CN106991714B - Mixed loading method of live-action three-dimensional model and three-dimensional simulation model - Google Patents

Mixed loading method of live-action three-dimensional model and three-dimensional simulation model Download PDF

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CN106991714B
CN106991714B CN201710244884.9A CN201710244884A CN106991714B CN 106991714 B CN106991714 B CN 106991714B CN 201710244884 A CN201710244884 A CN 201710244884A CN 106991714 B CN106991714 B CN 106991714B
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CN106991714A (en
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何兴富
薛梅
陈良超
陈翰新
王国牛
向泽君
刘金榜
王俊勇
胡章杰
唐相桢
李锋
王阳生
李响
李劼
詹勇
邱月
胡颖
张艺
蓝图
陈�光
刘局科
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Chongqing Institute Of Surveying And Mapping Science And Technology Chongqing Map Compilation Center
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/006Mixed reality
    • 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
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2219/00Indexing scheme for manipulating 3D models or images for computer graphics
    • G06T2219/20Indexing scheme for editing of 3D models
    • G06T2219/2012Colour editing, changing, or manipulating; Use of colour codes
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2219/00Indexing scheme for manipulating 3D models or images for computer graphics
    • G06T2219/20Indexing scheme for editing of 3D models
    • G06T2219/2021Shape modification

Abstract

The invention discloses a mixed loading method of a live-action three-dimensional model and a three-dimensional simulation model, which relates to the field of graphic images and comprises the steps of firstly optimizing the three-dimensional simulation model by using the live-action three-dimensional model; secondly, block division is carried out on the live-action three-dimensional model and the three-dimensional simulation model; thirdly, designing mixed loading parameters; and finally, according to the mixed loading parameters, the live-action three-dimensional model and the three-dimensional simulation model are mixed and loaded when the camera parameters change in the three-dimensional scene. The method comprehensively utilizes different advantages of two data resources of the live-action three-dimensional model and the three-dimensional simulation model, utilizes the advantages of true color and rich details of the oblique photography model on a macroscopic level, and utilizes the optimization of complete three-dimensional simulation details and clear texture on a microscopic level, thereby achieving the purpose of true representation of the city, solving the problem that the macro form and the microscopic form and the color of the city are difficult to be simultaneously and better represented by singly utilizing the live-action three-dimensional model or the three-dimensional simulation model, and improving the application effect of the three-dimensional digital city.

Description

Mixed loading method of live-action three-dimensional model and three-dimensional simulation model
Technical Field
The invention relates to the field of graphic images, in particular to a mixed loading method of a live-action three-dimensional model and a three-dimensional simulation model.
Background
In recent years, ground images are acquired by utilizing an oblique photography technology, and then a live-action three-dimensional model is widely applied, and a plurality of cities acquire multi-view images by utilizing aircrafts such as helicopters, unmanned planes and the like, and establish the live-action three-dimensional model. Because the texture of the live-action three-dimensional model comes from aerial images, the established three-dimensional model has strong sense of reality and good effect, and has advantages over artificial three-dimensional models in overlooking visual angles such as large-scene display, building roofs and the like. However, due to the reasons of high-altitude shooting and shielding of data sources, the real scene model has a poor effect compared with the three-dimensional simulation model in terms of fine expression, and particularly has a poor modeling effect in an area close to the ground or shielded, and even an effective three-dimensional model cannot be established to form a cavity. Meanwhile, the live-action three-dimensional model is usually an 'epidermis' model organized according to grids, various ground objects are connected into a whole, and the live-action three-dimensional model does not have monomer properties, so that the application of urban fine management and the like is difficult to develop.
The three-dimensional simulation model is an artificial three-dimensional model, the geometric shape data of the building is acquired by collecting topographic maps or other measuring modes, and the geometric shape of the model is established manually, so that the model is independent and monomeric, can be integrated with economic and social attributes and the like, and provides better support for fine management of cities. Meanwhile, the texture is obtained by utilizing a manual shooting mode, the shape of the manufactured model is more regular, the texture is attractive and clean, the expression effect on the near ground such as a building primer is better, and the fine expression effect is good. However, as the geometric data and texture acquisition is carried out manually on the ground, the modeling effect of the building top surface, particularly the roof, is weak, so that the reality of the building top surface is inferior to that of a real-scene three-dimensional model obtained by utilizing an oblique photogrammetry technology, and particularly, the unreal feeling is obvious when the building top surface is observed under the macroscopic viewing angles of a block, a city and the like.
Disclosure of Invention
In view of the above defects in the prior art, the technical problem to be solved by the present invention is a method for loading a mixture of a live-action three-dimensional model and a three-dimensional simulation model. In the method, different advantages of two data resources of a live-action three-dimensional model and a three-dimensional simulation model are comprehensively utilized, the advantages of real color and rich details of an oblique photography model are utilized on a macro level, and the advantages of complete three-dimensional simulation details and clear texture are utilized on a micro level, so that the aim of real display of a city is fulfilled, the problem that the macro form and the micro form and the color of the city are difficult to simultaneously and well represented by singly utilizing the live-action three-dimensional model or the three-dimensional simulation model is solved, the method can be applied to the fields of city image display, city and countryside planning construction and management, real estate commercial propaganda and the like, and the application effect of the three-dimensional digital city is.
In order to achieve the purpose, the invention provides a mixed loading method of a live-action three-dimensional model and a three-dimensional simulation model, which comprises the following steps:
step S1, block division is carried out on the live-action three-dimensional model;
step S2, designing mixed loading parameters;
step S3, loading the live-action three-dimensional model and the three-dimensional simulation model in a mixed manner when the camera parameters in the three-dimensional scene change;
the step S1 includes:
step S11, determining the block size of the live-action three-dimensional model;
for all three-dimensional simulation models, counting the average bounding box size of the three-dimensional simulation models by adopting a statistical method;
firstly, acquiring a bounding box of elements in a three-dimensional simulation model, setting xmax, xmin and ymax, ymin as the maximum value and the minimum value of the bounding box in the x direction and the y direction respectively, and calculating
Figure BDA0001270342420000031
Obtaining the average lengths avgXlength and avgYLength of the bounding box in the x and y directions; taking the larger value of avgXLength and avgYLength, and in order to simplify the numerical value, rounding the larger value upwards to obtain the block size gridSize, wherein M, i and n are positive integers;
step S12, using the block size to perform block processing on the live-action three-dimensional model:
judging whether the live-action three-dimensional model is subjected to over-segmentation; when the live-action three-dimensional model is not segmented, skipping the step;
when the live-action three-dimensional model is over-segmented, combining the models to obtain a large-range live-action three-dimensional model;
and step S13, dividing the real three-dimensional model by using the block size determined in the step S11, and extracting a part of the real three-dimensional model consistent with the space range of the three-dimensional simulation model.
Preferably, the step S2 includes:
the design mixed loading parameter fusion Param at least comprises a camera parameter, a mixing distance, a switching mode and an updating frequency;
camera parameters refer to the spatial position of the camera, camera pose, and other parameters; the spatial position comprises an abscissa, an ordinate and an absolute elevation, which are represented by X, Y, Z, and any number is taken; camera pose includes camera heading, pitch angle, roll angle, denoted by D, P, R; wherein D is more than or equal to 0 and less than or equal to 360, P is more than or equal to 90 and less than or equal to 90, and R is more than or equal to 90 and less than or equal to 90; other parameters include the camera view size Angle;
the mixed distance refers to the space distance between the model and the camera when the live-action three-dimensional model and the three-dimensional simulation model are switched, and any number greater than 0 is taken;
the switching mode refers to the sequence of switching display of the models when the position of the camera changes to cause the switching of the live-action three-dimensional model and the three-dimensional simulation model;
the update frequency refers to a time interval for judging whether the camera position changes or not to update the three-dimensional scene model, and is represented by Rate and the unit is millisecond.
Preferably, the step S3 includes:
s31, setting a camera parameter CameraParam which comprises a camera position, a camera posture and other parameters, wherein each parameter is the same as the step S2;
under the condition that camera parameters are determined, a conical region Sector which takes a camera as a center, a mixed distance as a radius, a camera direction D as an orientation and a camera view angle as a central angle is called a three-dimensional simulation model loading region, and a real-scene three-dimensional model loading region is arranged outside the region Sector;
and S32, periodically saving the current camera position according to the updating frequency in the fusion Param, comparing the current camera position with the previous camera position, and if the current camera position changes, switching or loading the three-dimensional simulation model in the range of the region Sector according to the mixed loading parameter fusion Param.
The switching or loading refers to switching into a three-dimensional simulation model when a part of the scene three-dimensional model exists in a Sector range; and loading the three-dimensional simulation model when the three-dimensional model does not exist in the part in the Sector range.
Further, the method also comprises the step of optimizing the three-dimensional simulation model by using the live-action three-dimensional model;
firstly, comparing the space forms of the three-dimensional simulation model and the live-action three-dimensional model, and adjusting the height, the form and the like of the three-dimensional simulation model by taking the live-action three-dimensional model as a reference; thirdly, comparing the colors of the three-dimensional simulation model and the real three-dimensional model, and adjusting the texture mapping of the three-dimensional simulation model in three-dimensional modeling software such as 3Ds Max or image processing software such as Photoshop by taking the real three-dimensional model as a reference so as to coordinate with the color of the real three-dimensional simulation model.
The invention has the beneficial effects that: the invention effectively solves the problems of roof modeling deficiency or inaccuracy, building height inaccuracy and the like caused by insufficient ground acquisition data in the three-dimensional simulation model, simultaneously utilizes the geometric characteristics and the color characteristics of the real-scene three-dimensional model for correction, ensures that the spatial form and the color of the two models are more coordinated when the two models are switched, fully utilizes the advantages of the real-scene three-dimensional model and the three-dimensional simulation model, and solves the problem that the reality of a macroscopic scene and the fineness of a microscopic scene are difficult to coexist when the three-dimensional city display is carried out by utilizing a single technical means at present. The method takes a live-action three-dimensional model and a three-dimensional simulation model as data sources, and realizes the mixed loading of the two three-dimensional models when the models are browsed in a three-dimensional scene by blocking the two data and setting the loading priorities of the two models under different conditions. The method comprehensively utilizes different advantages of two data resources of the live-action three-dimensional model and the three-dimensional simulation model, utilizes the advantages of true color and rich details of the oblique photography model at a macroscopic level, and utilizes the optimization of complete three-dimensional simulation details and clear texture at a microscopic level, thereby achieving the purpose of true representation of the city, solving the problem that the city macroscopic and microscopic forms and colors are difficult to be simultaneously and better represented by singly utilizing the live-action three-dimensional model or the three-dimensional simulation model, and improving the application effect of the three-dimensional digital city.
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FIG. 1 is a schematic flow chart of an embodiment of the present invention;
FIG. 2 is a schematic diagram of camera parameters according to an embodiment of the present invention;
Detailed Description
The invention is further illustrated by the following examples in conjunction with the accompanying drawings:
as shown in fig. 1 and fig. 2, a method for loading a live-action three-dimensional model and a three-dimensional simulation model in a mixed manner includes the following steps:
s1, optimizing a three-dimensional simulation model by using the live-action three-dimensional model; the method for optimizing the three-dimensional simulation model by using the live-action three-dimensional model is implemented by comparing the spatial forms of the three-dimensional simulation model and the live-action three-dimensional model, such as building shape, building height and the like. The three-dimensional simulation model adopts data such as topographic maps and the like as original data, so that the problems of inaccurate buildings, incorrect roof modeling and even loss often exist. Secondly, manually adjusting the height, the shape and the like of the three-dimensional simulation model by taking the real three-dimensional model as a reference to the building model with obvious difference, so that the three-dimensional simulation model is more consistent with the practical situation in terms of space shape; thirdly, comparing the colors of the three-dimensional simulation model and the live-action three-dimensional model, if the difference is larger, adjusting the texture mapping of the three-dimensional simulation model in three-dimensional modeling software such as 3Ds Max or image processing software such as Photoshop by taking the live-action three-dimensional model as reference to coordinate the texture mapping with the color of the live-action three-dimensional model, so that the transition of the spatial form and the color is more natural when the two models are switched with each other.
Step S2, block division is carried out on the live-action three-dimensional model and the three-dimensional simulation model;
step S3, designing mixed loading parameters;
step S4, loading the live-action three-dimensional model and the three-dimensional simulation model in a mixed manner when the camera parameters in the three-dimensional scene change;
the step S2 includes:
s21, determining the block size of the live-action three-dimensional model;
and for all the three-dimensional simulation models, counting the average bounding box size of the three-dimensional simulation model by adopting a statistical method.
Firstly, acquiring bounding boxes of elements in a three-dimensional simulation model, and setting xmax, xmin and ymax, ymin are the maximum and minimum values of the bounding box in x and y directions, respectively, calculated
Figure BDA0001270342420000071
Obtaining the average lengths avgXlength and avgYLength of the bounding box in the x and y directions; taking the larger value of avgXLength and avgYLength, and in order to simplify the numerical value, rounding up the larger value to obtain the block size gridSize, wherein M is a positive integer and is generally 10, 100 and the like;
step S22, using the block size to perform block processing on the live-action three-dimensional model:
segmenting the live-action three-dimensional model by using the block size determined in the step S11; if the live-action three-dimensional model is divided into a plurality of small models, the merging model function of live-action three-dimensional model processing software is utilized, or three-dimensional modeling software such as 3DsMax is utilized to carry out manual merging, and the live-action three-dimensional model with a large range is obtained. This step may be skipped if the live-action three-dimensional model is not over-segmented.
Step S3 is shown including:
the design mixed loading parameter fusion Param at least comprises a camera parameter, a mixing distance, a switching mode and an updating frequency;
camera parameters refer to the spatial position of the camera, camera pose, and other parameters; the spatial position comprises an abscissa, an ordinate and an absolute elevation, which are represented by X, Y, Z, and any number is taken; camera pose includes camera heading, pitch angle, roll angle, denoted by D, P, R; wherein D is more than or equal to 0 and less than or equal to 360, P is more than or equal to 90 and less than or equal to 90, and R is more than or equal to 90 and less than or equal to 90; other parameters include the camera view size Angle;
the hybrid distance refers to the spatial distance between the model and the camera when the live-action three-dimensional model and the three-dimensional simulation model are switched, and is any number greater than 0, generally an integer multiple of gridSize, in this embodiment, 5 times the block size gridSize determined in step S21.
The switching mode refers to the sequence of switching display of the models when the position of the camera changes to cause the switching of the live-action three-dimensional model and the three-dimensional simulation model; there are generally two modes: loading and then unloading, and unloading and then loading; in the conical region Sector range in step S41, the three-dimensional simulation model is loaded first and then the live-action three-dimensional model is unloaded, or the live-action three-dimensional model is unloaded first and then the three-dimensional simulation model is loaded. In this embodiment, a first loading and then unloading manner is adopted.
The updating frequency refers to the time interval for judging whether the position of the camera changes or not so as to update the three-dimensional scene model, and the time interval is expressed by Rate and has the unit of millisecond;
and setting other related parameters and outputting the panoramic image.
The step S4 includes:
s41, setting a camera parameter CameraParam which comprises a camera position, a camera posture and other parameters, wherein each parameter is the same as the step S2;
under the condition that camera parameters are determined, a conical region Sector which takes a camera as a center, a mixed distance as a radius, a camera direction D as an orientation and a camera view angle as a central angle is called a three-dimensional simulation model loading region, and a real-scene three-dimensional model loading region is arranged outside the region Sector;
and S42, periodically saving the current camera position according to the updating frequency in the fusion Param, comparing the current camera position with the previous camera position, and if the current camera position changes, switching or loading the three-dimensional simulation model in the range of the region Sector according to the mixed loading parameter fusion Param.
The switching or loading refers to switching into a three-dimensional simulation model when a part of the scene three-dimensional model exists in a Sector range; and loading the three-dimensional simulation model when the three-dimensional model does not exist in the part in the Sector range.
The foregoing detailed description of the preferred embodiments of the invention has been presented. It should be understood that numerous modifications and variations could be devised by those skilled in the art in light of the present teachings without departing from the inventive concepts. Therefore, the technical solutions available to those skilled in the art through logic analysis, reasoning and limited experiments based on the prior art according to the concept of the present invention should be within the scope of protection defined by the claims.

Claims (4)

1. A mixed loading method of a live-action three-dimensional model and a three-dimensional simulation model is characterized by comprising the following steps:
step S1, block division is carried out on the live-action three-dimensional model;
step S2, designing mixed loading parameters;
step S3, loading the live-action three-dimensional model and the three-dimensional simulation model in a mixed manner when the camera parameters in the three-dimensional scene change;
the step S1 includes:
step S11, determining the block size of the live-action three-dimensional model;
for all three-dimensional simulation models, counting the average bounding box size of the three-dimensional simulation models by adopting a statistical method;
firstly, acquiring a bounding box of elements in a three-dimensional simulation model, setting xmax, xmin and ymax, ymin as the maximum value and the minimum value of the bounding box in the x direction and the y direction respectively, and calculating
Figure FDA0002319966730000011
Obtaining the average lengths avgXlength and avgYLength of the bounding box in the x and y directions; taking the larger value of avgXlength and avgYLength to obtain the block size gridSize, wherein M, i and n are positive integers;
step S12, using the block size to perform block processing on the live-action three-dimensional model:
judging whether the live-action three-dimensional model is subjected to over-segmentation; when the live-action three-dimensional model is not segmented, skipping the step;
when the live-action three-dimensional model is over-segmented, combining the live-action three-dimensional models to obtain a large-range live-action three-dimensional model;
and step S13, dividing the real three-dimensional model by using the block size determined in the step S11, and extracting a part of the real three-dimensional model consistent with the space range of the three-dimensional simulation model.
2. The live-action three-dimensional model and three-dimensional simulation model hybrid loading method as claimed in claim 1, wherein said step S2 comprises:
the design mixed loading parameter fusion Param at least comprises a camera parameter, a mixing distance, a switching mode and an updating frequency;
camera parameters refer to the spatial position of the camera, camera pose, and other parameters; the spatial position comprises an abscissa, an ordinate and an absolute elevation, which are represented by X, Y, Z, and any number is taken; camera pose includes camera heading, pitch angle, roll angle, denoted by D, P, R; wherein D is more than or equal to 0 and less than or equal to 360, P is more than or equal to 90 and less than or equal to 90, and R is more than or equal to 90 and less than or equal to 90; other parameters include the camera view size Angle;
the mixed distance refers to the space distance between the model and the camera when the live-action three-dimensional model and the three-dimensional simulation model are switched, and any number greater than 0 is taken;
the switching mode refers to the sequence of switching display of the models when the position of the camera changes to cause the switching of the live-action three-dimensional model and the three-dimensional simulation model;
the update frequency refers to a time interval for judging whether the camera position changes or not to update the three-dimensional scene model, and is represented by Rate and the unit is millisecond.
3. The live-action three-dimensional model and three-dimensional simulation model hybrid loading method of claim 2, wherein the step S3 comprises:
s31, setting a camera parameter CameraParam, including a camera position, a camera attitude and other parameters, wherein the camera position includes an abscissa, an ordinate and an absolute elevation, and is represented by X, Y, Z, and any number is taken; the camera pose includes a camera heading, pitch angle, roll angle, represented by D, P, R; wherein D is more than or equal to 0 and less than or equal to 360, P is more than or equal to 90 and less than or equal to 90, and R is more than or equal to 90 and less than or equal to 90; the other parameters include a camera view size Angle;
under the condition that camera parameters are determined, a conical region Sector which takes a camera as a center, a mixed distance as a radius, a camera direction D as an orientation and a camera view angle as a central angle is called a three-dimensional simulation model loading region, and a real-scene three-dimensional model loading region is arranged outside the region Sector;
s32, regularly saving the current camera position according to the updating frequency in the fusion Param, comparing the current camera position with the previous camera position, and if the current camera position changes, switching or loading the three-dimensional simulation model in the range of the region Sector according to the mixed loading parameter fusion Param;
the switching or loading refers to switching into a three-dimensional simulation model when a part of the scene three-dimensional model exists in a Sector range; and loading the three-dimensional simulation model when the three-dimensional model does not exist in the part in the Sector range.
4. The live-action three-dimensional model and three-dimensional simulation model hybrid loading method as claimed in claim 1, 2 or 3, further comprising the step of optimizing the three-dimensional simulation model using the live-action three-dimensional model;
firstly, comparing the space forms of the three-dimensional simulation model and the live-action three-dimensional model, and adjusting the height and the form of the three-dimensional simulation model by taking the live-action three-dimensional model as a reference; and thirdly, comparing the colors of the three-dimensional simulation model and the real three-dimensional model, and adjusting the texture mapping of the three-dimensional simulation model in three-dimensional modeling software such as 3DsMax or PhotoShop image processing software by taking the real three-dimensional model as a reference so as to coordinate with the color of the real three-dimensional simulation model.
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