CN113989458A - Power grid three-dimensional scene data rendering method and system - Google Patents

Power grid three-dimensional scene data rendering method and system Download PDF

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CN113989458A
CN113989458A CN202111293267.0A CN202111293267A CN113989458A CN 113989458 A CN113989458 A CN 113989458A CN 202111293267 A CN202111293267 A CN 202111293267A CN 113989458 A CN113989458 A CN 113989458A
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vertex
model
dimensional scene
rectangular
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吴琼
张彦峰
徐苏成
王茹
刘铭
陈春梅
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Beijing Guowang Fuda Technology Development Co Ltd
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Beijing Guowang Fuda Technology Development Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/20Finite element generation, e.g. wire-frame surface description, tesselation
    • G06T17/205Re-meshing
    • 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
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Abstract

The invention relates to a method and a system for rendering three-dimensional scene data of a power grid, wherein the method comprises the following steps: constructing a three-dimensional scene model based on a power grid; combining the same models in the three-dimensional scene models to obtain three-dimensional models corresponding to a plurality of different objects; simplifying the three-dimensional models corresponding to different objects by adopting a geometric LOD algorithm to obtain simplified models corresponding to different objects; combining the rectangular textures in the simplified model to obtain a combined model; and converting the merged model into a 3dtile format for rendering. According to the method, the three-dimensional models corresponding to different objects are simplified by adopting a geometric LOD algorithm, and then the rectangular textures of the simplified models are combined, so that the rendering efficiency can be improved, and good experience is brought to users.

Description

Power grid three-dimensional scene data rendering method and system
Technical Field
The invention relates to the technical field of electric power data rendering, in particular to a method and a system for rendering three-dimensional scene data of a power grid.
Background
The power industry plays an important role in national economy, how to show a large-scale three-dimensional transformer substation in a digital twin form in front of a user, and the method is really and virtually combined to show the total running state of each power station and the running state of electrical equipment in a three-dimensional mode. The three-dimensional geographic information has the characteristics of intuition and authenticity, and can solve the problem that some traditional two-dimensional geographic information are difficult to solve, so that the three-dimensional geographic information is more and more widely applied to the power industry. With the gradual maturity of the WebGL technology and the continuous deepening of the development and construction of an electric power three-dimensional geographic information system, in the face of massive three-dimensional data of the electric power industry, the problem that how to render the three-dimensional data of a power grid, digital twinning and high efficiency on a Web end is urgently needed to be solved by technical personnel in the field is solved.
Disclosure of Invention
The invention aims to provide a method and a system for rendering three-dimensional scene data of a power grid, so as to improve the efficiency of rendering the three-dimensional scene data in the power grid.
In order to achieve the above object, the present invention provides a method for rendering three-dimensional scene data of a power grid, the method comprising:
step S1: constructing a three-dimensional scene model based on a power grid;
step S2: merging the same model in the three-dimensional scene model to obtain three-dimensional models corresponding to a plurality of different objects;
step S3: simplifying the three-dimensional models corresponding to different objects by adopting a geometric LOD algorithm to obtain simplified models corresponding to different objects;
step S4: combining the rectangular textures in the simplified model to obtain a combined model;
step S5: and converting the merged model into a 3dtile format for rendering.
Optionally, the step S3 specifically includes:
step S31: analyzing the three-dimensional models corresponding to different objects to obtain a plurality of triangular patches; each triangular patch consists of three vertexes;
step S32: selecting one from stack library at willA vertex pair (v)i,vj) Wherein v isiDenotes the ith vertex, vjRepresents the jth vertex;
step S33: calculating the secondary error corresponding to each triangular patch;
step S34: calculating the sum of quadratic errors of all triangular patches associated with each vertex;
step S35: and calculating A and b based on the sum of the quadratic errors corresponding to each vertex in the vertex pair, wherein the specific calculation formula is as follows:
Qi+Qj=(A,b,c)=(nnT,dn,d2) (ii) a Wherein Q isiRepresenting a vertex viSum of quadratic errors, Q, of all triangle patches in relationjRepresenting a vertex vjThe sum of quadratic errors of all related triangular patches, a represents a plane equation x-axis parameter of the triangular patch, b represents a plane equation y-axis parameter of the triangular patch, c represents a plane equation z-axis parameter of the triangular patch, d represents a plane equation constant parameter of the triangular patch, and n ═ a, b, c]T
Step S36: judging whether the A is reversible, if so, calculating an optimal point according to-A-1 b; if A is irreversible, then take viAnd vjThe middle point of the line segment is taken as an optimal point;
step S37: re-determining each vertex pair based on the optimal point and storing the vertex pairs into a stack library;
step S38: judging whether a termination condition is met; if the termination condition is met, outputting a simplified model; if the termination condition is not satisfied, "step S32" is returned.
Optionally, the termination condition specifically includes:
the simplified vertex number or triangle patch number is equal to the set requirement.
Optionally, the step S4 specifically includes:
step S41: sorting N rectangular textures to be arranged in the simplified model to form an ordered texture set to be arranged;
step S42: selecting the ith rectangular texture from the ordered texture set to be arranged;
step S43: judging whether the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture; if the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture, the ith rectangular texture is arranged at the current position, the ith rectangular texture is removed from the ordered texture set to be arranged, and the lowest horizontal line and the maximum height Hmax value are updated at the same time; if the width of the lowest horizontal line segment is smaller than the width of the texture to be arranged corresponding to the ith rectangular texture, updating the highest contour line of the texture to be a horizontal line with the height of Hmax;
step S44: judging whether i is greater than or equal to N, and finishing the discharge of all the rectangular textures if i is greater than or equal to N; if i is smaller than N, i is made i +1, the process returns to step S42.
The invention also provides a system for rendering the three-dimensional scene data of the power grid, which comprises the following components:
the three-dimensional scene model building module is used for building a three-dimensional scene model based on a power grid;
the first merging module is used for merging the same model in the three-dimensional scene model to obtain a plurality of three-dimensional models corresponding to different objects;
the simplifying module is used for simplifying the three-dimensional models corresponding to different objects by adopting a geometric LOD algorithm to obtain simplified models corresponding to different objects;
the second merging module is used for merging the rectangular textures in the simplified model to obtain a merged model;
and the format conversion module is used for converting the merging model into a 3dtile format for rendering.
Optionally, the simplification module specifically includes:
the analysis unit is used for analyzing the three-dimensional models corresponding to different objects to obtain a plurality of triangular patches; each triangular patch consists of three vertexes;
a random selection unit for randomly selecting a vertex pair (v) from the stack libraryi,vj) Wherein v isiDenotes the ith vertex, vjRepresents the jth vertex;
the quadratic error calculation unit is used for calculating the quadratic errors corresponding to the triangular patches;
the quadratic error sum calculating unit is used for calculating the quadratic error sum of all triangular patches associated with each vertex;
a parameter calculating unit, configured to calculate a and b based on a sum of secondary errors corresponding to each vertex in the vertex pair, where the specific calculation formula is:
Qi+Qj=(A,b,c)=(nnT,dn,d2) (ii) a Wherein Q isiRepresenting a vertex viSum of quadratic errors, Q, of all triangle patches in relationjRepresenting a vertex vjThe sum of quadratic errors of all related triangular patches, a represents a plane equation x-axis parameter of the triangular patch, b represents a plane equation y-axis parameter of the triangular patch, c represents a plane equation z-axis parameter of the triangular patch, d represents a plane equation constant parameter of the triangular patch, and n ═ a, b, c]T
The first judgment unit is used for judging whether the A is reversible or not, and if the A is reversible, calculating an optimal point according to-A-1 b; if A is irreversible, then take viAnd vjThe middle point of the line segment is taken as an optimal point;
a vertex pair storage unit for re-determining each vertex pair based on the optimal point and storing the vertex pairs into a stack library;
a second judgment unit configured to judge whether a termination condition is satisfied; if the termination condition is met, outputting a simplified model; and if the termination condition is not met, returning to the random selection unit.
Optionally, the termination condition specifically includes:
the simplified vertex number or triangle patch number is equal to the set requirement.
Optionally, the second merging module specifically includes:
the to-be-arranged ordered texture set determining unit is used for sequencing N to-be-arranged rectangular textures in the simplified model to form an to-be-arranged ordered texture set;
the rectangular texture selecting unit is used for selecting the ith rectangular texture from the ordered texture set to be arranged;
the third judging unit is used for judging whether the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture; if the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture, the ith rectangular texture is arranged at the current position, the ith rectangular texture is removed from the ordered texture set to be arranged, and the lowest horizontal line and the maximum height Hmax value are updated at the same time; if the width of the lowest horizontal line segment is smaller than the width of the texture to be arranged corresponding to the ith rectangular texture, updating the highest contour line of the texture to be a horizontal line with the height of Hmax;
the fourth judging unit is used for judging whether i is larger than or equal to N or not, and if i is larger than or equal to N, all the rectangular textures are completely discharged; if i is smaller than N, let i equal to i +1, return to "rectangular texture selection unit".
According to the specific embodiment provided by the invention, the invention discloses the following technical effects:
the invention discloses a power grid three-dimensional scene data rendering method and system, which are characterized in that a geometric LOD algorithm is adopted to simplify three-dimensional models corresponding to different objects, and then rectangular textures of the simplified models are combined, so that the rendering efficiency can be improved, and good experience is brought to users.
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In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings needed to be used in the embodiments will be briefly described 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 without inventive exercise.
FIG. 1 is a flow chart of a rendering method of three-dimensional scene data of a power grid according to the present invention;
FIG. 2 is a schematic diagram of the vertex pair setup of the present invention;
FIG. 3 is a schematic illustration of the present invention before and after simplification in comparison;
fig. 4 is a structural diagram of a power grid three-dimensional scene data rendering system according to the invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
The invention aims to provide a method and a system for rendering three-dimensional scene data of a power grid, so as to improve the efficiency of rendering the three-dimensional scene data in the power grid.
In order to make the aforementioned objects, features and advantages of the present invention comprehensible, embodiments accompanied with figures are described in further detail below.
As shown in fig. 1, the invention discloses a power grid three-dimensional scene data rendering method, which includes:
step S1: and constructing a three-dimensional scene model based on the power grid.
Step S2: and combining the same model in the three-dimensional scene model to obtain three-dimensional models corresponding to a plurality of different objects.
Step S3: and simplifying the three-dimensional models corresponding to different objects by adopting a geometric LOD algorithm to obtain simplified models corresponding to different objects.
Step S4: and combining the rectangular textures in the simplified model to obtain a combined model.
Step S5: and converting the merged model into a 3dtile format for rendering.
The individual steps are discussed in detail below:
step S1: the method is used for building a three-dimensional scene model based on the power grid, and particularly, the laser scanning vehicle and the photogrammetric robot are used for building a vivid three-dimensional scene model based on the power grid. The invention relates to a method for constructing a three-dimensional scene model by using the support of script language of modeling software and the characteristic of a model specific to electric power. For example, the max model data of the ancient spring artificial modeling is 6.7G, the model is analyzed, the open source glb format file is selected for exporting to an individual model file to reach 21G, the precision and the texture precision of the model are very high, and the total number of objects is 21458.
Step S2: merging the same model in the three-dimensional scene model to obtain three-dimensional models corresponding to a plurality of different objects; specifically, the same model is extracted by using a max script according to the number of vertices, the material and the vertex index characteristics, the only one same model is reserved to obtain the experimental data in the table 1, and the model format derived from max is the glb format. In this embodiment, different attributes of the same model (such as model name, location, rotation, scaling, and specific model mesh) are recorded in a table manner.
TABLE 1 comparison of data volume before and after repeated extraction
Figure BDA0003335452840000061
Step S3: and simplifying the three-dimensional models corresponding to different objects by adopting a geometric LOD algorithm to obtain simplified models corresponding to different objects. On the basis of fully analyzing the data characteristics, the multi-component aggregation characteristics and some specific geometric characteristics of the three-dimensional power model, a simplification method of a non-manifold-conforming three-dimensional modeling is adopted. The whole simplification process is divided into two steps: geometry component-level simplification and component-by-component guaranteed geometry feature QEM weighted simplification. The geometric component simplification idea algorithm core takes the size of a geometric component as a key value, and the geometric bounding box is removed preferentially when the contrast value of all models is small. The core algorithm is a simplified QEM algorithm: three-dimensional models have their characteristic features compared to humans and animal models, such as: angular features, Footprint open borders, etc. By extracting the features, a key feature point set is screened out from the feature point set. When the model is simplified by using the QEM edge folding algorithm, the external overall contour of the building is kept by restraining the feature point sets, and finally, the simplified model with good maintained geometric characteristics is output.
As shown in fig. 3, step S3 specifically includes:
step S31: analyzing the three-dimensional models corresponding to different objects to obtain a plurality of triangular patches; each triangular patch is made up of three vertices. The plane equation of the triangular patch is: ax + by + cz + d ═ 0, where a2+b2+c2=1。
Step S32: arbitrarily selecting a vertex pair (v) from a stack libraryi,vj) Wherein v isiDenotes the ith vertex, vjRepresenting the jth vertex. The vertex bisects two cases, among which, arei,vj) Is an edge on the three-dimensional model, as shown in A of FIG. 2; ② and (v)i,vj) Not edges on the three-dimensional model, but viAnd vjDistance between them<m (m is a set threshold, isolating vertices as shown in B of FIG. 2).
Step S33: and calculating the quadratic error corresponding to each triangular patch.
Step S34: the sum of the quadratic errors of all triangle patches associated with each vertex is calculated.
Step S35: calculating A, b and c based on the sum of the quadratic errors corresponding to each vertex in the vertex pair, wherein the specific calculation formula is as follows:
Qi+Qj=(A,b,c)=(nnT,dn,d2) (ii) a Wherein Q isiRepresenting a vertex viSum of quadratic errors, Q, of all triangle patches in relationjRepresenting a vertex vjThe sum of quadratic errors of all related triangular patches, a represents a plane equation x-axis parameter of the triangular patch, b represents a plane equation y-axis parameter of the triangular patch, c represents a plane equation z-axis parameter of the triangular patch, d represents a plane equation constant parameter of the triangular patch, and n ═ a, b, c]T
Step S36: judging whether A is reversible, if A is reversible, calculating an optimal point (namely a new position Vvector, abbreviated as V) according to-A-1 b; if A is irreversible, then take viAnd vjThe midpoint of the line segment is the optimum point.
Step S37: vertex pairs are re-determined based on the optimal points and stored in a stack library at a folding cost of Q (Vselector). Q (vvector) ═ bTA-1b + c, where T denotes a 3 × 3 diagonal matrix.
Step S38: judging whether a termination condition is met; if the termination condition is met, outputting a simplified model; if the termination condition is not satisfied, "step S32" is returned. In this embodiment, the termination condition is that the number of simplified vertices or the number of triangle patches is equal to the set requirement.
The results are simplified for a model of ancient spring as shown in Table 2 below:
TABLE 2 comparison of simplified results
Figure BDA0003335452840000071
Step S4: combining the rectangular textures in the simplified model to obtain a combined model; all the geometric components in the simplified model are combined into one, which means that the materials of one model need to be combined into one, in addition, an improved lowest horizontal line algorithm is adopted to carry out geometric peripheral texture orthographic projection combination on the multi-texture multi-material model, five textures are combined by the improved lowest horizontal line algorithm, and the combined textures are mapped to the corresponding simplified geometric LOD.
Step S4 specifically includes:
step S41: in this embodiment, all the rectangular textures to be arranged in the simplified model may be ordered according to a rule that a width or a length is gradually decreased. In addition, the initial lowest level is set to the lowest edge of the sheet and the initial maximum height Hmax is set to 0.
Step S42: and selecting the ith rectangular texture from the ordered texture set P to be arranged.
Step S43: judging whether the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture; if the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture, the ith rectangular texture is arranged at the current position, the ith rectangular texture is removed from the ordered texture set to be arranged, and the lowest horizontal line and the maximum height Hmax value are updated at the same time (the highest position of the texture which is fully arranged last time is the lowest horizontal line, and the maximum height is the height of the texture to be added plus the lowest horizontal line); and if the width of the lowest horizontal line segment is less than the width of the texture to be arranged corresponding to the ith rectangular texture, updating the highest contour line of the texture to be a horizontal line with the height of Hmax.
Step S44: judging whether i is greater than or equal to N, and finishing the discharge of all the rectangular textures if i is greater than or equal to N; if i is smaller than N, return is made to "step S42".
After the textures are merged, a texture is obtained, and then the texture is mapped back to the corresponding geometric LOD. And achieving that one simplified LOD three-dimensional model corresponds to one rendering batch.
Step S5: and converting the merged model into a 3dtile format for rendering. In this embodiment, the merging model in the improved 3dtile format can well support reuse.
Example 2
As shown in fig. 4, the present invention further provides a system for rendering three-dimensional scene data of a power grid, where the system includes:
and a three-dimensional scene model building module 401, configured to build a three-dimensional scene model based on the power grid.
A first merging module 402, configured to merge the same models in the three-dimensional scene model to obtain three-dimensional models corresponding to multiple different objects.
And a simplifying module 403, configured to simplify the three-dimensional models corresponding to different objects by using a geometric LOD algorithm, so as to obtain simplified models corresponding to different objects.
A second merging module 404, configured to merge the rectangular textures in the simplified model to obtain a merged model.
And a format conversion module 405, configured to convert the merged model into a 3dtile format for rendering.
The various modules are discussed in detail below:
the simplifying module 403 specifically includes:
the analysis unit is used for analyzing the three-dimensional models corresponding to different objects to obtain a plurality of triangular patches; each triangular patch is made up of three vertices.
A random selection unit for randomly selecting a vertex pair (v) from the stack libraryi,vj) Wherein v isiDenotes the ith vertex, vjRepresenting the jth vertex.
And the quadratic error calculation unit is used for calculating the quadratic errors corresponding to the triangular patches.
And the quadratic error sum calculating unit is used for calculating the quadratic error sum of all triangular patches relevant to each vertex.
A parameter calculating unit, configured to calculate a and b based on a sum of secondary errors corresponding to each vertex in the vertex pair, where the specific calculation formula is:
Qi+Qj=(A,b,c)=(nnT,dn,d2) (ii) a Wherein Q isiRepresenting a vertex viSum of quadratic errors, Q, of all triangle patches in relationjRepresenting a vertex vjThe sum of quadratic errors of all related triangular patches, a represents a plane equation x-axis parameter of the triangular patch, b represents a plane equation y-axis parameter of the triangular patch, c represents a plane equation z-axis parameter of the triangular patch, d represents a plane equation constant parameter of the triangular patch, and n ═ a, b, c]T
The first judgment unit is used for judging whether the A is reversible or not, and if the A is reversible, calculating an optimal point according to-A-1 b; if A is irreversible, then take viAnd vjThe midpoint of the line segment is the optimum point.
And the vertex pair storage unit is used for re-determining each vertex pair based on the optimal point and storing the vertex pairs into a stack library.
A second judgment unit configured to judge whether a termination condition is satisfied; if the termination condition is met, outputting a simplified model; and if the termination condition is not met, returning to the random selection unit. The termination conditions specifically include: the simplified vertex number or triangle patch number is equal to the set requirement.
The second merging module 404 specifically includes:
and the to-be-arranged ordered texture set determining unit is used for sequencing the N to-be-arranged rectangular textures in the simplified model to form the to-be-arranged ordered texture set.
And the rectangular texture selecting unit is used for selecting the ith rectangular texture from the ordered texture set to be arranged.
The third judging unit is used for judging whether the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture; if the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture, the ith rectangular texture is arranged at the current position, the ith rectangular texture is removed from the ordered texture set to be arranged, and the lowest horizontal line and the maximum height Hmax value are updated at the same time; and if the width of the lowest horizontal line segment is less than the width of the texture to be arranged corresponding to the ith rectangular texture, updating the highest contour line of the texture to be a horizontal line with the height of Hmax.
The fourth judging unit is used for judging whether i is larger than or equal to N or not, and if i is larger than or equal to N, all the rectangular textures are completely discharged; if i is smaller than N, let i equal to i +1, return to "rectangular texture selection unit".
The same portions as those in embodiment 1 are not discussed one by one.
The embodiments in the present description are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other. For the system disclosed by the embodiment, the description is relatively simple because the system corresponds to the method disclosed by the embodiment, and the relevant points can be referred to the method part for description.
The principles and embodiments of the present invention have been described herein using specific examples, which are provided only to help understand the method and the core concept of the present invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, the specific embodiments and the application range may be changed. In view of the above, the present disclosure should not be construed as limiting the invention.

Claims (8)

1. A power grid three-dimensional scene data rendering method is characterized by comprising the following steps:
step S1: constructing a three-dimensional scene model based on a power grid;
step S2: merging the same model in the three-dimensional scene model to obtain three-dimensional models corresponding to a plurality of different objects;
step S3: simplifying the three-dimensional models corresponding to different objects by adopting a geometric LOD algorithm to obtain simplified models corresponding to different objects;
step S4: combining the rectangular textures in the simplified model to obtain a combined model;
step S5: and converting the merged model into a 3dtile format for rendering.
2. The power grid three-dimensional scene data rendering method according to claim 1, wherein the step S3 specifically includes:
step S31: analyzing the three-dimensional models corresponding to different objects to obtain a plurality of triangular patches; each triangular patch consists of three vertexes;
step S32: arbitrarily selecting a vertex pair (v) from a stack libraryi,vj) Wherein v isiDenotes the ith vertex, vjRepresents the jth vertex;
step S33: calculating the secondary error corresponding to each triangular patch;
step S34: calculating the sum of quadratic errors of all triangular patches associated with each vertex;
step S35: and calculating A and b based on the sum of the quadratic errors corresponding to each vertex in the vertex pair, wherein the specific calculation formula is as follows:
Qi+Qj=(A,b,c)=(nnT,dn,d2) (ii) a Wherein Q isiRepresenting a vertex viSum of quadratic errors, Q, of all triangle patches in relationjRepresenting a vertex vjThe sum of quadratic errors of all the related triangular patches, a represents the x-axis parameter of the plane equation of the triangular patch, b represents the y-axis parameter of the plane equation of the triangular patch, and c represents the plane equation of the triangular patchz-axis parameter, d represents the planar equation constant parameter of the triangular patch, n ═ a, b, c]T
Step S36: judging whether the A is reversible, if so, calculating an optimal point according to-A-1 b; if A is irreversible, then take viAnd vjThe middle point of the line segment is taken as an optimal point;
step S37: re-determining each vertex pair based on the optimal point and storing the vertex pairs into a stack library;
step S38: judging whether a termination condition is met; if the termination condition is met, outputting a simplified model; if the termination condition is not satisfied, "step S32" is returned.
3. The power grid three-dimensional scene data rendering method according to claim 2, wherein the termination condition specifically includes:
the simplified vertex number or triangle patch number is equal to the set requirement.
4. The power grid three-dimensional scene data rendering method according to claim 1, wherein the step S4 specifically includes:
step S41: sorting N rectangular textures to be arranged in the simplified model to form an ordered texture set to be arranged;
step S42: selecting the ith rectangular texture from the ordered texture set to be arranged;
step S43: judging whether the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture; if the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture, the ith rectangular texture is arranged at the current position, the ith rectangular texture is removed from the ordered texture set to be arranged, and the lowest horizontal line and the maximum height Hmax value are updated at the same time; if the width of the lowest horizontal line segment is smaller than the width of the texture to be arranged corresponding to the ith rectangular texture, updating the highest contour line of the texture to be a horizontal line with the height of Hmax;
step S44: judging whether i is greater than or equal to N, and finishing the discharge of all the rectangular textures if i is greater than or equal to N; if i is smaller than N, i is made i +1, the process returns to step S42.
5. A power grid three-dimensional scene data rendering system, characterized in that the system comprises:
the three-dimensional scene model building module is used for building a three-dimensional scene model based on a power grid;
the first merging module is used for merging the same model in the three-dimensional scene model to obtain a plurality of three-dimensional models corresponding to different objects;
the simplifying module is used for simplifying the three-dimensional models corresponding to different objects by adopting a geometric LOD algorithm to obtain simplified models corresponding to different objects;
the second merging module is used for merging the rectangular textures in the simplified model to obtain a merged model;
and the format conversion module is used for converting the merging model into a 3dtile format for rendering.
6. The power grid three-dimensional scene data rendering system of claim 5, wherein the simplification module specifically comprises:
the analysis unit is used for analyzing the three-dimensional models corresponding to different objects to obtain a plurality of triangular patches; each triangular patch consists of three vertexes;
a random selection unit for randomly selecting a vertex pair (v) from the stack libraryi,vj) Wherein v isiDenotes the ith vertex, vjRepresents the jth vertex;
the quadratic error calculation unit is used for calculating the quadratic errors corresponding to the triangular patches;
the quadratic error sum calculating unit is used for calculating the quadratic error sum of all triangular patches associated with each vertex;
a parameter calculating unit, configured to calculate a and b based on a sum of secondary errors corresponding to each vertex in the vertex pair, where the specific calculation formula is:
Qi+Qj=(A,b,c)=(nnT,dn,d2) (ii) a It is composed ofIn, QiRepresenting a vertex viSum of quadratic errors, Q, of all triangle patches in relationjRepresenting a vertex vjThe sum of quadratic errors of all related triangular patches, a represents a plane equation x-axis parameter of the triangular patch, b represents a plane equation y-axis parameter of the triangular patch, c represents a plane equation z-axis parameter of the triangular patch, d represents a plane equation constant parameter of the triangular patch, and n ═ a, b, c]T
The first judgment unit is used for judging whether the A is reversible or not, and if the A is reversible, calculating an optimal point according to-A-1 b; if A is irreversible, then take viAnd vjThe middle point of the line segment is taken as an optimal point;
a vertex pair storage unit for re-determining each vertex pair based on the optimal point and storing the vertex pairs into a stack library;
a second judgment unit configured to judge whether a termination condition is satisfied; if the termination condition is met, outputting a simplified model; and if the termination condition is not met, returning to the random selection unit.
7. The power grid three-dimensional scene data rendering system of claim 6, wherein the termination condition specifically comprises:
the simplified vertex number or triangle patch number is equal to the set requirement.
8. The power grid three-dimensional scene data rendering system of claim 5, wherein the second merging module specifically comprises:
the to-be-arranged ordered texture set determining unit is used for sequencing N to-be-arranged rectangular textures in the simplified model to form an to-be-arranged ordered texture set;
the rectangular texture selecting unit is used for selecting the ith rectangular texture from the ordered texture set to be arranged;
the third judging unit is used for judging whether the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture; if the width of the lowest horizontal line segment is larger than or equal to the width of the texture to be arranged corresponding to the ith rectangular texture, the ith rectangular texture is arranged at the current position, the ith rectangular texture is removed from the ordered texture set to be arranged, and the lowest horizontal line and the maximum height Hmax value are updated at the same time; if the width of the lowest horizontal line segment is smaller than the width of the texture to be arranged corresponding to the ith rectangular texture, updating the highest contour line of the texture to be a horizontal line with the height of Hmax;
the fourth judging unit is used for judging whether i is larger than or equal to N or not, and if i is larger than or equal to N, all the rectangular textures are completely discharged; if i is smaller than N, let i equal to i +1, return to "rectangular texture selection unit".
CN202111293267.0A 2021-11-03 2021-11-03 Power grid three-dimensional scene data rendering method and system Pending CN113989458A (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116681871A (en) * 2023-07-31 2023-09-01 山东捷瑞数字科技股份有限公司 Digital twinning-oriented model vision auxiliary positioning method and device
CN117456110A (en) * 2023-12-25 2024-01-26 北京飞渡科技股份有限公司 Three-dimensional scene metamorphosis grid data lightweight processing method

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116681871A (en) * 2023-07-31 2023-09-01 山东捷瑞数字科技股份有限公司 Digital twinning-oriented model vision auxiliary positioning method and device
CN116681871B (en) * 2023-07-31 2023-10-31 山东捷瑞数字科技股份有限公司 Digital twinning-oriented model vision auxiliary positioning method and device
CN117456110A (en) * 2023-12-25 2024-01-26 北京飞渡科技股份有限公司 Three-dimensional scene metamorphosis grid data lightweight processing method
CN117456110B (en) * 2023-12-25 2024-03-19 北京飞渡科技股份有限公司 Three-dimensional scene metamorphosis grid data lightweight processing method

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