Automatic rendering method and system of building block model, medium and product

By parsing the building block model file to obtain material and three-dimensional information, dividing the logic into blocks and generating a virtual camera array and light source matrix, and combining the view area priority for multi-resolution rendering, the problems of resource waste and low efficiency in large-scale building block model rendering are solved, and efficient and accurate rendering effects are achieved.

CN120672924AActive Publication Date: 2025-09-19BEIJING COINCIDENCE TENON & TENON CULTURE TECH CO LTD

Patent Information

Application Number
CN202510790831.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-13
Publication Date
2025-09-19
Estimated Expiration
2045-06-13

AI Technical Summary

Technical Problem

Existing technologies have problems with wasted computing resources and low efficiency when rendering large-scale building block models, making it difficult to meet the requirements of real-time or fast rendering.

Method used

By parsing the building block model file to obtain material and three-dimensional information, it is divided into multiple logical blocks, and a virtual camera array and light source matrix are generated. Multi-resolution rendering is performed in combination with the view area priority, and boundary processing is performed during the stitching process.

Benefits of technology

It achieves efficient and accurate rendering results, reduces the waste of computing resources, improves rendering efficiency and image quality, and ensures the realism and visual consistency of the rendering results.

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Abstract

The invention provides an automatic rendering method and system of a building block model, a medium and a product, and aims to solve the problems of low efficiency and high resource occupation in large-scale building block model rendering. The method comprises the following steps: dividing a model into logic blocks; generating a virtual camera array and a virtual light source matrix based on the blocks; performing multi-resolution rendering on each block according to the priority determined by the view angle area; and finally splicing a rendering result. According to the method, through blocking processing and differentiated multi-resolution rendering, the consumption of computing resources is effectively reduced, the rendering efficiency is remarkably improved, and meanwhile, the rendering image quality of the complex building block model is ensured.
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Description

Technical Field

[0001] The present application relates to the field of digital cultural creativity, and in particular to an automated rendering method, system, medium, and product for building block models. Background Art

[0002] Building block models are widely used in education, design, and display. Their 3D modeling and rendering require efficient computational methods to generate high-quality images to meet design verification and display needs. Especially in large-scale building block models, due to the large number of parts and complex structures, rendering efficiency and image quality have become key technical concerns.

[0003] Related technologies typically use a global rendering method to render all parts of a building block model. The model's geometric data and material data are loaded into the rendering engine as a whole, and then the rendered image is generated through global calculations of lighting, material reflections, and camera position.

[0004] When processing large-scale building block models, the overall rendering method has the problem of wasting computing resources and low efficiency because all model data needs to be loaded for unified calculation. Summary of the Invention

[0005] In response to the above-mentioned technical problems and defects, the purpose of this application is to provide an automated rendering method, system, medium and product for building block models, which can reduce the waste of computing resources while improving rendering efficiency and image quality.

[0006] In a first aspect, a method for automatically rendering a building block model comprises: parsing a building block model file to obtain material information and model three-dimensional information of the building block model; dividing the building block model into multiple logical blocks according to the model three-dimensional information, the logical blocks respectively corresponding to an independent area or structural unit of the building block model; generating a virtual camera array for the logical blocks based on the model three-dimensional information, the virtual camera array being used to capture geometric information of the logical blocks from multiple perspectives; generating a virtual light source matrix based on the material information and the model three-dimensional information, in combination with the virtual camera array, the virtual light source matrix being composed of multiple virtual light sources; performing multi-resolution rendering on the logical blocks according to the priority of the logical blocks, the priority being determined according to the current viewing area; and splicing the rendering results of each of the logical blocks to obtain a complete rendering result of the building block model.

[0007] By employing this technical solution, the building block model file is first parsed to obtain material information and 3D model information, providing foundational data for subsequent processing. Based on the model's 3D information, logical blocks are then divided, allowing complex models to be broken down into independent processing units. A virtual camera array is generated to capture geometric information, and a virtual light source matrix provides illumination. The combination of these two enables realistic simulation of the building block model's appearance and lighting effects. Multi-resolution rendering is performed based on priority, balancing rendering quality and resource consumption. Finally, the rendering results of each block are spliced ​​together, making the automated rendering process of the building block model efficient and accurate, enabling the rapid and high-quality generation of complete rendering results, improving rendering efficiency and effectiveness.

[0008] Optionally, in some embodiments, dividing the building block model into multiple logical blocks according to the three-dimensional information of the model specifically includes: extracting key structural features of the building block model based on the three-dimensional information of the model, the key structural features including size, connection relationship and parts-intensive area; dividing the building block model into multiple logical blocks according to the key structural features, the logical blocks respectively corresponding to an independent area or structural unit in the building block model.

[0009] By employing the above technical solution, key structural features, such as size, connection relationships, and parts-dense areas, are extracted based on the model's three-dimensional information. These features serve as an important basis for logical segmentation. Dividing logical segments based on key structural features ensures that each segment corresponds to an independent region or structural unit of the building block model, making the segmentation more reasonable and scientific. This division method facilitates subsequent refined processing of different segments, such as more accurate capture of geometric information and lighting settings, which helps improve rendering accuracy and ensures that the rendering results better restore the actual structure and appearance of the building block model.

[0010] Optionally, in some embodiments, after generating the virtual camera array of the logical block based on the three-dimensional information of the model, the method further includes: dynamically adjusting the camera parameters of the virtual camera array based on the three-dimensional information of the model of the logical block, the camera parameters including focus position, viewing angle range, and camera angle; setting the virtual camera array according to the camera parameters; and capturing the geometric information of the logical block through the virtual camera array, the geometric information including detailed features of edges, curves, and seams, and refraction and reflection characteristics of high-reflective material and transparent material areas.

[0011] By employing this technical solution, after generating a virtual camera array, camera parameters such as focus position, viewing angle, and camera angle are dynamically adjusted based on the three-dimensional information of the logically segmented model, enabling the camera array to more accurately capture geometric information. By properly setting camera parameters, the virtual camera array can capture detailed features such as edges and curved surfaces, as well as the refractive and reflective properties of specific materials. This rich and accurate geometric information provides sufficient data support for subsequent rendering, making the rendered building block model more realistic in detail and greatly enhancing the model's realism and visual quality.

[0012] Optionally, in some embodiments, after generating a virtual light source matrix based on the material information and the three-dimensional information of the model in combination with the virtual camera array, the method further includes: dynamically adjusting the light source parameters of the virtual light source matrix based on the geometric information and the material information, the light source parameters including the intensity, direction and color of each virtual light source; setting the virtual light source matrix according to the light source parameters so that the virtual light source matrix can simulate the impact of the real lighting environment on the logical block; providing simulated lighting for the logical block through the virtual light source matrix, and the simulated lighting is used to drive the rendering process of the logical block.

[0013] By employing this technical solution, after generating a virtual light matrix, light parameters, including intensity, direction, and color, are dynamically adjusted based on geometric and material information. Proper light parameter settings enable the virtual light matrix to simulate a real-world lighting environment. Providing simulated lighting to drive the rendering process for logical blocks ensures that the rendering results more closely match actual lighting conditions, presenting more natural lighting and shadow effects. This makes the lighting performance of the block model more realistic, enhancing the quality and credibility of the overall rendering effect.

[0014] Optionally, in some embodiments, the priority of the logical block is based on the multi-resolution rendering of the logical block, specifically including: determining the priority of the logical block through the main and secondary viewing areas, the main and secondary viewing areas are used to express the display importance of the logical block in the current viewing angle, the main viewing area is a high priority, and the secondary viewing area is a low priority; in combination with the geometric information, the high-priority logical block is rendered as a high resolution; the low-priority logical block is rendered as a medium-low resolution to reduce resource usage.

[0015] By employing this technical solution, logical tile priorities are determined based on the primary and secondary viewing areas, distinguishing areas of varying display importance. Combining geometric information, high-priority tiles are rendered at high resolution, while low-priority tiles are rendered at medium-to-low resolution. This ensures high-quality rendering of the primary viewing area while reducing resource usage in the secondary viewing area. This multi-resolution rendering strategy not only meets the user's visual needs for key areas but also optimizes resource utilization, effectively improving rendering efficiency and reducing system resource consumption without significantly affecting the primary visual effect.

[0016] Optionally, in some embodiments, after performing multi-resolution rendering on the logical block based on the priority of the logical block, the method further includes: performing material mapping on the logical block according to the material information to obtain a material mapping result; dynamically adjusting the material mapping result according to the geometric information; rendering the adjusted material mapping result to obtain a material rendering result; and combining the material rendering result with the multi-resolution rendering result to obtain a rendering result of the logical block.

[0017] By employing this technical solution, after multi-resolution rendering, material mapping is performed based on the material information, and the mapping results are dynamically adjusted in conjunction with geometric information. The adjusted results are then rendered, and the material rendering results are combined with the multi-resolution rendering results. This process makes the material representation of the building block model more realistic, allowing different materials to be more accurately represented on the model, further enhancing the model's realism, enriching the detail and texture of the rendered result, and making the final rendered result more realistic and detailed in terms of material representation.

[0018] Optionally, in some embodiments, the rendering results of each of the logical blocks are spliced ​​together to obtain a complete rendering result of the building block model, specifically including: determining the relative position and orientation of each of the logical blocks in the current viewing area of ​​the building block model based on the three-dimensional model information of the building block model; projecting the rendering results of each of the logical blocks into a common two-dimensional image plane or three-dimensional view space according to the current viewing area; sorting and aligning the rendering results of each of the logical blocks in the common two-dimensional image plane or three-dimensional view space according to the relative position of the logical blocks and the geometric information; smoothing the boundary areas between the sorted and aligned logical blocks based on the material information and the geometric information to fuse the rendering results of each logical block and reduce the visibility of the splicing gaps; synthesizing the rendering results of each of the smoothed logical blocks to finally obtain a complete rendering result of the building block model.

[0019] By employing this technical solution, the relative positions and orientations of the logical blocks are determined based on the model's 3D information. The rendered results are then projected onto a common plane or space and sorted and aligned to ensure accurate spatial layout. Boundary areas are then smoothed based on material and geometry information to reduce the visibility of seams, and finally, the resulting rendering is synthesized to create a complete rendering. This stitching method creates a more coherent and natural visual effect for the rendered block model, avoiding noticeable splicing artifacts and improving the overall visual quality, resulting in a more complete and realistic appearance for the rendered block model.

[0020] In a second aspect, an embodiment of the present application provides an automatic rendering system for a building block model, comprising: one or more processors and a memory; the memory is coupled to the one or more processors, the memory is used to store computer program code, the computer program code includes computer instructions, and the one or more processors call the computer instructions to enable the electronic device to execute the method described in the first aspect or the second aspect, and any possible implementation of the first aspect or the second aspect.

[0021] In a third aspect, the present application provides a computer-readable storage medium comprising instructions, which, when executed on the electronic device, enables the electronic device to execute the method described in the first aspect or the second aspect, and any possible implementation of the first aspect or the second aspect.

[0022] In a fourth aspect, the present application provides a computer program product comprising instructions, which, when the above-mentioned computer program product is run on the above-mentioned electronic device, enables the above-mentioned electronic device to execute the method described in the first aspect or the second aspect, and any possible implementation method of the first aspect or the second aspect.

[0023] It is understood that the automated rendering system for building block models provided in the second aspect, the storage medium provided in the third aspect, and the computer program product provided in the fourth aspect are all used to execute the method provided in this application. Therefore, the beneficial effects that can be achieved can be referenced to the beneficial effects of the corresponding methods and will not be repeated here.

[0024] One or more technical solutions provided in this application have at least the following technical effects or advantages: 1. By employing the aforementioned technical solution, the building block model file is parsed to obtain material and 3D information, providing basic data for rendering. Logical blocks are divided based on 3D information, breaking down complex models into independent units and reducing processing complexity. A virtual camera array and light source matrix are generated to capture geometric information and simulate real-world lighting, respectively. The combination of these two enhances model realism. Multi-resolution rendering balances quality and resource consumption, and the resulting blocks are finally stitched together. These technical features work together to ensure efficient and accurate rendering, reducing wasted computing resources while improving rendering efficiency and image quality, providing a comprehensive and optimized solution for building block model rendering.

[0025] 2. By employing the aforementioned technical solution, logical tile priorities are determined based on the primary and secondary viewing areas, distinguishing display importance. High-priority tiles are rendered at high resolution, incorporating geometric information to ensure clarity and detail in key areas; low-priority tiles are rendered at medium-to-low resolution, reducing resource usage. This strategy dynamically adjusts rendering accuracy, ensuring user visual satisfaction for key areas while optimizing resource allocation and avoiding unnecessary computational overhead. This enables efficient rendering within limited resources, improving overall rendering efficiency and resource utilization.

[0026] 3. By employing the aforementioned technical solution, the relative positions and orientations of the blocks are determined based on 3D information, and the rendered results are projected into a common space and aligned to ensure accurate spatial layout. Boundary areas are smoothed, and material and geometric information is leveraged to reduce the visibility of seams. This stitching method allows the rendered blocks to blend naturally, eliminating visual gaps and improving overall visual coherence and realism. This gives the rendered block model a complete and natural appearance, enhancing the quality and effectiveness of the rendering. BRIEF DESCRIPTION OF THE DRAWINGS

[0027] The accompanying drawings are incorporated into and constitute a part of the specification, illustrating embodiments consistent with the present application and, together with the specification, explaining the principles of the present application. Obviously, the drawings described below are only some embodiments of the present application, and those skilled in the art can derive other drawings based on these drawings without inventive effort. In the drawings: Figure 1 This is a flow chart of an automatic rendering method for a building block model according to an embodiment of the present application; Figure 2 This is another flowchart of an automatic rendering method for a building block model according to an embodiment of the present application; Figure 3 It is a schematic diagram of the physical device structure of the automatic rendering system of the building block model in the embodiment of the present application. DETAILED DESCRIPTION

[0028] The terms used in the following examples of the present application are only for the purpose of describing specific embodiments and are not intended to limit the present application. As used in the specification of the present application, the singular expressions "a", "an", "above", "the", and "this" are intended to include plural expressions as well, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" used in the present application refers to any or all possible combinations of one or more of the listed items.

[0029] In the following, the terms "first" and "second" are used for descriptive purposes only and should not be construed as implying relative importance or implicitly indicating the number of the technical features indicated. Therefore, features defined as "first" or "second" may explicitly or implicitly include one or more of such features. In the description of the embodiments of this application, unless otherwise specified, "plurality" means two or more.

[0030] It should also be noted that, unless otherwise clearly specified and limited, in the embodiments of the present application, terms such as "setting" and "connection" should be understood in a broad sense. For example, "connection" can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, or it can be the internal connection of two components; it can be a wired communication connection or a wireless communication connection. For ordinary technicians in this field, the specific meanings of the above terms in this application can be understood according to the specific circumstances. The embodiments of the present application are described in detail below.

[0031] As an important 3D representation, building block models are widely used in education, design, and display. To meet the demands of design verification and high-quality presentation, efficient and high-quality 3D modeling and rendering of building block models are core tasks in this field. Especially when dealing with large-scale building block models with numerous parts and complex structures, effectively balancing rendering efficiency and image quality has become a key concern and difficulty in the current technology.

[0032] Related technologies typically use a global rendering method to render all parts of a building block model. In this mode, all the model's geometric and material data needs to be loaded into the rendering engine at once, and unified lighting, material reflection, and camera position calculations are performed to generate the final rendered image.

[0033] However, this holistic rendering approach has inherent shortcomings when working with large-scale building block models. The need to load and process all model data leads to excessive memory usage. Furthermore, the indiscriminate, uniform calculation of all model regions wastes computing resources, especially when users are only interested in specific areas or details of the model. These factors combined make the holistic rendering approach inefficient when working with large-scale building block models, making it difficult to meet real-time or fast rendering requirements.

[0034] Therefore, how to design an automated rendering method for building block models that can effectively improve rendering efficiency and image quality while reducing the waste of computing resources is a technical problem that needs to be solved urgently in this field.

[0035] This application is proposed to solve the above-mentioned problems in the relevant technologies, and aims to provide a new automatic rendering method for building block models, which can achieve efficient and high-quality rendering of complex building block models by adopting a series of technical means.

[0036] like Figure 1 The figure is a flow chart of an automatic rendering method of a building block model according to an embodiment of the present application. Figure 1 The following specifically describes an automatic rendering method for a building block model according to this embodiment, which can be applied to an automatic rendering system for building block models (hereinafter referred to as the system). The method includes the following steps: 101. Parse the building block model file to obtain the material information and three-dimensional model information of the building block model; When a building block model file is obtained from CAD, a parser specifically adapted for the CAD file format is launched. Common CAD file formats such as DWG and DXF store model information as vector data. These files have complex data structures and contain rich engineering design details, significantly different from conventional modeling files. Considering the complexity and diversity of CAD file formats, as well as the potential for data irregularities, missing information, or non-standard usage caused by different software versions and user habits, the parsing program in this application has the following robust processing capabilities: First, the system supports parsing of multiple common CAD file formats and their different versions. By built-in or dynamically loading corresponding parsing modules, it adapts to reading and understanding different file structures. When reading file header information, it not only identifies the file version and encoding, but also attempts to detect and adapt to possible non-standard header tags or custom data blocks.

[0037] The system employs flexible matching and identification strategies when traversing layers and extracting information. In addition to relying on pre-defined layer naming conventions (such as "red part layer"), the system also makes a comprehensive judgment based on the attributes and number of geometric entities contained in the layer, as well as possible layer description information. For example, even if the layer naming is not standardized, if a layer contains a large number of entities with red attributes, the system can infer that the layer is likely related to red building blocks.

[0038] To extract material information, the system not only scans standard attribute blocks or annotations but also examines graphic attributes directly associated with geometric entities, such as color, line type, and fill pattern, using these graphic attributes as a supplement or basis for inferring material information. When a file lacks explicit material annotations, the system can infer materials based on color, layer, or preset rules. For example, entities of a specific color or on a specific layer are assigned a certain material by default.

[0039] When extracting 3D model information, the system incorporates built-in data validation and error-tolerance mechanisms when parsing lines, regions, and 3D solids. For potential issues like incomplete geometric data, topological errors, or coordinate anomalies, the system automatically repairs or applies approximations. For example, it automatically closes small gaps or ignores non-compliant entities. For complex or non-standard entity types, the system attempts to decompose them into basic geometric primitives for processing.

[0040] In addition, the system can also record potential problems or uncertain information encountered during the parsing process and optionally provide feedback to the user, allowing the user to manually confirm or correct them to further improve the accuracy of the extraction.

[0041] Through the above-mentioned multi-level robustness processing, the system can more effectively cope with various complex situations existing in CAD files in actual applications, thereby more accurately extracting the material information and three-dimensional information of the building block model, providing a reliable data foundation for the subsequent rendering process.

[0042] 102. Divide the building block model into a plurality of logical blocks according to the three-dimensional model information, wherein each logical block corresponds to an independent area or structural unit of the building block model; After acquiring the 3D information of the building block model, the system divides the building block model into multiple logical blocks. The system first extracts the key structural features of the building block model based on the 3D information, including size, connection relationships, and parts-intensive areas.

[0043] For a car model built from building blocks of varying sizes, the system identifies the dimensions of its body, wheels, lights, and other components. The body is larger and forms the model's primary structural component; the wheels are smaller, but numerous and located in specific locations on the car body; and the lights are even smaller, serving as both decorative and functional indicators. When analyzing connections, the system determines whether blocks are connected by plug-in, snap-on, or other methods. For example, in a car model, the wheels are typically connected to the body by plug-in. The system recognizes this connection and treats the wheels as a separate logical block, as their rotation and lighting effects require separate considerations during rendering. The body, on the other hand, is tightly connected by snap-on connections, so it can be divided into a larger logical block for processing. Areas with high component density are also an important basis for logical segmentation. The front of a car model may contain numerous detailed parts, such as the grille and logo. These areas require more refined processing. The system will then separate these areas into logical segments, allowing for targeted resolution enhancement and highlighting of details in subsequent rendering. Based on these key structural features, the system divides the building block model into multiple logical blocks. Each logical block corresponds to an independent area or structural unit in the building block model, ensuring the rationality and independence of the blocks. This division allows the system to operate independently on each block in subsequent processing, such as setting different rendering parameters for different blocks or capturing and rendering blocks separately from different perspectives. This improves the flexibility and efficiency of the rendering process and also helps ensure that the rendering results accurately represent the structure and details of the building block model.

[0044] 103. Generate a virtual camera array of the logical blocks based on the three-dimensional model information, wherein the virtual camera array is used to capture geometric information of the logical blocks from multiple perspectives; After the building block model is logically divided into blocks, the system generates a virtual camera array based on the 3D model information of each logical block. The system first determines the layout range and approximate number of cameras in the array based on the shape, size, and spatial position of the logical blocks.

[0045] After determining the layout range, the system will accurately calculate the position and angle of each virtual camera. The system will consider the key parts and feature faces of each logical block to ensure that the camera can cover these areas from different perspectives. When setting camera parameters, the system adjusts parameters such as focus position, viewing angle, and camera angle based on the characteristics of the logical blocks. Through appropriate layout and parameter settings, the system-generated virtual camera array can capture comprehensive geometric information of the logical blocks from multiple perspectives. These virtual cameras can simulate the shooting effects of real cameras, capturing detailed features such as edges, curves, and joints of the logical blocks, as well as the refractive and reflective properties of areas with unique materials. This rich geometric information provides sufficient data support for the subsequent rendering process, ensuring that the rendered building block models achieve a high level of detail and realism.

[0046] 104. Generate a virtual light source matrix based on the material information and the three-dimensional model information in combination with the virtual camera array, where the virtual light source matrix is ​​composed of multiple virtual light sources; After generating the virtual camera array, the system begins constructing a virtual light matrix. This requires comprehensive consideration of the material's reflection and refraction properties, the model's spatial structure, and the camera's viewing angle to simulate lighting effects that closely resemble those of a real-world scene. The system first determines the type and approximate distribution of virtual light sources based on the overall shape and usage scenario of the building block model. For example, for a building block castle model simulating a daytime outdoor scene, the system will prioritize a single, strongly directional main light source to simulate sunlight. At the same time, weaker ambient lights will be placed around the castle to simulate diffuse light from the sky. For building block models in indoor scenes, the system will set up multiple point or surface light sources of varying colors and intensities to simulate indoor lighting effects. After determining the light source type and distribution, the system fine-tunes the parameters of each virtual light source based on the material information and the 3D model. For building blocks made of highly reflective materials, such as metallic decorative pieces, the system enhances the intensity of the primary light source and adjusts its direction to create a distinct specular effect on the surface. For transparent building blocks, the system adds auxiliary light sources, shining from different angles to accurately simulate the refraction phenomenon of light penetrating through them.

[0047] The system also optimizes the layout of virtual light sources based on the perspective information of the virtual camera array. To avoid shadows that are too dark or too bright within the camera's perspective, the system dynamically adjusts the position and intensity of the light sources. By processing this comprehensive multi-dimensional information, the system generates a virtual light matrix that accurately simulates the real-world lighting environment, providing ideal lighting conditions for the subsequent rendering process, making the rendered building block models more realistic and natural in terms of light and shadow.

[0048] 105. Perform multi-resolution rendering on the logical blocks according to the priorities of the logical blocks, wherein the priorities are determined according to the current viewing angle area; After completing the construction of the virtual light source matrix, the system enters the multi-resolution rendering phase. Based on the priority of the logical blocks, the system uses different rendering resolutions for different blocks, optimizing resource utilization and improving rendering efficiency while ensuring rendering quality in key areas. The system first uses an algorithm to automatically determine the display importance of the logical blocks based on the current viewing area and determine the priority of each block. For example, when the view is focused on the main tower of a building block castle model, the logical blocks related to the main tower will be judged as high priority; while the blocks such as the city walls and towers far behind the castle will be classified as low priority. The system dynamically adjusts the block priority by analyzing factors such as the camera's focus position, the viewing range, and the proportion of each logical block in the picture. When the view is rotated to observe the side of the castle, the side wall block, which was originally low priority, will be promoted to high priority, while the previous main tower block priority will be reduced accordingly. For high-priority logical blocks, the system uses previously acquired geometric information for high-resolution rendering. For low-priority blocks, the system uses low- to medium-resolution rendering, appropriately reducing polygon count and texture precision. While ensuring the overall outline and general structure are correct, the system simplifies details, saving significant computing resources without significantly impacting the overall visual quality. During the rendering process, the system also monitors the rendering progress and resource usage of each block in real time. If a high-priority block's rendering is found to be consuming excessive resources and potentially impacting overall rendering efficiency, the system dynamically fine-tunes its resolution based on the actual situation, finding the optimal balance between quality and efficiency. This priority-based, multi-resolution rendering strategy enables the system to efficiently complete the rendering of building block models, delivering focused, visually appealing results within limited computing resources.

[0049] 106. Splice the rendering results of the logical blocks to obtain a complete rendering result of the building block model.

[0050] After completing multi-resolution rendering of each logical block, the system enters the final stitching stage, integrating the scattered block rendering results into a complete block model rendering. This process requires the system to accurately handle the positional relationship between blocks and boundary fusion to ensure the integrity and visual coherence of the final rendering result. The system first determines the relative position and orientation of each logical block within the current viewing area based on the 3D information of the building block model. The system then projects the rendered results of each block onto a common 2D image plane or 3D viewing space. For simple building block models, projection onto a 2D image plane is sufficient for splicing; for complex models requiring a 3D effect, projection into a 3D viewing space facilitates subsequent processing of spatial occlusion relationships between blocks. Within a common plane or space, the system sorts and aligns the rendering results based on the relative positions of the logical tiles and previously acquired geometric information. The system determines which tiles are in front and which are in the back, arranging the rendering results in the correct spatial order. Furthermore, the system utilizes the tile's geometric boundary information to precisely align the tiles, ensuring structural continuity at the joints. By adopting the automatic rendering method of the building block model provided by the above embodiment of the present application, through multi-step collaboration, resource waste is effectively reduced, rendering efficiency and image quality are improved. First, the building block model file is parsed to accurately extract materials and three-dimensional information, laying a solid data foundation for subsequent processing; then the logical blocks are divided, and the complex model is disassembled into independent units to reduce the scope of invalid calculations. A virtual camera array and a virtual light source matrix are generated. The former captures geometric details from multiple angles, and the latter simulates real lighting to provide a guarantee for high-quality rendering. The priority of the blocks is determined based on the viewing area, and multi-resolution rendering is implemented. High-priority fine rendering and low-priority simplified processing are implemented to achieve reasonable resource allocation. Finally, the rendering results of each block are spliced ​​after projection, sorting alignment, and boundary fusion to eliminate splicing defects. The entire solution is closely linked, which not only avoids resource waste, but also greatly improves rendering efficiency, while ensuring that the rendered image of the building block model is rich in details, natural light and shadow, and visually coherent.

[0051] In the above embodiment, the system renders the blocks based on the logical division and then splices them together to produce a rendering result of the complete building block model. In actual applications, when the system splices the rendered blocks together, the splicing edges may not be smooth, resulting in a reduced rendering effect of the overall building block model. In some embodiments, the system can use smoothing to eliminate the splicing gaps between the blocks.

[0052] The following combination Figure 2 The present invention provides an automatic rendering method for a building block model. Figure 2 This is another flow chart of an automated rendering method for a building block model according to an embodiment of the present application. The specific description is as follows: 201. Parse the building block model file to obtain material information and three-dimensional model information of the building block model; Step 201 and Figure 1 Step 101 in the illustrated embodiment is similar, and reference may be made to the description in the relevant steps, which will not be repeated here.

[0053] 202. Extract key structural features of the building block model based on the three-dimensional model information, wherein the key structural features include size, connection relationship, and parts-intensive area; After obtaining the three-dimensional information of the building block model, the system extracts key structural features.

[0054] In terms of dimensional feature extraction, the system calculates the bounding coordinate range of each part of the model to determine its length, width, height, and other dimensional information. This dimensional information not only reflects the size ratio of each part of the building block model, but also provides an important reference for subsequent logical segmentation.

[0055] Extracting connection relationships is a crucial step in analyzing key structural features. The system determines the connection relationships between different parts of the building block model by detecting information such as contact points and connection methods. The system can also accurately identify the connection relationships of building blocks connected by bolts, glue, and other methods, ensuring that their relative positions and fastening methods are correctly presented during subsequent rendering.

[0056] Regarding the identification of densely populated areas, complex building block models may contain numerous small parts or complex structures, requiring specialized processing. The system identifies densely populated areas by analyzing factors such as the density of parts within the building block model and spatial complexity. For these densely populated areas, the system employs more refined processing strategies during subsequent logical segmentation and rendering to ensure that these areas are fully detailed.

[0057] 203. Divide the building block model into a plurality of logical blocks according to the key structural features, wherein each logical block corresponds to an independent area or structural unit in the building block model; After completing the extraction of key structural features, the system divides the building block model into multiple logical blocks based on these features. Each logical block corresponds to an independent area or structural unit in the building block model.

[0058] The system first performs a preliminary division of the building block model based on size. Large, relatively independent components, such as walls and roofs in a house model, are divided into separate logical blocks. This division facilitates independent rendering of each component, improving rendering efficiency. Furthermore, smaller, functionally independent components, such as doors, windows, and furniture, are also treated as separate logical blocks, ensuring accurate rendering.

[0059] Connection relationships play a key role in logical partitioning. The system divides related parts into the same logical partition based on the connection method and closeness between different parts.

[0060] Parts-dense areas require more sophisticated segmentation. The system divides these areas into one or more logical blocks based on the density and spatial complexity of the parts. This division helps improve rendering accuracy and fully capture engine detail.

[0061] By logically dividing the building block model into blocks based on key structural features, the system can break down complex models into multiple relatively independent parts, making it easier to render and optimize each part independently.

[0062] It should be noted that although these logical blocks are structurally regarded as independent units, there are interactions between them at the optical rendering level, such as light casting, reflection, and global illumination. Subsequent rendering and stitching steps will take these optical interdependencies into account to ensure the light and shadow continuity and realism of the final rendering results.

[0063] This division method not only improves rendering efficiency, but also ensures the accuracy and quality of the rendering results, so that the final rendered image can truly reflect the structure and appearance of the building block model.

[0064] 204. Generate a virtual camera array of the logical blocks based on the three-dimensional model information, wherein the virtual camera array is used to capture geometric information of the logical blocks from multiple perspectives; Step 204 and Figure 1 Step 103 in the illustrated embodiment is similar, and reference may be made to the description in the relevant steps, which will not be repeated here.

[0065] 205. Dynamically adjust the camera parameters of the virtual camera array based on the three-dimensional model information of the logical blocks, the camera parameters including focus position, viewing angle range, and camera angle; Setting the virtual camera array according to the camera parameters; After generating the virtual camera array, the system dynamically adjusts the camera parameters based on the 3D information of the logically partitioned model to further optimize the capture of geometric information. Each camera parameter is adjusted closely based on the structural characteristics of the partition and the rendering requirements. When adjusting the focus position, the system identifies key feature points or areas within the logical block. The viewing angle is adjusted based on the size of the logical block and its proportion within the frame. If the logical block is small, the system will narrow the camera's viewing angle to highlight its details, reducing it to cover only the target and a small area around it to avoid interference from irrelevant background information. If the block is large and its overall shape needs to be displayed, the viewing angle will be appropriately expanded. When adjusting the camera angle, the system will find the optimal shooting angle based on the undulations and turns of the block's surface.

[0066] After adjusting all camera parameters, the system applies them to the virtual camera array, resetting the operating state of each camera. This dynamic parameter adjustment and configuration allows the virtual camera array to more accurately capture the geometric information of the logical blocks, providing higher-quality data for subsequent rendering, resulting in clearer and more realistic details in the rendered building block models.

[0067] 206. Capturing geometric information of the logical blocks through the virtual camera array, the geometric information including detailed features of edges, curved surfaces, and joint gaps, and refraction and reflection characteristics of highly reflective and transparent material areas; After completing the virtual camera array parameter setup, the system officially uses the array to capture the geometric information of the logical blocks. Considering the subsequent prioritization and differentiated rendering of the logical blocks, this step adaptively adjusts the level of captured geometry based on the initial display importance of the logical blocks (for example, based on a quick estimate of their screen projection size in the initial viewport or their distance from the camera). For logical blocks that are expected to be of high priority (preliminary judgment shows high importance), the system will give full play to the multi-perspective and high-precision advantages of the virtual camera array to comprehensively record all kinds of their geometric details, including the length and angle of the edges, the connection relationship with adjacent surfaces, the curvature changes of each point on the surface, light and shadow transition data, the width, depth and edge material of the stitching gaps, and detailed refraction and reflection path information of light in highly reflective and transparent material areas.

[0068] For logical blocks that are expected to be of low priority (preliminary judgment shows low importance), the system will adopt a faster and simpler capture strategy, only obtaining basic geometric outlines, main dimensions and key connection information, while simplifying or ignoring small details, complex curvature changes or optical properties of materials.

[0069] Through this adaptive capture mechanism based on preliminary display importance, the system can effectively reduce the information capture overhead of non-critical blocks while ensuring the detailed information of key blocks, laying the foundation for subsequent differentiated rendering and avoiding resource waste in the early information preparation process.

[0070] 207. Generate a virtual light source matrix based on the material information and the three-dimensional model information in combination with the virtual camera array, where the virtual light source matrix is ​​composed of multiple virtual light sources; Step 207 and Figure 1 Step 104 in the illustrated embodiment is similar, and reference may be made to the descriptions in the relevant steps, which will not be repeated here.

[0071] 208. Dynamically adjust light source parameters of the virtual light source matrix based on the geometric information and the material information, where the light source parameters include intensity, direction, and color of each virtual light source; According to the light source parameters, the virtual light source matrix is ​​set so that the virtual light source matrix can simulate the influence of a real lighting environment on the logic block; After generating the virtual light source matrix, the system dynamically adjusts the light source parameters of the virtual light source matrix based on the previously acquired logical block geometry information and material information, so that the virtual light source matrix simulates the lighting effect closest to the real scene. The system first analyzes the spatial structure of the logically divided blocks based on geometric information to determine the lighting requirements for different areas. For example, in a model of an ancient building made of building blocks, different structures, such as the castle's towering towers and sunken gates, block and reflect light differently. For the tower's top, which is exposed to the primary lighting of the "virtual environment," the system appropriately enhances the intensity of the primary light source in that area, brightening it and highlighting its three-dimensionality. For the gate, which is in a shadowy area, the system adds auxiliary light sources to prevent it from being too dark and losing detail. The system also adjusts the direction of the auxiliary light sources to illuminate the masonry texture inside the gate from the side. Material information plays a key role in adjusting light source parameters. Different materials have different absorption, reflection, and refraction characteristics of light. The system will accurately set the light source parameters according to the material type and properties. For the rough material of the red bricks in the building block castle, the system will reduce the intensity of the light source to prevent the surface from being too bright and losing texture. At the same time, it will adjust the color of the light source to make it warmer to match the color of the bricks under natural light. For the metal decorations on the castle gate, because of their high reflective properties, the system will increase the intensity of the light source and adjust the direction of the light source to produce bright highlights and clear reflected images on the metal surface, simulating the real effect of metal under light. For the transparent castle window glass, the system will add auxiliary light sources and adjust their color and intensity to simulate the refraction and scattering effects when light penetrates the glass, making the glass appear transparent.

[0072] After dynamically adjusting the light source parameters, the system applies these parameters to the virtual light source matrix, resetting the operating state of each virtual light source. This optimized virtual light source matrix accurately simulates the effects of real-world lighting on logical blocks, providing ideal lighting conditions for subsequent rendering. This results in a more realistic and natural light and shadow performance for the rendered building block model, enhancing the overall visual effect.

[0073] 209. Providing simulated lighting for the logic blocks through the virtual light source matrix, where the simulated lighting is used to drive the rendering process of the logic blocks; Once the parameters of the virtual light source matrix are set, the system will formally use the matrix to provide simulated lighting for the logical blocks. This simulated lighting will drive the rendering process of the logical blocks and determine the brightness, color, and texture of the final rendered image. Similar to the geometric information capture described above, this step also uses differentiated lighting calculation strategies based on the initial display importance or determined priority of the logical blocks when applying simulated lighting and calculating the interaction between light and the logical block surfaces.

[0074] For high-priority logic blocks, the system performs more accurate and complex lighting calculations, including detailed ray tracing, global illumination calculations (such as ambient occlusion, indirect lighting), accurate shadow casting calculations, and simulation of complex optical phenomena for highly reflective and transparent materials (such as multiple reflections, refraction path tracing).

[0075] For low-priority logical blocks, the system uses simplified lighting models and calculation methods, such as using approximate global illumination based on environment maps, simplified shadow maps, or calculating only direct lighting while ignoring complex reflection, refraction, and global illumination effects.

[0076] Through this priority-based differentiated lighting calculation, the system can significantly reduce the amount of lighting calculation in low-priority areas while ensuring the realism of rendering in high-priority areas, thereby effectively reducing overall computing resource consumption and improving rendering efficiency.

[0077] 210. Determine the priority of the logical block based on the primary and secondary viewing angles, wherein the primary and secondary viewing angles are used to express the display importance of the logical block in the current viewing angle, wherein the primary viewing angle has a high priority and the secondary viewing angle has a low priority; When preparing to render logical blocks, the system needs to determine the priority of each block in order to properly allocate computing resources, ensuring the rendering quality of key areas while improving overall rendering efficiency. The system analyzes the current viewing area and divides the logical blocks into primary and secondary viewing areas to determine the priority of each block. The system first determines the main viewing area of ​​the current image based on the camera's shooting angle and focus position. The system determines the display importance of the logical blocks in the current viewing angle, including considering one or more of the following factors: a. Screen space projection size: The two-dimensional area or number of pixels projected onto the screen at the current viewing angle based on the logical block. The larger the area or number, the higher the display importance. b. Distance from the camera: Based on the distance between the centroid or bounding box of the logical block and the virtual camera, the closer the distance, the higher the display importance. However, this factor can be combined with other factors to determine the distance. c. Structural or functional importance: The structural role or functional attributes of the logical block in the entire building block model. For example, main structural parts, key connectors, or parts with special functions are given higher importance than ordinary decorative parts. d. User interaction or attention: Based on user input (such as mouse hover, click selection) or the system's inference of the user's visual focus area, the display importance of logical blocks located within the user's explicit focus area is significantly increased; e. Visibility: Based on whether the logical block is blocked by other logical blocks in the current viewing angle, the display importance of the unblocked or partially blocked logical block is higher than that of the completely blocked logical block.

[0078] By comprehensively evaluating the above factors, the system calculates a comprehensive display importance score for each logical block, and divides the logical blocks into different priority levels based on the score (for example, high priority corresponds to the main viewing area, low priority corresponds to the secondary viewing area, or more refined multi-level priorities) to guide the subsequent multi-resolution rendering process. By determining the logical block priority based on the primary and secondary viewing areas, the system can highlight important parts with limited computing resources, taking into account both rendering quality and efficiency, and presenting users with a block model rendering result that highlights key points and has good visual effects.

[0079] 211. Render the high-priority logical blocks into high resolution in combination with the geometric information; Divide the logic blocks of the low priority into medium and low resolutions to reduce resource usage; After determining the priority of the logical blocks, the system performs targeted multi-resolution rendering on the logical blocks based on the priority differences, balancing rendering quality and resource consumption to improve overall rendering efficiency. For high-priority logical blocks, the system adopts a refined rendering strategy based on the acquired geometric information. For example, in the building block aerospace model, the rocket capsule block, which is the main viewing area, has densely covered lines, interfaces and other details on its surface, which are the focus of display. The system will greatly increase the number of polygons in this block, subdivide the basic polygons in the original low-precision model, make the edges of the lines sharper, and make the bumps at the interfaces more three-dimensional. At the same time, the resolution of the texture map is increased. The original 1024×1024 pixel texture may be increased to 4096×4096 pixels, making the metal scratches, numbers and other details on the surface of the rocket capsule clearly visible. In terms of light and shadow calculations, the system uses a more complex algorithm to perform pixel-by-pixel lighting calculations for high-priority blocks, simulating the reflection and refraction effects of light on complex surfaces, so that the capsule presents a real metal texture under light. For low-priority logical blocks, the system adopts a lightweight rendering strategy. Taking the distant launch pad block in the aerospace model as an example, the system will appropriately simplify its geometric structure, merge some small polygons, reduce the number of faces of the model, and reduce the computational complexity. In texture processing, the texture resolution is reduced, and a simpler texture compression algorithm is used to reduce memory usage. Light and shadow calculations also use a relatively fast approximate algorithm. Although the details are not as good as high-priority blocks, it can quickly present a general light and dark effect to meet the overall picture requirements. Through this differentiated rendering method, the system significantly reduces the resource consumption of low-priority blocks while ensuring high-quality rendering of key areas of user concern, so that limited computing resources are efficiently utilized, and the rendering speed is accelerated without significantly affecting the overall visual effect.

[0080] 212. Perform material mapping on the logical block according to the material information to obtain a material mapping result; After completing multi-resolution rendering, the system performs material mapping on the logical blocks based on the material information obtained in the early stage, converting the abstract material properties into intuitive visual effects, giving the building block model a real material appearance. The system first identifies the material type and attribute parameters of the logical block. Taking the building block furniture model as an example, for the wooden desktop block, the system reads the wood type (such as oak), texture style (straight grain), roughness, color and other parameters in its material information. Next, the system matches the corresponding basic material template from the preset material library. If it is an oak material, it will select a template with oak texture characteristics. Then, the system fits the material template to the surface of the block according to the geometric shape of the block. For the flat structure of the desktop, the material texture will be evenly tiled; for the cylindrical structure of the table legs, the system will use cylindrical mapping to ensure that the texture transitions naturally on the cylindrical surface to avoid stretching and deformation. During the material mapping process, the system also processes the special properties of the material. For metal handle blocks with reflective properties, the system will combine the lighting information of the previous virtual light source matrix to calculate the reflection direction and intensity of the light on the metal surface, and present clear highlights and reflections of the surrounding environment in the material mapping results. For desktop ornaments made of transparent glass, the system will simulate the refraction effect when light penetrates according to its refractive index and other parameters, and show the distortion and deformation of the internal structure of the ornament and the dispersion phenomenon of the edges in the material mapping results. Through precise material mapping operations, the system gives each logical block an accurate material appearance, making each part of the building block model visually closer to the real material, enhancing the realism and texture of the overall model.

[0081] 213. Dynamically adjust the material mapping result according to the geometric information; After completing the preliminary material mapping, the system dynamically adjusts the material mapping results based on the geometric information of the logical blocks, corrects material display problems caused by complex geometric structures or lighting changes, and further optimizes the rendering effect. The system adjusts the material texture based on the surface curvature and bumps of the blocks. This geometry-based texture deformation makes the dinosaur skin texture mapping more three-dimensional and realistically restores the rough texture of the skin. At the joints between blocks, the system performs material transitions based on geometric boundary information. In a building block model, discontinuities in texture may occur when different wall blocks are joined together. The system analyzes the geometric angles and edge shapes of the joints and uses an image fusion algorithm to blend the textures of the two blocks within a certain range of the joint boundary. This creates a natural transition in texture and color, eliminating noticeable joint marks.

[0082] Furthermore, the system dynamically adjusts material visibility based on the geometric occlusion relationships of the blocks. When a building block is partially obscured by other parts, the system reduces the material transparency or adjusts the color of the obscured area to simulate the effect of blocked light, enhancing the model's spatial layering and realism. Through dynamic adjustments based on geometric information, the system ensures that the material mapping results better match the actual form of the logical blocks, effectively improving the realism and visual coherence of the building block model rendering.

[0083] 214. Rendering the adjusted material mapping result to obtain a material rendering result; After dynamically adjusting the material mapping results, the system enters the material rendering phase, transforming the virtual material information into a realistic visual image. This process requires the system to comprehensively apply technologies such as lighting models and shading algorithms to calculate the final color value of each pixel based on the adjusted material properties.

[0084] 215. Combining the material rendering result with the multi-resolution rendering result to obtain the rendering result of the logical block; After completing both material rendering and multi-resolution rendering, the system needs to fuse these two results to achieve the final rendering effect of the logical blocks. This process requires the system to precisely align the spatial positions of the two results and perform a weighted blend based on their characteristics, ensuring that the fused image has rich material details while also reflecting reasonable geometric structure and lighting effects.

[0085] The system first spatially aligns the material rendering results with the multi-resolution rendering results. Since both results are generated based on the geometric information of the same logical block, the system can use the vertex coordinates and texture mapping relationships in the geometric information to accurately map the material rendering results to the corresponding positions in the multi-resolution rendering results. Taking the wall blocks of a building model with building blocks as an example, the system will accurately place the brick texture, color, and other information in the material rendering results to the corresponding positions on the wall in the multi-resolution rendering results based on the vertex coordinates and texture mapping relationships of the wall, ensuring that the two are fully matched in space.

[0086] After completing the spatial alignment, the system weights the two results according to the characteristics of the material and lighting. For areas with obvious material characteristics, the system will increase the weight of the material rendering result to highlight the details and texture of the material. For example, on the brick surface of the wall, the material rendering result contains detailed information such as the texture and roughness of the bricks. The system will give this part of the result a higher weight to make the texture of the bricks clearer. For areas where lighting and geometric structure play a dominant role, the system will increase the weight of the multi-resolution rendering result. For example, in the shadow area of ​​the wall or the highlight area of ​​the illuminated surface, the multi-resolution rendering result contains more accurate lighting calculations and geometric information. The system will give this part of the result a higher weight to make the shadows and highlights more natural.

[0087] The system also processes the transition between the two results to ensure a smooth and natural blend. At material boundaries and in areas with dramatic lighting changes, the system uses a gradient blending method to soften the transition between the two results. For example, at the junction of a wall block and a window block, the system gradually adjusts the weights of the two results within a certain range to prevent noticeable discontinuities or gaps in the image at the junction.

[0088] Through precise spatial alignment and intelligent weighted blending, the system organically combines the material rendering results with the multi-resolution rendering results to obtain the final rendering result of logical blocks. This result not only retains the delicate texture of the material, but also presents a reasonable geometric structure and lighting effect, laying a good foundation for subsequent overall splicing.

[0089] 216. Determine the relative position and orientation of each of the logical blocks in a current viewing area of ​​the building block model based on the three-dimensional model information of the building block model; After obtaining the rendering results of all logical blocks, the system needs to determine the relative position and orientation of each block in the current viewing area based on the three-dimensional information of the building block model to provide accurate spatial reference for subsequent projection and stitching operations.

[0090] The system first extracts the world coordinates and rotation parameters of each logical block from the model's 3D information. For complex block models, each logical block has its own independent coordinate system. The system needs to transform these local coordinate systems into the global coordinate system to determine the absolute position of each block within the entire model.

[0091] The system calculates the position and orientation of each logical tile relative to the camera based on the parameters of the current viewing area. During the rendering process, the camera's position, orientation, and viewing angle determine what the user sees. Based on these parameters, the system determines the visibility and relative position of each logical tile within the current viewing area.

[0092] The system considers the hierarchical and occlusion relationships between logical blocks. In a real-world building block model, some blocks may partially or completely occlude other blocks. The system determines the occlusion order between blocks based on the geometric structure and spatial relationships in the 3D model information.

[0093] 217. Projecting the rendering results of the logical blocks onto a common two-dimensional image plane or a three-dimensional viewing space according to the current viewing angle area; After determining the relative positions and orientations of the logical blocks, the system needs to project the rendering results of these blocks into a unified display space for subsequent compositing operations. This process requires the system to select an appropriate projection method based on the parameters of the current viewing area and ensure that the blocks maintain the correct spatial relationship after projection.

[0094] The system selects either a 2D image plane or a 3D view space as the projection target, depending on the rendering requirements. For scenes requiring a final static image, the system typically chooses a 2D image plane as the projection target; for scenes requiring real-time interaction or animation, the system selects a 3D view space to facilitate subsequent dynamic adjustments.

[0095] After determining the projection target, the system calculates the projection transformation matrix for each logical block based on the parameters of the current viewing area, such as the camera position, orientation, and viewing range. This matrix converts the block's 3D world coordinates into coordinates in the projection space. For example, in perspective projection, the system calculates the corresponding position of each block's vertex on the projection plane based on the camera position and viewing range, while also taking into account perspective effects to make distant objects appear smaller.

[0096] The system also handles clipping and visibility of each tile during projection. Because the current viewing area is limited, some logical tiles may fall completely or partially outside the viewing range. The system determines tile visibility based on the relationship between the tile's bounding box and the viewing cone, and clips any portions that fall outside the viewing range. This clipping operation reduces unnecessary calculations and improves rendering efficiency. Through precise projection calculations and clipping, the system accurately projects the rendering results of each logical tile into a common display space, laying the foundation for subsequent sorting, alignment, and compositing operations.

[0097] 218. In the common two-dimensional image plane or three-dimensional view space, sort and align the rendering results of the logical blocks according to the relative positions of the logical blocks and the geometric information; After projection, the system needs to sort and align the rendering results of each logical block in the common display space to ensure that they present the correct spatial hierarchy and structural relationship in the final image. This process requires the system to determine the drawing order and alignment of the blocks based on their relative position and geometric information.

[0098] The system first determines the drawing order of each logical tile based on its depth information. In a 3D scene, depth information represents the tile's distance from the camera. The system then sorts the tiles from back to front to correctly handle occlusion.

[0099] 219. Based on the material information and the geometric information, smooth the boundary areas between the sorted and aligned logical blocks to fuse the rendering results of the logical blocks and reduce the visibility of the splicing gaps; After completing the logical block sorting and alignment, the system needs to smooth the boundary areas between the blocks to eliminate possible stitching gaps and make the final rendering look more natural and continuous. This process requires the system to combine material information and geometric information to perform special processing on the pixels in the boundary areas.

[0100] The system first analyzes the material properties of the blocks on both sides of the boundary area to determine an appropriate fusion strategy. Different material boundaries require different treatments. Based on the physical properties of the materials (such as reflectivity, transparency, roughness, and texture characteristics), differentiated fusion strategies are determined and applied to achieve a natural transition between different material types (for example, between highly reflective and matte materials, or between transparent and opaque materials), avoiding unnatural fusion effects. For example, in the building block city model, at the junction of a masonry wall and a glass curtain wall, the system uses different fusion algorithms based on the rough texture of the masonry and the smooth reflective properties of the glass. For the masonry portion, the system preserves its texture details and applies appropriate blurring at the boundary to create a more natural transition with the glass curtain wall. For the glass portion, the system considers its reflective and refractive properties and calculates the light propagation path at the boundary to ensure a continuous transition of the reflected image. This material-property-based fusion strategy enables the system to create a natural transition between blocks of different materials.

[0101] The system uses geometric information to more accurately process boundary areas, specifically the shape and curvature of the boundary areas, as well as the detailed features of the stitching seams, to precisely control the boundary processing process. For example, in areas with sharp edges or complex curvature changes, a refined processing algorithm that preserves geometric details (such as the sharpness of corners) is used to avoid detail loss or blurring. The geometric shape and curvature of boundary areas can affect the fusion effect. For example, at the corners of a building model, the boundary may appear as a distinct broken line. The system analyzes these geometric features and uses a more refined fusion algorithm at the corners to ensure that the sharpness of the corners is preserved while eliminating stitching seams. For curved surface boundaries, the system considers the curvature changes of the surface, increasing the smoothness of the fusion in areas with larger curvatures to avoid noticeable creases. By combining geometric information, the system can more accurately process pixels in boundary areas, making the fusion effect more natural.

[0102] Based on the high-frequency texture information contained in the material information, considering the alignment and mixing of textures during boundary fusion to reduce texture dislocation or blurring and maintain the continuity of high-frequency textures; The system also uses anti-aliasing technology to further reduce the jagged appearance of border areas. During the rendering process, due to the discrete pixel representation, jagged edges may appear in border areas. The system applies an anti-aliasing algorithm to supersample or blur the border pixels to make the edges appear smoother. Through anti-aliasing, the system can improve the visual quality of border areas and reduce the visibility of stitching seams.

[0103] Through the above-mentioned fine processing based on material information and geometric information, it is possible to effectively solve the challenges brought by complex geometry, heterogeneous materials and high-frequency textures in boundary fusion, achieve the natural fusion of the rendering results of each logical block, significantly reduce or eliminate the visibility of stitching gaps, and improve the realism and quality of the overall rendered image.

[0104] By comprehensively utilizing material information and geometric information, the system performs fine smoothing on the boundary areas between the sorted and aligned logical blocks, so that the rendering results of each block can be naturally integrated, and the stitching gaps are almost invisible, significantly improving the overall quality of the final rendered image.

[0105] 220. Synthesize the rendering results of the smoothed logical blocks to finally obtain a complete rendering result of the building block model.

[0106] After smoothing all logical blocks, the system synthesizes the rendering results of these blocks to generate a complete rendered image of the building block model. This process requires the system to combine the pixel data of each block in the correct order and position, and to handle possible issues such as transparency, shadows, and lighting interactions.

[0107] The system first determines the order in which the logical blocks are composited based on their depth information and occlusion relationships. It then processes the lighting interactions and shadow effects between the blocks. Finally, the system performs final optimization and post-processing on the composited image. This includes adjusting overall brightness, contrast, and color balance, applying a depth-of-field effect to emphasize focal areas, and adding ambient occlusion to enhance the scene's sense of depth. The result is a seamless, realistic, and highly visually appealing image of the block model that accurately reflects the structure, materials, and lighting of the original model.

[0108] By adopting the solution in the above embodiment of the present application, the model file is first parsed to obtain material and three-dimensional information, and logical blocks are divided based on key structural features to reduce processing complexity; the virtual camera array and dynamic parameter adjustment are used to accurately collect geometric information, and the virtual light source matrix is ​​generated in combination with material characteristics to ensure rendering realism. The primary and secondary perspectives are used to determine the priority of the blocks, and multi-resolution rendering is performed to focus resources on key areas and reduce redundant calculations. At the same time, through refined operations such as material mapping and dynamic adjustment, boundary smoothing, etc., the material realism and visual coherence are improved; finally, through projection, sorting, alignment and synthesis, the lighting interaction and overall effect are optimized. This solution enables the intelligent allocation of computing resources and can process more complex models under the same hardware. Compared with traditional methods, rendering efficiency is improved, and the image detail retention is significantly enhanced, achieving a dual improvement in rendering efficiency and quality.

[0109] The method provided in the above embodiment can be executed by an automatic rendering system of a building block model, which is composed of an electronic device. The following describes the electronic device in the embodiment of the present application from the perspective of hardware processing, see Figure 3 , which is a schematic diagram of the physical device structure of the automatic rendering system of the building block model in an embodiment of the present application.

[0110] It should be noted that Figure 3 The structure of the automatic rendering system of the building block model shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.

[0111] like Figure 3 As shown, the electronic device includes a central processing unit (CPU) 301, which can perform various appropriate actions and processes, such as the methods described in the above embodiments, based on programs stored in a read-only memory (ROM) 302 or programs loaded from a storage unit 308 into a random access memory (RAM) 303. RAM 303 also stores various programs and data required for system operation. CPU 301, ROM 302, and RAM 303 are interconnected via a bus 304. An input / output (I / O) interface 305 is also connected to bus 304.

[0112] The following components are connected to the input / output (I / O) interface 305: an input section 306 including an audio input device, pushbutton switches, and the like; an output section 307 including a display, an audio output device, indicator lights, and the like; a storage section 308 including a hard disk and the like; and a communication section 309 including a network interface card such as a LAN (Local Area Network) card or a modem. The communication section 309 performs communication processing via a network such as the Internet. A drive 310 is also connected to the input / output (I / O) interface 305 as needed. Removable media 311, such as a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is installed in the drive 310 as needed, so that computer programs read from the media can be installed in the storage section 308 as needed.

[0113] In particular, according to embodiments of the present application, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of the present application include a computer program product comprising a computer program carried on a computer-readable medium, the computer program including a computer program for executing the method shown in the flowchart. In such embodiments, the computer program can be downloaded and installed from a network via the communication section 309 and / or installed from removable media 311. When the computer program is executed by the central processing unit (CPU) 301, the various functions defined in the present application are performed.

[0114] It should be noted that specific examples of computer-readable storage media may include, but are not limited to, an electrical connection having one or more conductors, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), flash memory, optical fiber, portable compact disc read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this application, a computer-readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0115] The flowcharts and block diagrams in the accompanying drawings illustrate the possible architecture, functions and operations of the systems, methods and computer program products according to various embodiments of the present application. Each box in the flowchart or block diagram can represent a module, program segment, or part of the code, and the above-mentioned module, program segment, or part of the code contains one or more executable instructions for implementing the specified logical functions. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in an order different from that marked in the accompanying drawings.

[0116] Specifically, the electronic device of this embodiment includes a processor and a memory, the memory is coupled to one or more processors, the memory is used to store computer program code, the computer program code includes computer instructions, and one or more processors call the computer instructions to enable the electronic device to execute the method provided by the above embodiment.

[0117] As another aspect, the present application further provides a computer-readable storage medium, which may be included in the electronic device described in the above embodiments, or may exist independently and not be incorporated into the electronic device. The above storage medium carries one or more computer programs, and when the one or more computer programs are executed by a processor of the electronic device, the electronic device implements the method provided in the above embodiments.

[0118] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the above embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the above embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present application.

[0119] As used in the above embodiments, the term “when” may be interpreted to mean “if” or “after” or “in response to determining that” or “in response to detecting that”, depending on the context. Similarly, the phrases “upon determining that” or “if (stated condition or event) is detected” may be interpreted to mean “if determining that” or “in response to determining that” or “upon detecting (stated condition or event)” or “in response to detecting (stated condition or event)”, depending on the context.

[0120] Those skilled in the art will appreciate that all or part of the process steps in the above-described method embodiments can be implemented by a computer program instructing the relevant hardware. The program can be stored in a computer-readable storage medium, and when executed, the program can include the process steps in the above-described method embodiments. The aforementioned storage medium includes various media capable of storing program code, such as ROM or random access memory (RAM), magnetic disks, or optical disks.

Claims

1. A method for automatically rendering a building block model, characterized in that: include: Parse the building block model file to obtain the material information and three-dimensional model information of the building block model; Dividing the building block model into a plurality of logical blocks according to the three-dimensional model information, wherein each logical block corresponds to an independent area or structural unit of the building block model; generating a virtual camera array of the logical blocks based on the three-dimensional information of the model, wherein the virtual camera array is used to capture geometric information of the logical blocks from multiple perspectives; Based on the material information and the three-dimensional model information, combined with the virtual camera array, a virtual light source matrix is ​​generated, where the virtual light source matrix is ​​composed of multiple virtual light sources; Performing multi-resolution rendering on the logical blocks according to the priorities of the logical blocks, wherein the priorities are determined according to the current viewing area; The rendering results of each of the logical blocks are spliced ​​together to obtain a complete rendering result of the building block model.

2. The method according to claim 1, characterized in that The step of dividing the building block model into a plurality of logical blocks according to the three-dimensional model information specifically includes: Extracting key structural features of the building block model based on the three-dimensional model information, wherein the key structural features include size, connection relationship and parts-intensive area; According to the key structural features, the building block model is divided into a plurality of logical blocks, each of which corresponds to an independent area or structural unit in the building block model.

3. The method according to claim 1, characterized in that After generating the logically divided virtual camera array based on the three-dimensional model information, the method further includes: Dynamically adjusting the camera parameters of the virtual camera array based on the three-dimensional model information of the logical blocks, the camera parameters including focus position, viewing angle range, and camera angle; Setting the virtual camera array according to the camera parameters; The geometric information of the logical blocks is captured by the virtual camera array, where the geometric information includes detailed features of edges, curved surfaces and joint gaps, and refraction and reflection characteristics of highly reflective and transparent material areas.

4. The method according to claim 1, wherein After generating a virtual light source matrix based on the material information and the three-dimensional model information in combination with the virtual camera array, the method further includes: Dynamically adjusting light source parameters of the virtual light source matrix based on the geometric information and the material information, the light source parameters including intensity, direction, and color of each virtual light source; According to the light source parameters, the virtual light source matrix is ​​set so that the virtual light source matrix can simulate the influence of a real lighting environment on the logic block; The virtual light source matrix is ​​used to provide simulated lighting for the logical blocks, and the simulated lighting is used to drive the rendering process of the logical blocks.

5. The method according to claim 1, wherein The performing multi-resolution rendering on the logical blocks based on the priorities of the logical blocks specifically includes: Determining the priority of the logical block by using a primary and secondary viewing area, wherein the primary and secondary viewing areas are used to express the display importance of the logical block in the current viewing angle, the primary viewing area having a high priority and the secondary viewing area having a low priority; Combining the geometric information, rendering the high-priority logical blocks into high resolution; The logic blocks of the low priority are divided and rendered into medium and low resolutions to reduce resource usage.

6. The method according to claim 1, characterized in that After performing multi-resolution rendering on the logical blocks based on the priorities of the logical blocks, the method further includes: Performing material mapping on the logical blocks according to the material information to obtain a material mapping result; Dynamically adjusting the material mapping result according to the geometric information; Rendering the adjusted material mapping result to obtain a material rendering result; The material rendering result is combined with the multi-resolution rendering result to obtain the rendering result of the logical block.

7. The method according to claim 1, characterized in that The step of splicing the rendering results of the logical blocks to obtain a complete rendering result of the building block model specifically includes: Determining the relative position and orientation of each of the logical blocks in a current viewing area of ​​the building block model based on the three-dimensional model information of the building block model; Projecting the rendering results of each of the logical blocks onto a common two-dimensional image plane or a three-dimensional viewing space according to the current viewing angle area; In the common two-dimensional image plane or three-dimensional view space, sorting and aligning the rendering results of the logical blocks according to the relative positions of the logical blocks and the geometric information; Based on the material information and the geometric information, smoothing the boundary areas between the sorted and aligned logical blocks to fuse the rendering results of the logical blocks and reduce the visibility of the splicing gaps; The rendering results of the smoothed logical blocks are synthesized to finally obtain a complete rendering result of the building block model.

8. A multi-objective optimization system for office window energy-saving design, characterized by: including one or more processors and memory; The memory is coupled to the one or more processors, and the memory is used to store computer program code, where the computer program code includes computer instructions. The one or more processors call the computer instructions to enable the self-service baggage check-in equipment failure prediction system to execute the method according to any one of claims 1 to 7.

9. A computer-readable storage medium storing computer instructions, characterized in that: When the computer instructions are executed on a self-service baggage check-in equipment failure prediction system, the self-service baggage check-in equipment failure prediction system is caused to execute the method according to any one of claims 1 to 7.

10. A computer program product, characterized in that When the computer program product is run on a self-service baggage check-in equipment failure prediction system, the self-service baggage check-in equipment failure prediction system is caused to execute the method according to any one of claims 1 to 7.

Citation Information

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