Cultural relic dynamic display method and system based on gpu instantiation and global position offset

By using GPU instantiation and global position offset technology, the computational bottleneck problem of traditional 3D visualization systems when displaying a large number of cultural relics has been solved, realizing real-time dynamic display and efficient rendering of cultural relics.

CN122244274APending Publication Date: 2026-06-19GUANGZHOU ACADEMY OF FINE ARTS

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
GUANGZHOU ACADEMY OF FINE ARTS
Filing Date
2025-08-30
Publication Date
2026-06-19

AI Technical Summary

Technical Problem

Traditional 3D visualization systems place an excessive burden on CPU computing when displaying a large number of cultural relics, failing to meet the demands for real-time dynamic interaction and visual effect updates, and do not fully utilize the advantages of GPU parallel processing.

Method used

By employing GPU-based instantiation and global position offset techniques, artifact instances are generated through the graphics processor, and parallel computation and material parameter adjustment are performed in the GPU to achieve real-time dynamic movement and transformation of the artifacts.

Benefits of technology

It significantly improves rendering efficiency, reduces system load, ensures real-time dynamic display of a large number of cultural relics instances with low latency and high frame rate, and realizes real-time parameter adjustment and visual effects across the entire scope.

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Abstract

This invention relates to the field of computer graphics processing, specifically disclosing a method for large-scale dynamic display of cultural relics based on a GPU. The method includes: batch generating cultural relic instances using GPU instantiation technology, assigning custom parameters such as position coordinates, rotation angle, scaling factor, and texture index to each instance; uniformly managing texture data using a 2D texture array, establishing a mapping relationship between texture indexes and instances; passing parameters to the GPU vertex shader through dynamic material instances; performing matrix multiplication for rotation transformation, vector addition for translation transformation, and dot product operations for orientation adjustment in the vertex shader based on global position offset technology; centrally controlling the coordinates of the rotation center point and the camera's spatial position parameters through a material parameter set data structure; and finally outputting the dynamic image through the rendering pipeline.
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Description

Technical Field

[0001] This invention relates to the field of computer graphics processing technology, specifically to a method and system for dynamic display of cultural relics based on GPU instantiation and global position offset. Background Technology

[0002] In traditional 3D visualization and interactive systems, when a large number of cultural relics need to be displayed on the same screen at the same time and their dynamic movement or transformation is realized, the system often encounters the following problems and cannot meet the needs of dynamic interaction of multiple cultural relics and real-time updating of visual effects.

[0003] CPU computing bottleneck: When the number of instances increases dramatically, the CPU calculates the transformation of each instance one by one, resulting in excessive computing load and system lag.

[0004] Local computation and lack of global unified control: Although traditional instantiation techniques can efficiently render a large number of cultural relics, they are insufficient in achieving global dynamic effects, such as global position offset and unified 3D transformation calculation.

[0005] Lack of full utilization of GPU parallel advantages: Complex 3D vector operations are not fully handled by the GPU, wasting its parallel processing advantages and resulting in low rendering efficiency.

[0006] While existing instantiation rendering techniques can improve rendering efficiency to some extent, they have limitations in achieving real-time, dynamic movement and transformation of cultural relic instances. Summary of the Invention

[0007] In view of this, the present invention provides a hybrid scheme that combines instantiation technology and material global position offset technology. By making full use of the advantages of GPU parallel computing, it can realize the real-time dynamic movement and transformation of a large number of cultural relics instances, while reducing the system load.

[0008] To achieve the above objectives, the technical solution of the present invention is implemented in the following manner: A GPU-based method for large-scale dynamic display of cultural relics includes the following steps: (1) Using the instantiation technology of graphics processing unit (GPU), one or more cultural relic instances are generated in batches, and at least one custom parameter is assigned to each instance; (2) Pass the custom parameters to the GPU shader by instantiating the mesh component; (3) In the GPU, a three-dimensional vector is superimposed on the vertex position of the instance based on the global position offset technique to complete the three-dimensional transformation; (4) Adjust global visual parameters through material parameter sets and / or material instances and / or custom material data.

[0009] Preferably, step (1) further includes: obtaining a cultural relic data set from the cultural relic information management system; creating an instantiated static grid object based on the cultural relic data set; and generating a cultural relic instance.

[0010] Preferably, the cultural relic dataset includes basic attribute data and texture information data.

[0011] Preferably, the custom parameters in step (1) also include a texture index, and the texture data of multiple cultural relics are managed uniformly through a texture 2D array, with each instance calling the corresponding texture data according to the texture index.

[0012] Preferably, step (2) further includes: Create a dynamic material instance object; Store and transmit material data through a set of material parameters and / or material instances and / or a custom material data structure; Load the set of material parameters and / or material instances and / or custom materials in the GPU shader.

[0013] Preferably, step (2) further includes Material recording; the shader program compiles the material to generate corresponding binary code; the binary code is then transferred to the GPU.

[0014] Preferably, step (3) further includes: Read custom parameters from the instantiated object; Real-time mathematical calculations of vertex coordinates are performed based on the parameters; Output the transformed vertex coordinates to the rendering pipeline.

[0015] Preferably, the mathematical operations include matrix multiplication for rotation transformation and vector addition for displacement transformation, and spatial transformation parameters are passed to the shader through a set of material parameters and / or material instances and / or custom data.

[0016] Preferably, the method further includes an interactive instruction processing step: The touch interaction module parses user gestures to generate control commands. The near-field communication signal is parsed using the UDP communication module to generate an artifact status update command. Instructions are transmitted to the artifact instantiation module and the scene management module via the event bus.

[0017] Preferably, the touch interaction module performs the following steps: Parse gesture input based on instance-defined parameters; Parse gesture generation instructions and dynamically modify custom parameters of the instance; Map the updated parameters to the geometric transformation operations of the artifact instance.

[0018] The UDP communication module execution steps include: Read the unique identifier of the cultural relic; Parse data packets to generate status update instructions and dynamically adjust custom parameters of cultural relic instances; Instructions are distributed to artifact instance modules via the event bus, driving the instantiated mesh to update its state.

[0019] Compared with the prior art, the present invention has the following beneficial effects: Instantiation techniques and custom data • Instantiated rendering: By using instantiation technology, the system generates a large number of artifact instances within the same mesh volume, without having to create a separate rendering object for each artifact. This significantly reduces the number of rendering calls and improves rendering efficiency.

[0020] • Custom data for each instance: Attach custom floating-point data (such as position, rotation angle, scaling factor, color information, etc.) to each artifact instance. This data will be passed to the GPU to enable personalized control and performance of each instance.

[0021] Global position offset of materials and dynamic material instances • Dynamic Material Instances: After creating a dynamic material instance, material parameters can be modified in real time. The material parameter set can be used to control global variables, enabling global parameter adjustments. This mechanism allows developers to dynamically control the overall behavior of the instantiated mesh without rebuilding the material.

[0022] • Global Position Offset: Through the global position offset technology built into the material, all transformation operations of the instance (such as rotation around a point, translation, scaling, etc.) are completed within the GPU. The GPU can process these vector operations in parallel, covering complex operations such as 3D coordinate transformation, dot product calculation and distance measurement, which greatly improves real-time performance and efficiency.

[0023] Advantages of GPU parallel computing • High-concurrency processing: GPUs have hundreds or thousands of parallel processing units, which can perform complex mathematical operations (such as rotation matrix calculation, vector operation and distance comparison) on a large number of instances at the same time, ensuring that all cultural relic instances maintain low latency and high frame rate when dynamic effects change.

[0024] • Computation offloading: All motion and transformation calculations are offloaded from the CPU to the GPU, allowing the CPU to focus on handling interaction logic, communication, and other non-parallel tasks, avoiding CPU bottlenecks and ensuring stable overall system performance.

[0025] • Optimize memory bandwidth: By using uniform material parameters and global offset data within the GPU, frequent data transfers and context switching are reduced, thereby effectively reducing memory bandwidth pressure and further improving rendering efficiency.

[0026] The implementation of mathematical operations and visual effects • 3D vector operation: In the material, 3D vectors are calculated on the input custom data, such as rotation around an arbitrary point, translation offset, and adjustment facing the camera, to realize the dynamic performance of each instance at different positions, angles and distances.

[0027] • Distance and dot product calculation: By using distance calculation and dot product operation, the system can dynamically adjust material parameters (such as brightness, transparency, color gradient, etc.) based on the distance between the instance and the camera or other reference points, further enhancing visual effects and meeting the requirements for smooth transitions.

[0028] • Real-time effect adjustment: All the above calculations are performed in real time in the material's shader. When user interaction (such as touch or NFC trigger) changes the scene state, the GPU immediately responds and redraws the scene to ensure the real-time performance of visual effects and interactive feedback.

[0029] Overall system data flow and processing architecture • Data input phase: By instantiating meshes and custom data instances, the initial state and dynamic parameters of each artifact are passed to the GPU; at the same time, material parameter sets and / or material instances and / or custom materials are used to centrally manage global parameters.

[0030] • GPU computation stage: In the GPU's Vertex Shader and Pixel Shader stages, dynamic materials are used to perform global position offset and 3D transformation calculations on instance data, completing multiple operations such as rotation, translation, scaling, and viewpoint adjustment.

[0031] • Output presentation stage: Data processed by the GPU is directly rendered to the screen, enabling real-time dynamic display of a large number of cultural relics, while ensuring smoothness and low power consumption under high load. Attached Figure Description

[0032] The accompanying drawings, which form part of this invention, are used to provide a further understanding of the invention. The illustrative embodiments of the invention and their descriptions are used to explain the invention and do not constitute an undue limitation of the invention. In the drawings: Figure 1 This is a GPU-based method for large-scale dynamic display of cultural relics. Detailed Implementation

[0033] Unless otherwise defined, the technical terms used in the following embodiments have the same meanings as commonly understood by those skilled in the art. Unless otherwise specified, the experimental reagents used in the following embodiments are conventional biochemical reagents; and the experimental methods described are conventional methods.

[0034] This invention employs a hybrid approach combining instantiation technology and global material position offset technology. By fully utilizing the advantages of GPU parallel computing, artifact instances are added to the instantiated mesh, and each instance is assigned custom data. This enables a large number of artifacts to move and transform in real time within the same frame, while avoiding the performance bottleneck caused by excessive CPU logic calculations.

[0035] This artifact display system achieves efficient artifact instantiation, real-time interaction, dynamic material management, scene switching, and optimized rendering through seven collaborative modules. Figure 1 This invention provides a method for large-scale dynamic display of cultural relics based on GPU parallel computing. This method is executed by a cultural relic display device, which can be implemented in hardware and / or software. For example... Figure 1 As shown, the method includes: generating multiple artifact instances in batches using GPU instantiation technology, and assigning at least one custom parameter to each instance. The custom parameter is then passed to the GPU's shader via a dynamic material instance. In the GPU, based on global position offset technology, the vertex positions of the instances are calculated in real-time by the material shader, completing rotation around a specified point, translation offset, and 3D transformation towards the camera. The global visual parameters of all instances are uniformly adjusted using a set of material parameters, and the dynamic image is output to the display device through the rendering pipeline. The custom parameter is data related to business requirements such as the artifact's weight, length, width, height, age, dynasty, and region. During processing, the custom parameter data is converted into numerical form, for example, defining the Tang Dynasty as 2 and the Song Dynasty as 3. After assigning this data, the GPU can perform actions such as highlighting, raising, and magnifying all Tang Dynasty artifacts.

[0036] Specifically, the solution is implemented as follows: Step 1: Instantiation and Initialization In the artifact instance module, a large number of instantiated objects are created based on the collected artifact data. Each instantiated object contains basic information about the artifact and custom parameters, such as instance number, initial state, position, rotation angle, scaling factor, length, width, height, color, age, and region. The instantiation module uses multi-threading or asynchronous technology to improve the efficiency of instantiation processing.

[0037] Independent instantiated objects are created for different cultural relic model systems. For cultural relics that only have images, a single general instantiated object is used. Different textures are assigned to each instance by combining a texture 2D array. By adjusting the texture and parameters such as position, rotation, and scaling, efficient batch display is achieved, resource utilization is optimized and efficiency is improved.

[0038] 1.1 Data Definition and Acquisition The data acquisition module is responsible for collecting basic and texture data of cultural relics from the cultural relics information management system. The acquired data is transmitted to the instantiation module via an efficient data transmission mechanism. The cultural relic dataset includes basic attribute data and texture information data; the data is transmitted over the network to a local server for caching and preprocessing; the acquisition technology obtains data from the cultural relics information management system, and each cultural relic has a unique identifier and corresponding custom parameters in the database. Basic attributes include the cultural relic's name, size, image, color, etc. In the cultural relic instance module, cultural relic instance objects are created based on the acquired data, and custom parameters are assigned to each instance, such as instance number, initial position, rotation angle, scaling factor, etc. Custom parameters can also include texture indexes. Predefined texture data is managed uniformly through a texture 2D array to ensure that the texture data of each cultural relic can be efficiently called and rendered. Texture data includes the surface details, color, and material information of the cultural relic. These parameters are stored in the instantiation data structure, and corresponding texture data is bound to each cultural relic instance to ensure accurate display of the cultural relic's appearance during rendering.

[0039] The data acquisition module collects basic cultural relic data and texture data from the cultural relic information management system. The collected data is transmitted to the instantiation module through an efficient data transmission mechanism and preprocessed in the local server cache, including data cleaning to filter invalid values ​​and standardization of unified format specifications. At the same time, it adopts an LRU / LFU cache replacement strategy and a two-layer architecture of memory cache and disk cache to manage resources and reduce access latency.

[0040] 1.2 Instantiation Processing In the cultural relic instance module, a large number of instantiated objects are created based on the collected cultural relic data.

[0041] The instantiation and initialization system performs the following operations: The data acquisition technology obtains a set of basic cultural relic data from the cultural relic information management system, including basic attribute data (such as name, physical dimensions, color information, historical background description, etc.) and texture information data (such as surface details, material information, etc.); the acquired data is transmitted over the network to the local server for cache preprocessing, including data cleaning to filter invalid values ​​and standardization to a unified format specification; an LRU / LFU cache replacement strategy is used to manage resources, reducing access latency through a two-tier architecture of memory caching and disk caching. Specifically: Based on the pre-collected cultural relic data set, instantiated static mesh objects are created; multi-threading and parallel computing technologies are used to efficiently generate a large number of cultural relic instances, significantly reducing the number of rendering calls.

[0042] Each instance is assigned a unique identifier and a set of custom parameters, including: assigning custom parameters such as instance number and initial state to each instance, and embedding these data into the attributes of each instance to prepare for subsequent dynamic transformations; assigning a unique identifier and a set of custom parameters to each artifact instance, the custom parameters including instance number, initial spatial coordinates, rotation angle, scaling factor, and texture index; configuring a set of custom parameters for each artifact instance during the instantiation initialization phase, including index ID, motion vector, and spatial offset; and attaching floating-point custom data (such as position, rotation angle, scaling factor, color information, etc.) to each artifact instance; these parameters support independent motion control for each instance while maintaining the parallel computing advantages of the graphics processor.

[0043] Texture allocation mechanism: The texture data of cultural relics is managed in a unified manner through the texture 2D array data structure, and a mapping relationship between texture data and instance identifiers is established; the texture data of different cultural relics is allocated to each instance according to a predetermined rule using texture 2D array technology, so as to ensure accurate calling in subsequent rendering; the storage of cultural relic information is optimized through texture array mapping technology, reducing memory overhead and accelerating resource loading.

[0044] Displacement selection vector configuration: By customizing parameters, an initial simple displacement vector is set for each instance as basic motion data; at the same time, combined with additional motion parameters (such as rotation center, scaling ratio, camera orientation, etc.), basic data is provided for subsequent complex displacements.

[0045] Instantiation is an important technique for optimizing rendering efficiency, allowing multiple identical meshes (i.e., 3D models) to be rendered in a single draw call. In 3D graphics rendering, each draw call incurs overhead, including data transfer and state setting operations. When rendering a large number of identical or similar objects in a scene, such as trees in a forest or numerous artifacts in an exhibition hall, the traditional method of drawing each object individually results in a large number of draw calls, increasing the burden on the CPU to submit data to the GPU and reducing rendering efficiency.

[0046] Instantiation technology significantly reduces the number of rendering calls by batch transmitting instance data (such as position, rotation, scaling, and other transformation information) of multiple identical meshes to the GPU and performing unified processing and rendering on the GPU. For example, for 1,000 identical artifact models in an exhibition hall, instantiation technology can complete their rendering in a single rendering call, eliminating the need for 1,000 separate rendering calls. This significantly improves rendering performance and allows for the efficient display of a large number of identical or similar object instances in the same frame.

[0047] Instantiated data is passed to the GPU through an efficient data transfer mechanism. Data transfer employs batch processing to reduce latency and ensure real-time, efficient delivery to the GPU for processing. The data transfer mechanism also includes data compression techniques to reduce data volume and improve efficiency.

[0048] 1.3 Data Processing and Transmission Multi-threading is used to perform instantiation operations; custom data is passed to the GPU through the instance buffer of the instantiated static mesh component and accessed in the vertex / fragment shader via InstanceID. Graphics processor instantiation technology is used to process large-scale collections of cultural relics objects, achieving efficient batch rendering by minimizing the CPU's computational cost; instantiated static mesh objects are created and injected with custom parameter sets, significantly reducing the number of drawing calls and CPU-GPU data transfer overhead.

[0049] 1.4 Data Input Stage By instantiating meshes and using custom data, the initial state and dynamic parameters of each artifact are passed to the graphics processor; meanwhile, dynamic material instances, material parameter sets, and custom material data are used to centrally manage global parameters.

[0050] 1.5 Cultural Relics Examples Module The Cultural Relics Instance module is responsible for managing the instantiation data of cultural relics. Its functions include: maintaining the basic information of each cultural relic (name, description, size, image, color, etc.); creating a large number of cultural relic objects using instantiation technology to ensure efficient rendering; providing custom parameter data for each cultural relic instance for dynamic calculation and representation; and storing cultural relic attribute data (name / category / size / historical background) in the cultural relic instantiation management system.

[0051] Step 2: Interactive Command Processing The interactive commands include a touch interaction module, a UDP communication module, and data preprocessing. The touch interaction module parses user input gestures and generates displacement, rotation, or scaling control commands. The UDP communication module listens for and parses near-field communication signals transmitted from external devices and generates artifact status update commands. These control commands and status update commands are transmitted to the artifact instantiation module and scene management module via an event bus. Specifically: The touch interaction module captures user touch operations and transmits the operation data to the artifact instance module and scene management module in real time. Users can control the movement and transformation of artifacts in real time through touch operations. The touch interaction module adopts multi-touch technology, supports various gesture operations, and improves the user's interactive experience. Perform the following operations: 1) Capture user gesture input based on the artifact instance initialized in step 1 and its custom parameters (position / rotation / scaling); Capture touch screen press events and record the initial screen coordinates of the touch point and the trigger time.

[0052] When a user interacts with the screen via touch, the system calculates the corresponding direction vector of that touch point in the virtual scene based on the number and location of the finger touch points, combined with the current camera's field of view, position, and orientation. This direction vector is then used to perform collision detection to determine the virtual object the user intends to interact with. For example, when the system detects a user clicking a turntable, it automatically recognizes the user's intention to rotate it. At this point, the system further calculates the vector relationship between the turntable's center and the finger touch point, and records the angle change of the finger's rotation around the turntable in real time. Based on this angle data, the system precisely controls the turntable's rotation, ensuring that the turntable's rotation effect is highly consistent with the user's finger's movement trajectory.

[0053] 2) Based on the recognition results, the gestures are parsed to generate displacement / rotation / scaling control commands, and the custom parameters of the corresponding cultural relic instance are dynamically modified; 3) Map the updated parameters to the geometric transformation operations of the artifact instance; 4) The scene management module is linked to trigger the switch, and the instantiated object from step 1 is reused to execute the scene transition animation. The UDP communication module receives real-time communication information from external devices or exhibition props, converting the data into instructions to update the scene or artifact status. Users can control the display effect of artifacts in real time through external devices. The UDP communication module uses a high-efficiency network transmission protocol to ensure the real-time performance and reliability of data transmission. It also performs the following operations: 1) Listen to external device signals and read the unique identifier of the cultural relic instance in step 1; 2) Parse the data packet to generate a status update instruction and dynamically adjust the custom parameters of the cultural relic instance (such as displacement vector and rotation center point). 3) Distribute instructions to the artifact instance module via the event bus to drive the instantiated mesh initialized in step 1 to update its state; 4) Achieve millisecond-level linkage between physical props and the virtual cultural relic instance created in step 1. The data preprocessing stage includes: 1) Clean the basic data and interactive commands of cultural relics collected in step 1, and remove invalid values; 2) Standardize the cultural relic texture index format and interactive command structure of step 1; 3) Accelerate the transmission of instantiation parameters and interaction commands in step 1 through a double-layer cache; 4) Use the LRU / LFU strategy to manage the cached resources of the artifact texture array from step 1.

[0054] Step 3: Dynamic control module for material parameters The material parameter dynamic control module is the core controller for instantiating the dynamic representation of cultural relics. It achieves real-time visual synchronization of large-scale cultural relics by coordinating the following elements. Based on the custom parameter set (including spatial coordinates, rotation angle, and scaling factor) of the instantiated object initialized in step 1 and the interactive commands (displacement / rotation / scaling control commands) generated in step 2, perform the following operations: 1. Dynamic Parameter Update: Respond to the touch / UDP command in step 2 and modify the custom parameters of the instantiated object in real time; adjust the global parameters through at least one of the following: Material Parameter Collection (for global control), material instance (a batch of instantiated static meshes), and custom material data (specific instance).

[0055] 2. Texture resource processing: Reuse the 2D texture array resources established in step 1, and allocate texture data for each cultural relic instance according to predetermined rules; use mapping technology to achieve precise positioning of texture coordinates; dynamically adjust texture resolution and compression ratio according to the needs of cultural relic display. 3. Data verification and consistency maintenance: Perform verification operations on the basic cultural relic data collected in step 1 and the interactive commands in step 2; ensure the integrity and logical consistency of the instantiated parameters and texture data. The module's effects are as follows: Real-time dynamic effects: Based on the millisecond-level instruction response in step 2, the pose of the instantiated cultural relics created in step 1 is updated through GPU parallel computing; Visual consistency guarantee: All instances initialized in step 1 are uniformly controlled using the material parameter set to ensure coordinated material performance when large-scale cultural relics undergo dynamic changes; Efficient resource reuse: Inheriting the texture array and parameter storage architecture from step 1, resources are avoided from being repeatedly loaded at runtime.

[0056] Step 4: GPU-based global position offset The integrated custom parameters, texture arrays, and initial displacement vectors are transmitted to the GPU's shader pipeline via dynamic material instances. Data transmission employs an efficient memory management mechanism to ensure real-time performance and high efficiency. During data transmission, the system utilizes data compression and encryption technologies to ensure data security and integrity.

[0057] 4.1 Creating Dynamic Material Instances Dynamic material instances are created to enable real-time modification of material parameters. A Material Parameter Collection (MTC) data structure controls global variables (including rotation center point coordinates and camera spatial position), thereby achieving dynamic control over the overall behavior of the instantiated mesh. Based on the latest data of the artifact instance, the dynamic material parameter module uses global position offsets and dynamic calculations within the shader to achieve complex dynamic transformations of the artifact. This module ensures that the artifact display effect is updated and changed in real time. Advanced material techniques are employed to ensure delicate and realistic material effects.

[0058] The shader program within the dynamic material instance is loaded into the GPU to prepare for global world offset calculation. Global world offset is a technique that directly modifies the position of model vertices through the vertex shader. Simply put, a vertex shader is a program that runs on a graphics processing unit (GPU) and can process and transform each vertex of a 3D model. Traditional model position updates are usually calculated on the CPU and then passed to the GPU for rendering, while global world offset technology transfers this position update calculation process directly to the GPU's vertex shader. The advantage of this approach is that it can fully utilize the powerful parallel computing capabilities of the GPU to achieve efficient batch modification of the positions of a large number of model vertices, which is especially suitable for model objects in large-scale scenes that require complex position transformations (such as translation, rotation, scaling, etc.). For example, in a virtual exhibition hall containing thousands of cultural relic models, global world offset technology can quickly and smoothly adjust the position, scale, rotation, color, opacity, and glow of all cultural relics without increasing the CPU load, so that they present different display effects.

[0059] The shader program includes vertex shaders and pixel shaders for handling 3D transformations and visual effects of artifacts. The shader program employs pre-loading technology to reduce loading time and improve system responsiveness. Dynamic material instances allow developers to dynamically control the overall behavior of instantiated meshes without rebuilding materials. The management of dynamic material instances utilizes centralized management technology to ensure consistency and efficiency.

[0060] 4.2 Global Position Offset World Position Offset refers to directly modifying the position of model vertices through the vertex shader, transferring the motion calculation in step 2 from the CPU to the GPU to achieve large-scale displacement calculations.

[0061] Global World Offset (GWA) is a technique that directly modifies the positions of model vertices using the vertex shader. Simply put, a vertex shader is a program that runs on a graphics processing unit (GPU) and processes and transforms each vertex of a 3D model. Traditional model position updates are typically calculated on the CPU and then passed to the GPU for rendering. GWA, however, directly transfers this position update calculation to the GPU's vertex shader. The advantage of this approach is that it fully utilizes the powerful parallel computing capabilities of the GPU, enabling efficient batch modification of the positions of a large number of model vertices. It is particularly suitable for model objects in large-scale scenes that require complex position transformations (such as translation, rotation, and scaling). For example, in a virtual exhibition hall containing thousands of artifact models, GWA can dynamically adjust the positions of all artifacts quickly and smoothly without increasing the CPU load, resulting in different display effects. The GPU shader pipeline performs the following operations: 1) Full GPU-based transformation calculation: All transformation operations (rotation, translation, scaling) for all instances are performed within the vertex shader; 2) Parallel vector operations: Simultaneously process 3D coordinate transformations, dot product calculations, and distance measurements; 3) Basic displacement implementation: Perform basic displacement transformation based on the initial value of the displacement vector; 4) Multi-vector superposition operations: including rotation transformation around a specified axis, orientation adjustment facing the camera, and distance-related transparency interpolation.

[0062] Global position offset can be either a simple displacement or a multi-vector superposition. Simple displacement utilizes a basic movement vector set in custom parameters to achieve a preliminary displacement effect. Building upon simple displacement, complex dynamic transformations of the artifact are achieved by superimposing various vector calculations (including rotation around a specified point, translation, adjustment towards the camera, distance and dot product calculations, etc.). These calculations are efficiently performed in the GPU's parallel processing units, ensuring low latency and high frame rates. Multi-vector superposition calculations employ parallel algorithm optimization techniques to improve computational efficiency.

[0063] 4.3 GPU Parallel Computing The GPU parallel computing module performs a series of parallel vector calculations within the GPU's shader pipeline, including but not limited to point-based rotation, translation, multi-vector superposition, and dynamic adjustments based on camera position (such as camera orientation, distance, and dot product operations). Only through this parallel computing process can real-time, smooth dynamic effects be maintained even with high-density instance displays. The GPU parallel computing module employs parallel computing optimization techniques to improve computational efficiency. By leveraging hundreds or thousands of parallel processing units on the GPU to simultaneously perform complex mathematical operations (rotation matrix calculation, vector operations, distance comparison), low latency and high frame rate are guaranteed for dynamic effects in large-scale instances; motion transformation calculations are transferred from the CPU to the GPU, allowing the CPU to focus on interactive logic and communication tasks, thus avoiding CPU performance bottlenecks; and data transfer and context switching are reduced through unified material parameters and global offset data, thereby reducing memory bandwidth pressure.

[0064] Through the built-in global position offset technology in the material, all transformation operations of instances (such as rotation around a point, translation, scaling, etc.) are completed within the GPU. The GPU can process these vector operations in parallel, covering complex operations such as 3D coordinate transformation, dot product calculation, and distance measurement, which greatly improves real-time performance and efficiency.

[0065] 4.4 Material Parameter Set 4.4.1 Centralized Parameter Management In 3D graphics rendering and material management, a "material parameter set" is a storage structure used to globally share material parameters. A material is a data set that defines the appearance attributes of an object's surface (such as color, texture, gloss, transparency, etc.). Materials that use this material parameter set will automatically update to the new parameters, for example, by uniformly adjusting the brightness and opacity of all materials.

[0066] 4.4.2 Global Variable Control The Material Parameter Collection (MTC) data structure enables batch modification and dynamic adjustment of global material parameters. After creating a dynamic material instance, material parameters can be modified in real time, and the MTC can be used to control global variables, achieving parameter adjustments across the entire system.

[0067] 4.5 3D Transformation and Visual Enhancement The material performs the following based on custom data: rotation around an arbitrary point; translation offset; and automatic orientation adjustment towards the camera. Material parameters (brightness / transparency / color gradient) are dynamically adjusted according to the distance between the instance and the camera / reference point to enhance visual realism. When user interaction (touch / NFC trigger) changes the scene state, the GPU immediately redraws the scene to ensure real-time visual feedback.

[0068] 4.6 Data Transmission Security When the integrated parameter data is transmitted to the shader pipeline through dynamic material instances, data compression and encryption technologies are implemented to ensure the security and integrity of the transmission; batch modification and dynamic adjustment of global material parameters are realized through the material parameter set data structure.

[0069] Step 5: Scene Management The scene management module integrates interaction data from the touch and UDP modules, triggering scene transitions as needed. Simultaneously, it calls the artifact instance module and material parameter module to synchronously update the status of all artifacts in the scene. The scene management module ensures smooth and natural scene transitions. It employs scene transition technology to guarantee a seamless and natural transition.

[0070] The touch interaction module captures user touch operations and transmits the operation data to the artifact instance module and scene management module in real time. Users can control the movement and transformation of artifacts in real time through touch operations. The touch interaction module adopts multi-touch technology, supports various gesture operations, and enhances the user's interactive experience. The UDP communication module receives real-time communication information sent by external devices or exhibition hall props, and converts the data into instructions to update the scene or artifact status. Users can control the display effect of artifacts in real time through external devices. The UDP communication module adopts an efficient network transmission protocol to ensure the real-time performance and reliability of data transmission. The scene management module performs the following operations during operation: Based on the interaction command in step 2 (e.g., touch gesture or UDP-NFC signal), it triggers scene switching in the exhibition hall; it calls the target scene instance dataset initialized in step 1 and the material preset configured in step 3 through the state machine; it uses a linear interpolation algorithm to achieve a smooth transition, and performs gradient processing on the instance position / rotation parameters in step 1 and the material transparency in step 3; at the same time, it dynamically adjusts the level of detail (LOD) of the instance in step 1 based on the camera frustum calculated in step 4; during the system initialization phase, it uses lazy loading technology to load the 2D texture array in step 1 and the high-resolution material in step 3 on demand, and verifies the initialization status of steps 1-4 through a health check mechanism; in case of failure, it automatically reverts to the simplified model in step 1 to ensure availability. When a scene changes or an interactive event is triggered, the module performs cross-system collaboration: it calls the artifact instance module in step 1 to update the custom parameters of the instance in batches, and synchronously drives the material parameter module in step 3 to modify the global material set; the updated parameters are transmitted to the GPU computing pipeline in step 4 in real time, triggering global position offset recalculation, and finally outputting a dynamic rendering of the artifact that matches the scene atmosphere.

[0071] Step 6: Rendering Output The rendering output module renders the processed results to the screen in real time, achieving a smooth and stable interactive experience. It ensures that the user's view is always up-to-date, with the dynamic effects of the cultural relics updated in real time. The rendering output module employs real-time rendering technology to ensure both real-time performance and smoothness. The rendering engine receives the processing results from step 4, including: vertex coordinates processed by global position offset; dynamically updated material effect parameters; and the precise coordinates of the artifact instances in screen space. Based on the instantiated mesh data structure built in step 1, the rendering engine batch renders all artifact instances on the same screen through a single draw call; it uses a high-precision pixel coordinate algorithm to ensure that the texture UV mapping defined in step 1 is without deviation, and writes the updated material parameters and vertex coordinates from step 4 into the frame buffer; it uses double buffering technology and vertical synchronization mechanism to eliminate screen tearing and maintain a stable output of ≥60 frames per second. Based on the instance visibility status managed in step 1, the shading calculation of hidden objects is dynamically skipped, and the rendering resolution of mid-to-long-distance instances is adaptively reduced to 70% based on the view frustum depth data provided in step 4; the touch / NFC commands in step 2 are parsed simultaneously, and cultural relic information tags bound to the screen coordinates calculated in step 4 are dynamically generated. The rendering engine integrates the artifact metadata from step 1, the interactive command stream from step 2, and the real-time calculation results from step 4. It prioritizes UI thread tasks through the asynchronous rendering pipeline, achieving an end-to-end latency of ≤80ms from command reception to screen update. Finally, it outputs a dynamic screen that precisely matches the visual effects configured in step 3 and the view frustum data from step 4.

[0072] Step 7: System Optimization Real-time monitoring of CPU and GPU resource utilization; when resource utilization exceeds a preset threshold, an instance detail degradation strategy is initiated; in idle state, a low-power mode is enabled, reducing the screen output rate to 30 frames per second; touch operation response latency is controlled within 80 milliseconds, and physical feedback is triggered; error handling mechanisms include anomaly detection and logging; automatic recovery technology performs system restart and data restoration; multi-touch technology supports multi-gesture operation, and communication reliability is ensured through efficient network transmission protocols.

[0073] This invention enables real-time, dynamic movement and transformation of numerous cultural relics, while reducing system load and improving user experience. The implementation methods of this invention are not only technologically advanced but also possess high practical value and commercial potential. The detailed embodiments of this invention provide a solid technical foundation for patent applications, ensuring the innovativeness and practicality of the patents.

[0074] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the protection scope of the present invention.

Claims

1. A method for large-scale dynamic display of cultural relics based on GPU, characterized in that, Includes the following steps: (1) Generate one or more cultural relic instances in batches using instantiation technology, and assign at least one custom parameter to each instance; (2) Pass the custom parameters to the GPU shader by instantiating a static mesh component; (3) In the GPU, a three-dimensional vector is superimposed on the vertex position of the instance based on the global position offset technique to complete the three-dimensional transformation.

2. The method according to claim 1, characterized in that: Step (1) further includes: Obtain cultural relic data sets from the cultural relic information management system; Create an instantiated static grid object based on the cultural relic data set; Generate cultural relic instances.

3. The method according to claim 2, characterized in that: The cultural relic dataset includes basic attribute data and texture information data.

4. The method according to claim 1, characterized in that: The custom parameters in step (1) also include a texture index, and the texture data of multiple cultural relics are managed uniformly through a texture 2D array. Each instance calls the corresponding texture data according to the texture index.

5. The method according to claim 1, characterized in that: Step (2) further includes: Create a dynamic material instance object; Store and transmit material data through a set of material parameters and / or material instances and / or a custom material data structure; Load the set of material parameters and / or material instances and / or custom material data in the GPU shader.

6. The method according to claim 5, characterized in that: Step (2) further includes: Material specifications; The shader program compiles the materials and generates the corresponding binary code; The binary code is transferred to the GPU.

7. The method according to claim 1, characterized in that: Step (3) further includes: Read custom parameters from the instantiated object; Real-time mathematical calculations of vertex coordinates are performed based on the parameters; Output the transformed vertex coordinates to the rendering pipeline.

8. The method according to claim 7, characterized in that: Mathematical operations include matrix multiplication for rotation transformations and vector addition for translation transformations, passing spatial transformation parameters to the shader through a set of material parameters and / or material instances and / or custom data.

9. The method according to claim 1, characterized in that, The method also includes an interactive instruction processing step: The touch interaction module parses user gestures to generate control commands. The near-field communication signal is parsed using the UDP communication module to generate an artifact status update command. Instructions are transmitted to the artifact instantiation module and the scene management module via the event bus.

10. The method according to claim 9, characterized in that: The touch interaction module execution steps include: Parse gesture input based on instance-defined parameters; Parse gesture generation instructions and dynamically modify custom parameters of the instance; Map the updated parameters to the geometric transformation operations of the artifact instance; The UDP communication module execution steps include: Read the unique identifier of the cultural relic; Parse data packets to generate status update instructions and dynamically adjust custom parameters of cultural relic instances; Instructions are distributed to artifact instance modules via the event bus, driving the instantiated mesh to update its state.