Virtual reality scene construction tourist service system for smart tourism

By collecting and processing tourist behavior and scene information in real time, and combining global illumination models and layered rendering technology, the problem of abrupt changes in lighting in virtual reality tourism systems has been solved, improving the immersion and real-time performance of the system and achieving an efficient virtual reality experience.

CN121957348AInactive Publication Date: 2026-05-01SHANDONG VOCATIONAL COLLEGE OF ECONOMICS & TRADE
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SHANDONG VOCATIONAL COLLEGE OF ECONOMICS & TRADE
Filing Date
2026-01-23
Publication Date
2026-05-01
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing virtual reality tourism systems cannot respond in a timely manner to changes in the tourist's perspective and lighting, resulting in increased visual disjointedness, decreased immersion, and failure to effectively solve the experience quality problems during dynamic interaction.

Method used

By collecting visitor behavior and scene information in real time, performing spatiotemporal synchronization and structured processing, calculating lighting change parameters, combining a global lighting model for dynamic lighting smoothing adjustment, and employing layered rendering scheduling and delayed compositing processing, a virtual reality scene image matching the visitor's position and viewpoint is constructed.

Benefits of technology

It improves the immersiveness, real-time performance, and system efficiency of virtual reality tourism systems, enhances the continuity and realism of lighting, reduces computational load, and improves interactive responsiveness.

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Abstract

The invention relates to the technical field of smart tourism, and discloses a smart tourism-oriented virtual reality scene construction tourist service system, and the system comprises the steps: carrying out the time-space synchronization and structural processing of tourist behavior information and virtual reality scene information; calculating to obtain an illumination change parameter of the virtual reality scene; performing dynamic illumination smooth adjustment on the environment object rendering information by using the illumination change parameters; and carrying out layered rendering scheduling and delayed synthesis processing on the environment object rendering information after the dynamic illumination smooth adjustment, constructing a virtual reality scene image matched with the position of the tourist and the visual angle direction of the tourist in real time, and outputting the virtual reality scene image to virtual reality equipment worn by the tourist for display. The virtual reality scene illumination dynamic adjustment, layered rendering scheduling and synthetic display based on the tourist position and the visual angle direction are realized, and the interactive service quality, the real-time performance, the immersion and the rendering efficiency of the smart tourism scene are improved.
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Description

A Virtual Reality Scene Construction Visitor Service System for Smart Tourism Technical Field

[0001] This invention relates to big data processing, and more particularly to the field of smart tourism, specifically a virtual reality scene construction tourist service system for smart tourism. Background Technology

[0002] With the deepening of the smart tourism concept and the rapid development of new-generation information technologies such as virtual reality and augmented reality, virtual reality-based tourism service systems are gradually becoming an important technological direction for improving tourist experience quality, enriching tourism service models, and promoting the digital transformation of the tourism industry. By combining real tourism resources with virtual reality technology, virtual tourism scenarios with high immersion, strong interactivity, and high realism can be constructed, breaking through the limitations of time, space, and objective conditions, allowing tourists to obtain continuous, stable, and personalized tourism experiences at different stages. These virtual reality scenarios can not only be applied to scenic spot previews and itinerary planning before tourists travel, guiding them to rationally arrange their trips, but also serve as real-time guides, scene enhancement, and interactive experiences during the tour. They can also be used for remote virtual tours and cultural displays, meeting the experience needs of people who cannot visit in person. However, existing virtual tourism systems mostly focus on high-precision modeling and rendering of static scenes, neglecting the quality of the user experience during dynamic interactions within the virtual scene.

[0003] In existing research, CN119090677A discloses a virtual reality immersive tourism method and system based on naked-eye 3D. This scheme acquires multi-dimensional basic data on tourists' visits to tourist attractions and their tour process, uses virtual reality technology to construct virtual travel scenes, performs stereoscopic rendering of these scenes, and outputs naked-eye 3D images of the virtual travel scenes using naked-eye 3D display technology. Simultaneously, it provides environmental haptic feedback corresponding to the virtual scene through haptic feedback devices, thus realizing a virtual reality immersive tourism experience. This scheme enhances the immersion and fun of tourism displays without requiring the wearing of display devices, representing a certain advancement in virtual tourism displays. However, its rendering process is mostly based on preset or static parameters, failing to fully consider the impact of real-time changes in the tourist's position, viewing angle, and dynamic changes in light sources on the rendering effect. When tourists move or change their viewing angle in the virtual space, the lighting in the scene often cannot respond in time, resulting in increased visual disjointedness and decreased immersion.

[0004] To address this issue, this invention proposes a virtual reality scene construction visitor service system for smart tourism, which significantly improves the smoothness and realism of the virtual tourism system, and can also promote the development of smart tourism towards high immersion, high interactivity and high intelligence, providing important technical support for the construction of digital scenic spots and the dissemination of smart culture. Summary of the Invention

[0005] This invention provides a virtual reality scene construction visitor service system for smart tourism. In smart tourism scenarios, visitors frequently switch perspectives, move paths, and change observation distances during virtual tours. If lighting parameters abruptly change with perspective and position, it will directly disrupt the sense of spatial continuity and immersive experience. Furthermore, virtual reality scenes not only showcase landscapes but also provide services such as guided tours, route planning, cultural interpretation, and behavioral guidance. Continuous and stable lighting is a crucial prerequisite for visitors to recognize terrain structures, architectural details, and cultural symbols. Step S1 performs spatiotemporal synchronization and structuring processing of visitor position, perspective direction, scene light source, and object information to achieve… A unified data benchmark is established. Steps S2 and S3 address the issues of abrupt lighting changes and disconnection from the visitor's perspective and spatial location in traditional virtual reality scenes. By introducing lighting change parameters and dynamically smoothing the lighting of environmental objects, the continuity and realism of scene lighting are improved. Step S4 achieves on-demand allocation of computing resources through layered rendering scheduling and delayed compositing based on the visitor's position and viewpoint, solving the problems of high computational load and insufficient real-time performance caused by unified rendering of the entire scene. Ultimately, a virtual reality scene image dynamically matched to the visitor's position and viewpoint is constructed, thereby improving the immersiveness, real-time performance, and overall system efficiency of smart tourism virtual reality services.

[0006] To achieve the above objectives, this invention provides a virtual reality scene construction visitor service system for smart tourism, comprising the following steps: S1: Real-time collection of visitor behavior information and virtual reality scene information, and spatiotemporal synchronization and structuring of the visitor behavior information and virtual reality scene information to obtain structured visitor position, visitor viewpoint direction, light source information in virtual reality scene information, and environmental object rendering information, as structured information data; S2: Based on the structured information data, extracting the structured visitor position, visitor viewpoint direction, and light source information in virtual reality scene information, and calculating the illumination change parameters of the virtual reality scene; S3: Based on the illumination change parameters and environmental object rendering information in the structured information data, dynamically smoothing the illumination of the environmental object rendering information using the illumination change parameters to generate dynamically smoothed environmental object rendering information; S4: Based on the visitor's current visitor position and visitor viewpoint direction, performing layered rendering scheduling and delayed synthesis processing on the dynamically smoothed environmental object rendering information to construct a virtual reality scene image that matches the visitor's position and visitor viewpoint direction in real time, and outputting the virtual reality scene image to the virtual reality device worn by the visitor for display.

[0007] As a further improvement of the present invention: Further, in step S1, real-time collection of tourist behavior information and virtual reality scene information, and spatiotemporal synchronization of the tourist behavior information and virtual reality scene information, includes: S11: Establishing a unified coordinate system for the virtual scene, and using the behavior positioning module built into the virtual reality device to collect tourist behavior information in real time, wherein the tourist behavior information includes the tourist's position and the tourist's viewing direction; S12: Using the scene management module built into the virtual reality device to collect virtual reality scene information output by the scene rendering engine in real time, wherein the virtual reality scene information includes light source information and environmental object rendering information; S13: Using the global clock in the virtual reality device as a reference, synchronizing the collection timestamps of the tourist behavior information and virtual reality scene information to obtain time-synchronized tourist behavior information and virtual reality scene information; S14: Mapping the tourist position in the time-synchronized tourist behavior information to the unified coordinate system of the virtual scene to obtain spatiotemporally synchronized tourist behavior information and virtual reality scene information.

[0008] Further, the structured processing of the spatiotemporally synchronized tourist behavior information and virtual reality scene information in step S1 includes: S15: Extracting the tourist's viewpoint direction and position from the spatiotemporally synchronized tourist behavior information, generating a gaze ray with the tourist's position as the starting point and the tourist's viewpoint direction as the ray direction; S16: Performing ray intersection operation on the environmental object rendering information in the virtual reality scene information using the gaze ray to generate the tourist's gaze position, adding the tourist's gaze position to the tourist's viewpoint direction, and splicing it with the tourist's viewpoint direction as the structured tourist's viewpoint direction; S17: Extracting the spatiotemporally synchronized tourist behavior information... S18: Collect environmental object rendering information from the virtual reality scene information after the step, and record the structural features of the objects in the environmental object rendering information. Concatenate the structural features with the environmental object rendering information to obtain the structured environmental rendering information; S19: Collect the tourist position with the same collection timestamp, the structured tourist view direction, the light source information in the virtual reality scene information, and the structured environmental object rendering information to form the same set of structured information. Set the tourist position and light source information in the structured information as the structured tourist position and light source information; S10: Sort all the structured information according to the collection timestamp order to obtain the structured information data.

[0009] Further, the synchronization of the collection timestamps of the tourist behavior information and the virtual reality scene information in step S13 includes: S131: calculating the difference between the collection timestamps of the tourist behavior information and the virtual reality scene information; S132: if the difference between the collection timestamps is lower than a preset time synchronization threshold, it is determined that the collection timestamps of the tourist behavior information and the virtual reality scene information are consistent, and the collection timestamp of the tourist behavior information is set equal to the collection timestamp of the virtual reality scene information to obtain the time-synchronized tourist behavior information and virtual reality scene information; if the difference between the collection timestamps is not lower than the preset time synchronization threshold, the process proceeds to step S133; S133: linearly interpolating the tourist behavior information to generate tourist behavior information at the collection timestamp of the virtual reality scene information.

[0010] Further, in step S2, the structured tourist position, tourist viewing direction, and light source information in the virtual reality scene information are extracted to calculate the illumination change parameters of the virtual reality scene, including: S21: Based on the light source information and the structured tourist position, the illumination direction vector is calculated, and the angle between the tourist viewing direction and the illumination direction vector is calculated; specifically, the formula for calculating the illumination direction vector and the angle between the vectors is: ; ;in, This represents the illumination direction vector corresponding to the t-th acquisition timestamp. This represents the structured location of the visitor collected at the t-th collection timestamp. Indicates the position of the light source. This represents the tourist's viewpoint direction in the structured viewpoint direction collected at the t-th collection timestamp. Represents the inverse cosine function. Indicates the tourist's perspective direction With the light direction vector S22: Calculate the distance between the tourist's location and the light source location in the light source information; based on the vector angle, calculate the light intensity of the light source at the tourist's location using the light intensity physical model; specifically, the light intensity physical model is expressed as follows: ;in, Indicates the initial illumination intensity of the light source. Indicates the position of the light source and The Euclidean distance between them This represents the location of the visitor corresponding to the t-th data collection timestamp. The light intensity of the light source at that location, This represents the physical model of light intensity, where the physical model of light intensity is based on the position of the light source. The Euclidean distance and the included angle between the target location and the target location are variables, and the light intensity of the light source at the target location is the output; S23: A global illumination model is used to model the light reflection and refraction process of the light source in the virtual reality scene, generating the radiance of the light source in different illumination directions; specifically, the formula for calculating the radiance of the light source in different illumination directions is: ;in, Indicates the illumination direction at the t-th sampling timestamp. The radiance, with the direction of illumination ranging from 0 to 180 degrees within the normal hemisphere. Indicates the direction of illumination The corresponding unit direction vector, This represents the parameter indicating the concentration of light direction. Indicates the normalized illumination direction The distribution function value, Represents the unit direction vector The corresponding unit vector of the light ray emission direction, Indicates the illumination direction at the t-th sampling timestamp. The reflectance brightness, Indicates the illumination direction at the t-th sampling timestamp. The brightness of the refractive term, This indicates the control weight of the reflection term. Indicates selection S24: Extract the tourist's gaze position from the tourist's perspective direction after the structured processing, and calculate the radiance and color temperature value at the tourist's gaze position based on the radiance of the light source in different lighting directions; S25: Extract the lighting direction vector, the light intensity of the light source at the tourist's position, the radiance in different lighting directions, the radiance and color temperature value at the tourist's gaze position, as lighting change parameters of the virtual reality scene at the acquisition timestamp.

[0011] Further, in step S24, the calculation of the radiance and color temperature value at the tourist's gaze position based on the radiance of the light source in different illumination directions includes: S241: Calculating the illumination direction corresponding to the tourist's gaze position based on the tourist's gaze position, and obtaining the radiance corresponding to the calculated illumination direction based on the global illumination model as the radiance at the tourist's gaze position; S242: Decomposing the radiance at the tourist's gaze position into three luminance components of the RGB color channels, and mapping the three luminance components to the XYZ color space to obtain the XYZ color components at the tourist's gaze position; S243: Calculating the chromaticity coordinates of the XYZ color components in the chromaticity diagram, and converting the chromaticity coordinates into color temperature values ​​to obtain the color temperature value at the tourist's gaze position.

[0012] Further, step S3 involves dynamically smoothing the lighting of the environmental object rendering information using lighting change parameters, including: S31: Smoothing the lighting change parameters of the previous acquisition time stamp based on the lighting change parameters of the previous acquisition time stamp to obtain smoothed lighting change parameters; S32: Extracting the structural features of objects in the environmental object rendering information, and calculating the surface radiance of different object surfaces in the virtual reality environment based on the radiance of different lighting directions, and correcting the surface radiance of the object surface at the viewer's gaze position based on the color temperature value; S33: Decomposing the surface radiance into three-channel luminance components of the RGB color channels; S34: Using the three-channel luminance components of the object surface as the luminance rendering information of the object surface, adding the luminance rendering information of all object surfaces in the virtual reality environment to the environmental object rendering information, and obtaining the dynamically smoothed environmental object rendering information.

[0013] Further, step S4 performs layered rendering scheduling and delayed synthesis processing on the environmental object rendering information after the dynamic lighting smooth adjustment to construct a virtual reality scene image that matches the tourist's position and viewpoint direction in real time. This includes: S41: The scene rendering engine adjusts the light direction of the light source to be consistent with the light direction vector described in step S2. Based on the spatial structure of the virtual reality scene, the structured tourist position, and the tourist's gaze position, and based on the Euclidean distance between the object and the structured tourist position, the object in the virtual reality scene is spatially divided into layers. All objects are divided into near-field, mid-field, and far-field layers. Objects of different spatial layers are added to the real-time rendering queue in the order of near-field, mid-field, and far-field layers. S42: For a set of objects at the same spatial level, prioritize scheduling objects that are closer in Euclidean distance to the visitor's position after structuring or are located within the main view frustum of the visitor's viewing position, and extract the brightness rendering information of the scheduled object surface; S43: Perform tone mapping and gamma correction on the brightness rendering information of the object surface, convert the three-channel brightness components into the color values ​​of the object surface in the RGB color channels, and construct the color image of the object surface; S44: Based on the object structure, stitch together the color images of different object surfaces to obtain the three-dimensional image of the object in the virtual reality scene, and based on the order of near-field layer, mid-field layer, and far-field layer, fuse the three-dimensional images of the object at different spatial levels to obtain a virtual reality scene image that matches the visitor's position and viewpoint in real time.

[0014] The present invention also proposes a virtual reality scene construction visitor service system, which includes a behavior positioning module, a scene management module, a scene rendering engine, and a computing unit.

[0015] Compared with existing technologies, this invention proposes a virtual reality scene construction visitor service system for smart tourism. This technology has the following beneficial effects: First, by introducing an exponentially weighted lighting change parameter smoothing mechanism between adjacent acquisition timestamps, this invention effectively suppresses the problem of sudden changes in lighting caused by small fluctuations in visitor position, viewpoint, or light source parameters, so that the lighting change parameters maintain continuity and stability in the time dimension. Based on this, the present invention combines the structural characteristics of environmental objects with the radiance under different lighting directions to perform refined calculations of the surface radiance of each object in the virtual reality environment. This ensures that the lighting results accurately reflect the physical relationship between the normal direction of the object surface and the incident direction of the light. Simultaneously, a surface radiance correction mechanism based on color temperature is introduced for the viewer's gaze position. This makes the lighting in the viewer's gaze area more closely resemble a realistic visual experience in terms of color distribution and brightness perception, enhancing the immersion and comfort of the scene. By decomposing the corrected surface radiance into three luminance components and uniformly incorporating them into the environmental object rendering information, efficient mapping of lighting calculation results to the rendering data structure is achieved. This provides stable, continuous, and physically consistent lighting input for subsequent layered rendering scheduling and delayed compositing, thereby comprehensively improving the rendering quality and real-time performance of the smart tourism virtual reality scene.

[0016] Meanwhile, this invention achieves efficient, accurate, and immersive presentation of virtual reality scenes by introducing a layered rendering mechanism based on object and visitor positions. On one hand, by dividing objects in the virtual reality scene into near, mid, and far-field spatial layers according to the visitor's position, gaze position, and distance between the object and the visitor, and adding them to the real-time rendering queue in hierarchical order, the rendering overhead of lower-priority objects can be significantly reduced, improving overall rendering efficiency and system real-time performance. On the other hand, within the same layer, objects within the main view frustum or those closer to the viewer are prioritized, concentrating computing resources on the visual attention area, enhancing the display accuracy of the visual attention area, and achieving scene output that dynamically matches the visitor's position and viewpoint, effectively improving the realism, smoothness, and interactive responsiveness of the virtual reality experience. Attached Figure Description

[0017] Figure 1 is a flowchart illustrating a virtual reality scene construction visitor service system for smart tourism according to an embodiment of the present invention; Figure 2 is a schematic diagram illustrating the rendering scheduling queue of objects in a virtual reality scene according to an embodiment of the present invention; Figure 3 is a schematic diagram illustrating the structure of a virtual reality device according to an embodiment of the present invention; Figure 4 is a schematic diagram illustrating the structure of a virtual reality scene construction visitor service system according to an embodiment of the present invention.

[0018] The realization of the objective, functional features and advantages of the present invention will be further explained in conjunction with the embodiments and with reference to the accompanying drawings. Detailed Implementation

[0019] The realization of the objectives, functional characteristics, and advantages of this invention will be further explained in conjunction with the embodiments and with reference to the accompanying drawings. It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.

[0020] This invention provides a virtual reality scene construction and visitor service system for smart tourism. The executing entity of this virtual reality scene construction and visitor service system for smart tourism includes, but is not limited to, at least one of the following electronic devices that can be configured to execute the method provided in this invention: a server, a terminal, etc. In other words, the virtual reality scene construction and visitor service system for smart tourism can be executed by software or hardware installed on a terminal device or a server device, and the software can be a blockchain platform. The server includes, but is not limited to, a single server, a server cluster, a cloud server, or a cloud server cluster.

[0021] Referring to Figures 1 and 2, Embodiment 1 of the present invention is: a virtual reality scene construction tourist service system for smart tourism. The virtual reality scene construction tourist service system includes the following technical steps: S1: Real-time collection of tourist behavior information and virtual reality scene information, and spatiotemporal synchronization and structuring of the tourist behavior information and virtual reality scene information to obtain the structured tourist position, tourist viewpoint direction, light source information in virtual reality scene information and environmental object rendering information as structured information data.

[0022] Real-time collection of tourist behavior information and virtual reality scene information, and spatiotemporal synchronization of the tourist behavior information and virtual reality scene information, including: S11: Establishing a unified coordinate system for the virtual scene, and using the behavior positioning module built into the virtual reality device to collect tourist behavior information in real time, wherein the tourist behavior information includes the tourist's position and the tourist's viewing direction; specifically, the behavior positioning module includes a SLAM positioning device and an inertial measurement unit, using the SLAM positioning device to collect the tourist's spatial position in the virtual reality scene in the world coordinate system in real time as the tourist position, wherein the SLAM positioning device includes a visual sensor, and the inertial measurement unit collects the tourist's acceleration and angular velocity in different axial directions in the virtual reality scene, and then... Image features are matched between images captured by the visual sensor and environmental images of the virtual reality scene to obtain the tourist's trajectory and spatial position in the world coordinate system. An inertial measurement unit (IMU) collects the tourist's acceleration and angular velocity along different axes in the virtual reality scene. An attitude fusion algorithm (such as Kalman filtering) is used to fuse these accelerations and angular velocities to generate a head pose quaternion. It should be noted that the three-dimensional coordinate axes of the virtual reality scene are the three-dimensional coordinate axes in the unified coordinate system of the virtual scene; therefore, the tourist's head pose quaternion describes the rotational contribution of the tourist's head around the three-dimensional coordinate axes in the unified coordinate system of the virtual scene. As an embodiment of the invention, a standard forward view direction vector is predefined. The standard forward-looking direction vector To determine the default viewing direction for visitors when looking directly at the virtual reality device screen, a quaternion rotation formula is used to transform the standard forward viewing direction vector. Rotate to the view of the tourist : ;in, The quaternion representing the head posture of the tourist, Representing head pose quaternions The reverse, To represent quaternion multiplication, it should be noted that... , Representing head pose quaternions The scalar component in the equation is used to represent rotation angle information. Representing head pose quaternions The vector components in, where These represent the rotational contributions of the tourist's head around the three-dimensional coordinate axes in the unified coordinate system of the virtual scene, respectively. As another embodiment of the invention, during quaternion multiplication, the standard forward view direction vector... The first digit is expanded by adding 0, resulting in And remove the first and last characters of the final calculation result to obtain the tourist's viewpoint direction in three-dimensional vector form; For example, the formula for calculating quaternion multiplication is as follows: S12: Real-time acquisition of virtual reality scene information output by the scene rendering engine using the scene management module built into the virtual reality device. This virtual reality scene information includes light source information and environmental object rendering information. Specifically, the light source information includes the position of the light source in the unified coordinate system of the virtual reality scene and the initial light intensity of the light source. The environmental object rendering information includes the position, shape, material, motion state, surface color reflectivity, and light reflection intensity of static and dynamic objects in the unified coordinate system of the virtual reality scene. Static objects are those that remain stationary in the virtual reality scene, and dynamic objects are those that move over time according to a predefined trajectory. S13: Using the global clock in the virtual reality device as a reference, the timestamps of the tourist behavior information and the virtual reality scene information are synchronized to obtain time-synchronized tourist behavior information and virtual reality scene information. S14: Mapping the tourist position in the time-synchronized tourist behavior information to the unified coordinate system of the virtual scene to obtain spatiotemporally synchronized tourist behavior information and virtual reality scene information.

[0023] Specifically, the mapping formula for mapping tourist locations to a unified coordinate system in the virtual scene is as follows: ; ;in, This represents the location of the visitor to be mapped in the world coordinate system. This represents the tourist's position in the unified coordinate system of the mapped virtual scene, where T represents transpose. Represents the coordinate transformation matrix. This represents a 3x3 rotation matrix used to align the device coordinate axes of the virtual reality device with the 3D coordinate axes of the unified coordinate system of the virtual scene. This represents a 3x1 translation vector used to correct the offset between the device's original coordinate system and the origin of the virtual scene's unified coordinate system.

[0024] The S1 step, which involves structuring the spatiotemporally synchronized tourist behavior information and virtual reality scene information, further includes: S15: Extracting the tourist's viewpoint direction and position from the spatiotemporally synchronized tourist behavior information, and generating a line-of-sight ray with the tourist's position as the starting point and the tourist's viewpoint direction as the ray direction; as an embodiment of the present invention, the line-of-sight ray generation process is as follows: S151: Normalizing the tourist's viewpoint direction to obtain a normalized tourist's viewpoint direction; specifically, the tourist's viewpoint direction... The normalization formula is: ;in, Indicates the tourist's perspective direction The corresponding normalized tourist perspective direction, S152: Generate a line-of-sight ray based on the normalized tourist's viewpoint direction, starting from the tourist's position; specifically, the tourist's position... and the perspective of a normalized tourist Corresponding line of sight for: ;in, This represents the line-of-sight extension distance parameter, preset. , The line of sight ray represents the diagonal length of the virtual reality scene. For Starting from, with S16: Using the gaze ray, perform ray intersection operation on the environmental object rendering information in the virtual reality scene information to generate the visitor's gaze position, and add the visitor's gaze position to the visitor's viewpoint direction, and splice it with the visitor's viewpoint direction as the structured viewpoint direction; As an embodiment of the present invention, by extracting the object position and object shape (including the length, width, and height of the object) of static and dynamic objects in the unified coordinate system of the virtual scene from the environmental object rendering information, the object position is the geometric center position of the static and dynamic objects, and constructing the three-dimensional modeling results of static and dynamic objects in the unified coordinate system of the virtual scene based on the object position and object shape, performing ray intersection operation on the three-dimensional modeling results of static and dynamic objects with the gaze ray to obtain the intersection point parameters of different objects (including static and dynamic objects), selecting the smallest intersection point parameter, and using the gaze ray to convert the selected intersection point parameter into the visitor's gaze position: ; ;in, Indicates the tourist's gaze position. This indicates the smallest selected intersection point parameter. Indicating the first in a virtual reality environment The parameters of the intersection points of an object and the line of sight ray, wherein Indicates from Selecting makes The line-of-sight extension distance parameter is used as the intersection point parameter. Indicating the first in a virtual reality environment The 3D modeling result of an object. Represents the line-of-sight ray and the 3D modeling results The set of intersection points, This indicates taking the intersection. Let N represent the empty set, and let N represent the total number of objects in the virtual reality environment. S17: Extract the environmental object rendering information from the spatiotemporally synchronized virtual reality scene information, and record the structural features of the objects in the environmental object rendering information. Concatenate the structural features with the environmental object rendering information to obtain the structured environmental rendering information. Specifically, the structural features of the objects are surface normal information calculated based on the object shape and position, where the surface normal information includes the normal vectors of each surface of the object. S18: Combine the tourist positions with consistent collection timestamps, the structured tourist viewpoint direction, the light source information in the virtual reality scene information, and the structured environmental object rendering information to form the same set of structured information. Set the tourist positions and light source information in the structured information to the structured tourist positions and light source information. S19: Sort all the structured information according to the collection timestamp order to obtain the structured information data.

[0025] It should be noted that this invention, by introducing a gaze ray generation mechanism based on the tourist's position and viewpoint direction, and combining it with the 3D modeling results of objects in the virtual reality scene to perform ray intersection operations, can accurately determine the position of the scene object currently being gazed upon by the tourist at the spatial geometry level. This achieves an effective mapping from viewpoint direction to a specific gaze point, avoiding the ambiguity caused by relying solely on the viewpoint direction vector for coarse-grained judgment, and giving the tourist's viewpoint information clear spatial directionality. Furthermore, by concatenating the gaze position with the tourist's viewpoint direction, enhanced structured tourist viewpoint direction data is formed, effectively improving the expressive power of tourist behavior modeling.

[0026] The time-stamp synchronization of the tourist behavior information and virtual reality scene information in step S13 further includes: S131: calculating the difference between the time-stamps of the tourist behavior information and the virtual reality scene information; S132: if the difference between the time-stamps is lower than a preset time synchronization threshold, then it is determined that the time-stamps of the tourist behavior information and the virtual reality scene information are consistent, and the time-stamp of the tourist behavior information is set to be equal to the time-stamp of the virtual reality scene information, so as to obtain the time-synchronized tourist behavior information and virtual reality scene information; if the difference between the time-stamps is not lower than the preset time synchronization threshold, then proceed to step S133; S133: performing linear interpolation on the tourist behavior information to generate tourist behavior information at the time-stamp of the virtual reality scene information.

[0027] Specifically, the linear interpolation formula is: ;in, This represents the acquisition timestamp obtained through linear interpolation. Corresponding tourist behavior information, Indicates the closest collection timestamp Two sets of tourist behavior information The collection timestamp, where , These are the collection timestamps, in order. Two sets of tourist behavior information were collected.

[0028] It should be noted that by using the collection timestamp of virtual reality scene information as a unified time reference in this invention, calculating the difference in collection timestamps between tourist behavior information and virtual reality scene information, and performing linear interpolation reconstruction on the tourist behavior information when the difference exceeds a preset time synchronization threshold, tourist behavior information corresponding to the virtual reality scene information at the same time point can be obtained, thereby achieving precise alignment between the two in the time dimension. Specifically, since tourist behavior information is usually collected at high frequency by the behavior positioning module, while virtual reality scene information is updated frame by frame by the scene rendering engine, there is a difference in their sampling frequencies. By judging the difference in collection timestamps and performing interpolation reconstruction, the tourist behavior information can strictly correspond to the scene update time, avoiding the problem of view lag or position drift caused by sampling asynchrony. The linear interpolation method generates a smooth transition intermediate state between adjacent tourist behavior information, which can effectively avoid view jumps caused by direct frame dropping or forced alignment. This is conducive to achieving continuous output of lighting changes, view updates, and environment rendering, enhancing the immersiveness of the virtual reality scene, and significantly improving the spatiotemporal consistency, rendering continuity, and overall operational stability of the smart tourism virtual reality tourist service system.

[0029] S2: Based on the structured information data, extract the tourist's position, tourist's viewing direction, and light source information from the virtual reality scene information after structured processing, and calculate the illumination change parameters of the virtual reality scene.

[0030] Extracting the light source information from the structured tourist position, tourist viewing direction, and virtual reality scene information, and calculating the lighting change parameters of the virtual reality scene, including: S21: Calculating the lighting direction vector based on the light source information and the structured tourist position, and calculating the angle between the tourist viewing direction and the lighting direction vector; specifically, the formula for calculating the lighting direction vector and the angle is: ; ;in, This represents the illumination direction vector corresponding to the t-th acquisition timestamp. This represents the structured location of the visitor collected at the t-th collection timestamp. Indicates the position of the light source. This represents the tourist's viewpoint direction in the structured viewpoint direction collected at the t-th collection timestamp. Represents the inverse cosine function. Indicates the tourist's perspective direction With the light direction vector S22: Calculate the distance between the tourist's location and the light source location in the light source information; based on the vector angle, calculate the light intensity of the light source at the tourist's location using the light intensity physical model; specifically, the light intensity physical model is expressed as follows: ;in, Indicates the initial illumination intensity of the light source. Indicates the position of the light source and The Euclidean distance between them This represents the location of the visitor corresponding to the t-th data collection timestamp. The light intensity of the light source at that location, This represents the physical model of light intensity, where the physical model of light intensity is based on the position of the light source. The Euclidean distance and the angle between the light source and the target location are variables, and the light intensity of the light source at the target location is the output. As an embodiment of the invention, based on the structured information of the tourist's location and the light source's location, a calculation mechanism is introduced to calculate the angle between the light direction vector and the tourist's viewing direction, thus refining the modeling of light intensity. Specifically, by normalizing the light direction vector pointing from the light source to the tourist's location and calculating its angle with the tourist's current viewing direction, the light intensity at the tourist's location not only reflects the spatial attenuation characteristics from the light source to the tourist's location but also depicts the relative relationship between the tourist's viewing angle and the incident light direction, thereby accurately describing the effective light contribution perceived subjectively by the tourist. Furthermore, by combining a physical model of light intensity based on the inverse square law, the angle between the light direction vector and the spatial distance are uniformly incorporated into the light intensity calculation process. This avoids the problems of sudden changes in lighting, brightness distortion, or visual inconsistencies caused by ignoring the viewing direction in traditional virtual scenes, thereby providing a stable, continuous, and physically consistent light intensity input, effectively enhancing the realism and immersive experience of lighting in smart tourism virtual reality scenes.

[0031] S23: A global illumination model is used to model the light reflection and refraction process of the light source in the virtual reality scene, generating the radiance of the light source in different illumination directions; specifically, the formula for calculating the radiance of the light source in different illumination directions is: ; ; ;in, Indicates the illumination direction at the t-th sampling timestamp. The radiance, with the direction of illumination ranging from 0 to 180 degrees within the normal hemisphere. Indicates the direction of illumination The corresponding unit direction vector, This represents the parameter indicating the concentration of light direction. The larger the value, the more concentrated the light beam is at the visitor's location. It is 1.2. Indicates the normalized illumination direction The distribution function value, since the integral of Lambertian illumination in the hemispherical direction is naturally equal to... ,based on right Normalization is necessary to ensure that the total energy of the light source does not change with directional distribution. Represents the unit direction vector The corresponding unit vector of the light ray emission direction, Indicates the illumination direction at the t-th sampling timestamp. The reflectance brightness, Indicates the illumination direction at the t-th sampling timestamp. The brightness of the refractive term, Indicates the control weight of the reflection term, set It is 0.6. Indicates selection The maximum value in; Indicates diffuse reflection weight, Indicates the weight of specular reflection. This indicates that at the t-th sampling timestamp, the light source is along the illumination direction. The normal vector of the first object surface that the ray reaches after it is emitted. This indicates that at the t-th sampling timestamp, the light source is along the illumination direction. The refractive index of the first object to which the light reaches after it is emitted, where the refractive index is obtained based on the object's material; optionally, set It is 0.8. The value is 0.2; optionally, based on the position of the light source in the virtual reality scene and the position of the illuminated point in the illumination direction, the spatial difference vector between the two is calculated, and the spatial difference vector is normalized to obtain the corresponding unit direction vector; it should be noted that the global illumination-based radiance modeling method of the present invention combines the reflection and refraction phenomena of light on the object surface to construct a global illumination model, and incorporates the reflection and refraction behavior of the light source in the virtual reality scene into a direction-related energy calculation framework. By continuously modeling the illumination direction within the normal hemisphere, the radiance of the light source in different illumination directions is effectively characterized. Specifically, the present invention introduces a method based on... Using the core illumination direction distribution function, while ensuring the conservation of total radiant energy of the light source, the beam concentration is controllably adjusted, allowing the illumination effect to be dynamically enhanced or weakened according to the visitor's position, thereby improving the immersion and realism of the scene; by modeling the reflection and refraction terms separately as... and By combining the surface normal vector of the object with the refractive index of the material, the lighting results can realistically reflect the specular reflection, diffuse reflection and energy transmission characteristics of different material surfaces. The weighted fusion mechanism of reflection weight and refraction weight gives the global lighting model good stability and adjustability in engineering implementation. It avoids the high computational load caused by complex path tracing and significantly improves the physical rationality and visual consistency of lighting changes in virtual tourism scenes. It is suitable for real-time rendering and large-scale scene deployment.

[0032] S24: Extract the tourist's gaze position from the structured viewpoint direction, and calculate the radiance and color temperature value at the tourist's gaze position based on the radiance of the light source in different lighting directions; S25: Extract the lighting direction vector, the light intensity of the light source at the tourist's position, the radiance in different lighting directions, the radiance and color temperature value at the tourist's gaze position, as lighting change parameters of the virtual reality scene at the acquisition timestamp.

[0033] S24, which calculates the radiance and color temperature value at the tourist's gaze position based on the radiance of the light source in different illumination directions, further includes: S241: Calculating the illumination direction corresponding to the tourist's gaze position based on the tourist's gaze position, and obtaining the radiance corresponding to the calculated illumination direction based on a global illumination model, as the radiance at the tourist's gaze position; specifically, the illumination direction corresponding to the tourist's gaze position is: ,in, This represents the tourist's gaze position at the t-th sampling timestamp; S242: The radiance at the tourist's gaze position is decomposed into three-channel luminance components of the RGB color channels, and the three-channel luminance components are mapped to the XYZ color space to obtain the XYZ color components at the tourist's gaze position; As an embodiment of the present invention, the process of decomposing the radiance at the tourist's gaze position into three-channel luminance components of the RGB color channels is as follows: Obtain the surface color reflectance of the object at the tourist's gaze position, wherein the surface color reflectance of the object sequentially includes the surface color reflectance of the three RGB color channels respectively. , to increase surface color reflectivity The radiance at the tourist's gaze position is multiplied sequentially to obtain the luminance components of the tourist's gaze position in the three RGB color channels, which are then used as the three-channel luminance components; S243: The chromaticity coordinates of the XYZ color components in the chromaticity diagram are calculated, and the chromaticity coordinates are converted into color temperature values ​​to obtain the color temperature value at the tourist's gaze position.

[0034] Specifically, the chromaticity diagram is the CIE 1931 chromaticity diagram, and the conversion formula for the chromaticity coordinates is: ,in For chromaticity coordinates, These are the XYZ color components of the three channels, respectively. Optionally, the chromaticity coordinates can be... The empirical formula for converting color temperature values ​​is: Where C represents the color temperature value.

[0035] S3: Based on the lighting change parameters and the environmental object rendering information in the structured information data, dynamically adjust the lighting smoothing of the environmental object rendering information using the lighting change parameters to generate dynamically adjusted environmental object rendering information.

[0036] Dynamic lighting smoothing adjustment of environmental object rendering information using lighting change parameters includes: S31: Smoothing the lighting change parameters of the previous acquisition time stamp based on the lighting change parameters of the previous acquisition time stamp to obtain smoothed lighting change parameters; specifically, the smoothing formula is: ;in, This represents the smoothed illumination variation parameter after the (t-1)th acquisition timestamp. This represents the illumination change parameter calculated in step S2 at the t-th acquisition time stamp. Indicates the smoothing coefficient. This represents the smoothed illumination change parameter at the t-th acquisition timestamp, and is set as follows: S32: Extract the structural features of objects from the environmental object rendering information, and calculate the surface radiance of different object surfaces in the virtual reality environment based on the radiance of different lighting directions. Correct the surface radiance of the object surface at the viewer's gaze position based on the color temperature value. As an embodiment of the present invention, the formula for calculating the surface radiance of the object surface is: ;in, This represents the surface radiance of the object at the t-th data acquisition time stamp. This represents the illumination direction of the object relative to the position of the light source at the t-th acquisition time stamp. This represents the normal vector of the object surface obtained based on structural features; the surface radiance correction formula based on color temperature value is: ;in, Indicates the correction factor, set It is 0.2. Indicates the wavelength of the light emitted by the light source. This represents an exponential function with the natural constant as its base. Denotes Planck's constant. Represents the speed of light. Represents Boltzmann's constant. This represents the color temperature value at the tourist's gaze position at the t-th data collection time after smoothing. Let represent the surface radiance of the object at the tourist's gaze position at the t-th data collection timestamp. Indicates surface radiance The correction result; S33: The surface radiance is split into three-channel luminance components of RGB color channels; Specifically, the splitting process of the three-channel luminance components is as described in step S242; S34: The three-channel luminance components of the object surface are used as the luminance rendering information of the object surface, and the luminance rendering information of all object surfaces in the virtual reality environment is added to the environment object rendering information to obtain the environment object rendering information after dynamic lighting smoothing adjustment.

[0037] S4: Based on the tourist's current location and viewpoint direction, perform layered rendering scheduling and delayed synthesis processing on the environmental object rendering information after dynamic lighting smooth adjustment to construct a virtual reality scene image that matches the tourist's location and viewpoint direction in real time, and output the virtual reality scene image to the virtual reality device worn by the tourist for display.

[0038] The rendering information of environmental objects after dynamic lighting smoothing is processed by layered rendering scheduling and delayed synthesis to construct a virtual reality scene image that matches the tourist's position and viewpoint direction in real time. This includes: S41: The scene rendering engine adjusts the light direction of the light source to be consistent with the light direction vector described in step S2. Based on the spatial structure of the virtual reality scene, the structured tourist position, and the tourist's gaze position, and based on the Euclidean distance between objects and the structured tourist position, the objects in the virtual reality scene are spatially divided into near-field, mid-field, and far-field layers. Objects of different spatial layers are added to the real-time rendering queue in the order of near-field, mid-field, and far-field layers. S42: For a set of objects of the same spatial layer, priority is given to scheduling the viewpoint that is closer to the structured tourist position by Euclidean distance or located at the tourist's gaze position. The objects within the cone are processed, and the brightness rendering information of the scheduled object surfaces is extracted. Referring to the rendering scheduling queue diagram of objects in the virtual reality scene shown in Figure 2, where the area enclosed by the dashed line is the main view frustum area, the rendering order of the brightness rendering information of the object surfaces in queues 1 to 7 as shown in the figure is generated according to the real-time rendering queue adjustment method in steps S41 to S42. S43: The brightness rendering information of the object surfaces is processed by tone mapping and gamma correction, and the three-channel brightness components are converted into the color values ​​of the object surface in the RGB color channels to construct the color image of the object surface. S44: The color images of different object surfaces are stitched together based on the object structure to obtain the three-dimensional image of the object in the virtual reality scene. Based on the order of the near layer, mid-range layer, and far layer, the three-dimensional images of the object at different spatial levels are fused to obtain a virtual reality scene image that matches the visitor's position and viewpoint in real time.

[0039] Example 2: A virtual reality scene construction visitor service system, which is built into the virtual reality device worn by the visitor. Referring to the schematic diagram of the virtual reality device structure shown in Figure 3 and the schematic diagram of the virtual reality scene construction visitor service system structure shown in Figure 4, the virtual reality scene construction visitor service system 100 includes a behavior positioning module 101, a scene management module 102, a scene rendering engine 103, and a computing unit 104: the behavior positioning module 101 is used to collect visitor behavior information in real time; the scene management module 102 is used to collect virtual reality scene information output by the scene rendering engine 103 in real time; the computing unit 104 is used to analyze visitor behavior... To perform spatiotemporal synchronization and structured processing of information and virtual reality scene information, the illumination change parameters of the virtual reality scene are calculated. The illumination change parameters are used to dynamically smooth the rendering information of environmental objects, generating dynamically smoothed environmental object rendering information. The dynamically smoothed environmental object rendering information is then sent to the scene rendering engine 103. The scene rendering engine 103 is used to perform layered rendering scheduling and delayed synthesis processing on the dynamically smoothed environmental object rendering information to construct a virtual reality scene image that matches the visitor's position and viewpoint direction in real time. The virtual reality scene image is then output to the virtual reality device worn by the visitor for display.

[0040] It should be understood that the embodiments described are for illustrative purposes only and are not limited to this structure in terms of the scope of the patent invention.

[0041] It should be noted that the sequence numbers of the above embodiments of the present invention are merely for descriptive purposes and do not represent the superiority or inferiority of the embodiments. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, apparatus, article, or method that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, apparatus, article, or method. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, apparatus, article, or method that includes that element.

[0042] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) as described above, and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of the present invention.

[0043] The above are merely preferred embodiments of the present invention and do not limit the scope of the patent. Any equivalent structural or procedural transformations made based on the description and drawings of the present invention, or direct or indirect applications in other related technical fields, are similarly included within the scope of patent protection of the present invention.

Claims

1. A virtual reality scene construction visitor service system for smart tourism, characterized in that, The virtual reality scene construction visitor service system includes the following technical steps: S1: Real-time collection of visitor behavior information and virtual reality scene information, and spatiotemporal synchronization and structuring of the visitor behavior information and virtual reality scene information to obtain the structured visitor position, visitor viewpoint direction, light source information in virtual reality scene information and environmental object rendering information as structured information data. S2: Based on the structured information data, extract the tourist position, tourist viewing direction and light source information in the virtual reality scene information after structured processing, and calculate the lighting change parameters of the virtual reality scene; S3: Based on the lighting change parameters and the environmental object rendering information in the structured information data, use the lighting change parameters to dynamically smooth the lighting of the environmental object rendering information, and generate the environmental object rendering information after dynamic lighting smoothing. S4: Based on the tourist's current location and viewpoint direction, perform layered rendering scheduling and delayed synthesis processing on the environmental object rendering information after dynamic lighting smooth adjustment to construct a virtual reality scene image that matches the tourist's location and viewpoint direction in real time, and output the virtual reality scene image to the virtual reality device worn by the tourist for display.

2. A virtual reality scene construction visitor service system for smart tourism as described in claim 1, characterized in that, Step S1 involves real-time collection of tourist behavior information and virtual reality scene information, followed by spatiotemporal synchronization of these two pieces of information. This includes: S11: Establishing a unified coordinate system for the virtual scene and using the built-in behavior positioning module in the virtual reality device to collect tourist behavior information in real time, including the tourist's position and viewing direction; S12: Using the built-in scene management module in the virtual reality device to collect virtual reality scene information output by the scene rendering engine in real time, including light source information and environmental object rendering information; S13: Using the global clock in the virtual reality device as a reference, synchronizing the collected timestamps of the tourist behavior information and virtual reality scene information to obtain time-synchronized tourist behavior information and virtual reality scene information; S14: Mapping the tourist position in the time-synchronized tourist behavior information to the unified coordinate system of the virtual scene to obtain spatiotemporally synchronized tourist behavior information and virtual reality scene information.

3. A virtual reality scene construction visitor service system for smart tourism as described in claim 2, characterized in that, The S1 step, which involves structuring the spatiotemporally synchronized visitor behavior information and virtual reality scene information, further includes: S15: Extracting the visitor's viewpoint direction and position from the spatiotemporally synchronized visitor behavior information, and generating a gaze ray with the visitor's position as the starting point and the visitor's viewpoint direction as the ray direction; S16: Performing a ray intersection operation on the environmental object rendering information in the virtual reality scene information using the gaze ray to generate the visitor's gaze position, and adding the visitor's gaze position to the visitor's viewpoint direction, and splicing it with the visitor's viewpoint direction to obtain the structured visitor's viewpoint direction; S17: Extracting the spatiotemporally synchronized visitor behavior information and virtual reality scene information... S18: The environmental object rendering information in the virtual reality scene information is collected, and the structural features of the objects in the environmental object rendering information are recorded. The structural features are then concatenated with the environmental object rendering information to form the structured environmental rendering information. S19: The tourist position with the same collection timestamp, the structured tourist view direction, the light source information in the virtual reality scene information, and the structured environmental object rendering information are combined to form the same set of structured information. The tourist position and light source information in the structured information are set as the structured tourist position and light source information. S10: All structured information is sorted according to the collection timestamp order to form structured information data.

4. A virtual reality scene construction visitor service system for smart tourism as described in claim 2, characterized in that, The time-stamp synchronization of the tourist behavior information and virtual reality scene information in step S13 further includes: S131: calculating the difference between the time-stamps of the tourist behavior information and the virtual reality scene information; S132: if the difference between the time-stamps is lower than a preset time synchronization threshold, then it is determined that the time-stamps of the tourist behavior information and the virtual reality scene information are consistent, and the time-stamp of the tourist behavior information is set to be equal to the time-stamp of the virtual reality scene information, so as to obtain the time-synchronized tourist behavior information and virtual reality scene information; if the difference between the time-stamps is not lower than the preset time synchronization threshold, then proceed to step S133; S133: performing linear interpolation on the tourist behavior information to generate tourist behavior information at the time-stamp of the virtual reality scene information.

5. A virtual reality scene construction visitor service system for smart tourism as described in claim 1, characterized in that, Step S2 extracts the structured tourist position, tourist viewing direction, and light source information from the virtual reality scene information, and calculates the illumination change parameters of the virtual reality scene, including: S21: Calculate the illumination direction vector based on the light source information and the structured tourist position, and calculate the vector angle between the tourist viewing direction and the illumination direction vector; S22: Calculate the distance between the tourist position and the light source position in the light source information, and calculate the illumination intensity of the light source at the tourist position using the illumination intensity physical model based on the vector angle; S23: Model the light reflection and refraction process of the light source in the virtual reality scene using a global illumination model, and generate the radiance of the light source in different illumination directions; S24: Extract the tourist's gaze position from the structured tourist viewing direction, and calculate the radiance and color temperature value at the tourist's gaze position based on the radiance of the light source in different illumination directions; S25: Extract the illumination direction vector, the illumination intensity of the light source at the tourist position, the radiance in different illumination directions, the radiance and color temperature value at the tourist's gaze position, as illumination change parameters of the virtual reality scene at the acquisition timestamp.

6. A virtual reality scene construction visitor service system for smart tourism as described in claim 5, characterized in that, S24, which calculates the radiance and color temperature value at the tourist's gaze position based on the radiance of the light source in different illumination directions, further includes: S241: Calculating the illumination direction corresponding to the tourist's gaze position based on the tourist's gaze position, and obtaining the radiance corresponding to the calculated illumination direction based on a global illumination model, as the radiance at the tourist's gaze position; S242: Decomposing the radiance at the tourist's gaze position into three luminance components of the RGB color channels, and mapping the three luminance components to the XYZ color space to obtain the XYZ color components at the tourist's gaze position; S243: Calculating the chromaticity coordinates of the XYZ color components in the chromaticity diagram, and converting the chromaticity coordinates into color temperature values ​​to obtain the color temperature value at the tourist's gaze position.

7. A virtual reality scene construction visitor service system for smart tourism as described in claim 1, characterized in that, Step S3 involves dynamically smoothing the lighting of the rendered environment objects using lighting change parameters, including: S31: Smoothing the lighting change parameters of the previous acquisition time stamp based on the lighting change parameters of the previous acquisition time stamp to obtain smoothed lighting change parameters; S32: Extracting the structural features of objects in the rendered environment objects and calculating the surface radiance of different object surfaces in the virtual reality environment based on the radiance of different lighting directions, and correcting the surface radiance of the object surface at the viewer's gaze position based on the color temperature value; S33: Decomposing the surface radiance into three-channel luminance components of the RGB color channels; S34: Using the three-channel luminance components of the object surface as the luminance rendering information of the object surface, adding the luminance rendering information of all object surfaces in the virtual reality environment to the rendered environment objects to obtain the rendered environment objects after dynamic lighting smoothing.

8. A virtual reality scene construction visitor service system for smart tourism as described in claim 7, characterized in that, Step S4 performs layered rendering scheduling and delayed compositing on the environmental object rendering information after dynamic lighting smoothing adjustment to construct a virtual reality scene image that matches the tourist's position and viewpoint direction in real time. This includes: S41: The scene rendering engine adjusts the light source's lighting direction to match the lighting direction vector described in step S2. Based on the spatial structure of the virtual reality scene, the structured tourist position, and the tourist's gaze position, and based on the Euclidean distance between objects and the structured tourist position, it performs spatial layering of objects in the virtual reality scene, dividing all objects into near-field, mid-field, and far-field layers. Objects at different spatial layers are added to the real-time rendering queue in the order of near-field, mid-field, and far-field layers. 2: For a set of objects at the same spatial level, prioritize scheduling objects that are closer in Euclidean distance to the visitor's position after structuring or are located within the main view frustum of the visitor's viewing position, and extract the brightness rendering information of the scheduled object surface; S43: Perform tone mapping and gamma correction processing on the brightness rendering information of the object surface, convert the three-channel brightness components into the color values ​​of the object surface in the RGB color channels, and construct the color image of the object surface; S44: Based on the object structure, stitch together the color images of different object surfaces to obtain the three-dimensional image of the object in the virtual reality scene, and based on the order of near-field layer, mid-field layer, and far-field layer, fuse the three-dimensional images of the object at different spatial levels to obtain a virtual reality scene image that matches the visitor's position and viewpoint in real time.

9. A virtual reality scene construction visitor service system, characterized in that, The virtual reality scene construction visitor service system includes a behavior positioning module, a scene management module, a scene rendering engine, and a computing unit to implement the technical steps of a virtual reality scene construction visitor service system for smart tourism as described in any one of claims 1-8.