Pearl rendering method and system in three-dimensional jewelry model
By constructing a pearl rendering material and combining standard and physical mesh material parameters, the surface and internal light of the pearl are simulated, solving the problem of the difference between the pearl rendering effect and the real object, and realizing the simultaneous display of realistic rendering and lightweight rendering effects.
Patent Information
- Application Number
- CN202510997195.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-18
- Publication Date
- 2025-11-18
AI Technical Summary
Existing technologies cannot effectively simulate the internal light mechanism of pearls in 3D jewelry rendering, resulting in significant differences between the rendering effect and the real object, and failing to reproduce the iridescent effect and soft glow of pearls.
A pearl rendering material is constructed, combining the variable parameters of standard mesh material and physical mesh material to simulate the light on the surface and inside of the pearl. By adjusting the parameters and iridescence effect parameters, the surface specular reflection and thin film interference iridescence effect are calculated, and the rendering is performed on the cloud server and then synchronized to the client in real time.
It achieves a rendering effect that is closer to that of a real pearl, and is lightweight for rendering on terminal devices, making it suitable for electronic terminals with different computing capabilities.
Smart Images

Figure CN120976393A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of jewelry rendering technology, and in particular to a method and system for rendering pearls in a three-dimensional jewelry model. Background Technology
[0002] In the field of 3D jewelry modeling, the digital rendering of pearls, as organic gemstones with unique optical properties, has always puzzled computer graphics researchers. The optical wonder of pearls stems from their unique nacre structure, a biocomposite material formed by alternating layers of aragonite crystals (CaCO3) and organic matter, with interlayer spacing ranging from nanometers to micrometers. When light enters a pearl, multi-scale optical phenomena occur.
[0003] Current 3D jewelry rendering primarily relies on Physically Based Rendering (PBR) technology, which constructs material models using Microfacet Theory. Its core assumption is that material surfaces consist of numerous tiny planes, with roughness described by a statistical distribution function. This technique achieves highly realistic rendering by simulating the optical properties of material surfaces (such as reflectivity, roughness, and metallicity), and performs exceptionally well on materials like metals and plastics. However, the optical properties of pearls stem from their layered nacre structure, where light undergoes complex refraction, scattering, and interference as it penetrates multiple layers of aragonite crystals. Traditional PBR material models focus only on the optical calculations of the surface reflective layer, completely ignoring the multiple scattering processes of internally transmitted light, thus failing to reproduce the unique iridescent effect and soft glow of pearls.
[0004] It is evident that while existing technical solutions can achieve a certain degree of visual realism, they generally suffer from insufficient simulation of the internal light mechanism of pearls, resulting in significant differences between the rendered effect and the actual object. Summary of the Invention
[0005] To address the problems existing in the prior art, this invention provides a method for rendering pearls in a 3D jewelry model, comprising:
[0006] Step S1: Construct the pearl rendering material;
[0007] Step S2: Use the pearl rendering material to simulate the light on the surface of the pearl and the light emitted from inside the pearl in the three-dimensional jewelry model to obtain a pearl rendering effect image.
[0008] Preferably, the pearl rendering material includes various variable parameters from both standard mesh material and physical mesh material;
[0009] In step S2, the standard mesh material included in the pearl rendering material is used to simulate the light on the surface of the pearl in the three-dimensional jewelry model, and the physical mesh material included in the pearl rendering material is used to simulate the light emitted from inside the pearl.
[0010] Preferably, in step S1, constructing the pearl rendering material includes:
[0011] Create a shader material layer and inherit various variable parameters from the standard mesh material and the physical mesh material to obtain the pearl rendering material.
[0012] Preferably, each of the variable parameters includes one or more of the following: texture intensity, diffuse color, specular color, surface thickness, transmittance, surface refractive index, internal refractive index, roughness, metallicity, contour light power, contour light intensity, and contour light color.
[0013] Preferably, in step S2, a parameter adjustment interface is provided so that designers can adjust the variable parameters for different pearl categories and different grades of pearls within the same pearl category.
[0014] Preferably, the pearl rendering material also includes iridescent effect parameters transmitted by the user;
[0015] Step S2 includes:
[0016] Step S21: Calculate the surface specular reflection color and thin film interference iridescent effect according to each of the variable parameters and the iridescent effect parameters, and mix the surface specular reflection color and the thin film interference iridescent effect to obtain the direct illumination contribution;
[0017] Step S22: Calculate the indirect illumination contribution and edge light color based on the variable parameters, and compensate for multiple dispersion energy losses based on energy conservation when calculating the indirect illumination contribution.
[0018] Step S23: Superimpose the direct lighting contribution, the indirect lighting contribution, and the edge light color to obtain the final pixel color and display it to obtain the pearl rendering effect image.
[0019] This invention also provides a pearl rendering system for three-dimensional jewelry models, applying the above-described pearl rendering method. The pearl rendering system includes:
[0020] A cloud server connects to the client to construct a pearl rendering material. This material is then used to simulate the light on the surface of a pearl in a 3D jewelry model, as well as the light emitted from inside the pearl, to obtain a pearl rendering effect. The pearl rendering effect is then transmitted to the client in real time for viewing.
[0021] Preferably, the pearl rendering material includes various variable parameters from both standard mesh material and physical mesh material;
[0022] The cloud server includes:
[0023] The pearl rendering module is used to simulate the light on the surface of a pearl in a 3D jewelry model using the standard mesh material included in the pearl rendering material, and to simulate the light emitted from inside the pearl using the physical mesh material included in the pearl rendering material.
[0024] Preferably, the cloud server further includes a material building module for creating a shader material layer and inheriting various variable parameters of the standard mesh material and the physical mesh material to obtain the pearl rendering material.
[0025] Preferably, the pearl rendering material also includes iridescent effect parameters transmitted by the user, including iridescent intensity, film thickness, and iridescent tone;
[0026] The pearl rendering module includes:
[0027] The direct illumination calculation unit is used to calculate the surface specular reflection color and the thin film interference iridescent effect according to each of the variable parameters and the iridescent effect parameters, and to mix the surface specular reflection color and the thin film interference iridescent effect to obtain the direct illumination contribution.
[0028] The indirect illumination calculation unit is used to calculate the indirect illumination contribution and edge light color according to the variable parameters, and to compensate for multiple dispersion energy losses based on energy conservation when calculating the indirect illumination contribution.
[0029] The lighting overlay unit is connected to the direct lighting calculation unit and the indirect lighting calculation unit, respectively. It is used to overlay the direct lighting contribution, the indirect lighting contribution, and the edge light color to obtain the final pixel color and display it, so as to obtain the pearl rendering effect image.
[0030] The above technical solution has the following advantages or beneficial effects:
[0031] 1) By simultaneously simulating the light on the surface of the pearl and the light emitted from inside the pearl, the physical characteristics of the pearl can be simulated more comprehensively, thus providing a display effect that is closer to that of a real pearl.
[0032] 2) The rendering process of the pearl is configured in the cloud and then transmitted to the client in real time. This allows the client to simply receive the rendered image without performing any rendering. As a result, the client does not need to load the corresponding model and image resources or perform any additional rendering operations. This does not consume the computing power of the electronic terminal, thus achieving lightweight terminal devices and enabling excellent rendering effects on electronic terminal products with different computing capabilities. Attached Figure Description
[0033] Figure 1 A flowchart illustrating a method for rendering pearls in a three-dimensional jewelry model, as a preferred embodiment of the present invention.
[0034] Figure 2 This is a schematic diagram of the parameter adjustment interface in a preferred embodiment of the present invention;
[0035] Figure 3 This is a schematic diagram of a sub-process of step S2 in a preferred embodiment of the present invention;
[0036] Figure 4 This is a schematic diagram of the structure of a pearl rendering system in a three-dimensional jewelry model, as a preferred embodiment of the present invention. Detailed Implementation
[0037] The present invention will now be described in detail with reference to the accompanying drawings and specific embodiments. The present invention is not limited to this embodiment; other embodiments that conform to the spirit of the present invention may also fall within the scope of the present invention.
[0038] In a preferred embodiment of the present invention, based on the above-mentioned problems existing in the prior art, a method for rendering pearls in a three-dimensional jewelry model is provided, such as... Figure 1 As shown, it includes:
[0039] Step S1: Construct the pearl rendering material;
[0040] Step S2: Use the pearl rendering material to simulate the light on the surface of the pearl in the 3D jewelry model, as well as the light emitted from inside the pearl, to obtain the pearl rendering effect.
[0041] Specifically, to render the characteristics of pearls and provide a realistic physical effect, Physically Based Rendering (PBR) is first used. This is the most basic and closest rendering solution. However, PBR alone cannot provide a true pearl rendering; it can only simulate a portion of the pearl's characteristics. Even fine-tuning various parameters of the PBR material cannot achieve a close approximation. Therefore, additional rendering effects must be added to the PBR material. Research revealed that pearls do not simply reflect light specularly; rather, a small amount of light propagates within the pearl. In short, the pearl's effect is formed by the light emanating from both the pearl's surface and its interior. Based on this, this embodiment constructs a pearl rendering material and uses it to simulate the light emanating from both the pearl's surface and interior in a 3D jewelry model, resulting in a pearl rendering image. By simultaneously simulating both the surface and interior light of the pearl, the pearl's characteristics can be more comprehensively simulated, resulting in a more realistic pearl display.
[0042] More specifically, the pearl rendering material includes various variable parameters from both standard mesh materials and physical mesh materials;
[0043] In step S2, the light on the surface of the pearl in the 3D jewelry model is simulated using the standard mesh material contained in the pearl rendering material, and the light emitted from inside the pearl is simulated using the physical mesh material contained in the pearl rendering material.
[0044] Specifically, in this embodiment, Physically Based Rendering (PBR) uses a standard mesh material to simulate the light on the pearl's surface, and a physical mesh material to simulate the light emitted from inside the pearl. The challenge is to combine these two effects. However, three.js does not have a feature allowing the use of two materials simultaneously. Therefore, in a preferred embodiment of this invention, step S1, constructing the pearl rendering material, includes:
[0045] Create a shader material layer and inherit various variable parameters from the standard mesh material and the physical mesh material to obtain the pearl rendering material.
[0046] Specifically, in this embodiment, a new material is created by modifying the source code, incorporating the common characteristics of both standard mesh material and physical mesh material. In actual development, rendering the pearl through a webpage ensures compatibility across different platforms, and the pearl rendering effect can be developed using three.js.
[0047] In addition, considering that three.js has many built-in basic material features, in this embodiment, it is preferable to use ShaderMaterial to rewrite the material features. The specific process is to create a new class by inheriting ShaderMaterial. The new class contains various variable parameters of standard mesh material (MeshStandardMaterial) and physical mesh material (MeshPhysicalMaterial).
[0048] In a preferred embodiment of the present invention, the variable parameters include one or more of the following: texture intensity, diffuse color, specular color, surface thickness, transmissivity, surface refractive index, internal refractive index, roughness, metallicity, contour light power, contour light intensity, and contour light color.
[0049] In a preferred embodiment of the present invention, in step S2, as follows: Figure 2 As shown, a parameter adjustment interface is provided, allowing designers to adjust the parameters of each variable for different pearl types and different grades of pearls within the same pearl type.
[0050] Specifically, in this embodiment, different materials are used to simulate the surface and internal effects of pearls, and then the two materials are combined. Different rendering effects are required for different types of pearls; that is, the parameters of the two different materials are adjusted to display different effects. For example, the environment map is adjusted to simulate the light and shadow effects of pearls under different global illuminations; a dim environment map is used for black pearls, and a bright environment map is used for natural golden pearls. The specular color of the pearl surface can also be adjusted to simulate specular reflection, and roughness and metallicity can be used to simulate the surface effect. For the internal effects of the pearl, diffuse color and the degree of internal refraction and transparency are used to control the internal color effects.
[0051] For pearls of different grades within the same pearl category, as long as most parameters remain unchanged, only a few parameters need to be fine-tuned.
[0052] In a preferred embodiment of the present invention, the pearl rendering material further includes iridescent effect parameters transmitted by the user;
[0053] like Figure 3 As shown, step S2 includes:
[0054] Step S21: Calculate the surface specular reflection color and thin film interference iridescent effect according to the parameters of each variable and the iridescent effect, and mix the surface specular reflection color and thin film interference iridescent effect to obtain the direct illumination contribution.
[0055] Step S22: Calculate the indirect illumination contribution and edge light color based on the parameters of each variable, and compensate for multiple dispersion energy losses based on energy conservation when calculating the indirect illumination contribution.
[0056] Step S23: Overlay the direct lighting contribution, indirect lighting contribution, and edge light color to obtain the final pixel color and display it to obtain the pearl rendering effect.
[0057] Specifically, in this embodiment, the overall process of pearl rendering is divided into two parts:
[0058] I. Constructing the Pearl Rendering Material
[0059] The main task is to define and initialize the physical properties of the pearl material, which will be used for subsequent rendering calculations.
[0060] 1. Define the physical material structure
[0061] Input: User-configured material parameters (such as diffuse color, roughness, specular color, etc.) and iridescent effect parameters (such as iridescent intensity, film thickness, iridescent tone).
[0062] Output: PhysicalMaterial structure, containing all material properties.
[0063] Function: To encapsulate the physical properties of the pearl material, providing a data foundation for subsequent rendering.
[0064] 2. Initialize material parameters
[0065] Input: Parameters inherited from the Three.js standard PBR material and iridescent parameters passed by the user via Uniform.
[0066] Output: A fully populated PhysicalMaterial structure.
[0067] Function: Integrates user parameters and inherited parameters into the material structure to complete the initialization of material properties.
[0068] II. Rendering based on pearl rendering material
[0069] This part uses the constructed pearl material properties to perform actual rendering calculations to obtain the final pixel color.
[0070] 1. Implementation of Thin Film Interference Model
[0071] Inputs: incident angle, wavelength, film thickness, refractive index, etc.
[0072] Output: Wavelength-dependent reflectance (RGB color).
[0073] Function: To simulate the thin-film interference phenomenon on the surface of pearls and generate the base colors for iridescent effects.
[0074] The specific steps include:
[0075] 1.1 Calculate the s-polarized reflection coefficient and the p-polarized reflection coefficient based on the incident angle and the refractive index of the medium (including the refractive index of air and the refractive index of thin film).
[0076] 1.2 Calculation of phase difference
[0077] phase=(2.0*PI*n2*thickness*cos(incidentAngle)) / wavelength;
[0078] Where n2 is the refractive index of the thin film, thickness is the thickness of the thin film, incidentAngle is the incident angle, and wavelength is the wavelength.
[0079] 1.3 Calculate the average reflection coefficient r
[0080] r = (rs + rp) * 0.5;
[0081] Where rs is the s-polarized reflection coefficient and rp is the p-polarized reflection coefficient.
[0082] 1.4 Output wavelength-dependent reflectivity, calculated using the following formula:
[0083] abs(r.x+ry)*0.5*(1.0+cos(phase)).
[0084] 2. Adjustment of rainbow effect
[0085] Inputs: cosine of the angle between the viewpoint and the normal, basic Fresnel color, roughness, iridescence intensity, etc.
[0086] Output: Corrected Fresnel terms (RGB colors).
[0087] Function: By combining roughness and iridescence intensity, the base Fresnel color is adjusted to generate a highlight reflection with an iridescent effect.
[0088] The specific steps include:
[0089] 2.1 Standard Schlick Fresnel Approximation
[0090] F=F0+(1.0-F0)*pow(1.0-cosTheta,5.0);
[0091] Among them, F0 is the basic Fresnel color, which is usually the highlight color, and cosTheta is the cosine of the angle between the outer viewpoint and the normal.
[0092] 2.2 Roughness-based blurring and iridescence effect (via Mipmap sampling)
[0093] iridescence=textureLod(iridescenceMap,vec2(cosTheta,lod),0.0).rgb; where, lod=roughness*4.0;
[0094] In the above formula, roughness refers to the surface roughness.
[0095] 2.3. Blend the basic Fresnel and iridescent effects to obtain the modified Fresnel term.
[0096] mix(F,iridescence*iridescenceTint,iridescenceIntensity;
[0097] Here, iridescenceIntensity is the intensity of the iridescence, and iridescenceTint is the tint of the iridescence.
[0098] 3. Iridescent BRDF combined with GGX (microsurface reflection illumination model)
[0099] Input: incident light direction, viewing angle direction, normal direction, material parameters, etc.
[0100] Output: BRDF value of the highlight (RGB color).
[0101] Function: Using the GGX distribution function and geometric attenuation model, combined with the Fresnel term adjusted for iridescent effects, to calculate the BRDF value of specular reflection.
[0102] The specific steps include:
[0103] 3.1 GGX Distribution Function
[0104] D=GGXDistribution(N,H,mat.roughness);
[0105] Where N is the normal direction, H = normalize(L + V), L is the incident light direction, and V is the viewing angle direction.
[0106] 3.2 Geometric Decay (Smith Model)
[0107] G=SmithVisibility(L,V,N,mat.roughness)
[0108] 3.3 Fresnel terms for iris correction
[0109] F=fresnelIridescentRoughness(NdotV,mat.specularColor,mat.roughness,mat.iridescenceIntensity);
[0110] 3.4. Combine BRDF terms to output highlight BRDF values.
[0111] (D*G*F) / (4.0*NdotL*NdotV+1e-6);
[0112] Where NdotL = max(dot(N,L),0.0); NdotV = max(dot(N,V),0.0).
[0113] 4. Ambient light BRDF approximation
[0114] Input: normal direction, view direction, material parameters, etc.
[0115] Output: Ambient light specular reflection (RGB color).
[0116] Function: Pre-calculates specular reflections from ambient light for use in calculating indirect lighting.
[0117] The specific steps include:
[0118] 4.1 Fresnel terms for iridescent correction
[0119] F=fresnelIridescentRoughness(NoV,mat.specularColor,mat.roughness,mat.iridescenceIntensity);
[0120] 4.2 Pre-computed DFG approximation (sampled from LUT)
[0121] dfg=DFGApprox(mat.roughness,NoV);
[0122] 4.3 Combined results, output ambient light specular reflection
[0123] mat.specularColor*F*dfg.x+dfg.y.
[0124] 5. Direct Illumination Calculation
[0125] Input: incident light direction, viewing angle direction, normal direction, material parameters, etc.
[0126] Output: Direct lighting contribution (RGB color).
[0127] Function: Calculate diffuse and specular reflections under direct lighting to obtain the contribution of direct lighting to pixel color.
[0128] The specific steps include:
[0129] 5.1 Diffuse Reflection (Lambert)
[0130] diffuse=mat.diffuseColor*max(dot(N,L),0.0) / PI;
[0131] 5.2 Highlights (GGX + Iridescent)
[0132] specular=BRDF_GGX_Iridescence(L,V,N,mat)*max(dot(N,L),0.0);
[0133] Direct illumination contribution = diffuse + specular.
[0134] 6. Indirect lighting calculation
[0135] Input: normal direction, view direction, material parameters, etc.
[0136] Output: Indirect diffuse reflection contribution and indirect specular reflection contribution (RGB color).
[0137] Function: Calculate diffuse and specular reflection under indirect lighting to obtain the contribution of indirect lighting to pixel color.
[0138] Indirect diffuse reflection is specifically obtained by sampling from the environment map based on the normal direction, view direction, and material parameters.
[0139] Indirect specular reflection is specifically obtained by sampling from a pre-filtered environment map based on the normal direction, view direction, and material parameters.
[0140] 7. Calculation of rim lighting effects
[0141] Edge light contribution: outgoingLight += rim;
[0142] rim=rimColor*pow(1.0-dot(normal, viewDir), rimPower)*rimIntensity.
[0143] Where rimColor is the edge light color, dot(N,V) is the dot product of the normal and the view direction, rimPower is the edge light attenuation exponent, and rimIntensity is the edge light intensity.
[0144] 8. Final Shader Output
[0145] Input: Direct illumination contribution, indirect diffuse reflection contribution, indirect specular reflection contribution, edge light contribution.
[0146] Output: Final pixel color (RGBA).
[0147] Function: Combines all the lighting contributions to obtain the final pixel color, i.e., the pearl rendering result.
[0148] More preferably, considering that light will be reflected multiple times inside rough surfaces or highly reflective materials, resulting in some energy not being included in the BRDF calculation of single scattering, the energy conservation is also considered in the final pixel color calculation to compensate for the energy loss caused by multiple scattering, so that the material's reflection and diffuse reflection are more in line with physical reality.
[0149] More specifically, the specific calculation formula is as follows:
[0150] Favg=specularColor+(1.0-specularColor)*0.047619;
[0151] Fms=FssEss*Favg / (1.0-Ems*Favg);
[0152] Here, Favg is the average reflectivity of specular reflection, used to balance the energy of single scattering and multiple scattering. specularColor: specular color (usually the material's specular highlight color); FssEss: specular energy of single scattering; Ems: attenuation coefficient of multiple scattering (usually related to roughness; the higher the roughness, the smaller Ems). Fms is the compensation energy for multiple scattering, used to compensate for the energy loss not captured by the single scattering BRDF model.
[0153] The above-mentioned multiple dispersion energy compensation processes involve direct illumination of a portion of the specular reflection, ensuring energy conservation. A specific example is as follows:
[0154] 1. Incident light energy distribution:
[0155] Incident light energy = 1.0 (assuming unit energy).
[0156] 2. Calculation of direct illumination:
[0157] Diffuse reflection energy = diffuseColor * (1.0 - specularColor).
[0158] Specular reflection energy (single scattering) = specularColor * GGX_BRDF(...).
[0159] Specular reflection energy (multiple scattering compensation) = Fms.
[0160] Total energy of direct illumination = diffuse reflection energy + specular reflection energy (single + multiple reflections).
[0161] 3. Indirect lighting calculation:
[0162] Remaining energy = 1.0 - Total energy from direct illumination.
[0163] Indirect illumination energy = Residual energy * Indirect illumination contribution coefficient.
[0164] 4. Final emitted beam:
[0165] outgoingLight=directLight+indirectLight.
[0166] Ensure that the brightness of the outgoing light does not exceed the physically reasonable range.
[0167] Through the above process, the rendering of the pearl material ensures both physical realism and avoids energy overflow.
[0168] This invention also provides a pearl rendering system for three-dimensional jewelry models, applying the aforementioned pearl rendering method, such as... Figure 4 As shown, the Pearl rendering system includes:
[0169] Cloud server 1 connects to client 2 to build pearl rendering materials. The pearl rendering materials are used to simulate the light on the surface of the pearl and the light emitted from inside the pearl in the 3D jewelry model to obtain a pearl rendering effect. The pearl rendering effect is then transmitted to client 2 in real time for viewing.
[0170] In a preferred embodiment of the present invention, the pearl rendering material includes various variable parameters from both the standard mesh material and the physical mesh material;
[0171] Cloud server 1 includes:
[0172] The pearl rendering module 11 is used to simulate the light on the surface of a pearl in a 3D jewelry model using the standard mesh material contained in the pearl rendering material, and to simulate the light emitted from inside the pearl using the physical mesh material contained in the pearl rendering material.
[0173] In a preferred embodiment of the present invention, the cloud server 1 further includes a material construction module 12, which is used to create a shader material layer and inherit various variable parameters of the standard mesh material and the physical mesh material to obtain a pearl rendering material.
[0174] The pearl rendering material also includes iridescent effect parameters provided by the user, including iridescent intensity, film thickness, and iridescent tone;
[0175] Pearl rendering module 11 includes:
[0176] The direct illumination calculation unit 111 is used to calculate the surface specular reflection color and thin film interference iridescent effect according to the various variable parameters and iridescent effect parameters, and to mix the surface specular reflection color and thin film interference iridescent effect to obtain the direct illumination contribution.
[0177] The indirect lighting calculation unit 112 is used to calculate the indirect lighting contribution and edge light color according to various variable parameters, and to compensate for multiple dispersion energy losses based on energy conservation when calculating the indirect lighting contribution.
[0178] The lighting overlay unit 113 is connected to the direct lighting calculation unit 111 and the indirect lighting calculation unit 112 respectively. It is used to overlay the direct lighting contribution, the indirect lighting contribution, and the edge light color to obtain the final pixel color and display it, so as to obtain the pearl rendering effect image.
[0179] Specifically, the pearl rendering system in the 3D jewelry model of this invention adopts a cloud-based, lightweight rendering technology. Specifically, the model's effect is rendered in the cloud and then synchronously transmitted to the client in real time. This means the client only needs to receive the rendered image and does not need to perform any rendering itself. Thus, the client does not need to load the corresponding model and image resources, nor does it need to perform additional rendering operations, saving the computing power of the electronic terminal and achieving lightweight terminal devices. This allows for excellent rendering effects on electronic terminal products with varying computing capabilities.
[0180] The above description is merely a preferred embodiment of the present invention and does not limit the implementation and protection scope of the present invention. Those skilled in the art should realize that any equivalent substitutions and obvious changes made using the content of this specification and illustrations should be included within the protection scope of the present invention.
Claims
1. A method for rendering pearls in a three-dimensional jewelry model, characterized in that, include: Step S1: Construct the pearl rendering material; Step S2: Use the pearl rendering material to simulate the light on the surface of the pearl and the light emitted from inside the pearl in the three-dimensional jewelry model to obtain a pearl rendering effect image.
2. The pearl rendering method according to claim 1, characterized in that, The pearl rendering material includes various variable parameters from both standard mesh materials and physical mesh materials; In step S2, the standard mesh material included in the pearl rendering material is used to simulate the light on the surface of the pearl in the three-dimensional jewelry model, and the physical mesh material included in the pearl rendering material is used to simulate the light emitted from inside the pearl.
3. The pearl rendering method according to claim 2, characterized in that, In step S1, constructing the pearl rendering material includes: Create a shader material layer and inherit various variable parameters from the standard mesh material and the physical mesh material to obtain the pearl rendering material.
4. The pearl rendering method according to claim 2, characterized in that, The variable parameters include one or more of the following: texture intensity, diffuse color, specular color, surface thickness, transmissivity, surface refractive index, internal refractive index, roughness, metallicity, contour light power, contour light intensity, and contour light color.
5. The pearl rendering method according to claim 2, characterized in that, In step S2, a parameter adjustment interface is provided so that designers can adjust the variable parameters for different pearl types and different grades of pearls within the same pearl type.
6. The pearl rendering method according to claim 2, characterized in that, The pearl rendering material also includes iridescent effect parameters passed by the user; Step S2 includes: Step S21: Calculate the surface specular reflection color and thin film interference iridescent effect according to each of the variable parameters and the iridescent effect parameters, and mix the surface specular reflection color and the thin film interference iridescent effect to obtain the direct illumination contribution; Step S22: Calculate the indirect illumination contribution and edge light color based on the variable parameters, and compensate for multiple dispersion energy losses based on energy conservation when calculating the indirect illumination contribution. Step S23: Superimpose the direct lighting contribution, the indirect lighting contribution, and the edge light color to obtain the final pixel color and display it to obtain the pearl rendering effect image.
7. A pearl rendering system for a three-dimensional jewelry model, characterized in that, The pearl rendering system, using the pearl rendering method as described in any one of claims 1-6, comprises: A cloud server connects to the client to construct a pearl rendering material. This material is then used to simulate the light on the surface of a pearl in a 3D jewelry model, as well as the light emitted from inside the pearl, to obtain a pearl rendering effect. The pearl rendering effect is then transmitted to the client in real time for viewing.
8. The pearl rendering system according to claim 7, characterized in that, The pearl rendering material includes various variable parameters from both standard mesh materials and physical mesh materials; The cloud server includes: The pearl rendering module is used to simulate the light on the surface of a pearl in a 3D jewelry model using the standard mesh material included in the pearl rendering material, and to simulate the light emitted from inside the pearl using the physical mesh material included in the pearl rendering material.
9. The pearl rendering system according to claim 6, characterized in that, The cloud server also includes a material building module, which is used to create a shader material layer and inherit various variable parameters of the standard mesh material and the physical mesh material to obtain the pearl rendering material.
10. The pearl rendering system according to claim 8, characterized in that, The pearl rendering material also includes iridescent effect parameters transmitted by the user, including iridescent intensity, film thickness, and iridescent tone; The pearl rendering module includes: The direct illumination calculation unit is used to calculate the surface specular reflection color and the thin film interference iridescent effect according to each of the variable parameters and the iridescent effect parameters, and to mix the surface specular reflection color and the thin film interference iridescent effect to obtain the direct illumination contribution. The indirect illumination calculation unit is used to calculate the indirect illumination contribution and edge light color according to the variable parameters, and to compensate for multiple dispersion energy losses based on energy conservation when calculating the indirect illumination contribution. The lighting overlay unit is connected to the direct lighting calculation unit and the indirect lighting calculation unit, respectively. It is used to overlay the direct lighting contribution, the indirect lighting contribution, and the edge light color to obtain the final pixel color and display it, so as to obtain the pearl rendering effect image.