CN110969688A - Real-time color homogenizing method for real-scene three-dimensional model - Google Patents

Real-time color homogenizing method for real-scene three-dimensional model Download PDF

Info

Publication number
CN110969688A
CN110969688A CN201911202236.2A CN201911202236A CN110969688A CN 110969688 A CN110969688 A CN 110969688A CN 201911202236 A CN201911202236 A CN 201911202236A CN 110969688 A CN110969688 A CN 110969688A
Authority
CN
China
Prior art keywords
real
color
homogenizing
dimensional model
scene
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
CN201911202236.2A
Other languages
Chinese (zh)
Other versions
CN110969688B (en
Inventor
詹勇
薛梅
陈翰新
向泽君
袁轶
王俊勇
刘局科
葛余超
孔维彬
王国牛
李锋
何兴富
王阳生
李响
唐相桢
陈�光
邱月
胡章杰
蓝图
李劼
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.)
Chongqing Institute Of Surveying And Mapping Science And Technology Chongqing Map Compilation Center
Original Assignee
Chongqing Survey Institute
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 Chongqing Survey Institute filed Critical Chongqing Survey Institute
Priority to CN201911202236.2A priority Critical patent/CN110969688B/en
Publication of CN110969688A publication Critical patent/CN110969688A/en
Application granted granted Critical
Publication of CN110969688B publication Critical patent/CN110969688B/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
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/50Information retrieval; Database structures therefor; File system structures therefor of still image data
    • G06F16/54Browsing; Visualisation therefor
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/30Computing systems specially adapted for manufacturing

Landscapes

  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Data Mining & Analysis (AREA)
  • Databases & Information Systems (AREA)
  • General Engineering & Computer Science (AREA)
  • Computer Graphics (AREA)
  • Image Generation (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention provides a real-time color homogenizing method of a real-scene three-dimensional model, which comprises the steps of firstly traversing all tiles of the real-scene three-dimensional model, reading node information of each tile, and obtaining all detail level models; secondly, acquiring a rendering state set of each detail level model, and adding a vertex shader and a fragment shader to each rendering state set; then, compiling different color homogenizing algorithms in a vertex shader and a fragment shader by using a programming language, and sending the compiled adjustment parameters serving as consistent variables to an external visualization program; and finally, selecting tiles needing color homogenizing and a color homogenizing algorithm under the current rendering viewport of the three-dimensional platform, adjusting consistency variables according to the selected color homogenizing algorithm in the external visualization platform, and checking an adjusting result. Based on the visual platform, the color homogenizing result of the real-scene three-dimensional model can be displayed without performing color homogenizing treatment on the texture image of the real-scene three-dimensional model, and an operator can conveniently adjust the color homogenizing parameters in real time.

Description

Real-time color homogenizing method for real-scene three-dimensional model
Technical Field
The invention relates to the technical field of surveying and mapping, in particular to a real-time color homogenizing method for a real-scene three-dimensional model.
Background
At present, the real-scene three-dimensional modeling by utilizing oblique photography becomes an important method for obtaining the urban three-dimensional model, and the method has the characteristics of high modeling speed, high automation degree and strong reality. The texture of the live-action three-dimensional model comes from aerial photography, and the problems of inconsistent colors, partial darkness or overexposure of aerial images and the like can be caused due to different aerial photographing time and different exposure degrees of photos, so that the color tone of the live-action three-dimensional model is not optimal, and the live-action three-dimensional model needs to be subjected to light and color evening.
Patent CN110176053A discloses a large-scale live-action three-dimensional integral color-homogenizing method, which utilizes the color difference of live-action three-dimensional in the overlapping region between blocks to establish a linear equation of the color difference between all blocks in the whole measuring area, and solves the linear equation integrally to obtain the change amount of the live-action three-dimensional color of each block, thereby achieving the effect of integral color-homogenizing.
Patent CN109712223A discloses an automatic coloring method for three-dimensional model based on texture synthesis, which adopts a texture synthesis method based on patch match to perform texture synthesis on a given model and image, and recovers the texture coordinates on the surface of the model through grid projection, thereby realizing the synthesis of model map according to the image given by the user, and automatically coloring the three-dimensional model conveniently and quickly. The whole process is fully automatic, manual intervention is not needed, and therefore the method is very suitable for automatic coloring engineering of massive models, and on the other hand, the difficulty of model coloring is greatly simplified, so that common users can color the models according to own preferences, and the method is very suitable for personalized model making and displaying.
The two technical schemes are that the original image of the three-dimensional model is subjected to light and color homogenizing treatment, and then three-dimensional modeling is carried out again. However, if the light and color homogenizing effect is still not satisfactory after the three-dimensional modeling is performed again, the process needs to be repeated, which undoubtedly increases the workload of data processing.
Disclosure of Invention
Aiming at the defects in the prior art, the invention provides a real-time color homogenizing method for a real-scene three-dimensional model, which is based on an external visual platform, can realize the display of the color homogenizing result of the real-scene three-dimensional model without performing color homogenizing treatment on texture images of the real-scene three-dimensional model, and reduces the workload of data processing in the three-dimensional modeling color homogenizing process.
The invention provides a real-time color homogenizing method for a real-scene three-dimensional model, which comprises the following steps of:
s1, reading the live-action three-dimensional model of the project to be color-leveled by using the three-dimensional platform, traversing all tiles of the live-action three-dimensional model, reading node information of each tile, and obtaining all detail level models contained in each tile;
s2, traversing all detail level models of all tiles of the live-action three-dimensional model, reading each detail level model, obtaining texture material information and rendering state set information, and adding a vertex shader and a fragment shader to the rendering state set of each detail level model;
s3, compiling different color homogenizing algorithms in a vertex shader and a fragment shader by using a programming language, and sending the compiled adjustment parameters to an external visualization program as consistent variables;
s4, selecting tiles needing to be homogenized under the current rendering viewport of the three-dimensional platform, and selecting one or more corresponding homogenizing algorithms; in a visual platform of an external visual program, adjusting a consistency variable according to the selected color homogenizing algorithm, and viewing an adjustment result in the external visual platform;
s5, determining whether the adjustment result meets the requirement or not through the visual platform, and if not, readjusting the consistency variable through the visual platform; and if the requirements are met, performing color homogenizing treatment on the live-action three-dimensional model according to the consistency variable of the adjustment result in the visual platform, and solidifying the color homogenizing result into the live-action three-dimensional model.
Further, in S3, the color homogenizing algorithm includes a direct color homogenizing algorithm and an indirect color homogenizing algorithm, where the direct color homogenizing algorithm is a method of directly adjusting color homogenizing parameters without acquiring a screenshot of a current rendered viewport of the three-dimensional platform; the indirect color homogenizing algorithm is a method for acquiring a screenshot of a current rendering viewport of the three-dimensional platform and adjusting color homogenizing parameters according to parameters in the screenshot.
Further, the direct color homogenizing algorithm is to perform single-pixel processing on the image.
Further, the single-pixel processing comprises adjustment of color homogenizing parameters of brightness, contrast and color components.
Further, in S3, the indirect color homogenizing algorithm is: firstly, obtaining a viewport screenshot of a live-action three-dimensional model, then counting to obtain information of a histogram, a frequency spectrum and a color range, transmitting the information as a statistical parameter into a fragment shader, and then adjusting a color level and an image curve.
Further, the viewport screenshot is a current rendered viewport screenshot, and histogram, spectrum and color range information of the current viewport screenshot are used as statistical parameters.
Further, the viewport screenshots are multiple viewport screenshots, and the average value of the brightness and the pixel value of the multiple viewport screenshots is calculated to be used as a statistical parameter.
Further, the programming language is a GPU programming language.
According to the technical scheme, the invention has the beneficial effects that:
the invention provides a real-time color-homogenizing method of a real-scene three-dimensional model, which comprises the steps of reading the real-scene three-dimensional model of a project to be color-homogenized by using a three-dimensional platform, traversing all tiles of the real-scene three-dimensional model, reading node information of each tile, and obtaining all detail level models contained in each tile; secondly, traversing all detail level models of all tiles of the live-action three-dimensional model, reading each detail level model, obtaining texture material information and rendering state set information, and adding a vertex shader and a fragment shader to the rendering state set of each detail level model; then, by using a programming language, compiling different color homogenizing algorithms in a vertex shader and a fragment shader, and sending the compiled adjustment parameters to an external visualization program as consistent variables; selecting tiles needing uniform color under a current rendering viewport of a three-dimensional platform, and selecting one or more corresponding uniform color algorithms; and in a visual platform of an external visual program, adjusting the consistency variable according to the selected color homogenizing algorithm, and checking whether the adjustment result meets the requirement in the external visual platform. Based on the visual platform, the color homogenizing result of the real-scene three-dimensional model can be displayed without performing color homogenizing treatment on the texture image of the real-scene three-dimensional model, and an operator can conveniently adjust the color homogenizing parameters in real time.
Drawings
In order to more clearly illustrate the detailed description of the invention or the technical solutions in the prior art, the drawings that are needed in the detailed description of the invention or the prior art will be briefly described below. Throughout the drawings, like elements or portions are generally identified by like reference numerals. In the drawings, elements or portions are not necessarily drawn to scale.
Fig. 1 is a schematic flow chart of a real-time color-homogenizing method of a real-scene three-dimensional model according to the present invention.
Detailed Description
Embodiments of the present invention will be described in detail below with reference to the accompanying drawings. The following examples are only for illustrating the technical solutions of the present invention more clearly, and therefore are only examples, and the protection scope of the present invention is not limited thereby.
It is to be noted that, unless otherwise specified, technical or scientific terms used herein shall have the ordinary meaning as understood by those skilled in the art to which the invention pertains.
As shown in fig. 1, the real-time color-homogenizing method for the real-scene three-dimensional model in the osgb format, which is obtained by using the oblique photogrammetry technique, specifically includes the following steps:
the method comprises the steps that a three-dimensional platform is used for reading a real-scene three-dimensional model of a project to be color-leveled, each real-scene three-dimensional model project with detail levels comprises a plurality of tiles, each tile comprises a plurality of models with different detail levels, and in the process of color leveling of the real-scene model, all the tiles and all detail level node information contained in the tiles need to be obtained by the three-dimensional platform, so that color leveling control of each tile is achieved.
And secondly, traversing all detail level models of all tiles of the live-action three-dimensional model, reading each detail level model, obtaining texture material information and rendering state set information contained in each detail level model, and adding a vertex shader and a fragment shader to the rendering state set of each detail level model.
The rendering state set includes vertex, color and texture material information of the live-action three-dimensional model. Because the rendering state set is obtained through the detail level model, the resource allocation of object rendering can be determined according to the position and the importance of the node of the real-scene three-dimensional model in the display environment, and the number and the detail of the surface of the non-important object can be reduced, so that the position and the importance of the node of high-efficiency rendering operation in the display environment can be obtained, the resource allocation of object rendering can be determined, the number and the detail of the surface of the non-important object can be reduced, and the effect of high-efficiency rendering operation can be obtained.
The vertex shader comprises an input end and an output end, the input end inputs programs, vertex attributes, transformation matrixes, illumination and color parameters of the vertex shader into the vertex shader, then matrix transformation positions are carried out on input data, an illumination formula is calculated to generate vertex colors, and position information and image texture coordinates are generated; and sending the position information and the image texture coordinates to the fragment shader through an output end of the vertex shader. The fragment shader is used for processing each fragment generated in the image raster stage, executing various calculations, and finally calculating the final color of each pixel.
And thirdly, compiling different color homogenizing algorithms for each detail level model in a vertex shader and a fragment shader by using a GPU programming language, wherein each color homogenizing algorithm can generate corresponding adjusting parameters, and sending the compiled adjusting parameters to an external visualization program as consistency variables.
The uniform color algorithm comprises a direct uniform color algorithm and an indirect uniform color algorithm, wherein the direct uniform color algorithm is used for directly carrying out single-pixel processing on the image without acquiring the screenshot of the current rendering viewport of the three-dimensional platform. I.e. to adjust one or more of the shading parameters brightness, contrast, color components.
The indirect color homogenizing algorithm is a method for acquiring a screenshot of a current rendering viewport of the three-dimensional platform and adjusting color homogenizing parameters according to parameters in the screenshot. Namely: firstly, obtaining a viewport screenshot of a live-action three-dimensional model, then counting to obtain information of a histogram, a frequency spectrum and a color range, transmitting the information as a statistical parameter into a fragment shader, and then adjusting a color level and an image curve. And when the view port screenshot is the current view port screenshot, taking a histogram of the current view port screenshot as a statistical parameter. When the viewport screenshots are multiple viewport screenshots, calculating the average value of the brightness and the pixel value of the multiple viewport screenshots as a statistical parameter.
And fourthly, selecting tiles needing color homogenizing under the current rendering viewport of the three-dimensional platform, and selecting one or more corresponding color homogenizing algorithms. At this time, since the adjustment parameter corresponding to each of the shading algorithms has been sent to the external visualization program as the consistency variable in step three, when a certain one or several shading algorithms are selected, the adjustment result can be viewed in the visualization platform of the external visualization program. Therefore, based on the visual platform, the color homogenizing result of the real-scene three-dimensional model can be displayed without performing color homogenizing treatment on the texture image of the real-scene three-dimensional model, and the operator can conveniently adjust the color homogenizing parameters in real time.
And fifthly, determining whether the adjustment result meets the requirement through the visual platform, and readjusting the consistency variable through the visual platform if the adjustment result does not meet the requirement. If the requirements are met, performing color homogenizing treatment on the live-action three-dimensional model according to the consistency variable of the adjustment result in the visual platform, namely: and processing tiles of the live-action three-dimensional model by adopting the same color homogenizing algorithm in a visual platform, leading out pictures used by each detail level model of each tile one by one, carrying out color homogenizing processing to obtain a result of the live-action three-dimensional model after color homogenizing, and solidifying the color homogenizing result into the live-action three-dimensional model.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solution of the present invention, and not to limit the same; while the invention has been described in detail and with reference to the foregoing embodiments, it will be understood by those skilled in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; such modifications and substitutions do not depart from the spirit and scope of the present invention, and they should be construed as being included in the following claims and description.

Claims (8)

1. A real-time color homogenizing method of a real-scene three-dimensional model is characterized by comprising the following steps:
s1, reading a real-scene three-dimensional model of the project to be color-leveled by using a three-dimensional platform, traversing all tiles of the real-scene three-dimensional model, reading node information of each tile, and obtaining all detail level models contained in each tile;
s2, traversing all detail level models of all tiles of the live-action three-dimensional model, reading each detail level model, obtaining texture material information and rendering state set information, and adding a vertex shader and a fragment shader to the rendering state set of each detail level model;
s3, compiling different color homogenizing algorithms in a vertex shader and a fragment shader by using a programming language, and sending the compiled adjustment parameters to an external visualization program as consistent variables;
s4, selecting tiles needing to be homogenized under the current rendering viewport of the three-dimensional platform, and selecting one or more corresponding homogenizing algorithms; in a visual platform of an external visual program, adjusting a consistency variable according to the selected color homogenizing algorithm, and viewing an adjustment result in the external visual platform;
s5, determining whether the adjustment result meets the requirement or not through the visual platform, and if not, readjusting the consistency variable through the visual platform; and if the requirements are met, performing color homogenizing treatment on the live-action three-dimensional model according to the consistency variable of the adjustment result in the visual platform, and solidifying the color homogenizing result into the live-action three-dimensional model.
2. The real-time color homogenizing method of the real-scene three-dimensional model according to claim 1, characterized by comprising the following steps: in S3, the shading algorithm includes a direct shading algorithm and an indirect shading algorithm, where the direct shading algorithm is a method of directly adjusting shading parameters without acquiring a screenshot of a current rendered viewport of the three-dimensional platform; the indirect color homogenizing algorithm is a method for acquiring a screenshot of a current rendering viewport of the three-dimensional platform and adjusting color homogenizing parameters according to parameters in the screenshot.
3. The real-time color-homogenizing method of the real-scene three-dimensional model according to claim 2, characterized in that: the direct color homogenizing algorithm is to perform single-pixel processing on the image.
4. The real-time color-homogenizing method of the real-scene three-dimensional model according to claim 3, characterized in that: the single-pixel processing comprises the adjustment of the color homogenizing parameters of brightness, contrast and color components.
5. The real-time color-homogenizing method of the real-scene three-dimensional model according to claim 2, characterized in that: in S3, the indirect color-homogenizing algorithm is: firstly, obtaining a viewport screenshot of a live-action three-dimensional model, then counting to obtain information of a histogram, a frequency spectrum and a color range, transmitting the information as a statistical parameter into a fragment shader, and then adjusting a color level and an image curve.
6. The real-time color-homogenizing method of the real-scene three-dimensional model according to claim 5, characterized in that: the viewport screenshot is a current rendered viewport screenshot, and histogram, spectrum and color range information of the current viewport screenshot are used as statistical parameters.
7. The real-time color-homogenizing method of the real-scene three-dimensional model according to claim 5, characterized in that: the viewport screenshots are multiple viewport screenshots, and the average value of the brightness and the pixel value of the multiple viewport screenshots is calculated to be used as a statistical parameter.
8. A real-time color-homogenizing method for a real-scene three-dimensional model according to any one of claims 1 to 7, characterized in that: the programming language is a GPU programming language.
CN201911202236.2A 2019-11-29 2019-11-29 Real-time color homogenizing method for real-scene three-dimensional model Active CN110969688B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201911202236.2A CN110969688B (en) 2019-11-29 2019-11-29 Real-time color homogenizing method for real-scene three-dimensional model

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201911202236.2A CN110969688B (en) 2019-11-29 2019-11-29 Real-time color homogenizing method for real-scene three-dimensional model

Publications (2)

Publication Number Publication Date
CN110969688A true CN110969688A (en) 2020-04-07
CN110969688B CN110969688B (en) 2023-04-11

Family

ID=70032200

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201911202236.2A Active CN110969688B (en) 2019-11-29 2019-11-29 Real-time color homogenizing method for real-scene three-dimensional model

Country Status (1)

Country Link
CN (1) CN110969688B (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111882639A (en) * 2020-07-24 2020-11-03 上海米哈游天命科技有限公司 Picture rendering method, device, equipment and medium
CN112634169A (en) * 2020-12-30 2021-04-09 成都星时代宇航科技有限公司 Color homogenizing method and device for remote sensing image
CN114936960A (en) * 2022-05-24 2022-08-23 重庆市勘测院((重庆市地图编制中心)) Batch watermarking method for live-action three-dimensional models

Citations (25)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5416848A (en) * 1992-06-08 1995-05-16 Chroma Graphics Method and apparatus for manipulating colors or patterns using fractal or geometric methods
US20020130859A1 (en) * 2001-03-16 2002-09-19 Mitsubishi Electric Research Laboratories, Inc. System and method for modeling graphics objects
US20070024612A1 (en) * 2005-07-27 2007-02-01 Balfour Technologies Llc System for viewing a collection of oblique imagery in a three or four dimensional virtual scene
US7176917B1 (en) * 2002-08-09 2007-02-13 Avid Technology, Inc. Visual programming interface for a three-dimensional animation system for defining real time shaders using a real-time rendering engine application programming interface
US20070200864A1 (en) * 2006-02-28 2007-08-30 Tucker Amy R Method and system for gathering per-frame image statistics while preserving resolution and runtime performance in a real-time visual simulation
US20080136817A1 (en) * 2006-08-09 2008-06-12 Siemens Corporate Research, Inc. Modular volume rendering using visual programming
US20090109219A1 (en) * 2007-10-30 2009-04-30 Advanced Micro Devices, Inc. Real-time mesh simplification using the graphics processing unit
US20090196497A1 (en) * 2006-08-03 2009-08-06 Universitat Karlsruhe (Th) Method for analyzing and/or testing at least one user interface, data processing device and computer program product
US20100013842A1 (en) * 2008-07-16 2010-01-21 Google Inc. Web-based graphics rendering system
US8564595B1 (en) * 2011-08-03 2013-10-22 Zynga Inc. Delivery of projections for rendering
US20140104294A1 (en) * 2012-10-17 2014-04-17 Samsung Display Co., Ltd. Correcting anamolous texture and feature width effects in a display that uses a multi primary color unit scheme
US8854368B1 (en) * 2011-04-05 2014-10-07 Google Inc. Point sprite rendering in a cross platform environment
US20140362075A1 (en) * 2013-01-31 2014-12-11 Dirtt Environmental Solutions, Ltd. Visual distoration effects through translucent structures in design software
US20150334219A1 (en) * 2014-05-16 2015-11-19 Ramraj Soundararajan Dynamically replaceable lock screen wallpaper
US20160240125A1 (en) * 2013-10-04 2016-08-18 University Of Manitoba Color Correction Method for Optical See-Through Displays
CN106652008A (en) * 2016-12-23 2017-05-10 浙江大学 Method automatically forming grid and shader multi-layer detail
CN106991215A (en) * 2017-03-15 2017-07-28 西北工业大学 A kind of high-precision graphical electromagnetic scattering computational methods based on GPU
CN106991714A (en) * 2017-04-14 2017-07-28 重庆市勘测院 Outdoor scene threedimensional model and three-dimensional simulation model mix-loaded method
US20170221238A1 (en) * 2016-02-03 2017-08-03 Daniel Limberger Interactive, Adaptive Level-Of-Detail In 2.5D Treemaps
CN107610225A (en) * 2017-11-02 2018-01-19 重庆市勘测院 A kind of oblique photograph outdoor scene threedimensional model monomerization approach
CN108512258A (en) * 2018-05-10 2018-09-07 华北电力大学 A kind of wind power plant active power dispatch method based on improvement multiple agent consistency algorithm
CN108573524A (en) * 2018-04-12 2018-09-25 东南大学 Interactive real-time, freedom stereo display method based on rendering pipeline
CN108876931A (en) * 2017-05-12 2018-11-23 腾讯科技(深圳)有限公司 Three-dimension object color adjustment method, device, computer equipment and computer readable storage medium
CN109377541A (en) * 2018-08-22 2019-02-22 山东捷瑞数字科技股份有限公司 A kind of dummy emulation system and method showing meteorological variation in real time based on tinter
CN110176053A (en) * 2019-05-24 2019-08-27 武汉大势智慧科技有限公司 A kind of three-dimensional whole even color method of extensive outdoor scene

Patent Citations (25)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5416848A (en) * 1992-06-08 1995-05-16 Chroma Graphics Method and apparatus for manipulating colors or patterns using fractal or geometric methods
US20020130859A1 (en) * 2001-03-16 2002-09-19 Mitsubishi Electric Research Laboratories, Inc. System and method for modeling graphics objects
US7176917B1 (en) * 2002-08-09 2007-02-13 Avid Technology, Inc. Visual programming interface for a three-dimensional animation system for defining real time shaders using a real-time rendering engine application programming interface
US20070024612A1 (en) * 2005-07-27 2007-02-01 Balfour Technologies Llc System for viewing a collection of oblique imagery in a three or four dimensional virtual scene
US20070200864A1 (en) * 2006-02-28 2007-08-30 Tucker Amy R Method and system for gathering per-frame image statistics while preserving resolution and runtime performance in a real-time visual simulation
US20090196497A1 (en) * 2006-08-03 2009-08-06 Universitat Karlsruhe (Th) Method for analyzing and/or testing at least one user interface, data processing device and computer program product
US20080136817A1 (en) * 2006-08-09 2008-06-12 Siemens Corporate Research, Inc. Modular volume rendering using visual programming
US20090109219A1 (en) * 2007-10-30 2009-04-30 Advanced Micro Devices, Inc. Real-time mesh simplification using the graphics processing unit
US20100013842A1 (en) * 2008-07-16 2010-01-21 Google Inc. Web-based graphics rendering system
US8854368B1 (en) * 2011-04-05 2014-10-07 Google Inc. Point sprite rendering in a cross platform environment
US8564595B1 (en) * 2011-08-03 2013-10-22 Zynga Inc. Delivery of projections for rendering
US20140104294A1 (en) * 2012-10-17 2014-04-17 Samsung Display Co., Ltd. Correcting anamolous texture and feature width effects in a display that uses a multi primary color unit scheme
US20140362075A1 (en) * 2013-01-31 2014-12-11 Dirtt Environmental Solutions, Ltd. Visual distoration effects through translucent structures in design software
US20160240125A1 (en) * 2013-10-04 2016-08-18 University Of Manitoba Color Correction Method for Optical See-Through Displays
US20150334219A1 (en) * 2014-05-16 2015-11-19 Ramraj Soundararajan Dynamically replaceable lock screen wallpaper
US20170221238A1 (en) * 2016-02-03 2017-08-03 Daniel Limberger Interactive, Adaptive Level-Of-Detail In 2.5D Treemaps
CN106652008A (en) * 2016-12-23 2017-05-10 浙江大学 Method automatically forming grid and shader multi-layer detail
CN106991215A (en) * 2017-03-15 2017-07-28 西北工业大学 A kind of high-precision graphical electromagnetic scattering computational methods based on GPU
CN106991714A (en) * 2017-04-14 2017-07-28 重庆市勘测院 Outdoor scene threedimensional model and three-dimensional simulation model mix-loaded method
CN108876931A (en) * 2017-05-12 2018-11-23 腾讯科技(深圳)有限公司 Three-dimension object color adjustment method, device, computer equipment and computer readable storage medium
CN107610225A (en) * 2017-11-02 2018-01-19 重庆市勘测院 A kind of oblique photograph outdoor scene threedimensional model monomerization approach
CN108573524A (en) * 2018-04-12 2018-09-25 东南大学 Interactive real-time, freedom stereo display method based on rendering pipeline
CN108512258A (en) * 2018-05-10 2018-09-07 华北电力大学 A kind of wind power plant active power dispatch method based on improvement multiple agent consistency algorithm
CN109377541A (en) * 2018-08-22 2019-02-22 山东捷瑞数字科技股份有限公司 A kind of dummy emulation system and method showing meteorological variation in real time based on tinter
CN110176053A (en) * 2019-05-24 2019-08-27 武汉大势智慧科技有限公司 A kind of three-dimensional whole even color method of extensive outdoor scene

Non-Patent Citations (3)

* Cited by examiner, † Cited by third party
Title
CHROMIUM: "Real-Time Visual Production using Unity 3D" *
李秀怡: "基于多细节层次结构扩展合并的快速三维可视化方法" *
杜召平: "一种基于虚拟仿真技术的三维态势显示系统设计" *

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111882639A (en) * 2020-07-24 2020-11-03 上海米哈游天命科技有限公司 Picture rendering method, device, equipment and medium
CN111882639B (en) * 2020-07-24 2024-02-23 上海米哈游天命科技有限公司 Picture rendering method, device, equipment and medium
CN112634169A (en) * 2020-12-30 2021-04-09 成都星时代宇航科技有限公司 Color homogenizing method and device for remote sensing image
CN112634169B (en) * 2020-12-30 2024-02-27 成都星时代宇航科技有限公司 Remote sensing image color homogenizing method and device
CN114936960A (en) * 2022-05-24 2022-08-23 重庆市勘测院((重庆市地图编制中心)) Batch watermarking method for live-action three-dimensional models

Also Published As

Publication number Publication date
CN110969688B (en) 2023-04-11

Similar Documents

Publication Publication Date Title
CN110969688B (en) Real-time color homogenizing method for real-scene three-dimensional model
JP7203844B2 (en) Training data generation method, generation device, and semantic segmentation method for the image
US11847738B2 (en) Voxelization of mesh representations
CN107358643B (en) Image processing method, image processing device, electronic equipment and storage medium
US7557812B2 (en) Multilevel texture processing method for mapping multiple images onto 3D models
JP2004537791A (en) Method and system for modifying a digital image in consideration of noise
CN111489322B (en) Method and device for adding sky filter to static picture
CN110248242B (en) Image processing and live broadcasting method, device, equipment and storage medium
CN113272865A (en) Point cloud coloring system with real-time 3D visualization
US20230260443A1 (en) Two-dimensional compositing
US10089782B2 (en) Generating polygon vertices using surface relief information
JP2015097350A (en) Image processing apparatus and multi-projection system
CN112991508A (en) WebGL-based 3D rendering system and method
CN114092575B (en) Digital earth real-time coloring method and device
CN111857625A (en) Method for correcting special-shaped curved surface and fusing edges
CN111951369B (en) Detail texture processing method and device
US6744440B1 (en) Image processing apparatus, recording medium, and program
CN114549732A (en) Model rendering method and device and electronic equipment
CN112689064B (en) Video picture processing method and device
CN113168709B (en) Net point appearance generator
CN111667564B (en) Texture data processing method and device, electronic equipment and storage medium
CN117252974A (en) Mapping method and device for three-dimensional image, electronic equipment and storage medium
CN112837425B (en) Mixed reality illumination consistency adjusting method
CN113436306B (en) Image rendering method, device and storage medium
Grundland et al. Interactive contrast enhancement by histogram warping

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
TR01 Transfer of patent right
TR01 Transfer of patent right

Effective date of registration: 20240318

Address after: No. 6 Qingzhu East Road, Dazhulin Street, Yubei District, Chongqing, 400000

Patentee after: Chongqing Institute of Surveying and Mapping Science and Technology (Chongqing Map Compilation Center)

Country or region after: China

Address before: 401121 No. 6, Qingzhu East Road, Yubei District, Chongqing

Patentee before: CHONGQING SURVEY INSTITUTE

Country or region before: China

TR01 Transfer of patent right
TR01 Transfer of patent right

Effective date of registration: 20240320

Address after: No. 6 Qingzhu East Road, Dazhulin Street, Yubei District, Chongqing, 400000

Patentee after: Chongqing Institute of Surveying and Mapping Science and Technology (Chongqing Map Compilation Center)

Country or region after: China

Address before: 401121 No. 6, Qingzhu East Road, Yubei District, Chongqing

Patentee before: CHONGQING SURVEY INSTITUTE

Country or region before: China