Immersive display method for virtual exhibition hall based on real-time rendering
By constructing an immersive state determination mechanism based on the user's real-time viewpoint and atmospheric feature vectors, and dynamically switching the rendering process, the rendering instability problem of virtual exhibition halls in complex interactive environments is solved, and an efficient immersive display effect is achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-30
- Publication Date
- 2026-04-03
AI Technical Summary
Existing virtual exhibition hall rendering solutions lack a dynamic rendering mechanism based on user interaction and the linkage of light and shadow features, making it difficult to achieve a balance between visual consistency, rendering efficiency and immersive performance in complex interactive environments.
By constructing an immersion state determination mechanism based on the user's real-time viewpoint and atmospheric feature vectors, the system dynamically identifies the interactive focus state or overall perception state of the current frame and switches to either local fine rendering or global atmospheric synchronous rendering. Combined with view frustum clipping, detail level scheduling, and lighting parameter constraints, the system generates a rendering task queue and synthesizes the final rendering frame.
It improves the rendering system's responsiveness to changes in user behavior, avoids resource imbalances and screen jumps, and ensures rendering stability and immersive consistency in high-interaction-density scenarios.
Smart Images

Figure CN121788686A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of virtual reality technology, and in particular to an immersive virtual exhibition hall display method based on real-time rendering. Background Technology
[0002] With the development of virtual reality, augmented reality, and real-time graphics rendering technologies, virtual exhibition halls, as an important form of digital display, have been widely used in museums, exhibition halls, cultural exhibitions, and digital marketing scenarios. To enhance user immersion and interactive experience, most mainstream systems currently build visual scenes based on 3D modeling and dynamic rendering engines, and combine the user's terminal position and perspective data to achieve visual tracking and dynamic updates of exhibits and scene content. Some systems also introduce local detail enhancement and global illumination simulation to enhance the expressiveness of the display. However, under the combined effects of changing user interaction behaviors, complex scene lighting distribution, and limited terminal computing power, traditional static rendering strategies or fixed rendering pipelines are difficult to balance real-time performance and immersive performance, often resulting in problems such as response delays, screen jumps, or wasted rendering resources.
[0003] Existing virtual exhibition hall rendering solutions generally lack dynamic rendering mechanisms that adjust in conjunction with user interaction and lighting characteristics. They also lack rendering status determination and task scheduling processes based on viewpoint and atmosphere characteristics, and cannot automatically switch between local fine-grained rendering and global atmosphere synchronization strategies according to the user's current level of interaction and the lighting environment. Furthermore, rendering parameter adjustments often rely on fixed configurations, making it difficult to dynamically adapt to different lighting sensitivities and brightness environments, resulting in a lack of balance between rendering quality and resource consumption. Therefore, there is an urgent need for a real-time rendering-based immersive virtual exhibition hall display method to improve the visual consistency, rendering efficiency, and immersive performance of virtual exhibition halls in complex interactive environments. Summary of the Invention
[0004] To achieve the above objectives, the present invention provides a virtual exhibition hall immersive display method based on real-time rendering.
[0005] An immersive virtual exhibition hall display method based on real-time rendering includes the following steps:
[0006] S1: Obtain the basic scene data of the virtual exhibition hall and the real-time dynamic viewpoint parameters of the user terminal. The basic scene data includes the three-dimensional structure data of the exhibition hall, the exhibit model data, and the global light field definition data.
[0007] S2: Based on real-time dynamic viewpoint parameters and global light field definition data, generate an enhanced viewpoint dataset associated with the current viewpoint. The enhanced viewpoint dataset contains an atmosphere feature vector that characterizes the overall light and shadow atmosphere of the exhibition hall under the current viewpoint.
[0008] S3: Determine the target immersion state of the current rendering frame based on user interaction behavior data and atmosphere feature vector. The target immersion state includes local fine rendering state and global atmosphere synchronization state.
[0009] S4: If the state is determined to be a local fine rendering state, then the view frustum clipping and level of detail scheduling are performed on the exhibit model data to generate the first rendering task queue, and the rendering parameters of the tasks in the first rendering task queue are constrained.
[0010] S5: If it is determined to be a global atmosphere synchronization state, then an atmosphere synchronization layer with low geometric complexity and high light and shadow expressiveness is dynamically generated based on the atmosphere feature vector, and it is combined with the exhibition hall three-dimensional structure data calculated by basic lighting to generate a second rendering task queue.
[0011] S6: Execute the rendering task queue corresponding to the current state and output the final rendered frame to the user terminal.
[0012] Optionally, S1 specifically includes:
[0013] S11: Call the pre-built virtual exhibition hall scene resource library and read the scene configuration file corresponding to the target exhibition hall;
[0014] S12: Based on the scene configuration file, load the three-dimensional structural data that corresponds one-to-one with the exhibition hall space structure, and spatially locate each structural unit according to a unified coordinate system to form three-dimensional structural data of the exhibition hall that can be used for rendering calculation.
[0015] S13: Based on the three-dimensional structure data of the exhibition hall, call the exhibit resource management table, load the exhibit model data corresponding to each exhibit in the order of exhibit number, and bind the exhibit model data to its preset spatial position in the exhibition hall;
[0016] S14: Call the lighting template bound to the exhibition hall scene, obtain global light field definition data containing the number, type, position, direction and intensity of light sources, and match and map it with the three-dimensional structure data of the exhibition hall;
[0017] S15: Through the attitude tracking device and camera embedded in the user terminal, the terminal's position coordinates, line-of-sight vector and field of view angle value are collected in real time and encapsulated as real-time dynamic viewpoint parameters of the current frame.
[0018] Optionally, S2 specifically includes:
[0019] S21: Based on the real-time dynamic viewpoint parameters obtained in S1, analyze the three-dimensional position coordinates, line-of-sight vector, and field-of-view cone range of the current user terminal in the exhibition hall space, and construct a spatial visible area model of the current viewpoint.
[0020] S22: Call the light source information that overlaps with the spatial location of the visible area in the global light field definition data, extract the type, position, direction, intensity and color temperature parameters of the corresponding light source, and generate a set of local illumination influence factors under the current viewpoint;
[0021] S23: Perform light intensity attenuation modeling and shadow occlusion estimation on the set of local lighting influence factors, and calculate the lighting uniformity, main light source directionality and light and dark distribution gradient of the local area of the exhibition hall under the current viewpoint.
[0022] S24: Based on the angle between the spatial orientation of the current viewpoint and the main direction of illumination, evaluate the light and shadow sensitivity of the current viewpoint in the local space, and perform a fusion calculation with the global light field background brightness to generate an atmosphere feature vector that represents the subjective light and shadow atmosphere under the viewpoint.
[0023] S25: Associate and bind the current viewpoint parameters with the atmosphere feature vector to construct an enhanced viewpoint dataset that includes spatial location, viewing direction, visible range, local illumination response, and light and shadow atmosphere description.
[0024] Optionally, S23 specifically includes:
[0025] S231: Based on the current viewpoint's spatial location, calculate the spatial distance between it and each local light source, and based on the type of each light source and the attenuation model parameters in the global light field definition data, establish the light intensity attenuation function from the viewpoint to the light source, and obtain the local illuminance value of each light source in the viewpoint area.
[0026] S232: Based on the geometric boundaries of the exhibition hall structure and exhibit models within the cone range of the current viewpoint, construct a set of three-dimensional occlusion volumes, and perform geometric projection calculations in conjunction with the direction and position of the light source to identify the occluded areas within the viewpoint area and mark them as candidate shadow areas;
[0027] S233: Classify the candidate shadow areas according to the degree of light source occlusion, estimate the amount of light received by each pixel or spatial unit, and form an illumination distribution map of a local area of the exhibition hall under the current viewpoint. The map includes the shadow area boundary, penumbra transition zone and direct light area.
[0028] S234: Based on the illumination distribution map, the illuminance dispersion index of each spatial unit within the visible range of the viewpoint is statistically analyzed, and the illumination uniformity value is calculated; all direct light direction vectors are extracted and normalized and superimposed to determine the main light source direction vector; spatial difference is performed on the gradient change rate of illuminance in space to obtain the light and dark distribution gradient map.
[0029] Optionally, S24 specifically includes:
[0030] S241: Calculate the angle between the main light source direction vector extracted from S234 and the current viewpoint's line-of-sight direction vector. ;
[0031] S242: Adjust the included angle Input the light and shadow sensitivity function to quantify the intensity of the viewpoint's subjective response to changes in the direction of light and shadow, and generate a light and shadow sensitivity coefficient. ;
[0032] S243: Extract the ambient brightness value set in the current global light field definition data of the exhibition hall, and fuse it with the average illuminance value of the current local area to generate a background brightness perception factor. ;
[0033] S244: Light and shadow sensitivity coefficient With background brightness factor Combined with the construction of atmosphere feature vector .
[0034] Optionally, S3 specifically includes:
[0035] S31: Receive user interaction behavior data within the current rendering frame, and parse the user interaction behavior data into interaction type identifier, interaction object identifier, and interaction intensity parameter;
[0036] S32: Based on the interactive object identifier, locate the corresponding spatial region in the 3D structure data of the exhibition hall and the exhibit model data, generate the interactive focus area of the current frame, and calculate the screen ratio of the interactive focus area relative to the current viewpoint and the viewpoint distance.
[0037] S33: Receive the atmosphere feature vector generated by S2, extract the light and shadow sensitivity component, background brightness component and illumination uniformity component, and calculate the atmosphere change intensity index of the current frame.
[0038] S34: Construct an immersion state determination metric based on interaction intensity, screen ratio parameters, viewpoint distance parameters, and atmospheric change intensity indicators. And the immersion state determination quantity is compared with the preset state switching threshold. Compare the results and output the target immersion state of the current rendered frame;
[0039] when When the current rendering frame is determined to be in a local fine-grained rendering state, the corresponding state identifier is output.
[0040] when When the current rendering frame is in a global atmosphere synchronization state, the corresponding status flag is output.
[0041] Optionally, S32 specifically includes:
[0042] S321: Receive the interactive object identifier obtained by parsing S31, and perform identifier matching in the structural index table of the exhibition hall 3D structural data and the exhibit index table of the exhibit model data to determine the target structural component or target exhibit model corresponding to the interactive object.
[0043] S322: Read the spatial bounding parameters of the target structural component or the target exhibit model, construct the spatial bounding box of the interactive object, and use the spatial bounding box as the interactive focus area of the current frame;
[0044] S323: Based on the real-time dynamic viewpoint parameters obtained from S1, extract the viewpoint position vector and view projection matrix, project the spatial bounding box of the interactive focus area onto the screen coordinate system, calculate its projection area in the screen coordinate system and normalize it with the total screen area to obtain the screen ratio parameter.
[0045] S324: Based on the viewpoint position vector and the coordinates of the center point of the spatial bounding box of the interactive focus area, calculate the Euclidean distance between the two to obtain the viewpoint distance parameter.
[0046] Optionally, S4 specifically includes:
[0047] S41: Extract the real-time dynamic viewpoint parameters obtained in S1, including the viewpoint position, line of sight, and field of view of the current frame, and construct the view frustum model of the current frame.
[0048] S42: Perform intersection detection between the bounding box of each exhibit model in the exhibit model data and the view frustum model, remove exhibit data that do not intersect with the view frustum, and retain only the exhibits within the visible area of the current viewpoint to form the candidate rendering target set for the current frame;
[0049] S43: For each exhibit in the candidate rendering target set, determine its level of detail based on its distance to the viewpoint and its projected area in the screen coordinate system, and generate an exhibit rendering task with a level of detail identifier to build the first rendering task queue.
[0050] S44: Receives the atmosphere feature vector generated by S2, extracts the light and shadow sensitivity coefficient, illumination uniformity and background brightness factor, and constrains and adjusts the key parameters of each rendering task in the first rendering task queue according to preset rules.
[0051] Optionally, S5 specifically includes:
[0052] S51: Receive the global atmosphere synchronization state determination result output by S3, extract the atmosphere feature vector generated by S2, and obtain the light and shadow sensitivity coefficients from it. Background brightness factor and uniformity of illumination , as the control parameters for generating the atmosphere synchronization layer;
[0053] S52: Based on control parameters, select a basic geometric template that matches the current atmosphere feature vector from the preset atmosphere layer template library, and control the number of facets of the basic geometric template within the range of 5% to 10% of the number of facets of the original exhibition hall three-dimensional structure to generate a low geometric complexity atmosphere synchronization layer geometric skeleton.
[0054] S53: Based on the light and shadow sensitivity coefficient Configure the lighting and shadow rendering parameters of the atmosphere synchronization layer when When setting the ambient sync layer's illumination contrast parameter to 1.3–1.6, and the shadow transition width parameter to 0.4–0.6; when At this time, set the illumination contrast parameter to 1.0 to 1.2 and the shadow transition width parameter to 0.6 to 0.8;
[0055] S54: Based on background brightness factor Adjust the overall brightness and hue parameters of the ambient synchronization layer when At that time, set the ambient synchronization layer brightness coefficient to 0.9–1.0 and the color temperature parameter to 3000–3500K; when At that time, set the brightness coefficient to 1.0 to 1.1 and the color temperature parameter to 4000 to 4500K;
[0056] S55: Combine the atmosphere synchronization layer with the completed lighting and shadow parameter configuration with the exhibition hall 3D structure data after basic lighting calculation according to the preset layer overlay order to generate the second rendering task queue.
[0057] The beneficial effects of this invention are:
[0058] This invention constructs an immersion state determination mechanism based on the user's real-time viewpoint and atmospheric feature vectors. This mechanism can dynamically identify whether the current frame is in an interactive focus state or an overall perception state, and switch accordingly to a local fine rendering or a global atmosphere synchronous rendering process. This mechanism effectively improves the rendering system's responsiveness to changes in user behavior, avoids resource allocation imbalance and screen jump problems, and ensures rendering stability and immersion consistency in high-interaction-density scenes.
[0059] This invention introduces a view frustum clipping, detail level scheduling, and lighting parameter constraint mechanism during the rendering task generation process. This enables local exhibit rendering tasks to dynamically adjust the detail level according to the viewpoint distance and screen ratio, and to finely configure rendering parameters by combining lighting sensitivity and brightness background information. In the global atmosphere synchronization state, a unified light-sensing rendering is achieved by compositing a low geometric complexity atmosphere layer with a basic lighting structure. Attached Figure Description
[0060] To more clearly illustrate the technical solutions in this invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only for this invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0061] Figure 1 This is a schematic diagram of the immersive virtual exhibition hall display method according to an embodiment of the present invention;
[0062] Figure 2 This is a schematic diagram illustrating the process of generating an enhanced viewpoint dataset according to an embodiment of the present invention. Detailed Implementation
[0063] The present invention will now be described in detail with reference to the accompanying drawings and specific embodiments. It should also be noted that, to make the embodiments more comprehensive, the following embodiments are the best and preferred embodiments, and those skilled in the art can use other alternative methods to implement some well-known technologies; moreover, the accompanying drawings are only for more specific description of the embodiments and are not intended to specifically limit the present invention.
[0064] It should be noted that the use of terms such as "an embodiment," "an embodiment," "an exemplary embodiment," and "some embodiments" in the specification indicates that the described embodiment may include a specific feature, structure, or characteristic, but not every embodiment necessarily includes that specific feature, structure, or characteristic. Furthermore, when a specific feature, structure, or characteristic is described in connection with an embodiment, implementing such a feature, structure, or characteristic in conjunction with other embodiments (whether explicitly described or not) should be within the knowledge of those skilled in the art.
[0065] Generally, terms can be understood at least partly from their use in context. For example, depending at least partly on the context, the term "one or more" as used herein can be used to describe any feature, structure, or characteristic in a singular sense, or a combination of features, structures, or characteristics in a plural sense. Additionally, the term "based on" can be understood not necessarily to convey an exclusive set of factors, but rather, alternatively, depending at least partly on the context, to allow for the presence of other factors that are not necessarily explicitly described.
[0066] like Figures 1-2 As shown, an immersive virtual exhibition hall display method based on real-time rendering includes the following steps:
[0067] S1: Obtain basic scene data of the virtual exhibition hall and real-time dynamic viewpoint parameters of the user terminal. The basic scene data includes 3D structure data of the exhibition hall, exhibit model data and global light field definition data.
[0068] S2: Based on real-time dynamic viewpoint parameters and global light field definition data, generate an enhanced viewpoint dataset associated with the current viewpoint. The enhanced viewpoint dataset contains an atmosphere feature vector that characterizes the overall light and shadow atmosphere of the exhibition hall under the current viewpoint.
[0069] S3: Determine the target immersion state of the current rendering frame based on user interaction behavior data and atmosphere feature vector. The target immersion state includes the local fine rendering state and the global atmosphere synchronization state.
[0070] S4: If the state is determined to be a local fine rendering state, then the view frustum clipping and level of detail scheduling are performed on the exhibit model data to generate the first rendering task queue, and the rendering parameters of the tasks in the first rendering task queue are constrained.
[0071] S5: If it is determined to be a global atmosphere synchronization state, then an atmosphere synchronization layer with low geometric complexity and high light and shadow expressiveness is dynamically generated based on the atmosphere feature vector, and it is combined with the exhibition hall three-dimensional structure data calculated by basic lighting to generate a second rendering task queue.
[0072] S6: Execute the rendering task queue corresponding to the current state and output the final rendered frame to the user terminal.
[0073] S1 specifically includes:
[0074] S11: Call the pre-built virtual exhibition hall scene resource library and read the scene configuration file corresponding to the target exhibition hall. The scene configuration file is used to define the spatial dimensions, structural topology and coordinate system benchmark of the exhibition hall.
[0075] S12: Based on the scene configuration file, load the three-dimensional structural data that corresponds one-to-one with the exhibition hall space structure, and spatially locate each structural unit according to a unified coordinate system to form three-dimensional structural data of the exhibition hall that can be used for rendering calculation.
[0076] S13: Based on the three-dimensional structure data of the exhibition hall, call the exhibit resource management table, load the exhibit model data corresponding to each exhibit in the order of exhibit number, and bind the exhibit model data to its preset spatial position in the exhibition hall;
[0077] S14: Call the lighting template bound to the exhibition hall scene, obtain global light field definition data containing the number, type, position, direction and intensity of light sources, and match and map it with the three-dimensional structure data of the exhibition hall;
[0078] S15: Through the posture tracking device and camera embedded in the user terminal, the terminal's position coordinates, line-of-sight vector, and field-of-view angle values are collected in real time and encapsulated as real-time dynamic viewpoint parameters for the current frame. The above steps load the spatial structure, exhibit information, and global illumination model of the virtual exhibition hall in stages and generate dynamic viewpoint parameters in real time in combination with the user terminal's posture information. This achieves synchronous acquisition of all elements and structured basic data, effectively ensuring the accuracy and real-time response of subsequent viewpoint-aware rendering status judgment and rendering task generation.
[0079] S2 specifically includes:
[0080] S21: Based on the real-time dynamic viewpoint parameters obtained in S1, analyze the three-dimensional position coordinates, line-of-sight vector, and field-of-view cone range of the current user terminal in the exhibition hall space, and construct a spatial visible area model of the current viewpoint.
[0081] S22: Call the light source information that overlaps with the spatial location of the visible area in the global light field definition data, extract the type, position, direction, intensity and color temperature parameters of the corresponding light source, and generate a set of local illumination influence factors under the current viewpoint;
[0082] S23: Perform light intensity attenuation modeling and shadow occlusion estimation on the set of local lighting influence factors, and calculate the lighting uniformity, main light source directionality and light and dark distribution gradient of the local area of the exhibition hall under the current viewpoint.
[0083] S24: Based on the angle between the spatial orientation of the current viewpoint and the main direction of illumination, evaluate the light and shadow sensitivity of the current viewpoint in the local space, and perform a fusion calculation with the global light field background brightness to generate an atmosphere feature vector that represents the subjective light and shadow atmosphere under the viewpoint.
[0084] S25: The current viewpoint parameters are associated and bound with the atmosphere feature vector to construct an enhanced viewpoint dataset containing spatial location, viewing direction, visible range, local lighting response, and description of light and shadow atmosphere. This dataset is used to support subsequent immersion state determination and rendering task generation. The above steps, by associating and fusing user viewpoint information with the local lighting response of the exhibition hall, and constructing an atmosphere feature vector based on spatial location, lighting distribution, and viewpoint relationship, achieve accurate modeling and quantitative expression of light and shadow atmosphere under the current viewpoint. This provides a stable input basis for subsequent immersion state determination and improves the adaptability of the rendering process to changes in user visual perception.
[0085] S23 specifically includes:
[0086] S231: Based on the current viewpoint's spatial location, calculate the spatial distance from it to each local light source. Then, based on the type of each light source and the attenuation model parameters in the global light field definition data, establish a light intensity attenuation function from the viewpoint to the light source, obtaining the local illuminance value of each light source in the viewpoint region. The expression for the above light intensity attenuation function is: ,in, For the first The illuminance value of a light source at the viewpoint; For the first The radiation power of each light source; The distance from the viewpoint to the light source; This is the attenuation coefficient of the light source;
[0087] S232: Based on the geometric boundaries of the exhibition hall structure and exhibit models within the cone range of the current viewpoint, construct a set of three-dimensional occlusion volumes, and perform geometric projection calculations in conjunction with the direction and position of the light source to identify the occluded areas within the viewpoint area and mark them as candidate shadow areas;
[0088] The occlusion determination expression is: ;
[0089] in, Indicates the first A marker indicating whether a spatial point is occluded; Indicates from the first The light source points to the first Light rays at a point in space; This refers to the collection of obstructions consisting of all the exhibition hall structures and exhibits; For the set of An obstructing object;
[0090] S233: Classify the candidate shadow areas according to the degree of light source occlusion, estimate the amount of light received by each pixel or spatial unit, and form an illumination distribution map of a local area of the exhibition hall under the current viewpoint. The map includes the shadow area boundary, penumbra transition zone and direct light area.
[0091] The formula for calculating the amount of light received in a space is: ,in, For the first Total illuminance of each spatial unit; For the first The illuminance value of a light source at the viewpoint; Indicates the first The first light source for the first Whether a point is occluded, 1 indicates complete occlusion, and 0 indicates no occlusion; For the first The angle between a light ray from a light source and the normal to the spatial surface; This represents the number of effective light sources under the influence of the current viewpoint.
[0092] The areas are divided into three categories based on spatial illuminance values:
[0093] Direct light area: The spatial unit is not blocked by any obstructing objects and has a small angle with the direction of the main light source to obtain the maximum illuminance value;
[0094] Penumbra transition zone: The spatial unit is partially blocked, and the illuminance of the light source is significantly reduced due to the angle or occlusion. The illuminance value is between total illumination and complete occlusion.
[0095] Shadow area: The spatial unit is completely blocked, the light is blocked by the geometry, and the illuminance approaches 0;
[0096] The classification is expressed using the following interval format:
[0097] ;
[0098] in, For the first Classification of the illuminated area of a spatial point; and These are the preset high and low illuminance thresholds, respectively.
[0099] S234: Based on the illumination distribution map, statistically analyze the illuminance dispersion index of each spatial unit within the viewpoint's visible range, and calculate the illumination uniformity value; extract all direct light direction vectors and normalize and superimpose them to determine the main light source direction vector; perform spatial difference analysis on the gradient rate of illuminance in space to obtain a light-dark distribution gradient map; wherein, the illumination uniformity calculation formula is: ,in, This represents the uniformity of illumination (the closer the value is to 1, the more uniform it is). The standard deviation of illuminance; The average illuminance is given; the formula for calculating the gradient of light and dark distribution is: ,in, This represents the illuminance gradient value. Illuminance function; The spatial three-dimensional coordinate direction; through the above steps, by constructing a light attenuation model, an occlusion judgment mechanism, and a light synthesis formula, combined with light uniformity and gradient analysis, the local light response characteristics of the viewpoint area can be completely extracted, realizing the modeling of the light and shadow environment from physical distribution to subjective perception, providing a structured and multi-dimensional physical foundation for generating high-accuracy atmosphere feature vectors.
[0100] S24 specifically includes:
[0101] S241: Calculate the angle between the main light source direction vector extracted from S234 and the current viewpoint's line-of-sight direction vector. This is used to reflect the degree of perceptual conflict between the incident direction of the light source and the observation direction; the formula is: ,in, The angle between the viewpoint and the direction of the main light source; The current viewpoint direction vector; The direction vector of the main light source;
[0102] S242: Adjust the included angle Input the light and shadow sensitivity function to quantify the intensity of the viewpoint's subjective response to changes in the direction of light and shadow, and generate a light and shadow sensitivity coefficient. The expression for the light and shadow sensitivity function is: ,in, The light and shadow sensitivity coefficient represents the subjective light and shadow perception intensity at the current viewpoint; For uniformity of illumination; It reflects the difference in perceived brightness caused by changes in the direction of the light source;
[0103] S243: Extract the ambient brightness value set in the current global light field definition data of the exhibition hall, and fuse it with the average illuminance value of the current local area to generate a background brightness perception factor. The fusion formula is as follows:
[0104] ,in, Background brightness perception factor; The ambient background brightness in the global light field definition; The average illuminance within the current viewpoint area; This is the weighting factor for background brightness and local illuminance;
[0105] S244: Light and shadow sensitivity coefficient With background brightness factor Combined with the construction of atmosphere feature vector , is represented as: ,in, The ambient feature vector represents the fusion state of light and shadow directionality, perceived intensity, illuminance uniformity, and brightness background at the current viewpoint; each component represents light and shadow sensitivity. Background brightness factor , viewing angle With light uniformity The above steps model the spatial relationship between the viewpoint direction and the light source direction, and combine the uniformity of illumination distribution and global brightness information to form a multi-factor fusion master-viewing atmosphere feature vector. This helps to accurately reflect the user's sensitivity to changes in ambient light and shadow from the current perspective, and provides highly reliable light perception support for immersion state determination.
[0106] S3 specifically includes:
[0107] S31: Receive user interaction behavior data within the current rendering frame, and parse the user interaction behavior data into interaction type identifier, interaction object identifier, and interaction intensity parameter;
[0108] Interaction type identifier is used to characterize the type of operation triggered by the user in the current frame;
[0109] Interactive object identifiers are used to represent the exhibits or exhibition areas that are being manipulated;
[0110] The interaction strength parameter is used to characterize the magnitude and rate of change of the operation;
[0111] S32: Based on the interactive object identifier, locate the corresponding spatial region in the 3D structure data of the exhibition hall and the exhibit model data, generate the interactive focus area of the current frame, and calculate the screen ratio of the interactive focus area relative to the current viewpoint and the viewpoint distance.
[0112] S33: Receive the atmosphere feature vector generated by S2, extract the light and shadow sensitivity component, background brightness component, and illumination uniformity component, and calculate the atmosphere change intensity index of the current frame to characterize the degree of change in light and shadow atmosphere at the current viewpoint; the calculation formula is: ,in, Indicators representing the intensity of atmospheric changes; Indicates the light and shadow sensitivity component; Indicates the background luminance component; Indicates the component of illumination uniformity; These are the weighting coefficients;
[0113] S34: Construct an immersion state determination metric based on interaction intensity, screen ratio parameters, viewpoint distance parameters, and atmospheric change intensity indicators. And the immersion state determination quantity is compared with the preset state switching threshold. Compare the results and output the target immersion state of the current rendered frame;
[0114] when When the current rendering frame is determined to be in a local fine-grained rendering state, the corresponding state identifier is output.
[0115] when When the current rendering frame is in global ambient synchronization state, the corresponding status flag is output.
[0116] The formula for calculating the immersion state determination quantity is: ,in, Indicates the immersion state determination quantity; Indicates the interaction strength parameter; Indicates the screen percentage of the area with the focus of interaction; Indicates the distance between the interactive focus area and the current viewpoint; Indicators representing the intensity of atmospheric changes; The above steps involve structured analysis of user interaction data and location of the interaction focus area. At the same time, by combining the atmosphere feature vector, a quantifiable immersion state determination quantity is formed, which realizes the deterministic determination of the immersion requirements of the current rendering frame. This enables the rendering process to switch stably between local fine presentation and global atmosphere consistency, thereby improving the responsiveness and visual coherence of immersive display.
[0117] S32 specifically includes:
[0118] S321: Receive the interactive object identifier obtained by parsing S31, and perform identifier matching in the structural index table of the exhibition hall 3D structural data and the exhibit index table of the exhibit model data to determine the target structural component or target exhibit model corresponding to the interactive object.
[0119] S322: Read the spatial bounding parameters of the target structural component or the target exhibit model, construct the spatial bounding box of the interactive object, and use the spatial bounding box as the interactive focus area of the current frame;
[0120] S323: Based on the real-time dynamic viewpoint parameters obtained in S1, extract the viewpoint position vector and view projection matrix, project the spatial bounding box of the interactive focus area onto the screen coordinate system, calculate its projected area in the screen coordinate system and normalize it with the total screen area to obtain the screen occupancy parameter; the formula is: ,in, This refers to the screen ratio parameter; The projected area of the interactive focus region; Total screen area;
[0121] S324: Based on the viewpoint position vector and the coordinates of the center point of the bounding box of the interactive focus area, calculate the Euclidean distance between them to obtain the viewpoint distance parameter; the calculation formula is: ,in, This is the viewpoint distance parameter; The viewpoint position vector; The coordinates of the center point of the bounding box are used. The above steps determine the interactive object through index matching and generate the interactive focus area with the bounding box. Then, the screen ratio and viewpoint distance are obtained by combining the normalization of the projection area and the Euclidean distance calculation, so that the degree of interactive attention can be expressed in a deterministic and quantitative way, providing a stable and reusable input basis for subsequent immersion state determination.
[0122] S4 specifically includes:
[0123] S41: Extract the real-time dynamic viewpoint parameters obtained in S1, including the viewpoint position, line of sight, and field of view of the current frame, and construct the view frustum model of the current frame.
[0124] S42: Perform intersection detection between the bounding box of each exhibit model in the exhibit model data and the view frustum model, remove exhibit data that do not intersect with the view frustum, and retain only the exhibits within the visible area of the current viewpoint to form the candidate rendering target set for the current frame;
[0125] S43: For each exhibit in the candidate rendering target set, determine its level of detail based on its distance to the viewpoint and its projected area in the screen coordinate system, and generate an exhibit rendering task with a level of detail identifier to build the first rendering task queue.
[0126] The rules for selecting the level of detail are as follows:
[0127] ;
[0128] in, Indicates the first The level of detail and hierarchy of each exhibit; For the first The Euclidean distance between each exhibit and the current viewpoint; For the first The percentage of the screen area projected by each exhibit;
[0129] S44: Receive the ambient feature vector generated by S2 and extract the light and shadow sensitivity coefficients from it. Illumination uniformity With background brightness factor And constrain and adjust the key parameters of each rendering task in the first rendering task queue according to preset rules;
[0130] Rule 1, if If so, the shadow map resolution of the rendering task will be increased to 2048×2048, and the shadow softening parameter range will be enabled to be [0.3, 0.5].
[0131] Rule 2, if Then enable the local contrast enhancement function and set the specular reflection parameter between 0.6 and 0.8;
[0132] Rule 3, if The global exposure value of the rendering task is reduced to 0.85 times the base exposure value, and the Gamma correction factor is enabled to 2.2. The above steps achieve efficient and target-focused local fine rendering by selecting exhibit areas based on view frustum clipping and spatial parameters, and setting the level of detail by combining distance and projection ratio. Combined with the atmosphere feature vector, the key rendering parameters are clearly controlled numerically, so that the local area rendering maintains a high degree of consistency in terms of light and shadow transition, detail performance and environmental adaptability, effectively enhancing the user's visual immersion experience and the system's rendering efficiency.
[0133] S5 specifically includes:
[0134] S51: Receive the global atmosphere synchronization state determination result output by S3, extract the atmosphere feature vector generated by S2, and obtain the light and shadow sensitivity coefficients from it. Background brightness factor and uniformity of illumination , as the control parameters for generating the atmosphere synchronization layer;
[0135] S52: Based on control parameters, select a basic geometric template that matches the current atmosphere feature vector from the preset atmosphere layer template library, and control the number of facets of the basic geometric template within the range of 5% to 10% of the number of facets of the original exhibition hall three-dimensional structure to generate a low geometric complexity atmosphere synchronization layer geometric skeleton.
[0136] S53: Based on the light and shadow sensitivity coefficient Configure the lighting and shadow rendering parameters of the atmosphere synchronization layer when When setting the ambient sync layer, the illumination contrast parameter is set to 1.3–1.6, and the shadow transition width parameter is set to 0.4–0.6; when At this time, set the illumination contrast parameter to 1.0 to 1.2 and the shadow transition width parameter to 0.6 to 0.8;
[0137] S54: Based on background brightness factor Adjust the overall brightness and hue parameters of the ambient synchronization layer when At that time, set the ambient synchronization layer brightness coefficient to 0.9–1.0 and the color temperature parameter to 3000–3500K; when At that time, set the brightness coefficient to 1.0 to 1.1 and the color temperature parameter to 4000 to 4500K;
[0138] S55: The atmosphere synchronization layer with completed lighting and shadow parameter configuration is composited with the exhibition hall's 3D structure data after basic lighting calculations according to a preset layer overlay order. The compositing process only affects the color, brightness, and shadow channels and does not participate in geometric depth calculations, generating a second rendering task queue. The above steps, by using a low-geometric-complexity atmosphere synchronization layer under global atmosphere synchronization and deterministically controlling its lighting and shadow parameters, achieve the goal of maintaining overall lighting and shadow performance while reducing geometric rendering load. Combining basic lighting and structure data for channel-by-channel compositing allows the global rendering frames to achieve a stable balance between atmosphere consistency and computational efficiency, effectively improving the continuity of immersive display and system operating efficiency in large scenes.
[0139] This invention encompasses any substitutions, modifications, equivalent methods, and solutions made within the spirit and scope of this invention. To provide the public with a thorough understanding of this invention, specific details are described in detail in the following preferred embodiments; however, those skilled in the art will fully understand the invention even without these details. Furthermore, to avoid unnecessary misunderstanding of the essence of this invention, well-known methods, processes, procedures, components, and circuits are not described in detail.
[0140] The above description is only a preferred embodiment of the present invention. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of the present invention, and these improvements and modifications should also be considered within the scope of protection of the present invention.
Claims
1. A virtual exhibition hall immersive display method based on real-time rendering, characterized in that, Includes the following steps: S1: Obtain the basic scene data of the virtual exhibition hall and the real-time dynamic viewpoint parameters of the user terminal. The basic scene data includes the three-dimensional structure data of the exhibition hall, the exhibit model data, and the global light field definition data. S2: Based on real-time dynamic viewpoint parameters and global light field definition data, generate an enhanced viewpoint dataset associated with the current viewpoint. The enhanced viewpoint dataset contains an atmosphere feature vector that characterizes the overall light and shadow atmosphere of the exhibition hall under the current viewpoint. S3: Determine the target immersion state of the current rendering frame based on user interaction behavior data and atmosphere feature vector. The target immersion state includes local fine rendering state and global atmosphere synchronization state. S4: If the state is determined to be a local fine rendering state, then the view frustum clipping and level of detail scheduling are performed on the exhibit model data to generate the first rendering task queue, and the rendering parameters of the tasks in the first rendering task queue are constrained. S5: If it is determined to be a global atmosphere synchronization state, then an atmosphere synchronization layer with low geometric complexity and high light and shadow expressiveness is dynamically generated based on the atmosphere feature vector, and it is combined with the exhibition hall three-dimensional structure data calculated by basic lighting to generate a second rendering task queue. S6: Execute the rendering task queue corresponding to the current state and output the final rendered frame to the user terminal.
2. The immersive virtual exhibition hall display method based on real-time rendering according to claim 1, characterized in that, S1 specifically includes: S11: Call the pre-built virtual exhibition hall scene resource library and read the scene configuration file corresponding to the target exhibition hall; S12: Based on the scene configuration file, load the three-dimensional structural data that corresponds one-to-one with the exhibition hall space structure, and spatially locate each structural unit according to a unified coordinate system to form three-dimensional structural data of the exhibition hall that can be used for rendering calculation. S13: Based on the three-dimensional structure data of the exhibition hall, call the exhibit resource management table, load the exhibit model data corresponding to each exhibit in the order of exhibit number, and bind the exhibit model data to its preset spatial position in the exhibition hall; S14: Call the lighting template bound to the exhibition hall scene, obtain global light field definition data containing the number, type, position, direction and intensity of light sources, and match and map it with the three-dimensional structure data of the exhibition hall; S15: Through the attitude tracking device and camera embedded in the user terminal, the terminal's position coordinates, line-of-sight vector and field of view angle value are collected in real time and encapsulated as real-time dynamic viewpoint parameters of the current frame.
3. The immersive virtual exhibition hall display method based on real-time rendering according to claim 1, characterized in that, S2 specifically includes: S21: Based on the real-time dynamic viewpoint parameters obtained in S1, analyze the three-dimensional position coordinates, line-of-sight vector, and field-of-view cone range of the current user terminal in the exhibition hall space, and construct a spatial visible area model of the current viewpoint. S22: Call the light source information that overlaps with the spatial location of the visible area in the global light field definition data, extract the type, position, direction, intensity and color temperature parameters of the corresponding light source, and generate a set of local illumination influence factors under the current viewpoint; S23: Perform light intensity attenuation modeling and shadow occlusion estimation on the set of local lighting influence factors, and calculate the lighting uniformity, main light source directionality and light and dark distribution gradient of the local area of the exhibition hall under the current viewpoint. S24: Based on the angle between the spatial orientation of the current viewpoint and the main direction of illumination, evaluate the light and shadow sensitivity of the current viewpoint in the local space, and perform a fusion calculation with the global light field background brightness to generate an atmosphere feature vector that represents the subjective light and shadow atmosphere under the viewpoint. S25: Associate and bind the current viewpoint parameters with the atmosphere feature vector to construct an enhanced viewpoint dataset that includes spatial location, viewing direction, visible range, local illumination response, and light and shadow atmosphere description.
4. The immersive virtual exhibition hall display method based on real-time rendering according to claim 3, characterized in that, S23 specifically includes: S231: Based on the current viewpoint's spatial location, calculate the spatial distance between it and each local light source, and based on the type of each light source and the attenuation model parameters in the global light field definition data, establish the light intensity attenuation function from the viewpoint to the light source, and obtain the local illuminance value of each light source in the viewpoint area. S232: Based on the geometric boundaries of the exhibition hall structure and exhibit models within the cone range of the current viewpoint, construct a set of three-dimensional occlusion volumes, and perform geometric projection calculations in conjunction with the direction and position of the light source to identify the occluded areas within the viewpoint area and mark them as candidate shadow areas; S233: Classify the candidate shadow areas according to the degree of light source occlusion, estimate the amount of light received by each pixel or spatial unit, and form an illumination distribution map of a local area of the exhibition hall under the current viewpoint. The map includes the shadow area boundary, penumbra transition zone and direct light area. S234: Based on the illumination distribution map, the illuminance dispersion index of each spatial unit within the visible range of the viewpoint is statistically analyzed, and the illumination uniformity value is calculated; all direct light direction vectors are extracted and normalized and superimposed to determine the main light source direction vector; spatial difference is performed on the gradient change rate of illuminance in space to obtain the light and dark distribution gradient map.
5. The immersive virtual exhibition hall display method based on real-time rendering according to claim 4, characterized in that, S24 specifically includes: S241: Calculate the angle between the main light source direction vector extracted from S234 and the current viewpoint's line-of-sight direction vector. ; S242: Adjust the included angle Input the light and shadow sensitivity function to quantify the intensity of the viewpoint's subjective response to changes in the direction of light and shadow, and generate a light and shadow sensitivity coefficient. ; S243: Extract the ambient brightness value set in the current global light field definition data of the exhibition hall, and fuse it with the average illuminance value of the current local area to generate a background brightness perception factor. ; S244: Light and shadow sensitivity coefficient With background brightness factor Combined with the construction of atmosphere feature vector .
6. The immersive virtual exhibition hall display method based on real-time rendering according to claim 1, characterized in that, S3 specifically includes: S31: Receive user interaction behavior data within the current rendering frame, and parse the user interaction behavior data into interaction type identifier, interaction object identifier, and interaction intensity parameter; S32: Based on the interactive object identifier, locate the corresponding spatial region in the 3D structure data of the exhibition hall and the exhibit model data, generate the interactive focus area of the current frame, and calculate the screen ratio of the interactive focus area relative to the current viewpoint and the viewpoint distance. S33: Receive the atmosphere feature vector generated by S2, extract the light and shadow sensitivity component, background brightness component and illumination uniformity component, and calculate the atmosphere change intensity index of the current frame. S34: Construct an immersion state determination metric based on interaction intensity, screen ratio parameters, viewpoint distance parameters, and atmospheric change intensity indicators. And the immersion state determination quantity is compared with the preset state switching threshold. Compare the results and output the target immersion state of the current rendered frame; when When the current rendering frame is determined to be in a local fine-grained rendering state, the corresponding state identifier is output. when When the current rendering frame is in a global atmosphere synchronization state, the corresponding status flag is output.
7. The immersive virtual exhibition hall display method based on real-time rendering according to claim 6, characterized in that, Specifically, S32 includes: S321: Receive the interactive object identifier obtained by parsing S31, and perform identifier matching in the structural index table of the exhibition hall 3D structural data and the exhibit index table of the exhibit model data to determine the target structural component or target exhibit model corresponding to the interactive object. S322: Read the spatial bounding parameters of the target structural component or the target exhibit model, construct the spatial bounding box of the interactive object, and use the spatial bounding box as the interactive focus area of the current frame; S323: Based on the real-time dynamic viewpoint parameters obtained from S1, extract the viewpoint position vector and view projection matrix, project the spatial bounding box of the interactive focus area onto the screen coordinate system, calculate its projection area in the screen coordinate system and normalize it with the total screen area to obtain the screen ratio parameter. S324: Based on the viewpoint position vector and the coordinates of the center point of the spatial bounding box of the interactive focus area, calculate the Euclidean distance between the two to obtain the viewpoint distance parameter.
8. The immersive virtual exhibition hall display method based on real-time rendering according to claim 1, characterized in that, S4 specifically includes: S41: Extract the real-time dynamic viewpoint parameters obtained in S1, including the viewpoint position, line of sight, and field of view of the current frame, and construct the view frustum model of the current frame. S42: Perform intersection detection between the bounding box of each exhibit model in the exhibit model data and the view frustum model, remove exhibit data that do not intersect with the view frustum, and retain only the exhibits within the visible area of the current viewpoint to form the candidate rendering target set for the current frame; S43: For each exhibit in the candidate rendering target set, determine its level of detail based on its distance to the viewpoint and its projected area in the screen coordinate system, and generate an exhibit rendering task with a level of detail identifier to build the first rendering task queue. S44: Receives the atmosphere feature vector generated by S2, extracts the light and shadow sensitivity coefficient, illumination uniformity and background brightness factor, and constrains and adjusts the key parameters of each rendering task in the first rendering task queue according to preset rules.
9. The immersive virtual exhibition hall display method based on real-time rendering according to claim 1, characterized in that, S5 specifically includes: S51: Receive the global atmosphere synchronization state determination result output by S3, extract the atmosphere feature vector generated by S2, and obtain the light and shadow sensitivity coefficients from it. Background brightness factor and uniformity of illumination , as the control parameters for generating the atmosphere synchronization layer; S52: Based on control parameters, select a basic geometric template that matches the current atmosphere feature vector from the preset atmosphere layer template library, and control the number of facets of the basic geometric template within the range of 5% to 10% of the number of facets of the original exhibition hall three-dimensional structure to generate a low geometric complexity atmosphere synchronization layer geometric skeleton. S53: Based on the light and shadow sensitivity coefficient Configure the lighting and shadow rendering parameters of the atmosphere synchronization layer when When setting the ambient sync layer, the illumination contrast parameter is set to 1.3–1.6, and its shadow transition width parameter is set to 0.4–0.6; when At that time, set the illumination contrast parameter to 1.0 to 1.2 and the shadow transition width parameter to 0.6 to 0.8; S54: Based on background brightness factor Adjust the overall brightness and hue parameters of the ambient synchronization layer when At that time, set the ambient synchronization layer brightness coefficient to 0.9–1.0 and the color temperature parameter to 3000–3500K; when At that time, set the brightness coefficient to 1.0 to 1.1 and the color temperature parameter to 4000 to 4500K; S55: Combine the atmosphere synchronization layer with the completed lighting and shadow parameter configuration with the exhibition hall 3D structure data after basic lighting calculation according to the preset layer overlay order to generate the second rendering task queue.