A 3D visualization-based online multi-element cloud exhibition hall system
The 3D visualization online multi-cloud exhibition hall system solves the problems of fragmented information interaction, lag during theme switching, and inefficient production process in virtual tours. It achieves dynamic synchronization of multimedia information and smooth, lag-free theme switching, thus improving the user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NANJING SIDE DECORATION ENG CO LTD
- Filing Date
- 2025-05-13
- Publication Date
- 2026-06-09
Smart Images

Figure CN120510291B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of information processing technology, and in particular to a 3D visualization-based online multi-cloud exhibition hall system. Background Technology
[0002] Currently, virtual tour guide technology is widely used in digital cultural tourism, online education, virtual exhibition halls, and other fields. Its core value lies in providing users with an immersive information acquisition experience through 3D scene roaming and multimedia interaction. Existing technologies generally use hotspot icons to mark key information points, combine them with tour guide nodes to achieve scene switching, and support basic theme style configuration. However, as users' demands for interaction depth, content density, and scene diversity continue to increase, traditional solutions are gradually revealing systemic defects in key technical aspects.
[0003] Firstly, in terms of information presentation, existing hotspot card technology has long remained at the static display stage. While mainstream systems allow configuration of text and images, they cannot achieve precise binding between display status and timeline. For example, when the tour node switches to an artifact display case, the associated restoration process video and background audio narration need to be manually triggered to play. The card display duration cannot automatically match the media duration, resulting in the card disappearing before the video finishes playing, or the card remaining on the screen after the audio ends. This problem of "disconnect between display logic and content rhythm" causes the tour process to lose narrative coherence.
[0004] Secondly, the guided tour production process suffers from a significant "secondary processing" bottleneck. After configuring the camera movement path, developers need to export the node timecodes to third-party audio software (such as Audition) to match the narration, and then re-import them into the system to calibrate the subtitle display. During this process, any minor adjustment to the path will trigger a chain reaction of audio-visual realignment. More importantly, the existing timeline management system can only linearly control a single element (such as camera movement or audio playback), lacking a global synchronization mechanism across media types. When a user adds a 10-second close-up shot to an exhibit, they must manually extend the corresponding narration segment and adjust the timing of the subtitles frame by frame, resulting in an exponential increase in operational complexity.
[0005] Furthermore, there is a severe imbalance between the need for multiple themes to coexist and the resource management mechanism. While the current solution supports theme switching, it uses a "full replacement" mode—requiring the uninstallation of all resources from the old theme and the loading of the new package during switching, resulting in brief blackouts and performance fluctuations. For example, when switching a museum tour from "daytime mode" to "nighttime mode," the same architectural models are repeatedly loaded, wasting memory. In addition, theme style parameters (such as light intensity and material reflectivity) are adjusted globally, making it impossible to compare and contrast themes of "historical original appearance" and "modern restoration," thus limiting the application value in teaching and research scenarios. Summary of the Invention
[0006] The purpose of this invention is to provide a 3D visualization-based online multi-dimensional cloud exhibition hall system, which solves the problems of fragmented multimedia information interaction, lag during theme switching, and inefficient production process in virtual tour systems.
[0007] To achieve the above objectives, the present invention provides the following technical solution:
[0008] A 3D visualization-based online multi-dimensional cloud exhibition hall system includes:
[0009] The workbench module is used to manage user works and material resources, including work editing, material classification and storage, and recycle bin functions; the hotspot configuration module is connected to the workbench module and receives its material data, used to realize multimodal configuration of hotspot icons and card information and management of jump links;
[0010] The tour guide management module is connected to the hotspot configuration module and receives its configuration rules. It is used to synchronously control the camera movement duration of the tour guide nodes, the display and hiding logic of hotspot cards, and the playback of media resources based on the time axis.
[0011] A multi-theme module, connected to the workbench module and the navigation management module, is used to load multiple theme configuration packages and dynamically switch scene content according to user instructions;
[0012] The rendering engine module is connected to the navigation management module and the multi-theme module, receives timeline instructions and theme rendering parameters, and performs 3D scene rendering and cross-platform interactive response.
[0013] Preferably, the hotspot configuration module includes:
[0014] The text configuration unit supports a multi-level text structure of main title, subtitle and body text, and can be configured with word-by-word printing animation effects; the file plus text configuration unit supports embedding PDF, audio and video files, and each file is associated with an independent text description panel;
[0015] The jump link control unit supports four types of link configurations: scene jump, custom page jump, third-party link jump, and platform content jump.
[0016] Preferably, the tour guide management module includes:
[0017] The guide node control unit dynamically adjusts the node switching duration based on the VR scene engine's time controller, and the camera movement trajectory is generated through a cubic Bézier curve interpolation algorithm.
[0018] The timeline synchronization unit globally aligns the camera movement trajectory of the navigation nodes, the appearance and disappearance time of hotspot cards, and the playback progress of media resources, with an alignment error of less than 0.1 seconds.
[0019] Preferably, the display duration T of the hotspot card in the time axis synchronization unit card Based on the associated audio duration T audio Dynamic calculation, the calculation rules are as follows:
[0020]
[0021] Preferably, the multi-topic module includes:
[0022] The theme container unit stores independent theme configuration packages and dynamically loads resources using on-demand loading technology;
[0023] The hybrid rendering unit allocates 3D models of different themes to independent rendering layers and achieves overlay display through transparency blending; the resource release unit releases memory resources of inactive themes based on the theme's activity status using the LRU algorithm.
[0024] Preferably, in the hybrid rendering unit:
[0025] The final pixel color of the transparency blend is calculated by weighting the alpha channels of the foreground color and the background color;
[0026] Global illumination parameters are dynamically adjusted according to the theme style, including high ambient light intensity in bright mode and low ambient light intensity in dark mode.
[0027] Preferably, the alpha channel weighted calculation formula for the foreground color and background color is as follows: C final =C foreground ·α+C background ·(1-α);
[0028] Among them, C foreground Indicates the foreground color, C background The background color is represented by α, and the transparency value of the foreground is α∈[0,1].
[0029] Preferably, the rendering engine module includes:
[0030] The scene rendering unit optimizes the rendering accuracy of 3D models based on view frustum clipping and LOD technology. The view frustum clipping priority is calculated based on the spatial distance between the model and the camera.
[0031] The interactive response unit triggers the display of hotspot cards, navigation logic, and media resource playback through an event listening mechanism;
[0032] The cross-platform output unit adapts the rendering results to web, mobile, and desktop platforms.
[0033] Preferably, in the scene rendering unit:
[0034] In LOD technology, the threshold for switching model detail levels is adaptively adjusted based on the user's perspective movement speed.
[0035] The priority of view frustum clipping is calculated as follows: the closer the spatial distance between the models, the higher the priority.
[0036] In summary, this application includes at least one of the following beneficial technical effects:
[0037] 1. This application supports the composite configuration of main and subtitles, PDF previews, audio and video resources and text descriptions through multi-level text structure and file hybrid embedding technology. Compared with the single text or image display format of traditional tour guide systems, it breaks through the bottleneck of single information carrier and limited display dimensions. Users can freely combine interactive elements such as print animations and floating text and graphics descriptions to make the knowledge transmission in virtual scenes more vivid and three-dimensional.
[0038] 2. Based on the dynamic Bezier path interpolation algorithm and the global alignment mechanism of the time axis, this invention can automatically adjust the camera movement speed and node dwell time according to the scene content density. Existing technologies often result in insufficient display of key content or dragging of simple scenes due to fixed camera movement rhythm. In this solution, the system analyzes the distribution density of hotspots in real time and dynamically extends the tour time of complex areas. At the same time, it smoothly connects the perspective switching through curved paths to eliminate the sense of screen jump and make the tour process more relaxed.
[0039] 3. This application adopts layered rendering and on-demand loading technology. This invention realizes the overlay display and smooth switching of multiple theme resources in a unified scene. In traditional solutions, theme switching requires restarting the scene or clearing the cache, resulting in a fragmented experience. This technology allows "historical mode" and "science fiction style" theme elements to coexist through independent rendering layer allocation. Users can slide to adjust the transparency mixing ratio. When the system load increases, the high-precision model of inactive theme is automatically unloaded, and the low-poly version of the core content is retained, taking into account both visual effects and operational stability. Attached Figure Description
[0040] Figure 1 This is a framework diagram of the system in this application;
[0041] Figure 2 This is a framework diagram of the hotspot configuration module in this application;
[0042] Figure 3 This is a framework diagram of the navigation management module in this application;
[0043] Figure 4 This is a framework diagram of the multi-topic modules in this application;
[0044] Figure 5 This is a framework diagram of the rendering engine module in this application. Detailed Implementation
[0045] The following is in conjunction with the appendix Figure 1 This application will be described in further detail below.
[0046] A 3D visualization-based online multi-dimensional cloud exhibition hall system, referring to Figure 1 ,include:
[0047] The workbench module manages user works and material resources, including work editing, material classification and storage, and a recycle bin. As the core management unit of the 3D visualized online multi-dimensional cloud exhibition hall system, the workbench module enables full lifecycle management of user works and material resource scheduling, specifically including work editing, material classification and storage, and a recycle bin. This module interacts with the hotspot configuration module, the navigation management module, and the multi-theme module through a structured data interface. Specifically, the work editing function is responsible for version control and collaborative editing of scene configuration files.
[0048] The material classification and storage function enables standardized processing and efficient retrieval of multimedia resources;
[0049] The recycle bin feature provides a two-stage data management mechanism of logical deletion and physical cleanup.
[0050] In some embodiments, the work editing function is built on a distributed version control system, and its technical implementation is as follows:
[0051] Scene configuration file format: Defined using JSON structure, including scene identifier (scene_id), camera parameters (coordinates, rotation angle), hotspot coordinate list and navigation node sequence;
[0052] Version control mechanism: Git-LFS (Large File System) records incremental data for each edit operation, and the hash value of the difference file is stored in the patch file generated by gitdiff. For example, when a user modifies camera view parameters, only the changed camera_params field is stored, and the historical state is restored through patch merging during version rollback.
[0053] In one possible implementation, the collaborative editing function resolves conflicts between multiple concurrent editors through an Operation Transformation (OT) algorithm.
[0054] Specifically, when two users simultaneously modify the hotspot coordinates of the same scene, the system automatically detects the conflict area and generates a merging suggestion. The conflict resolution rules are defined as follows:
[0055]
[0056] In this context, the coordinates of both user A and user B are three-dimensional vectors (x, y, z).
[0057] Specifically, the material classification and storage function supports standardized management of seven resource formats, including PDF documents, audio files (MP3 / WAV), video files (MP4), panoramic images, 3D models (glTF2.0), SVG vector icons, and Markdown text. Its technical details include:
[0058] File preprocessing workflow: 3D model conversion: Convert FBX, OBJ, and other formats to glTF2.0, and perform Draco compression using the glTF-pipeline tool. The compression ratio calculation formula is:
[0059]
[0060] LOD generation: Creates multi-level detail versions for 3D models, where the low-poly face count is dynamically calculated based on the original face count. The simplified scaling factor β is defined as follows:
[0061]
[0062] Resource retrieval optimization:
[0063] An inverted index is built based on Elasticsearch, supporting tag-based queries (e.g., "Material: Metal", "Resolution: 4K"); query response time is controlled within 50ms using sharding technology, with the following sharding rules:
[0064]
[0065] The recycle bin function employs a two-stage mechanism of logical deletion and physical cleanup, specifically implemented as follows:
[0066] Logical deletion phase: After the user performs the deletion operation, the file metadata is marked as is_deleted=1, the physical storage path remains unchanged, and the retention period is fixed at 15 days (1,296,000 seconds);
[0067] Physical cleanup phase: A background scheduled task scans the `deleted_time` field daily, performs irreversible deletion on expired files, and releases disk space using the following algorithm:
[0068]
[0069] In one possible implementation, the file recovery function ensures data consistency through a write-ahead log (WAL). For example, when recovering a deleted PDF file, the system performs the following atomic operations:
[0070] Retrieve the original path, permissions, and version information of the file from the WAL log;
[0071] Reset the is_deleted field to 0;
[0072] Rebuild the file index to the Elasticsearch database.
[0073] The workbench module works in conjunction with other modules of the system in the following ways:
[0074] Hotspot Configuration Module: Calls the material library interface of the workbench module to obtain metadata (such as file size and duration) of PDF, audio and video files, and downloads resources via HTTP protocol;
[0075] Guide Management Module: Exports scene configuration files (JSON format) from the workbench module and parses the timeline_nodes field to generate the initial guide timeline;
[0076] Multi-theme module: Theme resource packages are dynamically obtained from the workbench module through an on-demand loading interface (such as UnityAddressables), and the loading priority is dynamically adjusted according to user operations.
[0077] For example, when a user uploads an MP4 video file in the hotspot configuration module, the workbench module performs the following operations:
[0078] Verify the file format (H.264 encoding) and resolution (≥1080P);
[0079] Generate video thumbnails (256×144 resolution) and save them to the media library;
[0080] Returns the CDN-accelerated download link and metadata (duration, frame rate) of the video file.
[0081] Please refer to Figure 2 The hotspot configuration module is connected to the workbench module and receives its material data, used to realize multimodal configuration of hotspot icons and card information and management of jump links;
[0082] The hotspot configuration module connects to the workbench module via a data interface, receiving categorized and stored material resources (including PDF documents, audio, video files, and 3D models), and implementing multimodal configuration of hotspot icons and card information, as well as management of jump links. This module generates interactive content based on hierarchical configuration rules and collaborates with the navigation management module and rendering engine module through standardized protocols to ensure dynamic adaptation of information display and interaction logic for users within the virtual scene.
[0083] In some embodiments, the text configuration unit supports a multi-level text structure of main title, subtitle, and body text, and its technical implementation includes the following core logic:
[0084] Hierarchical text rendering: The text structure is defined using Markdown syntax, and a DOM tree is generated after parsing, where the main title node corresponds to the HTML. <h1> Tags and subtitles correspond< / h1> <h2>Tags, corresponding to the main text content Label.
[0085] Character-by-character printing animation control: Total animation duration T animation The number of characters n and the word spacing t char The decision is made using the following formula: T animation =n·t char (t char (∈[0.1,1.0] seconds).
[0086] Specifically, when the user sets t char When the time is 0.2 seconds and the number of text characters n = 50, the total animation duration is 10 seconds.
[0087] Gradual transparency effect: The transparency value α is linearly interpolated from the initial value of 0 to 1, and the interpolation step size Δα is based on the display duration T. fade calculate:
[0088]
[0089] For example, if T fade =2 seconds and the frame rate is 60FPS, then the transparency increment per frame is 1 / (2×60)≈0.0083.
[0090] In one possible implementation, the file plus text configuration unit achieves the integrated display of multimedia resources and text descriptions in the following way:
[0091] PDF file embedding and rendering:
[0092] Render the PDF page onto a Canvas, with the scaling factor 's' based on the canvas width W. canvas With the original width W of the PDF pdf Dynamic calculation:
[0093]
[0094] For example, when the canvas width is 800px and the original PDF width is 1600px, the scaling ratio is 0.5 to ensure that the content is displayed completely.
[0095] Streaming playback control:
[0096] Audio / video files use the HLS protocol for adaptive bitrate switching, with resolution selection based on network bandwidth BB and a threshold B. threshold :
[0097]
[0098] If the real-time bandwidth is 1500Kbps, select standard definition resolution to ensure smooth playback.
[0099] Text description panel location:
[0100] The screen coordinates (x, y) of the text panel are determined by the position of the hotspot icon (x). hotspot ,y hotspot ) and offset Δx, Δy calculation: x = x hotspot +Δx,y=y hotspot +Δy;
[0101] Where, x hotspot y hotspot The coordinates of the hotspot icon in the screen coordinate system are in pixels (px); Δx and Δy are the horizontal / vertical offsets of the text panel relative to the hotspot icon, with a default value of 10 pixels, which are adaptively adjusted according to the screen resolution.
[0102] The offset can be adaptively adjusted according to the screen resolution. For example, in portrait mode on mobile devices, Δy is increased to 20px to avoid occlusion.
[0103] Specifically, the jump link control unit supports the configuration and execution of four types of jump logic:
[0104] Scene transition:
[0105] The target scene is loaded asynchronously by calling the SceneManager.LoadSceneAsync() method of the Unity engine, and the loading progress is synchronized to the rendering engine module through the event callback function.
[0106] Custom page redirection:
[0107] The HTML page size is scaled according to the device screen ratio. The scaling factor k is calculated using the following formula:
[0108]
[0109] Among them, W device H device Width and height of the user device screen, in pixels (px); W page H page The original design size of the custom HTML page, in pixels (px); k is the page scaling factor to ensure the content adapts to the device screen.
[0110] For example, if the device screen is 1080×1920px and the page design size is 1200×1600px, then the scaling factor is 0.9.
[0111] Third-party link redirection:
[0112] Obtain a user authorization token via the OAuth 2.0 protocol. The token is valid for T years. token The timeout is fixed at 3600 seconds and will automatically refresh after the timeout period.
[0113] Platform content redirection:
[0114] When connected to the DICTSHOP platform, product data is transmitted via Protobuf protocol encoding, and then rendered to the 3D interface after decoding. The scaling ratio of product models is uniformly 0.8 times.
[0115] The hotspot configuration module interacts with other modules of the system in the following ways:
[0116] Obtain materials from the workbench module: retrieve metadata (such as file size and duration) of PDF, audio, and video files via HTTPGET requests, and download resources via CDN-accelerated links.
[0117] The navigation management module passes parameters: the display duration T of the hotspot card. card The animation parameters are encapsulated as JSON commands and aligned to the global timeline via the timeline synchronization unit.
[0118] In conjunction with the rendering engine module: Jump link configuration commands are transmitted to the interactive response unit via the event bus, triggering scene switching or page loading operations.
[0119] For example, when a user configures a hotspot containing a PDF file and a word-for-word printing animation, the module executes the following process:
[0120] Download the PDF file from the workbench module and parse out the page numbers;
[0121] Based on the number of characters n=100 and the word spacing t char =0.3 seconds, calculate the total animation duration T animation = 30 seconds;
[0122] Send the PDF scaling factor s=0.6 and the animation parameters to the rendering engine module.
[0123] Please refer to Figure 3 The tour guide management module is connected to the hotspot configuration module and receives its configuration rules, which are used to synchronously control the camera movement duration of the tour guide nodes, the display and hiding logic of hotspot cards, and the playback of media resources based on the time axis.
[0124] The tour guide management module is connected to the hotspot configuration module via a data bus, receiving its configuration rules (including hotspot card display parameters, jump link logic, and media resource metadata). Based on a timeline synchronization mechanism, it controls the camera movement trajectory of tour guide nodes, the display logic of hotspot cards, and aligns media playback progress. The module uses a dynamic interpolation algorithm and error compensation mechanism to ensure the temporal consistency of all elements during the virtual tour, with the global error strictly limited to within 0.1 seconds.
[0125] In one possible implementation, the guide node control unit generates the camera motion trajectory through the following steps:
[0126] Control point calculation: Based on the user-defined sequence of navigation nodes (starting point P) start End point P end The system automatically generates two intermediate control points, P1 and P2, whose coordinates are calculated using the following formula:
[0127]
[0128] in, d is the unit direction vector from the starting point to the ending point; offset This is the control point offset, with a default value of path length D. path 30% (i.e., 0.3D) path ).
[0129] Path length calculation: Path length D of a cubic Bézier curve path Approximate calculation using numerical integration yields a step size Δt = 0.01.
[0130]
[0131] Among them, t i For the discrete sampling point parameters of the numerical integration, there are 100 equally spaced points covering the interval [0, 0.99]; ||B(t) i +Δt)-B(t i )|| represents adjacent sampling points t i and t i The Euclidean distance (straight-line distance) between +Δt, where: Among them, (x i ,y i ,z i ) is B(t) i The three-dimensional coordinates of )
[0132] B(t) is the three-dimensional coordinate value of the cubic Bézier curve at the parameter t, which is generated by interpolation from control points P0, P1, P2, and P3. The calculation formula is: B(t) = (1-t). 3 P0+3t(1-t) 2 P1+3t 2 (1-t)P2+t 3 P3(t∈[0,1]).
[0133] Specifically, node switching time T switch Based on the scenario complexity coefficient k complexity The dynamic adjustment is calculated according to the following rules:
[0134]
[0135] Where, k complexity The scene complexity coefficient, ranging from 1.0 to 3.0, is calculated using a weighted average of the following factors: k complexity =1.0 + 0.5·N hotspot +0.3·L audio ;
[0136] N hotspot L represents the number of active hotspots in the current scene. audio The total duration (in seconds) of the associated audio files is normalized to the [0,1] interval; v base The base speed for camera movement is fixed at 2 meters per second.
[0137] Example: If there are 5 hotspots in the scene and the audio duration is 10 seconds, then:
[0138] k complexity =1.0 + 0.5·5 + 0.3·(10 / 60) ≈ 3.55 (Since it exceeds the upper limit, take 3.0);
[0139] In the timeline synchronization unit, the hotspot card is displayed for a duration T. card Related audio duration T audio The matching rules are as follows:
[0140]
[0141] Audio duration parsing: Extracting duration from the audio file header information (MP3 files are parsed using ID3 tags, and WAV files are read using RIFF blocks);
[0142] Force display of lower limit: When T audio When the time is ≤5 seconds, the card display duration is fixed at 5 seconds to avoid incomplete information display.
[0143] Specifically, time axis synchronization errors are eliminated in the following ways:
[0144] Linear interpolation compensation: When a hotspot card's visibility time deviation Δt is detected, its transparency interpolation weight w is adjusted.
[0145]
[0146] If Δt = 0.05 seconds and T card = 8 seconds, then w = 0.00625, and the transparency is adjusted to:
[0147] α next =α current ±w·(α end -α start );
[0148] Where, α current The current transparency value; α end α is the target value for transparency. start is the initial value for transparency; w is the interpolation weight (dimensionless), used to adjust the rate of change of transparency;
[0149] Dynamic adjustment of audio playback rate: When the audio playback progress deviates by Δt audio If the time exceeds 0.1 seconds, adjust the playback speed r:
[0150]
[0151] Where, Δt audio This represents the audio playback progress deviation, in seconds; sign(Δt) audio The deviation direction is indicated by +1 (indicating lead and -1 indicating lag); the speed adjustment range is limited to [0.9, 1.1] to avoid tone distortion.
[0152] Example: If the audio is 0.2 seconds ahead and the total duration is T audio =10 seconds, then:
[0153] r=1-min(0.1,0.2 / 10)=1-0.02=0.98;
[0154] Data interaction with the hotspot configuration module:
[0155] Receive configuration parameters: Parse the data packets sent by the hotspot configuration module via the Protobuf protocol. The fields include: hotspot_id: a unique identifier for the hotspot (UUID format);
[0156] display_rules: Display rules (including T) card (Associated audio path);
[0157] jump_link: Jump link configuration (scene ID / URL).
[0158] Data verification: Verify the existence of the audio file and user permissions (read permission verification passes SHA-256 signature).
[0159] Instruction passing with the rendering engine module:
[0160] Bézier curve parameter transmission: control point coordinates P0~P3 and node switching time T switch Encapsulated as a binary instruction stream, with the following structure:
[0161] [Header: 4 bytes][P0.x: 4 bytes][P0.y: 4 bytes][P0.z: 4 bytes]...[T_switch: 4 bytes]
[0162] Real-time synchronization signal: A timeline synchronization signal (including global timestamp T) is sent every 0.1 seconds via the WebSocket protocol. global ).
[0163] Exception handling mechanism:
[0164] Path generation failed: If the calculation of Bézier curve control points is abnormal (e.g., path length D) path If the expression is 0, then switch to the linear interpolation algorithm:
[0165] P(t)=P start +t·(P end -P start (t∈[0,1]);
[0166] Audio parsing failed: If the audio file header information is corrupted, download the file again from the workbench module and retry (up to 3 times).
[0167] Please refer to Figure 4 A multi-theme module, connected to the workbench module and the navigation management module, is used to load multiple theme configuration packages and dynamically switch scene content according to user instructions;
[0168] The multi-theme module is data-connected to the workbench module and the navigation management module. It is used to load multiple theme configuration packages and dynamically switch scene content according to user operations, realizing the overlay and switching of diverse display themes in the same virtual scene. The module ensures a smooth and lag-free theme switching process through layered rendering technology and dynamic resource scheduling mechanism, and seamlessly connects with the camera movement trajectory and hotspot card display logic of the navigation management module.
[0169] In some embodiments, the theme container unit uses on-demand loading technology to manage independent theme configuration packages, and its technical implementation includes the following core logic:
[0170] Theme package structure: Each theme package is a ZIP compressed file containing a scene configuration file (JSON format), a 3D model (glTF2.0), a material texture set, and metadata (such as theme ID and version number).
[0171] Dynamic loading rules: When a user triggers a theme switch, the target theme package is downloaded from the resource library in the workbench module. After decompression, only the resources in the visible area are loaded. For example, if the user switches to "Dark Theme", low-poly (LOD) models and compressed materials are loaded first.
[0172] Memory pre-allocation: based on theme package size S theme (Unit: MB) Pre-allocated memory space, calculated using the following formula:
[0173] (Unit: MB) Pre-allocated memory space, calculated using the following formula:
[0174] Where 1.2 is the redundancy factor, used to avoid frequent memory expansion; S theme Total size of the theme configuration package, in megabytes (MB); M prealloc This refers to the size of the pre-allocated memory space, measured in megabytes (MB).
[0175] Specifically, the hybrid rendering unit achieves multi-theme overlay display through layered rendering and transparency blending, the technical details of which include:
[0176] Independent rendering layer allocation:
[0177] Each theme's 3D model is assigned to an independent rendering layer, with the layer ID bound to the theme ID.
[0178] The rendering layer opacity α is dynamically adjusted by the user or by the scene's lighting conditions. For example, in bright mode, the foreground layer opacity α = 0.8, and the background layer opacity α = 0.3.
[0179] Pixel color mixing calculation:
[0180] Final pixel color C final By foreground color C foreground With background color C background Alpha channel weighted calculation: C final =C foreground ·α+C background ·(1-α)(α∈[0,1]);
[0181] Among them, C foreground Foreground color (RGBA format, including alpha channel); C background α represents the background color (RGBA format); α represents the foreground transparency, where 0 is completely transparent and 1 is completely opaque.
[0182] Dynamic adjustment of global illumination:
[0183] Ambient light intensity I ambient Configure according to theme style, for example:
[0184]
[0185] Lighting parameters are passed to the GPU rendering pipeline in real time via ShaderUniform variables.
[0186] In one possible implementation, the resource release unit uses the LRU (Least Recently Used) algorithm to manage inactive topic resources, the technical details of which include:
[0187] Active status marker: Each theme package records the last access timestamp T. last This timestamp is updated when the user interacts with the system or switches navigation nodes.
[0188] Memory release rules: When the system memory usage exceeds the threshold M threshold When the resource usage rate reaches 80%, release the least used theme package resources. The release priority calculation formula is as follows:
[0189] Among them, T current The current system time, priority P release The higher the value, the higher the priority for release.
[0190] Resource uninstallation process:
[0191] Destroy the GPU resources (such as textures and vertex buffers) of the corresponding rendering layer;
[0192] Remove the decompressed theme package data from memory;
[0193] Retain metadata and thumbnails for quick reloading.
[0194] The multi-topic module interacts with other modules of the system in the following ways:
[0195] Obtain resources from the workbench module: Download the theme package via HTTPS protocol, verify the digital signature (SHA-256), and then decompress it to a temporary directory;
[0196] In collaboration with the navigation management module: Receive navigation node switching events and dynamically adjust the transparency α of the theme rendering layer to match the camera movement speed;
[0197] Send instructions to the rendering engine module: Encapsulate layered rendering parameters (such as layer ID and transparency) into a binary instruction stream and submit it through the GPU command queue.
[0198] Example: When a user switches from the "Default Theme" to the "Holiday Theme":
[0199] The theme container unit downloads the holiday theme package (150MB) from the workbench module and pre-allocates 180MB of memory;
[0200] The hybrid rendering unit creates a new rendering layer (layer ID = 2) and sets the initial transparency α = 0.5;
[0201] The tour guide management module updates the camera movement trajectory in real time to ensure that the camera movement speed matches the animation rhythm of the festival theme.
[0202] Please refer to Figure 5 The rendering engine module is connected to the navigation management module and the multi-theme module, receives timeline instructions and theme rendering parameters, and performs 3D scene rendering and cross-platform interactive response.
[0203] The rendering engine module is data-connected to the tour management module and the multi-theme module, receiving timeline synchronization commands and theme rendering parameters to perform efficient 3D scene rendering and cross-platform interactive responses. This module ensures visual fidelity and real-time performance during the virtual tour through dynamic optimization algorithms and layered rendering mechanisms, while also supporting multi-terminal device adaptation. The scene rendering unit, interactive response unit, and cross-platform output unit work collaboratively, seamlessly integrating with the aforementioned modules' tour node control and multi-theme switching logic.
[0204] In some embodiments, the scene rendering unit optimizes rendering efficiency based on frustum culling and level of detail (LOD) techniques, the technical details of which include:
[0205] LOD Adaptive Switching: Model Detail Level Switching Threshold d threshold Based on the user's perspective movement speed v user Dynamic adjustment, the calculation formula is:
[0206] Where, d threshold The base distance threshold, with a default value of 10 meters; v user The user's perspective movement speed (in meters per second) is calculated using camera displacement differential; v ref For reference speed, it is fixed at 2 m / s.
[0207] Example: When v user When d = 3 m / s threshold =10×(1+3 / 2)=25 meters, the long-distance model is switched to the low-precision LOD level.
[0208] View frustum clipping priority calculation: Model rendering priority P render Based on its spatial distance d from the camera model calculate:
[0209] (∈=0.01 meters, prevention is zero);
[0210] Models with higher priority (closer distance) are rendered first to avoid distant models consuming too many GPU resources.
[0211] Specifically, the interactive response unit binds user operations to system logic through an event bus mechanism, the technical implementation of which includes:
[0212] Hotspot card display / display control:
[0213] Receive the display duration parameter T sent by the navigation management module card The card's gradual appearance / fading is controlled by an opacity interpolation algorithm. The interpolation formula is:
[0214] Where α(t) is the transparency value at time t.
[0215] Jump link trigger:
[0216] When a user clicks on a trending card, the corresponding API is called based on the redirect type (scenario redirect, third-party link, etc.):
[0217] Scene transition: Calls the Unity engine's SceneManager.LoadSceneAsync() method;
[0218] Third-party links: Open the URL through your system browser and attach an OAuth2.0 token for verification.
[0219] In one possible implementation, the cross-platform output unit adapts to different terminals in the following way:
[0220] Web-based rendering: Employing the WebGL 2.0 standard, the 3D scene is rendered onto the HTML5 Canvas element, with the resolution dynamically scaling according to the browser viewport, at a scaling factor of kJ / k. web The calculation is as follows:
[0221]
[0222] Among them, W native ×H native For the original design resolution (e.g., 1920×1080), W viewport ×H viewport This is the current viewport size.
[0223] Mobile optimization:
[0224] Touch operations are mapped to virtual joystick events, and the joystick sensitivity (ss) is adaptively adjusted according to the screen DPI. (DPI is the device pixel density);
[0225] The rendering resolution is downgraded to 75% of the native resolution (e.g., a 1080P device rendering at 810P) to reduce GPU load.
[0226] The rendering engine module interacts with other modules of the system in the following ways:
[0227] Receive instructions from the navigation management module: parse the timeline synchronization signal (including the global timestamp T). global This drives the display animation of hotspot cards and the progress of media playback;
[0228] Obtain parameters from the multi-theme module: Receive layered rendering instructions (such as rendering layer ID, transparency α), and synchronize them to the GPU rendering pipeline;
[0229] Report status to the workbench module: report rendering error logs (such as shader compilation failure) and performance metrics (frame rate, GPU utilization).
[0230] Example: When the navigation management module triggers node switching:
[0231] The scene rendering unit updates the view frustum clipping range based on the camera position of the new node;
[0232] The interactive response unit resets the transparency interpolation timer for the hotspot card;
[0233] The cross-platform output unit dynamically adjusts the resolution to ensure smooth visuals on mobile devices.
[0234] The embodiments described in this specific implementation are preferred embodiments of this application and are not intended to limit the scope of protection of this application. Identical components are represented by the same reference numerals. Therefore, all equivalent changes made to the structure, shape, and principle of this application should be covered within the scope of protection of this application. < / h2>
Claims
1. A 3D visualization-based online multi-dimensional cloud exhibition hall system, characterized in that, include: The workbench module is used to manage user works and material resources, including work editing, material classification and storage, and a recycle bin function; The hotspot configuration module is connected to the workbench module and receives its material data, and is used to realize multimodal configuration of hotspot icons and card information and management of jump links; The tour guide management module is connected to the hotspot configuration module and receives its configuration rules. Based on the timeline, it synchronously controls the camera movement duration of the tour guide nodes, the display and hiding logic of hotspot cards, and the playback of media resources. The tour guide management module includes: The guide node control unit dynamically adjusts the node switching duration based on the VR scene engine's time controller, and the camera movement trajectory is generated through a cubic Bézier curve interpolation algorithm. The timeline synchronization unit globally aligns the camera movement trajectory of the navigation nodes, the display and disappearance time of hotspot cards, and the playback progress of media resources, with an alignment error of less than 0.1 seconds. Time axis synchronization errors are eliminated in the following ways: Linear interpolation compensation: When hotspot card display / disappearance time deviation is detected. At that time, adjust its transparency interpolation weights. : ; like =0.05 seconds and =8 seconds, then =0.00625, the transparency is adjusted to: ; in, This is the current transparency value; The target value for transparency; This is the initial value for transparency; Interpolation weights (dimensionless) are used to adjust the rate of change of transparency; Dynamic adjustment of audio playback rate: When the audio playback progress deviates... If the time exceeds 0.1 seconds, adjust the playback speed. : ; in, Audio playback progress deviation, in seconds; The deviation direction is indicated by +1 (+1 indicates leading, -1 indicates lagging); the rate adjustment range is limited to [0.9, 1.1] to avoid pitch distortion; Display duration of hotspot cards in the timeline synchronization unit Based on the duration of the associated audio Dynamic calculation, the calculation rules are as follows: ; A multi-theme module, connected to the workbench module and the navigation management module, is used to load multiple theme configuration packages and dynamically switch scene content according to user instructions; The rendering engine module is connected to the navigation management module and the multi-theme module, receives timeline instructions and theme rendering parameters, and performs 3D scene rendering and cross-platform interactive response.
2. The 3D visualization-based online multi-cloud exhibition hall system according to claim 1, characterized in that, The hotspot configuration module includes: The text configuration unit supports a multi-level text structure including main title, subtitle, and body text, and can be configured with word-by-word printing animation effects; The file-plus-text configuration unit supports embedding PDF, audio, and video files, and each file is associated with an independent text description panel; The jump link control unit supports four types of link configurations: scene jump, custom page jump, third-party link jump, and platform content jump.
3. The 3D visualization-based online multi-cloud exhibition hall system according to claim 1, characterized in that, The multi-topic module includes: The theme container unit stores independent theme configuration packages and dynamically loads resources using on-demand loading technology; The hybrid rendering unit assigns 3D models of different themes to independent rendering layers and achieves overlay display through transparency blending; The resource release unit uses the LRU algorithm to release memory resources of inactive topics based on their activity level.
4. The 3D visualization-based online multi-cloud exhibition hall system according to claim 3, characterized in that, In the hybrid rendering unit: The final pixel color of the transparency blend is calculated by weighting the alpha channels of the foreground color and the background color; Global illumination parameters are dynamically adjusted according to the theme style, including high ambient light intensity in bright mode and low ambient light intensity in dark mode.
5. A 3D visualization-based online multi-cloud exhibition hall system according to claim 4, characterized in that, The alpha channel weighted calculation formula for the foreground color and background color is as follows: ; in, Indicates the foreground color. Indicates the background color. This represents the transparency value of the foreground.
6. The 3D visualization-based online multi-cloud exhibition hall system according to claim 1, characterized in that, The rendering engine module includes: The scene rendering unit optimizes the rendering accuracy of 3D models based on view frustum clipping and LOD technology. The view frustum clipping priority is calculated based on the spatial distance between the model and the camera. The interactive response unit triggers the display of hotspot cards, navigation logic, and media resource playback through an event listening mechanism; The cross-platform output unit adapts the rendering results to web, mobile, and desktop platforms.
7. A 3D visualization-based online multi-cloud exhibition hall system according to claim 6, characterized in that, In the scene rendering unit: In LOD technology, the threshold for switching model detail levels is adaptively adjusted based on the user's perspective movement speed. The priority of view frustum clipping is calculated as follows: the closer the spatial distance between the models, the higher the priority.