Construction method of virtual exhibition hall system, exhibition system and storage medium
By constructing a 3D virtual exhibition hall model and utilizing an exhibit database and light baking technology, the issues of intelligent layout planning and cross-platform compatibility of the virtual exhibition hall system were resolved, improving user experience and interactive flexibility while reducing maintenance costs.
Patent Information
- Application Number
- CN202511606950.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-11-05
- Publication Date
- 2026-03-03
AI Technical Summary
Existing virtual exhibition hall technologies suffer from poor intelligence in layout planning, low cross-platform compatibility, insufficient interactive flexibility and user experience optimization, and high maintenance costs.
By constructing a 3D virtual exhibition hall model, automatically counting the number of exhibits using an exhibit database, planning the exhibition hall layout using K-means clustering and spatial segmentation algorithms, generating virtual exhibition hall versions with different levels of precision, setting texture maps and generating texture models through lighting baking, setting exhibit locations and embedding display materials, constructing interactive logic and configuring interactive methods, and supporting cross-platform compatibility and dynamic loading.
It enables intelligent planning of exhibition hall layout, improves space utilization and user experience, reduces maintenance costs, ensures cross-platform compatibility and flexibility of interaction methods, and optimizes user behavior analysis and recommendations.
Smart Images

Figure CN121600212A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of virtual reality and 3D modeling technology, specifically to a method for constructing a virtual exhibition hall system, an exhibition system, and a storage medium. Background Technology
[0002] In recent years, with the rapid development of virtual reality (VR), augmented reality (AR), and 3D modeling technologies, virtual exhibition hall systems have been widely used in digital cultural exhibitions, online exhibitions, and education and training. Current mainstream technologies primarily rely on 3D engines such as WebGL and Unity3D to construct virtual environments, combined with a B / S architecture to enable user access, supporting basic model rendering and simple interactive functions. Some systems have introduced dynamic loading and lightweight model optimization technologies to improve terminal compatibility and operating efficiency. However, existing technologies still have significant limitations in terms of intelligent exhibition hall layout, interactive flexibility, and user experience optimization, making it difficult to meet the growing demand for high-quality, personalized exhibitions.
[0003] Existing virtual exhibition hall systems generally suffer from problems such as reliance on manual experience for layout planning, low space utilization, and difficulty in adapting to dynamic changes in the number of exhibits. This results in low efficiency in exhibition hall construction and limited scalability. In terms of model rendering, most systems lack multi-precision LOD structures and lighting baking mechanisms, failing to balance visual effects and device performance. This leads to lag on low-spec terminals, limited interaction methods, and a lack of cross-platform adaptability, making it difficult to meet the operating habits of different user groups. Furthermore, they generally lack mechanisms for collecting and analyzing user behavior data, making it impossible to achieve personalized recommendations and interaction optimization. At the same time, content updates require a complete system redeployment, resulting in high maintenance costs and long cycles. These problems severely restrict the practicality and scalability of virtual exhibition hall systems, necessitating a smart, efficient, and flexible construction method to address them. Summary of the Invention
[0004] In view of the above-mentioned problems, the present invention is proposed.
[0005] Therefore, the technical problem solved by this invention is that existing virtual exhibition hall technologies suffer from poor intelligence in layout planning, low cross-platform compatibility, insufficient interactive flexibility and user experience optimization, and the problem of how to efficiently construct a virtual exhibition hall model with intelligent interaction and low-cost maintenance.
[0006] To solve the above-mentioned technical problems, the present invention provides the following technical solution: a method for constructing a virtual exhibition hall system, comprising planning the layout of the exhibition hall according to the number of exhibits, constructing a three-dimensional virtual exhibition hall model; setting texture maps for each area of the exhibition hall, and generating texture maps through lighting baking; setting exhibit locations and embedding display materials, constructing interactive logic and configuring interactive methods.
[0007] As a preferred embodiment of the construction method of the virtual exhibition hall system described in this invention, the construction of the three-dimensional virtual exhibition hall model includes: automatically counting the exhibits to be displayed using an exhibit database, the database source including the exhibit list uploaded by the curator, and automatically identifying the total number of exhibits through unique IDs or tags; according to preset spatial distribution rules, including per capita viewing area, exhibit spacing, flow smoothness, and visual transparency requirements, spatial partitioning of exhibits is performed using K-means clustering and spatial segmentation algorithms, dividing the exhibition hall into different logical areas, each area being adapted to a different number and type of exhibits; based on exhibit volume, theme classification, and the coherence of viewing paths, a preliminary layout sketch is generated; and the three-dimensional modeling tool Blender is called to automatically construct the virtual spatial geometric boundaries and structural supports of each area, forming the basic model of the three-dimensional virtual exhibition hall, including constructing the exhibition hall floor, walls, roof, and passage structure, and setting the size, material properties, and position information of each geometric object in the scene.
[0008] Collision objects are set up and passage is simulated. The spatial collision detection function is used to verify whether the visitor's movement path is unobstructed and whether the view is obstructed. The size and scale parameters of the 3D virtual exhibition hall are modeled according to the preset scale of the actual exhibits and saved as the first stage model of the 3D virtual exhibition hall.
[0009] As a preferred embodiment of the construction method of the virtual exhibition hall system described in this invention, the construction of the three-dimensional virtual exhibition hall model further includes generating three-dimensional spatial versions of the virtual exhibition hall with different precision, configuring LOD rules for each version, and dynamically loading the three-dimensional spatial versions of the virtual exhibition hall with different precision according to the performance indicators of the terminal device, including GPU performance, memory threshold and network bandwidth; exporting the three-dimensional space of the virtual exhibition hall with different precision using a WebGL compatible format, and retaining the UV unfolding structure and spatial coordinate information.
[0010] As a preferred embodiment of the construction method of the virtual exhibition hall system described in this invention, wherein: 4. The step of generating texture models through light baking includes setting texture maps for each area based on immersion and visual guidance, the spatial functions of each area of the exhibition hall and the needs of exhibit display; automatically filtering candidate texture sets according to the purpose of the exhibition hall area and the type of exhibits through a preset texture matching rule library; using a content-based image retrieval method to match texture maps that fit the visual style and exhibit attributes from the candidate textures; the textures include material textures and atmosphere guidance textures; combining a global illumination algorithm to perform high-quality lighting simulation on the model surface to generate basic UV coordinates and scene lighting distribution maps; and using a UV unwrapping algorithm. Texture coordinates are mapped onto the 3D mesh surface. The dynamic lighting results are pre-calculated into texture maps containing changes in light and shadow and shadow details through a baking algorithm. The texture maps of each region are rendered, and the parameters of texture brightness, roughness, and transparency are fine-tuned through shaders. Lighting points are set, and the main light source, auxiliary light source, and edge light source are configured using the three-point lighting method. The illuminance value, attenuation radius, direction vector, and projection angle of each light source are set to generate a high-fidelity light map. The texture and light map are merged and output as a texture set file, which is then bound to the first-stage model of the 3D virtual exhibition hall. The second-stage model of the 3D virtual exhibition hall is generated by automatically matching and mapping the model's face index and UV coordinates.
[0011] As a preferred embodiment of the construction method of the virtual exhibition hall system described in this invention, the step of setting the exhibit locations and embedding display materials includes performing a visibility analysis of the exhibition hall space based on the second-stage model of the three-dimensional virtual exhibition hall, setting the camera viewpoint and the visible area range, and using a ray detection algorithm to detect whether the line of sight in each area is obstructed.
[0012] Adjust the location of exhibits, prioritizing unobstructed and visually accessible areas.
[0013] The exhibit locations are sorted according to the order of viewing, and each location is assigned a unique number, spatial coordinates, and orientation vector.
[0014] The image materials are compressed to improve image clarity. An image pyramid compression algorithm is used to generate the first compressed material, and a mapping relationship is established between the first high-definition original image material and the first high-definition original image material in the database. The mapping data includes the point number, the original image path, the compressed image path, and the display size.
[0015] By embedding the location number and material binding information into the metadata structure of the 3D virtual exhibition hall model, the third-stage model of the 3D virtual exhibition hall is generated.
[0016] As a preferred embodiment of the construction method of the virtual exhibition hall system described in this invention, the construction of interactive logic and configuration of interactive methods includes, based on the third-stage model of the three-dimensional virtual exhibition hall, encapsulating the display image materials, point numbers and material binding information and interactive logic of the three-dimensional virtual exhibition hall model into a deployment package. The deployment package includes a responsive UI component library, which automatically adapts the size of interactive buttons, layout of display areas, scrolling behavior and loading mode according to the type of terminal device.
[0017] For mobile devices, touch adaptation logic is provided, including swipe switching, two-finger zoom and long press interaction operations. Users can click on the first compressed material of the exhibit point in the model to trigger the loading of the first high-definition original image material and the synchronously associated exhibit introduction. Users can select the exhibit number in the navigation interface to view them in sequence. When viewing the first high-definition original image material page, users can click the "Previous / Next" button to switch the displayed content in numerical order.
[0018] For PC devices, mouse events and shortcut keys are used to map and control the switching and display of materials, and a lazy loading mechanism is enabled to load the corresponding resources when the user enters the interaction radius.
[0019] As a preferred embodiment of the construction method of the virtual exhibition hall system described in this invention, the construction of interactive logic and configuration of interactive methods also includes the selection and activation of each interactive mode's configuration interface. The administrator enables any one or more combinations of interactive methods through the backend configuration panel, automatically records user interaction behavior and generates access logs, analyzes and recommends optimizations based on user browsing behavior, the interactive function runs in the WebGL and Unity engine environment, supports hot updates and remote content replacement mechanisms, supports cross-platform compatibility, and maintains consistent response during operation.
[0020] Another objective of this invention is to provide a system for constructing a virtual exhibition hall system, which can construct interactive logic and configure interactive methods by setting exhibit locations and embedding display materials, thereby solving the problems of poor compatibility, limited interactive methods, and high maintenance costs in current virtual exhibition hall interactive technologies.
[0021] As a preferred embodiment of the virtual exhibition hall system construction system described in this invention, it includes: a spatial layout planning module, a texture baking module, and an interaction configuration module; the spatial layout planning module is used to plan the exhibition hall layout according to the number of exhibits and construct a three-dimensional virtual exhibition hall model; the texture baking module is used to set texture maps for each area of the exhibition hall and generate texture maps through lighting baking; the interaction configuration module is used to set exhibit locations and embed display materials, construct interaction logic, and configure interaction methods.
[0022] A computer device includes a memory and a processor, the memory storing a computer program, and the processor executing the computer program as a step in implementing a method for constructing a virtual exhibition hall system.
[0023] A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the steps of a method for constructing a virtual exhibition hall system.
[0024] The beneficial effects of this invention are as follows: The virtual exhibition hall system construction method provided by this invention plans the exhibition hall layout according to the number of exhibits, constructs a three-dimensional virtual exhibition hall model, realizes intelligent planning of the exhibition hall layout, solves the problems of low efficiency and insufficient space utilization of manual layout, sets texture maps for each area of the exhibition hall, and generates texture models through lighting baking, achieving a balance between visual realism and rendering performance, providing an immersive visual foundation for subsequent interaction, improving user experience satisfaction, setting exhibit locations and embedding display materials, constructing interaction logic and configuring interaction methods, realizing automatic identification of terminal devices and dynamic adaptation of interaction methods, solving cross-platform compatibility issues. This invention achieves better results in terms of intelligent exhibition hall layout, optimized rendering performance, and improved interactive experience. Attached Figure Description
[0025] To more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings used in the following description of the embodiments will be briefly introduced. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0026] Figure 1 The first embodiment of the present invention provides an overall flowchart of a method for constructing a virtual exhibition hall system.
[0027] Figure 2 The following is an overall flowchart of the construction system for a virtual exhibition hall system provided in the third embodiment of the present invention. Detailed Implementation
[0028] To make the above-mentioned objects, features, and advantages of the present invention more apparent and understandable, specific embodiments of the present invention will be described in detail below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of the present invention, and not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort should fall within the protection scope of the present invention.
[0029] Example 1, referring to Figure 1 As an embodiment of the present invention, a method for constructing a virtual exhibition hall system is provided, comprising:
[0030] S1: Plan the exhibition hall layout based on the number of exhibits and construct a three-dimensional virtual exhibition hall model.
[0031] Furthermore, constructing a 3D virtual exhibition hall model involves automatically counting the exhibits to be displayed using an exhibit database. The database source includes exhibit lists uploaded by curators, and the total number of exhibits is automatically identified through unique IDs or tags. Based on preset spatial distribution rules, including per capita viewing area, exhibit spacing, flow smoothness, and visual transparency requirements, exhibits are spatially partitioned using K-means clustering and spatial segmentation algorithms. The exhibition hall is divided into different logical areas, each adapted to a different number and type of exhibits. Based on exhibit volume, theme classification, and the continuity of viewing paths, a preliminary layout sketch is generated. The 3D modeling tool Blender is then used to automatically construct the virtual spatial geometric boundaries and structural supports of each area, forming the basic model of the 3D virtual exhibition hall. This includes constructing the exhibition hall floor, walls, roof, and passageway structures, and setting the size, material properties, and position information of each geometric object in the scene.
[0032] Collision objects are set up and passage is simulated. The spatial collision detection function is used to verify whether the visitor's movement path is unobstructed and whether the view is obstructed. The size and scale parameters of the 3D virtual exhibition hall are modeled according to the preset scale of the actual exhibits and saved as the first stage model of the 3D virtual exhibition hall.
[0033] It should be noted that building a 3D virtual exhibition hall model also includes generating 3D spatial versions of the virtual exhibition hall with different levels of precision. Each version is configured with LOD rules, and the 3D spatial versions of the virtual exhibition hall with different levels of precision are dynamically loaded according to the performance indicators of the terminal device, including GPU performance, memory threshold and network bandwidth.
[0034] The 3D space of virtual exhibition halls with different precisions is exported using a WebGL-compatible format, while preserving the UV unwrapping structure and spatial coordinate information.
[0035] It should also be noted that the intelligent planning of the exhibition hall layout is achieved through automatic statistics of the exhibit database and spatial distribution rule algorithms, which solves the problems of low efficiency and insufficient space utilization of manual layout. Based on K-means clustering and circulation simulation algorithms, a 3D model that meets the requirements of per capita browsing area, exhibit spacing and visual transparency is automatically generated, improving the efficiency of space optimization. The multi-precision LOD version design adapts to the performance requirements of different terminals, ensuring that the high-fidelity model runs smoothly on low-end devices, reducing the hardware threshold. The collision body setting and path verification functions ensure unobstructed virtual circulation, providing a reliable foundation for subsequent interaction.
[0036] S2: Set texture maps for each area of the exhibition hall and generate texture models through lighting baking.
[0037] Furthermore, the process of generating texture models through light baking involves setting texture maps for each area based on immersion and visual guidance, the spatial functions of each area in the exhibition hall, and the needs of exhibit display. According to the purpose of each area and the type of exhibit, a set of candidate textures is automatically filtered using a pre-defined texture matching rule library. A content-based image retrieval method is then used to match texture maps that match the visual style and exhibit attributes from the candidate textures. These textures include material textures and atmosphere-guiding textures. A global illumination algorithm is then used to perform high-quality lighting simulation on the model surface, generating basic UV coordinates and scene lighting distribution maps. Finally, a UV unwrapping algorithm is used to map the texture coordinates onto the 3D mesh surface. The dynamic lighting results are pre-calculated into texture maps containing changes in light and shadow and shadow details through a baking algorithm. The texture maps of each region are rendered, and the parameters of texture brightness, roughness, and transparency are fine-tuned through shaders. The lighting points are set, and the main light source, auxiliary light source, and edge light source are configured using the three-point lighting method. The illuminance value, attenuation radius, direction vector, and projection angle of each light source are set to generate a high-fidelity light map. The texture and light map are merged and output as a texture set file, which is then bound to the first-stage model of the 3D virtual exhibition hall. The second-stage model of the 3D virtual exhibition hall is generated by automatically matching and mapping the model's face index and UV coordinates.
[0038] It should be noted that by using light baking and texture optimization techniques, a balance between visual realism and rendering performance is achieved. By simulating real light reflection, exhibits in the virtual environment present a texture close to that of real objects. Image pyramid compression technology generates dual-version materials, prioritizing the display of the low-resolution preview image during loading. Lightmap pre-calculation reduces the pressure of real-time rendering, enabling even low-end and mid-range devices to stably run high-fidelity scenes. At the same time, UV unwrapping and normal mapping techniques enhance detail, providing an immersive visual foundation for subsequent interactions and improving user experience satisfaction.
[0039] S3: Set the location of exhibits and embed display materials, build interactive logic and configure interactive methods.
[0040] Furthermore, setting exhibit locations and embedding display materials includes conducting visibility analysis of the exhibition space based on the second-stage model of the 3D virtual exhibition hall. This involves setting camera viewpoints and visible area ranges, and using ray detection algorithms to detect whether the line of sight in each area is obstructed.
[0041] Adjust the location of exhibits, prioritizing unobstructed and visually accessible areas.
[0042] The exhibit locations are sorted according to the order of viewing, and each location is assigned a unique number, spatial coordinates, and orientation vector.
[0043] The image materials are compressed to improve image clarity. An image pyramid compression algorithm is used to generate the first compressed material, and a mapping relationship is established between the first high-definition original image material and the first high-definition original image material in the database. The mapping data includes the point number, the original image path, the compressed image path, and the display size.
[0044] By embedding the location number and material binding information into the metadata structure of the 3D virtual exhibition hall model, the third-stage model of the 3D virtual exhibition hall is generated.
[0045] It should also be noted that building the interaction logic and configuring the interaction method includes encapsulating the display image materials, point numbers and material binding information and interaction logic of the 3D virtual exhibition hall model into a deployment package based on the third-stage model of the 3D virtual exhibition hall. The deployment package includes a responsive UI component library, which automatically adapts the size of the interactive buttons, the layout of the display area, the scrolling behavior and the loading mode according to the type of terminal device.
[0046] For mobile devices, touch adaptation logic is provided, including swipe switching, two-finger zoom and long press interaction operations. Users can click on the first compressed material of the exhibit point in the model to trigger the loading of the first high-definition original image material and the synchronously associated exhibit introduction. Users can select the exhibit number in the navigation interface to view them in sequence. When viewing the first high-definition original image material page, users can click the "Previous / Next" button to switch the displayed content in numerical order.
[0047] For PC devices, mouse events and shortcut keys are used to map and control the switching and display of materials, and a lazy loading mechanism is enabled to load the corresponding resources when the user enters the interaction radius.
[0048] It should also be noted that building the interaction logic and configuring the interaction methods also includes supporting the selection and activation of the configuration interface for each interaction mode. Administrators can enable any one or more combinations of interaction methods through the backend configuration panel, automatically record user interaction behavior and generate access logs, analyze and recommend optimizations based on user browsing behavior, and the interaction function runs in the WebGL and Unity engine environment, supports hot updates and remote content replacement mechanisms, supports cross-platform compatibility, and maintains consistent response during operation.
[0049] It should also be noted that by encapsulating interaction logic and using a responsive UI component library, cross-platform adaptation and user behavior data-driven optimization are achieved. The terminal device automatic recognition mechanism dynamically adjusts the interaction method (such as mobile touch operation and PC shortcut key mapping) to reduce the operation error rate. The administrator backend can flexibly configure interaction combinations (such as long press to view details and two-finger zoom) to meet diverse needs. User behavior log analysis triggers recommendation algorithms to optimize exhibit sorting, which helps to increase the average viewing time. Hot update and remote content replacement mechanisms support real-time maintenance and effectively reduce operating costs. At the same time, the compatibility of WebGL and Unity dual engines ensures operational consistency and improves system scalability and lifecycle.
[0050] Example 3, referring to Figure 2 As an embodiment of the present invention, a construction system for a virtual exhibition hall system is provided, including a spatial layout planning module, a texture baking module, and an interactive configuration module.
[0051] The spatial layout planning module is used to plan the exhibition hall layout according to the number of exhibits and build a three-dimensional virtual exhibition hall model; the texture baking module is used to set texture maps for each area of the exhibition hall and generate texture maps through lighting baking; the interaction configuration module is used to set the exhibit locations and embed display materials, build interaction logic and configure interaction methods.
[0052] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0053] The logic and / or steps represented in the flowchart or otherwise described herein, for example, can be considered as a sequenced list of executable instructions for implementing logical functions, and can be embodied in any computer-readable medium for use by, or in conjunction with, an instruction execution system, apparatus, or device (such as a computer-based system, a processor-including system, or other system that can fetch and execute instructions from, an instruction execution system, apparatus, or device). For the purposes of this specification, "computer-readable medium" can be any means that can contain, store, communicate, propagate, or transmit programs for use by, or in conjunction with, an instruction execution system, apparatus, or device.
[0054] More specific examples (a non-exhaustive list) of computer-readable media include: electrical connections (electronic devices) having one or more wires, portable computer disk drives (magnetic devices), random access memory (RAM), read-only memory (ROM), erasable and editable read-only memory (EPROM or flash memory), fiber optic devices, and portable optical disc read-only memory (CDROM). Furthermore, computer-readable media can even be paper or other suitable media on which programs can be printed, because programs can be obtained electronically, for example, by optically scanning the paper or other media, followed by editing, interpreting, or otherwise processing as necessary, and then stored in computer memory.
[0055] It should be understood that various parts of the present invention can be implemented using hardware, software, firmware, or a combination thereof. In the above embodiments, multiple steps or methods can be implemented using software or firmware stored in memory and executed by a suitable instruction execution system. For example, if implemented in hardware, as in another embodiment, it can be implemented using any one or a combination of the following techniques known in the art: discrete logic circuits having logic gates for implementing logical functions on data signals, application-specific integrated circuits (ASICs) having suitable combinational logic gates, programmable gate arrays (PGAs), field-programmable gate arrays (FPGAs), etc. It should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention and are not intended to limit it. Although the present invention has been described in detail with reference to preferred embodiments, those skilled in the art should understand that modifications or equivalent substitutions can be made to the technical solutions of the present invention without departing from the spirit and scope of the technical solutions of the present invention, and all such modifications or substitutions should be covered within the scope of the claims of the present invention.
[0056] It should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention and are not intended to limit it. Although the present invention has been described in detail with reference to preferred embodiments, those skilled in the art should understand that modifications or equivalent substitutions can be made to the technical solutions of the present invention without departing from the spirit and scope of the technical solutions of the present invention, and all such modifications or substitutions should be covered within the scope of the claims of the present invention.
Claims
1. A method for constructing a virtual exhibition hall system, characterized in that, include: Plan the exhibition hall layout based on the number of exhibits, and construct a three-dimensional virtual exhibition hall model; Texture maps were set for each area of the exhibition hall, and texture models were generated through lighting baking. Set the locations of exhibits and embed display materials, build interactive logic and configure interactive methods.
2. The method for constructing a virtual exhibition hall system as described in claim 1, characterized in that: The construction of the 3D virtual exhibition hall model includes automatically counting the exhibits to be displayed using an exhibit database. The database source includes exhibit lists uploaded by curators, and the total number of exhibits is automatically identified by unique IDs or tags. According to preset spatial distribution rules, including per capita viewing area, exhibit spacing, flow smoothness, and visual transparency requirements, the exhibits are spatially partitioned using K-means clustering and spatial segmentation algorithms, dividing the exhibition hall into different logical areas. Each area is adapted to a different number and type of exhibits. Based on the exhibit volume, theme classification, and the continuity of the viewing path, a preliminary layout sketch is generated. The 3D modeling tool Blender is called to automatically construct the virtual spatial geometric boundaries and structural supports of each area, forming the basic model of the 3D virtual exhibition hall. This includes constructing the exhibition hall floor, walls, roof, and passage structure, and setting the size, material properties, and position information of each geometric object in the scene. Collision objects are set up and passage is simulated. The spatial collision detection function is used to verify whether the visitor's movement path is unobstructed and whether the view is obstructed. The size and scale parameters of the 3D virtual exhibition hall are modeled according to the preset scale of the actual exhibits and saved as the first stage model of the 3D virtual exhibition hall.
3. The method for constructing a virtual exhibition hall system as described in claim 2, characterized in that: The construction of the 3D virtual exhibition hall model also includes generating 3D spatial versions of the virtual exhibition hall with different precision. Each version is configured with LOD rules, and the 3D spatial versions of the virtual exhibition hall with different precision are dynamically loaded according to the performance indicators of the terminal device, including GPU performance, memory threshold and network bandwidth. The 3D space of virtual exhibition halls with different precisions is exported using a WebGL-compatible format, while preserving the UV unwrapping structure and spatial coordinate information.
4. The method for constructing a virtual exhibition hall system as described in claim 3, characterized in that: The process of generating texture models through light baking includes setting texture maps for each area based on immersion and visual guidance, the spatial functions of each area in the exhibition hall, and the needs of exhibit display. According to the purpose of each area and the type of exhibit, a set of candidate textures is automatically filtered using a pre-set texture matching rule library. A content-based image retrieval method is used to match texture maps that match the visual style and exhibit attributes from the candidate textures. Textures include material textures and atmosphere-guiding textures. A global illumination algorithm is used to perform high-quality lighting simulation on the model surface, generating basic UV coordinates and a scene lighting distribution map. A UV unwrapping algorithm is then used to map the texture coordinates onto the 3D mesh surface. The baking algorithm pre-calculates the dynamic lighting results into texture maps containing changes in light and shadow and shadow details. The texture maps of each region are rendered, and the parameters of texture brightness, roughness, and transparency are fine-tuned through shaders. The lighting points are set, and the main light source, auxiliary light source, and edge light source are configured using the three-point lighting method. The illuminance value, attenuation radius, direction vector, and projection angle of each light source are set to generate a high-fidelity light map. The texture and light map are merged and output as a texture set file, which is then bound to the first-stage model of the 3D virtual exhibition hall. The second-stage model of the 3D virtual exhibition hall is generated by automatically matching and mapping the model's face index and UV coordinates.
5. The method for constructing a virtual exhibition hall system as described in claim 4, characterized in that: The process of setting exhibit locations and embedding display materials includes performing a visibility analysis of the exhibition space based on the second-stage model of the 3D virtual exhibition hall, setting the camera viewpoint and visible area range, and using a ray detection algorithm to detect whether the line of sight in each area is obstructed. Adjust the location of exhibits, prioritizing unobstructed and visually accessible areas; The exhibit locations are sorted according to the order of viewing, and each location is assigned a unique number, spatial coordinates, and orientation vector. The display image material is compressed to improve its clarity. The first compressed material is generated using the image pyramid compression algorithm and a mapping relationship is established between it and the first high-definition original image material in the database. The mapping data includes the point number, the original image path, the compressed image path, and the display size. By embedding the location number and material binding information into the metadata structure of the 3D virtual exhibition hall model, the third-stage model of the 3D virtual exhibition hall is generated.
6. The method for constructing a virtual exhibition hall system as described in claim 5, characterized in that: The construction of interactive logic and configuration of interactive methods include encapsulating the display image materials, point numbers and material binding information and interactive logic of the 3D virtual exhibition hall model into a deployment package based on the third-stage model of the 3D virtual exhibition hall. The deployment package includes a responsive UI component library, which automatically adapts the size of interactive buttons, layout of display area, scrolling behavior and loading mode according to the type of terminal device. For mobile devices, touch adaptation logic is provided, including swipe switching, two-finger zoom and long press interaction. Users can click on the first compressed material of the exhibit point in the model to trigger the loading of the first high-definition original image material and the synchronously associated exhibit introduction. Users can select the exhibit number in the navigation interface to view them in sequence. When viewing the first high-definition original image material page, users can click the "Previous / Next" button to switch the displayed content in the order of the numbers. For PC devices, mouse events and shortcut keys are used to map and control the switching and display of materials, and a lazy loading mechanism is enabled to load the corresponding resources when the user enters the interaction radius.
7. The method for constructing a virtual exhibition hall system as described in claim 6, characterized in that: The construction of interaction logic and configuration of interaction methods also includes the option to select and activate the configuration interface for each interaction mode. Administrators can enable any one or more combinations of interaction methods through the backend configuration panel, automatically record user interaction behavior and generate access logs, analyze and optimize user browsing behavior, and the interaction function runs in the WebGL and Unity engine environment, supports hot updates and remote content replacement mechanisms, supports cross-platform compatibility, and maintains consistent response during operation.
8. A system employing the construction method of a virtual exhibition hall system as described in any one of claims 1-7, characterized in that: Includes a spatial layout planning module, a texture baking module, and an interaction configuration module; The spatial layout planning module is used to plan the exhibition hall layout according to the number of exhibits and to construct a three-dimensional virtual exhibition hall model. The texture baking module is used to set texture maps for each area of the exhibition hall and generate texture models through light baking. The interactive configuration module is used to set the location of exhibits and embed display materials, build interactive logic and configure interactive methods.
9. A computer device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the steps of the method for constructing the virtual exhibition hall system according to any one of claims 1 to 7.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the steps of the method for constructing the virtual exhibition hall system according to any one of claims 1 to 7.