CN111275802A - VRAY-based PBR material rendering method and system - Google Patents

VRAY-based PBR material rendering method and system Download PDF

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CN111275802A
CN111275802A CN202010059314.4A CN202010059314A CN111275802A CN 111275802 A CN111275802 A CN 111275802A CN 202010059314 A CN202010059314 A CN 202010059314A CN 111275802 A CN111275802 A CN 111275802A
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model
rendering
pbr
vray
real
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CN111275802B (en
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郁明
李浪
饶刚毅
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Hangzhou Qunhe Information Technology Co Ltd
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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
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • 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

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Abstract

The invention discloses a VRAY-based PBR material rendering method and a VRAY-based PBR material rendering system, wherein the method comprises the following steps: 1: model grouping preprocessing; 2: model lightweight and UV deployment; 3: baking the PBR material; 4: double UV channel display; 5: material compression, including: model compression and material compression; 6: a KSF description file; 7: and entering a PBR rendering system for real-time rendering. The invention has the beneficial effects that: the Max model design file and the Vlay-rich material system can be efficiently and accurately converted into a model capable of being displayed in WebGL in real time in a short time, so that the 3D real-time rendering application speed is high, and the requirements on used equipment and an operating system are reduced. The front-end real-time PBR rendering system provided by the invention can truly display the real-time rendering effect close to the off-line rendering effect, accurately express the material effect and improve the fidelity of the model in 3D real-time rendering; the method solves the problems that the traditional material baking can not support the flat paving texture, and the pattern are fuzzy when the detail is magnified and viewed.

Description

VRAY-based PBR material rendering method and system
Technical Field
The invention relates to the technical field of home decoration design rendering, in particular to a PBR material rendering method and system based on VRAY.
Background
In the fields of interior decoration, retail goods, furniture goods and the like, 3D digital models are designed by using 3DsMax and VRay materials and a VRay offline renderer in most cases. The design model and the material data based on VRay offline rendering are used for offline rendering photos and rendering drawings such as posters, painters, advertisements and the like. With the popularization of digitization and virtualized application, the 3D real-time rendering application of the digital model is increasing, especially in mobile application, Web application, small application and the like based on the Web browser technology. However, such model data cannot be directly used for 3D real-time rendering, such as 3D display browsing.
The main reasons are two different, one is different from the material system. The VRay offline renderer uses the defined material, type and data complexity, and a large amount of calculation is needed to complete the rendering. Under the current hardware condition, especially under the application based on a Web browser, the real-time rendering can not complete the real-time rendering of images in limited time and under the capacity and hardware resources of the browser. Secondly, the data volume is overlarge. The design model for offline rendering is often high in the number of triangular panels, large in the size of a mapping file, and many in model components. For cloud-based Web applications, especially memory mobile devices, memory capacity, network transmission time, rendering data volume and the like exceed the actual available scale, and data light-weight processing must be performed and complete and high quality in appearance is guaranteed.
One existing automated method is material baking, which primarily bakes the model rendering results to a parameterized (UV-expanded) texture on the model surface. When 3D is rendered in real time, simplified models and baked textures are used. The method has the advantages that the effect lacks of reality sense, and when the viewing angle and the light source are changed, the material effect is static and cannot be changed along with the light and shadow. Secondly, the material of this method needs to be based on the developed UV map. Under the complex condition of an original model, the UV unfolding is easy to fail, and the UV unfolding pretreatment time is long. The low utilization of the map results in a low resolution of the map. Texture tiling is not supported based on the unfolded texture, and therefore the resolution is greatly reduced in the texture representation of the tiled texture.
In another method, a semi-automatic method is used to perform a mold weight reduction process with the aid of a tool. Under the texture of the baking map introduced based on the method, some PBR-based texture attributes are set, so that the model conversion generation and optimization from a design model and for off-line rendering are completed. The disadvantage of this method is that it requires manual editing and cannot be automated.
In the current commodity display industry, in order to achieve better effect and performance, a method is also used for independently reconstructing a model for 3D real-time rendering display, manually creating a model with a lower number of patches, and designing and editing a material based on a PBR system so as to restore better effect. Although the model can meet the display requirement of 3D real-time rendering, the quality of a rendering graph generated by off-line rendering with the model is low due to low model precision and limited material performance.
Therefore, in a scene where a photo-level rendering is also required to be generated, a user needs to establish two sets of models for the same commodity and other models. The cost is high, the flow is complex, and the effect consistency of 3D display and photo-level off-line rendering is low.
Disclosure of Invention
In order to solve the problems, the invention provides a PBR material rendering method and system based on VRAY, which realize the effects of pre-processing data to rendering in real time and accurately expressing the material.
In one aspect, the present invention provides a VRAY-based PBR material rendering method, including:
step 101: model grouping preprocessing, namely performing automatic grouping processing according to the material information and the surface area of the model;
step 102: carrying out model lightweight and UV expansion, reducing the number of grids of the model through a lightweight process, and expanding UV coordinates in the grouped models to a chartlet;
step 103: baking the PBR material by Vary, converting the Vray material into the PBR material, and outputting the related VrayBakeelement;
step 104: displaying by using double UV channels, wherein the PBR material is displayed by using the double UV channels during rendering;
step 105: material compression, including: model compression and material compression;
step 106: the KSF description file is used for describing the currently displayed model information;
step 107: and entering a PBR rendering system for real-time rendering.
Further, the step 101 is to group the model materials into a transparent object group and an opaque object group;
further, the opaque object groups are grouped again according to a set threshold value by calculating the surface area of the model.
Further, the dual UV channels in step 104 show that, for AlbedoMap, SpecularMap, and Glossinessmap in model PBR material, the UV coordinates of the model itself are directly used in rendering, and for AOmap and NormalMap, the UV coordinates expanded in step 102 are used in rendering.
Further, the model compression in step 105 is performed by using Draco.
Further, in step 105, the material compression combines multiple channels of the material, and the Glossinessmap is directly combined to the Alpha channel of the SpecularMap.
Further, in the step 105, the material is compressed, and for the map with low precision requirement, the transmission is directly carried out by adopting a jpeg file format; and for the data type map, transmitting the map by adopting a png file format.
In another aspect, the present invention provides a VRAY-based PBR material rendering system, including: the system comprises a PBR material unit, an IBL environment illumination unit, a scene organization unit, a model control unit and a parameterized material editing unit;
the PBR material unit is based on a WebGL engine and is used for realizing physical rendering on the PBR material provided by back-end baking;
the IBL environment illumination unit is used for simulating a real rendering effect when 3D high-quality rendering is carried out;
the scene organization unit is used for constructing a scene tree by the display objects in the scene;
the model control unit is used for carrying out operations of zooming, moving and rotating on the model;
and the parameterized material editing unit is used for dynamically adjusting the material information of the model.
Further, the system further comprises: the API interface is used for adding or deleting scene objects;
further, the system further comprises: and the model rotation animation is used for realizing automatic rotation of the model.
The invention has the beneficial effects that:
(1) the method can efficiently and accurately convert the Max model design file and the Vlay-rich material system into the model which can be displayed in real time in WebGL in a short time, so that the 3D real-time rendering application speed is high, and the requirements on used equipment and an operating system are reduced.
(2) The front-end real-time PBR rendering system provided by the invention can truly display the real-time rendering effect close to the off-line rendering effect, accurately express the material effect and improve the fidelity of the model in 3D real-time rendering;
(3) the method solves the problems that the traditional material baking can not support the flat paving texture, and the pattern are fuzzy when the detail is magnified and viewed.
Drawings
FIG. 1 is a schematic flow chart of a VRAY-based PBR material rendering method of the present invention;
FIG. 2 is a schematic diagram of a VRAY-based PBR rendering system according to the present invention.
The specific implementation mode is as follows:
the invention will be further described with respect to specific embodiments in conjunction with the following drawings:
as shown in fig. 1, the method for PBR rendering based on VRAY provided by the present invention includes:
step 101: model grouping preprocessing, namely performing automatic grouping processing according to the material information and the surface area of the model; the main purpose of the model grouping is to ensure that the number of objects in each group is not too large, so that the definition of the map in each group can be ensured.
Step 101 also includes grouping transparent and opaque objects, which need to be grouped according to model material since the transparent and opaque objects are different in processing logic when they are exposed at the front end.
Non-transparent objects screened out according to the model transparency attribute need to be grouped according to the surface area of the objects. Due to the limited number of pixels that can be carried in each map, if the surface area of the object in the group is too large, the baked map will not have enough resolution precision, and the display effect will be unclear. During preprocessing, the surface area of the model is calculated, and the model is automatically grouped according to a set threshold value, so that the definition of the resolution of the map in each group can be ensured.
Step 102: carrying out model lightweight and UV expansion, reducing the number of grids of the model through a lightweight process, and expanding UV coordinates in the grouped models to a chartlet;
the model lightweight treatment is the key for successful baking, and as the furniture models are relatively complex, the number of the surface slices of many models is 50w or more. The purpose of model lightweight is to reduce the number of grids of the model, express the original shape of the model by fewer grids, and ensure that the topology of the model is not changed too much and the integrity of the UV coordinates of the model is ensured in the lightweight process; the light weight of the model can also improve the efficiency of model UV expansion and reduce the GPU pressure during front-end display.
The purpose of the UV expansion is to expand UV coordinates in the grouped model into a map, and ensure that UV coordinate values of all vertexes in the model are within the range of 0-1, so as to facilitate the subsequent baking of the PBR material, and the baking process is to bake all material information of the model into the map of a 0-1 coordinate space.
Step 103: baking the PBR material by Vary, converting the Vray material into the PBR material, and outputting the related VrayBakeelement;
when the furniture model is modeled, the Vray material is generally adopted, the Vary material system is relatively complex, and the Web front end cannot directly render by using the Vray material. Baking with Vary and outputting the relevant VrayBakeElement can convert Vray material into PBR material, and in this embodiment, a Specular-roughress workflow in a PBR rendering system is used. Wherein VRayRawDiffuseFilterMap corresponds to Albedo Map in PBR material, VRayRefractionatInfoFilterMap is used for calculating SpeculMap in PBR, 1-VRayMtlRefractingGlossisBake is equivalent to RoughessMap in PBR, and VRayBumpNormalsMap is used for representing BumpNormal Map of the model. For the transparent object, the vrayrawrectionfiltermap is also required to be output for the front end to perform transparent mixing; meanwhile, the AO map of the model can be baked by utilizing the ray tracing capability of Vlay and is used for displaying and rendering the AO effect of the model at the front end.
Step 104: displaying by using double UV channels, wherein the PBR material is displayed by using the double UV channels during rendering;
since the size of the baked map is always limited, the display effect is still influenced after the models are grouped, and therefore, the UV multichannel display is adopted. For the AlbedoMap, SpecularMap and Glossinessmap in the model PBR material, the UV coordinates of the model are directly adopted during rendering, and for the AOmap and the NormalMap, the expanded UV coordinates are adopted because projection baking is carried out based on high mode. The two UV channels are displayed to ensure that the material effect is vivid and the AO effect of rear-end off-line rendering is also realized.
Step 105: material compression, including: model compression and material compression;
wherein, the model compression is mainly performed by using Draco, and the size of the compressed model can reach 1/20 of the original model or even smaller. During material processing, firstly, utilizing draco to compress geometric data, simultaneously compressing the UV coordinate of a second channel of the model, and directly transmitting the compressed model to the front end for decompression, loading and display;
and the material compression is mainly used for compressing the mapping when the model is displayed, so that the size of the material is reduced, and the network transmission is facilitated. The material compression mainly comprises the steps of merging a plurality of channels of the material, enabling the SpeculmMap to occupy three channels of RGB, enabling the GlossinesMap to only occupy one channel, and directly merging the GlossinesMap to an Alpha channel of the SpeculmMap, so that a mapping of the GlossinesMap is saved. For the map with low precision requirement, directly adopting a jpeg file format for transmission, such as DiffuseMap; and for the data type map, such as the NormalMap, the png format is adopted, so that the display correctness is ensured.
Step 106: the KSF description file is used for describing the currently displayed model information;
the KSF file is used to describe the currently displayed model information, including information such as a draco compressed file, material information, a map file, and a geometric SubMesh of the model. The reference relation between the model and the materials such as the map and the like during model display is recorded in the KSF file, and the front end only needs to analyze the KSF file and find the corresponding materials through the description file to load and display.
Step 107: and entering a PBR rendering system for real-time rendering.
As shown in fig. 2, the present invention further provides a PBR rendering system based on VRAY, including: the system comprises a PBR material unit, an IBL environment illumination unit, a scene organization unit, a model control unit and a parameterized material editing unit;
the PBR material unit is mainly based on a WebGL engine at the front end, and the PBR material provided by back-end baking is utilized in the Shader of WebGL to realize physical rendering. The method is mainly used for applying materials such as AlbedoMap, Glossinessmap, SpeculMap and NormalMap and calculating the final coloring effect of the model, and is the basis for realizing high-quality vivid rendering effect at the front end.
IBL ambient light unit is the ambient light lighting system based on the picture, and when carrying out the high quality of 3D and render, illumination is the essential important part of the real effect of rendering of simulation, and the engine of generally rendering can simulate the illumination effect through increasing a plurality of lights, but simultaneously along with the increase of light figure, the rendering performance of front end also can sharply descend. The IBL environment illumination unit enables illumination of the model to come from one environment map in the current scene, and reflection of the model also directly comes from reflection of scene information in the environment map. The IBL environment illumination unit can well simulate the model reflection effect, and simultaneously can improve the display performance of the front end, so that the display effect of the front end model is more vivid.
The scene organization unit mainly means that the system constructs display objects in a scene into a scene tree, provides an API (application programming interface) interface to facilitate a user to add or delete scene objects, and automatically renders a model in the scene in real time according to a scene tree result, so that the business of the user can be separated from the bottom layer.
The model control unit mainly means that a user can conveniently zoom, move, rotate and the like on the model in the rendering system, so that the requirement of the user for viewing the model at 360 degrees is met. Meanwhile, a model rotation animation is also arranged in the system, so that the model can automatically rotate.
The parameterized material editing unit mainly refers to material information of a model which can be dynamically adjusted by a user. Although the PBR material of the system is directly from the PBR material baked at the back end, the front end also opens up the control of the pixel intensity of each map in the PBR material, so that the display effect of the front end can be dynamically and conveniently adjusted. Meanwhile, the system also opens up the adjustment of parameters such as control of the rotation angle of the environment map and global tone mapping, thereby meeting the visual requirements of different users.
The foregoing is illustrative of the preferred embodiments of the present invention only and is not to be construed as limiting the claims. All the equivalent structures or equivalent process changes made by the description of the invention are included in the scope of the patent protection of the invention.

Claims (10)

1. A VRAY-based PBR material rendering method is characterized by comprising the following steps:
step 101: model grouping preprocessing, namely performing automatic grouping processing according to the material information and the surface area of the model;
step 102: carrying out model lightweight and UV expansion, reducing the number of grids of the model through a lightweight process, and expanding UV coordinates in the grouped models to a chartlet;
step 103: baking the PBR material by Vary, converting the Vray material into the PBR material, and outputting the related VrayBakeelement;
step 104: displaying by using double UV channels, wherein the PBR material is displayed by using the double UV channels during rendering;
step 105: material compression, including: model compression and material compression;
step 106: the KSF description file is used for describing the currently displayed model information;
step 107: and entering a PBR rendering system for real-time rendering.
2. The VRAY-based PBR texture rendering method of claim 1, wherein the model textures in step 101 are grouped into transparent object groups and opaque object groups.
3. The method of claim 1, wherein the surface area size grouping in step 101 is performed by calculating the surface area size of the model for the opaque object groups and then grouping the opaque object groups according to a set threshold.
4. The method for rendering PBR material based on VRAY of claim 1, wherein the dual UV channels in step 104 show that AlbedoMap, SpecularMap and Glossiseness map in model PBR material directly use the UV coordinates of the model itself when rendering, and AOMap and Normalmap use the UV coordinates developed in step 102 when rendering.
5. The method for PBR texture rendering based on VRAY of claim 1, wherein the model compression in step 105 is compressed using Draco.
6. The method for VRAY-based PBR material rendering of claim 1, wherein in step 105, material compression combines multiple channels of material, combining Glossinessmap directly to Alpha channel of SpecularMap.
7. The VRAY-based PBR material rendering method according to claim 1, wherein in the step 105, the material is compressed, and for the mapping with low precision requirement, the file format of jpeg is directly adopted for transmission; and for the data type map, transmitting the map by adopting a png file format.
8. A VRAY-based PBR material rendering system, the system comprising: the system comprises a PBR material unit, an IBL environment illumination unit, a scene organization unit, a model control unit and a parameterized material editing unit;
the PBR material unit is based on a WebGL engine and is used for realizing physical rendering on the PBR material provided by back-end baking;
the IBL environment illumination unit is used for simulating a real rendering effect when 3D high-quality rendering is carried out;
the scene organization unit is used for constructing a scene tree by the display objects in the scene;
the model control unit is used for carrying out operations of zooming, moving and rotating on the model;
and the parameterized material editing unit is used for dynamically adjusting the material information of the model.
9. The VRAY-based PBR texture rendering system of claim 8, further comprising: and the API interface is used for adding or deleting the scene objects.
10. The VRAY-based PBR texture rendering system of claim 8, further comprising: and the model rotation animation is used for realizing automatic rotation of the model.
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