Day and night alternation lighting method and system for VR large space open world
By generating and storing daytime and nighttime lighting data for static and dynamic objects in a VR open world during the offline phase, and performing interpolation operations during the runtime phase, the problem of visual continuity and computational performance of day-night alternation lighting effects in VR open world scenes is solved, achieving efficient lighting data loading and smooth transition.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- UNIVERSE CONJECTURE (BEIJING) TECHNOLOGY CO LTD
- Filing Date
- 2026-02-06
- Publication Date
- 2026-06-05
AI Technical Summary
In VR open-world scenarios with large spaces, existing technologies struggle to significantly reduce runtime computational overhead and support day-night alternation lighting effects for large-scale dynamic scene loading while ensuring visual continuity, leading to stuttering and loading delays.
In the offline phase, two sets of lighting data are generated and stored separately for static and dynamic objects, one for daytime and one for nighttime, according to spatial regions. A hierarchical bounding volume index is constructed using spherical harmonic function encoding and tetrahedral mesh topology, supporting on-demand streaming loading at runtime. In the runtime phase, lighting data is dynamically loaded according to virtual time and spatial location, and linear interpolation is performed to generate transitional lighting results for static and dynamic objects.
It effectively reduces GPU load, avoids stuttering and loading delays, achieves a smooth transition between day and night lighting, and enhances the immersion and smoothness of VR large-space open world scenes.
Smart Images

Figure CN122156544A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of virtual reality technology, and in particular to a method and system for implementing day-night alternation lighting in a VR open world with large open spaces. Background Technology
[0002] In large-scale open-world virtual reality (VR) scenarios, dynamic lighting effects that alternate between day and night are often required to enhance immersion. Existing technologies typically rely on the dynamic adjustment of real-time lighting parameters to simulate day-night changes, such as modifying sunlight intensity, color temperature, and shadow parameters in real time to achieve environmental transitions between light and dark. However, such solutions face significant performance bottlenecks in large-scale VR scenarios: on the one hand, real-time lighting calculations involve complex global illumination solutions, consuming enormous GPU computing power and making it difficult to balance high frame rates and high-quality images with limited hardware resources; on the other hand, the scale of open-world scenes is so large that it is impossible to load all lighting data into memory at once, and traditional lighting solutions lack a mechanism for efficiently organizing and streaming lighting data by spatial region, leading to stuttering, lighting breaks, or loading delays during day-night transitions, severely impacting the user experience. Therefore, there is an urgent need for a method to achieve day-night alternation lighting that can significantly reduce runtime computational overhead and support dynamic loading of large-scale scenes while ensuring visual continuity. Summary of the Invention
[0003] In view of this, the present invention proposes a method and system for implementing day-night alternating lighting in VR large-space open worlds, which can achieve a day-night alternating lighting effect that balances high performance and visual continuity. The present invention provides the following technical solution: A method for implementing day-night alternation lighting in VR large-space open worlds includes: During the offline phase, two sets of illumination data are generated and stored for static and dynamic objects in the space, corresponding to daytime and nighttime periods respectively. The illumination data is stored according to spatial regions. During the runtime phase, the illumination data for the daytime and nighttime periods of the corresponding spatial region are dynamically loaded based on the current virtual time and the spatial location that needs to be rendered. Interpolation is performed on the dynamically loaded lighting data based on the current virtual time to generate transition lighting results for static and dynamic objects, thereby achieving a continuous and smooth transition between day and night lighting.
[0004] Optionally, in the offline phase, generating and storing two sets of illumination data corresponding to daytime and nighttime periods for static and dynamic objects in space, respectively, includes: The illumination probes during daytime and nighttime periods are encoded using spherical harmonic functions to generate corresponding spherical harmonic coefficient sequences; Based on the spatial distribution of the illumination probe, a tetrahedral mesh topology is constructed, and a hierarchical bounding volume index is established to accelerate spatial location queries. The hierarchical bounding volume index is used to quickly locate the tetrahedral cell to which the target location belongs during runtime. The spherical harmonic coefficient sequence, tetrahedral mesh topology, and hierarchical bounding volume index are divided according to spatial regions and bound to scene data of the corresponding spatial regions for storage, so as to support on-demand streaming loading at runtime.
[0005] Optionally, during the runtime phase, dynamically loading the illumination data for the corresponding spatial region during the day and night periods, based on the current virtual time and the spatial location to be rendered, includes: Map the current virtual time to the moment in the preset day-night cycle; Determine the spatial region to which the current spatial location to be rendered belongs based on its coordinates in 3D space. Load the illumination data for the daytime and nighttime periods corresponding to the spatial region.
[0006] Optionally, the step of performing interpolation operations on the dynamically loaded lighting data based on the current virtual time to generate transition lighting results for static and dynamic objects respectively includes: For static objects, the lighting data during the day and night periods are passed to the shader program of the graphics processor. Linear interpolation is performed on the lighting data according to the current virtual time to generate the transition lighting results for the static objects. For dynamic objects, linear interpolation is performed on the spherical harmonic coefficient sequences of the daytime and nighttime periods according to the current virtual time to obtain the spherical harmonic coefficients at the target time. By combining the position of the dynamic object in three-dimensional space, spatial interpolation is performed using a tetrahedral mesh topology to calculate the final lighting information of the dynamic object.
[0007] Optionally, before performing linear interpolation on the illumination data according to the current virtual time, the method further includes: The system uses a preset macro to determine whether the material of the current object is configured to participate in the day-night transition. For materials configured not to participate in day-night transitions, the linear interpolation calculation is skipped, and the corresponding lighting data is used directly for rendering; For materials configured to participate in day-night transitions, the linear interpolation is performed to generate transition lighting results.
[0008] Optionally, the lighting data may also include rendered textures for daytime and nighttime periods for specific objects with reflective properties; Linear interpolation is performed on the rendered texture based on the current virtual time to generate the reflected lighting result of the special object at the target time.
[0009] This invention further discloses a day-night alternation lighting system for VR large-space open worlds, comprising: The offline data generation module is used to generate and store two sets of illumination data corresponding to daytime and nighttime periods for static and dynamic objects in space, respectively. The illumination data is stored according to spatial regions. The runtime scheduling module is used to dynamically load the illumination data of the corresponding spatial region during the daytime and nighttime periods based on the current virtual time and the spatial location that needs to be rendered. The interpolation calculation module is used to perform interpolation operations on dynamically loaded lighting data based on the current virtual time, and generate transition lighting results for static and dynamic objects respectively, so as to achieve a continuous and smooth transition of day and night lighting.
[0010] The present invention further discloses a computer-readable storage medium storing a computer program that, when executed by a processor, implements the above-described method.
[0011] The present invention further discloses an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that the processor implements the above-described method when executing the program.
[0012] The present invention further discloses a computer program product, including a computer program that implements the above-described method when executed by a processor.
[0013] According to the technical solution of the present invention, by generating and storing two sets of lighting data for day and night respectively for static and dynamic objects in the offline stage, and dividing them into spatial regions, the complex real-time calculation of global illumination during runtime is effectively avoided, significantly reducing the GPU load of VR devices. In the runtime stage, based on the current virtual time and the spatial location to be rendered, the two sets of lighting data for the corresponding spatial region are dynamically loaded, so that the loading of lighting resources matches the streaming loading mechanism of open-world scenes, avoiding stuttering and loading delays caused by large amounts of data. Furthermore, linear interpolation is performed on the two sets of lighting data loaded according to the current virtual time to generate transition lighting results for static and dynamic objects respectively, realizing a continuous and smooth transition of light intensity, color temperature and shadow direction during the day-night cycle, without relying on high-overhead real-time lighting solutions. Attached Figure Description
[0014] For illustrative purposes and not limiting, the present invention will now be described in conjunction with embodiments and accompanying drawings, wherein: Figure 1This is a flowchart illustrating the day-night alternation lighting method for VR large-space open worlds in an embodiment of the present invention; Figure 2 This is a schematic diagram of the components of the day-night alternation lighting system for VR large-space open worlds in an embodiment of the present invention; Figure 3 This is a schematic diagram of the composition structure of the electronic device in an embodiment of the present invention. Detailed Implementation
[0015] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present application.
[0016] It should be noted that, where there is no conflict, the embodiments and features of the embodiments in this application can be combined with each other. The embodiments of this application will be described in detail below with reference to the accompanying drawings.
[0017] refer to Figure 1 This embodiment discloses a method for implementing day-night alternation lighting in a VR large-space open world, including the following steps: S100: In the offline stage, two sets of illumination data corresponding to daytime and nighttime periods are generated and stored for static and dynamic objects in the space, respectively. The illumination data is stored according to spatial regions.
[0018] In practice, the entire open-world scene is first divided into multiple regional units according to spatial coordinates, with each regional unit corresponding to an independent scene data storage unit. For static objects, a lightmap baking technique is used. Under daytime lighting conditions, global illumination calculations are performed on the surface of the static geometry to generate the first set of lightmaps. Subsequently, under nighttime lighting conditions, the same geometry is baked again to generate the second set of lightmaps. Both sets of lightmaps are associated with the UV mapping information of the static objects and are bound to the scene data of the corresponding regions according to their spatial regions.
[0019] For dynamic objects, a lighting probe array is deployed in the scene to sample indirect lighting information at each location. During the daytime, the lighting information captured by each lighting probe is encoded using a spherical harmonic function to generate a spherical harmonic coefficient stream data sequence representing the daytime lighting state. During the nighttime, the probe positions are kept unchanged, and the data is resampled and encoded to generate another set of spherical harmonic coefficient stream data sequences representing the nighttime lighting state.
[0020] In practice, spherical harmonic functions are used to encode the radiance environment captured by the illumination probe.
[0021] The basis function expressions for spherical harmonic functions are shown in Table 1, where... l θ is the order, representing the overall complexity of the function, and the number of lobes in the θ direction. m Let be the magnetic quantum number, representing the function around . z The frequency of the axis change determines the dependence of the azimuth angle φ. x, y, z The coordinates of the direction vector represent the coordinate components of the direction vector upon which the definition of the spherical harmonic function depends. They are related to the angle through x=sinθcosφ, y=sinθsinφ, z=cosθ. The magnitude of the position vector: Table 1. Basis function expressions for spherical harmonic functions The formula for calculating the spherical harmonic coefficients CiCi is: ,in: The direction of the sampling points on the Cubemap; N The number of samples on the cube map; This refers to the illumination information at the sampling point; These are basis functions of spherical harmonics; These are the calculated spherical harmonic coefficients.
[0022] This calculation process compresses and encodes the ambient lighting information collected by the light probe into a spherical harmonic coefficient sequence, significantly reducing storage overhead while preserving key lighting features.
[0023] Based on the distribution of all illumination probes in three-dimensional space, a tetrahedralization algorithm is called to construct a tetrahedral mesh topology to support spatial interpolation queries at runtime. At the same time, in order to accelerate the efficiency of dynamic objects finding their own tetrahedral elements at any position, a hierarchical bounding volume index structure is established. This index can quickly locate the tetrahedral element to which the target position belongs based on spatial coordinates.
[0024] Finally, the two sets of spherical harmonic coefficient sequences for daytime and nighttime, the tetrahedral mesh topology, and the hierarchical bounding volume index are divided according to the spatial regions they cover, and then bound and stored with the scene data of the corresponding regions, thereby supporting on-demand streaming loading at runtime. This offline processing mechanism ensures that the organization of lighting data is strictly consistent with the spatial partitioning strategy of the open world, laying the foundation for efficient runtime scheduling in the future, while avoiding the need for real-time calculation of complex global illumination during the runtime phase.
[0025] In addition, while generating static object lighting maps and dynamic object spherical harmonic coefficient sequences offline, for special objects with reflective properties in the scene, their reflection environment is captured during daytime and nighttime periods respectively, generating two sets of corresponding rendering textures. These two sets of rendering textures are divided according to the spatial region where the special object is located and are bound and stored with the scene data of the corresponding region. S200: During the runtime phase, based on the current virtual time and the spatial location that needs to be rendered, the illumination data for the daytime and nighttime periods of the corresponding spatial region are dynamically loaded.
[0026] During the runtime phase, the current virtual time is first obtained, which represents the specific moment within a preset day-night cycle (such as 24-hour format) in the open world; at the same time, the spatial location to be rendered is determined, which is determined by the user's viewpoint coordinates or the character's location in the VR scene.
[0027] Based on the 3D coordinates of this spatial location, its corresponding spatial region identifier is matched. This identifier corresponds to the lighting data region partitioned and stored during the offline phase. Subsequently, according to this spatial region identifier, two sets of lighting data for the corresponding region during the daytime and nighttime periods are synchronously loaded from the storage medium. This includes two sets of lightmaps for static objects, two sets of spherical harmonic coefficient sequences for dynamic objects, tetrahedral mesh topology, and hierarchical bounding volume indexes. Since the lighting data is stored bound to scene data according to spatial regions, this loading process can be synchronized with the streaming loading of scene geometry, textures, and other resources. This ensures that only the necessary lighting resources for the currently visible range and adjacent areas are loaded, avoiding memory overflow and loading stuttering caused by loading the entire scene data at once.
[0028] By using virtual time and spatial location as dual driving conditions, the system achieves precise matching of lighting data loading with day and night status and user spatial location, providing complete data input for subsequent interpolation operations based on virtual time, while ensuring the smoothness and seamless switching of day and night in VR large-space open world scenes.
[0029] S300: Perform interpolation operation on the dynamically loaded lighting data according to the current virtual time to generate transition lighting results for static and dynamic objects respectively, so as to achieve a continuous and smooth transition of day and night lighting.
[0030] After loading the illumination data for the corresponding spatial region during the runtime phase, linear interpolation is performed on the loaded daytime and nighttime illumination data according to the current virtual time to generate transitional illumination results for static and dynamic objects, thereby achieving a continuous and smooth transition between day and night illumination.
[0031] Specifically, for static objects, two sets of light maps for daytime and nighttime are passed as texture resources to the shader program of the graphics processor. The shader performs linear interpolation on the two sets of light maps according to the current virtual time position in the preset day-night cycle to generate the transition lighting result of the static object surface at the target time. This process is executed in parallel on the GPU, avoiding frequent data exchange between the CPU and the GPU.
[0032] For dynamic objects, linear interpolation is first performed on two sets of spherical harmonic coefficient sequences for day and night based on the current virtual time to obtain the spherical harmonic coefficients corresponding to the target time. Then, combined with the current position of the dynamic object in 3D space, spatial interpolation is performed using the tetrahedral mesh topology constructed in the offline stage. Specifically, the tetrahedral cell to which the position belongs is quickly located using the hierarchical bounding volume index, and the barycentric coordinates are interpolated based on the spherical harmonic coefficients at the four vertices of the tetrahedron. Finally, the complete lighting information at that position is calculated. To balance compatibility and performance, the shader program uses a preset macro to determine whether the current material is configured to participate in the day-night transition before performing linear interpolation. For materials that do not participate in the transition, the corresponding lighting data is directly used for rendering, skipping the interpolation step to avoid unnecessary computational overhead. In addition, during the interpolation operation, linear interpolation is performed on the rendered textures of the daytime and nighttime periods based on the current virtual time to generate the reflected lighting results of special object surfaces at the target time. This allows the environmental mapping of reflective surfaces such as windows and mirrors to smoothly transition synchronously with the day-night cycle, thereby achieving visual consistency of lighting for three types of objects—static objects, dynamic objects, and special reflective objects—during the day-night cycle.
[0033] refer to Figure 2 This embodiment further discloses a day-night alternation lighting system for VR large-space open worlds, including: The offline data generation module 21 is used to generate and store two sets of lighting data corresponding to daytime and nighttime periods for static and dynamic objects in space, respectively. The lighting data is stored according to spatial regions. Specifically, the open-world scene is first divided into multiple regional units according to spatial coordinates, and each regional unit corresponds to an independent scene data storage unit. For static objects, the lighting baking engine is called to perform global lighting calculations under both daytime and nighttime lighting conditions to generate two sets of lighting maps, which are then associated with the UV mapping information of the static objects and stored according to spatial regions. For dynamic objects, a lighting probe array is deployed in the scene, and the radiance environment captured by the probes during daytime and nighttime periods is encoded using spherical harmonic functions to generate two sets of spherical harmonic coefficient sequences. At the same time, a tetrahedral mesh topology structure is constructed based on the spatial distribution of the probes, and a hierarchical bounding volume index is established. Finally, the spherical harmonic coefficient sequences, tetrahedral mesh topology structure, and hierarchical bounding volume index are bound and stored according to spatial regions and corresponding scene data. Furthermore, the offline data generation module 21 captures the reflection environment of special objects with reflective properties during both daytime and nighttime periods, generating two sets of rendering textures and storing them according to spatial regions. Through the above processing, the offline data generation module constructs a dual lighting data system that strictly corresponds to spatial regions, laying the foundation for efficient runtime scheduling.
[0034] The runtime scheduling module 22 is used to dynamically load the daytime and nighttime lighting data of the corresponding spatial region based on the current virtual time and the spatial location to be rendered. Specifically, the runtime scheduling module 22 obtains the current virtual time and the spatial location to be rendered (determined by the user's viewpoint or character coordinates) in real time, and matches the spatial region identifier to which it belongs based on the three-dimensional coordinates of the spatial location; then, based on the identifier, it synchronously loads the daytime and nighttime lighting data of the corresponding region from the storage medium, including the lightmaps of static objects, the spherical harmonic coefficient sequence of dynamic objects, the tetrahedral mesh topology, the hierarchical bounding volume index, and the rendering textures of special objects. Since the lighting data and scene geometry, textures, and other resources adopt a unified spatial region division strategy, the runtime scheduling module 22 can execute the lighting data loading and the scene streaming loading mechanism synchronously, ensuring that only the necessary data of the visible range and adjacent areas are loaded, effectively avoiding memory overflow and loading lag, and achieving accurate and efficient scheduling of lighting resources in large spatial scenes.
[0035] The interpolation calculation module 23 is used to perform interpolation operations on dynamically loaded lighting data according to the current virtual time, generating transition lighting results for static and dynamic objects respectively, so as to achieve a continuous and smooth transition between day and night lighting. Specifically, the interpolation calculation module 23 transmits the day and night lighting data loaded by the runtime scheduling module to the shader program of the graphics processor: for static objects, linear interpolation is performed on the two sets of lightmaps according to the current virtual time, and the transition lighting results at the target time are generated by mixing them proportionally; for dynamic objects, linear interpolation is first performed on the two sets of spherical harmonic coefficient sequences according to the current virtual time to obtain the spherical harmonic coefficients at the target time, and then spatial interpolation is performed through a tetrahedral mesh topology structure in combination with the spatial position of the object to calculate the final lighting information at that position; for special reflective objects, linear interpolation is performed on the two sets of rendered textures according to the current virtual time to generate the reflective lighting results at the target time. Before performing interpolation, the interpolation calculation module 23 uses a preset macro to determine whether a material participates in the day-night transition. For materials that do not participate in the transition, the corresponding lighting data is directly used for rendering to skip the interpolation step, thereby optimizing computational performance while ensuring visual continuity. Through the above processing, the interpolation calculation module 23 achieves a unified and smooth transition for three types of objects—static objects, dynamic objects, and special reflective objects—during the day-night cycle, significantly improving the immersiveness and smoothness of VR large-space open-world scenes.
[0036] Figure 3 A schematic diagram of the physical structure of an electronic device provided in an embodiment of the present invention, such as... Figure 3 As shown, the electronic device 50 includes: a processor 501, a memory 502, and a bus 503; The processor 501 and the memory 502 communicate with each other via the bus 503; the processor 501 is used to call the program instructions in the memory 502 to execute the methods provided in the above-described embodiments.
[0037] This embodiment provides a non-transitory computer-readable storage medium that stores computer instructions that cause a computer to execute the methods provided in the above-described embodiments.
[0038] Those skilled in the art will understand that all or part of the steps of the above-described method implementation can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above-described method implementation. The aforementioned storage medium includes various storage media capable of storing program code, such as ROM, RAM, magnetic disk, or optical disk.
[0039] The device embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of this embodiment according to actual needs. Those skilled in the art can understand and implement this without any creative effort.
[0040] Through the above description of the embodiments, those skilled in the art can clearly understand that each embodiment can be implemented by means of software plus necessary general-purpose hardware platforms, and of course, it can also be implemented by hardware. Based on this understanding, the above technical solutions, in essence or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product can be stored in a computer-readable storage medium, such as ROM / RAM, magnetic disk, optical disk, etc., including several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute the methods of each embodiment or some parts of the embodiments.
[0041] The specific embodiments described above do not constitute a limitation on the scope of protection of this invention. Those skilled in the art should understand that various modifications, combinations, sub-combinations, and substitutions can occur depending on design requirements and other factors. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of this invention should be included within the scope of protection of this invention.
Claims
1. A method for implementing day-night alternation lighting in a VR large-space open world, characterized in that, include: During the offline phase, two sets of illumination data are generated and stored for static and dynamic objects in the space, corresponding to daytime and nighttime periods respectively. The illumination data is stored according to spatial regions. During the runtime phase, the illumination data for the daytime and nighttime periods of the corresponding spatial region are dynamically loaded based on the current virtual time and the spatial location that needs to be rendered. Interpolation is performed on the dynamically loaded lighting data based on the current virtual time to generate transition lighting results for static and dynamic objects, thereby achieving a continuous and smooth transition between day and night lighting.
2. The method for achieving alternating day and night lighting according to claim 1, characterized in that, During the offline phase, generating and storing two sets of illumination data corresponding to daytime and nighttime periods for static and dynamic objects in the space, respectively, includes: The illumination probes during daytime and nighttime periods are encoded using spherical harmonic functions to generate corresponding spherical harmonic coefficient sequences; Based on the spatial distribution of the illumination probe, a tetrahedral mesh topology is constructed, and a hierarchical bounding volume index is established to accelerate spatial location queries. The hierarchical bounding volume index is used to quickly locate the tetrahedral cell to which the target location belongs during runtime. The spherical harmonic coefficient sequence, tetrahedral mesh topology, and hierarchical bounding volume index are divided according to spatial regions and bound to scene data of the corresponding spatial regions for storage, so as to support on-demand streaming loading at runtime.
3. The method for achieving alternating day and night lighting according to claim 1, characterized in that, During the runtime phase, the dynamic loading of illumination data for the corresponding spatial region during both daytime and nighttime periods, based on the current virtual time and the spatial location to be rendered, includes: Map the current virtual time to the moment in the preset day-night cycle; Determine the spatial region to which the current spatial location to be rendered belongs based on its coordinates in 3D space. Load the illumination data for the daytime and nighttime periods corresponding to the spatial region.
4. The method for achieving alternating day and night lighting according to claim 2, characterized in that, The step of performing interpolation operations on dynamically loaded lighting data based on the current virtual time to generate transition lighting results for static and dynamic objects respectively includes: For static objects, the lighting data during the day and night periods are passed to the shader program of the graphics processor. Linear interpolation is performed on the lighting data according to the current virtual time to generate the transition lighting results for the static objects. For dynamic objects, linear interpolation is performed on the spherical harmonic coefficient sequences of the daytime and nighttime periods according to the current virtual time to obtain the spherical harmonic coefficients at the target time. By combining the position of the dynamic object in three-dimensional space, spatial interpolation is performed using a tetrahedral mesh topology to calculate the final lighting information of the dynamic object.
5. The method for achieving alternating day and night lighting according to claim 4, characterized in that, Before performing linear interpolation on the illumination data based on the current virtual time, the method further includes: The system uses a preset macro to determine whether the material of the current object is configured to participate in the day-night transition. For materials configured not to participate in day-night transitions, the linear interpolation calculation is skipped, and the corresponding lighting data is used directly for rendering; For materials configured to participate in day-night transitions, the linear interpolation is performed to generate transition lighting results.
6. The method for achieving alternating day and night lighting according to claim 1, characterized in that, The lighting data also includes rendered textures for daytime and nighttime periods for special objects with reflective properties; Linear interpolation is performed on the rendered texture based on the current virtual time to generate the reflected lighting result of the special object at the target time.
7. A day-night alternation lighting system for VR large-space open worlds, characterized in that, include: The offline data generation module is used to generate and store two sets of illumination data corresponding to daytime and nighttime periods for static and dynamic objects in space, respectively. The illumination data is stored according to spatial regions. The runtime scheduling module is used to dynamically load the illumination data for the daytime and nighttime periods of the corresponding spatial region based on the current virtual time and the spatial location that needs to be rendered. The interpolation calculation module is used to perform interpolation operations on dynamically loaded lighting data based on the current virtual time, and generate transition lighting results for static and dynamic objects respectively, so as to achieve a continuous and smooth transition of day and night lighting.
8. A computer-readable storage medium, characterized in that, The storage medium stores a computer program that, when executed by a processor, implements the method of any one of claims 1-6.
9. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the method of any one of claims 1-6.
10. A computer program product, comprising a computer program, characterized in that, The computer program, when executed by a processor, implements the method of any one of claims 1-6.