, width, height, and curvature according to their needs to generate furniture of different sizes and styles, meeting the requirements of different space sizes and usage. After the basic space framework is built, designers drag the furniture models into the corresponding areas according to the space functional zoning, initially planning the furniture layout and realizing the functional planning of the indoor space.
[0066] When the functional layout is completed, the decoration model units add details and artistic atmosphere to the interior. For simple geometric decoration items, such as round ornaments, first generate the basic shape through geometric modeling, and then use texture mapping technology to map realistic material textures (such as metallic texture, ceramic texture, etc.) to the model surface; for complex decoration models, such as variously shaped green plants, they are generated through 3D scanning combined with post-processing. After the furniture layout is completed, designers select appropriate decoration models for matching according to the overall design style and theme to create a unique indoor atmosphere.
[0067] Material editing module: It is used to allow users to select different materials and adjust their properties, enabling the models to present different appearance textures and meeting diverse design requirements. The material selection unit has a rich material library built-in, including wood, stone, metal, fabric, etc. During the design process, users can select appropriate materials for different models according to the space style and functional requirements. For example, select wooden floor material for the bedroom floor to create a warm and comfortable atmosphere; select stone material for the kitchen countertop to reflect durability and easy cleaning. When users make a selection in the material selection interface, the system quickly obtains the relevant attribute information of the material, such as color, texture path, glossiness, etc., from the material library through the material ID and applies it to the surface of the selected model to achieve rapid material replacement and display.
[0068] If the user is not satisfied with the default properties of the selected material, the material property adjustment unit can come into play. Taking color adjustment as an example and using the RGB color model, the user can change the material color by adjusting the values of the three channels of red (r), green (g), and blue (b). Suppose the two colors to be mixed are C1 = (r1, g1, b1) and C2 = (r2, g2, b2), and the mixing ratio is α. The mixed color C = (r, g, b) can be expressed by the following formula:
[0069] r = αr1+(1 - α)r2;
[0070] g = αg1+(1 - α)g2;
[0071] b = αb1+(1 - α)b2;
[0072] In the above expressions, α: mixing ratio, and its value range is between 0 and 1.
[0073] When α = 0, the mixed color is completely C2;
[0074] When α = 1, the mixed color is completely C1. For example, mixing red (255, 0, 0) and blue (0, 0, 255);
[0075] When α = 0.5, the mixed color is purple (127.5, 0, 127.5). In practical applications, the color values usually take integers, that is, the mixed color is (128, 0, 128).
[0076] r1, g1, b1: component values of color C1 in the three channels of red, green, and blue.
[0077] r2, g2, b2: component values of color C2 in the three channels of red, green, and blue.
[0078] r, g, b: component values of the mixed color C in the three channels of red, green, and blue.
[0079] The linear color mixing formula is based on the RGB color model. By linearly interpolating the component values of two colors in the three channels of red, green, and blue according to the mixing ratio, the mixed color can be obtained, realizing flexible adjustment of the material color to meet the requirements for different color effects in design.
[0080] Then the transparency adjustment of the material can be expressed by the following formula:
[0081] T = T0(1 - f);
[0082] In the above expressions, T: the final transparency value, used to control the transparency of the material during rendering.
[0083] T0: The base transparency of the material, with a value range between 0 (completely opaque) and 1 (completely transparent). For example, the T0 of a glass material may be 0.9, showing a high transparency; while the T0 of frosted glass may be 0.6, with a relatively low transparency.
[0084] f: The control factor, with a value range between 0 and 1, which changes dynamically according to user operations or other conditions. When f = 0, the material maintains the base transparency T0; when f = 1, the material is completely opaque.
[0085] This formula adjusts the transparency of the material through the operation of the base transparency T0 and the control factor f. Users can flexibly adjust the transparency of the material by changing the value of the control factor f to meet different design requirements.
[0086] However, for the specular reflection lighting effect of the model, it can be expressed by the following expression:
[0087]
[0088] In the above expression, I s is the specular reflection light intensity, k s is the specular reflection coefficient, with a value range in [0,1], I li is the intensity of each light source, is the direction vector of the reflected light, is the viewing direction vector, and n is the specular exponent.
[0089] By considering the angle between the direction of the reflected light and the viewing direction, as well as factors such as the specular exponent, the specular reflection effect on the object surface is simulated. Assuming that the object surface consists of many tiny mirrors, light undergoes specular reflection on these mirrors, and different specular reflection characteristics of surfaces with different smoothness levels can be simulated by adjusting the parameters.
[0090] In terms of texture adjustment, users can select different texture patterns and adjust parameters such as the scaling ratio and offset of the texture to achieve the ideal texture effect. The adjustment of glossiness and roughness is based on the physical lighting model, and different reflection and scattering characteristics of light on the surfaces of different materials are simulated by changing the relevant parameters. For example, a metal material can show a smoother and shinier effect by reducing roughness and increasing glossiness.
[0091] The spatial layout module is a key part of interior design, helping users to comprehensively review and optimize the spatial design from overall layout to detailed design. At the initial stage of design, the space planning unit uses the space syntax analysis algorithm to calculate indicators such as the accessibility and integration degree of the space, analyze the space utilization efficiency and the distribution of people flow, and assist users in planning the functional zoning of the interior space, such as the division of areas like the living room, bedroom, kitchen, bathroom, etc. For example, in residential design, it is determined that the living room, as a public activity area, should be in the core position of the space and have good connectivity with other functional areas; the bedroom, as a private space, should be relatively independent and quiet. At the same time, the system provides preset layout templates, and users can select and modify them according to actual needs to draw a preliminary floor plan, providing an overall framework for subsequent design.
[0092] After the functional zoning plan is available, the dimension measurement unit ensures that the layout is reasonable and meets the actual requirements. In three-dimensional space, the Pythagorean theorem is used to calculate the distance between two points. By marking two measurement points in the virtual reality scene, the system automatically calculates and displays the distance between the two points. For the measurement of area and volume, calculations are based on the corresponding geometric formulas.
[0093] For two points P1(x1,y1,z1) and P2(x2,y2,z2) in three-dimensional space, the formula for calculating the distance d between them is:
[0094]
[0095] In the above expression, x1,y1,z1: the coordinate values of point P1 in three-dimensional space, representing its positions on the x-axis, y-axis, and z-axis respectively.
[0096] x2,y2,z2: the coordinate values of point P2 in three-dimensional space, also representing its positions on the x-axis, y-axis, and z-axis respectively.
[0097] d: the straight-line distance between point P1 and P2, and this distance value reflects the actual interval length between the two points in three-dimensional space.
[0098] This formula is based on the distance definition in Euclidean space. By calculating the sum of the squares of the coordinate differences between two points in the x, y, and z coordinate axes directions and then taking the square root, the straight-line distance between the two points is obtained. In indoor space measurement, it is commonly used to measure the side lengths of furniture, the length, width, and height dimensions of rooms, etc. For example, to measure the distance between two diagonal vertices in a room, the coordinates of these two vertices can be substituted into this formula for calculation.
[0099] When measuring an irregular planar area, the plane can be divided into multiple triangles, and then the area formula of a triangle can be used to calculate the area of each triangle separately. Finally, the numerical values are added together to obtain the planar area. For a triangle formed by three vertices A(x1, y1, z1), B(x2, y2, z2), and C(x3, y3, z3), the calculation formula for its area S is as follows:
[0100]
[0101] First, calculate the vector Then, calculate the cross product of the vectors Where:
[0102] a = (y2 - y1)(z3 - z1) - (y3 - y1)(z2 - z1);
[0103] b = (z2 - z1)(x3 - x1) - (z3 - z1)(x2 - x1);
[0104] c = (x2 - x1)(y3 - y1) - (x3 - x1)(y2 - y1);
[0105] Finally, calculate the magnitude of the cross product vector Multiply by To obtain the area of the triangle.
[0106] In the above expressions, x1, y1, z1, x2, y2, z2, x3, y3, z3 are the coordinate values of the three vertices A, B, and C of the triangle in three-dimensional space respectively.
[0107] The vectors pointing from vertex A to vertex B and vertex C respectively are used for subsequent calculation of the cross product of vectors.
[0108] The vector The result of the cross product is a new vector, whose direction is perpendicular to the plane determined by The magnitude represents the area of the parallelogram with As adjacent sides.
[0109] a, b, c: The component values of the cross product vector On the x, y, and z axes.
[0110] S: The area of the triangle, which reflects the size of the two-dimensional space occupied by the triangle
[0111] The modulus of the vector cross product represents the area of a parallelogram with the two vectors as adjacent sides, and the area of a triangle is half the area of the parallelogram. When measuring the area of an irregularly shaped floor or wall, if it can be divided into multiple triangles, this formula can be used to calculate the area of each triangle in turn, and then sum them up to get the total area.
[0112] When placing furniture, designers use dimension measuring units to measure the size of the furniture and the size of the placement space to avoid size mismatches; when designing building structures, they accurately measure the dimensions of walls, doors, windows, etc. to ensure design accuracy.
[0113] Throughout the design process, the perspective adjustment unit provides users with a variety of observation angles. Based on the principle of matrix transformation, the perspective is switched by adjusting the view matrix. For example, when switching from the first-person perspective to the third-person perspective, the camera's position, direction, and field of view are changed. The system recalculates the camera parameters through matrix operations according to the operation instructions, re-renders the scene, and presents images from different perspectives. Designers can switch to a bird's-eye view to grasp the layout and proportional relationship of the entire space from a macro perspective; switch to the first-person perspective to experience the scale and atmosphere of the space in person and check whether the design conforms to ergonomic principles; switch to the third-person perspective to observe the placement of furniture and decorations from different angles and make detailed adjustments.
[0114] The interactive control module provides users with a natural, accurate and convenient way of interaction, improves the fluency and fun of user operations, and enhances the user's sense of immersion and participation in the design process. In scenes that require intuitive operations such as placing furniture, the gesture interaction unit uses computer vision technology to show its prowess. The user's gesture movements are captured by the camera, and the gesture type (such as grasping, moving, rotating, etc.) is identified through image recognition and posture estimation algorithms. When the user makes a grasping gesture, the system identifies the bending and stretching state of the fingers, determines the grasping intention, and associates the model in the virtual scene with the hand movement; when the user moves the hand or rotates the wrist, the model moves or rotates accordingly, making the operation as convenient as placing objects in real life.
[0115] When fine-tuning the model, the handle interaction unit plays an important role. The handle communicates with the system via Bluetooth or wired connection, and the sensors on the handle (such as accelerometers, gyroscopes, etc.) collect the handle's motion data in real time. When the user clicks, the button on the handle is pressed and a click signal is sent; when dragging, the displacement and direction of the handle are calculated based on the sensor data and converted into the movement instructions of the model; the zoom operation is achieved by detecting the operation of specific buttons on the handle and the sensor data, calculating the zoom ratio, and scaling the model. At the same time, the handle can also be used to quickly switch tools, select models, and other operations to improve design efficiency.
[0116] The voice interaction unit provides a convenient hands-free interaction method for users, which is especially suitable for scenarios where both hands are busy or quick operations are required. By using speech recognition technology, the user's voice signal is converted into text information, and then parsed by natural language processing algorithms to identify the user's instruction intention. Finally, the instruction is sent to the corresponding module for execution. For example, when the user issues the instruction "Add a sofa", after the speech recognition module converts the speech into text, the natural language processing module identifies the key information of "Add" and "sofa", and sends the instruction to add a sofa to the model building module for execution; when issuing the instruction "Move the cabinet to the left", the system parses the moving object and the moving direction, and controls the model to perform the corresponding moving operation. Voice interaction can also be used to interact with other modules, such as switching perspectives and adjusting material properties through voice commands.
[0117] The rendering and display module is the key module that presents the design results to users in an intuitive and vivid way. During the entire design process, the real-time rendering unit uses a physically based rendering (PBR) algorithm, comprehensively considering physical phenomena such as the propagation, reflection, and refraction of light. For example, when calculating lighting, a combination of the diffuse reflection model and the specular reflection model is adopted. At the same time, by utilizing the parallel computing power of the graphics processor, efficient real-time rendering is achieved.
[0118] The diffuse reflection model can be expressed by the following formula:
[0119] L d =k d ·(N·L)·C d ;
[0120] In the above expression, L d : Diffuse reflection light intensity, that is, the light intensity evenly reflected by the object surface in all directions due to diffuse reflection, is the key factor determining the brightness of the diffuse reflection color of this part of the object in the rendered image;
[0121] k d : Diffuse reflection coefficient, with a value range of [0,1], representing the reflection ability of the material to diffuse reflection light. For example, the k of wood material d is usually between 0.6 - 0.8, indicating that it has a certain reflection ability to diffuse reflection light; while the k of metal material d is relatively small, about 0.3, meaning that metal has a weak reflection to diffuse reflection light.
[0122] N: Surface normal vector, perpendicular to the object surface, used to determine the direction reference for light incidence and reflection, and its direction determines the angular relationship between the light and the object surface.
[0123] L: Light direction vector, pointing from the light source to the point on the object surface, and calculating the angle with the surface normal vector N to determine the incident angle of the light on the object surface.
[0124] C d : The diffuse reflection color of the object surface. For example, the diffuse reflection color of a red object may be (255, 0, 0) in the common (0 - 255) color value system. This color is multiplied by the diffuse light intensity, and ultimately determines the diffuse reflection color presented by the object.
[0125] Based on Lambert's cosine law, the diffuse light intensity is proportional to the cosine value of the angle between the light direction and the surface normal. This model assumes that the object surface is an ideal rough surface, and the light is evenly scattered on its surface, thus simulating the diffuse reflection effect of light on the rough material surface.
[0126] The specular reflection model can be expressed by the following formula:
[0127]
[0128] In the above expression, L s : The specular reflection light intensity, which reflects the brightness of the specular highlight area on the object surface due to specular reflection, and is a key indicator of the specular effect in the rendered image.
[0129] k s : The specular reflection coefficient, with a value range in [0, 1], which determines the reflection ratio of the specular reflection light on the material surface. For example, the k of a metal material s is usually relatively high, close to 1, making the specular highlights on its surface obvious; while the k of a plastic material s is generally in the range of 0.3 - 0.5, and the specular highlights are relatively weak.
[0130] F: The Fresnel term, which describes the behavior of light reflection and refraction on the surface of different media, and is related to the viewing angle and the optical properties of the material. For example, when observing the water surface vertically, the reflected light is less; as the viewing angle tilts, the reflected light increases, and the Fresnel term can simulate the change in the reflected light intensity at different angles.
[0131] G: The geometric shadowing term, which considers the occlusion and self-occlusion effects of the microscopic geometric structure of the object surface on light, and prevents the unreasonable propagation of light at the microscopic level. For example, the small pits on a rough surface will block part of the light propagation, and the geometric shadowing term can simulate this phenomenon.
[0132] D: The microfacet distribution function, which describes the directional distribution of the microscopic facets on the object surface, and determines the influence of surface roughness on the specular highlights. The rougher the surface, the more dispersed the microfacet directions, and the more blurred the specular highlights; on the contrary, the smoother the surface, the more concentrated the microfacet directions, and the sharper the specular highlights.
[0133] V: The viewing direction vector, which points from a point on the object surface to the observer's eye, and is used to calculate the geometric shadowing term and the specular reflection intensity to determine the specular effect from the observer's perspective.
[0134] The high - light reflection model comprehensively considers physical phenomena such as light reflection, refraction, geometric occlusion, and micro - facet distribution. Through the synergistic effect of these parameters, it more realistically simulates the high - light reflection effect of smooth or rough surfaces, making the rendered material more in line with actual physical characteristics. However, the model is also affected by the illumination of ambient light, resulting in different shaded areas. When it comes to the influence of light effects, the ambient occlusion algorithm can be used to represent it, which can be expressed by the following formula:
[0135]
[0136] In the above formula, AO: Ambient Occlusion factor, with a value range of [0, 1], represents the degree to which a point is occluded from ambient light by surrounding geometries.
[0137] n: The number of light rays or directions used for sampling. The more samples are taken, the more accurate the calculation, but the greater the performance consumption.
[0138] v occluded : The number or intensity of occluded sampled light rays, reflecting the situation of ambient light being blocked around this point.
[0139] v total : The total number or intensity of sampled light rays.
[0140] By simulating the effect of ambient light being occluded by surrounding objects in a complex scene, areas such as grooves and corners of the model become darker, enhancing the three - dimensional sense and realism of the model. For example, the ambient occlusion value at the corner of a wall is lower and the color is darker.
[0141] Users can view the real - time effect of the design scene through the real - time rendering unit at any time. According to the light and shadow and material performance, they can adjust and optimize the design. For example, after adjusting the material properties, they can view the real texture effect of the material in real - time; after arranging the lights, they can observe the distribution and change of light and shadow in space in real - time.
[0142] When the design is completed, the panoramic display unit presents the design results in a panoramic form. By taking a 360 - degree panoramic photograph or rendering of the virtual scene, images from multiple perspectives are stitched into a panoramic image, and the equidistant cylindrical projection algorithm is used to map the three - dimensional scene onto a two - dimensional plane to generate a panoramic image.
[0143] Before generating the panoramic image, feature - point matching is required and the SIFT algorithm is used. The Euclidean distance between two feature points can be expressed by the following formula:
[0144]
[0145] In the above formula, n: The dimension of the descriptor (the SIFT descriptor is usually 128 - dimensional)
[0146] D1 and D2 are SIFT feature point descriptors in two different images respectively, which contain information such as the gradients of the image regions around the corresponding feature points.
[0147] D 1i and D 2i : are the values of D1 and D2 in the i-th dimension respectively.
[0148] d: The Euclidean distance between two feature point descriptors. The smaller the distance, the more similar the two feature points are and the closer they are to the matching points.
[0149] The SIFT algorithm detects scale-invariant key points in the image and calculates their feature descriptors, which can effectively resist scale, rotation, illumination changes, etc. of the image. By calculating the Euclidean distance to measure the similarity of feature points in different images, matching point pairs are found, and thus the corresponding relationship between different images is determined, providing a basis for subsequent image stitching.
[0150] In the equidistant cylindrical projection algorithm, assume that the spherical coordinates of a point in the three-dimensional scene are To map it to the two-dimensional plane coordinates (x, y), it can be expressed by the following expression:
[0151]
[0152] W and H are the width and height of the generated two-dimensional panoramic image respectively.
[0153] θ: Azimuth angle, with a range of [0, 2π], representing the rotation angle around the z-axis.
[0154] Elevation angle, with a range of [0, π], representing the angle from the positive direction of the z-axis to this point.
[0155] The equidistant cylindrical projection maps the points on the sphere to the two-dimensional plane in equal proportion according to the angle, maintaining the equidistance of the angles, and thus generating a two-dimensional panoramic image that can display the three-dimensional scene omnidirectionally.
[0156] After generating the panoramic image, add an interactive function. Users can drag the panoramic image with the mouse or finger to view the scenes in different directions, realizing an immersive browsing experience. Designers can share the panoramic display diagram with customers or team members, facilitating them to view the design scheme omnidirectionally and immersively through web pages or mobile devices without the need for virtual reality devices, which is convenient for communication and feedback. The panoramic display diagram can also be used for online display, publicity and other purposes.
[0157] The animation demonstration unit demonstrates the practicability and rationality of the design scheme in a vivid animation form. Using key-frame animation technology, by setting key frames such as the position and posture of the characters at different time points, and then using linear interpolation or spline interpolation algorithms to calculate the transition states between key frames, a smooth animation sequence is generated. At the same time, environmental sound effects and action sound effects are added to enhance the realism and immersion of the animation. When presenting the design scheme to customers, through the animation demonstration, daily activities such as a family watching TV, chatting, and playing in the living room are shown, allowing customers to more intuitively feel the comfort and practicability of the space and understand the design intention.
[0158] Please refer to the attached Figure 7 , the embodiment of the present invention provides an indoor space pre-design and interaction method based on virtual reality technology, including the following steps:
[0159] S1. The user wears the virtual reality device. After the device is started, the system automatically connects and enters the main interface. In this process, the system quickly loads the basic model library and material library. The basic model library covers various common indoor basic models, including walls, doors, windows, ceilings, floors, etc. These models are constructed by polygon modeling algorithms and have accurate dimensions and spatial proportions, providing basic components for subsequent construction of the indoor space framework. The material library contains a rich variety of materials, such as wood, stone, metal, cloth, etc. Each material has pre-stored attribute information such as its color, texture, glossiness, and roughness, which is convenient for users to select and adjust in subsequent designs.
[0160] S2. The user enters the model construction module and selects the required basic models from the basic model unit. For example, when selecting a wall model, its length, height, and thickness and other parameters can be adjusted according to actual needs. By precisely setting the vertex coordinates and connection relationships, multiple wall models are spliced and combined to construct the general outline of the room. Then add door and window models, determine the position and size of the doors and windows, and ensure that their connection with the walls is natural and reasonable. Then place the ceiling and floor models to complete the basic framework structure of the indoor space and initially determine the shape and scale of the indoor space.
[0161] S3. After building the space framework, the user again selects models from the furniture model unit and the decoration model unit in the model construction module. Select furniture models such as sofas, beds, tables and chairs, and wardrobes from the furniture model unit. According to the auxiliary suggestions of the space planning unit, combined with ergonomic principles and personal usage habits, drag the furniture models into the scene for layout. For example, place the sofa and coffee table in the living room area to form a leisure and communication space; place the bed in a suitable position in the bedroom to ensure the comfort of the sleeping area. At the same time, use the space syntax analysis function provided by the space planning unit to calculate indicators such as the accessibility and integration degree of the space, divide different functional areas, and clarify the scope of areas such as the living room, bedroom, kitchen, and bathroom, making the indoor space layout more reasonable and efficient.
[0162] S4. The user selects the model that has been placed in the scene and enters the material editing module. In the material selection unit, the user selects a suitable material from the rich material library and applies it to the model. For example, the user selects wood material for the bedroom wood floor and stone material for the kitchen countertop to intuitively view the rendering effects of different materials on the model. If the user is not satisfied with the default properties of the selected material, the user can use the material property adjustment unit to make fine adjustments. The user can adjust the material color through the RGB color model, such as making the color of the wood material more warm-toned; select different texture patterns and adjust the scale, offset and other parameters of the texture to achieve the desired texture effect; based on the physical lighting model, the user can adjust parameters such as glossiness and roughness to simulate the reflection and scattering characteristics of light on the surfaces of different materials, so that the material effect is more in line with the design expectations.
[0163] S5. Users can select gesture interaction unit, handle interaction unit or voice interaction unit from the interactive control module according to their own needs and operating habits. If gesture interaction is selected, the user's gesture movements are captured by the camera, and the gesture type (such as grabbing, moving, rotating, etc.) is identified through image recognition and posture estimation algorithms. The user can directly grab the model with his hands to move, rotate, and perform other operations, just like directly touching objects in real life. If the handle interaction is used, the buttons and sensors on the handle can be used to achieve precise clicks, drags, zooms, and other operations, making it convenient to make fine adjustments to the model. Voice interaction allows users to quickly perform operations through voice commands, such as "add decorative ornaments" and "move the sofa to the right", freeing their hands and improving operating efficiency.
[0164] S6. After completing the above design operations, the rendering and display module of the system starts working. The real-time rendering unit uses a physically based rendering (PBR) algorithm, comprehensively considers the propagation, reflection, refraction and other physical phenomena of light, and uses the parallel computing capability of the graphics processing unit (GPU) to render the design scene in real time, presenting realistic light and shadow effects and material textures. Users can view the design effects in real time and make final adjustments. Subsequently, the panoramic display unit performs 360-degree panoramic photography or rendering of the virtual scene, splices images from multiple perspectives into a panoramic image, and uses an equirectangular projection algorithm to map the three-dimensional scene onto a two-dimensional plane to generate a panoramic display map, which users can share and browse through web pages or mobile devices. The animation demonstration unit uses keyframe animation technology to set keyframes such as the position and posture of the character at different time points, and uses linear interpolation or spline interpolation algorithms to calculate the transition state between keyframes, generate smooth animation demonstrations, simulate the activities of the character in the indoor space, and display the use scenario of the space. At this point, the entire indoor space pre-design and interaction process is completed, and users can show the design results to others or use them for actual reference.
[0165] Although embodiments of the present invention have been shown and described, those of ordinary skill in the art will appreciate that various changes, modifications, substitutions and variations can be made to these embodiments without departing from the principles and spirit of the present invention. The scope of the present invention is defined by the appended claims and their equivalents.
Claims
1. Indoor space pre-design and interactive system based on virtual reality technology, characterized by: include: Model building module: used to provide users with various foundations, furniture and decoration models required to build interior spaces, and provide physical objects for subsequent design; Material editing module: used to allow users to select different materials and adjust their color, texture, glossiness, and roughness properties; Space layout module: used to plan the functional divisions of indoor space, measure dimensions, freely switch viewing angles, and comprehensively review and optimize space design; Interaction control module: used to provide three interaction methods: gesture, handle and voice, allowing users to interact with models and elements in the virtual scene; Rendering display module: used to generate panoramic display images and animation demonstrations to display design results.
2. The indoor space pre-design and interaction system based on virtual reality technology according to claim 1 is characterized in that: The model building module includes the following units: Basic model unit: provides indoor basic model, including walls, doors and windows, ceiling, and floor; Furniture model unit: provides furniture models, including sofas, beds, tables and chairs, and wardrobes, which can be directly dragged into the scene for layout; Decorative model unit: provides interior decoration models, including potted plants, calligraphy and paintings.
3. The indoor space pre-design and interaction system based on virtual reality technology according to claim 1 is characterized in that: The material editing module includes the following units: Material selection unit: built-in material library, including wood, stone, metal, cloth, allowing users to select different materials to apply to the model; Material property adjustment unit: adjust the color, texture, glossiness and roughness properties of the model material.
4. The indoor space pre-design and interaction system based on virtual reality technology according to claim 1 is characterized in that: The spatial layout module includes the following units: Space planning unit: used to assist users in planning the functional zoning of indoor space; Dimension measurement unit: used to measure the dimensions of models and spaces; Viewing angle adjustment unit: used to switch between different viewing angles to observe the design effect.
5. The indoor space pre-design and interaction system based on virtual reality technology according to claim 1 is characterized in that: The interactive control module includes the following units: Gesture interaction unit: interacts with users by recognizing user gestures through computer vision; Handle interaction unit: cooperate with the virtual reality handle to perform precise click, drag, and zoom operations; Voice interaction unit: used to recognize user voice commands and quickly perform operations.
6. The indoor space pre-design and interaction system based on virtual reality technology according to claim 1 is characterized in that: The rendering display module includes the following units: Real-time rendering unit: used for real-time rendering of design scenes; Panoramic display unit: used to generate panoramic display images for users to share and browse; Animation demonstration unit: used to create animation demonstrations, simulate the activities of people in indoor spaces, and show the use scenarios of spaces.
7. The indoor space pre-design and interaction system based on virtual reality technology according to claim 1 is characterized in that: The spatial layout process includes the following steps: Clarify the purpose of indoor space; Get the actual size data of the space; Based on the purpose of use and the collected data, space planning units are used in the system to perform preliminary functional zoning; Simulate the activity path of characters between various functional areas in the virtual scene; Select the appropriate furniture model from the furniture model unit and drag it into the corresponding functional area for preliminary layout; Adjust the size of furniture; Use the system's various interactive methods to interact with virtual scenes and experience the planned space; Based on experience feedback, functional zoning and furniture layout are adjusted and optimized.
8. The indoor space pre-design and interaction system based on virtual reality technology according to claim 1 is characterized in that: In the material property adjustment unit, the specular reflection lighting effect of the model is expressed by the following formula: In the expression, I s is the intensity of specular reflection light, k s is the specular reflection coefficient, ranging from [0,1], I li For the intensity of each light source, is the direction vector of the reflected light, is the viewing direction vector, and n is the specular index.
9. A method for indoor space pre-design and interaction based on virtual reality technology, applied to the indoor space pre-design and interaction system based on virtual reality technology according to any one of claims 1 to 8, characterized in that: The following steps are involved: S1. The user wears the virtual reality device, enters the system main interface, and loads the basic model library and material library; S2, the user selects a basic model from the model building module and builds the indoor space framework; S3. Select the furniture model, drag it into the scene for layout, and divide it into different functional areas; S4. Select the basic model and the furniture model, select the appropriate material in the material editing module, and adjust the color, texture, glossiness, and roughness properties; S5. The user operates the model and scene by selecting any interaction method; S6. The system performs real-time rendering and generates panoramic display images and animation demonstrations to complete the design.