Large 3D Model Rendering with Horizon Objects for Free Camera Movement
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Solution Overview
Problem
Existing methods for rendering large 3D models with detailed features suffer from reduced performance and limited camera movement, especially when using cube maps, which restrict camera position and do not allow for a realistic view or free movement through the environment.
Innovation Solution
The method involves generating a multitude of virtual 3D horizon objects with overlapping inner and movement spaces, using 3D cube maps or point clouds to display nearby and distant features, respectively, allowing free camera movement and realistic views while optimizing rendering performance.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If detailed features are added to 3D models, then visualization quality is improved, but rendering speed deteriorates
Solution Approach 1:
The patent divides the 3D model into multiple levels of detail (LOD) representations. Close-up views render high-detail geometry while distant views use lower-detail representations. This segmentation allows the system to maintain visualization quality for nearby features while reducing the computational load for distant features, thereby improving rendering speed without sacrificing overall visualization quality.
Solution Approach 2:
The patent applies different levels of detail to different spatial regions of the 3D model. High-detail rendering is applied locally to areas near the camera viewpoint, while lower-detail representations are used for distant areas. This local quality approach ensures that visualization quality is maintained where it matters most (nearby features) while reducing overall computational requirements to improve rendering speed.
2Adaptability or versatility
If free camera movement is enabled, then user interaction flexibility is improved, but rendering complexity increases
Solution Approach 1:
The patent implements a dynamic level-of-detail system that automatically adjusts the detail representation based on the camera's current position and orientation. As the camera moves freely through the 3D environment, the system dynamically determines which regions require high-detail rendering and which can use lower-detail representations. This dynamic adaptation enables unrestricted camera movement while managing rendering complexity through real-time adjustments to detail levels.
Solution Approach 2:
The patent pre-calculates and stores multiple levels of detail representations of the 3D model before runtime. These pre-computed LOD models are organized in a hierarchical structure that allows the rendering system to quickly select and switch between appropriate detail levels based on camera position. This preliminary preparation reduces runtime complexity by eliminating the need for real-time high-detail rendering across the entire model, enabling free camera movement with manageable computational requirements.
Data Source
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AI summary
A computer-implemented method for visualizing a 3D model of a large structure comprising a large amount of features to be visualized, the method comprising generating a multitude of virtual 3D horizon objects (15, 15') that are positioned and sized so that each horizon object overlaps with at least one neighbouring horizon object and performing a rendering process for providing a visualization of the model from a multitude of viewpoints to a user and for enabling the user to move a current viewpoint (40) freely through the visualization of the model. Each horizon object comprises an inner space surrounding a centre point and a movement space (50), and a 3D geometry of nearby features that are positioned at least partially in the inner space. The rendering process comprises providing an input device for the user allowing the user to select and change the current viewpoint, and visualizing, for a first current viewpoint, a first horizon object (15) which movement space comprises the first current viewpoint, wherein visualizing the first horizon object comprises rendering the 3D geometry of nearby features and using a 3D cube map or point cloud for displaying a representation of distant features that are not positioned in the inner space, wherein, if the current viewpoint is changed in such a way that the current viewpoint reaches or passes a movement boundary (55) of the movement space (50) of the first horizon object, a second horizon object (15') is visualized, wherein the movement space (55') of the second horizon point comprises the current viewpoint.