Vehicle three-dimensional model processing method, controller and vehicle

By responding to changes in the 3D model's viewpoint and determining and displaying lighting and shadow information based on the viewpoint, the problem of fixed lighting effects for in-vehicle 3D models is solved, enabling dynamic adjustment of lighting and shadow effects and improving the user experience.

CN121810901APending Publication Date: 2026-04-07BYD CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-09-16
Publication Date
2026-04-07

AI Technical Summary

Technical Problem

In existing vehicle 3D model processing technologies, the lighting effects on the model surface remain unchanged, resulting in a dull visual effect and a poor user experience.

Method used

By responding to changes in the viewpoint of the 3D model, the system determines the lighting and shadow information based on these changes and outputs the lighting and shadow information to the 3D model for display. It also uses material information to process the lighting and shadow information and combines it with a physical lighting model to simulate different lighting visuals.

Benefits of technology

The lighting and shadow effects of the 3D model are synchronized with changes in viewing angle, which improves the realism of the vehicle's 3D model and enhances the user experience.

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Abstract

The invention relates to a three-dimensional model processing method of a vehicle, a controller and the vehicle. The method comprises the following steps: responding to a visual angle change of a three-dimensional model; determining light and shadow information according to the visual angle change, wherein the light and shadow information is used for indicating simulated illumination vision; and outputting the light and shadow information to the three-dimensional model, and displaying the light and shadow information through a screen. Based on this, different visual angles of the three-dimensional model correspond to different light and shadow information, that is, different illumination vision can be simulated, the real simulation degree of the vehicle three-dimensional model is improved, and the user experience is enhanced.
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Description

Technical Field

[0001] This application relates to the field of image processing technology, and in particular to a method for processing a three-dimensional model of a vehicle, a controller, and a vehicle. Background Technology

[0002] In existing vehicle-mounted 3D model processing technologies, the lighting effects on the model surface are usually fixed, resulting in a dull visual effect and a poor user experience. Summary of the Invention

[0003] This application provides a method for processing a three-dimensional model of a vehicle, including: responding to a change in the viewing angle of the three-dimensional model; determining light and shadow information based on the change in viewing angle, wherein the light and shadow information is used to simulate illumination vision; outputting the light and shadow information to the three-dimensional model and displaying it on a screen.

[0004] Accordingly, this application provides a controller, including: a viewpoint change response module, responding to a viewpoint change of the current 3D model; a light and shadow information determination module, determining light and shadow information based on the viewpoint change, the light and shadow information being used to indicate simulated lighting vision; and a model determination module, determining a target 3D model based on the light and shadow information.

[0005] In addition, this application also provides a vehicle including the aforementioned controller.

[0006] In this embodiment, in response to changes in the viewing angle of the 3D model, lighting and shadow information is determined based on the changes in viewing angle. This lighting and shadow information is used to indicate simulated lighting vision. The lighting and shadow information is then output to the 3D model and displayed on a screen. Based on this, different viewing angles of the 3D model correspond to different lighting and shadow information, thus simulating different lighting visions, improving the realism of the vehicle's 3D model, and enhancing the user experience. Attached Figure Description

[0007] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0008] Figure 1 This is a flowchart illustrating a three-dimensional model processing method provided in one embodiment of this application; Figure 2 This is a scene illustration of existing 3D model processing methods; Figure 3 This is a scene diagram of a three-dimensional model processing method provided in one embodiment of this application; Figure 4 This application is against Figure 3 A schematic diagram of the scene after it has been scaled down; Figure 5 This is a scene diagram of a three-dimensional model processing method provided in another embodiment of this application; Figure 6 This is a schematic diagram of the controller provided in one embodiment of this application. Detailed Implementation

[0009] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0010] Furthermore, in the embodiments of this application, "multiple" refers to two or more. The terms "first" and "second," etc., in the embodiments of this application are used for distinguishing descriptions and should not be construed as implying relative importance.

[0011] This application provides a method for processing a 3D model of a vehicle, a controller, and a vehicle. The controller can be a server or a terminal or other device.

[0012] The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, network acceleration services (Content Delivery Network, CDN), as well as big data and artificial intelligence platforms.

[0013] The terminal can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, etc., but is not limited to these. The terminal and the server can be connected directly or indirectly through wired or wireless communication, which is not limited herein.

[0014] It should be noted that the scenario diagrams shown in this application are merely examples. The scenarios illustrating the 3D model processing method described in this application are intended to more clearly explain the technical solutions of the embodiments of this application and do not constitute a limitation on the technical solutions provided in the embodiments of this application. Those skilled in the art will understand that, with the evolution of data processing and the emergence of new business scenarios, the technical solutions provided in this application are equally applicable to similar technical problems.

[0015] The solutions provided in this application are specifically illustrated through the following embodiments. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.

[0016] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for processing a three-dimensional vehicle model according to an embodiment of this application. In this embodiment, the three-dimensional model processing method may include the following steps S101 to S103: S101, responds to changes in the viewpoint of the 3D model.

[0017] In this embodiment, the perspective of the 3D model is the perspective of the virtual camera within the 3D model. Changes in the perspective of the 3D model include user actions on the 3D model or changes in the vehicle's driving state.

[0018] The user's operation of the 3D model is not limited. It can include rotating, translating or scaling the 3D model of the vehicle through user gestures; it can also include rotating, translating or scaling the 3D model of the vehicle through voice, buttons or other means.

[0019] The vehicle's driving status includes at least its speed and / or direction of travel. For example, the vehicle's driving status includes: low-speed driving or high-speed driving, straight driving or turning.

[0020] S102. Determine the light and shadow information based on the change in viewing angle, wherein the light and shadow information is used to indicate simulated lighting vision.

[0021] In this embodiment, the change in viewing angle includes at least the direction of change and / or the angle of change; the light and shadow information is obtained by matching the direction of change and / or the angle of change with a pre-stored light and shadow matrix. The light and shadow matrix includes lighting information, which includes at least the direction of the light source, the color of the light, and / or the intensity of the light. The light and shadow information includes at least the area of ​​the light and shadow and / or the brightness of the light and shadow.

[0022] The lighting dimension includes at least one of the following: ambient lighting dimension, diffuse lighting dimension, and specular lighting dimension. The ambient lighting dimension refers to the dimension corresponding to the actual lighting conditions of the vehicle's ambient light in actual three-dimensional space. The diffuse lighting dimension refers to the dimension corresponding to the actual lighting conditions of the vehicle's diffuse light in actual three-dimensional space. The specular lighting dimension refers to the dimension corresponding to the actual lighting conditions of the vehicle's specular light in actual three-dimensional space.

[0023] S103. Output the light and shadow information to the three-dimensional model and display it on the screen.

[0024] The pixel color values ​​corresponding to the lighting and shadow information are transmitted to the 3D model and rendered and displayed on the central control screen. Specifically, the calculated pixel color values ​​corresponding to the lighting and shadow information are transmitted to the display driver chip through the frame buffer to drive the central control screen to perform pixel rendering and display. During the display process, adaptive refresh rate adjustment is supported to reduce power consumption while ensuring smooth display.

[0025] In this embodiment, the system responds to changes in the viewing angle of the 3D model; determines lighting and shadow information based on these changes, and uses this information to indicate simulated lighting vision; outputs the lighting and shadow information to the 3D model and displays it on a screen. Based on this, different viewing angles of the 3D model correspond to different lighting and shadow information, thus simulating different lighting visions, improving the realism of the vehicle's 3D model, and enhancing the user experience.

[0026] In some embodiments, before outputting the lighting information to the 3D model, the method further includes: acquiring the material information of the vehicle corresponding to the 3D model; and processing the lighting information based on the material information, with different processing methods applied to different material information. For example, for metallic materials, the lighting information focuses on simulating high-gloss reflection effects using sampled data; for glass materials, it combines refractive properties with sampled data and material parameters to simulate the composite effect of light transmission and reflection. Vehicle materials include, but are not limited to, metallic paint, plastics and composite materials, glass, rubber, and carbon fiber. It should be noted that the vehicle's material information affects its response to light. For example, vehicles with different material information have different optical properties such as reflection, refraction, and absorption.

[0027] The processing of the lighting and shadow information based on the material information specifically includes: sampling the lighting and shadow information and the material information; performing lighting calculations based on a physically based lighting model to obtain the processed lighting and shadow information. A physically based lighting model is a rendering technique in computer graphics that simulates the interaction between light and object surfaces using physical properties. This model, based on the law of conservation of energy and microsurface theory, recreates the optical properties of real materials through physical parameters such as basic color, metallicity, and roughness.

[0028] Figure 2 This is a scene illustration of existing 3D model processing methods. From Figure 2 As can be seen, in existing technologies, in-vehicle 3D models only display the 3D model through preset textures, and the lighting effects on the model surface remain unchanged, making it difficult for users to perceive the realistic texture of the materials. Moreover, when users rotate or scale the 3D model using gestures, the lighting effects cannot be adjusted synchronously.

[0029] While some methods can achieve realistic lighting effects, the computational process requires handling complex vector relationships between the light source, the line of sight, and the normal, and often relies on operations such as reflection cube sampling and multi-level buffer generation, resulting in a large computational load.

[0030] In some embodiments, users can rotate, translate, or zoom the 3D model using a display device to change the viewpoint. Figure 3 This is a scene diagram of a three-dimensional model processing method provided in one embodiment of this application. Figure 4 This application is against Figure 3 A schematic diagram of the scene after it has been scaled down; As shown in Figure 3, the display device has multiple vehicles, including a first vehicle and a second vehicle. The first vehicle is the vehicle currently driven by the user, and the second vehicle is the vehicle not currently driven by the user. The 3D model corresponding to the first vehicle is a first type of 3D model, and the 3D model corresponding to the second vehicle is a second type of 3D model. The lighting and shadow information output to the first type of 3D model and the second type of 3D model are different. Figure 3 The darkest vehicle in the center of the view is the vehicle the user is currently driving, while other vehicles with slightly lighter colors are vehicles the user is not currently driving.

[0031] Figure 3 The user did not scale down the 3D model. Figure 4 When users scale down the 3D models, it's clear that the lighting on the rear and roof of both the car and truck changes significantly; both the area and brightness of the light and shadow change. The area of ​​light and shadow is noticeably smaller, and the brightness is significantly lower. The taillights of the car, being made of glass, also show a noticeable difference in brightness.

[0032] In this embodiment, the display device is a touch screen, which uses a capacitive touch sensor that supports multi-touch detection and a sampling frequency of up to 120Hz. This allows for accurate capture of user gestures such as swiping, rotating, and zooming on the central control screen. The sensor converts physical touch actions into electrical signals that are transmitted to the main control chip. The main control chip filters the original touch signals to remove noise interference and extracts information such as the two-dimensional coordinates of the touch points, the number of touch points, and the touch pressure. For example, when a user performs a rotation gesture, the system calculates the coordinate difference between adjacent sampling points and combines this with timestamp information to deduce the rotation angle, speed, and direction of the gesture.

[0033] S1001: Users zoom out of the 3D model via the touch screen, changing the perspective of the 3D model.

[0034] First, based on the constructed 3D model scene, the relative position of the virtual camera is obtained, that is, the relative position of the virtual camera in world space is calculated from the initial position of the virtual camera in world space.

[0035] Then, when the user interacts with the device, the camera matrix of the virtual camera is updated using a matrix transformation formula based on the change in the touch point coordinates. The camera matrix is ​​a mathematical matrix that describes the position, orientation, and viewpoint of the camera in the 3D scene. Updating this matrix enables viewpoint transformation. Specifically, the position and angle of the virtual camera are adjusted using rotation matrices (rotation around the x, y, and z axes) and translation matrices.

[0036] Simultaneously, the updated camera matrix is ​​passed to the graphics rendering engine through a unified shader interface. During this process, by effectively utilizing the multi-core parallel computing capabilities of the graphics processing unit (GPU), camera matrix updates and model rendering are scheduled, reducing waiting time, improving rendering efficiency, and ensuring real-time synchronization between the virtual camera viewpoint and user gestures. Specifically, when the user interacts, touch point changes follow coordinate changes. Simultaneously, the processing of each frame of the 3D model generates both camera matrix update instructions and model rendering instructions. These instructions are synchronously sent to multiple 3D models on the touchscreen, enabling unified instruction scheduling across these models, reducing instruction waiting time, and improving rendering efficiency.

[0037] S1002: Determine the light and shadow information based on the change in viewing angle: First, based on the virtual camera's position information in world space and the position data of each point on the 3D model surface in world space, determine the normal vector of each point on the 3D model surface. This normal vector represents the orientation of the model surface at each point.

[0038] Next, direction vector calculation is performed. That is, for each point on the model surface, the direction vector from that point to the virtual camera position is calculated. This is done by subtracting the coordinates of the point on the model surface from the coordinates of the virtual camera position to obtain the initial direction vector. The initial direction vector is then normalized by scaling its length to 1, resulting in a standardized direction vector.

[0039] Next, vector relationship operations are performed. Specifically, based on the standardized direction vector and the model surface normal vector, the tangent vector and binormal vector are calculated to construct a vector coordinate system in world space. The dot product of the tangent vector and the view space normal vector, and the dot product of the binormal vector and the view space normal vector are calculated respectively, yielding two numerical results. These two results correspond to the original values ​​of the x-axis and y-axis components of the two-dimensional image space coordinates, respectively. In this embodiment, the tangent vector, binormal vector, and view space normal vector are mutually perpendicular.

[0040] Next, texture coordinates are generated. This involves adjusting the numerical range of the two dot product results. First, the result is scaled by multiplying by 0.4999, and then shifted by 0.5 to make the value fall within the suitable range [0, 1] for texture sampling. The two processed values ​​are then combined to form the texture coordinates in the two-dimensional image space.

[0041] Next, using the generated texture coordinates as indexes, the corresponding lighting information is extracted from the pre-generated lighting matrix. The lighting matrix includes illumination information, which at least includes the light source direction, light color, and / or light intensity. The lighting matrix includes multiple directional environment maps in High Dynamic Range (HDR) format. Specifically, the pre-generated lighting matrix is ​​constructed using a standard vehicle model, a 360° panoramic view of the environment, and real road surface photos to create a 1:1 3D scene. A virtual camera is placed at the center of the vehicle body, with 256 horizontal and 128 vertical grids. Each grid emits 2048 rays for offline path tracing, resulting in a high-quality HDR environment map, with both bright and dark areas calculated in one step. For each material template, the "diffuse integral" and "spectral highlight pre-filter" are pre-calculated. The results are compressed into two 16x16 double parabolic maps with average shadows. These five maps together are called the "lighting matrix."

[0042] S1003: Combine material information and lighting information to obtain the final pixel color value.

[0043] A physically-based light model is employed, combining sampled and processed lighting information with material information (different materials can be identified based on roughness, reflectivity, metallicity, etc.) to perform lighting calculations. Taking automotive paint as an example, the combined effects of light absorption and reflection are simulated based on the sampled ambient reflected color, combined with the direction and intensity of reflected light refraction. In the specific calculation process, the ambient reflected color is weighted and summed with the material's diffuse color, refraction, and Fresnel values ​​to obtain the final pixel color value.

[0044] S1004: Render and output the final pixel color values ​​for display. The final pixel color values ​​are transmitted to the display driver chip via the frame buffer, driving the central control display screen to perform pixel rendering and display. During the display process, adaptive refresh rate adjustment is supported, reducing power consumption while ensuring smooth display.

[0045] In some embodiments, the viewing angle is changed according to changes in the vehicle's driving state. These changes may include variations in the vehicle's driving direction and speed, and the driving state may include low-speed driving, high-speed driving, straight-line driving, or turning. Figure 5 This is a scene illustration of a three-dimensional model processing method provided in another embodiment of this application. For example... Figure 5 The display device has multiple vehicles, including a first vehicle and a second vehicle. The first vehicle is the vehicle currently driven by the user, and the second vehicle is the vehicle not currently driven by the user. The three-dimensional model corresponding to the first vehicle is a first type of three-dimensional model, and the three-dimensional model corresponding to the second vehicle is a second type of three-dimensional model. The light and shadow information output to the first type of three-dimensional model and the second type of three-dimensional model is different. Figure 5 The darkest vehicle at the bottom of the view is the user's currently driven vehicle, while the other lighter-colored vehicles are not currently driven by the user. When the user's currently driven vehicle makes a turn, the virtual camera is in a lane-changing view, with a slightly downward angle. The metallic highlights of the user's currently driven vehicle are more prominent, and its structure is clearer. Other non-user-driven vehicles have different perspectives due to their different positions; the rear and roof of cars driving side-by-side have different lighting visuals, meaning the area and brightness of the shadows are different. The processing method for the 3D model is as follows.

[0046] S2001: When the 3D model of the user's currently driving vehicle in the display device performs a turning operation, the 3D model's perspective changes.

[0047] First, based on the constructed 3D model scene, the relative position of the virtual camera is obtained, that is, the relative position of the virtual camera in world space is calculated from the initial position of the virtual camera in world space.

[0048] Then, the 3D model of the user's currently driven vehicle performs a turning maneuver, and the vehicle's chip converts the screen's transformations into 3D transformations within the 3D engine world. The lateral offset is converted into two parts: the change in the virtual camera's horizontal rotation angle relative to the car, and the change in the virtual camera's horizontal position. The longitudinal offset is correspondingly converted into the change in the virtual camera's pitch rotation angle and another part of its horizontal position. Finally, by combining the obtained horizontal and pitch rotation angles with the lateral and longitudinal offsets and performing algorithmic calculations, the specific displacement and rotation data of the virtual camera in 3D space can be obtained, thus revealing the 3D model's viewpoint and its changes.

[0049] S2002: Determine the light and shadow information based on the aforementioned change in viewing angle: First, based on the virtual camera's position information in world space and the position data of each point on the 3D model surface in world space, determine the normal vector of each point on the 3D model surface. This normal vector represents the orientation of the model surface at each point.

[0050] Next, direction vector calculation is performed. That is, for each point on the model surface, the direction vector from that point to the virtual camera position is calculated. This is done by subtracting the coordinates of the point on the model surface from the coordinates of the virtual camera position to obtain the initial direction vector. The initial direction vector is then normalized by scaling its length to 1, resulting in a standardized direction vector.

[0051] Next, vector relationship operations are performed. Specifically, based on the standardized direction vector and the model surface normal vector, the tangent vector and binormal vector are calculated to construct a vector coordinate system in world space. The dot product of the tangent vector and the view space normal vector, and the dot product of the binormal vector and the view space normal vector are calculated respectively, yielding two numerical results. These two results correspond to the original values ​​of the x-axis and y-axis components of the two-dimensional image space coordinates, respectively. In this embodiment, the tangent vector, binormal vector, and view space normal vector are mutually perpendicular.

[0052] Next, texture coordinates are generated. This involves adjusting the numerical range of the two dot product results. First, the result is scaled by multiplying by 0.4999, and then shifted by 0.5 to make the value fall within the suitable range [0, 1] for texture sampling. The two processed values ​​are then combined to form the texture coordinates in the two-dimensional image space.

[0053] Next, using the generated texture coordinates as indexes, the corresponding lighting information is extracted from the pre-generated lighting matrix. This lighting information includes illumination information, which at least includes the light source direction, illumination color, and / or illumination intensity. The pre-generated lighting matrix includes multiple directional environment maps in High Dynamic Range (HDR) format.

[0054] S2003: Combine material and lighting information to obtain the final pixel color value.

[0055] A physically based lighting model is employed, combining sampled and processed lighting information with material information (different materials can be identified based on roughness, reflectivity, metallicity, etc.) to perform lighting calculations. Taking automotive paint as an example, the combined effects of light absorption and reflection are simulated based on the sampled ambient reflected color, combined with the direction and intensity of reflected light refraction. In the specific calculation process, the ambient reflected color is weighted and summed with the material's diffuse color, refraction, and Fresnel values ​​to obtain the final pixel color value.

[0056] S2004: Render and output the final pixel color values ​​for display. The final pixel color values ​​are transmitted to the display driver chip via the frame buffer, driving the central control display screen to perform pixel rendering and display. During the display process, the area and intensity of the car model's light and shadow are dynamically adjusted according to changes in spatial coordinates to simulate the effect of skylight and cloud shadows. For example, in a low-speed view, the virtual camera observes the environment from the perspective of the vehicle itself. At this time, the metallic texture of the vehicle's light and shadow in the environment has a level view effect, with a moderate highlight area, which can clearly present the car structure. In a lane-changing view, the virtual camera's perspective changes to a top-down view, and the metallic texture of the vehicle's light and shadow has a more prominent highlight area, and the structural representation is also clearer.

[0057] When the viewpoint of the 3D model changes, the lighting and shadows on the model surface will change synchronously in real time. Moreover, it does not require high computing power and can still maintain smooth rendering above 60Hz on low-end automotive chips. It avoids the problem of stiff lighting and shadows in static textures, and does not have the stuttering and frame drops of traditional physically-based rendering (PBR). It has low power consumption and a good user experience.

[0058] When operated by the user, the light and shadow will always adjust with the camera's perspective, and the flowing light will move between various positions and structures of the car (such as the front hood, side waistline, and rear concave and convex layers) as the user operates, making it easier for the user to see the car's structure.

[0059] This solution's 3D model processing method features low power consumption, with GPU utilization <30% during 3D rendering (compared to >60% for traditional PBR), and no large-size data in memory (single environment image <512KB). It boasts fast response speed, with camera matrix updates and model rendering instructions scheduled in parallel, resulting in a call interval of <10ms. Pixel color relies solely on "pre-stored lighting matrices + material parameters," eliminating ray tracing / reflection cube sampling and minimizing computational power.

[0060] This solution maps the surface orientation of the 3D model to 2D image space coordinates and directly samples lighting information from the pre-stored environment map, avoiding complex calculations in 3D space.

[0061] This solution responds to changes in the viewing angle of the 3D model; determines lighting and shadow information based on these changes, which is used to indicate simulated lighting vision; and outputs this lighting and shadow information to the 3D model for display on the screen. Based on this, different viewing angles of the 3D model correspond to different lighting and shadow information, thus simulating different lighting visions, improving the realism of the vehicle's 3D model, and enhancing the user experience.

[0062] This application provides a controller, including a processor, a memory, and a computer program. The computer program is stored in the memory and executed by the processor. The computer program includes instructions for performing the above-described 3D model processing method. Specifically, the 3D model processing method includes the following steps: In response to changes in the viewpoint of the 3D model; determine lighting and shadow information based on the changes in viewpoint, the lighting and shadow information being used to indicate simulated lighting vision; output the lighting and shadow information to the 3D model and display it on the screen.

[0063] Based on this, different perspectives of the 3D model correspond to different lighting and shadow information, which can simulate different lighting visions, improve the realism of the vehicle's 3D model, and enhance the user experience.

[0064] like Figure 6 As shown, it illustrates a schematic diagram of the controller involved in an embodiment of this application. Specifically: The controller may include components such as a processor 301 with one or more processing cores, a memory 302 with one or more storage media, a power supply 303, and an input unit 304. Those skilled in the art will understand that the controller structure does not constitute a limitation on the controller, and it may include more or fewer components than shown in the figure, or combine certain components, or have different component arrangements. Wherein: The processor 301 is the control center of the controller, connecting various parts of the controller via various interfaces and lines. It executes various functions and processes data by running or executing computer programs and / or modules stored in the memory 302, and by calling data stored in the memory 302. Optionally, the processor 301 may include one or more processing cores; preferably, the processor 301 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 301.

[0065] The memory 302 can be used to store computer programs and modules. The processor 301 executes various functional applications and 3D model processing by running the computer programs and modules stored in the memory 302. The memory 302 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, computer programs required for at least one function (such as 3D model processing functions, 3D view display functions, etc.), etc.; the data storage area may store data created according to the use of the controller, etc. In addition, the memory 302 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device. Accordingly, the memory 302 may also include a storage controller to provide the processor 301 with access to the memory 302.

[0066] The controller also includes a power supply 303 that supplies power to the various components. Preferably, the power supply 303 can be logically connected to the processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. The power supply 303 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0067] The controller may also include an input unit 304, which can be used to receive input digital or character information, and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.

[0068] Although not shown, the controller may also include a display unit, etc., which will not be described in detail here.

[0069] For details on the specific implementation methods and corresponding beneficial effects of the above operations, please refer to the detailed description of the three-dimensional model processing methods above, which will not be repeated here.

[0070] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by a computer program, or by a computer program controlling related hardware. The computer program can be stored in a storage medium and loaded and executed by a processor.

[0071] The vehicle may also include a display device for displaying three-dimensional and two-dimensional views. The three-dimensional view may be a rendering of the vehicle model, including the rendered underside shadow area of ​​the vehicle model. For example, the two-dimensional view may be a two-dimensional bird's-eye view of a panoramic image of the vehicle. The three-dimensional view may be a three-dimensional view of the panoramic image of the vehicle. The specific content of the three-dimensional and two-dimensional views can be adjusted according to actual circumstances, and this application embodiment does not impose any limitations.

[0072] This application does not limit the specific structure of the vehicle. The specific implementation methods and corresponding beneficial effects of the above-described operations of the controller are also applicable to this vehicle. For details, please refer to the detailed description of the three-dimensional model processing method above, which will not be repeated here.

[0073] The above provides a detailed description of a three-dimensional model processing method, controller, and vehicle provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A method for processing a three-dimensional model of a vehicle, characterized in that, The method includes: Responding to changes in the viewpoint of the 3D model; Light and shadow information is determined based on the change in viewing angle, and the light and shadow information is used to indicate simulated lighting vision; The light and shadow information is output to the 3D model and displayed on the screen.

2. The processing method according to claim 1, characterized in that, Before outputting the lighting and shadow information to the 3D model, the method further includes: Obtain the material information of the vehicle corresponding to the 3D model; The light and shadow information is processed based on the material information, and different material information results in different processing of the light and shadow information.

3. The processing method according to claim 2, characterized in that, The processing of the light and shadow information based on the material information includes: The lighting and shadow information and the material information are sampled and processed separately. Lighting calculations are performed based on the physical lighting model to obtain processed light and shadow information.

4. The processing method according to claim 1, characterized in that, The methods of changing the perspective include: User operations on the 3D model, or changes in the vehicle's driving status.

5. The processing method according to claim 1, characterized in that, The lighting and shadow information is determined based on the change in viewing angle, including: The change in perspective includes at least the change in direction and / or the change in angle; The light and shadow information is obtained by matching the light and shadow with a pre-stored light and shadow matrix based on the direction and / or angle of change.

6. The processing method according to claim 5, characterized in that, The light and shadow matrix includes lighting information, which includes at least the direction of the light source, the color of the light, and / or the intensity of the light.

7. The processing method according to claim 1, characterized in that, Outputting the lighting and shadow information to the 3D model and displaying it on the screen includes: The pixel color values ​​corresponding to the light and shadow information are transmitted to the three-dimensional model and rendered and displayed through the central control screen.

8. The processing method according to claim 1, characterized in that, The vehicles include a first vehicle and a second vehicle. The first vehicle is the vehicle currently driven by the user, and the second vehicle is the vehicle not currently driven by the user. The three-dimensional model corresponding to the first vehicle is a first type of three-dimensional model, and the three-dimensional model corresponding to the second vehicle is a second type of three-dimensional model. The lighting and shadow information output to the first type of three-dimensional model and the second type of three-dimensional model are different.

9. The processing method according to claim 1, characterized in that, The light and shadow information includes at least the light and shadow area and / or light and shadow brightness.

10. The processing method according to claim 1, characterized in that, The vehicle is made of materials including metallic paint, plastics and composites, glass, rubber, or carbon fiber.

11. The processing method according to claim 4, characterized in that, The driving states include low-speed driving, high-speed driving, straight driving, or turning.

12. The processing method according to claim 4, characterized in that, The user's operations on the 3D model include at least rotating, translating, or scaling the 3D model.

13. A controller, characterized in that, The controller includes a processor, a memory, and a computer program, wherein the computer program is stored in the memory and executed by the processor, and the computer program includes instructions for performing the processing method according to any one of claims 1 to 12.

14. A vehicle, characterized in that, The vehicle includes the controller as described in claim 13.