Method for rendering three-dimensional model wireframe structure in real time based on UV mapping and line mapping

By employing a three-stage approach combining UV mapping and wire mapping, the compatibility, performance, and adjustment freedom issues of 3D wireframe rendering on high-resolution LED screens were resolved, enabling efficient and clear wireframe display across multiple platforms.

CN121767525APending Publication Date: 2026-03-31XIAN HUANYU SATELLITE TT & C & DATA APPL CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-20
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

Existing 3D wireframe rendering methods suffer from insufficient compatibility and performance, low degree of adjustment freedom, and poor wireframe quality on high-resolution LED screens, failing to meet the requirements for real-time, high-quality display.

Method used

A three-stage approach based on UV mapping and line mapping is adopted: the modeling stage selects key edges and creates independent UV channels; the baking stage exports and optimizes black and white line maps; and the shading stage adjusts wireframe properties in real time and introduces anti-aliasing processing.

Benefits of technology

It achieves high compatibility and high performance in real-time rendering across multiple platforms, allows for independent adjustment of wireframe properties, significantly improves wireframe quality, and delivers smooth and clear visual effects.

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Abstract

The invention is applicable to the technical field of computer graphic processing, and provides a method for rendering a three-dimensional model wireframe structure in real time based on UV mapping and line chartlet, which comprises the following steps: S1, a modeling stage: screening and marking key side lines of a model in three-dimensional modeling software, executing UV expansion, newly building an independent UV channel to store side line information, and reserving an original UV channel for conventional chartlet; s2, a baking stage: constructing a black background base map in three-dimensional modeling software, exporting a black and white line map containing side lines based on the independent UV channel, and optionally optimizing the line map through image processing software; s3, a coloring stage: creating a shader containing wireframe parameters and a related material in real-time rendering software, loading the line chartlet, then adjusting wireframe attributes in real time, introducing anti-aliasing processing, and endowing the material to the model to complete rendering; according to the invention, the compatibility and the performance are obviously improved, the degree of freedom and the efficiency of adjustment are greatly optimized, and the quality and the visual effect of the wireframe are obviously improved.
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Description

Technical Field

[0001] This invention belongs to the field of computer graphics processing technology, and particularly relates to a method for real-time rendering of 3D model wireframe structures based on UV mapping and line mapping. Background Technology

[0002] With the widespread adoption of high-resolution LED screens in commercial displays and industrial visualization, 3D wireframe models have become a core display element due to their "lightweight and transparent, offering a comprehensive view" characteristics. However, existing technologies suffer from three major drawbacks that severely restrict their application effectiveness: Compatibility and performance deficiencies: Existing solutions mostly use geometry shaders to generate line segments face by face, which requires line segment calculations to be performed on each triangle face, placing extremely high demands on GPU performance. This makes them unsuitable for mobile devices (low-power GPUs) and WebGL (limited computing resources on browsers). Furthermore, they are prone to frame rate drops and stuttering on large-resolution LED screens such as 8K, indicating serious performance deficiencies. Defects in adjusting degrees of freedom: The scheme based on baking wireframes using surface maps shares the UV channel with the color map. The wireframe information and color information overlap and interfere with each other in the same channel, making it impossible to independently adjust the wireframe's line width, color, and luminous intensity. If the wireframe properties need to be modified, the model must be disassembled and the texture re-baked, which is cumbersome and extremely inefficient. Wireframe quality and redundancy defects: The scheme of directly stroking the edges of the triangles will indiscriminately stroke the edges of all triangles in the model, resulting in a large number of redundant line segments (such as fine line segments inside smooth surfaces). This not only increases the GPU load, but also occludes the core structure of the model. It cannot retain key edge lines such as "structural hard edges (representing the framework) and functional seams (representing the purpose)" as needed. At the same time, the wireframe edges are not anti-aliased, resulting in a strong jagged effect on high-resolution large screens and poor visual effects. The aforementioned defects mean that existing 3D wireframe rendering methods cannot meet the real-time, high-quality display requirements of large-resolution LED screens; Therefore, a method based on UV mapping and line mapping for real-time rendering of 3D model wireframe structures is needed to solve the above problems. Summary of the Invention

[0003] The purpose of this invention is to provide a method for real-time rendering of 3D model wireframe structures based on UV mapping and line mapping, so as to solve the problems mentioned in the background art.

[0004] To achieve the above objectives, the present invention provides the following technical solution: A method for real-time rendering of 3D model wireframe structures based on UV mapping and line mapping includes: S1. Modeling stage: Select and mark the key edges of the model in the 3D modeling software, perform UV unwrapping and create a new independent UV channel to store the edge information, and retain the original UV channel for regular texture mapping. S2. Baking stage: Construct a black background map in 3D modeling software, and export a black and white line map containing the edges based on the independent UV channel. Optionally, the line map can be optimized using image processing software. S3, Shading Stage: In the real-time rendering software, a shader with wireframe parameters and associated materials are created. After loading the wiremap, the wireframe properties are adjusted in real time, anti-aliasing is introduced, and the materials are assigned to the model to complete the rendering.

[0005] By separating the "modeling-baking-shading" three-stage process, wireframe data and regular texture data are separated, as well as texture conversion and real-time control. This addresses the core shortcomings of existing technologies, such as "poor compatibility of geometry shaders," "interference in UV channel sharing," and "redundant triangle outlines," from an overall architectural perspective. At the same time, the lightweight workflow design is adapted to large-resolution LED screens and multiple platforms, ensuring real-time rendering performance.

[0006] In a further technical solution, the "key edge lines" in S1 include hard edges of the model structure, functional seams, and visually important edges, and avoid the inner lines of the smooth surface of the model. By selecting only core edge lines (structural hard edges ensure the integrity of the frame, functional seams reflect the model's function, and visually important edges highlight the core), while avoiding lines inside smooth surfaces, redundant line segments in subsequent wireframe rendering can be reduced from the source, reducing the GPU data processing load. This solves the problem of "triangle face outlining generating a large number of useless line segments" in existing technologies, and avoids excessively fragmented UV islands caused by splitting lines inside smooth surfaces, thus improving subsequent baking efficiency.

[0007] A further technical solution is that after "UV unfolding" in S1, the UV stretching status is verified by the stretching check function to ensure that it meets the requirements of wireframe rendering. Excessive UV stretching can be avoided by stretching the UV filter, ensuring accurate mapping of edge positions in independent UV channels. This prevents edge deformation and breakpoints in subsequent baked line maps, ensuring the integrity and accuracy of the line frame display on high-resolution LED screens and resolving the hidden danger of "non-standard UV unfolding leading to line frame distortion" in existing technologies.

[0008] A further technical solution is that the edge of the "independent UV channel" in S1 needs to be aligned with the UV coordinate 0-1 boundary to ensure the edge position is accurate; Aligning the edges with the UV0-1 boundaries enables precise identification and extraction of edge information during the baking stage, avoiding missed or incorrect baking of line textures caused by edge offset within the UV channel. It also ensures consistent mapping of edges across different resolution display devices, adapting to multi-resolution scenarios from mobile devices to 8K large screens, and solving the problem of incomplete wireframe display due to inaccurate edge position in existing technologies.

[0009] A further technical solution is that the resolution of the "black background image" in S2 is ≥2048×2048, which is suitable for the display requirements of large-resolution LED screens. A resolution of ≥2048×2048 ensures that when line maps are displayed on large-resolution LED screens such as 4K and 8K, there are no issues with pixel blurring or severe jagged edges. The black background provides high contrast for the white lines, making the lines more clearly visible on the large screen and solving the defect of "blurred lines when adapting low-resolution line maps to large screens" in existing technologies.

[0010] In a further technical solution, when exporting the "black and white line texture" in S2, only the edge lines are retained, and the line width parameter is set to ensure that the edge lines are clear as a standard, and the format is a PNG image file; Retaining only the edges avoids redundant pixels in the line texture, reduces the amount of texture data (PNG format further compresses the size), reduces the GPU loading and sampling pressure, and is compatible with low-performance platforms such as mobile devices and WebGL; the line width parameter ensures that the edges are clear, balancing the needs of "line visibility" and "not obscuring the global view of the model", and solving the problem of "rendering stutters caused by redundant data in the line texture" in existing technologies.

[0011] A further technical solution is that the "line texture optimization" in S2 includes eliminating gray edges, repairing edge endpoints, and deleting isolated noise points to ensure that the line texture has no redundant pixels; Eliminating gray edges can prevent the jagged effect of "grayed line edges" in subsequent shading stages. Repairing endpoints ensures that the edges are continuous and without breaks. Deleting isolated noise points prevents irrelevant stray lines from appearing during rendering. This improves the display quality of wireframes from the source of textures, lays the foundation for subsequent anti-aliasing processing, and solves the problem of "poor wireframe visual effect caused by line texture defects" in existing technologies.

[0012] In a further technical solution, the "wireframe parameters" in S3 include wireframe color, line width coefficient, and luminous intensity, which can be adjusted through the material panel of real-time rendering software. The wireframe color, line width, and light intensity are independently adjustable, allowing for adaptation to different display scenarios without the need to re-bake the wiremap (e.g., brightening the wireframe against a dark background and lowering the light intensity in a bright scene). Parameter adjustments are visualized through the material panel, improving ease of use and addressing the core defect of existing technologies where "shared UV channels prevent independent adjustment of wireframe parameters," thus significantly enhancing design flexibility.

[0013] A further technical solution is that the "anti-aliasing processing" in S3 is achieved by introducing a distance field map, and the anti-aliasing parameters are adjusted to ensure smooth wireframe edges when displaying at high resolution; Distance field mapping anti-aliasing can compensate for pixel alignment deviations during texture sampling. By adjusting the anti-aliasing parameter (AAWidth=0.1), it can achieve 1-pixel sharpness of the wireframe on a large-resolution LED screen, while avoiding "excessive anti-aliasing causing blurred lines" and solving the problem of "serious jagged edges of the wireframe affecting the visual effect of the large screen" in existing technologies.

[0014] A further technical solution is that the 3D modeling software is Blender, the image processing software is Photoshop, and the real-time rendering software is Unity, which is compatible with mobile devices, WebGL platforms, and large-resolution LED screens. By explicitly adopting mainstream software, the technology is made more accessible and does not require custom development tools. The method ensures multi-platform compatibility and can be applied to various scenarios such as commercial displays (large screens), mobile interaction, and web previews, thus expanding the scope of technology application and solving the problem of "poor compatibility and only adapting to a single platform" of existing technologies.

[0015] Compared with the prior art, the beneficial effects of the present invention are: This invention significantly improves compatibility and performance: relying on the lightweight design of "independent UV channel + 1-bit line map", the line map data volume is only 1 / 24 of that of conventional color map, greatly reducing the GPU loading and sampling pressure. It is compatible with mobile devices (Android / iOS, stable frame rate ≥30fps), WebGL (browser frame rate ≥45fps) and 8K large resolution LED screens (stable frame rate ≥60fps), without the need to modify the core process for different platforms, solving the problems of "poor compatibility and insufficient performance" of existing technologies. This invention significantly optimizes the degree of freedom and efficiency of adjustment: the independent UV channel completely separates wireframe information from color information, and the Unity material panel can adjust the line width (range 1-10), color (any RGB value), and luminous intensity (range 1-5) in real time, with an adjustment response time of <0.5s and no need to re-bake textures. For example, when "changing the wireframe color", the existing technology requires 2-3 hours of disassembly and baking, while this invention only needs 10 seconds to complete the adjustment, thus improving efficiency and solving the problems of "limited adjustment and low efficiency" in the existing technology. This invention significantly improves wireframe quality and visual effects: "Key edge line filtering" ensures that the wireframe contains only core elements, reducing redundant line segments; the synergistic effect of "line mapping optimization + distance field anti-aliasing" achieves 1-pixel sharpness in the wireframe on 8K large screens, with no jagged edges, no breaks, and no stray lines—compared to the existing technology of "triangular face stroking," the wireframe visual smoothness of this invention is improved, the global view is clearer, and the problems of "poor wireframe quality and poor visual effects" in the existing technology are solved.

[0016] To more clearly illustrate the structural features and effects of the present invention, the present invention will be described in detail below with reference to the accompanying drawings and specific embodiments. Attached Figure Description

[0017] Figure 1 This is a schematic diagram of the overall process of the present invention. Detailed Implementation

[0018] To make the objectives, technical solutions, and advantages of this invention clearer, the invention will be further described in detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative and not intended to limit the invention.

[0019] The specific implementation of the present invention will be described in detail below with reference to specific embodiments.

[0020] like Figure 1 This invention provides a method for real-time rendering of 3D model wireframe structures based on UV mapping and line mapping, including the following steps: S1. Modeling stage: Select and mark the key edges of the model in the 3D modeling software, perform UV unwrapping and create a new independent UV channel to store the edge information, and retain the original UV channel for regular texture mapping. The "key edge lines" in S1 include hard edges of the model structure, functional seams, and visually important edges, and avoid the inner lines of the smooth surface of the model. In S1, after "UV unfolding", the UV stretching status is verified by the stretching check function to ensure that it meets the requirements of wireframe rendering. The edge of the "independent UV channel" in S1 needs to be aligned with the UV coordinate 0-1 boundary to ensure accurate edge positioning.

[0021] In Blender, filter the model's structural hard edges (visible turning edges that form the framework), functional seams (panel seams, grooves, etc., reflecting function), and visually important edges. After selecting all edges by holding Shift, mark them as "Seam" using Ctrl+E, avoiding the inner lines of smooth surfaces. Perform UV unwrapping (press U to select Unwrap, adjust Margin to 0.001), and check using DisplayStretch (blue is good, red means re-unwrap the UVs). Shrink the UV islands to the center, move them to the four corners of the UV0-1 boundary and stretch them to the maximum, enable Snapping alignment, and perform PackIslands (Margin=0). Create a new independent UV channel (UV1) in ObjectDataProperties to store edge information, while retaining the original UV0 for regular color mapping. By reducing redundancy at the source through "critical edge line screening", ensuring accurate edge line mapping through "UV unfolding inspection", and separating wireframe and color information through "independent UV channels", the problems of "multiple redundant line segments" and "information interference" in existing technologies are completely solved. At the same time, it lays a data foundation for accurate edge line extraction in the baking stage.

[0022] S2. Baking stage: Construct a black background map in 3D modeling software, and export a black and white line map containing the edges based on the independent UV channel. Optionally, the line map can be optimized using image processing software. The "black background image" in S2 has a resolution of ≥2048×2048, which is suitable for the display requirements of large-resolution LED screens. When exporting the "black and white line texture" in S2, only the edge lines are retained. The line width parameter is set to ensure that the edge lines are clear, and the format is a PNG image file. The "line texture optimization" in S2 includes eliminating gray edges, repairing edge endpoints, and deleting isolated noise points to ensure that the line texture has no redundant pixels.

[0023] In Blender's UVEditing workspace, create a new base map (named LineMap) with a resolution ≥2048×2048 and a black background; in the UV editor, select the UV1 channel and export the UV layout map (FillOpacity=0 to keep only the edges, WireWidth=2px to ensure clarity, Format=PNG) to obtain a black and white 1-bit line map; optionally, optimize it using Photoshop: convert the layer to a smart object, use a threshold of 128 to eliminate gray edges, use a 1px pencil to repair the 45° steps (following Bresenham's rules) and endpoints, select the white area through color range to delete isolated noise, and save it as a PNG-8 format; The 1-bit line map is lightweight (the data volume is only 1 / 24 of that of the color map), reducing the GPU load and adapting to multiple platforms; the line map optimization eliminates texture defects, avoids jagged edges in subsequent rendering, solves the problems of "redundant line maps" and "blurred display" in existing technologies, and ensures the display quality of large-resolution large screens.

[0024] S3, Shading Stage: In the real-time rendering software, a shader with wireframe parameters and associated materials are created. After loading the wiremap, the wireframe properties are adjusted in real time, anti-aliasing is introduced, and the materials are assigned to the model to complete the rendering. The "wireframe parameters" in S3 include wireframe color, line width coefficient, and luminous intensity, which can be adjusted through the material panel of the real-time rendering software. The "anti-aliasing" in S3 is achieved by introducing a distance field map and adjusting the anti-aliasing parameters to ensure smooth wireframe edges when displaying at high resolution.

[0025] In Unity, create an UnlitShader (named WireframeUV1), and configure the main texture, wire texture, fill color, linewidth factor, and luminance parameters; create an Editor folder and WireframeUV1GUI.cs to enable distance field switching in the material panel; create a WireframeUV1.mat associative shader, load the wire texture, and adjust the parameters (WireWidth=4, Glow=2); drag in the distance field texture and set AAWidth=0.1 for anti-aliasing; assign the material to the model and render it in real time in the scene, allowing for dynamic parameter adjustments; Parametric adjustment eliminates the need for re-baking, improving design efficiency; distance field anti-aliasing ensures smooth wireframes on large screens; multi-software adaptation lowers the barrier to entry, solving the problems of "cumbersome adjustment," "severe jagged edges," and "poor compatibility" in existing technologies, enabling seamless application in multiple scenarios.

[0026] The 3D modeling software is Blender, the image processing software is Photoshop, and the real-time rendering software is Unity, which is compatible with mobile devices, WebGL platforms, and large-resolution LED screens.

[0027] Working principle and usage process of this invention: Through a logical closed loop of "precise data construction → lightweight transformation → real-time optimized rendering", efficient wireframe rendering is achieved. The working principles and collaborative mechanisms of each stage are as follows: Modeling phase: Constructing a precise data source for "critical edge lines - independent UVs"; By filtering out key edges such as structural hard edges and functional seams, we ensure that the wireframe only contains core visual and functional elements, reducing redundancy from the source. This is because non-critical edges (such as lines inside smooth surfaces) do not contribute to the global view of the model, and retaining them will increase the rendering load in subsequent rendering. After marking the seam, we align the edges with the UV0-1 boundaries, so that the edge position and UV coordinates form a "one-to-one mapping", avoiding the edge offset within the UV channel. We create a new independent UV1 channel to completely separate the wireframe data from the color data of UV0, completely eliminating "information superposition interference", and laying the data foundation for accurate edge extraction and independent adjustment of shading parameters in subsequent baking. Baking stage: Convert "UV edge data" into "lightweight callable texture"; Exporting black and white line maps based on the UV1 channel, the black background ensures no interference on the edges, and the white edges clearly indicate the position of the wireframe. The 1-bit format contains only binary information of "0 (black) / 1 (white)," and the data volume is much smaller than that of a regular 24-bit color texture (a 2048×2048 1-bit PNG is only about 500KB, and a color texture is about 12MB), which greatly reduces the GPU loading and sampling pressure and is compatible with multiple platforms. A resolution of ≥2048×2048 ensures that the line map has no pixel blur on large-screen displays with high resolution. Optional Photoshop optimization (removing gray edges, filling endpoints, and denoising noise) eliminates defects in the texture generation process and avoids "jagged edges," "breakpoints," and "noisy lines" in subsequent rendering, ensuring display quality from the source of the texture. Shading stage: Achieve "parametric real-time control + anti-aliasing optimization"; Unity's UnlitShader constructs a "texture sampling + parameter calculation" logic: After loading the wiremap, the Shader replaces the white edge area with the set wireframe color, while the black area retains the original model color. The line width coefficient is adjusted by "expanding the pixel range of the white area," and the luminous intensity is achieved by "increasing the brightness value of the edge pixels." These parameter adjustments directly affect the Shader's real-time calculation logic without modifying the wiremap itself, thus enabling real-time response. Distance field mapping is introduced for anti-aliasing because the "jaw" at the wireframe edge is essentially a "pixel alignment deviation" (the edge falls between two pixels). The distance field mapping records the distance from the pixel to the edge, and the Shader uses this distance to perform a "line color-background color" transition within a 0.1 pixel range at the edge, visually eliminating jagged edges. Finally, the material is applied to the model to complete real-time rendering. The data at each stage is closed-loop and without redundancy, achieving the goal of "lightweight, highly compatible, and high-quality" wireframe display. The three-stage collaborative mechanism outputs "accurate model data with dual UV channels" in the modeling stage → the baking stage reads UV1 data and outputs "lightweight optimized line maps" → the shading stage reads model UV0 data, line maps, and user parameters, and calculates and outputs "real-time rendering effects" through shaders. Data is not lost or redundant in each stage, and each stage addresses a core deficiency of existing technologies: the modeling stage addresses "redundancy and information interference", the baking stage addresses "performance and texture quality", and the shading stage addresses "adjustment and aliasing". The three stages work together to achieve the integrity and superiority of the technical solution, ensuring real-time, high-quality rendering effects on large-resolution LED screens and multiple platforms. When this method is adapted to the cube wireframe rendering of a 1080P LED large screen: Modeling stage: Open Blender, create a cube model, and enter EditMode; hold Shift to select 12 structural hard edges and 4 top surface seams (functional seams), and mark them as Seam with Ctrl+E; press U to execute Unwrap, Margin=0.001, DisplayStretch displays in blue; select all UVs and press S0.5 to shrink them to the center, move G to the four corners of UV0-1 and stretch them to the maximum, enable Snapping alignment, and PackIslands (Margin=0); create a new UV1 in ObjectDataProperties; Baking stage: Switch Blender to the UVEditing workspace, Image→New to create a 2048×2048 black background image (LineMap); Select UV1 in the UV editor, ExportUVLayout (FillOpacity=0, WireWidth=2px, PNG); No Photoshop optimization is needed (simple models with no obvious defects); Shading stage: Create a WireframeUV1Shader in Unity and configure its parameters; create a new WireframeUV1.mat file, load the wire map, and set FillColor=white, WireColor=red, WireWidth=4, Glow=2; drag in a distance field map and set AAWidth=0.1; assign the material to the cube model, render on a 1080P LED screen at a frame rate ≥60fps, with no jagged edges on the wireframe; When this method is adapted for wireframe rendering of mechanical models for 8K LED large screens: Modeling stage: Open the mechanical model in Blender, select 20 structural hard edges and 8 functional seams (grooves / seams) in EditMode, avoid the 15 smooth surface internal lines, and mark the seam with Ctrl+E; perform Unwrap in the UV array, set Margin=0.001, and check for no red lines in DisplayStretch; align the UV islands with the 0-1 boundary and create a new UV1; Baking stage: Create a new 4096×4096 black background image; export line map from UV1 (WireWidth=4px); Photoshop optimization: convert to smart object, threshold 128, repair 8 steps and 4 endpoints, delete 3 noise points, and save as PNG-8; Shading stage: In Unity, set WireWidth=6, Glow=3, and AAWidth=0.15; apply materials to the model, render on an 8K large screen, wireframe sharpness of 1 pixel, frame rate ≥60fps, and be compatible with the WebGL platform; When this method is adapted for sphere wireframe rendering on Android mobile devices: Modeling phase: Create a sphere model in Blender, select 8 latitude and longitude lines (structural hard edges) and 2 equatorial seams (functional seams), and mark it as Seam; perform Unwrap in U, Margin=0.001, and re-unwrap the UVs in the light red area of ​​DisplayStretch; align the UV islands with the 0-1 boundary and create a new UV1; Baking stage: Create a new 1024×1024 black background image; export line textures using UV1; optimize with Photoshop by removing two noise points; Shading stage: In Unity, set WireWidth=3, Glow=1.5, and AAWidth=0.08; apply materials to the model, render on an Android phone (2340×1080) at a frame rate of ≥30fps with no stuttering.

[0028] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of the present invention should be included within the protection scope of the present invention.

Claims

1. A method for real-time rendering of wireframe structure of a three-dimensional model based on UV mapping and line mapping, characterized in that, Comprise the following steps: S1, modeling stage: screening model key edge lines and marking in three-dimensional modeling software, creating independent UV channel to store edge line information after UV unfolding, retaining the original UV channel for regular mapping; S2, baking stage: constructing a black background base map in three-dimensional modeling software, exporting a black and white line map containing edge lines based on the independent UV channel, and optionally optimizing the line map through image processing software; S3, coloring stage: creating a shader containing line frame parameters and associated material in real-time rendering software, adjusting the line frame attributes in real time after loading the line map, introducing anti-aliasing processing, and rendering the model by assigning the material.

2. The method for real-time rendering three-dimensional model wireframe structure based on UV mapping and line mapping according to claim 1, wherein, The "key edge lines" in S1 include model structure hard edges, functional joints, and visual key edges, and avoid internal lines of smooth surfaces.

3. The method for real-time rendering three-dimensional model wireframe structure based on UV mapping and line mapping according to claim 1, wherein, After "UV unfolding" in S1, the UV stretching state is verified through the stretching check function to ensure that it meets the line frame rendering requirements.

4. The method for real-time rendering three-dimensional model wireframe structure based on UV mapping and line mapping according to claim 1, wherein, The edge lines of the "independent UV channel" in S1 need to be aligned to the UV coordinate 0-1 boundary to ensure the accuracy of the edge line position.

5. The method for real-time rendering three-dimensional model wireframe structure based on UV mapping and line mapping according to claim 1, wherein, The "black background base map" in S2 has a resolution of ≥2048x2048, which is suitable for large resolution LED large screen display requirements.

6. The method for real-time rendering three-dimensional model wireframe structure based on UV mapping and line mapping according to claim 1, wherein, The "black and white line map" in S2 only retains the edge lines when exported, and the line width parameter is set to ensure that the edge lines are clear, and the format is a PNG image file.

7. The method for real-time rendering three-dimensional model wireframe structure based on UV mapping and line mapping according to claim 1, wherein, The "line map optimization" in S2 includes eliminating gray edges, repairing edge line endpoints, and deleting isolated noise points to ensure that the line map has no redundant pixels.

8. The method for real-time rendering three-dimensional model wireframe structure based on UV mapping and line mapping according to claim 1, wherein, The "line frame parameters" in S3 include line frame color, line width coefficient, and luminous intensity, which can be adjusted through the material panel of the real-time rendering software.

9. The method for real-time rendering three-dimensional model wireframe structure based on UV mapping and line mapping according to claim 1, wherein, The "anti-aliasing processing" in S3 is realized by introducing a distance field map, and the anti-aliasing parameters are adjusted to ensure smooth line frame edges when displaying at high resolution.

10. The method for real-time rendering three-dimensional model wireframe structure based on UV mapping and line mapping according to claim 1, wherein, The three-dimensional modeling software is Blender, the image processing software is Photoshop, and the real-time rendering software is Unity, which is suitable for mobile devices, WebGL platforms, and large resolution LED large screens.