Method and device for processing naked-eye 3D resource, storage medium and electronic device
Patent Information
- Application Number
- CN202380012475.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-22
- Publication Date
- 2026-09-04
- Estimated Expiration
- 2043-12-22
AI Technical Summary
[0004]本公开的目的在于提供一种裸眼3D资源的处理方法、裸眼3D资源的处理装置、计算机可读存储介质以及电子设备,进而至少在一定程度上克服由于相关技术的限制和缺陷而导致的裸眼3D资源的生成效率较低的问题
[0141]本公开实施例提供的一种裸眼3D资源的处理方法,一方面,通过创建与目标交互模型对应的新增生成场景,并在新增生成场景中加载目标交互模型,得到原始资源场景;然后调用预设的资源库对原始资源场景进行调整,得到目标资源场景,并根据新增生成场景中的目标设备参数,确定目标资源场景的视点数量;进而根据视点数量配置与目标资源场景对应的虚拟镜头组,并确定目标资源场景的零点位置;最后基于目标资源场景、虚拟镜头组以及零点位置,生成与目标交互模型对应的裸眼3D资源,实现了裸眼3D资源的自动生成,进而解决了现有技术中由于需要通过建模、动画制作以及动画渲染进而得到裸眼3D资源导致的裸眼3D资源的生成效率较低的问题,提高了裸眼3D资源的生成效率;另一方面,由于可以在新增生成场景中加载目标交互模型,得到原始资源场景,然后调用预设的资源库对原始资源场景进行调整,得到目标资源场景,进而实现了目标资源场景生成可视化;再一方面,由于可以根据新增生成场景中的目标设备参数,确定目标资源场景的视点数量;进而根据视点数量配置与目标资源场景对应的虚拟镜头组,进而使得所生成的裸眼3D资源可以适配多种不同的裸眼3D屏幕。
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Figure CN120660343B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and more specifically, to a method for processing naked-eye 3D resources, a device for processing naked-eye 3D resources, a computer-readable storage medium, and an electronic device. Background Technology
[0002] In existing methods, generating glasses-free 3D resources requires modeling, animation production, and animation rendering, which results in low efficiency in generating glasses-free 3D resources.
[0003] It should be noted that the information in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0004] The purpose of this disclosure is to provide a method for processing naked-eye 3D resources, a device for processing naked-eye 3D resources, a computer-readable storage medium, and an electronic device, thereby overcoming, to at least a certain extent, the problem of low generation efficiency of naked-eye 3D resources due to the limitations and defects of related technologies.
[0005] According to one aspect of this disclosure, a method for processing naked-eye 3D resources is provided, comprising:
[0006] Create a new generated scene corresponding to the target interaction model, and load the target interaction model into the new generated scene to obtain the original resource scene;
[0007] The original resource scene is adjusted by calling a preset resource library to obtain a target resource scene, and the number of viewpoints in the target resource scene is determined according to the target device parameters in the newly generated scene.
[0008] Configure the lens parameters of the virtual lens group corresponding to the target resource scene according to the number of viewpoints, and configure the virtual lens group according to the lens parameters;
[0009] Based on the target resource scene, the virtual camera group, and the zero point position, a naked-eye 3D resource corresponding to the target interaction model is generated.
[0010] In one exemplary embodiment of this disclosure, creating a newly generated scene corresponding to the target interaction model includes:
[0011] In response to a touch operation on the first preset interactive control on the display interface of the resource creation terminal, the project creation sub-interface is displayed;
[0012] In response to an input operation on the project creation sub-interface, the target device parameters and naked-eye 3D interleaving parameters of the target display device that displays naked-eye 3D resources corresponding to the target interactive model are determined.
[0013] In response to a touch operation on the second preset interactive control in the project creation sub-interface, a new generated scene corresponding to the target interactive model is created.
[0014] In one exemplary embodiment of this disclosure, loading the target interaction model into the newly generated scene to obtain the original resource scene includes:
[0015] Based on the target model name of the target interaction model, retrieve the target interaction model from a preset model library; and / or
[0016] Import the target interaction model from the external file according to the target model name of the target interaction model;
[0017] The target interaction model is adaptively adjusted in the newly generated scene to obtain the original resource scene.
[0018] In one exemplary embodiment of this disclosure, the model size of the target interaction model in the newly generated scene is adaptively adjusted to obtain the original resource scene, including:
[0019] A first rectangle is constructed based on the newly generated scene, and a second rectangle is constructed based on the target interaction model;
[0020] Based on the first rectangle and the second rectangle, calculate the model scaling factor of the target interactive model in the newly generated scene;
[0021] The model size of the target interactive model is adaptively adjusted based on the model scaling factor to obtain the original resource scene.
[0022] In one exemplary embodiment of this disclosure, constructing a first rectangle based on the newly generated scene includes:
[0023] The newly generated scene is displayed on the display interface of the resource creation terminal;
[0024] Using the center point of the display interface as the center point of the first rectangle, and based on the interface length and width occupied by the newly generated scene on the display interface, the first rectangle length and the first rectangle width are determined.
[0025] Construct a first rectangle based on its center point, length, and width.
[0026] In one exemplary embodiment of this disclosure, constructing a second rectangle based on the target interaction model includes:
[0027] Obtain the pixel coordinates of the pixels in the target interaction model, and obtain the maximum horizontal coordinate value, the maximum vertical coordinate value, the minimum horizontal coordinate value, and the minimum vertical coordinate value among the pixel coordinates;
[0028] The height of the second rectangle is determined based on the maximum and minimum horizontal coordinate values, and the length of the second rectangle is determined based on the maximum and minimum vertical coordinate values.
[0029] The center point of the target interactive model is used as the center point of the second rectangle, and the second rectangle is constructed based on the center point, height, and length of the second rectangle.
[0030] In one exemplary embodiment of this disclosure, calculating the model scaling factor of the target interactive model in the newly generated scene based on the first rectangle and the second rectangle includes:
[0031] The first rectangle is mapped to the three-dimensional coordinates of the resource generation engine to obtain the rectangle mapping result;
[0032] Calculate the first ratio between the height of the rectangle mapping result and the height of the second rectangle, and calculate the second ratio between the length of the rectangle mapping result and the length of the second rectangle;
[0033] Based on the first ratio and the second ratio, the model scaling factor of the target interaction model in the newly generated scene is determined.
[0034] In one exemplary embodiment of this disclosure, the method for processing naked-eye 3D resources further includes:
[0035] In response to the model loading operation, the newly added virtual model is loaded into the original resource scene, and / or the newly added virtual model is imported into the original resource scene;
[0036] Generate model labels corresponding to the newly added virtual model, and display the model labels in the original resource scene.
[0037] In one exemplary embodiment of this disclosure, the method for processing naked-eye 3D resources further includes:
[0038] In response to a touch operation on the model label, a new virtual model corresponding to the model label is displayed in the original resource scene, and the target interactive model in the original resource scene is switched based on the new virtual model.
[0039] In one exemplary embodiment of this disclosure, the method for processing naked-eye 3D resources further includes:
[0040] In response to a touch operation on the model label, the display order of the model label in the original resource scene is adjusted; and / or
[0041] The interface for setting the mode timing of the newly added virtual model and / or target interactive model is displayed;
[0042] In response to input operations on the mode timing setting interface, the model display duration of the newly added virtual model and / or the target interactive model is determined.
[0043] In one exemplary embodiment of this disclosure, the preset resource library includes at least one of a scene library, a model library, an animation library, a material library, a lighting library, and a sound library.
[0044] In one exemplary embodiment of this disclosure, a preset resource library is invoked to adjust the original resource scene to obtain a target resource scene, including:
[0045] Load the original 3D scene corresponding to the target interaction model from the scene library, and add the original 3D scene to the newly generated scene; and / or
[0046] Load the original 3D animation from the animation library and apply the original 3D animation to the target interactive model; and / or
[0047] Load the original light from the light library and add the original light to the newly generated scene; and / or
[0048] Load the model material corresponding to the target interaction model from the material library, and apply the model material to the target interaction model; and / or
[0049] Load the audio data corresponding to the target interaction model from the sound library, and add the audio data to the newly generated scene;
[0050] The model attributes and / or animation attributes and / or lighting attributes and / or material attributes and / or sound attributes of the target interactive model in the newly generated scene are adjusted to obtain the target resource scene.
[0051] In one exemplary embodiment of this disclosure, the original 3D animation includes procedural animation and / or keyframe animation;
[0052] Applying the original 3D animation to the target interactive model includes:
[0053] Add the program animation to the target interactive model; and / or
[0054] The target interaction model is attached to the animation object in the keyframe animation, so that the target interaction model is a child object of the animation object.
[0055] In one exemplary embodiment of this disclosure, applying the model material to the target interactive model includes:
[0056] In response to dragging the model material onto the target interactive model, the original material in the target interactive model is replaced based on the model material.
[0057] In one exemplary embodiment of this disclosure, the model attributes include structural hierarchy attributes and / or positional attributes;
[0058] Adjusting the model attributes of the target interaction model includes:
[0059] In response to a touch operation on the model attribute interaction control, the model adjustment interface of the target interactive model is displayed;
[0060] In response to input operations on the model adjustment interface, the attribute values of the structural hierarchy attributes and / or position attributes of the target interactive model are adjusted.
[0061] In one exemplary embodiment of this disclosure, adjusting the model attributes of the target interaction model further includes:
[0062] In response to a movement event acting on the target interactive model, the current model position of the target interactive model in the newly generated scene is adjusted, and / or the target interactive model is rotated.
[0063] In one exemplary embodiment of this disclosure, adjusting the animation attributes includes:
[0064] In response to a touch operation on the animation setting interactive control, the animation adjustment interface corresponding to the animation attribute is displayed;
[0065] In response to input operations on the animation adjustment interface, the animation cycle duration and / or animation amplitude in the animation attributes are adjusted; and / or the offset of the animation trajectory in the animation attributes of the newly generated scene is adjusted.
[0066] In one exemplary embodiment of this disclosure, the original light source includes at least one of parallel light, point light source, spotlight, and combined light source consisting of point light source and spotlight;
[0067] This includes adjusting the lighting attributes, including:
[0068] In response to a touch operation on the interactive control for setting the light, the light adjustment interface corresponding to the light attribute is displayed;
[0069] In response to input operations on the lighting adjustment interface, the position and / or intensity and / or color of the parallel lights and / or point light sources and / or spotlights and / or combined lights in the newly generated scene are adjusted.
[0070] In one exemplary embodiment of this disclosure, the material properties include at least one of model color, texture mapping, normal mapping, transparency, glossiness, and refractive index;
[0071] This includes adjusting material properties, including:
[0072] In response to touch operations on the material setting interaction controls, the material adjustment interface corresponding to the material properties is displayed;
[0073] In response to input operations on the material adjustment interface, the model color and / or texture map and / or normal map and / or transparency and / or gloss and / or refractive index of the target interactive model are adjusted.
[0074] In one exemplary embodiment of this disclosure, adjusting sound attributes includes:
[0075] In response to touch operations on the interactive controls for sound settings, the sound adjustment interface corresponding to the sound attributes is displayed;
[0076] In response to input operations on the sound adjustment interface, the volume of the audio data is adjusted.
[0077] In one exemplary embodiment of this disclosure, determining the number of viewpoints in the target resource scene based on the target device parameters in the newly generated scene includes:
[0078] Based on the target device parameters in the newly generated scene, determine the device attribute information of the target display device corresponding to the target device parameters;
[0079] Based on the device attribute information, determine the number of viewpoints required by the target display device when displaying the target resource scene.
[0080] In one exemplary embodiment of this disclosure, determining the lens parameters of the virtual lens group corresponding to the target resource scene based on the number of viewpoints includes: determining the number of lenses in the virtual lens group corresponding to the target resource scene, the zero point position of the target resource scene, the lens spacing between each virtual lens in the virtual lens group, and the distance difference between the virtual lens group and the zero plane based on the number of viewpoints.
[0081] In one exemplary embodiment of this disclosure, configuring the virtual camera group according to the camera parameters includes:
[0082] The original lens position of each virtual lens in the virtual lens group is determined according to the lens parameters; the virtual lens is placed at the original lens position, and the lens parameters of the virtual lens at the original lens position are adjusted so as to obtain the virtual lens group according to the adjusted virtual lens.
[0083] In one exemplary embodiment of this disclosure, adjusting the lens parameters of the virtual lens at the original lens position includes:
[0084] In response to touch operations on the naked-eye setting interaction controls, the naked-eye parameter setting interface is displayed;
[0085] In response to an input operation in the naked-eye parameter setting interface, the lens spacing and / or lens posture information and / or lens angle information of the virtual lens at the original lens position are adjusted; and / or the original lens position of the virtual lens is adjusted.
[0086] In one exemplary embodiment of this disclosure, generating naked-eye 3D resources corresponding to the target interactive model based on the target resource scene, the virtual camera group, and the zero-point position includes:
[0087] The zero-plane position is determined based on the zero-point position, and the zero-plane position is adjusted accordingly.
[0088] The three-dimensional display area and the planar display area of the target interactive model in the target resource scene are determined based on the adjusted zero-plane position.
[0089] Based on the stereoscopic display area and the planar display area, the model placement area of the target interactive model in the target resource scene is determined, and the target model position of the target interactive model is adjusted based on the model placement area;
[0090] The target resource scene after position adjustment and the virtual camera group are published to obtain naked-eye 3D resources corresponding to the target interaction model.
[0091] In one exemplary embodiment of this disclosure, the target resource scene with adjusted position and the virtual camera group are published to obtain naked-eye 3D resources corresponding to the target interactive model, including:
[0092] The resource publishing interface is displayed in response to touch operations on the resource publishing interactive controls;
[0093] In response to touch operations on the resource publishing interface, determine the resource publishing type;
[0094] Based on the resource publishing type, the target resource scene after position adjustment and the virtual camera group are published to obtain naked-eye 3D resources corresponding to the target interaction model.
[0095] In one exemplary embodiment of this disclosure, the resource publishing type includes at least one of program resource category, video resource category, and sequence frame resource category.
[0096] In an exemplary embodiment of this disclosure, when the resource publishing type is a program resource category, the target resource scene with adjusted location and the virtual camera group are published based on the resource publishing type to obtain naked-eye 3D resources corresponding to the target interactive model, including:
[0097] Display the resource publishing interface corresponding to the program resource category;
[0098] In response to an input operation on the resource publishing interface corresponding to the program resource category, the save path of the naked-eye 3D resource is determined;
[0099] The target resource scene after position adjustment and the virtual camera group are packaged to obtain naked-eye 3D resources with program resource categories.
[0100] In an exemplary embodiment of this disclosure, when the resource publishing type is a video resource category and / or a sequence frame resource category, based on the resource publishing type, the target resource scene with adjusted position and the virtual camera group are published to obtain naked-eye 3D resources corresponding to the target interactive model, including:
[0101] The interface for adjusting resource parameters corresponding to the video resource category and / or sequence frame resource category is displayed;
[0102] In response to input operations on the resource parameter adjustment interface, target resource parameters corresponding to the video resource category and / or sequence frame resource category are determined;
[0103] The target resource parameters, the target resource scene after position adjustment, and the virtual camera group are saved to obtain naked-eye 3D resources with video resource categories and / or sequence frame resource categories.
[0104] In one exemplary embodiment of this disclosure, the target resource parameters include at least one of rendering style parameters, resolution parameters, and output type parameters;
[0105] Specifically, the target resource parameters, the target resource scene after position adjustment, and the virtual camera group are saved to obtain naked-eye 3D resources with video resource categories and / or sequence frame resource categories, including:
[0106] The target rendering style of the naked-eye 3D resource is determined based on the rendering style parameters in the target resource parameters.
[0107] The target image type of the output image is determined based on the input type parameter in the target resource parameters, and the target resolution of the output image is determined based on the resolution parameter in the target resource parameters;
[0108] In response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a target rendering style and target resolution, and with a video resource category and / or a sequence frame resource category is output.
[0109] In one exemplary embodiment of this disclosure, the target rendering style includes a multi-view splicing mode or a rendering result mode, and the target image type includes a video image type or a sequence frame image type;
[0110] Specifically, in response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a target rendering style and target resolution, and having a video resource category and / or a sequence frame resource category, is output, including:
[0111] In response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a multi-viewpoint stitching mode, a target resolution, and a video image type is output; or
[0112] In response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a rendering result mode and target resolution, and a video image type, is output; or
[0113] In response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a multi-viewpoint stitching mode and target resolution, and a sequence frame image type, is output; or
[0114] In response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a rendering result mode and target resolution and a sequence frame image type is output.
[0115] In one exemplary embodiment of this disclosure, the method for processing naked-eye 3D resources further includes:
[0116] Output naked-eye 3D resources with program resource categories to a target display device, and display the naked-eye 3D resources with program resource categories through the target display device; and / or
[0117] The naked-eye 3D resources with video resource categories and / or sequence frame resource categories are output to the target display device, and the target display device displays the resources with video resource categories and / or sequence frame resource categories.
[0118] In one exemplary embodiment of this disclosure, after displaying glasses-free 3D resources with a program resource category through the target display device, the method for processing the glasses-free 3D resources further includes:
[0119] In response to the input of the current interactive gesture, the system acquires hand state information and finger movement direction, and determines the current interactive instruction to be executed by the target interactive model in the naked-eye 3D resource based on the hand state information and finger movement direction.
[0120] The system controls the target interactive model in the naked-eye 3D resource to execute the current interactive command, switches the target interactive model from its original model state to the target model state corresponding to the current interactive command, and displays the model animation generated by executing the current interactive command.
[0121] In one exemplary embodiment of this disclosure, the current interactive gesture includes at least one of human body interactive gesture, motion sensor interactive gesture, external device interactive gesture, and handheld interactive gesture.
[0122] In one exemplary embodiment of this disclosure, controlling the target interactive model in the naked-eye 3D resource to execute the current interactive instruction includes:
[0123] Control the target interactive model in the naked-eye 3D resource to execute up / down movement commands and / or left / right movement commands; and / or
[0124] Control the target interactive model in the naked-eye 3D resource to execute rotation commands; and / or
[0125] Control the target interactive model in the naked-eye 3D resource to execute the explosion command.
[0126] In one exemplary embodiment of this disclosure, controlling a target interactive model in the naked-eye 3D resource to execute an explosion command includes:
[0127] The model component sub-modules of the target interactive model in the naked-eye 3D resource are controlled to move in a preset direction and at a preset angle to achieve an explosion effect;
[0128] The preset direction includes the direction of free movement or the direction of coordinate axis movement, and the preset angle includes the local angle of the model component sub-module relative to the target interactive model.
[0129] In one exemplary embodiment of this disclosure, the method for processing naked-eye 3D resources further includes:
[0130] At preset intervals, the target interactive model is controlled to revert from the target model state to the original model state.
[0131] According to one aspect of this disclosure, a glasses-free 3D resource processing apparatus is provided, comprising:
[0132] The original resource scene generation module is used to create a new generated scene corresponding to the target interaction model, and load the target interaction model into the new generated scene to obtain the original resource scene;
[0133] The viewpoint number determination module is used to call a preset resource library to adjust the original resource scene to obtain the target resource scene, and determine the number of viewpoints in the target resource scene according to the target device parameters in the newly generated scene.
[0134] The virtual camera group configuration module is used to configure the camera parameters of the virtual camera group corresponding to the target resource scene according to the number of viewpoints, and to configure the virtual camera group according to the camera parameters.
[0135] The naked-eye 3D resource generation module is used to generate naked-eye 3D resources corresponding to the target interactive model based on the target resource scene, the virtual lens group, and the zero point position.
[0136] According to one aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the naked-eye 3D resource processing method described in any of the preceding claims.
[0137] According to one aspect of this disclosure, an electronic device is provided, comprising:
[0138] Processor; and
[0139] Memory for storing the executable instructions of the processor;
[0140] The processor is configured to execute the naked-eye 3D resource processing method described above by executing the executable instructions.
[0141] This disclosure provides a method for processing naked-eye 3D resources. Firstly, it involves creating a newly generated scene corresponding to a target interactive model and loading the target interactive model into the newly generated scene to obtain an original resource scene. Then, it calls a preset resource library to adjust the original resource scene to obtain a target resource scene. Based on the target device parameters in the newly generated scene, it determines the number of viewpoints in the target resource scene. Next, it configures a virtual camera group corresponding to the target resource scene based on the number of viewpoints and determines the zero-point position of the target resource scene. Finally, based on the target resource scene, the virtual camera group, and the zero-point position, it generates naked-eye 3D resources corresponding to the target interactive model, thus achieving automatic generation of naked-eye 3D resources and solving the problems of existing technologies. The invention addresses the issue of low efficiency in generating naked-eye 3D resources due to the need for modeling, animation production, and animation rendering. It improves the efficiency of naked-eye 3D resource generation. Furthermore, it allows loading a target interactive model into a newly generated scene to obtain the original resource scene, then adjusting the original scene using a pre-defined resource library to obtain the target resource scene, thus achieving visualization of target resource scene generation. Additionally, it allows determining the number of viewpoints in the target resource scene based on the target device parameters in the newly generated scene, and then configuring virtual camera groups corresponding to the target resource scene based on the number of viewpoints, enabling the generated naked-eye 3D resources to adapt to various naked-eye 3D screens.
[0142] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0143] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0144] Figure 1 The flowchart illustrates a method for processing naked-eye 3D resources according to an exemplary embodiment of the present disclosure.
[0145] Figure 2 The diagram schematically illustrates a block diagram of an editor system for viewing and creating multi-view naked-eye 3D content according to an exemplary embodiment of the present disclosure.
[0146] Figure 3The diagram schematically illustrates an example interface for creating a project list according to an exemplary embodiment of this disclosure.
[0147] Figure 4 The diagram schematically illustrates an example interface for deleting a project according to an exemplary embodiment of this disclosure.
[0148] Figure 5 The diagram schematically illustrates an example structure of a resource library according to an exemplary embodiment of the present disclosure.
[0149] Figure 6 An example diagram illustrating an engineering creation sub-interface according to an exemplary embodiment of this disclosure is shown.
[0150] Figure 7 The illustration shows a scenario example diagram of a model label list according to an exemplary embodiment of the present disclosure.
[0151] Figure 8 An example diagram illustrating a model timing setting interface according to an exemplary embodiment of the present disclosure is shown.
[0152] Figure 9 The illustration shows a scene example diagram of a scene resource library according to an example embodiment of the present disclosure.
[0153] Figure 10 The illustration shows a scene example diagram of an animation resource library according to an exemplary embodiment of the present disclosure.
[0154] Figure 11 This diagram schematically illustrates a line-of-sight principle example of an adjustment process for model attributes according to an exemplary embodiment of the present disclosure.
[0155] Figure 12 An example diagram schematically illustrates an animation attribute adjustment interface according to an exemplary embodiment of the present disclosure.
[0156] Figure 13 An example diagram schematically illustrates an animation attribute adjustment interface according to an exemplary embodiment of the present disclosure.
[0157] Figure 14 An example diagram schematically illustrates a material property adjustment interface according to an exemplary embodiment of the present disclosure.
[0158] Figure 15 The diagram illustrates an example of a sound attribute setting interface according to an exemplary embodiment of the present disclosure.
[0159] Figure 16 An example diagram illustrating a virtual camera setup according to an exemplary embodiment of the present disclosure is shown.
[0160] Figure 17An example diagram schematically illustrates a lens parameter setting interface according to an exemplary embodiment of the present disclosure.
[0161] Figure 18 This diagram schematically illustrates the principle of the field of view of a virtual lens according to an exemplary embodiment of the present disclosure.
[0162] Figure 19 The flowchart illustrates a method for generating naked-eye 3D resources corresponding to a target interactive model based on the target resource scene, the virtual camera group, and the zero point position, according to an example embodiment of the present disclosure.
[0163] Figure 20 The illustration shows a scene example obtained after adjusting the position of the target model of the target interaction model according to an example embodiment of the present disclosure.
[0164] Figure 21 An example diagram schematically illustrates a resource publishing interface according to an exemplary embodiment of the present disclosure.
[0165] Figure 22 The diagram illustrates an example of a resource parameter adjustment interface corresponding to a video resource category and / or a sequence frame resource category, according to an example embodiment of the present disclosure.
[0166] Figure 23 An example diagram illustrating a multi-view video frame according to an exemplary embodiment of the present disclosure is shown.
[0167] Figure 24 An example diagram illustrating a composite image according to an exemplary embodiment of the present disclosure is shown.
[0168] Figure 25 The diagram schematically illustrates the principle of a left-handed rectangular coordinate system according to an exemplary embodiment of the present disclosure.
[0169] Figure 26 The illustration shows an example scene of a control target interaction model moving along its forward direction according to an example embodiment of the present disclosure.
[0170] Figure 27 The illustration schematically shows a scene example obtained by unfolding a single component of a control target interaction model according to an exemplary embodiment of the present disclosure to both sides along a fixed axis.
[0171] Figure 28 An example diagram illustrating 21 3D key points of a hand according to an exemplary embodiment of the present disclosure is shown.
[0172] Figure 29 The diagram schematically illustrates a block diagram of a naked-eye 3D resource processing apparatus according to an exemplary embodiment of the present disclosure.
[0173] Figure 30 An electronic device for implementing the above-described method for processing naked-eye 3D resources is illustrated according to an example embodiment of the present disclosure. Detailed Implementation
[0174] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0175] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0176] In the multi-view naked-eye 3D industry, generating corresponding naked-eye 3D resources requires professional software developers to implement it through customized methods. That is, in practical applications, if naked-eye 3D videos or naked-eye 3D frame sequences need to be generated, professional artists need to use modeling software (such as 3ds Max) to model, create animations, and finally render and output videos. However, the production cycle of a single video obtained in this way is about one month. Furthermore, naked-eye 3D programs require the cooperation of artists and programmers in the generation process to achieve the purpose of developing content and adjusting effects, which takes even longer than video production.
[0177] Based on this, the present disclosure provides a method for processing naked-eye 3D resources. In the naked-eye 3D resource processing method provided in the present disclosure, a model library, scene library, animation library, lighting library, material library, sound library, and naked-eye 3D imaging and effect adjustment system can be built into the resource editor. It supports users to import 3D models of any format. After simple editing, users can output their own naked-eye 3D content, which improves the situation of high difficulty in producing multi-view naked-eye 3D content and the lack of industry content.
[0178] In one exemplary embodiment, this disclosure first provides a method for generating glasses-free 3D resources. This method can run on a terminal device, server, server cluster, or cloud server where the resource editor is located. Of course, those skilled in the art can also run the method of this disclosure on other platforms as needed, and this exemplary embodiment does not impose any special limitations on this. Specifically, refer to... Figure 1 As shown, the method for generating this naked-eye 3D resource may include the following steps:
[0179] Step S110. Create a new generated scene corresponding to the target interaction model, and load the target interaction model into the new generated scene to obtain the original resource scene;
[0180] Step S120. Call the preset resource library to adjust the original resource scene to obtain the target resource scene, and determine the number of viewpoints of the target resource scene according to the target device parameters in the newly generated scene;
[0181] Step S130. Configure the lens parameters of the virtual lens group corresponding to the target resource scene according to the number of viewpoints, and configure the virtual lens group according to the lens parameters;
[0182] Step S140. Based on the target resource scene, the virtual camera group, and the zero point position, generate naked-eye 3D resources corresponding to the target interaction model.
[0183] In the above-mentioned method for processing naked-eye 3D resources, on the one hand, a new generated scene corresponding to the target interaction model is created, and the target interaction model is loaded into the new generated scene to obtain the original resource scene; then, a preset resource library is called to adjust the original resource scene to obtain the target resource scene, and the number of viewpoints of the target resource scene is determined according to the target device parameters in the new generated scene; then, a virtual lens group corresponding to the target resource scene is configured according to the number of viewpoints, and the zero point position of the target resource scene is determined; finally, based on the target resource scene, the virtual lens group, and the zero point position, naked-eye 3D resources corresponding to the target interaction model are generated, realizing the automatic generation of naked-eye 3D resources, thereby solving the problem of existing technologies where naked-eye 3D resources are automatically generated due to the lack of a target interaction model. This invention addresses the issue of low generation efficiency of naked-eye 3D resources due to the need for modeling, animation production, and animation rendering. Furthermore, it improves the generation efficiency of naked-eye 3D resources. On the one hand, it allows loading a target interactive model into a newly generated scene to obtain the original resource scene, and then adjusting the original resource scene using a preset resource library to obtain the target resource scene, thus achieving visualization of target resource scene generation. On the other hand, it allows determining the number of viewpoints in the target resource scene based on the target device parameters in the newly generated scene, and then configuring virtual camera groups corresponding to the target resource scene based on the number of viewpoints, enabling the generated naked-eye 3D resources to adapt to various different naked-eye 3D screens.
[0184] The method for processing naked-eye 3D resources described in the exemplary embodiments of this disclosure will be further explained and described below with reference to the accompanying drawings.
[0185] First, the proper nouns involved in the exemplary embodiments of this disclosure will be explained and described.
[0186] 3DMax: A 3D digital modeling tool that can create 3D models and animations.
[0187] C4D: A 3D digital modeling tool that can create 3D models and animations.
[0188] Unity3D: A 3D game engine that can be used to develop 3D games and 3D software, often abbreviated as Unity or U3D.
[0189] UE: A 3D game engine, also known as Unreal Engine, which includes two major versions: UE4 and UE5.
[0190] Unity3D Scene: A concept in game engines, a virtual scene can be called a virtual stage; at the same time, in practical applications, virtual objects can be placed in a virtual scene, and multiple scenes can be loaded at the same time.
[0191] Objects: refers to virtual objects in a game engine. Each virtual object can be created using modeling software to create a corresponding virtual model. Additionally, objects included in the game engine itself can include lights, cameras, etc.
[0192] Camera: refers to the virtual camera in the Unity3D engine. It is a virtual concept, and the screen presented by the software is the virtual scene captured by the virtual camera.
[0193] Multi-view naked-eye 3D: refers to a lenticular naked-eye 3D screen, which uses optical effects to present specific screen content in 3D.
[0194] Camera System: Assuming the camera system includes 9 virtual lenses (or virtual cameras), the system can be grouped into a row of 9 equally spaced cameras. All 9 cameras face a single point, which is called the zero point, the center of the zero plane. In practical applications, the angle of each camera automatically adapts to the zero point. Additionally, the system includes a camera for editing, used in 2D mode during content creation.
[0195] Zero plane: In the software's 3D space, a zero plane is set to determine the boundary point between the exit and entry points of multi-view naked-eye 3D.
[0196] Out-of-screen and in-screen: refers to the feeling of an object extending beyond the plane or sinking into the screen when viewed by a naked-eye 3D person; in the corresponding 3D space of the software, the effective area between the zero plane and the camera is the out-of-screen area, and the effective area after the zero plane is the in-screen area.
[0197] Adjustment Interface: The adjustment interface controls and saves / loads camera parameters. Since naked-eye 3D imaging is a composite image from multiple cameras, the adjustment factors here will affect the differences in the images of the objects seen in these images. The greater the difference in the images, the stronger the out-of-screen effect. However, if the difference in the images is too large, it will be blurry and produce ghosting. Therefore, it is necessary to control the difference in the images within a certain range.
[0198] Secondly, the editor system for viewing and creating multi-view naked-eye 3D content involved in the exemplary embodiments of this disclosure will be explained and described. Specifically, the system has built-in core functions such as professional art scene resources, naked-eye 3D layout algorithms, models, animations, and naked-eye 3D parameter editing, allowing both non-professional and professional users to import models and perform simple editing to obtain naked-eye 3D content with good effects. Furthermore, the output naked-eye 3D content (or naked-eye 3D resources) can be directly connected to a naked-eye 3D screen for viewing, or naked-eye 3D programs and naked-eye 3D videos can be output for use on a naked-eye 3D screen.
[0199] For details, please refer to Figure 2 As shown, this multi-viewpoint glasses-free 3D content viewing and creation editor system may include a project management component 210, a model import component 220, a resource library 230, an attribute editing component 240, a human-computer interaction component 250, a glasses-free 3D imaging component 260, a resource preview and publishing component 270, etc. In practical applications, the project management component can be used to create new generated scenes, the model import component can be used to import object models, the resource library can be used to store various resources, the attribute editing component can be used to edit the attributes of models or resources, the human-computer interaction component can be used to interact with the displayed glasses-free 3D program, the glasses-free 3D imaging component can be used to determine the zero-point position, and the resource preview and publishing component can be used to preview and / or publish the generated glasses-free 3D resources.
[0200] In one example embodiment, the glasses-free 3D imaging component described herein may consist of a camera system, an adjustment interface, and an interlacing algorithm. Simultaneously, the editor system and resource preview and publishing component for multi-viewpoint glasses-free 3D content viewing and creation may include the glasses-free 3D imaging component. Furthermore, this glasses-free 3D imaging component can support not only glasses-free 3D mode imaging but also 2D mode imaging. Further, the principle of glasses-free 3D imaging is as follows: in the software, the number of viewpoints corresponds to the number of cameras; taking nine cameras as an example, the nine cameras can be arranged in a row at equal distances, the purpose of which is for each camera to "see" the target object from a certain angle, thus obtaining nine images of the object from nine different angles; finally, an image is synthesized using an interlacing algorithm, and this image can be displayed as a 3D effect on a glasses-free 3D screen.
[0201] In one example embodiment, in a multi-view naked-eye 3D content viewing and creation editor system, user-edited content can be saved using the concept of a project, that is, naked-eye 3D resources can be described using the concept of a project. Simultaneously, the project described here can include resources imported and used by the user and the user's editing data. Furthermore, the project data is saved in file form on the local disk. Moreover, the data and resources recorded and saved in the project can be used to construct a Unity3D scene. The scene described here can be used to represent a new generated scene, requiring the simultaneous loading of scene library scenes to achieve the effect of loading scene library scenes into the generated scene. Further, in practical applications, the project management described above includes operations such as project creation, project opening, project saving, project deletion, and project import. Multiple created projects can be managed in a list format. For a specific interface diagram, please refer to... Figure 3 As shown.
[0202] In one example embodiment, opening a project as described above can be achieved as follows: clicking an element icon in the project file list opens a project; simultaneously, opening a project involves using project data and resources to construct a Unity scene, i.e., generating the scene. In one example embodiment, saving a project specifically involves saving the current project's editing state. The data and resources saved include: the scene being used, imported models, model position / rotation / scaling, animations, lighting, sound, materials, and naked-eye 3D related information. In one example embodiment, deleting a project specifically involves clicking the delete button in the lower right corner of the project element on the project interface to delete the project; simultaneously, performing a project deletion operation requires deleting all project data and resources, specifically deleting the file recording the project data; a specific example of a project deletion scene can be found in the image below. Figure 4 As shown. In one example embodiment, the project import described above can be achieved by clicking as follows: Figure 3 The "Import Project" button on the displayed interface allows you to import external project files. After importing, the external project will be added to the current software's project list. At the same time, the import process completely imports the external project data into the directory where the current software stores project data.
[0203] In one example embodiment, reference is made to... Figure 5As shown, the resource library described here may include, but is not limited to, model resource library 501, scene resource library 502, animation resource library 503, lighting resource library 504, material resource library 505, and sound resource library 506, etc.; among them, the model resource library includes object models, the scene resource library includes various different scene resources, such as indoor scenes, outdoor scenes, sunny scenes, rainy scenes, and snowy scenes, etc.; the animation resource library includes various different animation resources, such as rotation, scaling, explosion, etc.; the lighting resource library includes lighting resources with various display effects, such as strong light, weak light, point light source, warm color tone, and cool color tone, etc.; the material resource library includes various different materials associated with object models, which can be determined according to the object models, without further restrictions here; the sound resource library includes various sound resources for different scenes, such as natural sounds, noise, crying sounds, laughter sounds, car sounds, etc.
[0204] In one example embodiment, the viewpoint-based glasses-free 3D content viewing and creation editor system described above can be implemented in either an offline standalone mode or a client / server (CS) model. The main difference between the two modes is whether the resource library is stored locally or on a server. In practical applications, whether using a standalone mode or a client / server model, it can be referred to as a client. The client is implemented using Unity3D, but it can also be implemented using the UE engine, though it is not limited to Unity3D and the UE engine. Any other technology that can implement this system solution is acceptable, and this example does not impose any special restrictions. Furthermore, the viewpoint-based glasses-free 3D content viewing and creation editor system described above fills the gap in the glasses-free 3D content creation editor industry, significantly reduces the difficulty of glasses-free 3D content creation, improves production efficiency, and will alleviate the industry's predicament of a lack of glasses-free 3D content.
[0205] Furthermore, the application scenarios of the exemplary embodiments of this disclosure will be explained and described. Specifically, the naked-eye 3D resource processing method described in the exemplary embodiments of this disclosure can be applied to scenarios such as data 3D twin simulation of traffic simulators, 3D visualization simulation of traffic data, and verification of traffic light timing schemes. In one exemplary embodiment, if the scheme is applied to the data 3D twin simulation scenario of a traffic simulator, naked-eye 3D resources of a traffic simulator corresponding to the 3D twin simulation scenario of the traffic simulator can be generated based on the naked-eye 3D resource processing method, and the naked-eye 3D resources of the traffic simulator can be displayed to simulate and test the actual traffic scenario, and the actual traffic resources can be allocated based on the simulation test results. In another exemplary embodiment, if the scheme is applied to the 3D visualization simulation scenario of traffic data, naked-eye 3D resources of traffic data corresponding to the 3D visualization simulation scenario of traffic data can be generated based on the naked-eye 3D resource processing method, and the naked-eye 3D resources of traffic data can be displayed to simulate and analyze the actual traffic data, and the traffic anomalies appearing in the actual traffic data can be analyzed based on the simulation analysis results. In another example embodiment, if the scheme is applied to the scenario of verifying the timing scheme of traffic lights, the naked-eye 3D resource corresponding to the traffic light timing scheme verification scenario can be generated based on the naked-eye 3D resource processing method, and the naked-eye 3D resource of traffic lights can be displayed to simulate and analyze the actual traffic light timing scheme, and further adjustments can be made to the actual traffic light timing scheme based on the simulation analysis results.
[0206] The following will combine Figure 2 as well as Figure 5 right Figure 1 The method for processing naked-eye 3D resources shown will be further explained and illustrated. Specifically:
[0207] In step S110, a new generated scene corresponding to the target interaction model is created, and the target interaction model is loaded into the new generated scene to obtain the original resource scene.
[0208] In this example embodiment, firstly, a new generated scene corresponding to the target interaction model is created. Specifically, this can be achieved as follows: First, in response to a touch operation on a first preset interactive control on the display interface of the resource creation terminal, a project creation sub-interface is displayed. Second, in response to an input operation on the project creation sub-interface, the target device parameters and naked-eye 3D interleaving parameters of the target display device displaying the naked-eye 3D resources corresponding to the target interaction model are determined. Then, in response to a touch operation on a second preset interactive control in the project creation sub-interface, a new generated scene corresponding to the target interaction model is created. That is, in practical applications, if a new generated scene needs to be generated, it can be created by touching a control such as... Figure 3 The interactive control shown in the image (the first preset interactive control) for creating a project can display, as shown below. Figure 6 The project creation sub-interface is shown. Then, in this sub-interface, input the target device parameters and naked-eye 3D interlacing parameters for the target display device. The target device parameters can be selected directly from the editor or set customly. The naked-eye 3D interlacing parameters can include interlacedX and interlacedA. These parameters can be set through interlacing parameters associated with the target device parameters or customly; this example does not impose special restrictions. It should be noted that in actual applications, the default parameters for the target display device are built into the software and can be used without modification. The naked-eye 3D interlacing parameters described here are the parameters for adapting the naked-eye 3D screen and the software imaging module. These are two parameters, fundamental parameters for naked-eye 3D imaging, and are industry-standard. Each naked-eye 3D screen has one set of these parameters. After configuring the parameters, tap the "Create" button in the project creation sub-interface to obtain a newly generated scene corresponding to the target interaction model. For example, if the target interaction model is a package, a new generated scene named "Package" will be obtained.
[0209] Secondly, the target interaction model is loaded into the newly generated scene to obtain the original resource scene. Specifically, this can be achieved as follows: the target interaction model is retrieved from a preset model library based on its target model name; and / or the target interaction model is imported from an external file based on its target model name; the model size of the target interaction model in the newly generated scene is adaptively adjusted to obtain the original resource scene. That is, in practical applications, the loading of the target interaction model can be achieved through external import or directly from a model library. Furthermore, the data format of the target interaction model described here can include, but is not limited to, common formats such as .fbx, .gltf, .obj, .3mf, .ply, and .stl, and can also support Unity's AssetBundle resource format.
[0210] In one example embodiment, after loading the target interaction model into the newly generated scene, it is also necessary to adaptively adjust the model size. Specifically, adaptively adjusting the model size of the target interaction model in the newly generated scene to obtain the original resource scene can be achieved as follows: First, construct a first rectangle based on the newly generated scene, and construct a second rectangle based on the target interaction model; second, calculate the model scaling factor of the target interaction model in the newly generated scene based on the first rectangle and the second rectangle; then, adaptively adjust the model size of the target interaction model based on the model scaling factor to obtain the original resource scene.
[0211] In one example embodiment, constructing a first rectangle based on the newly generated scene can be achieved as follows: displaying the newly generated scene on the display interface of the resource creation terminal; using the center point of the display interface as the center point of the first rectangle, and determining the first rectangle length and first rectangle width based on the interface length and interface width occupied by the newly generated scene on the display interface; and constructing the first rectangle based on the center point, first rectangle length, and first rectangle width.
[0212] In one example embodiment, constructing a second rectangle based on the target interaction model can be achieved as follows: obtaining the pixel coordinates of pixels in the target interaction model, and obtaining the maximum horizontal coordinate value, maximum vertical coordinate value, minimum horizontal coordinate value, and minimum vertical coordinate value among the pixel coordinates; determining the height of the second rectangle based on the maximum and minimum horizontal coordinate values, and determining the length of the second rectangle based on the maximum and minimum vertical coordinate values; using the center point of the target interaction model as the center point of the second rectangle, and constructing the second rectangle based on the center point, height, and length of the second rectangle.
[0213] In one example embodiment, calculating the model scaling factor of the target interactive model in the newly generated scene based on the first rectangle and the second rectangle can be achieved as follows: mapping the first rectangle to the three-dimensional coordinates of the resource generation engine to obtain a rectangle mapping result; calculating a first ratio between the height of the rectangle mapping result and the height of the second rectangle, and calculating a second ratio between the length of the rectangle mapping result and the length of the second rectangle; and determining the model scaling factor of the target interactive model in the newly generated scene based on the first ratio and the second ratio.
[0214] The following section will further explain and illustrate the adaptive adjustment process of the model size. Specifically, the adaptive adjustment of the target interactive model size can be achieved through an automatic scaling matching mechanism. Here, the automatic scaling matching mechanism refers to the automatic adjustment of the target interactive model during import or loading, using an automatically set model scaling factor to ensure that the loaded or imported target interactive model is displayed within the optimal range of the system software interface, which is also the optimal viewing range of the camera.
[0215] Furthermore, during adaptive adjustment, the zero point (0,0,0) of the display interface can be used as the default import position for the model. Simultaneously, with the zero point position already determined, only the model scaling factor needs to be determined, and the model size can be scaled based on this factor to ensure the target interactive model appears appropriately in the display interface. The specific calculation process for the model scaling factor can be implemented as follows: First, determine a rectangle (first rectangle) with fixed length and width centered at the screen center point; second, calculate the length w1 and height h1 of the first rectangle's mapping rectangle (rectangle mapping result) in the zero point (0,0,0) world coordinate space; then, calculate the leftmost, rightmost, topmost, and rightmost edges of the newly imported model to obtain a rectangle with length w2 and height h2 (second rectangle); further, calculate w1 / w2 and h1 / h2 respectively to obtain two coefficients, and take the smaller of the two coefficients, which is named Scale. min Finally, the final model scaling factor = the model import factor X * Scale min .
[0216] In one example embodiment, the editor system for viewing and creating multi-view naked-eye 3D content described in this example embodiment can also support the display of multiple models. The multiple models mentioned refer to the fact that multiple models can appear in one scene; for simplicity, only one model can appear in the same frame. When a model already exists in the current frame, importing another model will create a new tag. A maximum of 10 models can be supported. Specifically, in practical applications, this can be achieved as follows: in response to a model loading operation, a new virtual model is loaded into the original resource scene, and / or a new virtual model is imported into the original resource scene; a model tag corresponding to the new virtual model is generated, and the model tag is displayed in the original resource scene. That is, in practical applications, if other models (such as newly added virtual models) are imported in addition to the target interactive model, corresponding model tags can be generated based on the model names of each model and displayed in a list format. The resulting scene example diagram can be referenced. Figure 7 As shown.
[0217] In one example embodiment, in a scenario with multiple models displayed, the models can be switched for display. Specifically, this can be achieved as follows: in response to a touch operation on the model label, a newly added virtual model corresponding to the model label is displayed in the original resource scene, and the target interactive model in the original resource scene is switched based on the newly added virtual model. That is, in practical applications, if it is necessary to switch the display of models, the corresponding model label can be clicked to switch and view the models; at the same time, if the cursor is moved to the corresponding model label, a thumbnail of the model corresponding to that model label will pop up at the corresponding position.
[0218] In one example embodiment, in a multi-model display scenario, the display order and timing of each model can also be adjusted. Specifically, this can be achieved as follows: in response to a touch operation on the model tag, the display order of the model tag in the original resource scene is adjusted; the mode timing setting interface for the newly added virtual model and / or target interactive model is displayed; in response to an input operation on the mode timing setting interface, the model display duration of the newly added virtual model and / or target interactive model is determined. That is, in practical applications, if it is necessary to adjust the number of times a model is displayed, the model tag of the model can be dragged to the corresponding display position; furthermore, if it is necessary to adjust the display timing of the model, this can be achieved through the mode timing setting interface.
[0219] In one example embodiment, the model display sequence described above refers to the order in which model resources are displayed and the duration of a single model display in the preview and published project. Furthermore, the display sequence for the published program is an automatic display sequence when there is no operation; the display time stops when there is interactive operation. In practical applications, there are two types of model display sequences: one is when a fixed-duration animation is used, with the display duration being the animation duration; the other is when there is no animation or the animation has no fixed duration (such as a rotation animation), with the display duration being the default 3 seconds. Further, the display sequence for multiple models can be set through a model sequence setting interface. The model sequence setting is implemented in the preview interface; when a user is not satisfied with the order and display time during model preview, they can adjust these settings. For details on the specific model sequence setting interface, please refer to... Figure 8As shown. Furthermore, once the model timing settings interface is opened, it will automatically display information about all models imported into the current project. Each model can correspond to a specific display timing information. When timing adjustments are needed, the display order can be adjusted by dragging the display timing information corresponding to the model, or by clicking the "-" or "+" symbols in the display timing information to adjust the display duration. It should be noted that the minimum display time for a model is 1 second. Of course, models with fixed-duration animations can also be used, and their display time cannot be modified.
[0220] In step S120, the original resource scene is adjusted by calling a preset resource library to obtain a target resource scene, and the number of viewpoints in the target resource scene is determined according to the target device parameters in the newly generated scene.
[0221] In this example embodiment, firstly, a preset resource library is invoked to adjust the original resource scene, thereby obtaining the target resource scene. The preset resource library, as described here, may contain, but is not limited to, resource data information and the resource files themselves. The resource data information refers to information recording the resource specifications. For example, regarding scene resource distance, the scene resource data information may include the English name, Chinese name, resource loading address, and resource description image address of the scene resource. Furthermore, for the offline client of this system, the resources and data are stored locally; for the online client of this system, the resources and data are stored on the server and need to be retrieved and downloaded.
[0222] Furthermore, the preset resource libraries described herein may include, but are not limited to, scene resource libraries, model resource libraries, animation resource libraries, material resource libraries, lighting resource libraries, and sound resource libraries, etc. The scene resource library described herein can be used to represent a 3D scene library created through art design. This 3D scene library uses Unity3D's AssetBundle to package the created scene, and then loads it into the system through the system software to obtain the scene resource library. Specific scene example images of the scene resource library can be found in [reference needed]. Figure 9 As shown. The animation implementation of the animation library described here can include the following methods: One implementation method is to use animations implemented in Unity3D, such as rotation and vertical floating, and directly add them to the model object to affect the model; another implementation method is to use keyframe animations created with art tools (such as 3ds Max), which record the trajectory of an object's movement, rotation, and scaling; at the same time, when exporting from the art tool, only the animation object is exported, and then in the client, the model object is attached to the animation object as a child object of the animation object; the scene diagram of the animation resources can be found in [reference needed]. Figure 10As shown. The lights in the lighting resource library described here can be implemented based on the lights in the Unity3D engine; they can include basic parallel lights, point lights, spotlights, and combinations of point lights and spotlights in Unity3D, etc.; among them, the combination lights described here can be a new light source composed of two point lights at different positions and angles. The material library described here is a code that controls the representation of 3D objects. The materials in the library can be objects from various scenes, such as glass, brushed metal, matte metal, and diamonds. In practical applications, different models can correspond to different materials; this example does not impose special restrictions. During model import or loading, the library automatically recognizes model information and uses default materials, textures, and colors inherent to the model. Of course, if the user is not satisfied with the default effect, they can use responsive materials provided in the material library. Using the material library requires selecting a material icon and dragging it to the corresponding part of the model. When the control of the material icon is released, the material of the current part of the model will replace the original material with the dragged material. The textures and colors will use the original textures and colors of that part. The sound library described here can be used to set background music for the edited content, providing audio data in MP3 and other audio formats.
[0223] Under the premise described above, adjusting the original resource scene using a preset resource library to obtain the target resource scene can be achieved in the following ways: loading the original 3D scene corresponding to the target interactive model from the scene library and adding the original 3D scene to the newly generated scene; and / or loading the original 3D animation from the animation library and applying the original 3D animation to the target interactive model; and / or loading the original light from the light library and adding the original light to the newly generated scene; wherein, the original light described here may include, but is not limited to, parallel light, point light source, spotlight, and combined light composed of point light source and spotlight, etc.; and / or loading the model material corresponding to the target interactive model from the material library and applying the model material to the target interactive model; and / or loading the audio data corresponding to the target interactive model from the sound library and adding the audio data to the newly generated scene; adjusting the model attributes and / or animation attributes and / or light attributes and / or material attributes and / or sound attributes of the target interactive model in the newly generated scene to obtain the target resource scene.
[0224] The following section will further explain and illustrate the specific adjustment process for the original resource scenario.
[0225] In one example embodiment, loading the original 3D scene corresponding to the target interactive model from the scene library and adding the original 3D scene to the newly generated scene can be achieved as follows: First, determine the scene name of the original 3D scene corresponding to the target interactive model. For example, when the target interactive model is a package, determine the scene name of the corresponding original 3D scene as an indoor decoration scene. Then, based on the scene name, load the original 3D scene from the scene library (i.e., the scene resource library) and add the original 3D scene as a background to the newly generated scene to decorate the package in the scene for better display.
[0226] In one example embodiment, loading a raw 3D animation from the animation library and applying it to the target interactive model can be achieved as follows: First, determine the raw 3D animation to be loaded corresponding to the target interactive model, and then load the raw 3D animation from the animation library (i.e., the animation resource library). The raw 3D animation described here can include procedural animation and keyframe animation, etc. The procedural animation can also be called a Unity procedural animation, and its animation properties can include the animation's cycle time length and animation amplitude. The keyframe animation can also be called an art keyframe animation, and it can include offset attributes in all directions (up, down, left, right, forward, backward). These offset attributes can be used to characterize the amount of offset when shifting the entire animation trajectory. Under this premise, applying the raw 3D animation to the target interactive model can be achieved as follows: adding the procedural animation to the target interactive model; and / or attaching the target interactive model to the animated object in the keyframe animation, so that the target interactive model is a child object of the animated object. In other words, for procedural animation, the rotation or floating program corresponding to the target interactive model can be directly added to the model object to apply to the target interactive model; for keyframe animation, the target interactive model can be directly attached to the animation object in the keyframe animation, so that the target interactive model is a child object of the animation object in the keyframe animation, thereby realizing operations such as moving, rotating or scaling the target interactive model.
[0227] In one example embodiment, loading the model material corresponding to the target interactive model from the material library and applying the model material to the target interactive model can be achieved as follows: First, the material name of the model material corresponding to the target interactive model can be determined, and then the model material can be loaded from the material library (i.e., the material resource library) and applied to the target interactive model. During the application of the model material to the target interactive model, this can be achieved as follows: In response to dragging the model material onto the target interactive model, the original material in the target interactive model is replaced based on the model material. That is, once the model material is determined, it can be directly dragged to the corresponding position on the target interactive model.
[0228] In one example embodiment, adjusting the model attributes and / or animation attributes and / or lighting attributes and / or material attributes and / or sound attributes of the target interactive model in the newly generated scene to obtain the target resource scene can be achieved as follows: First, adjust the model attributes of the target interactive model in the newly generated scene; wherein, the model attributes described herein may include structural hierarchy attributes and position attributes; second, adjust the animation attributes of the target interactive model in the newly generated scene; next, adjust the lighting attributes of the target interactive model in the newly generated scene; then, adjust the material attributes of the target interactive model in the newly generated scene; wherein, the material attributes described herein may include, but are not limited to, material attributes including model color, texture mapping, normal mapping, transparency, glossiness, and refractive index, etc.; finally, adjust the sound attributes of the target interactive model in the newly generated scene. Specifically:
[0229] On the one hand, adjusting the model attributes of the target interactive model in the newly generated scene can be achieved in two ways: One approach is to display a model adjustment interface for the target interactive model's model attributes in response to touch operations on the model attribute interaction controls; and to adjust the attribute values of the structural hierarchy attributes and / or position attributes of the target interactive model in response to input operations on the model adjustment interface. The other approach is to adjust the current model position of the target interactive model in the newly generated scene in response to movement events acting on the target interactive model, and / or rotate the target interactive model. That is, in practical applications, if the target interactive model is one with adjustable position, the system interface can display the position attribute parameters corresponding to the target interactive model when it is loaded into the scene, allowing users to directly modify these parameters. In practical applications, the model's position attributes can be modified using shortcuts. For example, holding down the left mouse button and moving the mouse allows you to move the target interactive model horizontally, vertically, and vertically; holding down the right mouse button allows you to rotate the target interactive model; scrolling the mouse wheel allows you to zoom in and out; and holding down Ctrl + mouse wheel allows you to move the target interactive model forward and backward. For a detailed example diagram illustrating the implementation principle of adjusting model attributes, please refer to [link to example diagram]. Figure 11 As shown. It should be noted that during the adjustment of the target interaction model, if the user is not satisfied with the adjustment result, they can use the attribute reset function control in the display interface to reset the target interaction model from the adjusted state back to the state at the time of import or loading.
[0230] On the other hand, adjusting the animation attributes of the target interactive model in the newly generated scene can be achieved in the following ways: responding to a touch operation on the animation setting interactive control, displaying the animation adjustment interface corresponding to the animation attribute; responding to an input operation on the animation adjustment interface, adjusting the animation cycle duration and / or animation amplitude in the animation attribute; and / or adjusting the offset of the animation trajectory in the animation attribute of the newly generated scene. That is, in practical applications, when animation attribute adjustment is needed, the animation setting control can be touched, thereby displaying the animation attribute adjustment interface; the animation attribute adjustment interface can be specifically referred to... Figure 12 As shown; further, based on Figure 12 The animation attribute adjustment interface shown allows direct adjustment of the target interactive model's vertical offset, forward and backward offset, and animation speed.
[0231] On the other hand, adjusting the lighting attributes of the target interactive model in the newly generated scene can be achieved as follows: In response to a touch operation on the lighting setting interactive control, a lighting adjustment interface corresponding to the lighting attributes is displayed; in response to an input operation on the lighting adjustment interface, the position and / or intensity and / or color of the parallel lights and / or point light sources and / or spotlights and / or combined lights in the newly generated scene are adjusted. That is, in practical applications, since lighting attributes can include lighting position attributes and attributes of the light itself; where the attributes of the light itself can include light intensity and light color, etc.; therefore, if it is necessary to adjust the lighting attributes of the target interactive model, the lighting setting control can be touched to display the lighting attribute adjustment interface; the specific details of the lighting attribute adjustment interface can be found in [reference needed]. Figure 13 As shown; further, based on Figure 13 As shown in the lighting attribute adjustment interface, you can directly adjust the intensity of parallel lights, point light sources, spotlights, and combined lights based on this interface. You can also adjust the color of parallel lights, point light sources, spotlights, and combined lights, as well as the position and angle of the lights.
[0232] On another front, adjusting the material properties of the target interactive model in the newly generated scene can be achieved as follows: In response to a touch operation on the material setting interactive control, a material adjustment interface corresponding to the material properties is displayed; in response to an input operation on the material adjustment interface, the model color and / or texture map and / or normal map and / or transparency and / or glossiness and / or refraction of the target interactive model are adjusted. That is, in practical applications, since material properties can include common parameters such as base color, main texture, normal map, and transparency, as well as some unique parameters such as glossiness and refraction, etc., if it is necessary to adjust the material properties of the target interactive model, the material property setting control can be touched to display the material property adjustment interface; the specific display of the material property interface can be found in [reference needed]. Figure 14 As shown; further, based on Figure 14The material property adjustment interface shown allows direct adjustments to the main texture, metallic sheen map, and discovery map of the target interactive model. For example, to adjust the metallic sheen, one can directly adjust the metallic sheen intensity and smoothness. Furthermore, the interface also allows adjustments to the model color, main texture map, and normal map. For instance, if the target interactive model is a strawberry model, the surface roughness can be adjusted using the discovery map, allowing for the placement of strawberry seeds based on the adjusted surface.
[0233] Furthermore, adjusting the sound attributes of the target interactive model in the newly generated scene can be achieved as follows: In response to a touch operation on the sound setting interactive control, a sound adjustment interface corresponding to the sound attribute is displayed; in response to an input operation on the sound adjustment interface, the volume of the audio data is adjusted. That is, in practical applications, if it is necessary to adjust the sound attributes of the target interactive model, the sound setting control can be clicked to display the sound attribute setting interface; the specific details of the sound attribute setting interface can be found in [reference needed]. Figure 15 As shown; at the same time, based on Figure 15 As shown in the sound attribute settings interface, the playback mode and volume of audio data can be adjusted directly based on this interface.
[0234] Secondly, it is also necessary to determine the number of viewpoints in the target resource scene based on the target device parameters in the newly generated scene. Specifically, this can be achieved as follows: First, based on the target device parameters in the newly generated scene, determine the device attribute information of the target display device corresponding to the target device parameters; second, based on the device attribute information, determine the number of viewpoints required by the target display device to display the target resource scene. That is, in practical applications, different models of target display devices can support different numbers of viewpoints; for example, some models of display devices can support 2 viewpoints, some models can support 9 viewpoints, and some models can support 18 viewpoints; when determining the corresponding number of viewpoints, it can be directly determined based on the device attribute information of the target display device.
[0235] In step S130, the lens parameters of the virtual lens group corresponding to the target resource scene are configured according to the number of viewpoints, and the virtual lens group is configured according to the lens parameters.
[0236] In this example embodiment, firstly, the lens parameters of the virtual lens group corresponding to the target resource scene are configured according to the number of viewpoints; wherein, the virtual lens group described here is composed of multiple virtual lenses; the virtual lens can also be referred to as a virtual camera; in the naked-eye 3D resource processing method described in this example embodiment, the number of virtual lenses included in the virtual lens group is determined according to the number of viewpoints; for example, if the number of viewpoints is 3, then the virtual lens group can be composed of 3 virtual lenses; or, for example, if the number of viewpoints is 9, then the virtual lens group can be composed of 9 virtual lenses. Furthermore, the lens parameters of the virtual lens group described here include not only the number of lenses in the virtual lens group, but also the lens spacing of each virtual lens in the virtual lens group, the distance difference between the virtual lens group and the zero plane, etc.
[0237] It should be noted that these camera parameters are pre-adjusted. For example, when the number of viewpoints is 9, the distance between the 9 virtual cameras in the virtual camera group and the distance difference between the virtual camera group and the zero plane are all pre-adjusted. Of course, to obtain the zero plane, the zero point position needs to be determined first. Furthermore, to obtain the zero point position of the target resource scene, the zero point itself needs to be determined first. The zero point of the target resource scene, as described here, is the intersection of the camera orientations of the virtual cameras in the virtual camera group. The zero point position can be determined by the original coordinate position (0,0,0) of the virtual engine, or by the intersection of the camera orientations of the virtual cameras. Therefore, the specific determination process of the zero point position can be implemented in two ways: The first method is to determine the original coordinate position of the three-dimensional coordinate system where the resource generation engine is located, and determine the original zero point position based on the original coordinate position; adjust the original zero point position to obtain the zero point position of the target resource scene. The adjustment of the original zero point position can include, but is not limited to, forward / backward movement, left / right movement, and up / down movement. The second implementation method is as follows: Based on the lens orientations of the virtual lenses in the virtual lens group, calculate the intersection point of the lens orientations of the virtual lenses, and determine the zero-point position of the target resource scene based on the intersection point of the lens orientations. That is, since the zero-point position is the intersection point of the lens orientations, the intersection point of the orientations of each virtual lens can be directly calculated based on the orientations of the virtual lenses in the virtual lens group, and the zero-point position can be obtained based on the intersection point of this intersection point. Of course, during the calculation of the lens orientation intersection point, the lens parameters of each virtual lens in the virtual lens group can also be adjusted. For example, the overall camera spacing of the virtual lenses can be adjusted, or the front-to-back camera spacing, vertical camera spacing, and horizontal camera spacing of the virtual lenses can be adjusted separately. Furthermore, the field of view (FOV) of the virtual lenses can also be adjusted, and so on.
[0238] Furthermore, after obtaining the lens parameters, a virtual lens group can be determined based on these parameters. Specifically, this can be achieved as follows: determine the original lens position of each virtual lens in the virtual lens group according to the lens parameters; place the virtual lens at the original lens position and adjust the lens parameters of the virtual lens at the original lens position to obtain the virtual lens group based on the adjusted virtual lens. That is, in practical applications, the original lens position can be directly determined based on the lens spacing, zero point position, and the distance difference between the zero plane and the virtual lens group in the lens parameters, and the virtual lenses can be arranged sequentially based on the original lens position; furthermore, after the arrangement is completed, the lens parameters of the virtual lenses need to be adjusted; the adjustment of lens parameters can include adjusting the lens spacing, adjusting the lens attitude information, adjusting the lens angle information, adjusting the original lens position, etc. The resulting virtual lens group can be specifically referenced... Figure 16 As shown.
[0239] In one example embodiment, adjusting the lens parameters of a virtual lens at the original lens position can be achieved as follows: First, in response to a touch operation on the naked-eye setting interactive control, a naked-eye parameter setting interface is displayed; second, in response to an input operation in the naked-eye parameter setting interface, the lens spacing and / or lens posture information and / or lens angle information of the virtual lens at the original lens position are adjusted; and / or the original lens position of the virtual lens is adjusted. Specifically, in practical applications, if it is necessary to adjust the lens parameters of the virtual lens, a naked-eye setting control can be used to display the naked-eye parameter setting interface; then, clicking the camera setting control in the naked-eye parameter setting interface will display the lens parameter setting interface; the lens parameter setting interface can be specifically referred to... Figure 17 As shown; based on Figure 17 The lens parameter setting interface shown allows you to directly set the overall camera spacing of the virtual lens, or to set the front-to-back, vertical, and horizontal camera spacing of the virtual lenses separately. Furthermore, you can set the field of view (FOV) of the virtual lens through advanced settings (where the FOV of each virtual lens in the virtual lens group is the same). The greater the spacing between the virtual lenses in the virtual lens group, the stronger the out-of-screen effect of the target interactive model when displayed.
[0240] It should be noted that, theoretically, all lens parameters can be manually adjusted; however, in practical applications, to improve the efficiency of generating naked-eye 3D resources, generally only the left and right spacing of the camera is adjusted to achieve a better out-of-screen effect.
[0241] It's important to further clarify that while adjusting the lens parameters of the virtual camera, the target device parameters of the display device can also be adjusted. However, when adjusting the target device parameters, only the device interleaving parameters can be adjusted; the device type cannot be changed. The reason is that since the number of viewpoints and the virtual camera group are already determined, adjusting the device type would require adjusting the number of viewpoints. However, since the number of viewpoints is fixed, the device type cannot be adjusted further.
[0242] In one example embodiment, a detailed schematic diagram illustrating the principle of the virtual lens's field of view described herein can be found in [reference needed]. Figure 18 As shown; meanwhile, the field of view of the virtual lens described here can be used to adjust the viewport size of the virtual lens; in practical applications, the viewport size of the virtual lens can affect the display size of the target interactive model captured by the virtual lens on the display screen of the target display device; wherein, the smaller the angle of the field of view of the virtual lens, the larger the display effect of the target interactive model captured by the virtual lens on the display screen; conversely, the larger the angle of the field of view of the virtual lens, the smaller the display effect of the target interactive model captured by the virtual lens on the display screen; that is, the size of the field of view is inversely proportional to the display size of the target interactive model on the display screen.
[0243] In step S140, based on the target resource scene, the virtual camera group, and the zero point position, a naked-eye 3D resource corresponding to the target interactive model is generated.
[0244] For details, please refer to Figure 19 As shown, generating naked-eye 3D resources corresponding to the target interaction model based on the target resource scene, the virtual camera group, and the zero-point position may include the following steps:
[0245] Step S1910: Determine the zero plane position based on the zero point position, and adjust the zero plane position.
[0246] Specifically, the zero plane described here can serve as the boundary between the screen-out and screen-in points in multi-view naked-eye 3D. In practical applications, once the zero-point position is determined, the zero-point position can be used as the center point to determine the position of the zero plane. Of course, after the position of the zero plane is determined, it can also be adjusted. The adjustment of the zero plane's position can be achieved through... Figure 17 The lens parameter setting interface shown is used to achieve this; by adjusting the front and rear positions of the zero plane, the distance between the virtual lens group and the zero plane can be adjusted, thereby achieving the purpose of adjusting the out-of-screen effect of the target interactive model.
[0247] Step S1920: Determine the stereoscopic display area and planar display area of the target interactive model in the target resource scene based on the adjusted zero-plane position.
[0248] Specifically, the stereoscopic display area described here is also known as the out-of-screen area, and the planar display area is also known as the in-screen area. In practical applications, the out-of-screen area is the effective area between the zero plane and the virtual camera group, and the in-screen area is the effective area after the zero plane.
[0249] Step S1930: Based on the stereoscopic display area and the planar display area, determine the model placement area of the target interactive model in the target resource scene, and adjust the target model position of the target interactive model based on the model placement area.
[0250] Specifically, in practical applications, to enable users to easily create optimal naked-eye 3D effects, the top-view assistance function can be used to determine the model placement area. The implementation of this function relies on both the stereoscopic display area and the planar display area. An example scene image obtained after adjusting the target model's position can be found in the following image. Figure 20 As shown; in Figure 20 In the example diagram shown, the model placement area can be referenced as shown in 2001. In the model placement area shown in 2001, the front boundary of the model placement area is the maximum value of the off-screen area of naked-eye 3D, and the rear boundary of the model placement area is the position of the zero plane. The position of the model placement area moves as the position of the zero plane moves.
[0251] Step S1940: Publish the target resource scene after position adjustment and the virtual camera group to obtain naked-eye 3D resources corresponding to the target interaction model.
[0252] Specifically, publishing the adjusted target resource scene and the virtual camera group to obtain naked-eye 3D resources corresponding to the target interactive model can be achieved as follows: In response to a touch operation on the resource publishing interaction control, the resource publishing interface is displayed; in response to a touch operation on the resource publishing interface, the resource publishing type is determined; based on the resource publishing type, the adjusted target resource scene and the virtual camera group are published to obtain naked-eye 3D resources corresponding to the target interactive model. The resource publishing type described here can include program resource categories, video resource categories, and sequence frame resource categories, etc. That is, in practical applications, if it is necessary to perform a naked-eye 3D resource publishing operation, the publishing control can be clicked to display the resource publishing interface; the specific resource publishing interface can be found in [reference needed]. Figure 21 As shown; at the same time, based on Figure 21 The resource publishing interface shown indicates that resources can be published as either glasses-free 3D programs or glasses-free 3D videos. In practical applications, users can select the appropriate publishing type based on their needs to obtain the corresponding glasses-free 3D resources.
[0253] In one example embodiment, when the resource publishing type is a program resource category, the target resource scene with adjusted position and the virtual camera group are published based on the resource publishing type to obtain a naked-eye 3D resource corresponding to the target interactive model. This can be achieved as follows: displaying a resource publishing interface corresponding to the program resource category; determining the save path of the naked-eye 3D resource in response to an input operation on the resource publishing interface corresponding to the program resource category; and packaging the target resource scene with adjusted position and the virtual camera group to obtain a naked-eye 3D resource with a program resource category. The resource publishing interface corresponding to the program resource category described here can be further referenced. Figure 21 As shown. The naked-eye 3D resources with program resource categories described here refer to packaging the data and resources of a project together and publishing it as a standalone naked-eye 3D program. Simultaneously, the published naked-eye 3D program acts like a parser, parsing data and reconstructing a generated scene at runtime. For example, it can load scene libraries and models at runtime, and reconstruct attributes such as animation, lighting, sound, and materials. Furthermore, the published naked-eye 3D program supports the naked-eye 3D imaging module mentioned above, and can adjust the effects in real time based on the actual display situation when running on a naked-eye 3D screen. Under this premise, after touching the publishing control, the system can automatically package the target resource scene after position adjustment and the virtual camera group, thereby obtaining naked-eye 3D resources with program resource categories.
[0254] In one example embodiment, when the resource publishing type is a video resource category and / or a sequence frame resource category, based on the resource publishing type, the target resource scene after position adjustment and the virtual camera group are published to obtain naked-eye 3D resources corresponding to the target interactive model. This can be achieved as follows: displaying a resource parameter adjustment interface corresponding to the video resource category and / or sequence frame resource category; responding to input operations on the resource parameter adjustment interface, determining target resource parameters corresponding to the video resource category and / or sequence frame resource category; saving the target resource parameters, the target resource scene after position adjustment, and the virtual camera group to obtain naked-eye 3D resources with video resource category and / or sequence frame resource category. That is, if it is necessary to publish a video resource category or a sequence frame resource category, the publish video control in the resource publishing interface can be clicked to display the resource parameter adjustment interface corresponding to the video resource category and / or sequence frame resource category; the specific resource parameter adjustment interface corresponding to the video resource category and / or sequence frame resource category can be found in [reference needed]. Figure 22 As shown; based on Figure 22 The resource parameter adjustment interface shown indicates that the target resource parameters to be adjusted may include, but are not limited to, rendering style parameters, resolution parameters, and output type parameters. Furthermore, since different rendering styles, resolutions, and output types exist, the process of saving the target resource parameters, the adjusted target resource scene, and the virtual camera group to obtain a naked-eye 3D resource with video resource categories and / or sequence frame resource categories can be achieved in the following way:
[0255] First, the target rendering style of the naked-eye 3D resource is determined based on the rendering style parameter in the target resource parameters. Second, the target image type of the output image is determined based on the input type parameter in the target resource parameters, and the target resolution of the output image is determined based on the resolution parameter in the target resource parameters. Then, in response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with the target rendering style and target resolution, and with a video resource category and / or a sequence frame resource category is output. Herein, the target rendering style includes a multi-view splicing mode or a rendering result mode, and the target image type includes a video image type or a sequence frame image type.
[0256] In one example embodiment, in response to a touch operation on a third preset interactive control in the resource parameter adjustment interface, outputting a glasses-free 3D resource with a target rendering style and target resolution, and having a video resource category and / or a sequence frame resource category, can be achieved in the following ways: In response to a touch operation on a third preset interactive control in the resource parameter adjustment interface, outputting a glasses-free 3D resource with a multi-viewpoint stitching mode and target resolution, and having a video frame type; or in response to a touch operation on a third preset interactive control in the resource parameter adjustment interface, outputting a glasses-free 3D resource with a rendering result mode and target resolution, and having a video frame type; or in response to a touch operation on a third preset interactive control in the resource parameter adjustment interface, outputting a glasses-free 3D resource with a multi-viewpoint stitching mode and target resolution, and having a sequence frame type; or in response to a touch operation on a third preset interactive control in the resource parameter adjustment interface, outputting a glasses-free 3D resource with a rendering result mode and target resolution, and having a sequence frame type.
[0257] The following will combine Figure 22 This paper further explains and clarifies the specific generation process of glasses-free 3D resources with video resource categories and / or sequence frame resource categories. Specifically, in practical applications, the implementation principle of publishing glasses-free 3D resources with video resource categories is largely the same as that of publishing glasses-free 3D resources with sequence frame resource categories. The difference lies in that glasses-free 3D resources with sequence frame resource categories save each frame image from the glasses-free 3D resources with video resource categories. Furthermore, the output format during the publishing process of glasses-free 3D resources with video resource categories and / or sequence frame resource categories can include multi-view mode and rendering result mode. Multi-view mode refers to arranging the scene images captured by each virtual lens in the virtual lens group onto a single image according to the position of the virtual lens in the virtual lens group. The resulting multi-view video image can be referenced... Figure 23 As shown; the rendering result mode refers to combining the above multi-view images into a single image using an image interlacing algorithm; the specific details of the resulting composite image can be found in [reference needed]. Figure 24 As shown; at the same time, in Figure 24 The blurred image shown in the composite image is the one that can be displayed as a stereoscopic effect on a naked-eye 3D screen. Furthermore, the image interleaving algorithm described here refers to the process of combining the images from multiple cameras into one image, which can then be displayed on a naked-eye 3D screen.
[0258] Thus, the specific process for generating glasses-free 3D resources as described in the exemplary embodiments of this disclosure has been fully implemented. The following will explain and illustrate the specific display process of the generated glasses-free 3D resources on the target display device in conjunction with the accompanying drawings.
[0259] In one example embodiment, the display of glasses-free 3D resources can be achieved by: outputting glasses-free 3D resources with program resource categories to a target display device, and displaying the glasses-free 3D resources with program resource categories through the target display device; and / or outputting glasses-free 3D resources with video resource categories and / or sequence frame resource categories to a target display device, and displaying the resources with video resource categories and / or sequence frame resource categories through the target display device. In other words, based on the aforementioned content, the output glasses-free 3D resources can include glasses-free 3D resources with program categories, multi-view glasses-free 3D video resources, rendered result video resources, multi-view glasses-free 3D sequence frames, and rendered result sequence frames. Based on the different forms of glasses-free 3D resources published, for target display devices with glasses-free 3D screens and high-configuration conference all-in-one machines, the published programs, multi-view glasses-free 3D video resources, and multi-view glasses-free 3D sequence frames can be displayed. Furthermore, for low-configuration all-in-one machines, such as picture frames, only rendered result videos or rendered result sequence frames can be published. During playback, the glasses-free 3D picture frame has a built-in player that can play rendered result videos or images created according to the system.
[0260] Of course, since the target device parameters of the target display device are set during the generation of glasses-free 3D resources, the target display device can automatically adapt to the received glasses-free 3D resources when displaying them. It can also call the adjustment interface of the glasses-free 3D imaging component to adjust the display effect, thereby further matching the display screen of the target display device. However, only the screen interlacing parameters can be changed here; the device type cannot be modified. For multi-view glasses-free 3D video resources and multi-view glasses-free 3D sequence frames, an image interlacing algorithm needs to be called for processing, and the results displayed. Furthermore, when playing multi-view glasses-free 3D video resources and multi-view glasses-free 3D sequence frames, the specific playback process can be achieved by calling a glasses-free 3D video player.
[0261] In one example embodiment, during practical application, when the naked-eye 3D resource displayed by the target display device is a naked-eye 3D resource with a program resource category, intelligent interaction can be performed on the displayed naked-eye 3D resource. The reason for this intelligent interaction is that the naked-eye 3D screen of the target display device is a large widescreen, and in order to view the displayed naked-eye 3D resource, the viewing position must be at a certain distance from the target display device. Therefore, in scenarios where viewing is at a distance, it is impossible to directly operate the target interactive model using a keyboard or mouse. To solve this technical problem and improve the interactive experience, naked-eye 3D resources with a program resource category have been introduced. That is, when the naked-eye 3D resource displayed by the target display device is a naked-eye 3D resource with a program resource category, human-computer interaction commands can be executed on the displayed target interactive model after the target display device displays the naked-eye 3D resource with a program resource category. Specifically, this can be achieved as follows: In response to the input of the current interactive gesture, obtain hand state information and finger movement direction, and determine the current interactive instruction to be executed by the target interactive model in the naked-eye 3D resource based on the hand state information and finger movement direction; control the target interactive model in the naked-eye 3D resource to execute the current interactive instruction, switch the target interactive model from the original model state to the target model state corresponding to the current interactive instruction, and display the model animation generated by executing the current interactive instruction; wherein, the current interactive gesture described here may include, but is not limited to, human body interactive gestures, motion controller interactive gestures, external device interactive gestures, and gamepad interactive gestures, etc.
[0262] In one example embodiment, naked-eye 3D resources with program resource categories can support camera-based gesture algorithm interaction, Leapmotion (motion controller) interaction, Kinect (external device) interaction, 3DoF (degree of free) Bluetooth controller interaction, and 6DoF Bluetooth controller interaction. During actual interaction, if the target interaction model in the program has corresponding effect animation, then during intelligent interaction, the effect animation will stop playing and automatically place the target interaction model in the initial position when imported, and then execute the corresponding interaction command based on the scene. At the same time, when the interaction command is completed, the animation effect is restored.
[0263] In one example embodiment, the specific implementation principle of camera-based gesture algorithm interaction, Leapmotion interaction, and Kinect interaction is as follows: The hand's state and movement direction are obtained through gesture recognition algorithms and Leapmotion, thereby controlling the object's movement and rotation. Specific operation rules may include, but are not limited to: if the recognized gesture is a palm state and the palm's movement direction is up, down, left, or right, the target interaction model needs to execute the following response command: the target interaction model gradually shifts to a certain position within a certain time period using up, down, left, and right movements; furthermore, if the target interaction model does not receive other operation commands after a preset time interval, it will gradually reset over a certain period; simultaneously, if the recognized gesture is a clenched fist state and the fist is rotated, the target interaction model will execute a rotation operation command based on the fist's rotation angle.
[0264] In one example embodiment, the specific implementation principle of the 3DoF Bluetooth controller interaction and 6DoF Bluetooth controller interaction described above is as follows: pressing and holding the OK button on the controller can trigger the control of the target interactive model; releasing it will lose the model of the target interactive model and return to the initial state when imported; furthermore, after pressing and holding the OK button, rotating the 3DoF Bluetooth controller can control the rotation of the model; at the same time, for the 6DoF controller, the target interactive model follows the movement and rotation of the controller; and, when the Home button on the controller is pressed, the model returns to the initial state when imported, triggering the explosion interactive operation; pressing the Home button again restores the explosion effect to its original position.
[0265] In one example embodiment, the explosion interaction described above refers to the process where, when a hand clenches into a fist and then opens, the various parts of an object move outward in a certain direction, gradually splitting the object apart. From opening to clenching, the split parts of the object gradually return to their original state. Simultaneously, to switch between normal hand translation and fist clenching operations, it is necessary to continuously and rapidly clench and open the fist at least three times to turn the explosion interaction on and off, reducing accidental triggering of each operation. In practical applications, the explosion direction angle can be selected as a free direction angle or an XYZ axis direction angle. The direction angle described here is a local angle of the object's sub-module relative to the entire object. Taking Unity's left-handed coordinate system as an example, the left-handed coordinate system refers to a spatial rectangular coordinate system where the left thumb points in the positive x-axis direction, the index finger points in the positive y-axis direction, and if the middle finger points in the positive z-axis direction, this coordinate system is called a left-handed rectangular coordinate system; otherwise, it is a right-handed rectangular coordinate system. Specific scene example diagrams can be found in [reference needed]. Figure 25 As shown; further, for the free direction angle, it refers to the movement of a single component of the target interaction model along its own forward direction. For specific scene example diagrams, please refer to... Figure 26As shown; for the XYZ axis directions, you can select an object to expand outwards along a single X, Y, or Z axis, meaning the object's sub-modules expand outwards from the object's center point along a fixed axis. For example, expanding along the Z axis, the resulting scene example can be found in the image below. Figure 27 As shown.
[0266] Under the specific application scenarios described above, controlling the target interactive model in the glasses-free 3D resource to execute the current interaction command can be achieved in the following ways: controlling the target interactive model in the glasses-free 3D resource to execute up / down movement commands and / or left / right movement commands; and / or controlling the target interactive model in the glasses-free 3D resource to execute rotation commands; and / or controlling the target interactive model in the glasses-free 3D resource to execute explosion commands. In other words, when performing intelligent interaction with the target interactive model in the glasses-free 3D resource, the target interactive model can be moved up / down, left / right, or rotated; and the various components of the target interactive model can be obtained based on the explosion operation.
[0267] Furthermore, the explosion command executed on the target interactive model in the naked-eye 3D resource can be achieved as follows: The model component sub-modules of the target interactive model in the naked-eye 3D resource are controlled to move according to preset directions and preset angles to achieve the explosion effect. The preset directions include free movement directions or coordinate axis movement directions, and the preset angles include the local angles of the model component sub-modules relative to the target interactive model. In other words, the model component sub-modules of the target interactive model can be controlled to execute model dispersion commands at different dispersion angles. Finally, after the target interactive model has executed the corresponding interaction command, a preset time interval is required to control the target interactive model to revert from its target model state to its original model state, and then execute other interaction commands based on the original model state.
[0268] In one example embodiment, when performing interactive operations using a camera-based gesture algorithm, the following steps can be taken: First, acquire the gesture depth map of the gesture to be detected, and calculate the current point cloud data of the gesture based on the gesture depth map; then, match a target geometric gesture for the gesture to be detected in a preset gesture search space based on the current point cloud data; finally, when it is determined that a target geometric gesture corresponding to the gesture to be detected exists in the preset gesture search space, acquire the interactive operation instruction corresponding to the target geometric gesture, and control the target interactive model to execute the corresponding interactive operation instruction.
[0269] In one example embodiment, acquiring the gesture depth map of the gesture to be detected and calculating the current point cloud data of the gesture based on the gesture depth map can be achieved as follows: First, the gesture depth map of the gesture to be detected can be acquired using an image acquisition device; wherein, the image acquisition device can be a depth image acquisition device, which can be embedded in the target display device or set independently, and this example does not impose any special restrictions on this; further, after the gesture depth map is acquired, it can be input to an algorithm (e.g., MediaPipe), and the algorithm can output the 3D positions of all key points in the gesture depth map, and obtain the current point cloud data based on the 3D positions of each key point; wherein, the hand key points can also be understood as the joints of the hand skeleton, usually described by 21 3D key points (see reference for details). Figure 28 (As shown).
[0270] In one example embodiment, matching a target geometric gesture for the gesture to be detected in a preset gesture search space based on the current point cloud data can be achieved as follows: First, based on a preset image processing model, calculate the distance difference between the three-dimensional point coordinates in the current point cloud data and the model surface of the standard geometric gesture included in the preset gesture search space; second, extract the minimum value from the distance difference and take the standard geometric gesture corresponding to the minimum value as the target geometric gesture. In other words, during the target geometric gesture matching process, it can be achieved by calculating the distance difference between the 3D point coordinates in the current point cloud data and the surface of the standard geometric gesture model. The specific generation of the standard geometric gesture can include: first, generating a series of standard geometric gesture models of the hand based on the hand pose (pose can refer to the hand's pose parameters or node positions), and then establishing a search space based on the generated standard geometric gesture models. In the process of generating the standard geometric gesture model, linear blend skinning (a skeletal skinning animation algorithm) can be used. Its specific implementation principle is: to cover the hand skeleton with a layer of skin, and let the skin change along with the movement of the skeleton; this is often used in the animation field. In the specific generation process, the pose can first be converted into a corresponding mesh, and then further converted into a smooth surface model to obtain the standard geometric gesture model. Furthermore, during the generation process, the pose can be used as an independent variable; the standard geometric gesture model can be calculated from the pose, and the labeled geometric gesture model corresponds one-to-one with the pose.
[0271] Furthermore, once the standard geometric gestures are obtained, the specific matching process can be implemented. In the specific matching process, the standard geometric gestures can be divided into the standard geometric gestures of the current frame, the standard geometric gestures of the previous frame corresponding to the standard geometric gestures of the current frame, and the standard geometric gestures of the next frame corresponding to the standard geometric gestures of the current frame. Specifically, based on a preset image processing model, calculating the distance difference between the 3D point coordinates in the current point cloud data and the model surface of the standard geometric gesture included in the preset gesture search space can include the following steps: initializing the image processing model to be trained to obtain the parameters to be optimized included in the image processing model to be trained; inputting the current point cloud data of the gesture depth map and the hand pose parameters of the standard geometric gesture in the previous frame into the image processing model to be trained to obtain the predicted distance between the gesture depth map and the standard geometric gesture in the previous frame; constructing a loss function based on the actual distance and the predicted distance between the gesture depth map and the standard geometric gesture in the previous frame, and optimizing the parameters to be optimized based on a preset optimization algorithm and the loss function; updating the image processing model to be trained based on the optimized parameters to obtain the trained image processing model, and using the trained image processing model to calculate the distance difference between the standard geometric gesture in the current frame and / or the standard geometric gesture in the next frame and the deep gesture depth map.
[0272] Furthermore, the preset optimization algorithm includes particle swarm optimization algorithm and / or nearest point optimization algorithm. Furthermore, when the preset optimization algorithm is a particle swarm optimization algorithm, the optimization of the parameters to be optimized according to the preset optimization algorithm and the loss function can be achieved in the following way: First, a particle swarm is generated according to the parameters to be optimized, and the starting position and starting velocity of each particle in the particle swarm are randomly set; wherein, each parameter to be optimized corresponds to one particle; second, the fitness of each particle is calculated according to the loss function, and the fitness of each particle at the current position is compared with its fitness at the best position. If the fitness of the particle at the current position is better than its fitness at the best position, then the current position is taken as the individual best position; otherwise, it remains unchanged; then, the fitness of each particle at the current position is compared with the fitness of the swarm's best position. If the fitness of the particle at the current position is better than its fitness at the swarm's best position, then the current position is taken as the global best position; otherwise, it remains unchanged; finally, the velocity and position of the particles in the particle swarm are updated according to the individual best position, the global best position, and the particle velocity to achieve the optimization of the parameters to be optimized.
[0273] In one example embodiment, the specific optimization steps of the particle swarm optimization algorithm are as follows: First, randomly set the starting position x of the particles. i and velocity vi The algorithm first sets the population size and parameters to be adjusted based on the problem to be solved. Then, it calculates the fitness of each particle according to the fitness function formula and compares the fitness of each particle's current position with the fitness value of its best position, pbest. If the current position is better, it is used as pbest; otherwise, pbest remains unchanged. Next, it compares the fitness of each particle's current position with the fitness value of the best position in the population, pbest. If the current position is better, it is used as the current global best position, pbest. Finally, it updates the particle's velocity and position according to the formula. If the algorithm's preset termination condition is not met, the fitness of each particle continues to be calculated. If the termination condition is met, the loop ends and the best position information is output. It should be noted that using the particle swarm optimization algorithm to optimize the parameters of the image processing model can significantly shorten the network training time and solve the local optima problem of the traditional backpropagation (BP) optimization algorithm.
[0274] Further explanation is needed here. During the processing of the image processing model to be trained, the input to the model is a gesture depth map and the pose of a standard geometric gesture. The output is the predicted distance between the gesture depth map and the standard geometric gesture. A loss function can then be constructed based on the predicted and actual distances. The smaller the loss function, the more similar the input gesture depth map and the standard geometric gesture are. Simultaneously, in the specific matching process, the pose with the smallest predicted distance value in the search space is the desired pose (i.e., the target geometric gesture). However, since the search space cannot be written in analytical form, it is impossible to calculate the minimum distance difference in one go. Therefore, optimization based on a corresponding optimization algorithm is required during training, and the optimal solution is obtained through iterative calculation. Furthermore, since iterative numerical solutions usually have high initialization requirements, poor initialization can lead to a long time to convergence and may even fail to converge to the global minimum (because the loss function is non-convex). Therefore, in the algorithm implementation, the pose of the standard geometric gesture from the previous frame is typically used to initialize the standard geometric gesture of the current frame to implement the specific calculation process.
[0275] Thus, the method for processing naked-eye 3D resources in the exemplary embodiments of this disclosure has been fully implemented. Based on the foregoing description, it can be understood that the method for processing naked-eye 3D resources described in the exemplary embodiments of this disclosure, on the one hand, can reduce the difficulty of creating naked-eye 3D content and improve the generation efficiency of naked-eye 3D content; on the other hand, it can support naked-eye 3D screens with various viewpoint numbers such as 2, 9, 18, 24, and 49, and can also adjust and modify naked-eye 3D parameters to adapt to more naked-eye 3D screens, and the supported devices can be arbitrarily expanded; furthermore, the output naked-eye 3D content can have its parameters adjusted on screens of the same type but with different parameters; further still, the visualized naked-eye 3D effect adjustment process, model operation, and attribute editing process make the operation more intuitive and simple.
[0276] Furthermore, after obtaining the naked-eye 3D resources, these resources can be applied. Specifically, the naked-eye 3D resources obtained based on the processing method described in the exemplary embodiments of this disclosure can be applied to e-commerce scenarios, educational scenarios, new product demonstration scenarios, new product launch scenarios, and so on. In practical applications, the number of viewpoints and corresponding lens parameters can be configured in the naked-eye 3D resources according to the actual needs of the requester.
[0277] In one application scenario, such as displaying virtual items in an e-commerce environment, this can be achieved as follows: Responding to a touch operation on the current display interface, determine the product to be displayed; acquire the naked-eye 3D resource corresponding to the product; wherein the naked-eye 3D resource is generated using the naked-eye 3D resource processing method described in this application; display the naked-eye 3D resource corresponding to the product, and interact with the displayed product to showcase its internal structure. In other words, in an e-commerce scenario, if a user clicks on a product and the client's terminal device supports naked-eye 3D display, the product can be displayed in naked-eye 3D. Simultaneously, if it is necessary to display the product's components or internal structure, gesture interaction can be used to disperse the product based on its specific components, thereby facilitating a detailed viewing of the product's internal structure and improving the accuracy of the displayed product, allowing users to purchase the product according to their actual needs.
[0278] In one application scenario, such as displaying teaching props in a teaching setting, this can be achieved as follows: The teaching prop to be displayed is determined, and the corresponding naked-eye 3D resource is acquired; wherein the naked-eye 3D resource is generated using the naked-eye 3D resource processing method described in this application; the naked-eye 3D resource corresponding to the teaching prop is displayed, and the displayed teaching prop is interacted with to demonstrate its internal structure. In other words, in a teaching scenario, if a teaching prop needs to be displayed, the corresponding naked-eye 3D resource can be acquired and displayed accordingly; simultaneously, if the internal structure needs to be displayed, gesture interaction or interaction with other external devices can be used; furthermore, when interacting, taking a blackboard eraser as an example, the blackboard eraser can be disassembled based on its specific structural components, and each component can be displayed separately.
[0279] The following are embodiments of the apparatus disclosed herein, which can be used to execute embodiments of the method disclosed herein. For details not disclosed in the apparatus embodiments of this disclosure, please refer to the embodiments of the method disclosed herein.
[0280] This disclosure also provides an apparatus for processing glasses-free 3D resources. Specifically, refer to... Figure 29 As shown, the naked-eye 3D resource processing device may include an original resource scene generation module 2910, a viewpoint number determination module 2920, a virtual lens group configuration module 2930, and a naked-eye 3D resource generation module 2940. Specifically:
[0281] The original resource scene generation module 2910 can be used to create a new generated scene corresponding to the target interaction model, and load the target interaction model into the new generated scene to obtain the original resource scene.
[0282] The viewpoint number determination module 2920 can be used to call a preset resource library to adjust the original resource scene to obtain the target resource scene, and determine the viewpoint number of the target resource scene according to the target device parameters in the newly generated scene;
[0283] The virtual camera group configuration module 2930 can be used to configure the camera parameters of the virtual camera group corresponding to the target resource scene according to the number of viewpoints, and configure the virtual camera group according to the camera parameters.
[0284] The naked-eye 3D resource generation module 2940 can be used to generate naked-eye 3D resources corresponding to the target interactive model based on the target resource scene, the virtual lens group, and the zero point position.
[0285] In one exemplary embodiment of this disclosure, creating a new generated scene corresponding to a target interaction model includes: displaying a project creation sub-interface in response to a touch operation on a first preset interactive control on the display interface of a resource creation terminal; determining target device parameters and naked-eye 3D interleaving parameters of a target display device displaying naked-eye 3D resources corresponding to the target interaction model in response to an input operation on the project creation sub-interface; and creating a new generated scene corresponding to the target interaction model in response to a touch operation on a second preset interactive control in the project creation sub-interface.
[0286] In one exemplary embodiment of this disclosure, loading the target interaction model into the newly generated scene to obtain the original resource scene includes: obtaining the target interaction model from a preset model library according to the target model name of the target interaction model; and / or importing the target interaction model from an external file according to the target model name of the target interaction model; and adaptively adjusting the model size of the target interaction model in the newly generated scene to obtain the original resource scene.
[0287] In one exemplary embodiment of this disclosure, adaptively adjusting the model size of the target interaction model in the newly generated scene to obtain the original resource scene includes: constructing a first rectangle based on the newly generated scene and constructing a second rectangle based on the target interaction model; calculating a model scaling factor of the target interaction model in the newly generated scene based on the first rectangle and the second rectangle; and adaptively adjusting the model size of the target interaction model based on the model scaling factor to obtain the original resource scene.
[0288] In one exemplary embodiment of this disclosure, constructing a first rectangle based on the newly generated scene includes: displaying the newly generated scene on the display interface of the resource creation terminal; using the center point of the display interface as the center point of the first rectangle, and determining the first rectangle length and the first rectangle width based on the interface length and interface width occupied by the newly generated scene on the display interface; and constructing the first rectangle based on the center point, the first rectangle length, and the first rectangle width.
[0289] In one exemplary embodiment of this disclosure, constructing a second rectangle based on the target interaction model includes: obtaining the pixel coordinates of pixels in the target interaction model, and obtaining the maximum horizontal coordinate value, the maximum vertical coordinate value, the minimum horizontal coordinate value, and the minimum vertical coordinate value among the pixel coordinates; determining the height of the second rectangle based on the maximum horizontal coordinate value and the minimum horizontal coordinate value, and determining the length of the second rectangle based on the maximum vertical coordinate value and the minimum vertical coordinate value; using the center point of the target interaction model as the center point of the second rectangle, and constructing the second rectangle based on the center point of the second rectangle, the height of the second rectangle, and the length of the second rectangle.
[0290] In one exemplary embodiment of this disclosure, calculating the model scaling factor of the target interactive model in the newly generated scene based on the first rectangle and the second rectangle includes: mapping the first rectangle to the three-dimensional coordinates where the resource generation engine is located to obtain a rectangle mapping result; calculating a first ratio between the rectangle mapping height and the second rectangle height in the rectangle mapping result, and calculating a second ratio between the rectangle mapping length and the second rectangle length in the rectangle mapping result; and determining the model scaling factor of the target interactive model in the newly generated scene based on the first ratio and the second ratio.
[0291] In one exemplary embodiment of this disclosure, the naked-eye 3D resource processing apparatus further includes:
[0292] A new virtual model loading module has been added, which can be used to load a new virtual model into the original resource scene in response to a model loading operation, and / or import a new virtual model into the original resource scene.
[0293] The model tag generation module can be used to generate model tags corresponding to the newly added virtual model and display the model tags in the original resource scene.
[0294] In one exemplary embodiment of this disclosure, the naked-eye 3D resource processing apparatus further includes:
[0295] The model switching display module can be used to respond to touch operations on the model label, display the newly added virtual model corresponding to the model label in the original resource scene, and switch the target interactive model in the original resource scene based on the newly added virtual model.
[0296] In one exemplary embodiment of this disclosure, the naked-eye 3D resource processing apparatus further includes:
[0297] The display order adjustment module can be used to adjust the display order of the model tags in the original resource scene in response to a touch operation on the model tags; and / or
[0298] The mode timing setting interface display module can be used to display the mode timing setting interface of the newly added virtual model and / or target interactive model;
[0299] The model display duration determination module can be used to determine the model display duration of the newly added virtual model and / or the target interactive model in response to the input operation of the mode timing setting interface.
[0300] In one exemplary embodiment of this disclosure, the preset resource library includes at least one of a scene library, a model library, an animation library, a material library, a lighting library, and a sound library.
[0301] In one exemplary embodiment of this disclosure, adjusting the original resource scene by invoking a preset resource library to obtain a target resource scene includes: loading an original 3D scene corresponding to the target interactive model from the scene library and adding the original 3D scene to the newly generated scene; and / or loading an original 3D animation from the animation library and applying the original 3D animation to the target interactive model; and / or loading original lights from the lighting library and adding the original lights to the newly generated scene; and / or loading model materials corresponding to the target interactive model from the material library and applying the model materials to the target interactive model; and / or loading audio data corresponding to the target interactive model from the sound library and adding the audio data to the newly generated scene; and adjusting the model attributes and / or animation attributes and / or lighting attributes and / or material attributes and / or sound attributes of the target interactive model in the newly generated scene to obtain the target resource scene.
[0302] In one exemplary embodiment of this disclosure, the original 3D animation includes procedural animation and / or keyframe animation; wherein, applying the original 3D animation to the target interactive model includes: adding the procedural animation to the target interactive model; and / or attaching the target interactive model to an animated object in the keyframe animation, so that the target interactive model is a child object of the animated object.
[0303] In one exemplary embodiment of this disclosure, applying the model material to the target interactive model includes: in response to dragging the model material onto the target interactive model, replacing the original material in the target interactive model based on the model material.
[0304] In one exemplary embodiment of this disclosure, the model attributes include structural hierarchy attributes and / or positional attributes; adjusting the model attributes of the target interactive model includes: displaying a model adjustment interface for the model attributes of the target interactive model in response to a touch operation on the model attribute interactive control; and adjusting the attribute values of the structural hierarchy attributes and / or positional attributes of the target interactive model in response to an input operation on the model adjustment interface.
[0305] In one exemplary embodiment of this disclosure, adjusting the model attributes of the target interactive model further includes: adjusting the current model position of the target interactive model in the newly generated scene in response to a movement event acting on the target interactive model, and / or rotating the target interactive model.
[0306] In one exemplary embodiment of this disclosure, adjusting the animation attribute includes: displaying an animation adjustment interface corresponding to the animation attribute in response to a touch operation on the animation setting interactive control; adjusting the animation cycle time length and / or animation amplitude in the animation attribute in response to an input operation on the animation adjustment interface; and / or adjusting the offset of the animation trajectory in the animation attribute of the newly generated scene.
[0307] In one exemplary embodiment of this disclosure, the original light includes at least one of parallel light, point light source, spotlight, and combined light composed of point light source and spotlight; wherein adjusting the light attributes includes: displaying a light adjustment interface corresponding to the light attributes in response to a touch operation of the light setting interactive control; and adjusting the light position and / or light intensity and / or light color of the parallel light and / or point light source and / or spotlight and / or combined light in the newly generated scene in response to an input operation of the light adjustment interface.
[0308] In one exemplary embodiment of this disclosure, the material properties include at least one of model color, texture mapping, normal mapping, transparency, glossiness, and refractive index; wherein adjusting the material properties includes: displaying a material adjustment interface corresponding to the material properties in response to a touch operation on the material setting interactive control; and adjusting the model color and / or texture mapping and / or normal mapping and / or transparency and / or glossiness and / or refractive index of the target interactive model in response to an input operation on the material adjustment interface.
[0309] In one exemplary embodiment of this disclosure, adjusting sound attributes includes: displaying a sound adjustment interface corresponding to the sound attributes in response to a touch operation on a sound setting interactive control; and adjusting the volume of the audio data in response to an input operation on the sound adjustment interface.
[0310] In one exemplary embodiment of this disclosure, determining the number of viewpoints in the target resource scene based on the target device parameters in the newly generated scene includes: determining device attribute information of the target display device corresponding to the target device parameters based on the target device parameters in the newly generated scene; and determining the number of viewpoints required by the target display device to display the target resource scene based on the device attribute information.
[0311] In one exemplary embodiment of this disclosure, determining the lens parameters of the virtual lens group corresponding to the target resource scene based on the number of viewpoints includes: determining the number of lenses in the virtual lens group corresponding to the target resource scene, the zero point position of the target resource scene, the lens spacing between each virtual lens in the virtual lens group, and the distance difference between the virtual lens group and the zero plane based on the number of viewpoints.
[0312] In one exemplary embodiment of this disclosure, configuring the virtual camera group according to the camera parameters includes:
[0313] The original lens position of each virtual lens in the virtual lens group is determined according to the lens parameters; the virtual lens is placed at the original lens position, and the lens parameters of the virtual lens at the original lens position are adjusted so as to obtain the virtual lens group according to the adjusted virtual lens.
[0314] In one exemplary embodiment of this disclosure, adjusting the lens parameters of the virtual lens at the original lens position includes: displaying a naked-eye parameter setting interface in response to a touch operation on a naked-eye setting interactive control; adjusting the lens spacing and / or lens posture information and / or lens angle information of the virtual lens at the original lens position in response to an input operation in the naked-eye parameter setting interface; and / or adjusting the original lens position of the virtual lens.
[0315] In an exemplary embodiment of this disclosure, generating glasses-free 3D resources corresponding to the target interactive model based on the target resource scene, the virtual camera group, and the zero-point position includes: determining a zero-plane position based on the zero-point position and adjusting the zero-plane position; determining a stereoscopic display area and a planar display area of the target interactive model in the target resource scene based on the adjusted zero-plane position; determining a model placement area of the target interactive model in the target resource scene based on the stereoscopic display area and the planar display area, and adjusting the target model position of the target interactive model based on the model placement area; and publishing the adjusted target resource scene and the virtual camera group to obtain glasses-free 3D resources corresponding to the target interactive model.
[0316] In one exemplary embodiment of this disclosure, publishing the target resource scene after position adjustment and the virtual camera group to obtain naked-eye 3D resources corresponding to the target interactive model includes: displaying a resource publishing interface in response to a touch operation on the resource publishing interaction control; determining a resource publishing type in response to a touch operation on the resource publishing interface; and publishing the target resource scene after position adjustment and the virtual camera group based on the resource publishing type to obtain naked-eye 3D resources corresponding to the target interactive model.
[0317] In one exemplary embodiment of this disclosure, the resource publishing type includes at least one of program resource category, video resource category, and sequence frame resource category.
[0318] In an exemplary embodiment of this disclosure, when the resource publishing type is a program resource category, the target resource scene with adjusted position and the virtual camera group are published based on the resource publishing type to obtain naked-eye 3D resources corresponding to the target interactive model. This includes: displaying a resource publishing interface corresponding to the program resource category; determining the save path of the naked-eye 3D resources in response to an input operation on the resource publishing interface corresponding to the program resource category; and packaging the target resource scene with adjusted position and the virtual camera group to obtain naked-eye 3D resources with a program resource category.
[0319] In an exemplary embodiment of this disclosure, when the resource publishing type is a video resource category and / or a sequence frame resource category, the target resource scene with adjusted position and the virtual camera group are published based on the resource publishing type to obtain naked-eye 3D resources corresponding to the target interactive model. This includes: displaying a resource parameter adjustment interface corresponding to the video resource category and / or the sequence frame resource category; determining target resource parameters corresponding to the video resource category and / or the sequence frame resource category in response to an input operation on the resource parameter adjustment interface; and saving the target resource parameters, the target resource scene with adjusted position, and the virtual camera group to obtain naked-eye 3D resources with video resource category and / or sequence frame resource category.
[0320] In an exemplary embodiment of this disclosure, the target resource parameters include at least one of rendering style parameters, resolution parameters, and output type parameters; wherein, saving the target resource parameters, the target resource scene after position adjustment, and the virtual camera group to obtain a naked-eye 3D resource with a video resource category and / or a sequence frame resource category includes: determining the target rendering style of the naked-eye 3D resource based on the rendering style parameters in the target resource parameters; determining the target image type of the output image based on the input type parameters in the target resource parameters, and determining the target resolution of the output image based on the resolution parameters in the target resource parameters; and outputting a naked-eye 3D resource with the target rendering style and target resolution, and having a video resource category and / or a sequence frame resource category, in response to a touch operation of a third preset interactive control in the resource parameter adjustment interface.
[0321] In one exemplary embodiment of this disclosure, the target rendering style includes a multi-viewpoint stitching mode or a rendering result mode, and the target image type includes a video image type or a sequence frame image type; wherein, in response to a touch operation on a third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a target rendering style and target resolution, and having a video resource category and / or a sequence frame resource category is output, including: in response to a touch operation on a third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a multi-viewpoint stitching mode and target resolution, and having a video image type is output. 3D resources; or, in response to a touch operation of a third preset interactive control in the resource parameter adjustment interface, outputting glasses-free 3D resources with a rendering result mode and target resolution, and having a video image type; or, in response to a touch operation of a third preset interactive control in the resource parameter adjustment interface, outputting glasses-free 3D resources with a multi-viewpoint stitching mode and target resolution, and having a sequence frame image type; or, in response to a touch operation of a third preset interactive control in the resource parameter adjustment interface, outputting glasses-free 3D resources with a rendering result mode and target resolution, and having a sequence frame image type.
[0322] In one exemplary embodiment of this disclosure, the naked-eye 3D resource processing apparatus further includes:
[0323] The first glasses-free 3D resource display module can be used to output glasses-free 3D resources with program resource categories to a target display device, and display the glasses-free 3D resources with program resource categories through the target display device; and / or
[0324] The second glasses-free 3D resource display module can be used to output glasses-free 3D resources with video resource categories and / or sequence frame resource categories to a target display device, and display the resources with video resource categories and / or sequence frame resource categories through the target display device.
[0325] In one exemplary embodiment of this disclosure, the naked-eye 3D resource processing apparatus further includes:
[0326] The current interaction instruction determination module can be used to respond to the input current interaction gesture, obtain hand state information and finger movement direction, and determine the current interaction instruction to be executed by the target interaction model in the naked-eye 3D resource based on the hand state information and finger movement direction.
[0327] The model state switching module can be used to control the target interactive model in the naked-eye 3D resource to execute the current interactive command, switch the target interactive model from the original model state to the target model state corresponding to the current interactive command, and display the model animation generated by executing the current interactive command.
[0328] In one exemplary embodiment of this disclosure, the current interactive gesture includes at least one of human body interactive gesture, motion sensor interactive gesture, external device interactive gesture, and handheld interactive gesture.
[0329] In one exemplary embodiment of this disclosure, controlling the target interactive model in the glasses-free 3D resource to execute the current interactive instruction includes: controlling the target interactive model in the glasses-free 3D resource to execute a vertical movement instruction and / or a horizontal movement instruction; and / or controlling the target interactive model in the glasses-free 3D resource to execute a rotation instruction; and / or controlling the target interactive model in the glasses-free 3D resource to execute an explosion instruction.
[0330] In one exemplary embodiment of this disclosure, controlling a target interactive model in the naked-eye 3D resource to execute an explosion command includes: controlling the model component sub-modules of the target interactive model in the naked-eye 3D resource to move in a preset direction and a preset angle to achieve an explosion effect; wherein, the preset direction includes a free movement direction or a coordinate axis movement direction, and the preset angle includes a local angle of the model component sub-module relative to the target interactive model.
[0331] In one exemplary embodiment of this disclosure, the naked-eye 3D resource processing apparatus further includes:
[0332] The model state recovery module can be used to control the target interactive model to recover from the target model state to the original model state at preset intervals.
[0333] The specific details of each module in the aforementioned naked-eye 3D resource processing device have been described in detail in the corresponding naked-eye 3D resource processing method, so they will not be repeated here.
[0334] It should be noted that although several modules or units of the device for performing actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units. Furthermore, although the steps of the method in this disclosure are described in a specific order in the accompanying drawings, this does not require or imply that these steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or one step may be broken down into multiple steps.
[0335] In an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.
[0336] Those skilled in the art will understand that various aspects of this disclosure can be implemented as a system, method, or program product. Therefore, various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software aspects, collectively referred to herein as a "circuit," "module," or "system."
[0337] The following reference Figure 30 To describe an electronic device 3000 according to such an embodiment of the present disclosure. Figure 30 The electronic device 3000 shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein. Figure 30 As shown, the electronic device 3000 is manifested in the form of a general-purpose computing device. The components of the electronic device 3000 may include, but are not limited to: at least one processing unit 3010, at least one storage unit 3020, a bus 3030 connecting different system components (including storage unit 3020 and processing unit 3010), and a display unit 3040.
[0338] The storage unit stores program code that can be executed by the processing unit 3010, causing the processing unit 3010 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. For example, the processing unit 3010 can perform actions such as... Figure 1 Step S110: Create a new generated scene corresponding to the target interaction model, and load the target interaction model into the new generated scene to obtain the original resource scene; Step S120: Call a preset resource library to adjust the original resource scene to obtain the target resource scene, and determine the number of viewpoints of the target resource scene according to the target device parameters in the new generated scene; Step S130: Configure the lens parameters of the virtual lens group corresponding to the target resource scene according to the number of viewpoints, and configure the virtual lens group according to the lens parameters; Step S140: Generate naked-eye 3D resources corresponding to the target interaction model based on the target resource scene, the virtual lens group, and the zero point position.
[0339] Storage unit 3020 may include readable media in the form of volatile storage units, such as random access memory (RAM) 30201 and / or cache memory 30202, and may further include read-only memory (ROM) 30203. Storage unit 3020 may also include a program / utility 30204 having a set (at least one) of program modules 30205, such program modules 30205 including, but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Bus 3030 may represent one or more of several types of bus structures, including a storage unit bus or storage unit controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0340] Electronic device 3000 can also communicate with one or more external devices 3100 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 3000, and / or with any device that enables electronic device 3000 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 3050. Furthermore, electronic device 3000 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 3060. As shown, network adapter 3060 communicates with other modules of electronic device 3000 via bus 3030. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 3000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0341] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0342] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible implementations, various aspects of this disclosure may also be implemented as a program product including program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of this disclosure described in the "Exemplary Methods" section above.
[0343] The program product for implementing the above-described method according to embodiments of this disclosure may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device. The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disc read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof.
[0344] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. The readable signal medium may also be any readable medium other than a readable storage medium, capable of transmitting, propagating, or transmitting a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0345] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0346] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of this disclosure and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0347] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention described herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not invented by this disclosure. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
Claims
1. A method for processing naked-eye 3D resources, characterized in that, include: Create a new generated scene corresponding to the target interaction model, and load the target interaction model into the new generated scene to obtain the original resource scene; The original resource scene is adjusted by calling a preset resource library to obtain a target resource scene, and the number of viewpoints in the target resource scene is determined according to the target device parameters in the newly generated scene. Configure the lens parameters of the virtual lens group corresponding to the target resource scene according to the number of viewpoints, and configure the virtual lens group according to the lens parameters; Based on the target resource scene, the virtual camera group, and the zero point position, a naked-eye 3D resource corresponding to the target interactive model is generated.
2. The method for processing naked-eye 3D resources according to claim 1, characterized in that, Create new generated scenes corresponding to the target interaction model, including: In response to a touch operation on the first preset interactive control on the display interface of the resource creation terminal, the project creation sub-interface is displayed; In response to an input operation on the project creation sub-interface, the target device parameters and naked-eye 3D interleaving parameters of the target display device that displays naked-eye 3D resources corresponding to the target interactive model are determined. In response to a touch operation on the second preset interactive control in the project creation sub-interface, a new generated scene corresponding to the target interactive model is created.
3. The method for processing naked-eye 3D resources according to claim 1, characterized in that, Load the target interaction model into the newly generated scene to obtain the original resource scene, including: Based on the target model name of the target interaction model, retrieve the target interaction model from a preset model library; and / or Import the target interaction model from the external file according to the target model name of the target interaction model; The target interaction model is adaptively adjusted in the newly generated scene to obtain the original resource scene.
4. The method for processing naked-eye 3D resources according to claim 3, characterized in that, The target interaction model is adaptively adjusted in size within the newly generated scene to obtain the original resource scene, including: A first rectangle is constructed based on the newly generated scene, and a second rectangle is constructed based on the target interaction model; Based on the first rectangle and the second rectangle, calculate the model scaling factor of the target interactive model in the newly generated scene; The model size of the target interactive model is adaptively adjusted based on the model scaling factor to obtain the original resource scene.
5. The method for processing naked-eye 3D resources according to claim 4, characterized in that, Constructing a first rectangle based on the newly generated scene includes: The newly generated scene is displayed on the display interface of the resource creation terminal; Using the center point of the display interface as the center point of the first rectangle, and based on the interface length and width occupied by the newly generated scene on the display interface, the first rectangle length and the first rectangle width are determined. Construct a first rectangle based on its center point, length, and width.
6. The method for processing naked-eye 3D resources according to claim 4, characterized in that, Constructing a second rectangle based on the target interaction model includes: Obtain the pixel coordinates of the pixels in the target interaction model, and obtain the maximum horizontal coordinate value, the maximum vertical coordinate value, the minimum horizontal coordinate value, and the minimum vertical coordinate value among the pixel coordinates; The height of the second rectangle is determined based on the maximum and minimum horizontal coordinate values, and the length of the second rectangle is determined based on the maximum and minimum vertical coordinate values. The center point of the target interactive model is used as the center point of the second rectangle, and the second rectangle is constructed based on the center point, height, and length of the second rectangle.
7. The method for processing naked-eye 3D resources according to claim 4, characterized in that, Based on the first rectangle and the second rectangle, calculate the model scaling factor of the target interactive model in the newly generated scene, including: The first rectangle is mapped to the three-dimensional coordinates of the resource generation engine to obtain the rectangle mapping result; Calculate the first ratio between the height of the rectangle mapping result and the height of the second rectangle, and calculate the second ratio between the length of the rectangle mapping result and the length of the second rectangle; Based on the first ratio and the second ratio, the model scaling factor of the target interaction model in the newly generated scene is determined.
8. The method for processing naked-eye 3D resources according to claim 1, characterized in that, The preset resource library includes at least one of the following: scene library, model library, animation library, material library, lighting library, and sound library.
9. The method for processing naked-eye 3D resources according to claim 8, characterized in that, The original resource scene is adjusted by calling a preset resource library to obtain the target resource scene, including: Load the original 3D scene corresponding to the target interaction model from the scene library, and add the original 3D scene to the newly generated scene; and / or Load the original 3D animation from the animation library and apply the original 3D animation to the target interactive model; and / or Load the original light from the light library and add the original light to the newly generated scene; and / or Load the model material corresponding to the target interaction model from the material library, and apply the model material to the target interaction model; and / or Load the audio data corresponding to the target interaction model from the sound library, and add the audio data to the newly generated scene; The model attributes and / or animation attributes and / or lighting attributes and / or material attributes and / or sound attributes of the target interactive model in the newly generated scene are adjusted to obtain the target resource scene.
10. The method for processing naked-eye 3D resources according to claim 9, characterized in that, The original 3D animation includes procedural animation and / or keyframe animation; Applying the original 3D animation to the target interactive model includes: Add the program animation to the target interactive model; and / or The target interaction model is attached to the animation object in the keyframe animation, so that the target interaction model is a child object of the animation object.
11. The method for processing naked-eye 3D resources according to claim 9, characterized in that, Applying the model material to the target interactive model includes: In response to dragging the model material onto the target interactive model, the original material in the target interactive model is replaced based on the model material.
12. The method for processing naked-eye 3D resources according to claim 9, characterized in that, The model attributes include structural hierarchy attributes and / or positional attributes; Adjusting the model attributes of the target interaction model includes: In response to a touch operation on the model attribute interaction control, the model adjustment interface of the target interactive model is displayed; In response to input operations on the model adjustment interface, the attribute values of the structural hierarchy attributes and / or position attributes of the target interactive model are adjusted.
13. The method for processing naked-eye 3D resources according to claim 9, characterized in that, Adjusting the model attributes of the target interaction model also includes: In response to a movement event acting on the target interactive model, the current model position of the target interactive model in the newly generated scene is adjusted, and / or the target interactive model is rotated.
14. The method for processing naked-eye 3D resources according to claim 9, characterized in that, Adjustments were made to the animation properties, including: In response to a touch operation on the animation setting interactive control, the animation adjustment interface corresponding to the animation attribute is displayed; In response to input operations on the animation adjustment interface, the animation cycle duration and / or animation amplitude in the animation attributes are adjusted; and / or the offset of the animation trajectory in the animation attributes of the newly generated scene is adjusted.
15. The method for processing naked-eye 3D resources according to claim 9, characterized in that, The original light source includes at least one of parallel light, point light source, spotlight, and combined light source and spotlight; This includes adjusting the lighting attributes, including: In response to a touch operation on the interactive control for setting the light, the light adjustment interface corresponding to the light attribute is displayed; In response to input operations on the lighting adjustment interface, the position and / or intensity and / or color of the parallel lights and / or point light sources and / or spotlights and / or combined lights in the newly generated scene are adjusted.
16. The method for processing naked-eye 3D resources according to claim 9, characterized in that, The material properties include at least one of the following: model color, texture mapping, normal mapping, transparency, glossiness, and refractive index. This includes adjusting material properties, including: In response to a touch operation on the material setting interactive control, the material adjustment interface corresponding to the material attribute is displayed. In response to an input operation on the material adjustment interface, the model color and / or texture map and / or normal map and / or transparency and / or gloss and / or refractive index of the target interactive model are adjusted.
17. The method for processing naked-eye 3D resources according to claim 9, characterized in that, Adjusting sound attributes includes: In response to a touch operation on the sound setting interactive control, a sound adjustment interface corresponding to the sound attribute is displayed, and in response to an input operation on the sound adjustment interface, the volume of the audio data is adjusted.
18. The method for processing naked-eye 3D resources according to claim 1, characterized in that, Based on the target resource scene, the virtual camera group, and the zero-point position, generate naked-eye 3D resources corresponding to the target interactive model, including: The zero-plane position is determined based on the zero-point position, and the zero-plane position is adjusted accordingly. The three-dimensional display area and the planar display area of the target interactive model in the target resource scene are determined based on the adjusted zero-plane position. Based on the stereoscopic display area and the planar display area, the model placement area of the target interactive model in the target resource scene is determined, and the target model position of the target interactive model is adjusted based on the model placement area; The target resource scene after position adjustment and the virtual camera group are published to obtain naked-eye 3D resources corresponding to the target interaction model.
19. The method for processing naked-eye 3D resources according to claim 18, characterized in that, The adjusted target resource scene and virtual camera group are published to obtain naked-eye 3D resources corresponding to the target interaction model, including: The resource publishing interface is displayed in response to touch operations on the resource publishing interactive controls; In response to touch operations on the resource publishing interface, determine the resource publishing type; Based on the resource publishing type, the target resource scene after position adjustment and the virtual camera group are published to obtain naked-eye 3D resources corresponding to the target interaction model.
20. The method for processing naked-eye 3D resources according to claim 19, characterized in that, The resource publishing type includes at least one of the following: program resource category, video resource category, and sequence frame resource category.
21. The method for processing naked-eye 3D resources according to claim 20, characterized in that, When the resource publishing type is a program resource category, based on the resource publishing type, the target resource scene after position adjustment and the virtual camera group are published to obtain naked-eye 3D resources corresponding to the target interactive model, including: Display the resource publishing interface corresponding to the program resource category; In response to an input operation on the resource publishing interface corresponding to the program resource category, the save path of the naked-eye 3D resource is determined; The target resource scene after position adjustment and the virtual camera group are packaged to obtain naked-eye 3D resources with program resource categories.
22. The method for processing naked-eye 3D resources according to claim 20, characterized in that, When the resource publishing type is a video resource category and / or a sequence frame resource category, based on the resource publishing type, the target resource scene after position adjustment and the virtual camera group are published to obtain naked-eye 3D resources corresponding to the target interactive model, including: The interface for adjusting resource parameters corresponding to the video resource category and / or sequence frame resource category is displayed; In response to input operations on the resource parameter adjustment interface, target resource parameters corresponding to the video resource category and / or sequence frame resource category are determined; The target resource parameters, the target resource scene after position adjustment, and the virtual camera group are saved to obtain naked-eye 3D resources with video resource categories and / or sequence frame resource categories.
23. The method for processing naked-eye 3D resources according to claim 22, characterized in that, The target resource parameters include at least one of rendering style parameters, resolution parameters, and output type parameters; Specifically, the target resource parameters, the target resource scene after position adjustment, and the virtual camera group are saved to obtain naked-eye 3D resources with video resource categories and / or sequence frame resource categories, including: The target rendering style of the naked-eye 3D resource is determined based on the rendering style parameters in the target resource parameters. The target image type of the output image is determined based on the input type parameter in the target resource parameters, and the target resolution of the output image is determined based on the resolution parameter in the target resource parameters; In response to touch operation of the third preset interactive control in the resource parameter adjustment interface, the naked-eye 3D resource with target rendering style and target resolution, and with video resource category and / or sequence frame resource category is output.
24. The method for processing naked-eye 3D resources according to claim 23, characterized in that, The target rendering style includes a multi-view splicing mode or a rendering result mode, and the target image type includes a video image type or a sequence frame image type. Specifically, in response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a target rendering style and target resolution, and having a video resource category and / or a sequence frame resource category, is output, including: In response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a multi-viewpoint stitching mode, a target resolution, and a video image type is output; or In response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a rendering result mode and target resolution, and a video image type, is output; or In response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a multi-viewpoint stitching mode and target resolution, and a sequence frame image type, is output; or In response to a touch operation on the third preset interactive control in the resource parameter adjustment interface, a naked-eye 3D resource with a rendering result mode and target resolution and a sequence frame image type is output.
25. The method for processing naked-eye 3D resources according to claim 1, characterized in that, The method for processing naked-eye 3D resources also includes: Output naked-eye 3D resources with program resource categories to a target display device, and display the naked-eye 3D resources with program resource categories through the target display device; and / or The naked-eye 3D resources with video resource categories and / or sequence frame resource categories are output to the target display device, and the target display device displays the resources with video resource categories and / or sequence frame resource categories.
26. The method for processing naked-eye 3D resources according to claim 25, characterized in that, After displaying naked-eye 3D resources with program resource categories through the target display device, the method for processing the naked-eye 3D resources further includes: In response to the input of the current interactive gesture, the system acquires hand state information and finger movement direction, and determines the current interactive instruction to be executed by the target interactive model in the naked-eye 3D resource based on the hand state information and finger movement direction. The system controls the target interactive model in the naked-eye 3D resource to execute the current interactive command, switches the target interactive model from its original model state to the target model state corresponding to the current interactive command, and displays the model animation generated by executing the current interactive command.
27. The method for processing naked-eye 3D resources according to claim 26, characterized in that, Controlling the target interactive model in the naked-eye 3D resource to execute the current interactive instruction includes: Control the target interactive model in the naked-eye 3D resource to execute up / down movement commands and / or left / right movement commands; and / or Control the target interactive model in the naked-eye 3D resource to execute rotation commands; and / or Control the target interactive model in the naked-eye 3D resource to execute the explosion command.
28. The method for processing naked-eye 3D resources according to claim 27, characterized in that, Controlling the target interactive model in the naked-eye 3D resource to execute an explosion command includes: The model component sub-modules of the target interactive model in the naked-eye 3D resource are controlled to move in a preset direction and at a preset angle to achieve an explosion effect; The preset direction includes the direction of free movement or the direction of coordinate axis movement, and the preset angle includes the local angle of the model component sub-module relative to the target interactive model.
29. A method for displaying items in an e-commerce scenario, characterized in that, include: In response to a touch operation applied to the current display interface, determine the product to be displayed; Obtain naked-eye 3D resources corresponding to the product to be displayed; wherein the naked-eye 3D resources are generated by the naked-eye 3D resource processing method according to any one of claims 1-24; Display the naked-eye 3D resources corresponding to the product to be displayed, and interact with the displayed product to show its internal structure.
30. A method for displaying objects in a teaching scenario, characterized in that, include: The teaching props to be displayed are determined, and the naked-eye 3D resources corresponding to the teaching props to be displayed are obtained; wherein the naked-eye 3D resources are generated by the naked-eye 3D resource processing method according to any one of claims 1-24; The naked-eye 3D resources corresponding to the teaching props to be displayed are shown, and the displayed teaching props are interacted with to show the internal structure of the teaching props.
31. A device for processing naked-eye 3D resources, characterized in that, include: The original resource scene generation module is used to create a new generated scene corresponding to the target interaction model, and load the target interaction model into the new generated scene to obtain the original resource scene; The viewpoint number determination module is used to call a preset resource library to adjust the original resource scene to obtain the target resource scene, and determine the number of viewpoints in the target resource scene according to the target device parameters in the newly generated scene. The virtual camera group configuration module is used to configure the camera parameters of the virtual camera group corresponding to the target resource scene according to the number of viewpoints, and to configure the virtual camera group according to the camera parameters. The naked-eye 3D resource generation module is used to generate naked-eye 3D resources corresponding to the target interactive model based on the target resource scene, the virtual lens group, and the zero point position.
32. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the naked-eye 3D resource processing method according to any one of claims 1-28, the item display method in the e-commerce scenario according to claim 29, and the item display method in the teaching scenario according to claim 30.
33. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the naked-eye 3D resource processing method according to any one of claims 1-28, the item display method in an e-commerce scenario according to claim 29, and the item display method in a teaching scenario according to claim 30, by executing the executable instructions.
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