3D Model Texture Merging via Sub-Region UV Layout
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Solution Overview
Problem
Current methods for merging three-dimensional models and materials in real-time rendering face challenges such as high labor costs, inefficient data processing, and rendering issues like CPU overload and drawcall problems, especially when dealing with large or irregular UV models and excessive data.
Innovation Solution
A method that involves data collection, texture map layout determination, material de-duplication, and optimized storage of texture maps to generate a configuration file, which reduces data storage and improves rendering efficiency by pre-setting texture map layouts and merging channels, thereby enhancing the merging speed and smoothness of AR displays.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If multiple models and materials are merged using traditional methods (manual UV adjustment or topological approach), then the texture quality and local integrity are improved, but the labor cost and processing time increase significantly
Solution Approach 1:
The patent pre-divides the texture map into multiple sub-regions before merging models, and pre-assigns UV coordinates to these sub-regions. This preliminary organization of texture space allows models to be merged directly into appropriate regions without requiring manual UV adjustment during the merging process, thus maintaining texture quality while significantly reducing processing time
Solution Approach 2:
The patent segments the overall texture map into multiple sub-region maps, each capable of storing texture information for different material channels (BaseColor, Metallic, Specular, Roughness, Normal, Emissive). This segmentation allows parallel processing of different texture channels and models, improving productivity while maintaining the integrity of each material channel through dedicated storage regions
2Productivity
If Texture Atlases method is used to merge models in batches, then productivity is improved, but the model display becomes wrong when UV exceeds [0, 1] boundary and the rendering quality decreases
Solution Approach 1:
The patent extends the traditional 2D texture coordinate system by introducing a third dimension through multiple sub-region maps. Instead of forcing all UV coordinates into a single [0, 1] range, the system creates multiple 2D sub-region maps that collectively provide expanded texture space, allowing models with UV coordinates exceeding [0, 1] to be correctly displayed by mapping them to appropriate sub-regions
Solution Approach 2:
The patent assigns different quality characteristics to different sub-region maps based on their content requirements. Important texture regions are allocated larger sub-region maps with higher resolution, while less critical regions use smaller maps. This local quality optimization ensures that rendering quality is maintained where needed while allowing batch processing efficiency elsewhere
3Device complexity
If all texture channels are merged into a single texture map, then the data structure is simplified, but the storage size increases and CPU overload occurs
Solution Approach 1:
The patent segments the texture map data structure into multiple independent sub-region maps, each storing texture information for specific material channels. This segmentation allows the system to load and process only the necessary sub-regions and channels for each model, reducing the amount of data that needs to be stored in memory at once while maintaining a relatively simple overall structure through standardized sub-region formats
Solution Approach 2:
The patent pre-organizes texture data into sub-region maps with predetermined layouts and assignments before the rendering process. This preliminary organization allows the rendering system to quickly locate and load only the required texture sub-regions for each model without having to process or manage a single large monolithic texture map, thus reducing CPU overhead and memory usage
4Productivity
If the number of drawcalls is reduced by merging models, then rendering efficiency is improved, but the UV expansion and baking time for texture maps increases for complex models
Solution Approach 1:
The patent performs UV expansion and sub-region assignment in advance during the model import and preprocessing stage. By completing the UV coordinate transformation and sub-region mapping before the actual model merging process, the system eliminates the need for time-consuming UV expansion operations during runtime or batch processing, thus reducing the time loss while maintaining rendering efficiency through the pre-organized texture structure
Data Source
AI summary
The present invention discloses a three-dimensional model and material merging method, device, terminal, storage medium, and rendering method, which belongs to the technical field of graphic rendering. The method comprises obtaining three-dimensional model files, material files and texture maps; determining the layout of the texture map; de-duplicating the material, merging the texture map of each channel according to the determined texture layout to obtain the texture map puzzle of each channel; optimizing the storage size of the three-dimensional models and texture map puzzles of each channel to generate and store the configuration file. The present method improves the speed of three-dimensional model and material merging, reduces the amount of data storage, thereby reduces the amount of data loading of the rendering CPU, and thus improves the rendering efficiency.


