CN107038741A - The method of three-dimensional rendering two dimension shadow - Google Patents

The method of three-dimensional rendering two dimension shadow Download PDF

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Publication number
CN107038741A
CN107038741A CN201611023431.5A CN201611023431A CN107038741A CN 107038741 A CN107038741 A CN 107038741A CN 201611023431 A CN201611023431 A CN 201611023431A CN 107038741 A CN107038741 A CN 107038741A
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normal
vector
line vector
normal line
vertex
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CN107038741B (en
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沈晨
刘晓鹏
阳星生
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Shanghai Kaka Culture Communication Co Ltd
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Shanghai Kaka Culture Communication Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering

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Abstract

The invention provides a kind of method of the two-dimentional shadow of three-dimensional rendering, in the present invention, found by the further investigation to two and three dimensions, the effect of shadow of two dimension is realized in three dimensions, the normal and material of model must be controlled by, there is relation by the shadow for furtheing investigate two dimension, sum up the relation of normal and shadow, it is that clear in structure is smooth to make two-dimentional shadow, and shadow has color diversity, solve in three-dimensional shadow is to simulate true environment according to the principle of physics, shade is excessively soft, projection is disorderly, the unsharp problem of structure, the present invention can improve efficiency using three-dimensional software, it is cost-effective, the features such as to personal easy to get started, a model in three-dimensional software, a set of action can be repeatedly go make work, it is difficult to accomplish in conventional two-dimensional.

Description

The method of three-dimensional rendering two dimension shadow
Technical field
The present invention relates to a kind of method of the two-dimentional shadow of three-dimensional rendering.
Background technology
Three-dimensional is that true environment is simulated according to the principle of physics, and shade is excessively soft, and shadow is complicated.
Two dimension is the three-dimensional shadow presentation of high level overview, and the shadow of two dimension is reduced with succinct time and structure height.
The content of the invention
It is an object of the invention to provide a kind of method of the two-dimentional shadow of three-dimensional rendering, it can solve the problem that in three-dimensional shadow It is that true environment is simulated according to the principle of physics, shade is excessively soft, projection is disorderly, the unsharp problem of structure.
To solve the above problems, the method that the present invention provides a kind of two-dimentional shadow of three-dimensional rendering, including:
1) make the vertex normal of object consistent with the direction of spherical radiation by origin of object center;
2) addition of normal line vector, subtraction and multiplication overlap-add operation are carried out on the basis of existing vertex normal;
3) the face normal line vector for replicating object is extracted, the face of duplication object is then searched out in object vertex is replicated Centroidal distance point most short summit, duplication is replicated the face normal line vector of object to the vertex normal;
4) using each opposite sex of vertical and horizontal, using the zero of 2 derivations of higher-order function, realize in vertical and horizontal On normal line vector change, with characteristic smoothly and continuously.
Further, in the above-mentioned methods, the vertex normal of object and the side of spherical radiation are made by origin of object center To consistent, including:Using the directionality of vector, make between original vertices normal line vector and spherical normal line vector, produce a company Continuous smooth normal line vector gradual change, wherein, the size of the change of normal line vector is that spheroidization value is determined by weighted value.
Further, in the above-mentioned methods, using vector directionality, make original vertices normal line vector and spherical normal to Between amount, a continuous smooth normal line vector gradual change is produced, wherein, the size of the change of normal line vector is by weighted value The decision of spheroidization value, including:Subtract object centre coordinate with the coordinate on summit, form a vector value, and this vector value is done returned One changes, and then the vector value after normalization is copied to the normal on summit, each weighted value is then based on, calculates deviant, It is overlapped on original vertices normal, forms the spheroidization vertex normal based on weighted value.
Further, in the above-mentioned methods, on the basis of existing vertex normal carry out normal line vector addition, subtraction and Multiplication overlap-add operation, including:Using three-dimensional affine equation, conversion calculating is carried out to existing vertex normal, is passing through weighted value Offset is obtained, is retained in the form of parameter, is calculated while completing addition subtraction multiplication.
Further, in the above-mentioned methods, using three-dimensional affine equation, conversion calculating is carried out to existing vertex normal, Offset is worth to by weight again, retained in the form of parameter, is calculated while completing addition subtraction multiplication, including:Use three Affine addition matrix and three-dimensional affine multiplication matrix are tieed up, original normal line vector is linearly calculated, then is worth to by weight Offset, is retained in the form of parameter, is calculated while completing addition subtraction multiplication.
Further, in the above-mentioned methods, the face normal line vector for replicating object is extracted, then in object vertex is replicated The focus point distance most short summit in the face for replicating object is searched out, replicates and is replicated the face normal line vector of object to the summit On normal, including:The face normal line vector of object and its focus point of triangular facet are replicated, each top for being replicated object vertex is calculated Point such as possesses multiple summits to the distance of focus point, obtains optimal summit using minimum 2 multiplication, will be replicated the face method of object Line vector is copied in vertex normal.
Further, in the above-mentioned methods, using each opposite sex of vertical and horizontal, returning for 2 derivations of higher-order function is used Zero property, realizes the change of normal line vector in machine and transverse direction, with characteristic smoothly and continuously, including:In longitudinal direction and horizontal stroke To summit on, by Bezier spline curve-equipartition method line deviation, then be superimposed the vertical component and horizontal component of vertical and horizontal, obtain To smooth value.
Further, in the above-mentioned methods, it is inclined by Bezier spline curve-equipartition normal on the summit of vertical and horizontal Shifting amount, then the vertical component and horizontal component of vertical and horizontal are superimposed, smooth value is obtained, including:In machine and transverse direction, respectively obtain 2 groups of vectorial value lists, and, respectively normal indulges component and horizontal component, then according to Bezier spline curve in machine and transverse direction Vertical component and horizontal component to same vertex normal carry out additional calculation, obtain final smooth normal.
Compared with prior art, in the present invention, found, realized in three dimensions by the further investigation to two and three dimensions The effect of shadow of two dimension, it is necessary to be controlled by the normal and material of model, has relation, always by the shadow for furtheing investigate two dimension The relation of normal and shadow is born, it is that clear in structure is smooth to make two-dimentional shadow, and shadow has color diversity, solves It is that true environment is simulated according to the principle of physics in three-dimensional shadow, shade is excessively soft, projection is disorderly, structure is unsharp Problem, the present invention using three-dimensional software can improve efficiency, it is cost-effective, to personal easy to get started the features such as, one in three-dimensional software Individual model, a set of action can be repeatedly go make work, in conventional two-dimensional be difficult accomplish.
Brief description of the drawings
Fig. 1 is the flow chart of the method for the two-dimentional shadow of three-dimensional rendering of one embodiment of the invention;
Fig. 2 is the file light shadow figure taken of one embodiment of the invention;
Fig. 3 is the texture map to four layers of color on model of one embodiment of the invention;
Fig. 4 is the model normal Parameter Map of one embodiment of the invention;
Fig. 5 is the modelling line result figure of one embodiment of the invention;
Fig. 6 a, 6b and 6c are the Parameter Maps of one embodiment of the invention;
Fig. 7 is the result figure of one embodiment of the invention;
Fig. 8 a, 8b and 8c are the details adjusting parameter figures of one embodiment of the invention;
Fig. 9 is the details adjustment result figure of one embodiment of the invention;
Embodiment
In order to facilitate the understanding of the purposes, features and advantages of the present invention, it is below in conjunction with the accompanying drawings and specific real Applying mode, the present invention is further detailed explanation.
As shown in figure 1, the method that the present invention provides a kind of two-dimentional shadow of three-dimensional rendering, including:
Step S1, makes the vertex normal of object consistent with the direction of spherical radiation by origin of object center;Here, this step Suddenly it is the process of normal spheroidization;
Step S2, carries out the addition of normal line vector, subtraction and multiplication overlap-add operation on the basis of existing vertex normal; This, this step is the process of normal addition multiplication;
Step S3, extracts the face normal line vector for replicating object, duplication object is then searched out in object vertex is replicated Face centroidal distance point most short summit, duplication is replicated the face normal line vector of object to the vertex normal;Here, this Step is the process that normal is replicated;
Step S4, using each opposite sex of vertical and horizontal, using the zero of 2 derivations of higher-order function, is realized in longitudinal direction With the change of the normal line vector in transverse direction, with characteristic smoothly and continuously.Here, this step is the smooth process of normal;This In invention, found by the further investigation to two and three dimensions, the effect of shadow of two dimension is realized in three dimensions, it is necessary to model Normal and material be controlled by, by further investigate two dimension shadow have relation, sum up the relation of normal and shadow, make two Dimension shadow is that clear in structure is smooth, and shadow has color diversity, and it is according to physics to solve in three-dimensional shadow Principle simulates true environment, and shade is excessively soft, and projection is disorderly, and the unsharp problem of structure, the present invention utilizes three-dimensional software Can improve efficiency, it is cost-effective, to personal easy to get started the features such as, model, a set of action can be anti-in three-dimensional software It is multiple to go to make work, it is difficult to accomplish in conventional two-dimensional.
In one embodiment of the invention, step S1 makes the vertex normal of object and spherical radiation by origin of object center Direction is consistent, including:
Using the directionality of vector, make between original vertices normal line vector and spherical normal line vector, produce one continuously Smooth normal line vector gradual change, wherein, the size of the change of normal line vector is that spheroidization value is determined by weighted value.
In one embodiment of the invention, using the directionality of vector, make original vertices normal line vector and spherical normal line vector it Between, a continuous smooth normal line vector gradual change is produced, wherein, the size of the change of normal line vector is spherical by weighted value The decision of change value, including:
Object centre coordinate is subtracted with the coordinate on summit, a vector value is formed, and this vector value is normalized, then will Vector value after normalization is copied to the normal on summit, is then based on each weighted value, calculates deviant, in original vertices normal On be overlapped, formed the spheroidization vertex normal based on weighted value.
In one embodiment of the invention, step S2 carries out the addition of normal line vector, subtraction on the basis of existing vertex normal With multiplication overlap-add operation, including:
Using three-dimensional affine equation, conversion calculating is carried out to existing vertex normal, offset is being worth to by weight, Retained in the form of parameter, calculated while completing addition subtraction multiplication.Here, the deviant calculated can cancel it at any time to original The influence of beginning normal line vector, so as to realize the controllability of the amendment to original normal line vector.
In one embodiment of the invention, using three-dimensional affine equation, conversion calculating is carried out to existing vertex normal, then pass through Weight is worth to offset, is retained in the form of parameter, is calculated while completing addition subtraction multiplication, including:
Using three-dimensional affine addition matrix and three-dimensional affine multiplication matrix, original normal line vector is linearly calculated, then Offset is worth to by weight, retained in the form of parameter, is calculated while completing addition subtraction multiplication.Here, what is calculated is inclined Shifting value, and its influence to original normal line vector can be cancelled at any time.
In one embodiment of the invention, step S3 extracts the face normal line vector for replicating object, is then being replicated object vertex In search out the focus point distance most short summit in the face for replicating object, replicate and be replicated the face normal line vector of object to the top On point normal, including:
The face normal line vector of object and its focus point of triangular facet are replicated, each summit that calculating is replicated object vertex is arrived The distance of focus point, such as possesses multiple summits, and optimal summit is obtained using minimum 2 multiplication, will be replicated the face normal of object to Amount is copied in vertex normal.
In one embodiment of the invention, using each opposite sex of vertical and horizontal, using the zero of 2 derivations of higher-order function, The change of normal line vector in machine and transverse direction is realized, with characteristic smoothly and continuously, including:
On the summit of vertical and horizontal, by Bezier spline curve-equipartition method line deviation, then vertical and horizontal are superimposed Vertical component and horizontal component, obtain smooth value.
In one embodiment of the invention, on the summit of vertical and horizontal, by Bezier spline curve-equipartition method line deviation, The vertical component and horizontal component of vertical and horizontal are superimposed again, obtain smooth value, including:
In machine and transverse direction, 2 groups of vectorial value lists are respectively obtained, and according to Bezier spline curve in vertical and horizontal On, respectively normal indulges component and horizontal component, and then the vertical component to same vertex normal and horizontal component carry out additional calculation, obtain Final smooth normal.
Detailed, a specific application example of the invention comprises the following steps:
The file shadow taken first is as shown in Figure 2;
As shown in figure 3, the material to four layers of color on model;
Usage the Line tool adjusts nodularization, plus-minus and the multiplication and division of model normal, reach as far as possible one it is smoother and have knot The effect of shadow of structure, model normal parameter are as shown in figure 4, modelling knot fruit is as shown in Figure 5;
Substantially adjust material ball color lump deviation post, reach the state of structure, parameter as shown in Fig. 6 a, 6b and 6c, As a result it is as shown in Figure 7;
Increase bloom simultaneously adjusts bloom position, the local color lump position of adjustment, final details adjusting parameter such as Fig. 8 a, 8b and 8c It is shown, as a result as shown in Figure 9.
In summary, in order to which in traditional material, the material that can be shown in real time is more few, the present invention develops one It can show in real time, the two-dimentional material of the multitask that can be rendered again with software, the present invention is led to by controling power of the normal to shadow The stereovision that material realizes two-dimentional shadow is crossed, the real-time display of three-dimensional software is realized by material, tradition two is solved by three-dimensional Dimension yields poorly down, by the control to model normal and material, realizes the effect that two dimension is rendered in three-dimensional software.
The embodiment of each in this specification is described by the way of progressive, and what each embodiment was stressed is and other Between the difference of embodiment, each embodiment identical similar portion mutually referring to.
Professional further appreciates that, with reference to the unit of each example of the embodiments described herein description And algorithm steps, can be realized with electronic hardware, computer software or the combination of the two, in order to clearly demonstrate hardware and The interchangeability of software, generally describes the composition and step of each example according to function in the above description.These Function is performed with hardware or software mode actually, depending on the application-specific and design constraint of technical scheme.Specialty Technical staff can realize described function to each specific application using distinct methods, but this realization should not Think beyond the scope of this invention.
Obviously, those skilled in the art can carry out the spirit of various changes and modification without departing from the present invention to invention And scope.So, if these modifications and variations of the present invention belong to the claims in the present invention and its equivalent technologies scope it Interior, then the present invention is also intended to including these changes and modification.

Claims (8)

1. a kind of method of the two-dimentional shadow of three-dimensional rendering, it is characterised in that including:
1) make the vertex normal of object consistent with the direction of spherical radiation by origin of object center;
2) addition of normal line vector, subtraction and multiplication overlap-add operation are carried out on the basis of existing vertex normal;
3) the face normal line vector for replicating object is extracted, the center of gravity in the face for replicating object is then searched out in object vertex is replicated Range points most short summit, duplication is replicated the face normal line vector of object to the vertex normal;
4) using each opposite sex of vertical and horizontal, using the zero of 2 derivations of higher-order function, realize in machine and transverse direction The change of normal line vector, with characteristic smoothly and continuously.
2. the method for the two-dimentional shadow of three-dimensional rendering as claimed in claim 1, it is characterised in that make thing using object center as origin The vertex normal of body is consistent with the direction of spherical radiation, including:Using the directionality of vector, make original vertices normal line vector and ball Between shape normal line vector, a continuous smooth normal line vector gradual change is produced, wherein, the size of the change of normal line vector, by Weighted value is that spheroidization value is determined.
3. the method for the two-dimentional shadow of three-dimensional rendering as claimed in claim 2, it is characterised in that using the directionality of vector, make Between original vertices normal line vector and spherical normal line vector, a continuous smooth normal line vector gradual change is produced, wherein, normal The size of the change of vector, is that spheroidization value is determined by weighted value, including:Object centre coordinate, shape are subtracted with the coordinate on summit Normalized into a vector value, and to this vector value, then the vector value after normalization is copied to the normal on summit, Ran Houji In each weighted value, deviant is calculated, is overlapped on original vertices normal, the spheroidization summit based on weighted value is formed Normal.
4. the method for the two-dimentional shadow of three-dimensional rendering as claimed in claim 3, it is characterised in that on existing vertex normal basis The upper addition for carrying out normal line vector, subtraction and multiplication overlap-add operation, including:Using three-dimensional affine equation, to existing vertex scheme Line carries out conversion calculating, and offset is being worth to by weight, is retained in the form of parameter, while completing addition subtraction multiplication meter Calculate.
5. the method for the two-dimentional shadow of three-dimensional rendering as claimed in claim 4, it is characterised in that use three-dimensional affine equation, right Existing vertex normal carries out conversion calculating, then is worth to offset by weight, is retained in the form of parameter, while completing to add Method subtraction multiplication is calculated, including:Using three-dimensional affine addition matrix and three-dimensional affine multiplication matrix, original normal line vector is carried out It is linear to calculate, then offset is worth to by weight, retained in the form of parameter, calculated while completing addition subtraction multiplication.
6. the method for the two-dimentional shadow of three-dimensional rendering as claimed in claim 5, it is characterised in that extract the face normal for replicating object Vector, then searches out the focus point in the face for replicating object apart from most short summit, duplication is answered in object vertex is replicated The face normal line vector of object processed in the vertex normal, including:Replicate the face normal line vector of object and its center of gravity of triangular facet Point, calculating is replicated each summit of object vertex to the distance of focus point, such as possesses multiple summits, is obtained using minimum 2 multiplication Optimal summit is taken, the face normal line vector for being replicated object is copied in vertex normal.
7. the method for the two-dimentional shadow of three-dimensional rendering as claimed in claim 6, it is characterised in that utilize the different of vertical and horizontal Property, using the zero of 2 derivations of higher-order function, realize the change of normal line vector in machine and transverse direction, with smooth and Continuous characteristic, including:
On the summit of vertical and horizontal, by Bezier spline curve-equipartition method line deviation, then the vertical of vertical and horizontal is superimposed Component and horizontal component, obtain smooth value.
8. the method for the two-dimentional shadow of three-dimensional rendering as claimed in claim 7, it is characterised in that on the summit of vertical and horizontal On, by Bezier spline curve-equipartition method line deviation, then the vertical component and horizontal component of vertical and horizontal are superimposed, obtain smooth Value, including:In machine and transverse direction, 2 groups of vectorial value lists are respectively obtained, and according to Bezier spline curve in vertical and horizontal On, respectively normal indulges component and horizontal component, and then the vertical component to same vertex normal and horizontal component carry out additional calculation, obtain Final smooth normal.
CN201611023431.5A 2016-11-21 2016-11-21 Method for three-dimensionally rendering two-dimensional shadow Expired - Fee Related CN107038741B (en)

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