CN114139249A - Automatic light distribution method and device based on illusion engine and electronic equipment - Google Patents

Automatic light distribution method and device based on illusion engine and electronic equipment Download PDF

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CN114139249A
CN114139249A CN202111326495.3A CN202111326495A CN114139249A CN 114139249 A CN114139249 A CN 114139249A CN 202111326495 A CN202111326495 A CN 202111326495A CN 114139249 A CN114139249 A CN 114139249A
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light source
house type
light
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type model
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不公告发明人
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Shenzhen Xumi Yuntu Space Technology Co Ltd
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    • G06F30/13Architectural design, e.g. computer-aided architectural design [CAAD] related to design of buildings, bridges, landscapes, production plants or roads
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    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
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Abstract

The disclosure provides an automatic light distribution method and device of a ghost engine and electronic equipment. The method comprises the following steps: acquiring a house type model and basic data imported into the illusion engine, wherein the basic data is data obtained by analyzing a house type graph file of the house type model; creating an indoor light source and a supplementary light source in a room area of the house type model based on first object data and second object data in the basic data respectively; an outdoor light source is established for the house type model, and a later-period volume is established on the outer side of the house type model by using a preset light distribution rule, so that the later-period volume wraps the house type model; and adjusting parameters of the later-period volume, and setting ray tracing in the later-period volume so as to render the light distribution of the house type model. The automatic light arrangement can be realized, the artificial participation degree is reduced, the illumination rendering effect is more real and natural, the influence of natural light on indoor illumination is fully considered, and the method is suitable for most scenes.

Description

Automatic light distribution method and device based on illusion engine and electronic equipment
Technical Field
The present disclosure relates to the field of effect map rendering technologies, and in particular, to an automatic light distribution method and apparatus based on an illusion engine, and an electronic device.
Background
The scene design effect diagram refers to a house type which is in a design drawing stage and is not really built, and the effect of the finished house type is rendered and simulated after a house type model and material information are input through three-dimensional design software for the user to refer to. The scene design effect graph cannot be elaborately designed by a designer, and reasonable light layout and light effect are very important for scene design.
In the prior art, the traditional light arrangement scheme is that light is manually arranged through 3DSmax software or three-dimensional design software, and an effect graph of a scene is obtained through rendering, so that the artificial participation degree in the whole operation process is high, the adjustment process is excessively complicated, and time and labor are consumed. Although some software on the market can realize automatic light distribution of a scene, the problems of low reality degree of the illumination effect, long rendering time and the like often exist, so that the illumination rendering effect is poor; moreover, the existing automatic light distribution matching rules are incomplete, the influence of natural light on indoor illumination cannot be fully considered in indoor light distribution, and the automatic light distribution matching method cannot be applied to most scenes.
Disclosure of Invention
In view of this, the embodiments of the present disclosure provide an automatic lighting method and apparatus based on an illusion engine, and an electronic device, so as to solve the problems in the prior art that time and labor are consumed, the illumination rendering effect is poor, the automatic lighting matching rule is incomplete, and the method and apparatus cannot be applied to most scenes.
In a first aspect of the embodiments of the present disclosure, an automatic light distribution method based on a ghost engine is provided, including: acquiring a house type model and basic data imported into the illusion engine, wherein the basic data is data obtained by analyzing a house type graph file of the house type model; creating an indoor light source within a room area of the house type model based on first object data in the base data; based on second object data in the basic data, a first light supplement light source is established in a room area of the house type model, a geometric polygon area in the house type model is cut to obtain a plurality of rectangular spaces, and a second light supplement light source is established in the rectangular spaces; and establishing an outdoor light source for the house type model, and establishing a later-stage volume at the outer side of the house type model by using a preset light distribution rule so as to wrap the house type model by the later-stage volume and adjust parameters of the later-stage volume.
In a second aspect of the embodiments of the present disclosure, an automatic lighting device based on a ghost engine is provided, including: the data acquisition module is configured to acquire the house type model imported into the illusion engine and basic data, wherein the basic data is obtained by analyzing a house type graph file of the house type model; a first creation module configured to create an indoor light source within a room area of the house type model based on first object data in the base data; the second creating module is configured to create a first light supplement light source in a room area of the house type model based on second object data in the basic data, cut a geometric polygonal area in the house type model to obtain a plurality of rectangular spaces, and create a second light supplement light source in the rectangular spaces; and the third creating module is configured to create an outdoor light source for the house type model, and create a later volume at the outer side of the house type model by using a preset light distribution rule, so that the later volume wraps the house type model, and parameters of the later volume are adjusted.
In a third aspect of the embodiments of the present disclosure, an electronic device is provided, which includes a memory, a processor and a computer program stored in the memory and executable on the processor, and the processor implements the steps of the method when executing the program.
The embodiment of the present disclosure adopts at least one technical scheme that can achieve the following beneficial effects:
the method comprises the steps of obtaining a house type model and basic data imported into a fantasy engine, wherein the basic data are obtained by analyzing a house type graph file of the house type model; creating an indoor light source within a room area of the house type model based on first object data in the base data; based on second object data in the basic data, a first light supplement light source is established in a room area of the house type model, a geometric polygon area in the house type model is cut to obtain a plurality of rectangular spaces, and a second light supplement light source is established in the rectangular spaces; and establishing an outdoor light source for the house type model, and establishing a later-stage volume at the outer side of the house type model by using a preset light distribution rule so as to wrap the house type model by the later-stage volume and adjust parameters of the later-stage volume. The system can realize automatic light arrangement, reduce the degree of manual participation, utilize professional and complete automatic light distribution matching rules, enable the illumination rendering effect to be real and natural, fully consider the influence of natural light on indoor illumination, and is suitable for most scenes.
Drawings
To more clearly illustrate the technical solutions in the embodiments of the present disclosure, the drawings needed for the embodiments or the prior art descriptions will be briefly described below, and it is obvious that the drawings in the following description are only some embodiments of the present disclosure, and other drawings can be obtained by those skilled in the art without inventive efforts.
Fig. 1 is a schematic flow chart of an automatic lighting method based on a ghost engine according to an embodiment of the present disclosure;
FIG. 2 is a schematic diagram of a model of a master light source group created in an actual scene according to an embodiment of the present disclosure;
fig. 3 is a schematic structural diagram of an automatic light distribution device based on a ghost engine according to an embodiment of the present disclosure;
fig. 4 is a schematic structural diagram of an electronic device provided in an embodiment of the present disclosure.
Detailed Description
In the following description, for purposes of explanation and not limitation, specific details are set forth, such as particular system structures, techniques, etc. in order to provide a thorough understanding of the disclosed embodiments. However, it will be apparent to one skilled in the art that the present disclosure may be practiced in other embodiments that depart from these specific details. In other instances, detailed descriptions of well-known systems, devices, circuits, and methods are omitted so as not to obscure the description of the present disclosure with unnecessary detail.
As described above, the scene design effect diagram refers to a house type that is not actually built at the stage of the design drawing, and the effect of the completed house type is rendered and simulated after the house type model and the material information are input through the three-dimensional design software for the user to refer to. The scene design effect graph cannot be elaborately designed by a designer, and reasonable light layout and light effect are very important for scene design. In the following, taking rendering of a scene by using an effect diagram between virtual sample boards as an example, a detailed description is given to a light distribution manner in rendering of an existing scene effect diagram, which may specifically include the following contents:
the virtual sample plates are virtual reality sample plates which are restored one by one according to house type drawings or design drawings by utilizing VR technology. At present, in a traditional light arrangement scheme, light is manually arranged through 3DSmax software or three-dimensional design software, and because rendering of an effect graph between virtual sample plates is used as a link for controlling a final effect in indoor design, many professional designers are often too much. After a qualified designer designs an indoor house type, the light needs to be arranged manually, the effect graph rendering is finished, an unsatisfactory place is adjusted, the graph is rendered again, and the design can be finished finally by repeating the process. Therefore, the problems of high manual participation degree in the whole operation process, complicated adjustment process, time consumption and labor consumption are solved.
In addition, when rendering is performed by using conventional three-dimensional design software, such as a VRay renderer based on 3DSmax, the renderer participates in calculation by using a CPU, and it usually takes 2-3 hours to render a picture with 3K resolution, which makes the whole design modification process inefficient. With the continuous advancement of computer and network technologies, rendering engines using GPU real-time rendering technology are beginning to gradually replace traditional CPU renderers. Taking the illusion engine as an example, the illusion engine uses a GPU real-time rendering technology (which can be realized by relying on an invida RTX display card), and can render about 20 pictures with 2K resolution per second under the same rendering quality, so that the output efficiency is greatly improved compared with a VRay renderer which needs tens of minutes to render one picture with 2K resolution. A series of GPU indoor rendering tools are constantly emerging on the market, and for GPU renderer use, natural and realistic lighting arrangements are indispensable.
The most fundamental reason of the indoor automatic light distribution technology of the current GPU real-time renderer is that the light distribution effect is not approved by most designers, and the improvement of the auxiliary design efficiency is not obvious enough. The existing automatic light distribution scheme based on the GPU real-time renderer still has the following two problems:
firstly, the limitation of matching house types. The usage flow of the GPU rendering products on the market at present is to input the house type information via a website tool, so as to automatically generate the house type design and the light distribution scheme. The light distribution of the automatic light distribution device can only match with a suspended ceiling pattern built in a tool, only has one fixed suspended ceiling pattern, and the shape of an indoor suspended ceiling cannot be freely defined by a designer, namely, the input of self-defined information cannot be carried out, so that the consideration of freedom of indoor design is lacked, the design scheme is limited, the practicability is greatly reduced, and the automatic light distribution scheme is not a complete automatic light distribution scheme between sample plates at all;
and II, incomplete matching rules. The influence of natural sunlight, sunlight and the like of a window on indoor illumination needs to be considered in the complete indoor light distribution, the simulation of the sunlight irradiated from the window to the indoor space is very important, and the method plays a vital role in improving the reality degree of the illumination effect. However, some existing automatic light distribution schemes only consider indoor lamp light sources, and do not consider the influence of natural light on indoor illumination, so that the automatic light distribution matching method is only suitable for indoor scenes without pure artificial light sources of windows, and the automatic light distribution matching rules of the light distribution matching algorithm are incomplete, so that the automatic light distribution matching method cannot be well suitable for most scenes.
In view of the above problems in the prior art, it is desirable to provide an automatic light distribution method based on an illusion engine, which can reduce the degree of manual participation, is not limited by the house type and the design style, fully considers the influence of natural light on indoor illumination, makes the illumination rendering effect more real and natural, has professional and complete matching rules, and can implement a statically constructed automatic light distribution scheme. It should be noted that, in the embodiment of the present disclosure, a rendering scene of an indoor design effect diagram between virtual sample boards is described as an example, but the embodiment of the present disclosure is not limited to an application scene in which light is distributed in rendering the effect diagram between virtual sample boards, and automatic light distribution in other indoor scenes is also applicable to the embodiment of the present disclosure.
Fig. 1 is a schematic flowchart of an automatic lighting method based on a ghost engine according to an embodiment of the present disclosure. The illusion engine-based automatic lighting method of fig. 1 may be executed by an illusion engine client or a server, and as shown in fig. 1, the illusion engine-based automatic lighting method may specifically include:
s101, acquiring a house type model and basic data imported into a fantasy engine, wherein the basic data is data obtained by analyzing a house type graph file of the house type model;
s102, establishing an indoor light source in a room area of the house type model based on first object data in the basic data;
s103, based on second object data in the basic data, a first light supplementing light source is created in a room area of the house type model, a geometric polygonal area in the house type model is cut to obtain a plurality of rectangular spaces, and a second light supplementing light source is created in the rectangular spaces;
and S104, creating an outdoor light source for the house type model, and creating a later-stage volume on the outer side of the house type model by using a preset light distribution rule so that the later-stage volume wraps the house type model, and adjusting parameters of the later-stage volume.
Specifically, in the embodiment of the present disclosure, the basic data is the house type related information obtained by identifying the civil engineering condition, that is, the basic data of the house type graph is obtained by parsing the house type graph file, and the basic data of the house type graph includes, but is not limited to, the following types of data: room profiles, walls, house type of enclosed area, geometric polygonal area, window model, light fixture model, etc.
Here, the room outline refers to an outer outline corresponding to each room in the whole floor plan, and the room outline includes a wall; when the wall body is marked in the basic data, the coordinates of the starting point and the end point of the wall body are confirmed in the clockwise direction of the line segment where the wall body is located; the house type of the closed area refers to the room type corresponding to each room, such as a living room, a dining room, a bedroom and the like, and the house type is used as prior knowledge for soft package matching between sample boards; the geometric polygon area is a geometric polygon area formed by marking vertex coordinates along the clockwise direction of a polygon outline by taking the most northwest vertex of the house type as a starting point and determining the vertex position of the geometric polygon area; the window model refers to a window model marked in the house type graph, such as a French window, a sliding window and the like, and can be associated on a wall body of an area where the window model is located and used as prior knowledge for hard mounting and matching between sample plates; the lamp model refers to a lamp model marked in a house type graph, such as a lamp strip, a spot lamp and the like, and is used as priori knowledge for matching light between sample plates.
Further, in the embodiment of the present disclosure, the house type drawing file may be a two-dimensional drawing file or a three-dimensional drawing file, for example, the house type drawing file may be a DWG drawing file or a Revit model file. The Revit model file is generated based on a BIM forward design model, and the Revit is a mainstream BIM visualization and modeling tool; BIM (building Information modeling) is a building Information model for short, and refers to a process of building Information creation and management in the whole life cycle of planning, design, construction and operation and maintenance stages of construction engineering and facilities, and the whole process covers geometric Information, spatial Information, geographic Information, property Information of various building components and work material Information by applying a three-dimensional, real-time and dynamic model.
Further, in the embodiment of the present disclosure, the illusion engine may adopt a UE4 engine, the UE4 engine is a game engine, and in the embodiment of the present disclosure, the UE4 engine is used to process basic data of the house type model, so as to implement automatic lighting of the house type model; of course, other 3D engines besides the UE4 engine may be used for automatic lighting of the house model as well, and phantom engines such as UE5, UE6 developed in the future may also be used in conjunction with embodiments of the present disclosure. Since the automatic lighting process of the house type model is automatically realized based on the UE4 engine, the disclosed embodiment adjusts and improves some algorithms and functions in the UE4 engine, so that the automatic lighting can be realized.
According to the technical scheme provided by the embodiment of the disclosure, a house type model and basic data imported into an illusion engine are obtained, wherein the basic data is obtained by analyzing a house type graph file of the house type model; creating an indoor light source within a room area of the house type model based on first object data in the base data; based on second object data in the basic data, a first light supplement light source is established in a room area of the house type model, a geometric polygon area in the house type model is cut to obtain a plurality of rectangular spaces, and a second light supplement light source is established in the rectangular spaces; and establishing an outdoor light source for the house type model, and establishing a later-stage volume at the outer side of the house type model by using a preset light distribution rule so as to wrap the house type model by the later-stage volume and adjust parameters of the later-stage volume. The system can realize automatic light arrangement, reduce the degree of manual participation, utilize professional and complete automatic light distribution matching rules, enable the illumination rendering effect to be real and natural, fully consider the influence of natural light on indoor illumination, and is suitable for most scenes.
In some embodiments, prior to obtaining the stereotype models and the base data imported into the illusion engine, the method further comprises: acquiring a house type graph file corresponding to the house type model, and performing analysis operation on the house type graph file to obtain basic data corresponding to the house type graph file; labeling target object data in the basic data to determine first object data and second object data in the basic data; wherein, the illusion engine is a UE4 engine, and the house type picture file is a DWG picture file or a Revit model file.
Specifically, the house type graph file includes some basic data corresponding to the house type model, such as a room outline, a wall, a house type of a closed area, a geometric polygonal area, a window model, a lamp model, and the like; the basic data can be obtained by parsing the user type graph file through the UE4 engine.
It should be noted that, when the house type graph file is a Revit model file, the Revit model file needs to be converted into an intermediate format model file meeting the requirement of the UE4 engine, that is, the building information model file (i.e., the Revit model file) imported into the UE4 engine is converted into a file of a format type readable by the UE4 engine, and in practical applications, the intermediate format model file may be a format file of a datasmith suffix.
In some embodiments, the first object data comprises room profile data and luminaire model data, creating an indoor light source within a room area of the house model based on the first object data, comprising: traversing the room contour data and the lamp model data to obtain the position of each room area and the lamp model, and determining the position of each lamp model in the corresponding room area; establishing indoor light sources at positions in the room area corresponding to each lamp model, and setting corresponding light source parameters for each indoor light source; wherein the indoor light source comprises one or more of the following light source types: the LED lamp comprises a main lamp light source, a spotlight light source, a lamp strip light source and a kitchen and bathroom lamp light source.
Specifically, the positions of each room region and the lamp model are obtained by traversing the first object data, the positions can be regarded as world positions corresponding to a world coordinate system in the house type model, and the dependency relationship between each room region and the lamp model is established according to the positions corresponding to each room region and the lamp model, namely, the position in the room region corresponding to each lamp model is determined. The following describes in detail a binding process of a dependency relationship between a room area and a luminaire model with reference to a specific embodiment, which may specifically include the following:
firstly, a horizontal or vertical cross point number discrimination method is adopted to find out the affiliation dependency relationship between a single room and a corresponding lamp. Assuming that the horizontal projection of the room is a polygon, the lamp is a single point P, and a horizontal left ray is taken from the point P, if the point P is inside the polygon, the intersection point of the ray and the polygon must be an odd number, and if the point P is outside the polygon, the number of the intersection points must be an even number (including zero), and each side of the polygon is considered in turn to find the total number of the intersection points.
Considering also some special cases, if we consider the edges (P1, P2), if the ray just passes through point P1 or point P2, this intersection would be counted 2 times, which would be directly ignored if point P were the same from the smaller ordinate of points (P1, P2). If the ray is horizontal, the ray will either have no intersection with it or an infinite number of intersections, which is also directly ignored. If the ray is vertical and the abscissa of point P is less than the abscissa of (P1, P2), then intersection is inevitable. Before determining the intersection, it is first determined whether point P is above the edge (P1, P2), and if so, it is said that point P is inside the polygon (i.e., the luminaire is inside the room).
And judging whether the height of the lamp P is between the floor height M and the ceiling height N of the room or not based on the fact that the lamp P is in the polygon of the horizontal projection of the room, wherein if the height of the P point is greater than the floor height M and less than the ceiling height N, the lamp P is in the room, and otherwise, the lamp P is out of the room.
According to the judgment method, all rooms and lamps are traversed in sequence in a circulating traversal mode until the dependency relationship (namely the binding relationship) between all the rooms and the lamps is found out.
Further, after establishing the dependency relationships between all room regions and the luminaire models, according to such dependency relationships (the dependency relationships mainly represent the corresponding relationships between the positions), indoor light sources are created at positions within the room region corresponding to each luminaire model, and corresponding light source parameters are set for each indoor light source. The following describes in detail the creation of an indoor light source and the parameter setting rules, taking a spot light source, a kitchen and bathroom light source, a lamp strip light source, and a main lamp light source as examples, and specifically may include the following:
firstly, for creating a spotlight light source, the spotlight light source can also be called as a spotlight light source, when the spotlight light source is released (namely, the spotlight light source is created), the spotlight light source is generated according to the position of a spotlight lamp model in basic data, and the following light parameters of the spotlight light source are set: the intensity was set to 20 lumens, radius 550, color temperature 5200, indirect light intensity 8, and others as default parameters.
Secondly, for the establishment of a kitchen and toilet lamp light source, the kitchen and toilet lamp light source can also be called as a kitchen and toilet lamp rectangular light source, when the kitchen and toilet lamp light source is released (namely the kitchen and toilet lamp light source is established), according to data of a kitchen and toilet lamp model in basic data, a collision box of the kitchen and toilet lamp is identified, the center of the bottom surface is used as a surface light source generation position, a Y axis rotates anticlockwise by 90 degrees and irradiates downwards, the length of the collision box is the height of the rectangular light source, the width of the collision box is the width of the rectangular light source, the brightness is 6 lumens, the radius is 350, the color temperature is 5500, and other parameters are default values.
Thirdly, for the creation of the light strip light source, the light strip light source can also be called as a light strip rectangular light source, when the light strip light source is released (namely, the light strip light source is created), the data of the light strip model is identified in the basic data, the UseEmissieForStaticLighting under the lighting setup of the light strip model is selected, and the material of the light strip is changed into the self-luminous material.
Fourthly, for the creation of the main light source, when the main light source is released (i.e. the main light source is created), the main light source is generated according to the position of the main light fixture model in the basic data, the following describes the structure of the main light source group created based on the basic data according to the embodiment of the present disclosure with reference to the accompanying drawings, and fig. 2 is a schematic model diagram of the main light source group created in an actual scene according to the embodiment of the present disclosure. As shown in fig. 2, the model of the main light source group may specifically include:
the main light source belongs to one of indoor light source types, the main light source group consists of a point light source and four spot lights, the Z-axis distance corresponding to the four spot lights is 45cm from a ceiling, the brightness of the point light source is 2 lumens, the radius is 80, the color temperature is 4500, and other parameters are default parameters; the spotlight parameters were 6 lumens with a radius of 500, a color temperature of 4500, and the other parameters were default parameters.
In some embodiments, the second object data includes a geometric polygon region in the house type model and window model data, and the first fill-in light source is a window fill-in light source; creating a first fill-in light source in a room area of the house type model based on the second object data, comprising: and determining the corresponding world position of each window according to the window model data, creating a window light supplement light source at the world position of each window, and setting corresponding light source parameters for each window light supplement light source.
Specifically, the light supplement light source mainly includes two light sources, that is, a first light supplement light source (a window light supplement light source) and a second light supplement light source (a space light supplement light source), and the following respectively combines specific embodiments to explain in detail the creation and parameter setting rules of the two light supplement light sources, which specifically includes the following contents:
for the creation of the window supplementary lighting source, when the window supplementary lighting is released (namely, the window supplementary lighting source is created), the world position of the window is firstly obtained from the basic data, a ray is respectively emitted from the position in the positive and negative directions of the Y axis of the window model from the self coordinate axis, the ray length is 20, whether the end point of the ray is in the room area of the window is judged, and the Z axis rotation direction of the window supplementary lighting is set to the side with the result of Ture.
Setting light parameters of window light supplement: the type of the window light supplement is a rectangular light source, the color temperature is 7500, and the default light source intensity of the window light supplement is 8 lumens. And acquiring the length and width information of the window from the basic data, setting the length and width information of the window as the width and height numerical values of the light supplementing light source of the window, sending rays to the positive direction of the light supplementing light source of the window from the position of the window, and taking the distance between the window and the farthest wall in the opposite direction, namely the radius of the light source, which is plus 100.
It should be noted that, the light source intensity of the light supplement of the window may adopt a default value, and may also be calculated according to the window model data in the specific scene, and the light source intensity corresponding to each light supplement light source of the window is determined again, and the following detailed description is given to the light source intensity calculation process of the light supplement light source of the window in combination with the specific embodiment, and specifically may include the following contents:
acquiring the length, width and central point position corresponding to each window from the window model data, determining the width and height of the window light supplementing light source based on the length and width of each window, and calculating to obtain a width coefficient based on the width and height of the window light supplementing light source; determining depth data of the window light supplementing light source based on the central point position of each window, and calculating to obtain a depth coefficient based on the depth data of the window light supplementing light source; and calculating to obtain the light source intensity corresponding to each window light supplement light source by using the width coefficient and the depth coefficient, and taking the light source intensity as the light source parameter of the window light supplement light source.
Specifically, after the position of the window light supplement light source is established, the light parameters of the window light supplement light source need to be set, and at this time, the width coefficient and the depth coefficient of the window light supplement light need to be used. The following describes, in detail, a setting rule of light source parameters of the light supplement light source for a window in conjunction with a specific embodiment, which may specifically include the following:
calculating the width coefficient of the window supplementary lighting: acquiring the length and the width of the window from the basic data, setting the length and the width as the width and height values of the light supplementing light source of the window, and shifting 10 towards the Y-axis negative direction of the window; the width and height of the light source are applied to the non-clamping mapping relation function in the UE4 engine, respectively: InRangeA-50, InRangeB-200, OutRangeA-100 and OutRangeB-150, and taking the calculated result as the width coefficient of the light supplement of the window.
Calculating the depth coefficient of the window light supplement: acquiring the central point position of a window model from basic data, transmitting a ray to the room direction for detection, subtracting the central position of the window model from the position of the first collision to obtain depth data, and applying a phantom engine non-clamping mapping relation function: InRangeA-300, InRangeB-1000, OutRangeA-1 and OutRangeB-1.5, and using the result obtained by calculation as the depth coefficient of light supplement of the window.
And when the light parameters of the window light supplement are set, multiplying the obtained width coefficient by the depth coefficient, and setting the calculation result as the light source intensity of the window light supplement.
In some embodiments, the second light supplement light source is a spatial light supplement light source, a geometric polygonal region in the house type model is cut to obtain a plurality of rectangular spaces, and the second light supplement light source is created in the rectangular spaces, including: acquiring a geometric polygon area in the house type model, and performing cutting operation on the geometric polygon area by using a preset rectangular cutting algorithm to obtain a plurality of rectangular spaces; according to the length and the width of the rectangular space and the number of the identifiable light sources in the rectangular space, creating space light supplementing light sources in the rectangular space, and setting corresponding light source parameters for each space light supplementing light source; the geometric polygon area is a closed area formed by marking the vertex coordinates of the polygon along the polygon outline of the house type.
Specifically, for the creation of the spatial light supplement light source, before the spatial light supplement is released (i.e., the spatial light supplement light source is created), the polygonal rectangular cutting method is used to perform the maximum rectangular cutting on the house type to obtain a plurality of rectangular spaces. In the following, a detailed description is given to a process of cutting a geometric polygonal area by using a preset rectangular cutting algorithm to generate a rectangular space, which may specifically include the following steps:
acquiring continuous point arrays in a geometric polygon area, performing reverse-time needle sorting, and filtering coordinate points of coincident and illegal numerical values to obtain a new counterclockwise continuous point array; the direction vectors of two continuous point positions are sequentially obtained and stored in a new array, and the vector array also needs to be continuous.
And sequentially according to the extension rays of the vector P1P2, taking the intersection point Px formed by the rays to the subsequent vector Pmpn, storing all points in the vector Pmpn from the vector P1P2 to the subsequent intersection point Px into a new array to obtain a new continuous point array, and then performing recursive operation again.
And when the two vectors are parallel or coincident, the intersection point is not taken, and the next intersection point vector is skipped to be searched. The new point group needs to be detected and filtered, the condition that three coincident and continuous points are on the same vector is eliminated, and all points in the middle of two end points of the vector are removed.
When the number of the points in the point array reaches 4, carrying out the next step; when the content is less than 4, directly removing; if it is greater than 4, recursion continues. In all the new closed polygon point arrays generated in the previous step, whether the polygon point array with the number of 4 meets the condition of a rectangle is detected, and the detection criteria are as follows: the distance from P1 to P3 is equal to the distance from P2 to P4, and 4 points do not coincide, 3 points are not collinear. And finally obtaining all rectangular point groups meeting the conditions after the calculation of the steps.
Further, after the plurality of rectangular spaces are obtained through the calculation, according to the length and the width of the rectangular spaces and the number of the identifiable light sources in the rectangular spaces, the space light supplementing light sources are created in the rectangular spaces, and corresponding light source parameters are set for each space light supplementing light source. The following describes in detail a creating process of a spatial light supplement light source in a rectangular space with reference to a specific embodiment, which may specifically include the following:
when the space light supplementing light source is released, whether an identifiable light source exists in each rectangular space is judged, the length of each rectangular space is a, the width of each rectangular space is b, and if no identifiable light source exists, the light supplementing light is arranged according to the following mode: when a or b is less than or equal to 1.8m, 1 light supplement light source is placed in the center of the column; when a is more than 1.8 and b is less than or equal to 6, 2 light supplementing light sources are placed in the row; when a or b is more than 6m, 3 supplementary lighting sources are averagely placed in the row.
If the identifiable light source exists, the supplementary lighting is arranged according to the following mode: when a is less than or equal to 3.24 square meters of space has more than one light source BP, no light is supplemented, otherwise, a light supplementing light source is placed in the center of the column; when 3.24 a × b is not greater than 36 square meters and the space is greater than or equal to 1 light BP and less than 4 light BPs, 1 to 3 light supplement light sources need to be added in the space, for example, if there is one light source in the space, 3 light supplement light sources need to be added in the space, if there are two light sources, 2 light sources need to be added in the space, and so on; when a is more than 36 square meters and the space is more than or equal to 1 lamplight BP and less than 9 lamplight BP, 1-8 light supplementing light sources need to be added in the space, the added light supplementing quantity is logically the same as that of the space, and the added light supplementing light sources are evenly placed in the space.
In some embodiments, creating an outdoor light source for a house model comprises: establishing outdoor light sources for the house type model according to a preset light distribution rule, and setting corresponding light source parameters for each outdoor light source; wherein the outdoor light source comprises one or more of the following light source types: directional light sources, sky light sources and sky balls.
Specifically, for the creation of an outdoor light source, the outdoor light source may also be referred to as ambient light, and the ambient light is composed of light sources such as parallel light, sky light, and celestial sphere. When the outdoor light source is released (i.e. the outdoor light source is created), the parameters of the above-mentioned ambient light are respectively set, and the specific parameter settings are as follows:
setting parallel light: the intensity is 200, the source angle is 5, the color temperature is 4000, the high light range is 0, the influence ray tracing reflection is forbidden, the rotation parameter X axis is 0 degrees, the Y axis is-20 degrees, and the Z axis is-120 degrees.
Setting a daylight: the light source type specifies a cube map using SLS, the cube map being an HDR map, the intensity range being 1.5, the light source color RGB color being (0.9, 0.94, 1).
Setting a sky ball: the sky ball is composed of a spherical model and a material, the type of which is set to a non-illumination mode, and the map is multiplied by a constant of 100 and linked to self-illumination colors.
In some embodiments, creating the later volume outside the house type model by using a preset lighting rule, so that the later volume wraps the house type model, and adjusting the parameters of the later volume comprises: in the illusion engine, creating a later-stage volume on the outer side of the house type model by using a preset light distribution rule so that the later-stage volume wraps the house type model; and setting rendering exposure parameters, environment cube mapping brightness parameters and SSR quality parameters for the later volume, and adding post-processing materials for the later volume by using a material shader.
Specifically, a late volume is created in the UE4 engine, with the late volume wrapping around the house model. The post-volume is a color matching tool in the UE4 engine, and as long as the set picture parameters are applied to the model in the post-volume, information such as exposure, post-processing material, environment cube map brightness, SSR quality, etc. of rendering can be set based on the post-volume. The following describes in detail the setting rule of the relevant parameter of the later volume with reference to a specific embodiment, which may specifically include the following:
setting parameters of rendering exposure: the exposure metering mode was set to auto-exposure histogram with exposure compensation minimum of 0.45 and maximum of 0.65, white balance set to 6200, and other parameters to default values. Meanwhile, the brightness of the environmental cube map is set to be 0.25, and the SSR quality is set to be 100.
Furthermore, besides the setting of the parameters, post-processing materials can be added into the post-volume, the normal of the scene is used by a material shader, the difference of surfaces with different orientations in the scene is obtained through calculation, the difference is strengthened, and the image layering sense is improved. The depth of the scene is calculated or the distances between all objects in the scene and the camera are used for coloring the near scene and the far scene respectively so as to improve the depth feeling of the picture.
Furthermore, ray tracing can be set for the later volume by utilizing a ray tracing technology, and the parameters of the ray tracing can be set; the parameters of ray tracing include a ray tracing environment light shielding parameter, a ray tracing global illumination parameter, a ray tracing reflection parameter, and a ray tracing refraction parameter.
In some embodiments, the indoor light source, the first supplementary light source, the second supplementary light source, and the outdoor light source are all static lights.
Further, the light source is released to the required position by using the preset light distribution rule, the light intensity and the number of the light sources can be adaptively adjusted according to the space size of each room in the sample plate by the space light distribution algorithm, and the light supplement parameters of the window with the light intensity can be adaptively adjusted according to the size of the window in the sample plate and the depth of the room.
According to the technical scheme provided by the embodiment of the disclosure, one-key automatic arrangement of house type light is realized in the illusion engine by calling an automatic light distribution algorithm, the light can be automatically set for various house types, and the actual use proves that the light setting of the house type can be automatically completed within 5s, so that the automatic light distribution among the sample plates is really realized; the method can realize static construction automatic light distribution based on the illusion engine, and realize static light distribution of the model between the virtual sample plates; the automatic light distribution algorithm is not limited by house types and design styles, sets professional and complete matching rules, and enables exposure parameters to be accurate and light source matching positions to be accurate; through adding ray tracing technique and through parameter promotion ray tracing quality, fully consider the influence of natural light to indoor illumination moreover, make the final effect of rendering of effect picture between the sample board true nature, can be applicable to most of scenes to promote the user and vwatch the experience of effect picture between the sample board.
The following are embodiments of the disclosed apparatus that may be used to perform embodiments of the disclosed methods. For details not disclosed in the embodiments of the apparatus of the present disclosure, refer to the embodiments of the method of the present disclosure.
Fig. 3 is a schematic structural diagram of an automatic light distribution device based on a ghost engine according to an embodiment of the present disclosure. As shown in fig. 3, the automatic lighting device based on the illusion engine includes:
the data acquisition module 301 is configured to acquire the house type model imported into the illusion engine and basic data, where the basic data is data obtained by analyzing a house type graph file of the house type model;
a first creation module 302 configured to create an indoor light source within a room area of the house type model based on first object data in the base data;
a second creating module 303, configured to create a first light supplement light source in a room area of the house type model based on second object data in the basic data, cut a geometric polygonal area in the house type model to obtain a plurality of rectangular spaces, and create a second light supplement light source in the rectangular spaces;
and a third creating module 304 configured to create an outdoor light source for the house type model, and create a later volume outside the house type model by using a preset lighting rule, so that the later volume wraps the house type model, and adjust parameters of the later volume.
In some embodiments, before acquiring the house type model and the basic data imported into the illusion engine, the data acquiring module 301 in fig. 3 acquires a house type graph file corresponding to the house type model, and performs an analysis operation on the house type graph file to obtain the basic data corresponding to the house type graph file; labeling target object data in the basic data to determine first object data and second object data in the basic data; wherein, the illusion engine is a UE4 engine, and the house type picture file is a DWG picture file or a Revit model file.
In some embodiments, the first object data includes room profile data and luminaire model data, and the first creating module 302 of fig. 3 traverses the room profile data and the luminaire model data to obtain the location of each room region and luminaire model, and determines the location of each luminaire model within the room region; establishing indoor light sources at positions in the room area corresponding to each lamp model, and setting corresponding light source parameters for each indoor light source; wherein the indoor light source comprises one or more of the following light source types: the LED lamp comprises a main lamp light source, a spotlight light source, a lamp strip light source and a kitchen and bathroom lamp light source.
In some embodiments, the second object data includes a geometric polygon region in the house type model and window model data, and the first fill-in light source is a window fill-in light source; the second creating module 303 in fig. 3 determines a world position corresponding to each window according to the window model data, creates a window fill-in light source at the world position of each window, and sets a corresponding light source parameter for each window fill-in light source.
In some embodiments, the second light supplement light source is a spatial light supplement light source, the second creating module 303 in fig. 3 obtains a geometric polygon region in the house type model, and performs a cutting operation on the geometric polygon region by using a preset rectangular cutting algorithm to obtain a plurality of rectangular spaces; according to the length and the width of the rectangular space and the number of the identifiable light sources in the rectangular space, creating space light supplementing light sources in the rectangular space, and setting corresponding light source parameters for each space light supplementing light source; the geometric polygon area is a closed area formed by marking the vertex coordinates of the polygon along the polygon outline of the house type.
In some embodiments, the third creating module 304 of fig. 3 creates outdoor light sources for the house type model according to a preset lighting rule, and sets corresponding light source parameters for each outdoor light source; wherein the outdoor light source comprises one or more of the following light source types: directional light sources, sky light sources and sky balls.
In some embodiments, the third creation module 304 of fig. 3 creates the post volume outside the house model in the illusion engine using preset lighting rules so that the post volume wraps the house model; and setting rendering exposure parameters, environment cube mapping brightness parameters and SSR quality parameters for the later volume, and adding post-processing materials for the later volume by using a material shader.
In some embodiments, the indoor light source, the first supplementary light source, the second supplementary light source, and the outdoor light source are all static lights.
It should be understood that, the sequence numbers of the steps in the foregoing embodiments do not imply an execution sequence, and the execution sequence of each process should be determined by its function and inherent logic, and should not constitute any limitation on the implementation process of the embodiments of the present disclosure.
Fig. 4 is a schematic structural diagram of the electronic device 4 provided in the embodiment of the present disclosure. As shown in fig. 4, the electronic apparatus 4 of this embodiment includes: a processor 401, a memory 402 and a computer program 403 stored in the memory 402 and executable on the processor 401. The steps in the various method embodiments described above are implemented when the processor 401 executes the computer program 403. Alternatively, the processor 401 implements the functions of the respective modules/units in the above-described respective apparatus embodiments when executing the computer program 403.
Illustratively, the computer program 403 may be partitioned into one or more modules/units, which are stored in the memory 402 and executed by the processor 401 to accomplish the present disclosure. One or more modules/units may be a series of computer program instruction segments capable of performing specific functions, which are used to describe the execution of the computer program 403 in the electronic device 4.
The electronic device 4 may be a desktop computer, a notebook, a palm computer, a cloud server, or other electronic devices. The electronic device 4 may include, but is not limited to, a processor 401 and a memory 402. Those skilled in the art will appreciate that fig. 4 is merely an example of the electronic device 4, and does not constitute a limitation of the electronic device 4, and may include more or less components than those shown, or combine certain components, or different components, e.g., the electronic device may also include input-output devices, network access devices, buses, etc.
The Processor 401 may be a Central Processing Unit (CPU), other general purpose Processor, a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, discrete Gate or transistor logic device, discrete hardware component, or the like. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
The storage 402 may be an internal storage unit of the electronic device 4, for example, a hard disk or a memory of the electronic device 4. The memory 402 may also be an external storage device of the electronic device 4, such as a plug-in hard disk, a Smart Media Card (SMC), a Secure Digital (SD) Card, a Flash memory Card (Flash Card), and the like provided on the electronic device 4. Further, the memory 402 may also include both internal storage units of the electronic device 4 and external storage devices. The memory 402 is used for storing computer programs and other programs and data required by the electronic device. The memory 402 may also be used to temporarily store data that has been output or is to be output.
It will be apparent to those skilled in the art that, for convenience and brevity of description, only the above-mentioned division of the functional units and modules is illustrated, and in practical applications, the above-mentioned function distribution may be performed by different functional units and modules according to needs, that is, the internal structure of the apparatus is divided into different functional units or modules, so as to perform all or part of the functions described above. Each functional unit and module in the embodiments may be integrated in one processing unit, or each unit may exist alone physically, or two or more units are integrated in one unit, and the integrated unit may be implemented in a form of hardware, or in a form of software functional unit. In addition, specific names of the functional units and modules are only for convenience of distinguishing from each other, and are not used for limiting the protection scope of the present application. The specific working processes of the units and modules in the system may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the above embodiments, the descriptions of the respective embodiments have respective emphasis, and reference may be made to the related descriptions of other embodiments for parts that are not described or illustrated in a certain embodiment.
Those of ordinary skill in the art will appreciate that the various illustrative elements and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware or combinations of computer software and electronic hardware. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the implementation. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present disclosure.
In the embodiments provided in the present disclosure, it should be understood that the disclosed apparatus/computer device and method may be implemented in other ways. For example, the above-described apparatus/computer device embodiments are merely illustrative, and for example, a division of modules or units, a division of logical functions only, an additional division may be made in actual implementation, multiple units or components may be combined or integrated with another system, or some features may be omitted, or not implemented. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
Units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated modules/units, if implemented in the form of software functional units and sold or used as separate products, may be stored in a computer readable storage medium. Based on such understanding, the present disclosure may implement all or part of the flow of the method in the above embodiments, and may also be implemented by a computer program to instruct related hardware, where the computer program may be stored in a computer readable storage medium, and when the computer program is executed by a processor, the computer program may implement the steps of the above methods and embodiments. The computer program may comprise computer program code, which may be in the form of source code, object code, an executable file or some intermediate form, etc. The computer readable medium may include: any entity or device capable of carrying computer program code, recording medium, usb disk, removable hard disk, magnetic disk, optical disk, computer Memory, Read-Only Memory (ROM), Random Access Memory (RAM), electrical carrier wave signals, telecommunications signals, software distribution medium, and the like. It should be noted that the computer readable medium may contain suitable additions or additions that may be required in accordance with legislative and patent practices within the jurisdiction, for example, in some jurisdictions, computer readable media may not include electrical carrier signals or telecommunications signals in accordance with legislative and patent practices.
The above examples are only intended to illustrate the technical solutions of the present disclosure, not to limit them; although the present disclosure has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; such modifications and substitutions do not substantially depart from the spirit and scope of the embodiments of the present disclosure, and are intended to be included within the scope of the present disclosure.

Claims (10)

1. An automatic light distribution method based on a ghost engine is characterized by comprising the following steps:
acquiring a house type model and basic data imported into a fantasy engine, wherein the basic data is data obtained by analyzing a house type graph file of the house type model;
creating an indoor light source within a room area of the house type model based on first object data in the base data;
based on second object data in the basic data, a first light supplement light source is established in a room area of the house type model, a geometric polygon area in the house type model is cut to obtain a plurality of rectangular spaces, and a second light supplement light source is established in the rectangular spaces;
and establishing an outdoor light source for the house type model, and establishing a later-stage volume at the outer side of the house type model by using a preset light distribution rule so as to wrap the house type model by the later-stage volume and adjust the parameters of the later-stage volume.
2. The method of claim 1, wherein prior to said obtaining the floor model imported into the fantasy engine and the underlying data, the method further comprises:
acquiring a house type graph file corresponding to the house type model, and performing analysis operation on the house type graph file to obtain basic data corresponding to the house type graph file;
labeling target object data in the basic data to determine the first object data and the second object data in the basic data;
the unreal engine is a UE4 engine, and the house type image file is a DWG image file or a Revit model file.
3. The method of claim 1, wherein the first object data comprises room profile data and luminaire model data, creating an indoor light source within a room area of the house model based on the first object data, comprising:
traversing the room contour data and the lamp model data to obtain the position of each room area and lamp model, and determining the position of each lamp model corresponding to the room area;
establishing the indoor light sources at the positions of the lamp models corresponding to the room areas, and setting corresponding light source parameters for each indoor light source;
wherein the indoor light source comprises one or more of the following light source types: the LED lamp comprises a main lamp light source, a spotlight light source, a lamp strip light source and a kitchen and bathroom lamp light source.
4. The method of claim 1, wherein the second object data comprises a geometric polygonal area in the house type model and window model data, and the first fill-in light source is a window fill-in light source; creating a first fill-in light source within a room area of the house type model based on the second object data, comprising:
and determining the corresponding world position of each window according to the window model data, creating the window light supplementing light source at the world position of each window, and setting corresponding light source parameters for each window light supplementing light source.
5. The method of claim 4, wherein the second fill-in light source is a spatial fill-in light source, and the cutting a geometric polygonal area in the house type model to obtain a plurality of rectangular spaces and creating the second fill-in light source in the rectangular spaces comprises:
acquiring a geometric polygon area in the house type model, and performing cutting operation on the geometric polygon area by using a preset rectangular cutting algorithm to obtain a plurality of rectangular spaces;
according to the length and the width of the rectangular space and the number of identifiable light sources in the rectangular space, creating the space light supplementing light sources in the rectangular space, and setting corresponding light source parameters for each space light supplementing light source;
wherein the geometric polygon area is an enclosed area formed by marking the vertex coordinates of the polygon along the polygon outline of the house type.
6. The method of claim 1, wherein creating an outdoor light source for the house model comprises:
establishing the outdoor light sources for the house type model according to a preset light distribution rule, and setting corresponding light source parameters for each outdoor light source; wherein the outdoor light source comprises one or more of the following light source types: directional light sources, sky light sources and sky balls.
7. The method of claim 1, wherein the creating a post volume outside the house type model by using a preset lighting rule to make the post volume wrap the house type model, and adjusting parameters of the post volume comprises:
in the illusion engine, creating a later volume on the outer side of the house type model by using a preset light distribution rule so that the later volume wraps the house type model;
and setting rendering exposure parameters, environment cube map brightness parameters and SSR quality parameters for the later-stage volume, and adding post-processing materials for the later-stage volume by using a material shader.
8. The method of any of claims 1-7, wherein the indoor light source, the first fill-in light source, the second fill-in light source, and the outdoor light source are static lights.
9. An automatic lighting device based on a ghost engine, comprising:
the data acquisition module is configured to acquire the house type model imported into the illusion engine and basic data, wherein the basic data is obtained by analyzing a house type graph file of the house type model;
a first creation module configured to create an indoor light source within a room area of the house type model based on first object data in the base data;
a second creating module configured to create a first light supplement light source in a room area of the house type model based on second object data in the basic data, cut a geometric polygonal area in the house type model to obtain a plurality of rectangular spaces, and create a second light supplement light source in the rectangular spaces;
and the third creating module is configured to create an outdoor light source for the house type model, and create a later volume on the outer side of the house type model by using a preset light distribution rule, so that the later volume wraps the house type model, and parameters of the later volume are adjusted.
10. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, the processor implementing the method of any one of claims 1 to 8 when executing the program.
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