A pseudo-three-dimensional terrain multi-level cascade automatic construction method based on two-dimensional grid adjacency topology

CN122906284APending Publication Date: 2026-10-13连云港酷迪科技有限公司
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Patent Information

Application Number
CN202611113375.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-07-26
Publication Date
2026-10-13

AI Technical Summary

Technical Problem

该类方法不仅制作效率较低,而且随着地图规模增大,容易产生较大的计算开销,同时存在局部修改影响范围大、重复计算较多以及级联更新效率较低等问题

Benefits of technology

[0019](1)建立了二维网格场景的多层级联自动构建体系,各自动构建层依据预设关联关系逐层自动生成,在保持二维网格数据结构不变的基础上实现具有层次感的伪立体地形表现。

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses an automatic construction method for a two-dimensional grid scene pseudo-solid multi-level cascade of terrain simulation, and belongs to the technical field of two-dimensional scene automatic construction. The method is based on two-dimensional grid data, and automatically constructs a first layer, a second layer and subsequent hierarchical structures layer by layer according to a preset hierarchical relationship, and performs cascade calculation in combination with the adjacency relationship between adjacent grids, so that the automatic generation and update of the contents of each layer are realized; when the terrain changes, only the affected area is subjected to local cascade reconstruction, so that the automatic construction of the pseudo-solid terrain of the two-dimensional grid scene is completed. The method can form a terrain performance with a solid level in the two-dimensional grid scene, and takes into account the scene construction efficiency, dynamic update capability and system expansibility, and is suitable for application scenarios such as game maps, pixel terrain simulation and editable scene generation.
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Description

Technical Field

[0001] This invention relates to the field of automatic construction of 2D mesh scenes and terrain simulation technology, and particularly to an automatic construction method for pseudo-stereoscopic multi-layer cascading of 2D mesh scenes. This method can be applied to game scene generation, terrain simulation, 2D modeling and editing, visualization scene construction, and other mesh-based data generation systems. More specifically, this invention relates to an automatic construction method based on 2D mesh coordinates, plot indexes, local adjacency relationships, and multi-layer cascading rules. Through cascading associations and local reconstruction mechanisms between multiple display layers, a 2D scene with pseudo-stereoscopic visual effects is constructed while maintaining the 2D mesh structure. Background Technology

[0002] Traditional 2D mesh scenes typically employ automatic stitching of regular tiles or the overlay of a few fixed display layers, such as a base layer, decorative layers, and shadow layers. While these solutions are relatively simple to implement, they are essentially still combinations of 2D planar textures. They lack a unified mechanism for constructing the cascading relationships between multiple display layers and struggle to automatically create continuous and natural terrain layer variations based on the adjacency relationships between adjacent meshes. Therefore, it is difficult to achieve 2D terrain representations with pseudo-stereoscopic visual effects that support dynamic assembly / disassembly and local reconstruction.

[0003] To enhance the three-dimensional effect of scenes, some existing technical solutions use 3D models or 3D plots to construct the scene. While this can achieve a good sense of spatial hierarchy, it usually comes with high rendering overhead, resource management costs, and computational complexity. This is not conducive to the dynamic editing, partial assembly and disassembly, real-time updates, and performance optimization of a large number of plots in a 2D mesh scene, and it is difficult to balance visual performance and operational efficiency.

[0004] In 2D mesh scenes that require support for terrain assembly / disassembly, reconstruction, and local editing, existing technologies typically rely on manual placement of materials grid by grid, or on recalculating the scene display using a global refresh after local modifications. These methods are not only inefficient, but also generate significant computational overhead as the map size increases. They also suffer from problems such as the large impact of local modifications, numerous redundant calculations, and low efficiency of cascading updates.

[0005] Furthermore, existing methods for constructing 2D grid terrain primarily focus on the planar splicing relationships between plots, lacking a unified technical solution capable of automatically constructing multi-layered cascaded structures based on 2D grid data. For 2D grid scenes that require multiple display layers to jointly express terrain hierarchy, edge transitions, corner compensation, and differentiated representations of different terrain types, traditional methods typically struggle to achieve unified management and automated, localized continuous construction based on adjacency relationships, thus limiting the pseudo-3D representation capabilities and system scalability of 2D scenes.

[0006] For 2D mesh scenes that require terrain disassembly, construction, modification, restoration, and environmental interaction, existing technologies lack a universal construction method that can take into account the lightweight characteristics of 2D meshes, multi-layer visual representation, local automatic reconstruction, and dynamic expansion capabilities. This limits the further development of 2D mesh scenes in terms of editability, presentation, and application scope to some extent.

[0007] Therefore, there is an urgent need to provide an automatic construction method for pseudo-stereoscopic multi-layer cascading of two-dimensional mesh scenes for terrain simulation, in order to solve the technical problems in the existing technology, such as insufficient hierarchical representation of two-dimensional mesh scenes, low local update efficiency, limited scalability, and difficulty in balancing two-dimensional lightweight and pseudo-stereoscopic visual effects, so as to realize the automatic, multi-layer cascading and local dynamic construction of two-dimensional mesh scenes. Summary of the Invention

[0008] The purpose of this invention is to provide an automatic method for constructing pseudo-stereoscopic multi-layer cascaded two-dimensional grid scenes for terrain simulation. By establishing a data model of the two-dimensional grid scene, display template mapping rules, and a multi-layer cascaded automatic construction system, combined with grid adjacency relationships, local reconstruction, and secondary scanning mechanisms, the automatic construction and local updating of the two-dimensional grid scene are realized. While maintaining the lightweight characteristics of the two-dimensional grid data structure, a terrain representation with pseudo-stereoscopic visual effects is formed, thereby improving the construction efficiency, operation efficiency, visual performance capability, and system scalability of the two-dimensional grid scene.

[0009] To achieve the above objectives, the technical solution adopted by the present invention includes the following steps:

[0010] Step S1: Establish a two-dimensional grid scene data model. Establish a two-dimensional grid data structure, where each grid corresponds to a plot data object. Each plot data object includes at least plot coordinates, plot index, and plot adjacency status information. Establish grid indexes and other related layer grid patterns, as well as the mapping relationship between adjacency status and other related layer grid patterns and the display template, providing basic data for subsequent automatic construction.

[0011] Step S2: Establish display template mapping rules. A corresponding display template library is pre-established for different plot types, and a mapping relationship is established between adjacency states and display templates. The display templates include main templates, edge templates, corner templates, and other display templates used for automatic construction. During automatic construction, the adjacency state is determined based on the positional relationship between the current grid and adjacent grids, and the corresponding display template is directly matched according to the pre-established mapping relationship to complete automatic construction, without the need to generate display templates in real time.

[0012] Step S3: Establish a multi-layered cascaded automatic build system. Multiple automatic build layers are established according to preset build rules. Each automatic build layer executes automatic build sequentially according to a preset order. The next automatic build layer continues to complete automatic build based on the generation results of the previous automatic build layer, thus forming a cascaded relationship between multiple automatic build layers.

[0013] Step S4: Determine the local reconstruction area. When a block is added, deleted, replaced, or modified, a local reconstruction area of ​​a preset range is determined with the grid that has changed as the center. Automatic reconstruction is performed only on the affected grids within the local reconstruction area without refreshing the entire 2D grid scene.

[0014] Step S5: Filter the objects to be automatically constructed. Based on the adjacency relationships between the meshes within the local reconstruction area, determine the target meshes that need to be automatically constructed. Perform subsequent automatic construction only on the target meshes to reduce invalid calculations and improve local update efficiency.

[0015] Step S6: Perform secondary local construction. For automatically constructed layers with inter-layer dependencies, perform multiple scans on the local reconstruction region. Each scan completes the update of at least one automatically constructed layer, and subsequent scans are performed based on the updated automatically constructed results until all automatically constructed layers reach a stable state.

[0016] Step S7: Perform multi-layer cascading automatic build. Each automatic build layer is generated sequentially according to the preset build order. Each automatic build layer updates its display content based on the generation result of the previous automatic build layer. When the generation result of one automatic build layer affects other automatic build layers, the update of subsequent automatic build layers continues until all automatic build layers are completed.

[0017] Step S8: Update scene display. Synchronize the automatic construction results to the corresponding display layer, updating only the affected display content within the locally reconstructed area, thus completing the automatic update of the 2D mesh scene.

[0018] Compared with the prior art, the present invention has at least the following beneficial effects:

[0019] (1) A multi-layer cascaded automatic construction system for two-dimensional grid scenes was established. Each automatic construction layer is automatically generated layer by layer according to the preset association relationship, so as to achieve a pseudo three-dimensional terrain representation with a sense of hierarchy while keeping the two-dimensional grid data structure unchanged.

[0020] (2) A predefined display template mapping mechanism is adopted to establish a correspondence between the adjacency state and the display template. During the automatic construction process, the template matching is completed only based on the adjacency state, without the need to generate the display template in real time, which improves the efficiency of automatic construction and ensures the consistency and stability of the display results.

[0021] (3) Adopting a local reconstruction mechanism, automatic reconstruction is performed only on the affected area to avoid overall refresh, improve the update efficiency of large-scale two-dimensional mesh scenes, and reduce the consumption of computing resources.

[0022] (4) The secondary local construction and cascading update mechanism is adopted to effectively handle the dependency relationship between multiple automatic construction layers and ensure the integrity, continuity and consistency of the automatic construction results.

[0023] (5) This invention is applicable to two-dimensional game scenes, map editing, terrain simulation, level generation and other data construction scenarios based on two-dimensional grids, and has good versatility, scalability and engineering application value. Attached Figure Description

[0024] To more clearly illustrate the technical solution of the present invention, a brief description of the present invention is provided below in conjunction with the accompanying drawings. It should be understood that the following drawings are merely illustrative and are used to illustrate the technical solution of the present invention, and do not constitute a limitation on the scope of protection of the present invention.

[0025] Figure 1 This is a schematic diagram of the automatic construction process of multi-layer cascading two-dimensional mesh scenes according to the present invention.

[0026] Figure 2 This is a schematic diagram illustrating the mapping relationship between the grid index, adjacency state, and other associated layer grid patterns and the display template in this invention.

[0027] Figure 3 This is a schematic diagram of a local construction area of ​​a two-dimensional mesh scene according to the present invention (the gray mesh represents the upper and lower calibration center mesh).

[0028] Figure 4 This is a schematic diagram of a partial construction process of the present invention.

[0029] Figure 5 This is a schematic diagram of the automatic construction process for initializing a two-dimensional mesh scene according to the present invention.

[0030] Figure 6 The diagram shows the effect of the construction result of this invention. Detailed Implementation

[0031] The present invention will be further described below with reference to the accompanying drawings. It should be understood that the following embodiments are only for illustrating the technical solutions of the present invention and are not intended to limit the scope of protection of the present invention. Various modifications, substitutions, or equivalent changes made by those skilled in the art without departing from the concept of the present invention should fall within the scope of protection of the present invention.

[0032] like Figure 1 As shown, Figure 1As shown, this invention employs a multi-layer cascaded automatic construction method to automatically construct a two-dimensional mesh scene. The entire automatic construction process executes multiple automatic construction layers sequentially according to a preset construction order. There is a cascaded relationship between each automatic construction layer, and the subsequent automatic construction layer continues to complete the automatic construction based on the construction results of the previous automatic construction layer, thereby forming a complete multi-layer cascaded automatic construction system.

[0033] like Figure 2 As shown, Figure 2 As shown, during the automatic construction process, the target mesh data is used as the input. The input includes at least the mesh index, adjacency state, and mesh patterns of other associated construction layers. These are matched according to a pre-established display template mapping relationship to obtain the corresponding display template, thus completing the construction of the current automatic construction layer. Each display template is pre-established and does not need to be generated in real-time during runtime.

[0034] When a block is added, deleted, replaced, or modified, the entire 2D mesh scene is not refreshed. Instead, a local construction area is determined centered on the target mesh that has changed. Automatic construction is performed only on the affected meshes within the local construction area to reduce the overall computational load and improve the efficiency of local updates.

[0035] like Figure 3 As shown, the system determines the local construction area based on the preset local construction range, and selects target meshes to participate in automatic construction based on the adjacency relationship between the target mesh and the surrounding meshes. Automatic construction is only performed on the selected target meshes, without having to rebuild the entire two-dimensional mesh scene.

[0036] like Figure 4 As shown, during the local construction process, the first local construction is completed based on the target mesh data. Then, using the result of the first local construction as new input, a second local construction is performed. Because there are dependencies between the automatic construction layers, the first local construction may not obtain complete correlation information. Therefore, the second local construction completes the dependencies between the automatic construction layers, allowing the local construction result to reach a stable state. This implementation uses a fixed two-stage local construction to complete the automatic construction, eliminating the need for an uncertain number of iterative construction cycles, thereby improving the efficiency of automatic construction and ensuring the consistency of the displayed results.

[0037] This invention is applicable to both editing and runtime environments. In the editing environment, local automatic construction can be performed in real time based on map editing operations, and the scene display can be updated instantly. In the runtime environment, when plots are added, deleted, replaced, or modified, local construction and secondary local construction can be automatically completed based on the local construction area, so that the display results are consistent with the plot data.

[0038] like Figure 5As shown, during scene initialization, the two-dimensional grid scene map data is first read, and the main construction layer is constructed based on the map data. Then, edge detection is performed on the main construction layer to filter and collect target grids with edges. Finally, the target grids are used as local construction objects to perform local cascade construction, and the generation of each automatic construction layer is completed, thereby completing the automatic initialization construction of the entire two-dimensional grid scene and ensuring that the display results after initialization are consistent with the map data.

[0039] like Figure 6 As shown, after automatic construction, this invention can create a layered pseudo-3D terrain display effect in a 2D grid scene. Each automatically constructed layer is generated collaboratively based on a unified data structure, display template mapping relationship, and automatic construction process, thereby ensuring a continuous, natural, and consistent display effect between different terrain types.

[0040] The above embodiments are merely preferred embodiments of the present invention and are not intended to limit the scope of protection of the present invention. Any modifications, substitutions, or equivalent changes made by those skilled in the art to the number of automatically constructed layers, the range of local construction areas, the type of displayed template, the method for determining adjacency relationships, the template mapping rules, the construction order, and the automatic construction process without departing from the spirit and substance of the present invention shall fall within the scope of protection of the present invention.

Claims

1. A method for automatically constructing a pseudo-stereoscopic multi-layer cascaded structure of a two-dimensional mesh scene for terrain simulation, characterized in that, Includes the following steps: S1. Establish a data model for a two-dimensional grid scene, where each grid corresponds to a land parcel data object, and the land parcel data object includes at least a land parcel index and land parcel status information; S2. Pre-establish display templates for different land parcel types and establish a mapping relationship between adjacency status and display templates; S3. Determine the adjacency state of the target grid based on the adjacency relationship between the target grid and adjacent grids, and comprehensively match the corresponding display template based on the adjacency state, grid index, and patterns of other building layers. S4. According to the preset construction order, perform automatic construction on multiple automatic construction layers in sequence, so that the subsequent automatic construction layer completes the cascading update based on the construction results of the previous automatic construction layer. S5. When a block is added, deleted, replaced, or modified, a local reconstruction area is determined with the changed grid as the center, and automatic reconstruction is performed only on the local reconstruction area. S6. After completing the first local automatic construction, perform a second local construction on the local reconstruction region to complete the dependencies between the automatic construction layers. S7. Update the automatic construction results to the corresponding display layer to complete the local update of the two-dimensional mesh scene.

2. The method according to claim 1, characterized in that: The land parcel data object also includes data used to record scene status, interaction status, or land parcel attributes.

3. The method according to claim 1, characterized in that: The display templates include a main template, an edge template, a corner template, and other automatically constructed templates. Each display template is pre-built and mapped to its corresponding adjacent state.

4. The method according to claim 1, characterized in that: The adjacency state is determined based on the positional and connection relationships between the target grid and its adjacent grids, and the display template matching is completed based on the pre-established mapping relationship.

5. The method according to claim 1, characterized in that: The multiple automatic construction layers are automatically constructed sequentially according to a preset construction order, and each automatic construction layer performs a cascading update based on the construction result of the previous automatic construction layer.

6. The method according to claim 1, characterized in that: The local reconstruction region includes the target mesh that has changed and the affected meshes within its preset neighborhood. Automatic reconstruction is performed only on the local reconstruction region without reconstructing the entire two-dimensional mesh scene.

7. The method according to claim 1, characterized in that: The second local construction uses the result of the previous automatic construction as input to re-execute automatic construction on the local reconstruction area, so as to complete the dependencies between the automatic construction layers and make the automatic construction result reach a stable state.

8. The method according to claim 1, characterized in that: The number of automatically constructed layers is a configurable parameter and can be configured according to different land parcel types, different map types, or different scenario requirements without changing the automatic construction method.

9. The method according to claim 1, characterized in that: The automatic construction method is applicable to map editing, map loading, map restoration, and local automatic updates after dynamic map modifications during operation.

10. The method according to claim 1, characterized in that: The local reconstruction area is automatically determined based on the changed target mesh, and the meshes participating in the automatic construction are selected according to the neighborhood range that the target mesh may affect, so as to reduce redundant calculations and improve the efficiency of automatic construction of two-dimensional mesh scenes.

11. The method according to claim 1, characterized in that: The automatically constructed results are synchronized to the corresponding display layers according to a preset display order, and the display layers together form a pseudo-three-dimensional terrain display effect of the two-dimensional grid scene.