CN110717967A - Large-scene-model-oriented web-side dynamic rendering LOD processing method - Google Patents

Large-scene-model-oriented web-side dynamic rendering LOD processing method Download PDF

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CN110717967A
CN110717967A CN201911098659.4A CN201911098659A CN110717967A CN 110717967 A CN110717967 A CN 110717967A CN 201911098659 A CN201911098659 A CN 201911098659A CN 110717967 A CN110717967 A CN 110717967A
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model
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齐越
杜文祥
尹逊刚
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Qingdao Research Institute Of Beihang University
Beihang University
Beijing University of Aeronautics and Astronautics
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Beijing University of Aeronautics and Astronautics
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    • G06T15/003D [Three Dimensional] image rendering
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    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
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Abstract

The invention relates to a large scene model web end dynamic rendering LOD processing method. Firstly, setting subdivision parameters to pre-calculate a grid model; then, a new file format is used for storing the result; and finally, selecting and rendering the multi-resolution model based on the view point according to the self-adaptive error function. The method has the characteristics that the large scene model can be flexibly subdivided in different detail levels and node numbers, better details can be kept during rendering, and the method is suitable for dynamic scheduling and rendering display of model data of large-scale static scenes.

Description

Large-scene-model-oriented web-side dynamic rendering LOD processing method
Technical Field
The invention belongs to the technical field of computer virtual reality, and particularly relates to a method for modeling based on a large scene picture acquired by an unmanned aerial vehicle, aiming at the modeled grid data processing, the processed data can be loaded at a Web end without delay and can be rendered in real time.
Background
In recent years, with the rapid development of virtual reality technology and the continuous improvement of computer hardware processing capacity, computer graphics has obtained wider and wider application prospects, and simultaneously with the development of mass data, higher and higher requirements are also put forward on the visualization and processing technology of three-dimensional models. The three-dimensional model processing and visualization technology is used as the main research content of computer graphics, and the technology is used for drawing and rendering vivid and smooth large-scale scene models, and has important significance in the virtual reality fields of smart cities, smart campuses, smart communities and the like.
A Level of Detail resolution (LOD) technology is taken as one of the main methods for rendering massive large scene data at present, the rendering speed can be effectively increased in virtual reality visualization, and meanwhile, the performance requirement on hardware is lowered. The LOD technique is one of the main methods of graphics generation accelerated rendering. In 1976, Clark proposed the concept of level of Detail (LOD) models (see Clark J. hierarchical geometry models for visual Surface Algorithms [ A ]. Communications of the ACM,1976.547-554.) and considered that when an object covers a small area of the screen, a lower resolution model of the object can be used, whereas a higher resolution model can be used to render complex scenes quickly.
The LOD technology reduces the geometric complexity of a scene by successively simplifying the surface details of the scene under the condition of not influencing the visual effect of a picture, thereby improving the efficiency of a drawing algorithm. This technique typically builds several geometric models of different approximation accuracy for each original polyhedral model. Each model retains a certain level of detail compared to the original model. Currently, there are two main implementation modes of LOD: 1. static LOD, namely, generating a plurality of discrete different detail level models of an object in the preprocessing process, selecting a proper level representation model according to a specific standard in real-time drawing, and although the defect of overhigh memory occupation exists, 2. dynamic LOD, namely, designing a data structure, and extracting the required level model from the data structure in real-time drawing so as to reconstruct the model according to viewpoint information in rendering, wherein the CPU occupation rate is overhigh in the mode.
Disclosure of Invention
Aiming at the problems of low universality, high requirements on computer hardware resources and the like of the existing detail level model processing method, the invention provides a large scene model-oriented LOD dynamic rendering processing method, which comprises the following steps:
a, performing multi-resolution calculation on a large scene model, segmenting the large scene model into different detail levels, and keeping a certain resolution ratio relationship among the different detail levels;
b, defining a data structure for storing the segmentation result and a new file structure, and storing the result in the newly defined file structure by using the defined data structure;
and step C, based on the WebGL and the defined new file structure, adaptively and dynamically calculating the corresponding relation between the subdivision model and the viewpoint in the Web scene, and realizing the dynamic rendering of the Web-end large scene model.
Further, in the step a, when performing multi-resolution calculation on the large scene model, a user specifies the size of a memory RAM used in the calculation, and constructs a KD-tree index structure to accelerate grid calculation; then, the top node surface patch number top _ node _ faces is set, the resolution ratio of two adjacent layers of grids is set to be 0.5, the model is gradually subdivided according to the resolution relationship, and the subdivision convergence condition is that the number N of top points contained in the current node is less than N, and the N is set by a user.
Further, the data structure in step B is that the structure head includes all vertex data, patch data, texture data, and all node bounding spheres; the designed file format structure is as follows: the file header and the node data information, wherein the file header describes the global information of the three-dimensional model, and the method comprises the following steps: the model integrally surrounds the center, the radius, the number of vertexes, the number of surface patches, the material data and the number of nodes; the node data information is data information included in each node, and includes boundary information, patch data, vertex coordinates, and multi-resolution data.
Further, in the step C, the adaptive calculation process is: firstly, the Euclidean distance D of a node enclosing sphere and a camera under a world coordinate system is calculated, and dynamic scheduling of node data is realized by comparing the ratio of the radius D of the node enclosing sphere and the radius D of the node enclosing sphere with a threshold value input by a user in real time.
Compared with the prior art, the invention has the beneficial effects that:
the dynamic LOD method is improved, a user can specify generation node details in a model generation stage and specify the size of used memory according to computer hardware resources, so that the applicability of the method is improved, an adjustment threshold can be set in a rendering stage to perform rendering control on the model details, the rendering efficiency is improved, and the occupancy rate of a CPU (Central processing Unit) can be reduced.
The user of the invention can specify the size of the memory (default use 2000M) which can be used when cutting, thus the computer performance can be fully exerted, smaller parameters can be set on the computer with smaller memory, otherwise larger parameters can be set, thus improving the adaptability of the invention to different computer hardware configurations;
the invention specially designs a file with the extension of nxs for a subdivided mesh model to store a calculation result, the related file can well support the use of the invention, and the rapid scheduling of the subdivided mesh model can be realized under the occupancy rate of a small CPU based on the analysis information of the file and the threshold error set by a user in the dynamic rendering and scheduling process.
Drawings
FIG. 1 is a flowchart of a processing method for dynamic rendering of a web end facing a large-scale static scene according to the present invention;
FIG. 2 is a diagram illustrating the rendering and display of boundary details according to the present invention;
FIG. 3 is a schematic illustration of a block display of the present invention;
FIG. 4 is a graph showing the overall effect of one square kilometer after block LOD rendering at the web site according to the present invention;
fig. 5 is a partial detail view of fig. 4.
Detailed Description
The present invention will be described in further detail with reference to examples in order to make the objects, technical solutions and advantages of the present invention more apparent, but the scope of the present invention is not limited to the specific examples described below.
As shown in the (left) grid processing flow diagram of fig. 1, a global KD-tree index structure is first constructed to accelerate query and calculation of grid vertices, then a grid model is partitioned based on the constructed index structure, the grid resolution error of an adjacent parent node and a child node is ensured to be 0.5 while partitioning is performed, meanwhile boundary information of the model is retained in the parent node, in a rendering stage, as shown in the (right) rendering flow diagram of fig. 1, a nxs file is first loaded based on WebGL, a node evaluation system is constructed based on an error factor specified by a user and model node information in a nxs file, and dynamic loading of a subdivision model is realized based on a node evaluation function. The specific implementation method of the invention is as follows:
1 calculation of Large scene model subdivision LOD
1.1 subdivision of Large scene models
For the large scene grid file, firstly, constructing a KD-tree index structure and inputting grid vertex information into the KD-tree. Then, constructing an integral surrounding ball of the grid in the following way: 1. calculating the centers of gravity of all the mesh vertexes as the surrounding sphere centers of the mesh vertexes, and counting the number of all the mesh vertexes and the number of the surface patches; 2. and based on the KD-tree index structure, searching a point farthest from the spherical center of the bounding sphere, and taking the distance between the spherical center and the point as the radius of the bounding sphere. The number of the top points contained in each layer of nodes is preset to be N4096, the memory used by the segmentation model is 8000M, and as long as the number of the top points contained in the space of the surrounding sphere of the layer of nodes is less than N, the nodes corresponding to the surrounding sphere stop segmenting.
1.2 Multi-resolution hierarchical subdivision grid model building
Based on the KD-tree index structure and the scene bounding sphere information constructed in the step 1.1, the information contained in the bounding sphere of the whole scene is taken as the root node of the scene, LOD layers are constructed downwards in sequence, and meanwhile, the grid resolution is reduced to 50% of the upper resolution. When the segmentation stopping condition is met (namely the number of the top points contained in the node does not meet the preset value), segmentation is stopped, in the segmentation process, the father node retains the boundary information of the current-level grid model, and the boundary of the subdivided LOD model is shown in FIG. 2. The cutting step is as follows:
step1, firstly, judging the state of the current node, if the current node is a leaf node, taking the current unreduced geometric information as the most fine layer LOD1, reducing the number of the patches of the LOD1 to the original 1/2 to obtain the secondary fine layer LOD2, and repeating the step.
And Step2, if the node is not a leaf node, firstly calling Step1 to the non-empty child node of the node, and recursively calling Step1 until all the non-empty child nodes of the node construct a subdivision model.
And calling the process for the root node of the KD-tree, and recursively establishing a subdivided LOD structure of the whole KD-tree. Referring to fig. 3, in the process of building the subdivided LOD, the patches belonging to the same texture are grouped into the same group, so that multiple calls to the texture in the rendering process are avoided, and the rendering efficiency is improved. In the process of subdividing a large scene model, the used memory is set to be 8000M so as to accelerate the processing speed, and aiming at a model of the North aviation Qingdao research institute, the output information of the method is as follows: the model has vertex data of about 46 ten thousand, the LOD level of detail for segmentation is 5, the model contains texture information and vertex color information, and the calculation result is stored in the nxs file.
1.3 Large scene model subdivision LOD file format (. nxs)
In order to improve rendering effect and loading efficiency, the invention uses a link file format-Nexus file (with the extension of nxs), and binary storage is carried out on a model of the constructed block LOD, and the header information of the file comprises a root node surrounding ball, vertex data, texture material data, total patch data and total node number. Based on the LOD data file of the obtained model, the web scene can be directly imported to carry out LOD rendering display of the large-scale grid model.
2. Coordinate transformation of subdivided scene models
Because the model in the scene is in a world coordinate system, the multi-level LOD node bounding sphere data loaded in the nxs file format is correspondingly transformed, including rotation, translation and scaling, according to the spatial transformation information of the model in the scene. And traversing all the nodes, and calculating the average value of the centers of the nodes as the Center of the scene world coordinate system. After the bounding sphere and the center of the scene are obtained, the node data is transformed into the world coordinate system.
3. After the segmented LOD model of the scene is obtained, web rendering of the LOD model must be performed according to a user-specified threshold error and a roaming viewpoint, a viewpoint-based LOD rendering flow chart is shown in FIG. 1 (right), a scene root node is loaded first to obtain the overall information of the segmented model, and rendering effects are shown in FIGS. 4 and 5.
According to the formula
Figure BDA0002269159950000061
And selecting a subdivided LOD model for rendering, wherein D is the distance from the center of a surrounding sphere of a node to a camera, D is the radius of the surrounding sphere of the node in the scene, theta is the horizontal included angle of the scene body, and e is an error threshold value specified by a user. The algorithm based on the viewpoint rendering is described as follows,
step1. first add scene root node to the Queue of nodes Queue. And taking out the node from the Queue, traversing child nodes of the node, comparing the simplified errors E and E, and adding the node pointer into the rendering Queue if the simplified errors E and E are in accordance with the formula (1).
Step2, after all child nodes of the node are traversed, if the node does not accord with the formula (1), adding the non-empty child nodes of the node into the Queue
Step3. repeat Step 1-Step 2 until Queue is empty
And step4, traversing the rendering queue for rendering.
Firstly, subdividing a grid model, wherein the size of a memory and node parameters which can be used by a user in a subdividing stage are designated; then setting a specific data structure, and storing the processed data into a self-defined file; and finally, according to an error threshold value specified by a user, realizing dynamic loading and rendering at the web end. The invention provides better detail drawing compared with static LOD; compared with most of current dynamic LODs, the method reduces the rendering complexity, thereby meeting the requirement of large-scale static scene real-time rendering.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention. The above description is only a preferred embodiment of the present invention, and not intended to limit the present invention in other forms, and any person skilled in the art may apply the above modifications or changes to the equivalent embodiments with equivalent changes, without departing from the technical spirit of the present invention, and any simple modification, equivalent change and change made to the above embodiments according to the technical spirit of the present invention still belong to the protection scope of the technical spirit of the present invention.

Claims (4)

1. The LOD processing method for dynamic rendering of the large scene model is characterized by comprising the following steps:
a, performing multi-resolution calculation on a large scene model, segmenting the large scene model into different detail levels, and keeping a certain resolution ratio relationship among the different detail levels;
b, defining a data structure for storing the segmentation result and using a new file structure, and storing the result in the newly defined file structure by using the defined data structure;
and step C, based on the WebGL and the defined new file structure, adaptively and dynamically calculating the corresponding relation between the subdivision model and the viewpoint in the Web scene, and realizing the dynamic rendering of the Web-end large scene model.
2. The LOD processing method for large scene model dynamic rendering according to claim 1, wherein: in the step A, when multi-resolution calculation is carried out on the large scene model, a user specifies the RAM used in calculation, and constructs a KD-tree index structure to accelerate grid calculation; then, the number of top node patches (top _ node _ faces) is set, the resolution ratio of two adjacent layers of grids is set to be 0.5, the model is subdivided step by step according to the resolution relationship, and the subdivision convergence condition is that the number N of top points contained in the current node is less than N, and N is set by a user.
3. The LOD processing method for large scene model dynamic rendering according to claim 1, wherein: the data structure in the step B is that the structure head comprises all vertex data, surface patch data, texture data and all node bounding balls; the designed file format structure is as follows: the file header and the node data information, wherein the file header describes the global information of the three-dimensional model, and the method comprises the following steps: the model integrally surrounds the center, the radius, the number of vertexes, the number of surface patches, the material data and the number of nodes; the node data information is data information included in each node, and includes boundary information, patch data, vertex coordinates, and multi-resolution data.
4. The dynamic rendering method of the Web-side large scene model according to claim 1, characterized in that: in the step C, the adaptive calculation process is as follows: firstly, the Euclidean distance D of a node enclosing sphere and a camera under a world coordinate system is calculated, and dynamic scheduling of node data is realized by comparing the ratio of the radius D of the node enclosing sphere and the radius D of the node enclosing sphere with a threshold value input by a user in real time.
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