CN115686202A - Three-dimensional model interactive rendering method across Unity/Optix platform - Google Patents
Three-dimensional model interactive rendering method across Unity/Optix platform Download PDFInfo
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Abstract
A three-dimensional model interactive rendering method across a Unity/Optix platform belongs to the technical field of free stereo display, and comprises the following steps: 1. setting gesture interaction actions; 2. introducing a three-dimensional scene mesh model group into Unity, giving vertex colors to the three-dimensional scene mesh model group, transforming a coordinate system and combining; 3. creating a three-dimensional curve grid model; 4. creating a three-dimensional scene grid model and a three-dimensional curve grid model in the Optix; 5. performing three-dimensional model interaction in a loop, comprising: reading an interactive instruction, updating a three-dimensional scene grid model and a three-dimensional curve grid model in the Unity, transmitting model data to a corresponding model in the Optix, and rendering a virtual viewpoint image array; the invention combines the advantages that the Unity can quickly edit the dynamic three-dimensional model and the Optix can generate the virtual viewpoint image array in real time, so that the naked eye three-dimensional display system has smooth three-dimensional scene model control and three-dimensional curve air drawing functions.
Description
Technical Field
The invention belongs to the technical field of free stereo display, and particularly relates to a Unity/Optix platform-crossing three-dimensional model interactive rendering method.
Background
As an ultimate application form of multimedia, the virtual reality technology has wide application in various social fields, the virtual reality is concerned about human perception, emphasizes the experience sense of immersing a user in a virtual environment, and can provide the user with all-round information including vision, smell, taste, hearing, touch and the like by simulating a three-dimensional dynamic scene, receiving user behaviors and making certain changes to the scene, so that the user seems to be in a true three-dimensional scene, and the immersion, the interaction and imagination are the most core elements of the realistic virtual reality technology. The naked eye three-dimensional display technology can achieve true three-dimensional display without the help of wearable equipment, and effectively reduces the vertigo feeling of a user; by means of the non-contact gesture recognition device, the hands of a user can be liberated, objects in a virtual scene are operated through gestures which are more in line with human habits, and interactive natural feeling is achieved. The combination of the two can effectively break the limitation of hardware equipment, avoid dizziness and fatigue caused by using wearable equipment, reduce the influence of external equipment on a user, realize high immersion of the user and realize man-machine communication in a more natural way.
Currently, research in naked eye three-dimensional presentation focuses more on development of display directions, and relatively less focuses on human-computer interaction directions. The high-performance ray tracing engine development platform Optix can remarkably accelerate the ray projection process and realize the rapid drawing of a virtual viewpoint image and a two-dimensional synthetic image required by naked eye three-dimensional display; the pose of the virtual camera array is controlled by the aid of the somatosensory controller, and interactive naked eye three-dimensional imaging based on bare hand gesture control can be further achieved. However, this approach can only deal with static three-dimensional models, rendering it of low practical value. The Unity is a real-time three-dimensional content development platform and provides great convenience for editing and interacting of the dynamic three-dimensional model. Therefore, on the basis of identifying the user gesture by using the somatosensory controller, the Unity platform and the Optix platform are combined, so that the advantages of the Unity platform and the Optix platform are complementary, the dynamic three-dimensional model interactive naked eye three-dimensional display method is an effective mode for realizing dynamic three-dimensional model interactive naked eye three-dimensional display, and has research necessity and wide application prospect.
Disclosure of Invention
The invention aims to provide a naked eye three-dimensional display naked hand gesture space manipulation-spanning Unity/Optix platform-based three-dimensional model interactive rendering method. The method utilizes the advantages that the Unity platform can rapidly edit a dynamic three-dimensional model and the Optix platform can generate a virtual viewpoint image array in real time, the naked hand gesture of a user is accurately identified through the somatosensory controller, the virtual viewpoint image array rendering under the gesture interaction instruction is carried out across the Unity/Optix platform, a two-dimensional composite image can be drawn at a high frame rate along with the gesture change of the user, and then a natural and smooth dynamic stereoscopic image human screen interaction effect (the interaction function comprises three-dimensional scene model control and three-dimensional curve air drawing) is presented on a naked eye three-dimensional display screen, so that the problems in the background technology are solved.
The invention discloses a three-dimensional model interactive rendering method across Unity/Optix platforms, which comprises the following steps:
1) Gesture interactive actions for realizing three-dimensional scene model control and three-dimensional curve air drawing in a real-time three-dimensional content development platform Unity by utilizing a somatosensory controller 2 are set, wherein: the three-dimensional scene model control comprises the steps of rotating, zooming, translating and decomposing the three-dimensional scene grid model group; the real-time three-dimensional content development platform Unity is configured in the processor 1, and the somatosensory controller 2 is connected with the processor 1;
2) Importing a three-dimensional scene grid model group of an interactive scene into a real-time three-dimensional content development platform Unity;
3) Giving a vertex color to the three-dimensional scene mesh model group; if the ith sub-model M in the three-dimensional scene mesh model group i With the vertex color, the submodel M i Flag bit C of i Setting as 1; otherwise, if the submodel M i If the material is not pasted, the sub-model M is used i All the vertex colors of (1) are set to white, and the submodel M is set to white i Flag bit C of i Setting to 0; otherwise, it is a sub-model M i Assigning a color to the vertex, comprising the steps of:
3.1 Read submodel M i Texture mapping of i And vertex UV coordinate matrix P i ;
3.2 Will submodel M i The jth vertex v in ij Is set as I i (P i (j,0)×H,P i (j, 1) × W), wherein: i is i (x, y) is a texture map I i Color value at pixel point (x, y), P i (j, 0) and P i (j, 1) are each a vertex v ij In material mapping I i The corresponding u coordinate and v coordinate, H and W are respectively material mapping I i Height and width of (d);
3.3 Will submodel M i Flag bit C of i Setting as 1;
4) Transforming the coordinate systems of all sub-models in the three-dimensional scene grid model group into a world coordinate system;
5) Merging all sub-models in the three-dimensional scene grid model group into a three-dimensional scene grid model M u Wherein: three-dimensional scene grid model M u The data information of (2) includes: vertex coordinates, vertex index, and vertex colorColor; three-dimensional scene grid model M u The vertex coordinates of the three-dimensional scene grid model group are the union of the vertex coordinates of all sub models in the three-dimensional scene grid model group; three-dimensional scene grid model M u The vertex indexes of the three-dimensional scene grid model group are a union set formed by accumulating the vertex indexes of all sub models in the three-dimensional scene grid model group according to the sequence numbers of the sub models; three-dimensional scene grid model M u The vertex color of the three-dimensional scene grid model group is the union of the vertex colors of all sub models in the three-dimensional scene grid model group;
6) Creating an empty three-dimensional curve mesh model L in a real-time three-dimensional content development platform Unity u Wherein: three-dimensional curve grid model L u The data information of (2) includes: vertex coordinates, vertex indexes and vertex colors, wherein the vertex coordinates, the vertex indexes and the vertex colors are all empty sets;
7) Creating an empty three-dimensional scene mesh model M in a high-performance ray tracing engine development platform Optix o And an empty three-dimensional curve mesh model L o Wherein: three-dimensional scene grid model M o And a three-dimensional curve mesh model L o The data information of (a) each includes: vertex coordinates, vertex indexes and vertex colors, which are all empty sets; the high-performance ray tracing engine development platform Optix is configured in the processor 1;
8) And circularly executing three-dimensional model interaction, wherein the three-dimensional model interaction at each moment comprises the following steps:
8.1 Read the interactive instruction of the somatosensory controller 2; if the three-dimensional scene model control instruction exists, the three-dimensional scene grid model M is controlled in the real-time three-dimensional content development platform Unity u And updating the three-dimensional scene mesh model M u The vertex coordinates of (2); if the three-dimensional curve aerial drawing instruction exists, updating the three-dimensional curve grid model L u Comprising the steps of:
8.1.1 Using the central position of the three-dimensional hand model in the real-time three-dimensional content development platform Unity as the origin, respectively creating three-dimensional points at the spatial positions (w, 0), (0, w, 0), (0, w), and sequentially adding the three coordinates to the three-dimensional curve mesh model L u In vertex coordinates of (a), wherein: w is a preset line width;
8.1.2 If three-dimensional curve mesh model L u Is less than 6, 0,1,2, 0,2,1 is added to the three-dimensional curve mesh model L u In the vertex index of (1); otherwise, let N =2, \8230;, N, for each N, {3 × (N-1), 3 × N,3 × 0n +1}, {3 × 1n +1,3 × 2 (N-1) +1,3 × 3 (N-1) }, {3 × 4 (N-1) +1,3 × 5n +1,3 × 6n +2}, {3 × 7n +2,3 × 8 (N-1) +2,3 × 9 (N-1) +1}, {3 × (N-1) +2,3 × 0n +2,3 × 1N }, {3 × 2n,3 × 3 (N-1), 3 × 4 (N-1) +2}, {3 × 5 (N-1) +1,3 × 6n +1,3 × 7N }, {3 × 8n,3 × 9 (N-1), 3 × (N-1) +1}, {3 × 0 (N-1) +2,3 × 1n +2,3 × 2n +1}, {3 × 3n +1,3 × 4 (N-1) +1,3 × 5 (N-1) +2}, {3 × N (N-1), 3 × N,3 × N +2}, {3 × N +2,3 × (N-1) } are added to the three-dimensional curve mesh model L u In the vertex index of (1), wherein: n is an integer, N is a three-dimensional curve grid model L u Update frame number of (2);
8.1.3 Three-dimensional curve mesh model L) u Assigning the vertex color of the vertex to a preset color value;
8.2 If three-dimensional scene mesh model M o If the model is an empty model, the three-dimensional scene mesh model M is used u Respectively transmitting the vertex coordinates, the vertex indexes and the vertex color data in the three-dimensional scene mesh model M o Vertex coordinates, vertex indexes and vertex colors in the text; otherwise, only the three-dimensional scene mesh model M is used u The vertex coordinate data in (1) is transmitted to the three-dimensional scene mesh model M o Vertex coordinates of (5);
8.3 Three-dimensional curve mesh model L) u Respectively transmitting the vertex coordinates, the vertex indexes and the vertex color data to a three-dimensional curve mesh model L o Vertex coordinates, vertex indexes and vertex colors in the text;
8.4 Respectively combining the three-dimensional scene mesh model M o And a three-dimensional curve mesh model L o The vertex coordinates in (1) are transformed from a left-hand coordinate system to a right-hand coordinate system;
8.5 Real-time ray casting renderer using high-performance ray tracing engine development platform Optix o And a three-dimensional curve mesh model L o Rendering the image array corresponding to the appointed virtual viewpoint array, pixel resampling the rendered image array to form a two-dimensional composite image, and displaying the two-dimensional composite image on the image arrayFinally forming a three-dimensional scene grid model M on the naked eye three-dimensional display screen 3 o And a three-dimensional curve mesh model L o The naked eye three-dimensional image 4, wherein: the naked eye three-dimensional display screen 3 is connected with the processor 1; light ray three-dimensional curve grid model L o Setting the color of the surface impact point as the average value of the colors of three vertexes of the triangular surface patch corresponding to the impact point; light ray three-dimensional scene grid model M o The step of calculating the color of the surface impact point comprises: if the flag bit of the submodel to which the triangular patch corresponding to the impact point belongs is 1, setting the color of the impact point as a bilinear interpolation result of the three vertex colors of the corresponding triangular patch; otherwise, setting the color of the impact point as a result of normalizing the normal vector of the corresponding triangular patch to the color space.
Compared with the prior art, the invention has the beneficial effects that: aiming at the problems that a real-time three-dimensional content development platform Unity can edit a dynamic three-dimensional model but only can display the dynamic three-dimensional model on a flat display screen, and a high-performance ray tracing engine development platform Optix can quickly generate a virtual viewpoint image array but is only suitable for a static three-dimensional model, so that naked eye three-dimensional display of the dynamic model is difficult to control through gestures, the three-dimensional model interactive rendering method across the Unity/Optix platform effectively combines the respective advantages of the two platforms, so that a naked eye three-dimensional display system based on a volume-sensing controller has three-dimensional scene model control and three-dimensional curve air drawing functions under gesture instructions, and the viewing and interactive experience and the practical application value of a naked eye three-dimensional display technology are greatly improved.
Drawings
FIG. 1 is a flow chart of a three-dimensional model interactive rendering method across Unity/Optix platforms;
FIG. 2 is a schematic diagram of a naked eye three dimensional display system capable of bare hand gesture interaction;
wherein: 1. the processor 2, the body sensing controller 3, the naked eye three-dimensional display screen 4 and the naked eye three-dimensional image.
Detailed Description
The implementation process of the present invention, namely the interactive rendering method of the three-dimensional model across Unity/Optix platform, is further described with reference to the accompanying drawings, and the process is shown in fig. 1, and includes the following steps:
1. gesture interactive actions for realizing three-dimensional scene model control and three-dimensional curve air drawing in a real-time three-dimensional content development platform Unity by utilizing a somatosensory controller 2 are set, wherein: the three-dimensional scene model control comprises the steps of rotating, zooming, translating and decomposing the three-dimensional scene grid model group; the real-time three-dimensional content development platform Unity is configured in the processor 1, and the somatosensory controller 2 is connected with the processor 1, as shown in fig. 2;
2. importing a three-dimensional scene grid model group of an interactive scene into a real-time three-dimensional content development platform Unity;
3. giving a vertex color to the three-dimensional scene mesh model group; if the ith sub-model M in the three-dimensional scene mesh model group i With the vertex color, the submodel M i Flag bit C of i Setting the value as 1; otherwise, if the submodel M i If the sub-model M does not contain the texture mapping, the sub-model M is set i All the vertex colors of (1) are set to be white, and the submodel M is set to be white i Flag bit C of i Setting to 0; otherwise, it is a sub-model M i Assigning a color to the vertex, comprising the steps of:
3.1 read submodel M i Texture mapping of i And vertex UV coordinate matrix P i ;
3.2 sub-model M i The jth vertex v in ij Is set as I i (P i (j,0)×H,P i (j, 1) × W), wherein: i is i (x, y) is a texture map I i Color value at pixel point (x, y), P i (j, 0) and P i (j, 1) are each a vertex v ij In material mapping I i The corresponding u coordinate and v coordinate, H and W are respectively material mapping I i Height and width of (d);
3.3 sub-model M i Flag bit C of i Setting as 1;
4. transforming the coordinate systems of all sub-models in the three-dimensional scene grid model group into a world coordinate system;
5. merging all sub-models in the three-dimensional scene grid model group into a three-dimensional scene grid model M u Wherein: three-dimensional scene grid modelType M u The data information of (2) includes: vertex coordinates, vertex indexes and vertex colors; three-dimensional scene grid model M u The vertex coordinates of the three-dimensional scene grid model group are the union set of the vertex coordinates of all the sub models in the three-dimensional scene grid model group; three-dimensional scene grid model M u The vertex indexes are a union set formed by accumulating the vertex indexes of all sub models in the three-dimensional scene grid model group according to the serial numbers of the sub models to which the vertex indexes belong; three-dimensional scene grid model M u The vertex color of the three-dimensional scene grid model group is the union set of the vertex colors of all the sub models in the three-dimensional scene grid model group;
6. creating an empty three-dimensional curve mesh model L in a real-time three-dimensional content development platform Unity u Wherein: three-dimensional curve grid model L u The data information of (2) includes: vertex coordinates, vertex indexes and vertex colors, wherein the vertex coordinates, the vertex indexes and the vertex colors are all empty sets;
7. creating an empty three-dimensional scene grid model M in an Optix (optical selection) of a high-performance ray tracing engine development platform o And an empty three-dimensional curve mesh model L o Wherein: three-dimensional scene grid model M o And a three-dimensional curve mesh model L o The data information of (a) each includes: vertex coordinates, vertex indexes and vertex colors, which are all empty sets; the high performance ray trace engine development platform Optix is configured in the processor 1, as shown in fig. 2;
8. and circularly executing three-dimensional model interaction, wherein the three-dimensional model interaction at each moment comprises the following steps:
8.1 reading an interactive instruction of the somatosensory controller 2; if the three-dimensional scene model control instruction exists, the three-dimensional scene grid model M is controlled in the real-time three-dimensional content development platform Unity u And updating the three-dimensional scene mesh model M u The vertex coordinates of (2); if the three-dimensional curve aerial drawing instruction exists, updating the three-dimensional curve grid model L u Comprising the steps of:
8.1.1 with the central position of the three-dimensional hand model in the real-time three-dimensional content development platform Unity as the origin, respectively creating three-dimensional points at the spatial positions (w, 0), (0, w, 0) and (0, w), and sequentially adding the three coordinates to the three-dimensional curve grid model L u Top ofIn point coordinates, where: w is a preset line width;
8.1.2 if three-dimensional curve mesh model L u Is less than 6, 0,1,2, 0,2,1 is added to the three-dimensional curve mesh model L u In the vertex index of (1); otherwise, let N =2, \8230;, N, for each N, {3 × (N-1), 3 × N,3 × 0n +1}, {3 × 1n +1,3 × 2 (N-1) +1,3 × 3 (N-1) }, {3 × 4 (N-1) +1,3 × 5n +1,3 × 6n +2}, {3 × 7n +2,3 × 8 (N-1) +2,3 × 9 (N-1) +1}, {3 × (N-1) +2,3 × 0n +2,3 × 1N }, {3 × 2n,3 × 3 (N-1), 3 × 4 (N-1) +2}, {3 × 5 (N-1) +1,3 × 6n +1,3 × 7N }, {3 × 8n,3 × 9 (N-1), 3 × (N-1) +1}, {3 × 0 (N-1) +2,3 × 1n +2,3 × 2n +1}, {3 × 3n +1,3 × 4 (N-1) +1,3 × 5 (N-1) +2}, {3 × 1,3 × N,3 × N +2}, {3 × N +2,3 × (N-1) } are added to the three-dimensional curve grid model L u In the vertex index of (a), wherein: n is an integer, N is a three-dimensional curve grid model L u The update frame number of (2);
8.1.3 three-dimensional Curve mesh model L u Assigning the vertex color of the vertex to a preset color value;
8.2 if three-dimensional scene mesh model M o If the model is an empty model, the three-dimensional scene mesh model M is used u Respectively transmitting the vertex coordinates, vertex indexes and vertex color data in the three-dimensional scene mesh model M o Vertex coordinates, vertex indexes and vertex colors in the image; otherwise, only the three-dimensional scene mesh model M is used u The vertex coordinate data in (2) is transmitted to the three-dimensional scene mesh model M o Vertex coordinates of (5);
8.3 mesh model L of three-dimensional curve u Respectively transmitting the vertex coordinates, vertex indexes and vertex color data to a three-dimensional curve mesh model L o Vertex coordinates, vertex indexes and vertex colors in the text;
8.4 respectively combining the three-dimensional scene mesh model M o And a three-dimensional curve mesh model L o The vertex coordinates in (1) are transformed from a left-hand coordinate system to a right-hand coordinate system;
8.5 Using the real-time ray casting renderer of the high Performance ray tracing Engine development platform Optix, the three dimensional scene mesh model M o And a three-dimensional curve mesh model L o Rendering images corresponding to a specified virtual viewpoint arrayAnd the rendered image array forms a two-dimensional synthetic image through pixel resampling and is displayed on a naked eye three-dimensional display screen 3, and finally a three-dimensional scene grid model M is formed o And a three-dimensional curve mesh model L o As shown in fig. 2, wherein: the naked eye three-dimensional display screen 3 is connected with the processor 1; light ray three-dimensional curve grid model L o Setting the color of the surface impact point as the average value of the colors of three vertexes of the triangular surface patch corresponding to the impact point; light ray three-dimensional scene grid model M o The step of calculating the color of the surface impact point comprises: if the flag bit of the sub model to which the triangular surface patch belongs corresponding to the impact point is 1, setting the color of the impact point as a bilinear interpolation result of the three vertex colors of the corresponding triangular surface patch; otherwise, setting the color of the impact point as a result of normalizing the normal vector of the corresponding triangular patch to the color space.
Claims (1)
1. The interactive rendering method of the three-dimensional model of the cross-Unity/Optix platform is characterized by comprising the following steps:
1) Setting gesture interactive actions for realizing three-dimensional scene model control and three-dimensional curve air drawing in a real-time three-dimensional content development platform Unity by utilizing a somatosensory controller (2), wherein: the three-dimensional scene model control comprises the steps of rotating, zooming, translating and decomposing the three-dimensional scene grid model group; the real-time three-dimensional content development platform Unity is configured in the processor (1), and the somatosensory controller (2) is connected with the processor (1);
2) Importing a three-dimensional scene grid model group of an interactive scene into a real-time three-dimensional content development platform Unity;
3) Assigning a vertex color to the three-dimensional scene mesh model group; if the ith sub-model M in the three-dimensional scene mesh model group i With the vertex color, the submodel M i Flag bit C of i Setting the value as 1; otherwise, if the sub-model M i If the material is not pasted, the sub-model M is used i All the vertex colors of (1) are set to be white, and the submodel M is set to be white i Flag bit C of i Setting to 0; otherwise, it is a sub-model M i Assigning a color to the vertex, comprising the steps of:
3.1 Read submodel M i Texture mapping of i And vertex UV coordinate matrix P i ;
3.2 ) sub-model M i The jth vertex v in ij Is set as I i (P i (j,0)×H,P i (j, 1) × W), wherein: i is i (x, y) is a texture map I i Color value at pixel point (x, y), P i (j, 0) and P i (j, 1) are each a vertex v ij In material mapping I i The corresponding u coordinate and v coordinate in the middle, H and W are respectively material chartlet I i Height and width of (d);
3.3 Will submodel M i Flag bit C of i Setting as 1;
4) Transforming the coordinate systems of all sub-models in the three-dimensional scene grid model group into a world coordinate system;
5) Merging all sub-models in the three-dimensional scene grid model group into a three-dimensional scene grid model M u Wherein: three-dimensional scene grid model M u The data information of (2) includes: vertex coordinates, vertex indexes and vertex colors; three-dimensional scene grid model M u The vertex coordinates of the three-dimensional scene grid model group are the union of the vertex coordinates of all sub models in the three-dimensional scene grid model group; three-dimensional scene grid model M u The vertex indexes of the three-dimensional scene grid model group are a union set formed by accumulating the vertex indexes of all sub models in the three-dimensional scene grid model group according to the sequence numbers of the sub models; three-dimensional scene grid model M u The vertex color of the three-dimensional scene grid model group is the union set of the vertex colors of all the sub models in the three-dimensional scene grid model group;
6) Creating an empty three-dimensional curve mesh model L in a real-time three-dimensional content development platform Unity u Wherein: three-dimensional curve grid model L u The data information of (2) includes: vertex coordinates, vertex indexes and vertex colors, wherein the vertex coordinates, the vertex indexes and the vertex colors are all empty sets;
7) Creating an empty three-dimensional scene mesh model M in a high-performance ray tracing engine development platform Optix o And an empty three-dimensional curve mesh model L o Wherein: three-dimensional scene grid model M o And a three-dimensional curve mesh model L o The data information of (a) each includes:vertex coordinates, vertex indexes and vertex colors, which are all empty sets; the high-performance ray tracing engine development platform Optix is configured in the processor (1);
8) And circularly executing three-dimensional model interaction, wherein the three-dimensional model interaction at each moment comprises the following steps:
8.1 Reading an interactive instruction of the somatosensory controller (2); if the three-dimensional scene model control instruction exists, the three-dimensional scene grid model M is controlled in the real-time three-dimensional content development platform Unity u And updating the three-dimensional scene mesh model M u The vertex coordinates of (2); if the three-dimensional curve aerial drawing instruction exists, updating the three-dimensional curve grid model L u Comprising the steps of:
8.1.1 Using the central position of the three-dimensional hand model in the real-time three-dimensional content development platform Unity as the origin, respectively creating three-dimensional points at the spatial positions (w, 0), (0, w, 0), (0, w), and sequentially adding the three coordinates to the three-dimensional curve mesh model L u In vertex coordinates of (a), wherein: w is a preset line width;
8.1.2 If three-dimensional curve mesh model L u Is less than 6, {0,1,2}, {0,2,1} is added to the three-dimensional curvilinear mesh model L u In the vertex index of (1); otherwise, let N =2, \8230;, N, for each N, {3 × (N-1), 3 × N,3 × 0n +1}, {3 × 1n +1,3 × 2 (N-1) +1,3 × 3 (N-1) }, {3 × 4 (N-1) +1,3 × 5n +1,3 × 6n +2}, {3 × 7n +2,3 × 8 (N-1) +2,3 × 9 (N-1) +1}, {3 × (N-1) +2,3 × 0n +2,3 × 1N }, {3 × 2n,3 × 3 (N-1), 3 × 4 (N-1) +2}, {3 × 5 (N-1) +1,3 × 6n +1,3 × 7N }, {3 × 8n,3 × 9 (N-1), 3 × (N-1) +1}, {3 × 0 (N-1) +2,3 × 1n +2,3 × 2n +1}, {3 × 3n +1,3 × 4 (N-1) +1,3 × 5 (N-1) +2}, {3 × 1,3 × N,3 × N +2}, {3 × N +2,3 × (N-1) } are added to the three-dimensional curve grid model L u In the vertex index of (a), wherein: n is an integer, N is a three-dimensional curve grid model L u Update frame number of (2);
8.1.3 A three-dimensional curve mesh model L u Assigning the vertex color of the vertex to a preset color value;
8.2 If three-dimensional scene mesh model M o If the model is an empty model, the three-dimensional scene mesh model M is used u The vertex coordinates, the vertex index, and,The vertex color data are respectively transmitted to the three-dimensional scene mesh model M o Vertex coordinates, vertex indexes and vertex colors in the text; otherwise, only the three-dimensional scene mesh model M is used u The vertex coordinate data in (2) is transmitted to the three-dimensional scene mesh model M o Vertex coordinates of (1);
8.3 A three-dimensional curve mesh model L u Respectively transmitting the vertex coordinates, the vertex indexes and the vertex color data to a three-dimensional curve mesh model L o Vertex coordinates, vertex indexes and vertex colors in the text;
8.4 Respectively combining the three-dimensional scene mesh model M o And a three-dimensional curve mesh model L o The vertex coordinates in (2) are transformed from a left-hand coordinate system to a right-hand coordinate system;
8.5 Real-time ray casting renderer using high-performance ray tracing engine development platform Optix o And a three-dimensional curve mesh model L o Rendering the image array corresponding to the appointed virtual viewpoint array, forming a two-dimensional synthetic image by pixel resampling of the rendered image array, and displaying the two-dimensional synthetic image on a naked eye three-dimensional display screen (3) to finally form a three-dimensional scene grid model M o And a three-dimensional curve mesh model L o The naked eye three-dimensional image (4), wherein: the naked eye three-dimensional display screen (3) is connected with the processor (1); light ray three-dimensional curve grid model L o Setting the color of the surface impact point as the average value of the colors of three vertexes of the triangular surface patch corresponding to the impact point; light ray three-dimensional scene grid model M o The step of calculating the color of the surface impact point comprises: if the flag bit of the sub model to which the triangular surface patch belongs corresponding to the impact point is 1, setting the color of the impact point as a bilinear interpolation result of the three vertex colors of the corresponding triangular surface patch; otherwise, setting the color of the impact point as a result of normalizing the normal vector of the corresponding triangular patch to the color space.
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