CN110969688B - 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

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CN110969688B
CN110969688B CN201911202236.2A CN201911202236A CN110969688B CN 110969688 B CN110969688 B CN 110969688B CN 201911202236 A CN201911202236 A CN 201911202236A CN 110969688 B CN110969688 B CN 110969688B
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real
color
dimensional model
color homogenizing
homogenizing
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CN110969688A (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
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Chongqing Institute Of Surveying And Mapping Science And Technology Chongqing Map Compilation Center
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Chongqing Survey Institute
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    • 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

Abstract

The invention provides a real-time color homogenizing method of a real-scene three-dimensional model, which comprises the steps of 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 live-action three-dimensional model can be displayed without performing color homogenizing treatment on texture images of the live-action three-dimensional model, and the operator can conveniently adjust 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 photo exposure degrees, 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 uniformly lightened and colored.
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 overlapped region between blocks to establish a linear equation of the color difference between all blocks in the whole measuring region, 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 a three-dimensional model automatic coloring method based on texture synthesis, which adopts a texture synthesis method based on patch match to perform texture synthesis on a given model and an image, and restores texture coordinates on the surface of the model through grid projection, thereby realizing synthesis of a model map according to an image given by a user, and automatically coloring a 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 a real-scene three-dimensional model of a 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 a 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 readjusting the consistency variable through the visual platform if the adjustment result does not meet the requirement; 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, a viewport screenshot of a live-action three-dimensional model is obtained, then histogram, frequency spectrum and color range information are obtained through statistics and are transmitted into a fragment shader as statistical parameters, and then the color gradation and an image curve are adjusted.
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 shots are a plurality of viewport shots, and the average value of the luminance and the pixel value of the plurality of viewport shots is calculated 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.
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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. When the view port screenshot is the current view port screenshot, a histogram of the current view port screenshot is used 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 homogenization under the current rendering view port of the three-dimensional platform, and selecting one or more corresponding color homogenization 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 or not 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 homogenized result of the live-action three-dimensional model, and solidifying the homogenized 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 (5)

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 a 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 a 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 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, and solidifying the color homogenizing result into the live-action three-dimensional model;
in S3, the color homogenizing algorithm comprises a direct color homogenizing algorithm and an indirect color homogenizing algorithm, wherein the direct color homogenizing algorithm is a method for directly adjusting color homogenizing parameters without acquiring a screenshot of a current rendering 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;
the direct color homogenizing algorithm is to perform single-pixel processing on the image;
the indirect color homogenizing algorithm comprises the following steps: 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.
2. The real-time color homogenizing method of the real-scene three-dimensional model according to claim 1, characterized by comprising the following steps: the single-pixel processing includes the adjustment of the color uniformity parameters of brightness, contrast and color components.
3. The real-time color homogenizing method of the real-scene three-dimensional model according to claim 1, characterized by comprising the following steps: 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.
4. The real-time color homogenizing method of the real-scene three-dimensional model according to claim 1, characterized by comprising the following steps: 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.
5. The real-time color homogenizing method for the real-scene three-dimensional model according to any one of claims 1 to 4, characterized by comprising the following steps: the programming language is a GPU programming language.
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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)

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

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