3D Model Rendering via Gradient Map UV Conversion
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing 3D model rendering methods using the Blinn-Phong illumination model require high computational resources due to complex coloration calculations, leading to performance issues on electronic devices, especially in handheld terminals.
Innovation Solution
A method that calculates dot product operations of light and normal vectors for each vertex, converts these results to UV coordinate values, and uses a gradient map drawn from a preset correspondence between UV coordinates and color values to cover the 3D model surface, reducing the computational complexity and performance requirements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If vertex coloration is performed for each point on the 3D model surface using the Blinn-Phong illumination model, then the rendering effect becomes more vivid and realistic, but the calculation amount becomes very huge and the performance requirement on electronic devices becomes very high
Solution Approach 1:
The patent segments the continuous surface of the 3D model into discrete vertices, and performs calculations only at these vertex points rather than at every point on the surface. The calculated vertex colors are then interpolated across the surfaces, achieving realistic rendering effects while significantly reducing the number of calculation points required.
Solution Approach 2:
The patent performs preliminary calculation of vertex colors using the Blinn-Phong illumination model before the actual rendering process. By pre-calculating the illumination effects at each vertex and storing these results, the system avoids performing complex calculations during real-time rendering, thereby reducing the performance requirements on electronic devices.
2Measurement precision
If vertex coloration is performed for each point on the 3D model surface, then the illumination effect becomes more accurate, but the processing time increases due to the huge calculation amount
Solution Approach 1:
The patent applies illumination calculations only at vertex points rather than at every point on the surface. This partial application of the calculation process maintains sufficient illumination precision for visual realism while dramatically reducing the total number of calculations required, thereby decreasing processing time.
Solution Approach 2:
The patent calculates illumination effects at vertex points and then copies these calculated results across the entire surface through interpolation. This copying approach allows the system to achieve accurate illumination effects without performing expensive calculations at every surface point, thus reducing processing time while maintaining precision.
Data Source
AI summary
The present application discloses a 3D model rendering method and apparatus and a terminal device. The method includes calculating, in a diffuse reflection illumination situation simulated by hardware, dot product operation results of a light vector and a normal line vector of each vertex on a surface of a 3D model, converting the dot product operation results of each vertex to corresponding UV coordinate values, then drawing, according to a preset correspondence between UV coordinate values and a color value of a 3D model basic texture after receiving light, a gradient map having a color value corresponding to the UV coordinate values of the each vertex, and covering the surface of the 3D model with the gradient map. The rendering method according to the present application transfers a conventional process of coloration in a three-dimensional model to drawing a gradient map in a two-dimensional plane and then, further covering the 3D model with the drawn gradient map, has a simpler processing process, and also reduces a performance requirement on an electronic device in a process of performing 3D model rendering.


