CN111275802B - PBR material rendering method and system based on VRAY - Google Patents

PBR material rendering method and system based on VRAY Download PDF

Info

Publication number
CN111275802B
CN111275802B CN202010059314.4A CN202010059314A CN111275802B CN 111275802 B CN111275802 B CN 111275802B CN 202010059314 A CN202010059314 A CN 202010059314A CN 111275802 B CN111275802 B CN 111275802B
Authority
CN
China
Prior art keywords
model
rendering
pbr
vray
compression
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.)
Active
Application number
CN202010059314.4A
Other languages
Chinese (zh)
Other versions
CN111275802A (en
Inventor
郁明
李浪
饶刚毅
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.)
Hangzhou Qunhe Information Technology Co Ltd
Original Assignee
Hangzhou Qunhe Information Technology Co Ltd
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 Hangzhou Qunhe Information Technology Co Ltd filed Critical Hangzhou Qunhe Information Technology Co Ltd
Priority to CN202010059314.4A priority Critical patent/CN111275802B/en
Priority to PCT/CN2020/088230 priority patent/WO2021142977A1/en
Publication of CN111275802A publication Critical patent/CN111275802A/en
Application granted granted Critical
Publication of CN111275802B publication Critical patent/CN111275802B/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
    • 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

Landscapes

  • Engineering & Computer Science (AREA)
  • Computer Graphics (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)
  • Image Generation (AREA)

Abstract

The invention discloses a PBR material rendering method and a system based on VRAY, wherein the method comprises the following steps: 1: model grouping pretreatment; 2: model weight reduction and UV deployment; 3: baking the PBR material; 4: double UV channel display; 5: material compression, comprising: model compression and material compression; 6: a KSF description file; 7: and (5) entering a PBR rendering system to perform real-time rendering. The beneficial effects of the invention are as follows: max model design files and Vray rich material systems can be efficiently and accurately converted into models 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. The front-end real-time PBR rendering system truly displays real-time rendering effects close to off-line rendering effects, accurately expresses the effects of materials, and improves the fidelity of the model in 3D real-time rendering; the invention solves the problems that the traditional material baking can not support the tiled texture, and the pattern is fuzzy when the detail is watched in an enlarged manner.

Description

PBR material rendering method and system based on VRAY
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, 3DsMax, VRay materials and VRay offline renderers are mostly used for designing 3D digital models. The design model and the material data based on the VRay offline rendering are used for offline rendering of photos and rendering drawings, such as posters, albums, advertisements and the like. With the popularization of digital and virtualized applications, 3D real-time rendering applications of digital models are increasing, especially in mobile applications, web applications, applets, etc. based on Web browser technology. However, such model data cannot be directly used for 3D real-time rendering, such as 3D exhibition browsing.
The main reasons are two points, namely, the first and the material systems are different. The VRay offline renderer uses defined materials, is complex in type and data, and needs a large amount of calculation to complete rendering. Under the current hardware conditions, especially under the application based on a Web browser, real-time rendering cannot be completed in limited time and under the browser capability and hardware resources. 2. The amount of data is excessive. The design model for offline rendering is often high in triangle patch number, large in map file size and many in model components. For cloud-based applications, especially on memory mobile devices, the memory capacity, network transmission time, rendering data volume, etc. exceed the actual available scale, the data must be light-weighted and the appearance is complete and high quality is guaranteed.
One method that is currently used is to perform material baking, mainly baking the model rendering results to the texture after the surface parameterization (UV spreading) of the model. In 3D real-time rendering, a reduced model and baked textures are used. The method has the advantages that the effect lacks sense of reality, and when viewing the change of the visual angle and the change of the light source, the material effect is static and can not change along with the light shadow. Second, the material of this method is based on an unfolded UV map. Under the complex condition of the original model, the UV expansion is easy to fail, and the pretreatment time of the UV expansion is long. The low utilization of the map results in a low map resolution. Texture tiling is not supported based on the unfolded texture, and therefore resolution is greatly reduced in the texture representation of the tiled texture.
In another method, the model weight reduction is performed by a semi-automatic method with the aid of a tool. Setting some PBR-based material properties under the materials of the baking map introduced based on the method, so as to finish model conversion generation and optimization from a design model and for offline rendering. The disadvantage of this method is that it requires manual editing and is not automated.
In the current commodity display industry, in order to achieve better effects and performance, a method is also provided for independently reconstructing a model for 3D real-time rendering display, and manually creating a model with a lower number of patches, and designing and editing materials based on a PBR system so as to restore the better effects. Although the model can meet the display requirement of 3D real-time rendering, the quality of a rendering graph generated by offline rendering is very low due to the fact that the model has low precision and limited material performance.
Therefore, in a scene where a photo-level rendering map needs to be generated, a user needs to build two models for the same commodity model. The method has the advantages of high cost, complex flow and low consistency of the effects of 3D display and photo-level off-line rendering.
Disclosure of Invention
In order to solve the problems, the invention provides a PBR material rendering method and a system based on VRAY, which realize the effect of accurately expressing materials from preprocessing to real-time rendering of data.
In one aspect, the present invention provides a method for rendering a PBR material based on VRAY, the method comprising:
step 101: model grouping pretreatment, namely performing automatic grouping treatment according to the material information and the surface area of the model;
step 102: the method comprises the steps of (1) lightening a model, expanding UV (ultraviolet) light, reducing the grid number of the model through a lightening process, and expanding UV coordinates in the grouped model to a map;
step 103: baking the PBR material, namely baking by utilizing a Vary, converting the Vray material into the PBR material, and outputting related VrayBakeElement;
step 104: the double UV channels are used for displaying when the PBR material is rendered;
step 105: material compression, comprising: model compression and material compression;
step 106: the KSF description file is used for describing the currently displayed model information;
step 107: and (5) entering a PBR rendering system to perform real-time rendering.
Further, the step 101 is to group the model materials, and divide them into transparent object groups and opaque object groups;
further, the opaque object groups are further grouped according to a set threshold by calculating the surface area size of the model.
Further, the dual UV channel in step 104 shows that, for the model PBR material AlbedoMap, specularMap and glossinesmap, the UV coordinates of the model itself are directly used when rendering, and for the AOMap and normmap, the UV coordinates after expansion in step 102 are used when rendering.
Further, in step 105, the model compression is performed by using drago.
Further, in step 105, the material compression merges the multiple channels of the material, and directly merges the GlossinesMap into the Alpha channel of the SpecularMap.
Further, in the step 105, the material is compressed, and for the mapping with low precision requirement, the jpeg file format is directly adopted for transmission; for mapping of data types, the file format of png is adopted for transmission.
In another aspect, the present invention provides 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 performing 3D high-quality rendering;
the scene organization unit is used for constructing a scene tree from display objects in a scene;
the model control unit is used for performing scaling, moving and rotating operations on the model;
the parameterized material editing unit is used for dynamically adjusting the material information of the model.
Further, the system further comprises: an API interface for adding or deleting scene objects;
further, the system further comprises: the model rotation animation is used for realizing automatic rotation of the model.
The beneficial effects of the invention are as follows:
(1) According to the invention, max model design files and Vray rich material systems can be efficiently and accurately converted into models 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 operating systems are reduced.
(2) The front-end real-time PBR rendering system truly displays real-time rendering effects close to off-line rendering effects, accurately expresses the effects of materials, and improves the fidelity of the model in 3D real-time rendering;
(3) The invention solves the problems that the traditional material baking can not support the tiled texture, and the pattern is fuzzy when the detail is watched in an enlarged manner.
Drawings
FIG. 1 is a schematic flow chart of a PBR material rendering method based on VRAY;
FIG. 2 is a schematic diagram of a VRAY-based PBR material rendering system according to the present invention.
The specific embodiment is as follows:
the invention is further described in terms of specific embodiments in conjunction with the following drawings:
as shown in fig. 1, the method for rendering the PBR material based on the VRAY provided by the invention includes:
step 101: model grouping pretreatment, namely performing automatic grouping treatment according to the material information and the surface area of the model; the main purpose of model grouping is to ensure that the number of objects in each group is not excessive, so that the sharpness of the map in each group can be guaranteed.
Step 101 further comprises grouping transparent and opaque objects, which first need to be grouped according to the transparent and opaque objects of the model material, since the transparent and opaque objects are presented at the front end with different processing logic.
Non-transparent objects that are screened according to the model transparency properties need to be grouped again according to their surface areas. Because of the limited number of pixels that can be carried in each map, if the surface area of the objects in the group is too large, the resolution of the baked map is not accurate enough, resulting in an unclear display effect. When preprocessing is carried out, the definition of the mapping resolution in each group can be ensured by calculating the surface area of the model and automatically grouping according to a set threshold value.
Step 102: the method comprises the steps of (1) lightening a model, expanding UV (ultraviolet) light, reducing the grid number of the model through a lightening process, and expanding UV coordinates in the grouped model to a map;
the light weight treatment of the model is the key to successful baking, and the number of patches of many models is 50w or more because the furniture model is complex. The purpose of model light weight is to reduce the number of grids of the model, and the original shape of the model is expressed by using fewer grids, so that the topology of the model is required to be ensured not to be changed excessively in the light weight process, and meanwhile, the integrity of UV coordinates of the model is required to be ensured; the model is light, so that the UV unfolding efficiency of the model can be improved, and the GPU pressure during front-end display is reduced.
The purpose of UV expansion is to expand the UV coordinates in the grouped model into a posted graph, and ensure that the UV coordinate values of all vertices in the model are in the range of 0-1, so that the subsequent baking of the PBR material is facilitated, and the baking process is to bake all material information of the model into the posted graph in the 0-1 coordinate space.
Step 103: baking the PBR material, namely baking by utilizing a Vary, converting the Vray material into the PBR material, and outputting related VrayBakeElement;
when the furniture model is modeled, vray material is generally adopted, a Vary material system is complex, and the Web front end cannot directly utilize the Vray material to render. The Vray material can be converted into PBR material by baking with the ary and outputting the associated VrayBakeElement, which in this embodiment is a speclar-roughess workflow in a PBR rendering system. Wherein VRayRawDiffuseF ilterMap corresponds to Albedo Map in PBR material, VRayReflectonfilterMap is used for calculating SpcullarMap in PBR, and 1-VRayMtlReflectoGlossin Bake corresponds to RoughnessMap, VRayBumpNormalsMap in PBR for representing a BumpNormal Map of a model. For transparent objects, it is also necessary to output vrayrawrefraction filter map for front-end transparent blending; meanwhile, the AO mapping of the model can be baked by utilizing the ray tracing capability of Vray and used for displaying and rendering the model AO effect at the front end.
Step 104: the double UV channels are used for displaying when the PBR material is rendered;
since the baking map size is always limited, the display effect is affected even though the models are grouped, and therefore, the UV multichannel display is adopted. For model PBR materials AlbedoMap, specularMap and glossinesmap, UV coordinates of the model itself are directly used when rendering is performed, whereas for AOMap and normmap, projection baking is performed based on a high-modulus, so that UV coordinates after expansion are used. The double UV channels can guarantee that the material effect is very lifelike, and meanwhile, the back-end off-line rendering AO effect is achieved.
Step 105: material compression, comprising: model compression and material compression;
the model compression is mainly carried out by adopting Draco, and the size of the compressed model can reach 1/20 or even smaller of the original model. During material processing, firstly, compressing geometrical data by using draco, simultaneously compressing UV coordinates of a second channel of the model, and directly transmitting the compressed model to the front end for decompression, loading and display;
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 network transmission is facilitated. The material compression is mainly to combine a plurality of channels of the material, the Specularism map occupies three channels of RGB, the GlossingMap occupies only one channel, and the GlossingMap is directly combined to the Alpha channel of the Specularism map, so that a map of the GlossingMap is saved. For the map with low precision requirement, directly adopting a jpeg file format for transmission, such as DiffuseMap; and mapping of data types, such as normmap, adopts a png format, so that display accuracy is ensured.
Step 106: the KSF description file is used for describing the currently displayed model information;
the KSF file is used for describing the currently displayed model information, wherein the information comprises a draco compression file, material information, a mapping file, a geometric SubMesh and the like of the model. The reference relation between the model and the materials such as the map during model display is recorded in the KSF file, and the front end only needs to analyze the KSF file, find the corresponding materials through the description file and load and display.
Step 107: and (5) entering a PBR rendering system to perform real-time rendering.
As shown in fig. 2, the present invention further provides a PBR material 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 characterized in that a front end is based on a WebGL engine, and physical-based rendering is realized by utilizing PBR materials provided by back-end baking in a loader of the WebGL. The method mainly comprises the steps of applying AlbedoMap, glossinessMap, specularMap, normalMap and other materials, and calculating the final coloring effect of the model, wherein the final coloring effect is the basis of realizing high-quality vivid rendering effect at the front end.
The IBL ambient lighting unit is an ambient lighting system based on pictures, when performing 3D high quality rendering, illumination is an essential and important part for simulating real rendering effects, and a general rendering engine simulates the illumination effects by adding a plurality of lights, but at the same time, the rendering performance of the front end also drops sharply with the increase of the number of lights. The IBL ambient lighting unit derives the model's illumination from an ambient map in the current scene, and the model's reflection also directly derives from the reflection of the scene information in the ambient map. The IBL environment illumination unit can simulate the model reflection effect well, and meanwhile, the display performance of the front end can be improved, so that the display effect of the front end model is more vivid.
The scene organization unit mainly means that the system can construct a scene tree from display objects in the scene, and simultaneously, the system also provides an API interface to facilitate the user to add or delete the scene objects, and the rendering system can automatically render the model in the scene in real time according to the result of the scene tree, so that the service of the user and the realization of the bottom layer can be separated.
The model control unit mainly means that a user can conveniently perform operations such as zooming, moving, rotating and the like on the model in the rendering system, so that the requirement of the user on 360-degree viewing of the model is met. Meanwhile, a model rotation animation is also built in the system, so that automatic rotation of the model is realized.
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 rear end, the front end also opens the control of the pixel intensity of each map in the PBR material, so that the display effect of the front end can be adjusted dynamically and conveniently. Meanwhile, the system also opens the control of the rotation angle of the environment map and the adjustment of parameters such as global tone mapping, thereby meeting the visual demands of different users.
The foregoing is illustrative of the preferred embodiments of the present invention, and is not to be construed as limiting the claims. All equivalent structures or equivalent flow path changes made by the specification of the invention are included in the protection scope of the invention.

Claims (6)

1. The PBR material rendering method based on VRAY is characterized by comprising the following steps:
step 101: model grouping pretreatment, namely performing automatic grouping treatment according to the material information and the surface area of the model;
step 102: the method comprises the steps of (1) lightening a model, expanding UV (ultraviolet) light, reducing the grid number of the model through a lightening process, and expanding UV coordinates in the grouped model to a map;
step 103: baking the PBR material, namely baking the PBR material by utilizing Vray, converting the Vray material into the PBR material, and outputting relevant VrayBakeElement;
step 104: the double UV channels are used for displaying when the PBR material is rendered; for the model PBR material AlbedoMap, specularMap and GlossingMap, the UV coordinates of the model are directly adopted when rendering is performed, and for the AOMap and normMap, the UV coordinates after expansion in the step 102 are adopted when rendering is performed;
step 105: material compression, comprising: model compression and material compression;
step 106: the KSF description file is used for describing the currently displayed model information;
step 107: and (5) entering a PBR rendering system to perform real-time rendering.
2. The VRAY-based PBR texture rendering method of claim 1, wherein the model texture group in step 101 is divided into a transparent object group and an opaque object group.
3. The VRAY-based PBR material rendering method according to claim 2, wherein the surface area size of the opaque object group is grouped in step 101 by calculating the surface area size of the model, and grouping the opaque object group according to a set threshold.
4. The VRAY-based PBR material rendering method of claim 1, wherein the model compression in step 105 is performed using Draco.
5. The VRAY-based PBR material rendering method of claim 1, wherein the material compression in step 105 merges multiple channels of the material, and merges the glossinesmap directly into the Alpha channel of the speedamap.
6. The VRAY-based PBR material rendering method of claim 1, wherein the material compression in step 105 is performed by directly transmitting a jpeg file format for a map with low precision requirements; for mapping of data types, the file format of png is adopted for transmission.
CN202010059314.4A 2020-01-19 2020-01-19 PBR material rendering method and system based on VRAY Active CN111275802B (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
CN202010059314.4A CN111275802B (en) 2020-01-19 2020-01-19 PBR material rendering method and system based on VRAY
PCT/CN2020/088230 WO2021142977A1 (en) 2020-01-19 2020-04-30 Vray-based method and system for rendering pbr materials

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202010059314.4A CN111275802B (en) 2020-01-19 2020-01-19 PBR material rendering method and system based on VRAY

Publications (2)

Publication Number Publication Date
CN111275802A CN111275802A (en) 2020-06-12
CN111275802B true CN111275802B (en) 2023-04-21

Family

ID=71002013

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202010059314.4A Active CN111275802B (en) 2020-01-19 2020-01-19 PBR material rendering method and system based on VRAY

Country Status (2)

Country Link
CN (1) CN111275802B (en)
WO (1) WO2021142977A1 (en)

Families Citing this family (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111563968A (en) * 2020-07-15 2020-08-21 杭州群核信息技术有限公司 Online material replacing method
CN112734930B (en) * 2020-12-30 2024-06-04 长沙眸瑞网络科技有限公司 Three-dimensional model light weight method, system, storage medium and image processing device
CN113160373A (en) * 2021-05-11 2021-07-23 电子科技大学 Cloud rendering method and system based on VRay engine
CN113626902B (en) * 2021-08-18 2024-02-20 杭州群核信息技术有限公司 Material modeling system based on PBR material
CN113838155A (en) * 2021-08-24 2021-12-24 网易(杭州)网络有限公司 Method and device for generating material map and electronic equipment
CN114004923B (en) * 2021-09-16 2024-03-29 天津市普迅电力信息技术有限公司 WebGL-based three-dimensional model shadow mapping texture rendering method
CN116630486B (en) * 2023-07-19 2023-11-07 山东锋士信息技术有限公司 Semi-automatic animation production method based on Unity3D rendering

Citations (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102521120A (en) * 2011-11-16 2012-06-27 中国民航信息网络股份有限公司 Software automation test system and method
CN105741194A (en) * 2016-01-28 2016-07-06 赵云 Unreal engine technology-based home decoration system
GB201621280D0 (en) * 2016-12-14 2017-01-25 Samsung Electronics Co Ltd Mipmap rendering
CN106909640A (en) * 2017-02-16 2017-06-30 杭州新迪数字工程系统有限公司 Threedimensional model lightweight display technique based on webgl
CN107451366A (en) * 2017-08-07 2017-12-08 杨子钦 Products in kind three-dimensional real-time exhibition method based on physics renders technology
CN107564096A (en) * 2017-08-28 2018-01-09 北京梦想居舍科技有限公司 A kind of three-dimensional house ornamentation system
CN108335367A (en) * 2018-02-06 2018-07-27 杭州群核信息技术有限公司 A kind of threedimensional model processing method for terminal display
CN108537861A (en) * 2018-04-09 2018-09-14 网易(杭州)网络有限公司 Textures generation method, device, equipment and storage medium
CN109978981A (en) * 2019-03-15 2019-07-05 广联达科技股份有限公司 A kind of batch rendering method improving buildings model display efficiency
CN110163979A (en) * 2019-04-28 2019-08-23 上海华电奉贤热电有限公司 A kind of Virtual assemble three-dimensional of fuel engine power generation unit shows method
CN110503711A (en) * 2019-08-22 2019-11-26 三星电子(中国)研发中心 The method and device of dummy object is rendered in augmented reality
CN110599574A (en) * 2019-09-17 2019-12-20 网易(杭州)网络有限公司 Rendering method and device of game scene and electronic equipment
CN110689603A (en) * 2019-08-27 2020-01-14 杭州群核信息技术有限公司 Conversion method, device and system of PBR real-time rendering material and rendering method

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9183609B2 (en) * 2012-12-20 2015-11-10 Nvidia Corporation Programmable blending in multi-threaded processing units
CN104574488A (en) * 2014-12-08 2015-04-29 北京理工大学 Method for optimizing three-dimensional model for mobile augmented reality browser

Patent Citations (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102521120A (en) * 2011-11-16 2012-06-27 中国民航信息网络股份有限公司 Software automation test system and method
CN105741194A (en) * 2016-01-28 2016-07-06 赵云 Unreal engine technology-based home decoration system
GB201621280D0 (en) * 2016-12-14 2017-01-25 Samsung Electronics Co Ltd Mipmap rendering
CN106909640A (en) * 2017-02-16 2017-06-30 杭州新迪数字工程系统有限公司 Threedimensional model lightweight display technique based on webgl
CN107451366A (en) * 2017-08-07 2017-12-08 杨子钦 Products in kind three-dimensional real-time exhibition method based on physics renders technology
CN107564096A (en) * 2017-08-28 2018-01-09 北京梦想居舍科技有限公司 A kind of three-dimensional house ornamentation system
CN108335367A (en) * 2018-02-06 2018-07-27 杭州群核信息技术有限公司 A kind of threedimensional model processing method for terminal display
CN108537861A (en) * 2018-04-09 2018-09-14 网易(杭州)网络有限公司 Textures generation method, device, equipment and storage medium
CN109978981A (en) * 2019-03-15 2019-07-05 广联达科技股份有限公司 A kind of batch rendering method improving buildings model display efficiency
CN110163979A (en) * 2019-04-28 2019-08-23 上海华电奉贤热电有限公司 A kind of Virtual assemble three-dimensional of fuel engine power generation unit shows method
CN110503711A (en) * 2019-08-22 2019-11-26 三星电子(中国)研发中心 The method and device of dummy object is rendered in augmented reality
CN110689603A (en) * 2019-08-27 2020-01-14 杭州群核信息技术有限公司 Conversion method, device and system of PBR real-time rendering material and rendering method
CN110599574A (en) * 2019-09-17 2019-12-20 网易(杭州)网络有限公司 Rendering method and device of game scene and electronic equipment

Also Published As

Publication number Publication date
CN111275802A (en) 2020-06-12
WO2021142977A1 (en) 2021-07-22

Similar Documents

Publication Publication Date Title
CN111275802B (en) PBR material rendering method and system based on VRAY
CN111105491B (en) Scene rendering method and device, computer readable storage medium and computer equipment
US11024077B2 (en) Global illumination calculation method and apparatus
US5592597A (en) Real-time image generation system for simulating physical paint, drawing media, and feature modeling with 3-D graphics
CN103426199B (en) A kind of Low-noise real-time global illumination method for drafting of three-dimensional geometry scene
CN101617343A (en) Play up the method and system of three-dimensional scenic fast
WO2008134147A1 (en) Edge effect
KR20030073424A (en) A rendering system, rendering method, and recording medium therefor
Bruckner et al. Hybrid visibility compositing and masking for illustrative rendering
CN111583379A (en) Rendering method and device of virtual model, storage medium and electronic equipment
RU2680355C1 (en) Method and system of removing invisible surfaces of a three-dimensional scene
CN112419511A (en) Three-dimensional model file processing method and device, storage medium and server
WO2023159595A9 (en) Method and device for constructing and configuring three-dimensional space scene model, and computer program product
CN114004923B (en) WebGL-based three-dimensional model shadow mapping texture rendering method
CN109858059B (en) Application method of virtual reality technology based on CAD (computer-aided design) super-large model in hydropower station simulation
CN112258621B (en) Method for observing three-dimensional rendering two-dimensional animation in real time
CN111179390B (en) Method and device for efficiently previewing CG (content distribution) assets
US10223823B2 (en) Image processing apparatus and method
CN112001018A (en) Efficient virtual simulation experiment platform testing method based on cloud rendering
Zhang et al. When a tree model meets texture baking: an approach for quality-preserving lightweight visualization in virtual 3D scene construction
CN108305307A (en) The implementation method of three-dimensional geometry body animation realizes system and terminal
CN115311395A (en) Three-dimensional scene rendering method, device and equipment
CN112182904A (en) Method, device and equipment for simulating brushing card by using simulated material
CN115035231A (en) Shadow baking method, shadow baking device, electronic apparatus, and storage medium
Liu A novel Mesa-based OpenGL implementation on an FPGA-based embedded system

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