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CN114549761A - Real-scene three-dimensional model layered rendering optimization method and system based on distributed storage and storage medium - Google Patents

Real-scene three-dimensional model layered rendering optimization method and system based on distributed storage and storage medium Download PDF

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CN114549761A
CN114549761A CN202210181223.7A CN202210181223A CN114549761A CN 114549761 A CN114549761 A CN 114549761A CN 202210181223 A CN202210181223 A CN 202210181223A CN 114549761 A CN114549761 A CN 114549761A
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CN114549761B (en
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雷远琴
冷江林
陈国锐
陈立梅
魏强
杨溢
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Ruiyu Space Time Technology Chongqing Co ltd
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Abstract

The invention discloses a layered rendering optimization method, a layered rendering optimization system and a layered rendering optimization storage medium for a live-action three-dimensional model based on distributed storage, wherein the method comprises the steps of firstly, acquiring live-action three-dimensional data; then, segmenting the live-action three-dimensional data to obtain a plurality of image layers; finally, calling a rendering engine to load and render each layer according to a preset mode; and loading all layers in the live-action three-dimensional data. According to the layered rendering optimization method and system for the live-action three-dimensional model and the storage medium, the live-action three-dimensional model is divided into a plurality of layers to be respectively rendered and loaded, so that the rapid rendering process of the live-action three-dimensional model is realized, the size of the layer divided by the live-action three-dimensional model is set according to the equipment requirement, the rendering process is accelerated, and the rendering efficiency is improved; the phenomenon that the three-dimensional model with large data volume is blocked in the rendering process is effectively prevented.

Description

基于分布式存储的实景三维模型分层渲染优化方法及系统、 存储介质Distributed storage-based layered rendering optimization method and system for 3D model of reality, and storage medium

技术领域technical field

本发明涉及建筑三维建模技术领域,特别是一种基于分布式存储的实景三维模型分层渲染优化方法及系统、存储介质。The invention relates to the technical field of architectural three-dimensional modeling, in particular to a distributed storage-based layered rendering optimization method and system for a three-dimensional model of a real scene, and a storage medium.

背景技术Background technique

在城市建设中需要提供大量的建筑设计方案,建筑设计方案一般是通过三维软件虚拟设计建筑方案,在建筑设计方案评审时需要快速展示建筑设计方案整体效果,通过虚拟三维软件设计出来的三维图像数据量非常大,展示三维图像数据不仅需要昂贵的硬件设备支持,但是由于展示设备配置不同,在不同的计算机设备一般采用渲染引擎不同,由于三维模型数据量大,比如,涉及到一个城市的三维实景图,或者某个镇区的规划设计三维实景图,都是海量数据,现有的三维实景加载渲染方法不适应这些大体量数据的加载过程,渲染引擎可能要花费比较长的时间才能完成渲染过程,甚至会出现在显示过程中显示设备被卡死的现象,这些问题都会严重的阻碍三维模型展示的效率,为了在使用普通的硬件设备情况下可以快速加载三维模型,因此需要采用一种能流畅地显示三维模型的渲染优化方法。In urban construction, it is necessary to provide a large number of architectural design schemes. The architectural design scheme is generally designed by 3D software. The overall effect of the architectural design scheme needs to be quickly displayed during the review of the architectural design scheme. The 3D image data designed by the virtual 3D software The amount of 3D image data is very large, and the display of 3D image data not only requires the support of expensive hardware equipment, but due to the different configurations of the display equipment, different rendering engines are generally used in different computer equipment. Graphs, or the 3D reality map of the planning and design of a township, are all massive data. The existing 3D reality loading and rendering methods are not suitable for the loading process of these large volumes of data, and the rendering engine may take a long time to complete the rendering process. , and even the display device is stuck during the display process. These problems will seriously hinder the efficiency of the 3D model display. In order to quickly load the 3D model under the condition of using ordinary hardware devices, it is necessary to use a smooth Rendering optimization method for displaying 3D models.

发明内容SUMMARY OF THE INVENTION

有鉴于此,本发明的目的在于提供一种基于分布式存储的实景三维模型分层渲染优化方法及系统、存储介质,该方法采用将利用将实景三维图像分割成若干图层分别加载,实现了实景三维模型的快速渲染过程。In view of this, the purpose of the present invention is to provide a distributed storage-based real-scene 3D model layered rendering optimization method, system, and storage medium. Fast rendering process for realistic 3D models.

为达到上述目的,本发明提供如下技术方案:For achieving the above object, the present invention provides the following technical solutions:

本发明提供的基于分布式存储的实景三维模型分层渲染优化方法,包括以下步骤:The distributed storage-based layered rendering optimization method for a 3D model of a real scene provided by the present invention includes the following steps:

获取实景三维数据;Obtain real 3D data;

分割实景三维数据得到若干图层;Divide the real 3D data to obtain several layers;

将各图层按照分布式存储方式分配给各终端设备存储,构建分布式数据库;Allocate each layer to each terminal device for storage according to the distributed storage method, and build a distributed database;

设置图层加载方式并调用渲染引擎对各图层按照预设方式加载渲染;Set the layer loading method and call the rendering engine to load and render each layer according to the preset method;

直到实景三维数据中全部图层加载为止。Until all layers in the reality 3D data are loaded.

进一步,所述实景三维数据分布式存储按照以下步骤形成:Further, the distributed storage of the real 3D data is formed according to the following steps:

构建MongoDB数据库;Build a MongoDB database;

将三维模型数据切割为若干小块三维图像3Dtiles;Cut the 3D model data into several small pieces of 3D image 3Dtiles;

将3Dtiles形成层级目录文件并分批存入MongoDB数据库;Form 3Dtiles into hierarchical catalog files and store them in the MongoDB database in batches;

构建用于访问或调用数据的索引数据库。Build an indexed database for accessing or recalling data.

进一步,所述实景三维数据按照空间区域将实景三维数据划分为若干矩形图块,所述图块大小可以设置为800-1200个3Dtiles。Further, the 3D real scene data is divided into several rectangular blocks according to the spatial area, and the size of the block can be set to 800-1200 3D tiles.

进一步,所述加载方式采用边缘计算技术实现,具体步骤如下:Further, the loading method is implemented using edge computing technology, and the specific steps are as follows:

接收云平台发送的渲染指令;Receive rendering instructions sent by the cloud platform;

根据渲染指令调用渲染引擎加载存储于本地存储器中的图层数据;Invoke the rendering engine to load the layer data stored in the local memory according to the rendering instruction;

向云平台传输渲染完成的图像数据。Transfer the rendered image data to the cloud platform.

进一步,所述将各图层按照分布式存储方式分配给各终端设备存储,具体如下:Further, each layer is allocated to each terminal device for storage in a distributed storage manner, as follows:

计算各图层得到各图层数据集合;Calculate each layer to obtain the data set of each layer;

获取分布终端设备的硬件资源;Obtain the hardware resources of distributed terminal equipment;

根据图层数据集合和硬件资源确定与各终端硬件资源负载平衡的匹配关系;Determine the matching relationship with the load balance of hardware resources of each terminal according to the layer data set and hardware resources;

根据匹配关系将分割的图层存储于对应的终端设备;Store the segmented layers in the corresponding terminal device according to the matching relationship;

建立图层数据存储索引数据库。Build the layer data storage index database.

进一步,所述实景三维数据的分割按照以下步骤进行:Further, the segmentation of the real scene 3D data is performed according to the following steps:

根据三维模型数据构建不同级别的图像序列,设置每一级别图像的大小,构建成金字塔式结构;Build image sequences of different levels according to the 3D model data, set the size of each level of images, and build a pyramid structure;

基于Tile技术对各级别图像进行切割分块,形成小块图像Tiles;Based on Tile technology, each level of image is cut and divided into blocks to form small image Tiles;

基于文件存储系统,建立分层的目录存储结构存储各小块图像Tiles;Based on the file storage system, establish a hierarchical directory storage structure to store each small image Tiles;

根据给定的三维模型及位置点的经纬度坐标值,计算出所属Tile的名称以及这个Tile的相对存储路径,实现3Dtiles数据快速查询与获取服务;According to the given 3D model and the latitude and longitude coordinates of the location point, the name of the tile to which it belongs and the relative storage path of the tile are calculated, so as to realize the fast query and acquisition service of 3Dtiles data;

采用分布式存储系统的体系结构,建立分层目录,存储管理所述的小块图像Tiles。Using the architecture of a distributed storage system, a hierarchical directory is established to store and manage the small image Tiles.

进一步,所述实景三维数据的分割按照模型库构件种类进行;所述模型库中的构件包括建筑物、水系、交通、境界、地形、地貌、植被、管线、垣栅、独立地物中任一种或多种组合。Further, the segmentation of the three-dimensional data of the real scene is performed according to the type of the model library components; the components in the model library include any one of buildings, water systems, traffic, realms, terrain, landforms, vegetation, pipelines, fences, and independent objects. one or more combinations.

进一步,还包括以下步骤:Further, the following steps are also included:

设置底层材质接口,所述底层材质接口用于调用渲染模型材质属性,以及对模型中不同的构件的RGB值进行修改操作,或者光照贴图修改。Set the bottom material interface, the bottom material interface is used to call the material properties of the rendering model, and modify the RGB values of different components in the model, or modify the light map.

本发明提供的实景三维模型分层渲染优化系统,包括存储器、处理器及存储在存储器上并可在处理器上运行的计算机程序,该程序被处理器执行时实现权利要求1-8中所述任一项方法的步骤。The layered rendering optimization system for a 3D model of a real scene provided by the present invention includes a memory, a processor, and a computer program stored in the memory and running on the processor. the steps of any one of the methods.

本发明提供的存储介质,其上存储有计算机程序,该程序被处理器执行时实现权利要求1-8任一项所述方法的步骤。The storage medium provided by the present invention stores a computer program thereon, and when the program is executed by a processor, implements the steps of the method described in any one of claims 1-8.

本发明的有益效果在于:The beneficial effects of the present invention are:

本发明提供的基于分布式存储的实景三维模型分层渲染优化方法及系统、存储介质,该方法利用将实景三维模型分割成若干图层分别渲染加载,实现实景三维模型的快速渲染过程,根据设备要求设置实景三维模型分割的图层的大小,加快了渲染过程,提高了渲染效率;有效防止了大数据量的三维模型在渲染过程出现卡顿的现象。The distributed storage-based layered rendering optimization method, system, and storage medium for a 3D model of a real scene provided by the present invention utilizes dividing the 3D model of the real scene into several layers for rendering and loading, so as to realize the rapid rendering process of the 3D model of the real scene. It is required to set the size of the layer divided by the 3D model of the real scene, which speeds up the rendering process and improves the rendering efficiency, and effectively prevents the 3D model with a large amount of data from being stuck in the rendering process.

本发明的其他优点、目标和特征在某种程度上将在随后的说明书中进行阐述,并且在某种程度上,基于对下文的考察研究对本领域技术人员而言将是显而易见的,或者可以从本发明的实践中得到教导。本发明的目标和其他优点可以通过下面的说明书来实现和获得。Other advantages, objects, and features of the present invention will be set forth in the description that follows, and will be apparent to those skilled in the art based on a study of the following, to the extent that is taught in the practice of the present invention. The objectives and other advantages of the present invention may be realized and attained by the following description.

附图说明Description of drawings

为了使本发明的目的、技术方案和有益效果更加清楚,本发明提供如下附图进行说明:In order to make the purpose, technical solutions and beneficial effects of the present invention clearer, the present invention provides the following drawings for description:

图1为基于分布式存储的实景三维模型分层渲染优化方法流程图。FIG. 1 is a flowchart of a method for optimizing layered rendering of a 3D model of a reality based on distributed storage.

图2为分布式存储的实景三维模型图层结构分布图。FIG. 2 is a distribution diagram of the layer structure of the 3D model of the real scene stored in a distributed manner.

图3为分布式数据库构建方法流程图。FIG. 3 is a flowchart of a method for constructing a distributed database.

图4为基于云计算的终端设备分布渲染示意图。FIG. 4 is a schematic diagram of cloud computing-based terminal device distribution rendering.

具体实施方式Detailed ways

下面结合附图和具体实施例对本发明作进一步说明,以使本领域的技术人员可以更好的理解本发明并能予以实施,但所举实施例不作为对本发明的限定。The present invention is further described below with reference to the accompanying drawings and specific embodiments, so that those skilled in the art can better understand the present invention and implement it, but the embodiments are not intended to limit the present invention.

如图1所示,本实施例提供的基于分布式存储的实景三维模型分层渲染优化方法,该方法基于实景三维在游戏引擎中实时渲染优化方法,包括以下步骤:As shown in FIG. 1 , the distributed storage-based layered rendering optimization method for a real 3D model provided by the present embodiment, the method for optimizing real-time rendering in a game engine based on real 3D, includes the following steps:

获取实景三维数据;Obtain real 3D data;

分割实景三维数据得到若干图层;Divide the real 3D data to obtain several layers;

将各图层按照分布式存储分配给各个存储装置;构建分布式数据库用于存储各个图层索引数据库,根据图层索引数据库形成加载数据流;Allocating each layer to each storage device according to distributed storage; constructing a distributed database for storing each layer index database, and forming a loading data stream according to the layer index database;

设置加载图层的加载方式并根据加载方式调用渲染引擎对加载数据流进行加载渲染;Set the loading method of the loaded layer and call the rendering engine to load and render the loading data stream according to the loading method;

直到实景三维数据中全部图层展示为止。Until all layers in the real 3D data are displayed.

本实施例分割后的图层按照以下步骤进行分布式存储:The divided layers in this embodiment are distributed and stored according to the following steps:

计算各图层得到各图层数据集合;Calculate each layer to obtain the data set of each layer;

获取分布终端设备的硬件资源;Obtain the hardware resources of distributed terminal equipment;

根据图层数据集合和硬件资源确定与各终端硬件资源负载平衡的匹配关系;Determine the matching relationship with the load balance of hardware resources of each terminal according to the layer data set and hardware resources;

根据匹配关系将分割的图层存储于对应的终端设备;Store the segmented layers in the corresponding terminal device according to the matching relationship;

建立图层数据存储索引数据库。Build the layer data storage index database.

本实施例的实景三维模型在分割时设置各图层的加载层级,所述加载层级包括低细节层次模型块和高细节层次模型块。The loading level of each layer is set when the real 3D model of this embodiment is divided, and the loading level includes a low-level of detail model block and a high-level of detail model block.

本实施例的图层加载方式采用LOD加载,具体如下:The layer loading method in this embodiment adopts LOD loading, as follows:

确定显示环境中显示视角范围;Determine the display viewing angle range in the display environment;

确定在视角范围内的图层加载层级和在视角范围外的图层加载层级;所述视角范围内的加载层级为高细节层次模型块,所述视角范围外的加载层级为低细节层次模型块;Determine the layer loading level within the viewing angle range and the layer loading level outside the viewing angle range; the loading level within the viewing angle range is a high level of detail model nugget, and the loading level outside the viewing angle range is a low level of detail model nugget ;

所述视角范围外的加载层级首先确定加载图层的类型,然后再根据图层类型确定底细节层次模型块的类型。The loading level outside the viewing angle range first determines the type of the loaded layer, and then determines the type of the bottom level of detail model block according to the layer type.

本实施例各图层的加载过程可以采用分布式计算加载过程,首先通过云平台向各终端设备分配加载任务,各终端设备根据收到的图层加载任务进行局部场景的三维重建,并汇总至云平台进行三维模型合并,生成完整三维模型。The loading process of each layer in this embodiment may adopt a distributed computing loading process. First, a loading task is allocated to each terminal device through the cloud platform, and each terminal device performs a three-dimensional reconstruction of a local scene according to the received layer loading task, and summarizes them into The cloud platform merges 3D models to generate a complete 3D model.

本实施例中数据传输采用中心云和边缘计算相结合的方式,利用边缘计算分担更多的核心网流量和运算能力,优化数据传输和信号处理流程。In this embodiment, data transmission adopts a combination of central cloud and edge computing, and uses edge computing to share more core network traffic and computing power, and optimize data transmission and signal processing processes.

本实施例通过对各终端设备的硬件资源进行分析并匹配处理数据集合,从而解决了不同终端设备的硬件差异性问题;通过各终端设备自身的硬件资源和存储图层数据集合之间的匹配关系,确保各终端设备的硬件负载平衡,提高了跨平台处理效率。In this embodiment, the hardware resources of each terminal device are analyzed and the data sets are matched and processed, thereby solving the problem of hardware differences of different terminal devices; the matching relationship between the hardware resources of each terminal device and the storage layer data set is used. , to ensure the hardware load balance of each terminal device, and improve the cross-platform processing efficiency.

本实施例中的硬件资源是指各终端设备的GPU属性。The hardware resources in this embodiment refer to GPU attributes of each terminal device.

本实施例中通过不同的终端设备进行对应图层渲染,将需要渲染的大体量实景三维数据分割成图层进行分布式渲染,通过不同的终端设备的渲染引擎分别进行渲染,获得更快的可视化效果。In this embodiment, different terminal devices are used to perform corresponding layer rendering, and the large-scale real 3D data to be rendered is divided into layers for distributed rendering, and the rendering engines of different terminal devices are used for rendering respectively, so as to obtain faster visualization. Effect.

同时,通过对三维模型文件数据进行多层级提取,根据视域确定不同层级的加载,减少渲染数据量,提高视角移动时的加载速度,减少丢帧卡顿现象,达到普通PC最佳的显示效果和观看体验的效果。At the same time, through multi-level extraction of 3D model file data, the loading of different levels is determined according to the viewing area, which reduces the amount of rendering data, improves the loading speed when the viewing angle moves, reduces the phenomenon of dropped frames, and achieves the best display effect of ordinary PCs. and viewing experience.

本实施例分割实景三维数据采用半自动方式进行切割,使得各图层负载均衡,同时去掉实景三维数据的顶层合并,即删除图像的概略图数据;In this embodiment, the real-scene 3D data is segmented in a semi-automatic manner, so that the load of each layer is balanced, and at the same time, the top-level merging of the real-scene 3D data is removed, that is, the overview image data of the image is deleted;

本实施例提供的渲染引擎采用游戏引擎UE4;The rendering engine provided by this embodiment adopts the game engine UE4;

本实施例提供的图层的预设方式采用分区并发加载从而形成数据流;The preset mode of the layer provided by this embodiment adopts the concurrent loading of partitions to form a data stream;

如图2所示,本实施例实景三维数据按照实景模型在空间的不同区域将实景三维数据划分为若干图块,每个图块的大小可以根据设备性能确定,本实施例的图块大小可以设置为800-1200个Tile,本实施例的图块最佳大小可以设置为不超过1000个Tile;然后将模型位于空间不同区域的图块划分为不同片区,将不同片区的数据流并发执行输入到渲染引擎进行加载。As shown in FIG. 2 , the 3D real scene data in this embodiment is divided into several blocks according to the real scene model in different areas of the space, and the size of each block can be determined according to the performance of the device. The size of the block in this embodiment can be It is set to 800-1200 tiles, and the optimal size of the tiles in this embodiment can be set to no more than 1000 tiles; then, the tiles located in different areas of the model space are divided into different areas, and the data streams of different areas are executed concurrently for input to the rendering engine for loading.

本实施例分割实景三维数据采用基于分裂合并分割算法,具体可以采用基于八叉树的分裂合并算法,或者采用基于自适应包围盒的分裂合并算法。In this embodiment, a splitting and merging-based segmentation algorithm is used to segment the real scene three-dimensional data, and specifically, an octree-based splitting and merging algorithm or an adaptive bounding box-based splitting and merging algorithm may be used.

本实施例通过三维数据切割算法得到实景三维数据3DTiles;所述3DTiles就是把空间进行切块,每个块叫做“tile”,也即瓦片。In this embodiment, the three-dimensional data 3DTiles of the real scene are obtained through the three-dimensional data cutting algorithm; the 3DTiles are to divide the space into blocks, and each block is called a "tile", that is, a tile.

本实施例提供的实景三维数据采用分布式存储,分布式存储采用MongoDB进行存储,所述分布式存储的实景三维模型按照以下步骤形成:The three-dimensional real scene data provided by this embodiment adopts distributed storage, and the distributed storage adopts MongoDB for storage, and the three-dimensional real scene model of the distributed storage is formed according to the following steps:

构建MongoDB数据库;Build a MongoDB database;

获取三维模型数据并将三维模型数据切割为若干小块三维图像3Dtiles;Acquire 3D model data and cut the 3D model data into several small 3D image 3Dtiles;

本实施例中的3Dtiles的文件格式为包括.json;.b3dm类型的文件;The file format of the 3Dtiles in this embodiment includes files of type .json; .b3dm;

将3Dtiles形成层级目录文件并分批存入MongoDB数据库;Form 3Dtiles into hierarchical catalog files and store them in the MongoDB database in batches;

构建用于访问或调用数据的索引数据库;Build an index database for accessing or recalling data;

本实施例构建的索引数据库用于分布数据服务调用和访问;The index database constructed in this embodiment is used for invoking and accessing distributed data services;

本实施例提供的三维模型数据的切割按照以下步骤进行:The cutting of the three-dimensional model data provided by this embodiment is performed according to the following steps:

根据三维模型数据构建不同级别的图像序列,本实施例图像序列的级别可以设置为N个级别,N为小于18的自然数;每一级别对应特定大小的图像,级别越高对应的图像越小,即形成的图像越清晰,第1级为顶层,第18级底层;最终形成金字塔式结构。Image sequences of different levels are constructed according to the three-dimensional model data. In this embodiment, the levels of the image sequence can be set to N levels, where N is a natural number less than 18; each level corresponds to an image of a specific size, and the higher the level, the smaller the corresponding image. That is, the clearer the image is formed, the first level is the top layer, and the 18th level is the bottom layer; finally, a pyramid structure is formed.

基于Tile技术对各级别图像进行切割分块,形成小块图像Tiles;Based on Tile technology, each level of image is cut and divided into blocks to form small image Tiles;

如图3所示,基于文件存储系统,建立分层的目录存储结构存储各小块图像Tiles;As shown in Figure 3, based on the file storage system, a hierarchical directory storage structure is established to store each small image Tiles;

根据给定的三维模型及位置点的经纬度坐标值,计算出所属Tile的名称以及这个Tile的相对存储路径,实现3Dtiles数据快速查询与获取服务;According to the given 3D model and the latitude and longitude coordinates of the location point, the name of the tile to which it belongs and the relative storage path of the tile are calculated, so as to realize the fast query and acquisition service of 3Dtiles data;

采用分布式存储系统的体系结构,建立分层目录,存储管理所述的小块图像Tiles;Adopt the architecture of the distributed storage system, establish a hierarchical directory, and store and manage the small image Tiles;

本实施例提供的方法还包括以下步骤:The method provided by this embodiment also includes the following steps:

设置Web浏览器渲染引擎,将从分布式数据库即MongoDB数据库中调用的小块三维图像3Dtiles通过融合处理后在Web浏览器进行显示;Set the rendering engine of the web browser, and display the small 3D images 3Dtiles called from the distributed database, namely the MongoDB database, in the web browser after fusion processing;

本实施例的渲染引擎可以采用多引擎融合技术来构建,所述多引擎包括游戏引擎和三维引擎,所述游戏引擎采用游戏引擎ue4,所述三维引擎采用WebGL框架和引擎。The rendering engine in this embodiment may be constructed by using a multi-engine fusion technology, the multi-engine includes a game engine and a 3D engine, the game engine adopts the game engine ue4, and the 3D engine adopts the WebGL framework and engine.

所述多引擎可以通过虚拟封装或物理封装构建,从而实现建筑三维模型的展示,根据场景显示面数的多少确定不同的渲染引擎,自动更换引擎来显示三维场景,利用不同渲染引擎的特征加载与之匹配的三维场景图像,快速显示出三维模型。The multi-engine can be constructed by virtual packaging or physical packaging, so as to realize the display of the three-dimensional model of the building, determine different rendering engines according to the number of scene display surfaces, automatically replace the engine to display the three-dimensional scene, and use the feature loading and matching of different rendering engines. The matched 3D scene image quickly displays the 3D model.

本实施例提供的实景三维数据的分割也可以按照模型库构件种类进行;所述模型库中的构件包括建筑物、水系、交通、境界、地形、地貌、植被、管线、垣栅、独立地物等多种要素,将构件分解为几何特征和纹理特征两部分,加载顺序可以先加载各种构件的几何特征,然后再加载各种构件的纹理特征;或者将构件划分为不同类型,先加载重要类型构件的几何特征,在加载其余构件的几何特征,最后在加载这些构件的纹理特征。The segmentation of the real 3D data provided in this embodiment can also be performed according to the types of components in the model library; the components in the model library include buildings, water systems, traffic, boundaries, terrain, landforms, vegetation, pipelines, fences, and independent features The components are decomposed into geometric features and texture features. The loading sequence can load the geometric features of various components first, and then load the texture features of various components; or divide the components into different types and load important components first. The geometric features of the type member are loaded with the geometric features of the remaining members, and finally the texture features of these members are loaded.

如图4所示,本实施例提供的渲染引擎优化方法,通过将需要渲染的实景三维数据进行分割,按照不同标准进行分区并发加载,提高了实景三维数据的加载速度,实现大规模实景三维数据的发布和浏览,克服了实景三维数据庞大数据量快速加载困难的技术难题。As shown in FIG. 4 , the rendering engine optimization method provided in this embodiment improves the loading speed of the real 3D data and realizes large-scale real 3D data by dividing the real 3D data to be rendered and loading them concurrently according to different standards. The release and browsing of real-world 3D data overcomes the technical difficulty of fast loading of huge amounts of real-world 3D data.

本实施例提供的渲染优化方法,在开始加载时,避免模型概略图的加载,提高了加载速度,同时设置底层材质接口,所述底层材质接口用于调用渲染模型材质属性,该接口可以根据实际情况进行个性化设置,在需要的情况下进一步优化渲染效果,以及对模型中不同的构件的RGB值进行修改操作,或者光照贴图修改。The rendering optimization method provided by this embodiment avoids the loading of the model schematic diagram at the beginning of loading, improves the loading speed, and sets the underlying material interface, and the underlying material interface is used to call the material properties of the rendering model. The interface can be based on actual Personalize the settings according to the situation, further optimize the rendering effect if necessary, and modify the RGB values of different components in the model, or modify the lightmap.

本方法使得渲染过程中的内存得到了优化,内存采用32G或20G就能达到好的渲染效果。This method optimizes the memory in the rendering process, and a good rendering effect can be achieved by using 32G or 20G of memory.

以上所述实施例仅是为充分说明本发明而所举的较佳的实施例,本发明的保护范围不限于此。本技术领域的技术人员在本发明基础上所作的等同替代或变换,均在本发明的保护范围之内。本发明的保护范围以权利要求书为准。The above-mentioned embodiments are only preferred embodiments for fully illustrating the present invention, and the protection scope of the present invention is not limited thereto. Equivalent substitutions or transformations made by those skilled in the art on the basis of the present invention are all within the protection scope of the present invention. The protection scope of the present invention is subject to the claims.

Claims (10)

1. The layered rendering optimization method of the live-action three-dimensional model based on distributed storage is characterized by comprising the following steps: the method comprises the following steps:
acquiring live-action three-dimensional data;
segmenting the live-action three-dimensional data to obtain a plurality of layers;
distributing each layer to each terminal device for storage according to a distributed storage mode, and constructing a distributed database;
setting a layer loading mode and calling a rendering engine to load and render each layer according to a preset mode;
and loading all layers in the live-action three-dimensional data.
2. The method of claim 1, wherein: the live-action three-dimensional data distributed storage is formed according to the following steps:
constructing a MongoDB database;
cutting the three-dimensional model data into a plurality of small three-dimensional images 3 Dtiles;
forming a hierarchical directory file by using 3Dtiles and storing the hierarchical directory file into a MongoDB database in batches;
an index database for accessing or calling data is constructed.
3. The method for optimizing the layered rendering of the live-action three-dimensional model based on the distributed storage according to claim 1, wherein: the real three-dimensional data divides the real three-dimensional data into a plurality of rectangular image blocks according to the spatial region, and the size of the image blocks can be set to 800-.
4. The method for optimizing the layered rendering of the live-action three-dimensional model based on the distributed storage according to claim 1, wherein: the loading mode is realized by adopting an edge computing technology, and the specific steps are as follows:
receiving a rendering instruction sent by a cloud platform;
calling a rendering engine according to the rendering instruction to load the layer data stored in the local memory;
and transmitting the rendered image data to the cloud platform.
5. The method for optimizing the layered rendering of the live-action three-dimensional model based on the distributed storage according to claim 1, wherein: the method for allocating the layers to the terminal devices for storage according to the distributed storage mode specifically comprises the following steps:
calculating each layer to obtain a data set of each layer;
acquiring hardware resources of distributed terminal equipment;
determining a matching relation with each terminal hardware resource load balance according to the layer data set and the hardware resources;
storing the divided layers in corresponding terminal equipment according to the matching relation;
and establishing a layer data storage index database.
6. The method for optimizing the layered rendering of the live-action three-dimensional model based on the distributed storage according to claim 1, wherein: the real scene three-dimensional data is segmented according to the following steps:
constructing image sequences of different levels according to the three-dimensional model data, setting the size of each level of image, and constructing a pyramid structure;
cutting and blocking each level of image based on Tile technology to form small blocks of images Tiles;
establishing a layered directory storage structure to store the small images Tiles based on a file storage system;
calculating the name of the Tile and the relative storage path of the Tile according to the given three-dimensional model and the longitude and latitude coordinate values of the position points, and realizing the rapid query and acquisition service of the 3Dtiles data;
and establishing a hierarchical directory by adopting a distributed storage system architecture, and storing and managing the small images Tiles.
7. The method for optimizing the layered rendering of the live-action three-dimensional model based on the distributed storage according to claim 1, wherein: the real scene three-dimensional data is divided according to the type of the model library component; the members in the model library comprise any one or a plurality of combinations of buildings, water systems, traffic, boundaries, terrains, landforms, vegetation, pipelines, palisade grids and independent ground objects.
8. The method for optimizing the layered rendering of the live-action three-dimensional model based on the distributed storage according to claim 1, wherein: further comprising the steps of:
and setting a bottom layer material interface, wherein the bottom layer material interface is used for calling the rendering model material attribute, and modifying the RGB values of different components in the model or modifying the illumination map.
9. A realistic three-dimensional model layered rendering optimization system comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that the program, when executed by the processor, performs the steps of the method of any one of claims 1 to 8.
10. Storage medium on which a computer program is stored which, when being executed by a processor, carries out the steps of the method of any one of claims 1 to 8.
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