CN114119835A - Hard surface model processing method and device and electronic equipment - Google Patents

Hard surface model processing method and device and electronic equipment Download PDF

Info

Publication number
CN114119835A
CN114119835A CN202111469362.1A CN202111469362A CN114119835A CN 114119835 A CN114119835 A CN 114119835A CN 202111469362 A CN202111469362 A CN 202111469362A CN 114119835 A CN114119835 A CN 114119835A
Authority
CN
China
Prior art keywords
data
hard surface
model
chamfer
asset
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN202111469362.1A
Other languages
Chinese (zh)
Other versions
CN114119835B (en
Inventor
厉淼
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Beijing Bingfeng Mutual Entertainment Technology Co ltd
Original Assignee
Beijing Bingfeng Mutual Entertainment Technology Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Beijing Bingfeng Mutual Entertainment Technology Co ltd filed Critical Beijing Bingfeng Mutual Entertainment Technology Co ltd
Priority to CN202111469362.1A priority Critical patent/CN114119835B/en
Publication of CN114119835A publication Critical patent/CN114119835A/en
Application granted granted Critical
Publication of CN114119835B publication Critical patent/CN114119835B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping

Landscapes

  • Engineering & Computer Science (AREA)
  • Computer Graphics (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Image Generation (AREA)

Abstract

The application discloses a processing method and device of a hard surface model and electronic equipment, and relates to the technical field of image processing. The method comprises the following steps: firstly, acquiring white mould data of a hard surface asset; adjusting the modeling profile and the proportional relation of the white mould data to obtain middle and high mould data, wherein the middle and high mould data is model data with precision between a middle mould and a high mould; then, material is appointed for the middle-high modulus data, and the chamfer width finally generated by the model is determined by applying parameters of a chamfer shader; baking and converting the medium and high modulus data after the chamfer coloring device is applied into a normal line mapping; and finally, rendering according to the normal map and the low-modulus data of the hard surface asset to obtain the image data of the hard surface asset. The hard surface assets with low importance degree are processed by the technical scheme provided by the application, so that the manufacturing complexity can be reduced on a large scale, the manufacturing period is shortened on the premise of maintaining the same quality, the manufacturing cost of the hard surface model can be saved, and the processing efficiency is improved.

Description

Hard surface model processing method and device and electronic equipment
Technical Field
The present disclosure relates to the field of image processing technologies, and in particular, to a method and an apparatus for manufacturing a hard surface model, and an electronic device.
Background
The hard surface model generally refers to a model of an object with a hard surface, such as a vehicle, weaponry, a building structure and the like, which is encountered in Computer Graphics (CG) production, and is commonly found in science fiction subject matters.
Currently, background related hard surface assets are of a large number and low importance (e.g., a large number of hard surface props exist in a game background, which may serve only as a setback). The hard surface model in the prior art is too complex in manufacturing process, if the hard surface model is manufactured according to the existing process, the workload is large, the manufacturing cost of the hard surface model is increased, the processing efficiency of the hard surface model is influenced, certain technical capability requirements are required for manufacturing personnel, besides the knowledge of art foundation, certain understanding needs to be provided for the technical aspect of software technology, and a large amount of manufacturing actual combat is needed to accumulate the manufacturing experience.
Disclosure of Invention
In view of the above, the present application provides a method and an apparatus for processing a hard surface model, and an electronic device, and mainly aims to solve the technical problems that the manufacturing cost of the hard surface model is increased and the processing efficiency of the hard surface model is affected when the hard surface asset with a low importance degree is manufactured through the existing process.
According to an aspect of the present application, there is provided a method of processing a hard surface model, the method comprising:
acquiring white mode data of a hard surface asset;
adjusting the modeling profile and the proportional relation of the white mode data to obtain middle and high mode data, wherein the middle and high mode data are model data with the precision between a middle mode and a high mode;
assigning materials for the medium and high mode data, and determining the final chamfer width generated by the model by applying parameters of a chamfer shader;
baking and converting the medium and high modulus data after the chamfer coloring device is applied into a normal line mapping;
and rendering according to the normal map and the low modulus data of the hard surface asset to obtain the image data of the hard surface asset.
According to another aspect of the present application, there is provided an apparatus for processing a hard surface model, the apparatus comprising:
the acquisition module is used for acquiring white mould data of the hard surface asset;
the adjusting module is used for adjusting the modeling profile and the proportional relation of the white mould data to obtain middle and high mould data, and the middle and high mould data is model data with precision between a middle mould and a high mould;
the configuration module is used for appointing materials for the medium and high mode data and determining the final chamfer width generated by the model by applying parameters of the chamfer coloring device;
the baking module is used for baking and converting the middle and high modulus data after the chamfer shader is applied into a normal line mapping;
and the rendering module is used for rendering according to the normal map and the low-modulus data of the hard surface asset to obtain the image data of the hard surface asset.
According to yet another aspect of the present application, there is provided a storage medium having stored thereon a computer program which, when executed by a processor, implements the above-described method of processing a hard surface model.
According to yet another aspect of the present application, there is provided an electronic device, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, the processor implementing the processing method of the hard surface model when executing the computer program.
By means of the technical scheme, compared with the mode that the hard surface assets with lower importance degree are all manufactured according to the existing flow, the hard surface model processing method, the hard surface model processing device and the electronic equipment do not need to manufacture the high-precision model (namely the high-precision model) for subdividing the surface, so that the wiring and the topological structure of the model can be ignored to a certain extent in the manufacturing process, the manufacturing mode of the model is not limited, and further larger workload is saved. Different from the requirement of manufacturing high-modulus data in the prior art, the modeling profile and the proportional relation of the white-modulus data of the hard-surface assets are adjusted to obtain the high-modulus data with the precision between the middle modulus and the high modulus, the high-modulus data is different from the high modulus of the traditional process, the topological structure of the model can not be concerned to a great extent, and the high-modulus data can be manufactured and molded quickly. And then, specifying a material for the middle and high modulus data, determining the final chamfer width generated by the model by using parameters of a chamfer coloring device, baking and converting the middle and high modulus data after the chamfer coloring device is applied into a normal line mapping so as to render according to the normal line mapping and the low modulus data and obtain the image data of the hard surface asset. According to the method, the edge of the hard surface model is automatically processed by utilizing the characteristics of the chamfer coloring device, details and effects which can be achieved only by manufacturing a high-precision model under the traditional process are generated, and the method is applied to the real-time rendering workflow in a game through data baking. The hard surface assets with low importance degree are processed by the technical scheme provided by the application, the manufacturing complexity can be reduced on a large scale, the manufacturing period is shortened on the premise of maintaining the same quality, the manufacturing cost of the hard surface model can be saved, the processing efficiency is improved, and the technical capability requirements of hard surface asset manufacturers can be reduced because high molds are manufactured in modes of polygonal modeling, surface subdivision and the like.
The foregoing description is only an overview of the technical solutions of the present application, and the present application can be implemented according to the content of the description in order to make the technical means of the present application more clearly understood, and the following detailed description of the present application is given in order to make the above and other objects, features, and advantages of the present application more clearly understandable.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
fig. 1 is a schematic flow chart illustrating a method for processing a hard surface model according to an embodiment of the present disclosure;
FIG. 2 is a schematic diagram illustrating an example of a medium-high mode provided by an embodiment of the present application;
FIG. 3 is a flow chart illustrating another method for processing a hard surface model according to an embodiment of the present disclosure;
fig. 4 is a schematic diagram illustrating an effect of a middle-high mode provided by an embodiment of the present application after a chamfer shader is applied;
FIG. 5 is a schematic diagram illustrating the effect of a low mold example and a normal map formed by baking from a medium high mold according to an embodiment of the present application;
FIG. 6 is a schematic diagram illustrating rendering effects in a game engine provided by an embodiment of the present application;
fig. 7 shows a schematic structural diagram of a processing apparatus for a hard surface model according to an embodiment of the present application.
Detailed Description
The present application will be described in detail below with reference to the accompanying drawings in conjunction with embodiments. It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict.
The method aims to solve the technical problems that the manufacturing cost of the hard surface model is increased and the processing efficiency of the hard surface model is influenced when the hard surface assets with lower importance degree are manufactured through the conventional process at present. The embodiment provides a method for processing a hard surface model, as shown in fig. 1, the method includes:
step 101, white mode data of the hard surface asset are obtained.
The hard surface asset may be a model of an item having a hard surface, such as a vehicle, weaponry, architectural structure, etc. in a game.
White mode (Mockup), also known as gray mode (Block out), is a rough model in which the basic geometry is roughly modified at the beginning of model creation to render the modeled object volumes, shapes, proportions, spatial relationships.
And 102, adjusting the modeling outline and the proportional relation of the white mould data of the hard surface asset to obtain middle and high mould data.
Different from the mode that middle mold data needs to be manufactured and then high mold data is manufactured through the middle mold data in the prior art, the method does not need to directly adjust the modeling profile and the proportional relation of the white mold data of the hard surface asset to obtain the middle and high mold data with the precision between the middle mold and the high mold, the middle and high mold is different from the high mold of the traditional process, the topological structure of the model can be not paid attention to a great extent, and the model can be manufactured and molded quickly.
The middle module (Mid Poly) is a middle module in the art asset model making process, has details required to be presented by design, can be converted into a High module (High Poly) by tessellation by adding a control line, and can also be used for adjusting a topological structure and reducing the number of surfaces into a Low module (Low Poly). The low modulus is a low precision (relative) 3D model for real-time rendering. The high-modulus is a high-resolution high-precision model with a large amount of details, and a manufacturer can realize various details in the design by manufacturing the high-modulus, but the high-precision model cannot be used for real-time rendering, and needs to bake the detail information to the texture through a baking process and apply the high-modulus to the low-modulus in the real-time rendering process.
The medium-high mode in the present embodiment is different from the medium-high mode in the conventional sense because all the details required to be expressed in structure and surface are already made, but is different from the high mode in the conventional sense because the surface subdivision is not required, so the number of peaks/facets is not high, and is called medium-high mode.
The manufacturing of the medium-high mold is very simple compared with the manufacturing of the high-high mold, and only the molding and the proportion need to be concerned, and the control line does not need to be added in a wire clamping mode and the like. For example, as shown in the medium-high mode example shown in fig. 2, it can be seen that the number of vertices and the number of faces are relatively very small, and the manufacturing difficulty is very low. In order to facilitate the fusion between different models, cutting openings, gaps, transition between different shapes and the like on the medium-high model do not need to be considered.
Step 103, appointing materials for the medium and high mode data, and determining the final chamfer width generated by the model by using parameters of the chamfer shader.
A chamfer Shader (BevelShader), or called Round Corner Shader (Round Corner Shader). The tool for performing the method of this embodiment requires the pre-implantation of an offline renderer with Round Corner/Bevelshader. And then, the edge of the hard surface model is automatically processed by using the characteristic of Round Corner/Bevelshader of the offline renderer, details and effects which can be achieved only by manufacturing a high-precision model under the traditional process are generated, and the method is applied to the real-time rendering workflow in a game through data baking.
For example, after the medium-high mode is manufactured, a material needs to be specified for the model, and then a BevelShader is applied, the parameter of the BevelShader determines the width of the finally generated chamfer, different edges of the model may exist, and different chamfer widths need to be used, in this case, different materials need to be specified for the surface where the edge is located, and a parameter which is expected to be used is set.
And step 104, baking and converting the middle and high modulus data after the chamfer coloring device is applied into a normal line mapping.
In this embodiment, in order to render in real time in the game, the effect after applying Bevelshader is also required to be converted into a Normal Map (Normal Map) by baking.
Baking (Baking) to Texture (Texture): in the process of producing a game art asset, the baking refers to a production technique of baking the detailed information of the high-precision model, for example, the information of the normal direction, the surface curvature, and the like, on the texture with reference to the normal direction of the vertex of the low-precision model and the UV texture map coordinate information. The low-precision model will use the results of the baking to present details close to the high-precision model when rendered in real-time. The various information textures generated by baking are also used to provide surface feature information to the algorithm during the process of programming the material.
In the embodiment, a high-precision model (namely a high model) for subdividing the surface is not required to be manufactured, the edge of the hard surface model is automatically processed by utilizing the characteristics of the chamfer shader, details and effects which can be achieved by manufacturing the high-precision model under the traditional process are generated, and the high-precision model is applied to a working process of real-time rendering in a game through data baking.
And 105, rendering according to the normal map and the low modulus data of the hard surface asset to obtain the image data of the hard surface asset.
Compare with the mode that the hard surface asset that is less to the important degree was whole according to current flow preparation at present, this embodiment because need not make the high accuracy model of subdivision surface, so can be to a certain extent in the manufacturing process disregard the wiring and the topological structure of model, and no longer restrict the preparation mode of model, and then saved great work load. The hard surface assets with low importance degree are processed by the technical scheme provided by the embodiment, the manufacturing complexity can be reduced on a large scale, the manufacturing period is shortened on the premise of maintaining the same quality, the manufacturing cost of the hard surface model can be saved, the processing efficiency is improved, and the technical capability requirements of hard surface asset makers can be reduced because high molds are manufactured in modes of polygonal modeling, surface subdivision and the like.
Further, as a refinement and an extension of the specific implementation of the above embodiment, in order to fully illustrate the implementation of the embodiment, another hard surface model processing method is provided, as shown in fig. 3, the method includes:
step 201, white mode data of the hard surface asset is obtained.
Step 202, adjusting the modeling outline and the proportional relation of the white mold data of the hard surface asset to obtain middle and high mold data.
In the embodiment, because the high-precision model for subdividing the surface is not required to be manufactured, the wiring and the topological structure of the model can be ignored to a certain extent in the manufacturing process, the manufacturing mode of the model is not limited any more, and various processes such as polygonal modeling, curved surface modeling, Boolean modeling and the like can be used for generating the medium-high model for baking data.
For the embodiment, the low modulus data obtained by adjusting the white modulus data or the low modulus data of the hard surface asset and the like can be obtained by adjusting the medium modulus data and the high modulus data after the medium modulus data and the high modulus data are obtained, so as to meet different requirements.
Step 203, appointing materials for the medium and high mode data, and determining the final chamfer width generated by the model by using parameters of the chamfer shader.
The embodiment can be applied to Digital Content Creation (DCC) software implanted in an offline renderer of Round Corner/surface Shader, and can not be limited to software tools such as Blender/Modo/Houdini/Maya/3 dsmax. Therefore, the working mode is flexible and changeable, and the working process can be customized at will. If the user is not satisfied, because the mainstream DCC software supports Open Shading Language (OSL), the user can also choose to realize the DCC software by the OSL on the basis of theory.
Optionally, step 203 may specifically include: based on the specified material, the number of the light rays participating in calculation is set through sampling precision, and the edge width after chamfering is adjusted.
For example, the flow of applying Round Corner/measure Shader may differ for different DCC software/rendering environments. Taking the blend tool as an example, the Round Corner/level Shader is applied by adding level Node to normal input of the main BRDF in the material editor; taking the Maya tool of Arnold as an example, a Round Corner/surface shade is required to be set and applied in a Node Editor; for the 3dsmax tool, Round Corner/novel shade Shader is applied to match Arnold setting in the Slate tool; for Modo software tools, Round Corner/measure Shader is applied to the Surface Normalm panel setup of model attributes.
Whatever software tool environment is used above, the key parameters include: sampling precision (Sample) and chamfered/rounded edge width (Radius). Wherein, the sampling precision is used for setting the number of light rays participating in calculation, and the quality of the smooth/chamfer is determined; the chamfered/rounded edge width requires the user to adjust as desired during fabrication. After these settings, the effect of the medium-high mode with the Round Corner/level shade applied is shown in FIG. 4.
And step 204, baking the medium and high modulus data after the chamfer shader is applied to the normal mapping by utilizing a baking tool of the digital content creation software.
The texture baking process of different DCC software is different, for example, taking a Blender tool as an example, a high mode (highlift) is selected from the Blender tool as a middle-high mode after Round Corner/level shade is applied; and the Low modulus (Low Poly) is a model for real-time rendering in the game, and becomes the Low modulus in the game. The DCC self-baking function is utilized to bake the effect of the middle-high mode + Round Corner/Bevelshader to the normal mapping, and the normal mapping is applied to the Low mode in the Low Poly game during real-time rendering, so that the Low mode looks like the effect of a high-precision model.
And step 205, rendering by applying the normal map on the low-modulus data to obtain image data of the hard surface asset.
For example, as shown in FIG. 5, a normal map is generated for the low-mode and previous flow in the game for real-time rendering, from the high-mode baking; as shown in fig. 6, a rendering effect diagram (Unity3D) in the game engine is shown.
In order to further improve the rendering effect, optionally, step 205 may specifically include: baking to generate other supporting textures for describing model surface features by using low-modulus data and a normal line mapping of the hard surface asset; and rendering the low-modulus data by applying the normal mapping and the other supporting textures for describing the surface characteristics of the model to obtain the image data of the hard surface asset.
For example, other supporting textures describing surface features of the model may be generated simultaneously during the baking of the normal Map, such as a Cavity Map (Cavity Map), a Curvature Map (Curvature Map), a Thickness Map (Thickness Map), and so on. For example, the normal mapping obtained by low-mode and baking is imported into a substance pointer to create a new project, and then various auxiliary support textures are generated by baking. These textures provide the basic data for subsequent programmatic generation within surface texture production software (Substance Designer, Substance pointer, etc.). After texture drawing is completed in the Substance pointer, various textures (such as fixed color, normal mapping, roughness texture and the like in a PBR (basic character representation) metal degree flow) required by in-game rendering can be derived, and the textures are matched with low modulus used in the game to perform real-time rendering in the game.
In this embodiment, in order to automatically process the edge of the hard surface model by using the characteristics of Round Corner/BevelShader of the offline renderer, the edge is mainly judged during rendering, and additional normal vector information (with multiple implementation methods) is added to a vertex (where the vertex is located at a position that needs to be rounded) to simulate the effect of edge rounding. That is, the above-mentioned applying normal map and other supporting textures to the low-modulus data to render and obtain the image data of the hard surface asset may specifically include: the method is characterized in that an off-line renderer with a chamfer shader implanted in advance is utilized, and extra normal vector information is added to a vertex based on the chamfer width through edge judgment during rendering so as to simulate the effect of edge smooth chamfering.
The manufacturing process of the hard surface model is a high-precision model obtained by traditional polygon modeling and surface subdivision at present, namely after the manufacturing of the intermediate model is completed, the manufacturing of the high-precision model with a large amount of details is completed by adjusting model wiring, increasing control lines and subdividing the surface of the model. If necessary, the high die is also required to be led into digital engraving software for additional detail production, and after the detail production is completed, the high die of the software is subjected to surface reduction for texture data baking production.
Or industrial modeling software is used for model making, the model is converted into a polygon for topology conversion, and then the final high model is obtained. For models with large numbers of surfaces and cuts, the NURBS surface modeling technique using industrial modeling software (Fusion 360, Rhinoceros, etc.) has a great speed advantage. The model constructed based on the Nurbs mode can be effectively converted into the polygon model, but because the topological structure of the polygon model generated by normal conversion cannot meet the requirement of a surface subdivision algorithm to obtain a smooth and flat result, the topology of the conversion result is usually modified.
At present, each scheme in the prior art is generated by the problems to be solved and the application environment, the high-precision hard surface asset production in games is firstly generated in 3A works of science fiction subjects, large-screen high-definition pictures have certain requirements on details, but certain defects exist, and the process is more obvious when applied to mobile equipment with smaller screens. The prior art flow scheme can not cover the generation of various types of assets, the quantity of the hard surface assets related to the background is large, the importance degree is low, the prior art flow is too complex in process, for example, a large number of props in a scene are produced, and if the hard surface assets are all produced according to the prior art flow, the workload and the cost are easily out of control. The manufacturing process of the existing scheme is destructive and irreversible, and partial or even whole model adjustment is inevitably caused for the change of the setting (the configuration of the model is usually obtained by using basic body Boolean, generally, in the manufacturing process, in order to enable model wiring to meet the operation of subdividing the surface, the result of Boolean operation needs to be collapsed, then the wiring of the model needs to be edited, if partial design or the proportional relation is modified, the above process needs to be repeated, and the operation of Boolean- > collapse- > wiring editing needs to be carried out again). And it is difficult to quantify some details of the manufacturing process, such as the chamfer width of the model edge and the width of the highlight generated by the chamfer, and it is likely that after the manufacturing is completed, different model assets are found to present different chamfer widths and highlight widths in the picture, which directly affects the uniformity of the picture and the volume of the model itself.
Besides key props (weapons and the like), a large number of hard-surface assets are low in importance in the art assets of games, but the requirements of the current manufacturing process flow on art manufacturers are high, the polygon modeling and surface subdivision mode requires the manufacturers to have good understanding on the wiring topology of the model, and satisfactory results can be obtained efficiently by combining a large number of auxiliary tools with certain processing experience. The industrial auxiliary curved surface modeling mode needs to additionally learn the working mode of the curved surface modeling and master related software, a certain threshold exists in the cross-field cooperation, and the mass production of personnel with flow splitting and matching capability is difficult to realize.
In order to solve the above problems, with the method of this embodiment, because there is no need to make a high-precision model (i.e. a high-modulus) for subdividing a surface, the layout and topology of the model can be ignored to some extent during the making process, and the making mode of the model is not limited any more, thereby saving a large amount of work. The manufacturing complexity can be reduced on a large scale, the manufacturing period is shortened on the premise of maintaining the same quality, and the cost is reduced; reducing the technical capability requirements of hard surface asset makers; all the manufacturing links are decoupled, and independent workflows can be designed in each link, so that the industrial and automatic production is facilitated. And a non-destructive modeling workflow is provided to a certain extent, so that modification cost brought by design change is facilitated. If the new flow is used, the Boolean result can be directly used without surface subdivision, the Boolean operation state is reserved, and the model of the elements participating in the Boolean operation in real time can be adjusted at any time to obtain the final result.
Further, as a specific implementation of the method shown in fig. 1 and fig. 3, the present embodiment provides a processing apparatus for a hard surface model, as shown in fig. 7, the apparatus includes: the system comprises an acquisition module 31, an adjustment module 32, a configuration module 33, a baking module 34 and a rendering module 35.
An obtaining module 31, configured to obtain white mode data of the hard surface asset;
the adjusting module 32 is configured to adjust the modeling profile and the proportional relationship of the white mold data to obtain middle and high mold data, where the middle and high mold data is model data with a precision between a middle mold and a high mold;
a configuration module 33, configured to specify a material for the medium-high mode data, and determine a final chamfer width generated by the model by using parameters of the chamfer shader;
a baking module 34, configured to bake and convert the middle-high modulus data after the chamfer shader is applied into a normal line mapping;
and the rendering module 35 is configured to perform rendering according to the normal map and the low-modulus data of the hard surface asset to obtain image data of the hard surface asset.
In a specific application scenario, the rendering module 35 is specifically configured to apply the normal map to the low-modulus data for rendering, so as to obtain image data of the hard surface asset.
In a specific application scenario, the rendering module 35 is further configured to bake to generate other support textures describing the surface features of the model by using the low-modulus data and the normal map; and rendering the normal map and the support texture on the low-modulus data to obtain the image data of the hard surface asset.
In a specific application scenario, the rendering module 35 is further configured to utilize a pre-implanted offline renderer with a chamfer shader to add additional normal vector information to a vertex based on the chamfer width by judging an edge during rendering, so as to simulate an edge rounding effect.
In a specific application scenario, the configuration module 33 is specifically configured to set the number of light rays participating in calculation through sampling precision based on a specified material, and adjust the chamfered edge width.
In a specific application scenario, the baking module 34 is specifically configured to bake the middle and high modulus data after applying the chamfer shader to the normal map by using a baking tool of the digital content authoring software.
In a specific application scenario, the adjusting module 32 is further configured to adjust the modeling profile and the proportional relationship of the white model data to obtain medium-high model data, and then adjust the medium-high model data to obtain low model data of the hard surface asset.
It should be noted that other corresponding descriptions of the functional units related to the processing apparatus of a hard surface model provided in this embodiment may refer to the corresponding descriptions in fig. 1 and fig. 3, and are not described herein again.
Based on the above-mentioned methods as shown in fig. 1 and 3, correspondingly, the present embodiment further provides a storage medium, on which a computer program is stored, and the computer program, when executed by a processor, implements the above-mentioned processing method of the hard surface model as shown in fig. 1 and 3.
Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.), and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method of the embodiments of the present application.
Based on the method shown in fig. 1 and fig. 3 and the virtual device embodiment shown in fig. 7, in order to achieve the above object, an embodiment of the present application further provides an electronic device, which may be a personal computer, a notebook computer, a smart phone, a server, or other network devices, and the device includes a storage medium and a processor; a storage medium for storing a computer program; a processor for executing a computer program to implement the above-described processing method of the hard surface model as shown in fig. 1 and 3.
Optionally, the entity device may further include a user interface, a network interface, a camera, a Radio Frequency (RF) circuit, a sensor, an audio circuit, a WI-FI module, and the like. The user interface may include a Display screen (Display), an input unit such as a keypad (Keyboard), etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface), etc.
It will be understood by those skilled in the art that the above-described physical device structure provided in the present embodiment is not limited to the physical device, and may include more or less components, or combine some components, or arrange different components.
The storage medium may further include an operating system and a network communication module. The operating system is a program that manages the hardware and software resources of the above-described physical devices, and supports the operation of the information processing program as well as other software and/or programs. The network communication module is used for realizing communication among components in the storage medium and communication with other hardware and software in the information processing entity device.
Through the above description of the embodiments, those skilled in the art will clearly understand that the present application can be implemented by software plus a necessary general hardware platform, and can also be implemented by hardware. By applying the scheme of the embodiment, the model is not limited by a manufacturing mode, the complete art effect is oriented, and a manufacturer can pay attention to art presentation instead of technical details (how to clamp a wire, how to wire and cooperate multiple software). The effect that would otherwise be obtained with a large number of man-hours can be obtained at low cost. The manufacturing efficiency is high and stable, and the method can be applied to any DCC software supporting Rounder Corner/surface Shader, such as Houdini/Blender/Maya/MODO and the like. The chamfer width is convenient to configure and can be automatically checked through a script, so that the art audit is facilitated; the method has low requirements on the capability and experience of operators, can finish the work without knowledge of subdividing surfaces and surface modeling, and is suitable for producing a large amount of background assets in the game at low cost.
Those skilled in the art will appreciate that the figures are merely schematic representations of one preferred implementation scenario and that the blocks or flow diagrams in the figures are not necessarily required to practice the present application. Those skilled in the art will appreciate that the modules in the devices in the implementation scenario may be distributed in the devices in the implementation scenario according to the description of the implementation scenario, or may be located in one or more devices different from the present implementation scenario with corresponding changes. The modules of the implementation scenario may be combined into one module, or may be further split into a plurality of sub-modules.
The above application serial numbers are for description purposes only and do not represent the superiority or inferiority of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of the present application, but the present application is not limited thereto, and any variations that can be made by those skilled in the art are intended to fall within the scope of the present application.

Claims (10)

1. A method of processing a hard surface model, comprising:
acquiring white mode data of a hard surface asset;
adjusting the modeling profile and the proportional relation of the white mode data to obtain middle and high mode data, wherein the middle and high mode data are model data with the precision between a middle mode and a high mode;
assigning materials for the medium and high mode data, and determining the final chamfer width generated by the model by applying parameters of a chamfer shader;
baking and converting the medium and high modulus data after the chamfer coloring device is applied into a normal line mapping;
and rendering according to the normal map and the low modulus data of the hard surface asset to obtain the image data of the hard surface asset.
2. The method of claim 1, wherein the rendering from the normal map and the low modulus data of the hard surface asset resulting in image data of the hard surface asset comprises:
and rendering the normal map on the low-modulus data to obtain the image data of the hard surface asset.
3. The method according to claim 2, wherein the applying the normal map to the low-modulus data for rendering to obtain the image data of the hard-surface asset comprises:
baking to generate other support textures describing model surface features by using the low-modulus data and the normal map;
and rendering the normal map and the support texture on the low-modulus data to obtain the image data of the hard surface asset.
4. The method according to claim 3, wherein the applying the normal map and the supporting texture on the low-modulus data for rendering to obtain image data of the hard-surface asset comprises:
and adding additional normal vector information to the vertex based on the chamfer width by judging the edge during rendering by utilizing a pre-implanted offline renderer with a chamfer shader so as to simulate the effect of smooth chamfering of the edge.
5. The method of claim 1, wherein the step of specifying material for the medium-high mode data and applying parameters of a chamfer shader to determine a chamfer width finally generated by a model comprises:
based on the specified material, the number of the light rays participating in calculation is set through sampling precision, and the edge width after chamfering is adjusted.
6. The method according to claim 1, wherein the baking and converting the medium and high modulus data after the application of the chamfer shader into a normal line map comprises:
and baking the medium and high modulus data after the chamfer shader is applied to the normal mapping by utilizing a baking tool of the digital content creation software.
7. The method according to claim 1, wherein after the adjustment of the modeling profile and the proportional relationship of the white mode data to obtain the medium and high mode data, the method further comprises:
and adjusting the medium-high modulus data to obtain low modulus data of the hard surface asset.
8. A hard surface model processing apparatus, comprising:
the acquisition module is used for acquiring white mould data of the hard surface asset;
the adjusting module is used for adjusting the modeling profile and the proportional relation of the white mould data to obtain middle and high mould data, and the middle and high mould data is model data with precision between a middle mould and a high mould;
the configuration module is used for appointing materials for the medium and high mode data and determining the final chamfer width generated by the model by applying parameters of the chamfer coloring device;
the baking module is used for baking and converting the middle and high modulus data after the chamfer shader is applied into a normal line mapping;
and the rendering module is used for rendering according to the normal map and the low-modulus data of the hard surface asset to obtain the image data of the hard surface asset.
9. A storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the method of any of claims 1 to 7.
10. An electronic device comprising a storage medium, a processor and a computer program stored on the storage medium and executable on the processor, wherein the processor implements the method of any one of claims 1 to 7 when executing the computer program.
CN202111469362.1A 2021-12-03 2021-12-03 Hard surface model processing method and device and electronic equipment Active CN114119835B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202111469362.1A CN114119835B (en) 2021-12-03 2021-12-03 Hard surface model processing method and device and electronic equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202111469362.1A CN114119835B (en) 2021-12-03 2021-12-03 Hard surface model processing method and device and electronic equipment

Publications (2)

Publication Number Publication Date
CN114119835A true CN114119835A (en) 2022-03-01
CN114119835B CN114119835B (en) 2022-11-08

Family

ID=80366525

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202111469362.1A Active CN114119835B (en) 2021-12-03 2021-12-03 Hard surface model processing method and device and electronic equipment

Country Status (1)

Country Link
CN (1) CN114119835B (en)

Citations (15)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6362817B1 (en) * 1998-05-18 2002-03-26 In3D Corporation System for creating and viewing 3D environments using symbolic descriptors
JP2007249591A (en) * 2006-03-15 2007-09-27 Japan Science & Technology Agency Three-dimensional shape model generation system
CN108090948A (en) * 2017-12-10 2018-05-29 梦工场珠宝企业管理有限公司 Change processing method and processing device for the font of ornaments
CN108320323A (en) * 2017-01-18 2018-07-24 华为技术有限公司 A kind of 3 d modeling of building method and device
CN108648269A (en) * 2018-05-11 2018-10-12 北京建筑大学 The monomerization approach and system of three-dimensional building object model
CN108763767A (en) * 2018-05-30 2018-11-06 中国舰船研究设计中心 Big data quantity IGS industry pattern POLYGON conversion methods towards VR engines
CN109446618A (en) * 2018-10-18 2019-03-08 重庆大学 A kind of ancient building component based on VR builds analogy method
CN110599574A (en) * 2019-09-17 2019-12-20 网易(杭州)网络有限公司 Rendering method and device of game scene and electronic equipment
CN111739150A (en) * 2020-06-17 2020-10-02 中国银行股份有限公司 Noble metal three-dimensional model construction method and device
CN112245924A (en) * 2020-10-29 2021-01-22 北京冰封互娱科技有限公司 Method and device for generating non-player character, storage medium and electronic equipment
CN112419511A (en) * 2020-12-26 2021-02-26 董丽萍 Three-dimensional model file processing method and device, storage medium and server
CN112651288A (en) * 2014-06-14 2021-04-13 奇跃公司 Method and system for generating virtual and augmented reality
CN113240783A (en) * 2021-05-27 2021-08-10 网易(杭州)网络有限公司 Stylized rendering method and device, readable storage medium and electronic equipment
CN113239442A (en) * 2021-06-03 2021-08-10 中移智行网络科技有限公司 Three-dimensional model construction method, device, equipment and computer readable storage medium
CN113706674A (en) * 2021-07-30 2021-11-26 北京原力棱镜科技有限公司 Method and device for manufacturing model map, storage medium and computer equipment

Patent Citations (15)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6362817B1 (en) * 1998-05-18 2002-03-26 In3D Corporation System for creating and viewing 3D environments using symbolic descriptors
JP2007249591A (en) * 2006-03-15 2007-09-27 Japan Science & Technology Agency Three-dimensional shape model generation system
CN112651288A (en) * 2014-06-14 2021-04-13 奇跃公司 Method and system for generating virtual and augmented reality
CN108320323A (en) * 2017-01-18 2018-07-24 华为技术有限公司 A kind of 3 d modeling of building method and device
CN108090948A (en) * 2017-12-10 2018-05-29 梦工场珠宝企业管理有限公司 Change processing method and processing device for the font of ornaments
CN108648269A (en) * 2018-05-11 2018-10-12 北京建筑大学 The monomerization approach and system of three-dimensional building object model
CN108763767A (en) * 2018-05-30 2018-11-06 中国舰船研究设计中心 Big data quantity IGS industry pattern POLYGON conversion methods towards VR engines
CN109446618A (en) * 2018-10-18 2019-03-08 重庆大学 A kind of ancient building component based on VR builds analogy method
CN110599574A (en) * 2019-09-17 2019-12-20 网易(杭州)网络有限公司 Rendering method and device of game scene and electronic equipment
CN111739150A (en) * 2020-06-17 2020-10-02 中国银行股份有限公司 Noble metal three-dimensional model construction method and device
CN112245924A (en) * 2020-10-29 2021-01-22 北京冰封互娱科技有限公司 Method and device for generating non-player character, storage medium and electronic equipment
CN112419511A (en) * 2020-12-26 2021-02-26 董丽萍 Three-dimensional model file processing method and device, storage medium and server
CN113240783A (en) * 2021-05-27 2021-08-10 网易(杭州)网络有限公司 Stylized rendering method and device, readable storage medium and electronic equipment
CN113239442A (en) * 2021-06-03 2021-08-10 中移智行网络科技有限公司 Three-dimensional model construction method, device, equipment and computer readable storage medium
CN113706674A (en) * 2021-07-30 2021-11-26 北京原力棱镜科技有限公司 Method and device for manufacturing model map, storage medium and computer equipment

Non-Patent Citations (2)

* Cited by examiner, † Cited by third party
Title
AIDY BURROWS 等: ""在Blender中制作硬表面建模"", 《艺术教育》 *
SIMON COURTIN 等: ""Efficient Rendering of Rounded Corners and Edges for Convex Objects"", 《LECTURE NOTES IN COMPUTER SCIENCE》 *

Also Published As

Publication number Publication date
CN114119835B (en) 2022-11-08

Similar Documents

Publication Publication Date Title
KR102060839B1 (en) Designing a 3d modeled object
US10540810B2 (en) System and method of rendering a graphical object with modification in structure
CN109427088A (en) A kind of rendering method and terminal of illumination simulation
US9013481B2 (en) Method and device for forming surface processing data
US9269195B2 (en) Methods and apparatus for generating curved extrusions
AU2018201472A1 (en) System and method of rendering a surface
US11263356B2 (en) Scalable and precise fitting of NURBS surfaces to large-size mesh representations
KR20230012078A (en) Virtual image generation method, device, electronic devide and readable storage medium
CN114119818A (en) Rendering method, device and equipment of scene model
CN112419511B (en) Three-dimensional model file processing method and device, storage medium and server
KR20030073424A (en) A rendering system, rendering method, and recording medium therefor
CN103065357A (en) Manufacturing method of shadow figure model based on common three-dimensional model
CN110765518A (en) Indoor environment simulation method and related equipment
CN113781642A (en) Three-dimensional model multi-level LOD generation method based on face reduction algorithm
CN114119835B (en) Hard surface model processing method and device and electronic equipment
CN103745067A (en) Power generator stator end parameterization automatic modeling system and method
CN109684656A (en) A kind of assembly constraint inheritance method based on SolidWorks
CN114119821A (en) Hair rendering method, device and equipment of virtual object
CN113838155A (en) Method and device for generating material map and electronic equipment
CN117745915B (en) Model rendering method, device, equipment and storage medium
CN111667564B (en) Texture data processing method and device, electronic equipment and storage medium
CN114220316B (en) Universal flight simulator vision system
CN115439583A (en) Hard surface model generation method and device
CN114139248A (en) Model material upgrading method and device, electronic equipment and storage medium
CN116524077A (en) Editing method of virtual object and related equipment

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant