CN112907720B - Sea ice data visualization method and device for realistic rendering - Google Patents

Sea ice data visualization method and device for realistic rendering Download PDF

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CN112907720B
CN112907720B CN202110181300.4A CN202110181300A CN112907720B CN 112907720 B CN112907720 B CN 112907720B CN 202110181300 A CN202110181300 A CN 202110181300A CN 112907720 B CN112907720 B CN 112907720B
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sea ice
shader
earth
bsdf
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CN112907720A (en
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王欣捷
郭云东
陈玉虎
朱思源
王玉成
魏志强
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Ocean University of China
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    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/506Illumination models
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Abstract

The invention belongs to the technical field of three-dimensional visualization, and discloses a sea ice data visualization method and device for realistic rendering. By the method and the device, the problem that how to draw the sea ice data in a realistic manner is not provided in the field of three-dimensional visualization is solved, and the generation of the three-dimensional sea ice visualization effect is realized.

Description

Sea ice data visualization method and device for realistic rendering
Technical Field
The invention belongs to the technical field of three-dimensional visualization, relates to a method for sea ice reality simulation in three-dimensional visualization, and particularly relates to a sea ice data visualization method and device for reality-oriented rendering.
Background
Conventional geographic data visualization is usually a visualization effect display performed on a two-dimensional spread projection of the earth's surface, such as the commonly used mercator projection method, the equiangular tangent azimuth projection method, and the like. The display method is visual, and is convenient for observing the visual overall view of the data in the effective area. However, for some specific visualization requirements, two-dimensional projection visualization may not accurately and beautifully express visual effects, such as dynamic change process of three-dimensional landform, underwater and ground profile data display, realistic effect expression of gas/water/ice layer, and the like, and such requirements are to restore real earth appearance and physical form represented by data as much as possible, so that a reader can quickly substitute the data into a three-dimensional space to read the meaning of the data.
The three-dimensional visualization technology of sea ice data relates to two fields of computer graphics and scientific data visualization, and besides the need of processing scientific data to obtain textures suitable for drawing, a set of sea ice data drawing method oriented to reality needs to be generalized. However, a visualization method how to render sea ice data for realism is not proposed in the related art.
The invention utilizes the drawing theory of three-dimensional graphics based on physics, and obtains the earth effect and the sea ice effect with reality sense by redesigning the attribute input scheme of BSDF (bidirectional scattering distribution function) and BRDF (bidirectional reflection distribution function).
Disclosure of Invention
Aiming at the defects in the prior art, the invention provides a sea ice data visualization method and device for realistic rendering, and aims to solve the problem that how to render sea ice data for realistic rendering is not provided in the prior art.
In order to solve the technical problems, the invention adopts the technical scheme that:
in a first aspect, the invention provides a sea ice data visualization method oriented to photorealistic rendering, which comprises the following steps:
s1, analyzing sea ice geographic data by adopting a programming tool, generating high-resolution PNG sea ice data image sequences, and importing the image sequences into three-dimensional design software supporting realistic drawing;
s2, making a realistic earth effect based on a BSDF shader in three-dimensional design software;
s3, making a sea ice effect based on the sub-surface scattering shader in three-dimensional design software;
s4, a hybrid sea ice shader and a BSDF shader of the earth, wherein the shader is given to the surface material of the earth grid model to form the final effect of the model;
s5, making a camera motion animation path;
and S6, synthesizing the visual film.
Further, in the sequence of high-resolution PNG sea ice data images described in S1, one possible generation step is as follows:
S101A, reading a plurality of groups of geographic data of different time axes into a memory by adopting any programming language and utilizing a geographic data standard format analysis algorithm or library;
S102A, obtaining scalar information about sea ice thickness or coverage rate in data in a time axis, storing the data in a two-dimensional array, and in the storing process, if a certain scalar value is a negative number or an illegal value, storing the data in 0; otherwise, storing the value after the scalar value normalization and multiplying by 255;
S103A, writing the data in the two-dimensional array into the picture pixel by using any picture storage algorithm or library, keeping the resolution of the picture consistent with the width and height of the two-dimensional array, and storing the picture in a local folder; S104A, repeating S102A and S103A until all the time axis data are processed.
Further, in the sequence of high-resolution PNG sea ice data images described in S1, another possible generation step is as follows:
S101B, reading a plurality of groups of geographic data of different time axes into three-dimensional design software supporting realistic drawing through a plug-in;
S102B, selecting a component of scalar information about sea ice thickness or coverage rate in a time axis;
S103B, setting the resolution of the image texture;
S104B, setting the maximum value and the minimum value of the data so that the plug-in can automatically perform normalization operation on the data;
and S105B, automatically generating and storing the image texture in the memory of the three-dimensional design software, and if the number of time axes is N, using scripts or manually switching time axis data to enable the plug-in to automatically generate the N image textures.
Further, the step of creating the BSDF shader-based photorealistic earth effect in the three-dimensional design software in S2 includes the following steps:
s201, in the BSDF shader input texture, the image sequence in the step S1 and the shader earth surface texture are mixed to be used as a diffuse reflection mapping, the earth surface normal vector texture is used as a normal mapping, and a land black and white map is used as a roughness mapping;
s202, simulating a concave-convex effect formed by waves on the ocean surface by using the process noise textures;
and S203, after the BSDF coloring calculation is finished, a Fresnel factor mixed BSDF coloring device and a luminous coloring device are used to obtain the effect of covering the atmosphere on the earth edge layer.
Further, when the BSDF shader is used to simulate the earth effect, the earth is set as an opaque object, the BSDF shader is identical to the BRDF shader, and the surface reflection formula is as follows:
Figure BDA0002941528560000031
wherein the content of the first and second substances,
Figure BDA0002941528560000032
indicating the direction of emergence from the earth's surface
Figure BDA00029415285600000313
The surface emissivity of the surface of the substrate,
Figure BDA0002941528560000033
indicating the direction of incidence on the earth's surface
Figure BDA0002941528560000034
Multiplying incident radiance by the BRDF value and the intensity factor
Figure BDA0002941528560000035
Then, integrating the emergent hemisphere to obtain the final product
Figure BDA0002941528560000036
In equation (1), the parameters in the BRDF are defined as follows:
Figure BDA0002941528560000037
Normal=T earthnormal +T noise *T watermask
Spec=0.5
Rough=clamp((1.0-T watermask )*0.9,0.0,0.35)
wherein, T earth Is the surface texture of the earth;
Figure BDA0002941528560000038
and
Figure BDA0002941528560000039
RGB channel and Alpha channel of the image sequence in step S1, respectively; t is earthnormal For the normal vector texture, T, of the earth's surface watermask Is a black and white picture T of land and water noise Is a process noise texture.
Further, the step of creating the sea ice effect based on the sub-surface scattering shader in the three-dimensional design software in S3 includes the following steps:
s301, in the input texture of the sub-surface scattering shader, transmitting the image sequence in the step S1 to the shader as a height map and a sub-surface scattering map;
s302, simulating normal distribution of the surface of the ice layer by using the Voronoi texture in the process, and obtaining a highlight effect generated after fine ice edges are directly irradiated by light rays.
Further, a BSDF shader is used to simulate the sea ice effect, and the surface scattering formula is as follows:
Figure BDA00029415285600000310
wherein the content of the first and second substances,
Figure BDA00029415285600000311
indicating the exit direction of the sea ice surface
Figure BDA00029415285600000314
The surface emissivity of the surface of the substrate,
Figure BDA00029415285600000312
indicating sea ice surface incidence direction
Figure BDA0002941528560000041
Upper radiance, multiplying incident radiance by the BSDF value and the intensity factor
Figure BDA0002941528560000042
Then, integrating the emergent hemisphere to obtain the final product
Figure BDA0002941528560000043
In equation (2), the parameters in the BSDF are defined as follows:
C diff =C white ,
Figure BDA0002941528560000044
Spec=(((IOR_ice-1)/(IOR_ice+1)^2))/0.08=0.224,
Rough=0.2,
Figure BDA0002941528560000045
wherein, T voronoi In order to process the Voronoi texture,
Figure BDA0002941528560000046
the expression takes the value in the R channel of the image sequence in step S1, and IOR _ ice is the refractive index of ice.
In a second aspect, the present invention further provides a third aspect, a fourth aspect, a fifth aspect, a sixth aspect, a seventh aspect, a sixth aspect, a seventh aspect, a fifth aspect, a sixth aspect, a seventh aspect, a sixth aspect, a seventh aspect, a fifth aspect, a sixth aspect, a fifth aspect, a fourth aspect, a fifth aspect, a sixth aspect, a fifth aspect, a sixth aspect, a fifth aspect, a sixth aspect, a fifth aspect, a sixth aspect, a fifth aspect, a sixth aspect, a fifth aspect, a sixth aspect, a fourth aspect, a sixth aspect, a fourth aspect, a sixth aspect, a fourth aspect, a sixth aspect, a fifth aspect, a sixth aspect, a computer readable storage medium, a computer system, a computer readable storage medium, a computer system, a computer.
Compared with the prior art, the invention has the advantages that:
analyzing sea ice geographic data to obtain a high-resolution PNG sea ice data image sequence, then designing a realistic earth effect based on a BSDF shader by combining three-dimensional design software, simulating sea waves by using process noise textures, and simulating an atmosphere by using Fresnel mixing; designing a sea ice effect based on a subsurface scattering shader, simulating a highlight effect generated after fine ice edges are directly irradiated by light by using a process Voronoi texture as normal input, and using a high-resolution PNG sea ice data image sequence as a height map and a subsurface scattering map; finally, an attractive and accurate sea ice visualization result is generated. In the visualization process, three-dimensional modeling is not needed to be carried out on the two-dimensional image, and sea ice data are directly used as input to directly draw the realistic effect.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings needed to be used in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without inventive labor.
FIG. 1 is a flow chart of a sea ice data visualization method for photorealistic rendering in an embodiment of the present application;
FIG. 2 is a flow chart of the generation of a high resolution PNG sea ice data image sequence in an embodiment of the present application;
FIG. 3 is a sequence of high resolution PNG sea ice data images generated in an embodiment of the present application;
FIG. 4 is a flow chart of the method for creating a BSDF shader based photorealistic earth effect in three-dimensional design software according to the embodiment of the present application;
fig. 5 is a flowchart illustrating the method for creating the sea ice effect based on the sub-surface scattering shader in the three-dimensional design software according to the embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the present application will be described and illustrated below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the present application and are not intended to limit the present application. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments provided in the present application without any inventive step are within the scope of protection of the present application. Moreover, it should be appreciated that such a development effort might be complex and tedious, but would nevertheless be a routine undertaking of design, fabrication, and manufacture for those of ordinary skill having the benefit of this disclosure, given the benefit of this disclosure, without departing from the scope of this disclosure.
Reference in the specification to "an embodiment" means that a particular feature, structure, or characteristic described in connection with the embodiment can be included in at least one embodiment of the specification. The appearances of the phrase in various places in the specification are not necessarily all referring to the same embodiment, nor are separate or alternative embodiments mutually exclusive of other embodiments. Those of ordinary skill in the art will explicitly and implicitly appreciate that the embodiments described herein may be combined with other embodiments without conflict.
Unless defined otherwise, technical or scientific terms referred to herein shall have the ordinary meaning as understood by those of ordinary skill in the art to which this application belongs. Reference to "a," "an," "the," and similar words throughout this application are not to be construed as limiting in number, and may refer to the singular or the plural. The present application is directed to the use of the terms "including," "comprising," "having," and any variations thereof, which are intended to cover non-exclusive inclusions; for example, a process, method, system, article, or apparatus that comprises a list of steps or modules (elements) is not limited to the listed steps or elements, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus. Reference to "connected," "coupled," and the like in this application is not intended to be limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. Reference herein to "a plurality" means greater than or equal to two. "and/or" describes an association relationship of associated objects, meaning that three relationships may exist, for example, "A and/or B" may mean: a exists alone, A and B exist simultaneously, and B exists alone. Reference herein to the terms "first," "second," "third," and the like, are merely to distinguish similar objects and do not denote a particular ordering for the objects.
In order to draw the sea ice visualization effect with realistic drawing, the sea ice geographic data are analyzed to obtain a high-resolution PNG sea ice data image sequence, then the realistic earth effect based on a BSDF shader and the sea ice effect based on a sub-surface scattering shader are manufactured in combination with three-dimensional design software, and finally the attractive and accurate sea ice visualization result is generated.
Example 1
The specific implementation method of the sea ice data visualization method oriented to realistic rendering is shown in fig. 1, and comprises the following steps:
s1, analyzing the sea ice geographic data file in the nc format by adopting a C + + programming language and a netCDF (netCDF) analysis library, generating a high-resolution PNG (pnG) sea ice data image sequence, and introducing the image sequence into a Blender (open-source three-dimensional design software supporting realistic drawing, the same below);
s2, making a realistic earth effect based on a BSDF shader in the Blender;
s3, manufacturing a sea ice effect based on the sub-surface scattering shader in the Blender;
s4, a hybrid sea ice shader and a BSDF shader of the earth, wherein the shader is given to the surface material of the earth grid model to form the final effect of the model;
s5, making a camera motion animation path;
and S6, adding character materials and music materials, and synthesizing the visual film.
As a preferred embodiment, in combination with fig. 2, the step of generating the image sequence of high-resolution PNG sea ice data in S1 is as follows:
S101A, reading a plurality of groups of nc-format geographic data files with different time axes into a memory by adopting a C + + programming language and utilizing a netCDF geographic data analysis library;
S102A, obtaining scalar information about sea ice thickness or coverage in data in a time axis, which is based on information of each latitude and longitude after mercator projection, and thus is two-dimensional. Storing the data into a two-dimensional array, and in the storing process, if a certain scalar value is a negative number or an illegal value (such as NaN), storing into 0; otherwise, storing the value after the scalar value normalization and multiplying by 255;
S103A, writing the data in the two-dimensional array into the picture pixel by using the stb _ image library (the resolution of the picture is consistent with the width and the height of the two-dimensional array), and storing the data in a local folder;
S104A, repeating S102A and S103A until all the time axis data are processed, and if the number of time axes is N, generating N pictures in the local folder, as shown in fig. 3.
As another preferred embodiment, the generating step of the image sequence of the PNG sea ice data with high resolution in S1 is as follows:
S101B, reading a plurality of groups of geographic data of different time axes into three-dimensional design software supporting realistic drawing by adopting a plug-in of the three-dimensional design software supporting realistic drawing;
S102B, selecting a component of scalar information about sea ice thickness or coverage in a time axis, which is based on information for each latitude and longitude after mercator projection, and thus is two-dimensional;
S103B, setting the resolution of the image texture, generally setting the width and the height of the two-dimensional data in the step S102B; S104B, setting the maximum value and the minimum value of the data so that the plug-in can automatically perform normalization operation on the data;
and S105B, automatically generating and storing the image texture in the memory of the three-dimensional design software, and if the number of time axes is N, using scripts or manually switching time axis data to enable the plug-in to automatically generate the N image textures.
In this embodiment, a photorealistic earth effect based on a BSDF shader needs to be made in the blend, and in order to highlight the ice transparency effect, the earth is assumed to be an opaque object, so the BSDF shader is identical to the BRDF shader. The surface reflection formula is:
Figure BDA0002941528560000071
wherein the content of the first and second substances,
Figure BDA0002941528560000072
indicating the direction of emergence from the earth's surface
Figure BDA00029415285600000710
The surface emissivity of the surface of the substrate,
Figure BDA0002941528560000073
indicating the direction of incidence on the earth's surface
Figure BDA0002941528560000074
Multiplying incident radiance by the BRDF value and the intensity factor
Figure BDA0002941528560000075
Then, integrating the emergent hemisphere to obtain the final product
Figure BDA0002941528560000076
In equation (1), the parameters in the BRDF are defined as follows:
Figure BDA0002941528560000077
Normal=T earthnormal +T noise *T watermask
Spec=0.5
Rough=clamp((1.0-T watermask )*0.9,0.0,0.35)
wherein, T earth Is the surface texture of the earth;
Figure BDA0002941528560000078
and
Figure BDA0002941528560000079
RGB channel and Alpha channel of the image sequence in step S1, respectively; t is earthnormal For the normal vector texture, T, of the earth's surface watermask Is a black and white picture T of land and water noise Is a process noise texture.
The specific manufacturing process is shown in fig. 4, and comprises the following steps:
s201, newly building a BSDF shader, and in the BSDF shader input texture, mixing the image sequence in the step S1 with the shader earth surface texture to be used as a diffuse reflection mapping, using the earth surface normal vector texture as a normal mapping, and using an amphibious black-and-white image as a roughness mapping;
s202, simulating a concave-convex effect formed by waves on the ocean surface by using the process noise textures;
and S203, after the BSDF coloring calculation is finished, a Fresnel factor mixed BSDF coloring device and a luminous coloring device are used to obtain the effect of covering the atmosphere on the earth edge layer.
In this embodiment, a sea ice effect based on a subsurface scattering shader is made in the Blender, and since ice has more complex transmission and scattering effects, the BSDF shader is used to simulate the effect, and the surface scattering formula is:
Figure BDA0002941528560000081
wherein the content of the first and second substances,
Figure BDA0002941528560000082
indicating the exit direction of the sea ice surface
Figure BDA00029415285600000812
The surface emissivity of the surface of the substrate,
Figure BDA0002941528560000083
indicating sea ice surface incidence direction
Figure BDA0002941528560000084
Upper radiance, multiplying incident radiance by the BSDF value and the intensity factor
Figure BDA0002941528560000085
Then, integrating the emergent hemisphere to obtain the final product
Figure BDA0002941528560000086
Similar to the surface reflection formula, the surface scattering formula utilizes the BSDF formula to simulate the effect of the material surface on light and takes into account the position, intensity and color of the light after multiple absorption, bounce and emergence inside the translucent object.
In equation (2), the parameters in the BSDF are defined as follows:
C diff =C white ,
Figure BDA0002941528560000087
Spec=(((IOR_ice-1)/(IOR_ice+1)^2))/0.08=0.224,
Rough=0.2,
Figure BDA0002941528560000088
wherein, T voronoi In order to process the Voronoi texture,
Figure BDA0002941528560000089
the expression takes the value in the R channel of the image sequence in step S1 because
Figure BDA00029415285600000810
The physical meaning of expression is "thickness or coverage of ice", with a larger value indicating a thicker or more dense layer of iceThe more, the HeightmapToNormal method was therefore used to obtain the normal distribution, and simultaneously
Figure BDA00029415285600000811
To represent the subsurface property values (thicker places are less prone to scatter). IOR _ ice is the refractive index of ice, and the calculation formula for Spec is a formula commonly used in the art.
The specific manufacturing process is shown in fig. 5, and comprises the following steps:
s300, building a BSDF shader, adjusting the sub surface attribute of the shader from 0 to 0.2, namely starting sub surface scattering calculation, and adjusting the sub surface Color to light blue to simulate the Color scattered by the ice surface affected by seawater;
s301, in the input texture of the sub-surface scattering shader, transmitting the image sequence in the step S1 to the shader as a height map and a sub-surface scattering map;
s302, simulating normal distribution of the surface of the ice layer by using the Voronoi texture in the process, and obtaining a highlight effect generated after fine ice edges are directly irradiated by light rays.
Example 2
As another embodiment of the present invention, a third embodiment of the present invention provides a third embodiment of the present invention, which includes a processor and a computer-readable storage medium, wherein the computer-readable storage medium stores a computer program and a resource file, and the processor is configured to execute the computer program and the resource file to perform the sea ice data visualization method described in embodiment 1. And will not be described in detail herein.
The same or similar parts among the various embodiments of the present description may be referred to each other, and each embodiment is described with emphasis on differences from the other embodiments. It is understood that the above description is not intended to limit the present invention, and the present invention is not limited to the above examples, and those skilled in the art should understand that they can make various changes, modifications, additions and substitutions within the spirit and scope of the present invention.

Claims (4)

1. A sea ice data visualization method oriented to photorealistic rendering is characterized by comprising the following steps:
s1, analyzing sea ice geographic data by adopting a programming tool, generating high-resolution PNG sea ice data image sequences, and importing the image sequences into three-dimensional design software supporting realistic drawing;
s2, making a realistic earth effect based on a BSDF shader in three-dimensional design software; the method comprises the following steps:
s201, in the BSDF shader input texture, the image sequence in the step S1 and the shader earth surface texture are mixed to be used as a diffuse reflection mapping, the earth surface normal vector texture is used as a normal mapping, and a land black and white map is used as a roughness mapping;
s202, simulating a concave-convex effect formed by waves on the ocean surface by using the process noise textures;
s203, after the BSDF coloring calculation is finished, a Fresnel factor mixed BSDF coloring device and a luminous coloring device are used to obtain the effect of covering the atmosphere on the earth edge layer;
when the BSDF shader is adopted to simulate the earth effect, the earth is set as an opaque object, the BSDF shader is equal to the BRDF shader, and the surface reflection formula is as follows:
Figure FDA0003682139360000011
wherein the content of the first and second substances,
Figure FDA0003682139360000012
indicating the direction of emergence from the earth's surface
Figure FDA00036821393600000110
The surface emissivity of the surface of the substrate,
Figure FDA0003682139360000013
indicating the direction of incidence on the earth's surface
Figure FDA0003682139360000014
Multiplying incident radiance by the BRDF value and the intensity factor
Figure FDA0003682139360000015
Then, integrating the emergent hemisphere to obtain the final product
Figure FDA0003682139360000016
In equation (1), the parameters in the BRDF are defined as follows:
Figure FDA0003682139360000017
Normal=T earthnormal +T noise *T watermask
Spec=0.5
Rough=clamp((1.0-T watermask )*0.9,0.0,0.35)
wherein, T earth Is the surface texture of the earth;
Figure FDA0003682139360000018
and
Figure FDA0003682139360000019
RGB channel and Alpha channel of the image sequence in step S1, respectively; t is earthnormal For the normal vector texture, T, of the earth's surface watermask Is a black and white picture T of land and water noise Is a process noise texture;
s3, making a sea ice effect based on the sub-surface scattering shader in three-dimensional design software; the method comprises the following steps:
s301, in the input texture of the sub-surface scattering shader, transmitting the image sequence in the step S1 to the shader as a height map and a sub-surface scattering map;
s302, simulating normal distribution of the surface of the ice layer by using the Voronoi texture in the process to obtain a highlight effect generated after fine ice edges are directly irradiated by light rays;
when the BSDF shader is adopted to simulate the sea ice effect, the surface scattering formula is as follows:
Figure FDA0003682139360000021
wherein the content of the first and second substances,
Figure FDA0003682139360000022
indicating the exit direction of the sea ice surface
Figure FDA00036821393600000210
The surface emissivity of the surface of the substrate,
Figure FDA0003682139360000023
indicating sea ice surface incidence direction
Figure FDA0003682139360000024
Upper radiance, multiplying incident radiance by the BSDF value and the intensity factor
Figure FDA0003682139360000025
Then, integrating the emergent hemisphere to obtain the final product
Figure FDA0003682139360000026
In equation (2), the parameters in the BSDF are defined as follows:
C diff =C white ,
Figure FDA0003682139360000027
Spec=(((IOR_ice-1)/(IOR_ice+1)^2))/0.08=0.224,
Rough=0.2,
Figure FDA0003682139360000028
wherein, T voronoi In order to process the Voronoi texture,
Figure FDA0003682139360000029
indicating that the value in the R channel of the image sequence in step S1 is taken, IOR _ ice being the refractive index of ice;
s4, a hybrid sea ice shader and a BSDF shader of the earth, wherein the shader is given to the surface material of the earth grid model to form the final effect of the model;
s5, making a camera motion animation path;
and S6, synthesizing the visual film.
2. The method for visualizing sea ice data oriented to rendering with sense of realism as claimed in claim 1, wherein said high resolution PNG sea ice data image sequence in S1, a feasible generation step is as follows:
S101A, reading a plurality of groups of geographic data of different time axes into a memory by adopting any programming language and utilizing a geographic data standard format analysis algorithm or library;
S102A, obtaining scalar information about sea ice thickness or coverage rate in data in a time axis, storing the data in a two-dimensional array, and in the storing process, if a certain scalar value is a negative number or an illegal value, storing the data in 0; otherwise, storing the value after the scalar value normalization and multiplying by 255;
S103A, writing the data in the two-dimensional array into the picture pixel by using any picture storage algorithm or library, keeping the resolution of the picture consistent with the width and height of the two-dimensional array, and storing the picture in a local folder;
S104A, repeating S102A and S103A until all the time axis data are processed.
3. The method for visualizing sea ice data oriented to photorealistic rendering of claim 1, wherein in the sequence of high resolution PNG sea ice data images in S1, another feasible generation step is as follows:
S101B, reading a plurality of groups of geographic data of different time axes into three-dimensional design software supporting realistic drawing through a plug-in;
S102B, selecting a component of scalar information about sea ice thickness or coverage rate in a time axis;
S103B, setting the resolution of the image texture;
S104B, setting the maximum value and the minimum value of the data so that the plug-in can automatically perform normalization operation on the data;
and S105B, automatically generating and storing the image texture in the memory of the three-dimensional design software, and if the number of time axes is N, using scripts or manually switching time axis data to enable the plug-in to automatically generate the N image textures.
4. A photorealistic rendering sea ice data visualization apparatus comprising a processor and a computer readable storage medium, the computer readable storage medium storing a computer program and a resource file, wherein: the processor is arranged to run the computer program and resource file to perform the sea ice data visualization method of any one of claims 1-3.
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