Ground tile UV map generation method and device and medium

The method of calculating UV coordinates through BIM modeling and vector linear combination solves the problem that traditional UV mapping methods cannot handle irregular ground tiles, and realizes the natural map effect and efficient automation of irregular ground tiles.

CN120451364APending Publication Date: 2025-08-08深圳市斯维尔科技股份有限公司
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510431937.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-08
Publication Date
2025-08-08

AI Technical Summary

Technical Problem

Traditional UV mapping methods cannot be applied to irregularly shaped floor tiles, resulting in problems of texture distortion and untidy seams.

Method used

Using BIM-based digital modeling method, a local coordinate system is established through parallel vectors, and UV coordinates are calculated through linear combination of vectors, including input parallelogram edge vectors, matching edge vectors to establish local coordinate systems, linearly solving vertex coordinates, calculating UV coordinates and coordinate normalization, etc., to generate UV maps.

Benefits of technology

It supports the processing of irregular graphics, adapts to different texture proportions and directions, ensures the continuity and rationality of texture patterns, avoids texture stretching and misalignment, and improves the automation flexibility and adaptability of textures.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120451364A_ABST
    Figure CN120451364A_ABST
Patent Text Reader

Abstract

The invention relates to a floor tile UV mapping generation method, which is used for carrying out digital modeling on floor tiles based on BIM (Building Information Modeling) and obtaining a floor tile vertex data set for calculating UV coordinates through vector linear combination, and outputting the UV coordinates for floor tile mapping. The generation method comprises the following steps: S1, inputting a parallelogram side vector and a corresponding mapping proportion; s2, edge vectors are matched, and a local coordinate system is established; s3, linearly resolving vertex coordinates; s4, calculating a UV coordinate; s5, normalizing and adjusting the coordinates; s6, outputting UV coordinate data for tile mapping; according to the method, the local coordinate system is established by using the parallel vectors, and the UV coordinates are calculated through the vector linear combination and are used for generating the UV map of the floor tile, so that the method not only supports the processing of irregular graphs, but also can meet the requirements of different texture proportions, direction fault tolerance, coordinate normalization and the like, and solves the problem that a traditional UV mapping method is not suitable for irregular floor tiles.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the technical field of architectural design, and in particular to a method, device and medium for generating UV mapping of floor tiles. Background Art

[0002] In architectural design, the way tiles are laid directly affects the aesthetics and practicality of interior spaces. Traditional tile laying mostly relies on tiles with regular shapes (such as squares or rectangles). However, when dealing with irregular ground shapes (such as circles and ovals), existing technologies often face problems such as texture distortion and uneven seams. Especially on complex ground surfaces, traditional texture mapping (UV mapping) methods cannot meet the requirements, resulting in poor tile laying effects.

[0003] In the existing technology, common tile laying schemes mainly rely on UV mapping of regularly shaped tiles; the texture is projected onto the surface of the three-dimensional model through two-dimensional coordinates, which is suitable for regular geometric bodies; however, when the tiles are irregularly shaped, the traditional UV mapping method is prone to texture distortion. Summary of the Invention

[0004] The purpose of the present invention is to overcome the defects of the prior art and provide a method, device and medium for generating UV maps of floor tiles, so as to solve the problem that the UV mapping method in the prior art is not suitable for irregular floor tiles.

[0005] To achieve the above-mentioned object, the present invention provides a method for generating UV maps for floor tiles. The method uses BIM to perform digital modeling of floor tiles and obtain a vertex data set of floor tiles, calculates UV coordinates through linear combination of vectors, and outputs UV coordinates for floor tile mapping. The method comprises the following steps:

[0006] S1. Input the parallelogram edge vector and the corresponding texture ratio;

[0007] S2, match edge vectors and establish a local coordinate system;

[0008] S3, linear solution of vertex coordinates;

[0009] S4. Calculate UV coordinates;

[0010] S5, coordinate normalization and adjustment;

[0011] S6. Output UV coordinate data for tile mapping.

[0012] By adopting this technical solution, parallel vectors are used to establish a local coordinate system, and the UV coordinates are calculated through linear combination of vectors for UV mapping generation of floor tiles. This not only supports the processing of irregular graphics, but also can adapt to different texture ratios, direction tolerance and coordinate normalization requirements, solving the problem that traditional UV mapping methods are not suitable for irregular floor tiles.

[0013] Furthermore, step S1 includes providing two parallel side vectors A and B of the parallelogram, and a texture height and a texture width corresponding to vectors A and B respectively.

[0014] Further, step S2 includes traversing the edge geometry of the ground tile polygon and matching edges that are parallel to vector A, vector B, or their sign combinations (-A, B), (-A, -B), (A, -B);

[0015] After the matching is successful, the common vertex is recorded as the origin P0, and a local two-dimensional vector coordinate system is established with vector A and vector B as the basis.

[0016] By adopting this technical solution, the parallelogram area in the floor tile graphics is identified, and with vector A and vector B as the basis, the linear expression of each vertex in the complex irregular floor tiles is achieved.

[0017] Furthermore, step S3 includes solving the linear equation P=tA+zB+P0 for each vertex P in the target area, and calculating the linear combination coefficients t and z of the point in the local coordinate system.

[0018] Furthermore, step S4 includes calculating the UV coordinates of each point based on the proportional relationship between the actual lengths of vectors A and B and the texture size:

[0019] U = z * (map width / actual length of vector B);

[0020] V=t*(texture height / actual length of vector A).

[0021] Furthermore, step S5 includes normalizing and modulo-ing the UV values so that all UV values are in the standard texture space.

[0022] By adopting this technical solution, all UV coordinates are limited to a reasonable range to ensure the continuity of the texture pattern.

[0023] Furthermore, step S6 includes outputting all UV coordinates to the material system, further generating an image with UV information for tile mapping.

[0024] The present invention also provides a floor tile UV map generation device, which includes a processor, a memory, and program instructions stored in the memory. When the program instructions are run, they are used to execute the floor tile UV map generation method according to any one of claims 1 to 7.

[0025] The present invention also provides a floor tile UV map generation medium, on which a computer program is stored. When the computer program is executed by a processor, the floor tile UV map generation method according to any one of claims 1 to 7 is implemented.

[0026] Compared with the prior art, the present invention has the following beneficial effects:

[0027] 1. The present invention uses parallel vectors to establish a local coordinate system and calculates UV coordinates through linear combination of vectors for UV mapping generation of floor tiles. It not only supports the processing of irregular graphics, but also can adapt to different texture ratios, direction tolerance and coordinate normalization requirements, solving the problem that traditional UV mapping methods are not suitable for irregular floor tiles.

[0028] 2. The present invention automatically matches parallel vectors and establishes a local coordinate system based on these vectors, so as to accurately calculate the UV coordinates of each vertex and automatically normalize the coordinate values to ensure the continuity and rationality of the UV mapping.

[0029] 3. The present invention can flexibly adapt to different texture proportions and directions, making the tile mapping more natural and avoiding common mapping stretching and dislocation problems; at the same time, the input data supports a variety of graphics and proportions, greatly improving the flexibility and adaptability of mapping automation, saving the time and cost of manual adjustment and modification. BRIEF DESCRIPTION OF THE DRAWINGS

[0030] Figure 1 This is a flow chart of the method for generating UV maps for floor tiles in the present invention;

[0031] Figure 2 A schematic diagram of vertex data input for tiles when the present invention is applied to irregular graphics;

[0032] Figure 3 This is a schematic diagram of the final mapping effect obtained by calculating the vertex data and parallelogram edge vectors when the present invention is applied to irregular graphics. DETAILED DESCRIPTION

[0033] Explanation of terms:

[0034] BIM: Building Information Modeling;

[0035] Irregular shapes: These are shapes with irregular shapes and non-linear boundaries, specifically circles. Compared to regular geometric shapes like rectangles and squares, irregular shapes require special processing and are generally more challenging to solve in tile mapping algorithms.

[0036] Vertex data: refers to the coordinate information of each vertex that makes up the shape; in this case, it refers to the coordinate data of all vertices on the boundary of the circular shape, usually expressed in two-dimensional coordinate form (x, y);

[0037] Parallelogram side vectors: refers to the two opposite sides of the parallelogram. The direction and length of these two sides are used as the basis vectors for calculating texture coordinates. These two vectors can be used to construct a local coordinate system and then calculate the position of each vertex in the texture space.

[0038] The present invention will be further described below with reference to the accompanying drawings and specific embodiments.

[0039] Please see the attached Figure 1 The present invention provides a method for generating UV maps for floor tiles. The method is based on using BIM to perform digital modeling of floor tiles and obtain a vertex data set of floor tiles, which is used to calculate UV coordinates through linear combination of vectors and output UV coordinates for floor tile mapping. The generation method includes the following steps: S1, inputting parallelogram edge vectors and corresponding mapping ratios; S2, matching edge vectors and establishing a local coordinate system; S3, linearly solving vertex coordinates; S4, calculating UV coordinates; S5, normalizing and adjusting coordinates; S6, outputting UV coordinate data for tile mapping;

[0040] A local coordinate system is established using parallel vectors, and UV coordinates are calculated through linear combination of vectors for UV mapping generation of floor tiles. This not only supports the processing of irregular graphics, but also adapts to different texture ratios, direction tolerance, and coordinate normalization requirements, solving the problem that traditional UV mapping methods are not suitable for irregular floor tiles.

[0041] Furthermore, step S1 includes providing two parallel side vectors A and B of the parallelogram, and a texture height and a texture width corresponding to vectors A and B respectively.

[0042] Furthermore, step S2 includes traversing the edge geometry of the floor tile polygon and matching edges parallel to vector A, vector B or their symbol combinations (-A, B), (-A, -B), (A, -B); after successful matching, recording the common vertex as the origin P0, and establishing a local two-dimensional vector coordinate system with vector A and vector B as the basis; identifying the parallelogram area in the floor tile graphics, and using vector A and vector B as the basis to achieve linear expression of each vertex in the complex irregular floor tiles.

[0043] Furthermore, step S3 includes solving the linear equation P=tA+zB+P0 for each vertex P in the target area, and calculating the linear combination coefficients t and z of the point in the local coordinate system.

[0044] Furthermore, step S4 includes calculating the UV coordinates of each point based on the proportional relationship between the actual lengths of vectors A and B and the texture size: U = z*(texture width / actual length of vector B); V = t*(texture height / actual length of vector A).

[0045] Furthermore, step S5 includes normalizing and modulo-ing the UV values so that all UV values are in the standard texture space; limiting all UV coordinates to a reasonable range to ensure the continuity and repeatability of the texture pattern; the specific method is as follows: using positive modulo operation to process negative UV values U′

[0046] =(Umod1+1)mod1, V′=(Vmod1+1)mod1, ensuring that the UV coordinates are always in the standard texture space to support seamless mapping.

[0047] Furthermore, step S6 includes outputting all UV coordinates to the material system, further generating an image with UV information for tile mapping.

[0048] The present invention also provides a floor tile UV map generation device, which includes a processor, a memory and program instructions stored in the memory. When the program instructions are run, they are used to execute the floor tile UV map generation method.

[0049] The present invention also provides a floor tile UV map generation medium, on which a computer program is stored. When the computer program is executed by a processor, a floor tile UV map generation method is implemented.

[0050] The present invention has been described in detail above with reference to the embodiments of the accompanying drawings. A person skilled in the art can make various modifications to the present invention based on the above description. Therefore, certain details in the embodiments should not be construed as limiting the present invention. The scope of protection of the present invention shall be determined by the scope defined in the appended claims.

Claims

1. A method for generating UV maps for floor tiles, based on digital modeling of floor tiles using BIM and obtaining a vertex data set of floor tiles, for calculating UV coordinates through linear combination of vectors, and outputting UV coordinates for floor tile mapping, characterized in that: The generation method comprises the following steps: S1. Input the parallelogram edge vector and the corresponding texture ratio; S2, match edge vectors and establish a local coordinate system; S3, linear solution of vertex coordinates; S4. Calculate UV coordinates; S5, coordinate normalization and adjustment; S6. Output UV coordinate data for tile mapping.

2. The method for generating UV maps for floor tiles according to claim 1, characterized in that: Step S1 includes providing two parallel edge vectors A and B, and a texture height and a texture width corresponding to vectors A and B respectively.

3. The method for generating UV maps for floor tiles according to claim 2, characterized in that: Step S2 includes traversing the edge geometry of the ground tile polygon and matching edges that are parallel to vector A, vector B, or their sign combinations (-A, B), (-A, -B), (A, -B); After the matching is successful, the common vertex is recorded as the origin P0, and a local two-dimensional vector coordinate system is established with vector A and vector B as the basis.

4. The method for generating UV maps for floor tiles according to claim 3, characterized in that: Step S3 includes solving the linear equation P=tA+zB+P0 for each vertex P in the target area, and calculating the linear combination coefficients t and z of the point in the local coordinate system.

5. The method for generating UV maps for floor tiles according to claim 4, characterized in that: Step S4 includes calculating the UV coordinates of each point based on the proportional relationship between the actual lengths of vectors A and B and the texture size: U = z * (map width / actual length of vector B); V=t*(texture height / actual length of vector A).

6. The method for generating UV maps for floor tiles according to claim 1, characterized in that: Step S5 includes normalizing and modulo-ing the UV values so that all UV values are in the standard texture space.

7. The method for generating UV maps for floor tiles according to claim 1, characterized in that: Step S6 includes outputting all UV coordinates to the material system, further generating an image with UV information for tile mapping.

8. A device for generating UV maps for floor tiles, characterized by: The device includes a processor, a memory, and program instructions stored in the memory. When the program instructions are executed, the device is used to execute the method for generating UV maps for floor tiles according to any one of claims 1 to 7.

9. A floor tile UV map generation medium, characterized by: The medium stores a computer program, which, when executed by a processor, implements the method for generating UV mapping for floor tiles according to any one of claims 1 to 7.