Three-dimensional visual simulation construction method and system
Through the three-dimensional view simulation construction method of dynamic material generation and modular animation components, the three-dimensional view simulation model resource production efficiency, the static binding of materials and maps cannot be dynamically adapted, and the animation resource coupling is achieved, and efficient model production and dynamic effects are achieved.
Patent Information
- Application Number
- CN202510865750.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-26
- Publication Date
- 2025-07-25
- Estimated Expiration
- 2045-06-26
AI Technical Summary
The three-dimensional visual simulation model in the prior art has problems such as low production efficiency of model resources, inability to dynamically adapt the static binding of materials and maps, and excessive coupling of animation resources.
Dynamic material generation technology and modular animation components are used to generate material-free scene models by obtaining geometric parameters of the scene model, and use dynamic material components and modular animation components for material setting and animation setting. Dynamic materials can achieve dynamic effects based on the parameters of the environment response layer, and animation resources are decoupled to improve reusability and flexibility.
While shortening the material generation time, it improves the appearance and screen effect of the model and improves the production efficiency of the model, solving the problems of low production efficiency of model resources, inability to dynamically adapt the static binding of materials and maps, and excessive coupling of animation resources.
Smart Images

Figure CN120374801A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of image simulation, and particularly relates to a three-dimensional visual scene simulation construction method and system. Background Art
[0002] In the fields of urban planning, medical training, game development, etc., three-dimensional visual scene simulation technology is crucial. A large number of model resources are often required for display in the simulation. The model mainly consists of parts such as materials, textures, and animations.
[0003] Currently, three-dimensional modeling in the prior art relies on manual design (such as using 3DMax, Maya, Blender), and the reuse rate of models is less than 15%, resulting in low production efficiency of model resources. For example, in a visual scene simulation software, the same type of tank needs to be repeatedly modeled in different scenarios such as deserts and snowfields (the texture of the tank should be yellowish in the desert scene, but white in the snow scene), which will greatly increase the redundancy of the model resource library. On the other hand, when a simulation software uses high-precision models (number of faces > 1 million) for real-time rendering, the frame rate often cannot exceed 30fps, which cannot meet the smoothness requirement of more than 90fps for XR-class simulation visual scenes (users will feel dizzy and nauseous when running below 90fps); Secondly, the materials and textures of traditional models are statically bound. The texture uses physically based rendering (PBR) materials, and this material needs to pre-generate a static texture set (such as Albedo, Normal, Roughness, etc.), and generating the static texture set is time-consuming and cannot be dynamically adapted to multi-lighting environments. For example, when the exterior wall glass of a building switches from day to night in a training environment, multiple sets of material textures need to be switched, and the storage memory of the material textures will increase by about 1.5GB in this scenario (assuming 4K textures are used). The real-time material adjustment using dynamic lighting (in the same scene) depends on Shader programming, and Shader programming is cumbersome and time-consuming, which will greatly extend the project development cycle; Furthermore, the animation resources of traditional models have too high coupling. The traditional character animation data and the bone model have a strong binding relationship. Reusing animations of different character models requires adjusting the weights of the bones frame by frame. For example, when migrating the "walking" animation of character A to character B with a different body type, because the height, limb lengths, and body fatness of the characters are different, the probability of the character body model penetrating is often more than 60%. Using manual correction and readjusting the bones and weights of this animation segment takes about 2 hours.
[0004] Therefore, the three-dimensional visual scene simulation models in the prior art have technical problems such as low production efficiency of model resources, static binding of materials and textures that cannot be dynamically adapted, and too high coupling of animation resources. Summary of the invention
[0005] Based on this, the purpose of the present invention is to provide a three-dimensional visual simulation construction method and system to solve the technical problems of low model resource production efficiency, inability to dynamically adapt static binding of materials and textures, and excessive coupling of animation resources in the three-dimensional visual simulation model in the prior art.
[0006] The present invention provides a method for constructing a three-dimensional visual scene simulation, comprising: Acquire geometric parameters of the scene model, and construct a material-free scene model according to a parametric model generation component, wherein the geometric parameters include a basic size, a number of segments, and a curvature radius; the parametric model generation component includes a rigid template library and a flexible template library, and the scene model includes a rescue vehicle model, a landslide mountain model, and a landslide rock model; Setting the material of the material-free scene model according to the dynamic material component to obtain a dynamic material scene model, wherein the dynamic material component includes a basic material layer and an environment response layer; The dynamic material scene model is animated according to the modular animation component to obtain a scene model with animation and dynamic materials, so as to construct simulation resources according to the scene model with animation and dynamic materials.
[0007] The above-mentioned three-dimensional scene simulation construction method, through dynamic material generation technology, compared with traditional model mapping, dynamic materials are generated in a way of adjustable parameters without static binding with maps, and dynamic materials can achieve dynamic effects according to the parameters of the environment response layer, thereby shortening the material generation time and improving the model appearance effect; secondly, the present invention modularizes animation and decouples resources, has high reusability and flexibility, and replaces the traditional manual modeling that requires manual adjustment of each character joint, resulting in the transition between animations being often stiff and unnatural; furthermore, the process parameters in the technical solution of the present invention are automated, which greatly improves the model production efficiency; it solves the technical problems of low model resource production efficiency, static binding of materials and maps, and excessive coupling of animation resources in the prior art of three-dimensional scene simulation models.
[0008] In addition, the above-mentioned three-dimensional visual scene simulation construction method according to the present invention may also have the following additional technical features: Further, the modular animation component includes action atomization, physical constraints, and real-time animation synthesis, wherein the real-time animation synthesis represents a real-time transition between different actions; The step of animating the dynamic material scene model according to the modular animation component to obtain a scene model with animation and dynamic material comprises: Use linear interpolation to transition actions in a one-dimensional blending space, where the character speed parameter controls the blending speed of the animation. Here, the one-dimensional blending space is such that the atom only changes its pose within two-axis spaces; the transition actions include transitioning from walking forward to running forward. Use complex action blending in a two-dimensional blending space, and adjust the bone pose through two-parameter interpolation. Here, the complex action blending includes turning during a jump; the two parameters are the horizontal speed and the vertical speed. Use the inverse kinematics algorithm for animation synthesis in a specific scenario; where the specific scenario includes a scenario where the end position and pose of a certain atom are known; the inverse kinematics algorithm is used to automatically calculate the rotation of the intermediate atoms by specifying the position and rotation of the end atoms. Here, the end atoms include the hands and feet, and the intermediate atoms include the elbows and knees.
[0009] Furthermore, the steps of animating the dynamic material scene model according to the modular animation components to obtain a scene model with an animation and dynamic material also include: In the dynamic material mountain model and the dynamic material rock model, perform real-time calculations according to the physics engine, and add a physical simulation module to the simulation engine so that each physical simulation module cooperates with each other to complete the landslide animation playback. Here, the physical simulation modules include a gravity module, a collision module, and a rolling module.
[0010] Furthermore, in the steps of obtaining the geometric parameters of the scene model and generating components according to the parametric model to construct a material-less scene model: Obtain the material-less scene model according to the parameter constraint algorithm and the instantiation model generation algorithm.
[0011] Furthermore, in the steps of setting the material for the material-less scene model according to the dynamic material components to obtain the dynamic material scene model: Obtain the dynamic material scene model according to the base material layer parameters, the environment response layer parameters, and the dynamic material blending algorithm. Here, the base material layer parameters include the base color, the metallicity, and the roughness; the environment response layer parameters include the light intensity, the environmental humidity, and the air temperature.
[0012] Furthermore, in the environment response layer parameters, the calculation formula for the specular reflection intensity is: R(θ)=R+(1-R)(1-cosθ) 5 ; In the formula: R(θ) represents the specular reflection intensity; R is the base reflectivity of the material, and θ is the incident angle.
[0013] Furthermore, in the base material layer parameters, the calculation formula for the metallicity is: Metallic=0.5+0.5×sin(2π×time / 24); In the formula, Metallic represents the metallicity; time represents the current time, and its value range is [1, 24].
[0014] On the other hand, the present invention provides a three-dimensional visual scene simulation construction system, which includes: An acquisition module, configured to acquire the geometric parameters of the scene model, and generate a component to construct a non-material scene model according to the parametric model. The geometric parameters include the basic size, the number of segments, and the radius of curvature; the component for generating the parametric model includes a rigid template library and a flexible template library, and the scene model includes a rescue vehicle model, a landslide mountain model, and a landslide rock model; A setting module, configured to perform material setting on the non-material scene model according to the dynamic material component to obtain a dynamic material scene model. The dynamic material component includes a basic material layer and an environment response layer; A construction module, configured to perform animation setting on the dynamic material scene model according to the modular animation component to obtain a scene model with animation and dynamic materials, and construct simulation resources according to the scene model with animation and dynamic materials.
[0015] On the other hand, the present invention provides a computer-readable storage medium, on which a computer program is stored. When the program is executed by a processor, it implements the three-dimensional visual scene simulation construction method as described above.
[0016] On the other hand, the present invention further provides a data processing device, including a memory, a processor, and a computer program stored on the memory and executable on the processor. When the processor executes the program, it implements the three-dimensional visual scene simulation construction method as described above. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] Figure 1 It is a flowchart of the three-dimensional visual scene simulation construction method in the first embodiment of the present invention; The following specific embodiments will further illustrate the present invention in conjunction with the above-mentioned drawings. DETAILED DESCRIPTION OF THE EMBODIMENTS
[0018] For the convenience of understanding the present invention, the present invention will be described more comprehensively below with reference to the relevant drawings. Several embodiments of the present invention are given in the drawings. However, the present invention can be implemented in many different forms and is not limited to the embodiments described herein. On the contrary, these embodiments are provided to make the disclosure of the present invention more thorough and comprehensive.
[0019] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the technical field to which this invention belongs. The terms used in the description of the present invention herein are for the purpose of describing specific embodiments only and are not intended to limit the present invention. The term "and / or" used herein includes any and all combinations of one or more of the related listed items.
[0020] To solve the technical problems in the prior art, such as the low production efficiency of 3D visual simulation model resources, the inability of static binding of materials and textures to be dynamically adapted, and the excessive coupling of animation resources, the present application provides a 3D visual simulation construction method and system. Through the dynamic material generation technology, compared with traditional model textures, dynamic materials are generated in an adjustable parameter manner without static binding to textures, and dynamic materials can achieve dynamic effects according to the parameters of the environmental response layer, improving the visual effect of the model appearance while shortening the material generation time. Secondly, the present invention modularizes animations and decouples resources, with high reusability and flexibility, replacing the traditional manual modeling that requires manual adjustment of each character joint, resulting in often rigid and unnatural transitions between animations. Furthermore, the process parameters in the technical solution of the present invention are automated, greatly improving the model production efficiency, and solving the technical problems of low production efficiency of 3D visual simulation model resources, inability of static binding of materials and textures to be dynamically adapted, and excessive coupling of animation resources in the prior art.
[0021] To facilitate the understanding of the present invention, several embodiments of the present invention will be given below. However, the present invention can be implemented in many different forms and is not limited to the embodiments described herein. On the contrary, the purpose of providing these embodiments is to make the disclosure of the present invention more thorough and comprehensive.
[0022] Embodiment 1 Please refer to Figure 1 , which shows the 3D visual simulation construction method in the first embodiment of the present invention. The method includes steps S101 to S103: S101. Obtain the geometric parameters of the scene model, and generate a component to construct a material-free scene model according to the parametric model.
[0023] In this embodiment, the geometric parameters include the basic dimensions, the number of segments, and the radius of curvature; the parametric model generation component includes a rigid template library and a flexible template library, and the scene model includes a rescue vehicle model, a landslide mountain model, and a landslide rock model.
[0024] Specifically, this solution includes a parametric model generation component, a dynamic material component, and a modular animation component. Among them, the parametric model generation component mainly consists of a structure template library and model instantiation. The structure template library classifies and stores existing basic models to form a template library. Model categories that do not exist need to be added in advance. As the number of templates in the structure template library increases, the speed of parametric model generation will also increase. The structure template library contains multiple basic model templates, including rigid structure templates and flexible structure templates. Moreover, the parameters of the basic model templates have a constraint mechanism, and specifically, a parameter constraint algorithm is used for constraint to judge the rationality of parameter settings. Among them, rigid structures include buildings and vehicles; flexible structures include vegetation and fluids. The instantiated model is obtained through the instantiated model generation algorithm.
[0025] Specifically, regarding the rigid structure template: By setting the model geometric parameters of the rigid structure, users can obtain the desired rigid template. Among them, the geometric parameters include basic dimensions (including length, width, and height), the number of segments (controlling the smoothness of the surface), and the radius of curvature (affecting the bending degree of the arc structure). For example, when using the building template, users can adjust the number of floors (1 to 50 floors), the distribution density of windows on each floor (0.1 per m 2 ~1.0 per m 2 ), and the type of building roof (including: flat roof, pointed roof, dome).
[0026] Furthermore, regarding the flexible structure template: The flexible structure is generated through a physical simulation algorithm. For example, the vegetation template uses a fractal algorithm to generate the branch distribution. The parameter settings include the branch bifurcation angle (15° to 45°), the hierarchical depth between branches (3 to 7 levels), the density of tree leaves (100 per m 2 ~500 per m 2 ), and the health state of the leaves (color, leaf integrity).
[0027] Moreover, the parameter constraint mechanism can dynamically verify physical rationality. For example, in real life, the ratio of the chassis width to the height of a vehicle should be limited to 1:1.5 to 1:3. If the generated model exceeds this ratio, the physical simulation will fail due to the center of gravity imbalance during the engine's physical calculation during program operation. In addition, when the parameter constraint causes the model meshes of different components to penetrate each other due to the setting of component sizes, the system uses the mesh retopology algorithm to eliminate the penetration area by offsetting the vertices of the model and reconstructing the patches.
[0028] After setting the parameters, an instantiated model needs to be generated. The model obtained through the instantiated model generation algorithm needs to control the model refinement level (e.g., the number of model vertices, the number of triangles) and the model UV mapping. In simulation training, it is often necessary to use models with different refinement levels according to the distance between the model and the camera. This technology is called multi-level detail. When the model is far from the camera, the details of the model cannot be seen clearly. At this time, the model is displayed as a low-poly model, which can reduce the computing and rendering pressure of the graphics card, thereby improving the program running speed. Multi-level detail synchronously creates an LOD (Level of Detail) chain during model generation, and each level dynamically switches through certain rules. For example, from a high-poly model to a low-poly model, the number of faces uses the differential edge collapse algorithm. Only key feature points are retained in the low-poly model, and the key feature points include the building outline. Among them, the high-poly model is defined as LOD0, with the number of faces greater than 100,000; the low-poly model is defined as LOD2, with the number of faces less than 5,000. The material also changes with the level. The reflectivity of the high-poly model material switches from PBR (Physically Based Rendering) to the low-poly Phong model, and the texture resolution gradually decreases from 4K to 256×256.
[0029] S102. Set the material for the material-less scene model according to the dynamic material component to obtain the dynamic material scene model.
[0030] The dynamic material component performs real-time synthesis and rendering during program operation by layer-processing the material. In the present invention, the dynamic material component is divided into a basic material layer and an environment response layer. The rendering process uses a cache reuse mechanism and a multi-threaded material compilation technology. The cache reuse mechanism caches static materials (such as building facades) between frames, which can greatly reduce the computing load of the GPU while improving the reuse rate. The multi-threaded material compilation technology can greatly improve the material synthesis and output efficiency while ensuring thread consistency. The basic material layer and the environment response layer are described as follows: Specifically, the basic material layer is used to store non-dynamic attributes, mainly including albedo, metallic, and roughness, which are stored in the HDR compression format to reduce the video memory occupancy. Among them, the approximate formula for calculating metallic is: Metallic = 0.5 + 0.5×sin(2π×time / 24), where Metallic represents metallic; time represents the current time, and the value range is [1, 24]. Controlling the input of time can dynamically change the material of the metal model, and can simulate the effect of the surface of the metal model changing dynamically with time.
[0031] Secondly, the environmental response layer is implemented based on real-time environmental information. For example, it calculates the interaction effect between the model surface and light. Among them, the calculation of the specular reflection intensity needs to be based on the angle between the forward vector of the rendering camera and the normal. The approximate calculation formula is: R(θ)=R+(1-R)(1-cosθ). 5 , where R is the base reflectivity of the material and θ is the incident angle. The Ambient Occlusion (AO) effect needs to be achieved through the combination of pre-calculated baking and real-time screen space AO. In addition, in rainy and snowy environments, the material will blend the normal map details according to the scene humidity parameter (0~1), reducing the surface roughness to better reflect the wet effect of rain and snow.
[0032] S103. Set the animation for the dynamic material scene model according to the modular animation component to obtain a scene model with animation and dynamic material, and construct simulation resources based on the scene model with animation and dynamic material.
[0033] The modular animation component is mainly composed of three functions: action atomization, physical constraint, and real-time animation synthesis. For static models, two components, namely the parametric model generation component and the dynamic material component, are sufficient for construction, while models with skeletal animation require the use of the modular animation component.
[0034] Specifically, action atomization means splitting a complex animation into the most basic action atoms. For example, the waving of a person's arm, the walking of the lower limbs, the rotation of the neck, etc. That is, each joint of the person is used as a basic atom, and a complex action is completed by adjusting the actions of each atom. Physical constraint refers to restricting the action range of each atom. For example, the normal rotation angle of an adult's neck is usually 60°~80° to the left and right. The physical constraint will control the left and right rotation angles of the neck in this range in real time. Real-time animation synthesis refers to the real-time transition between different actions. Linear interpolation is used to transition actions in a one-dimensional blending space, and the character speed parameter controls the blending synthesis speed of the animation. Among them, the one-dimensional blending space means that the atom only changes its posture in two-axis space; the transition actions include transitioning from walking forward to running forward; in a two-dimensional blending space, complex action fusion is used, and the bone posture is adjusted through bi-parameter interpolation. Among them, complex action fusion includes turning during jumping; the bi-parameters are horizontal speed and vertical speed; in a specific scene, the inverse kinematics algorithm is used for animation synthesis; among them, the specific scene includes a scene where the end position and posture of a certain atom are known; the inverse kinematics algorithm is used to automatically calculate the rotation of the intermediate atoms by specifying the position and rotation of the end atoms. Among them, the end atoms include hands and feet, and the intermediate atoms include elbows and knees.
[0035] As a specific example, for instance, in a simulation training system for landslide rescue, multiple types of vehicles are required to jointly carry out material and personnel transportation rescue work. When the required vehicle models are lacking, the technical solution of the present invention is used to generate all vehicles according to the following process: First, call the vehicle template library in the rigid structure template and input parameters such as length, width, and height to generate a new vehicle model; among them, if there is no vehicle template in the vehicle template library, use other models to modify or rebuild a simple vehicle template and import it into the library.
[0036] Secondly, set the base color, metallicity, and roughness parameters to generate a "green camouflage" base material layer. For the environmental material in the environmental response layer, use the soil pollution layer. The parameters of the soil pollution layer are low light, high humidity, and moderate air temperature. The dynamic fusion of the two materials can generate a vehicle body material with soil stains; Furthermore, vehicle movement requires animation support. Through modular animation components, atomic animations such as wheels, suspensions, and exhausts are synthesized, and physical constraints are applied to each atom to play the animation during vehicle movement. Among them, the physical constraints include the steering range of the wheel atom; Repeat the above steps to generate all the vehicles required for the simulation rescue training.
[0037] In addition, this simulation needs to simulate landslide scenarios under various different conditions. Using the technical solution in the present invention, there is no need for multiple modelings. Generate the required models according to the following steps for landslide simulation.
[0038] Specifically: First, since a landslide is a fluid, call the fluid in the flexible template and set the slope, soil type, and sliding area in the mountain model parameters to 35°, clay, and 200m respectively 2 ; Secondly, there will be rock mixing during the landslide process. Call the rock template library in the rigid structure template and set the rock model parameters as the rock size range and quantity range to dynamically generate rock models with random sizes, random quantities, and irregular shapes according to the input parameters; Thirdly, set the dynamic material parameters: input the base color, metallicity, roughness, and reflectivity to generate the base material layer, input the air humidity, soil humidity, and light intensity to generate the environmental material layer in the environmental response layer, and the two material layers are mixed in real time; Furthermore, a landslide requires a landslide animation, and the landslides of rocks and soil need to be calculated in real time according to the gravity, friction, etc. of the physics engine. Add a physical simulation module to the simulation engine so that each module can cooperate with each other to complete the landslide animation playback during program operation. Among them, the physical simulation module includes a gravity module, a collision module, and a rolling module; Adjusting the above parameters can simulate the landslide simulation state under different conditions.
[0039] In addition, the technical solution of the present invention also has the advantage of high cross-platform performance. Through parametric modeling, it is ensured that the same resource performs consistently in different rendering engines and hardware platforms. Moreover, the model material parameters adopt a standardized range. For example, the range of metallicity is 0 to 1, avoiding visual distortion caused by engine differences. Traditional manual modeling needs to be exported separately for different platforms, and various parameter adjustments are required before export to adapt to the target engine, which is time-consuming and laborious.
[0040] Using the technical solution of the present invention to compare with the traditional method for simulating model expansion, the data is shown in Table 1: Table 1:
[0041] In summary, the three-dimensional visual simulation construction method in the above embodiments of the present invention, through the dynamic material generation technology, compared with traditional model textures, the dynamic material is generated in an adjustable parameter manner without static binding to the texture, and the dynamic material can achieve dynamic effects according to the environmental response layer parameters, improving the model appearance and picture effect while shortening the material generation time; secondly, the present invention modularizes the animation and decouples the resources, with high reusability and flexibility, replacing the traditional manual modeling that requires manual adjustment of each character joint, resulting in often rigid and unnatural transitions between animations; furthermore, the process parameters in the technical solution of the present invention are automated, greatly improving the model production efficiency; solving the technical problems of low production efficiency of three-dimensional visual simulation model resources, static binding of materials and textures that cannot be dynamically adapted, and too high coupling of animation resources in the prior art.
[0042] Embodiment 2 The second embodiment of the present invention provides a three-dimensional visual simulation construction system, including: An acquisition module, used to acquire the geometric parameters of the scene model and generate a component to construct a non-material scene model according to the parametric model. The geometric parameters include the basic size, the number of segments, and the radius of curvature; the parametric model generation component includes a rigid template library and a flexible template library, and the scene model includes a rescue vehicle model, a landslide mountain model, and a landslide rock model; A setting module, used to perform material setting on the non-material scene model according to the dynamic material component to obtain a dynamic material scene model. The dynamic material component includes a basic material layer and an environmental response layer; A construction module, used to perform animation setting on the dynamic material scene model according to the modular animation component to obtain a scene model with animation and dynamic material, and construct simulation resources according to the scene model with animation and dynamic material.
[0043] In summary, the three-dimensional visual scene simulation construction system in the above embodiments of the present invention, through the dynamic material generation technology, compared with traditional model texturing, the dynamic material is generated in an adjustable parameter manner without being statically bound to the texture, and the dynamic material can achieve dynamic effects according to the parameters of the environmental response layer, improving the appearance and picture effect of the model while shortening the material generation time. Secondly, the present invention modularizes the animation and decouples the resources, with high reusability and flexibility, replacing the traditional manual modeling that requires manual adjustment of each character joint, resulting in often rigid and unnatural transitions between animations. Moreover, the process parameters in the technical solution of the present invention are automated, greatly improving the model production efficiency, and solving the technical problems of low production efficiency of three-dimensional visual scene simulation model resources, static binding of materials and textures that cannot be dynamically adapted, and too high coupling of animation resources in the prior art.
[0044] In addition, an embodiment of the present invention also provides a computer-readable storage medium, on which a computer program is stored, and when the program is executed by a processor, the steps of the method in the above embodiments are implemented.
[0045] In addition, an embodiment of the present invention also provides a data processing device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, and when the processor executes the program, the steps of the method in the above embodiments are implemented.
[0046] The logic and / or steps represented in the flowchart or otherwise described herein, for example, can be considered as a sequenced list of executable instructions for implementing logical functions, which can be specifically implemented in any computer-readable medium for use by or in connection with an instruction execution system, apparatus, or device, such as a computer-based system, a system including a processor, or other systems that can fetch and execute instructions from the instruction execution system, apparatus, or device. For the purposes of this specification, a "computer-readable medium" can be any device that can contain, store, communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
[0047] More specific examples (non-exhaustive list) of computer-readable media include the following: an electrical connection part (electronic device) having one or more wirings, a portable computer disk cartridge (magnetic device), a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber device, and a portable compact disc read-only memory (CDROM). Additionally, the computer-readable medium can even be paper or other suitable media on which a program can be printed, because the program can be obtained electronically, for example, by optically scanning the paper or other media, followed by editing, interpretation, or other appropriate processing as necessary, and then stored in a computer memory.
[0048] It should be understood that each part of the present invention can be implemented by hardware, software, firmware or a combination thereof. In the above embodiments, multiple steps or methods can be implemented by software or firmware stored in a memory and executed by a suitable instruction execution system. For example, if implemented by hardware, as in another embodiment, any one or a combination of the following technologies well known in the art can be used: discrete logic circuits with logic gate circuits for implementing logical functions on data signals, application specific integrated circuits with appropriate combinational logic gate circuits, programmable gate arrays (PGAs), field programmable gate arrays (FPGAs), etc.
[0049] In the description of this specification, the description with reference to the terms "one embodiment", "some embodiments", "example", "specific example", or "some examples", etc. means that the specific features, structures, materials, or characteristics described in connection with the embodiment or example are included in at least one embodiment or example of the present invention. In this specification, the schematic representations of the above terms do not necessarily refer to the same embodiment or example. Moreover, the specific features, structures, materials, or characteristics described can be combined in a suitable manner in any one or more embodiments or examples.
[0050] Although the embodiments of the present invention have been shown and described, those of ordinary skill in the art can understand that various changes, modifications, substitutions, and variations can be made to these embodiments without departing from the principles and spirit of the present invention, and the scope of the present invention is defined by the claims and their equivalents.
Claims
1. A method for constructing a three-dimensional visual simulation, characterized in that Including: Obtain the geometric parameters of the scene model, and generate a component based on the parametric model to construct a non-material scene model. The geometric parameters include the basic size, the number of segments, and the radius of curvature. The component for generating the parametric model includes a rigid template library and a flexible template library. The scene model includes a rescue vehicle model, a landslide mountain model, and a landslide rock model. Perform material setting on the non-material scene model according to the dynamic material component to obtain a dynamic material scene model. The dynamic material component includes a basic material layer and an environment response layer. Perform animation setting on the dynamic material scene model according to the modular animation component to obtain a scene model with animation and dynamic materials, so as to construct simulation resources based on the scene model with animation and dynamic materials.
2. The three-dimensional visual scene simulation construction method according to claim 1, wherein The modular animation component includes action atomization, physical constraint, and real-time animation synthesis. Among them, real-time animation synthesis represents the real-time transition between different actions. The steps of performing animation setting on the dynamic material scene model according to the modular animation component to obtain a scene model with animation and dynamic materials include: Use linear interpolation to transition actions in a one-dimensional blending space. The character speed parameter controls the blending synthesis speed of the animation. Among them, the one-dimensional blending space is that the atom only changes its posture in two-axis space. The transition action includes transitioning from walking forward to running forward. Use complex action fusion in a two-dimensional blending space, and adjust the bone posture through bi-parameter interpolation. Among them, complex action fusion includes turning during jumping. The two parameters are the horizontal speed and the vertical speed. Use the inverse kinematics algorithm for animation synthesis in a specific scene. Among them, the specific scene includes a scene where the end position and posture of a certain atom are known. The inverse kinematics algorithm is used to automatically calculate the rotation of the intermediate atom by specifying the position and rotation of the end atom. Among them, the end atoms include hands and feet, and the intermediate atoms include elbows and knees.
3. The three-dimensional visual scene simulation construction method according to claim 2, wherein The steps of performing animation setting on the dynamic material scene model according to the modular animation component to obtain a scene model with animation and dynamic materials further include: In the dynamic material mountain model and the dynamic material rock model, perform real-time calculation according to the physics engine, and add a physical simulation module to the simulation engine, so that each physical simulation module cooperates with each other to complete the landslide animation playback. The physical simulation module includes a gravity module, a collision module, and a rolling module.
4. The three-dimensional visual scene simulation construction method according to claim 1, wherein In the step of obtaining the geometric parameters of the scene model and generating a component based on the parametric model to construct a non-material scene model: Obtain a non-material scene model according to the parameter constraint algorithm and the instantiation model generation algorithm.
5. The three-dimensional visual scene simulation construction method according to claim 1, wherein In the step of performing material setting on the non-material scene model according to the dynamic material component to obtain a dynamic material scene model: Obtain a dynamic material scene model according to the basic material layer parameters, the environment response layer parameters, and the dynamic material blending algorithm. Among them, the basic material layer parameters include the base color, the metallicity, and the roughness. The environment response layer parameters include the light intensity, the environmental humidity, and the air temperature.
6. The three-dimensional visual scene simulation construction method according to claim 5, wherein In the environment response layer parameters, the calculation formula for the specular reflection intensity is: R(θ)=R+(1 - R)(1 - cosθ) 5 ; In the formula: R(θ) represents the specular reflection intensity; R is the base reflectivity of the material, and θ is the incident angle.
7. The three-dimensional visual scene simulation construction method according to claim 5, wherein In the parameters of the base material layer, the calculation formula for metallicity is: Metallic = 0.5 + 0.5×sin(2π×time / 24); In the formula, Metallic represents metallicity; time represents the current time, and the value range is [1, 24].
8. A three-dimensional visual scene simulation construction system, characterized in that The system includes: An acquisition module, configured to acquire the geometric parameters of the scene model, and generate a component to construct a non-material scene model according to the parametric model. The geometric parameters include the base size, the number of segments, and the radius of curvature; the parametric model generation component includes a rigid template library and a flexible template library, and the scene model includes a rescue vehicle model, a landslide mountain model, and a landslide rock model; A setting module, configured to perform material setting on the non-material scene model according to the dynamic material component to obtain a dynamic material scene model. The dynamic material component includes a base material layer and an environment response layer; A construction module, configured to perform animation setting on the dynamic material scene model according to the modular animation component to obtain a scene model with animation and dynamic material, and construct simulation resources according to the scene model with animation and dynamic material.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the program is executed by a processor, it implements the three-dimensional visual simulation construction method according to any one of claims 1-7.
10. A data processing device, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the three-dimensional visual simulation construction method according to any one of claims 1-7.
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