CN114549762A - Multi-rendering-engine self-adaptive switching method and system based on three-dimensional GIS platform and storage medium - Google Patents

Multi-rendering-engine self-adaptive switching method and system based on three-dimensional GIS platform and storage medium Download PDF

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Publication number
CN114549762A
CN114549762A CN202210182488.9A CN202210182488A CN114549762A CN 114549762 A CN114549762 A CN 114549762A CN 202210182488 A CN202210182488 A CN 202210182488A CN 114549762 A CN114549762 A CN 114549762A
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engine
scene
rendering
model
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雷远琴
李俊峰
谭小龙
黄士用
蒲阳林
陈苹
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Ruiyu Space Time Technology Chongqing 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F30/00Computer-aided design [CAD]
    • G06F30/10Geometric CAD
    • G06F30/13Architectural design, e.g. computer-aided architectural design [CAAD] related to design of buildings, bridges, landscapes, production plants or roads
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F30/00Computer-aided design [CAD]
    • G06F30/20Design optimisation, verification or simulation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/05Geographic models

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Abstract

The invention discloses a multi-rendering-engine self-adaptive switching method and system based on a three-dimensional GIS platform and a storage medium, and the method comprises the steps of firstly, acquiring real-scene three-dimensional model data; determining loading data characteristics required to be displayed by the live-action three-dimensional model data; then, determining a rendering engine group according to the loaded data characteristics of the real-scene three-dimensional model data to be displayed; finally, loading corresponding real-scene three-dimensional model data to be rendered according to a preset loading mode by using different rendering engines in the rendering engine group; until the live-action three-dimensional model is fully displayed. The invention provides a multi-engine-based live-action three-dimensional model self-adaptive switching method, a multi-engine-based live-action three-dimensional model self-adaptive switching system and a storage medium.

Description

Multi-rendering-engine self-adaptive switching method and system based on three-dimensional GIS platform and storage medium
Technical Field
The invention relates to the technical field of building three-dimensional modeling, in particular to a multi-rendering-engine self-adaptive switching method and system based on a three-dimensional GIS platform and a storage medium.
Background
In urban construction, urban control planning is increasingly important, a large number of building designs are required in urban construction, in order to visually display a building design scheme, the building design scheme is generally designed through three-dimensional software in a virtual mode, in order to quickly obtain the overall effect of the displayed building design scheme, different rendering engines are generally required to be adopted to render three-dimensional models in different computer equipment and finally display the three-dimensional models, in the process of displaying the effect of the design scheme, higher requirements are particularly put forward for a display platform of the three-dimensional GIS models, the three-dimensional models of various scenes in the three-dimensional GIS platform need to be rendered so as to obtain a display effect with better effect, and due to the fact that the data volume of the three-dimensional models is large, the rendering engines can take longer time to completely display the three-dimensional models on a display, and sometimes the phenomenon that the display equipment is blocked is set to occur, therefore, a rendering method is required to smoothly display the three-dimensional model.
Disclosure of Invention
In view of this, the present invention provides a method and a system for adaptive switching of multiple rendering engines based on a three-dimensional GIS platform, and a storage medium, where the method respectively renders three-dimensional models by using a multiple-engine fusion technique, and rapidly displays the three-dimensional models.
In order to achieve the purpose, the invention provides the following technical scheme:
the invention provides a multi-rendering-engine self-adaptive switching method based on a three-dimensional GIS platform, which comprises the following steps of:
acquiring live-action three-dimensional model data;
determining loading data characteristics required to be displayed by the live-action three-dimensional model data;
determining a rendering engine group according to the loaded data characteristics of the live-action three-dimensional model data to be displayed;
loading corresponding live-action three-dimensional model data to be rendered according to a preset loading mode by using different rendering engines in the rendering engine group;
until the live-action three-dimensional model is fully displayed.
Further, the real three-dimensional model at least comprises any one or more of a digital elevation model, an orthoimage, laser point cloud data, a real three-dimensional model, a manual three-dimensional model and two-dimensional vector data.
Further, the loading data characteristics include loading the number of loading surfaces of each model in the live-action three-dimensional model, the number of loading surfaces is the number of surfaces of each model forming the live-action three-dimensional model in the current three-dimensional scene display view, and the number of surfaces is the number of triangular surfaces obtained by calculation through a triangulation method, that is, the number of all triangular patches in a triangulation network formed by connecting points in discrete point cloud data.
Further, the rendering engine group comprises at least a game engine and a three-dimensional engine;
the game engine is used for rendering detailed scene data in the three-dimensional real scene;
the three-dimensional engine is used for rendering large scene data in a three-dimensional real scene;
further, the preset loading mode is as follows:
acquiring the number of faces of each model of the real-scene three-dimensional model to be loaded;
judging whether the number of sections is smaller than a preset threshold value, if so, indicating that the model needing to be loaded is a small scene, and rendering the scene needing to be loaded by adopting a game engine; if not, the model needing to be loaded is a large scene, and a three-dimensional engine is adopted to render the scene needing to be loaded.
Further, the preset threshold may be any value with the number of faces between 8 ten thousand and 12 ten thousand, and the embodiment adopts the optimal value when the number of faces is 10 ten thousand, that is, when the number of faces in a three-dimensional scene at a viewing angle is less than or equal to 10 ten thousand, the loaded three-dimensional live-action scene is represented as a small scene, a game engine is used for scene rendering, and details of the three-dimensional scene are mainly represented; when the number of faces is larger than or equal to 10 ten thousand, the loaded three-dimensional live-action scene is represented as a large scene, a WebGL engine is adopted for scene rendering, and the loading efficiency of the three-dimensional scene is emphasized.
Further, the engine group adopts multi-engine fusion and replacement technology to fuse the UE4 and the WebGL into a system rendering engine. The game engine employs a game engine ue4, and the three-dimensional engine employs a WebGL framework and an engine.
Further, the preset loading mode further comprises the following steps:
when the number of surfaces is more than or equal to 10 ten thousand, the method can be carried out according to the following steps:
firstly, loading a three-dimensional map model of a model by adopting a WebGL engine;
then, executing the building information model through the game engine;
and finally, loading the vector data through the game engine.
The invention also provides a multi-rendering-engine self-adaptive switching system based on a three-dimensional GIS platform, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein the computer program realizes the steps of any one of the methods in claims 1 to 8 when being executed by the processor.
The invention also provides a storage medium having stored thereon a computer program which, when executed by a processor, carries out the steps of the method of any one of claims 1 to 8.
The invention has the beneficial effects that:
the invention provides a self-adaptive switching method and a self-adaptive switching system for a multi-engine-based real-scene three-dimensional model and a storage medium.
Additional advantages, objects, and features of the invention will be set forth in part in the description which follows and in part will become apparent to those having ordinary skill in the art upon examination of the following or may be learned from practice of the invention. The objectives and other advantages of the invention may be realized and attained by the means of the instrumentalities and combinations particularly pointed out hereinafter.
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In order to make the object, technical scheme and beneficial effect of the invention more clear, the invention provides the following drawings for explanation:
FIG. 1 is a flow chart of a method for rendering a live-action three-dimensional model based on multiple engine groups for adaptive switching.
Fig. 2 is a process of loading live-action three-dimensional model data by using a virtual dual engine.
Detailed Description
The present invention is further described with reference to the following drawings and specific examples so that those skilled in the art can better understand the present invention and can practice the present invention, but the examples are not intended to limit the present invention.
As shown in fig. 1, the method for adaptively switching a three-dimensional model based on multiple engine sets rendering live-action, provided by this embodiment, includes the following steps:
acquiring live-action three-dimensional model data;
determining loading data characteristics required to be displayed by the live-action three-dimensional model data;
determining a rendering engine group according to the loaded data characteristics of the live-action three-dimensional model data to be displayed;
loading corresponding live-action three-dimensional model data to be rendered according to a preset loading mode by using different rendering engines in the rendering engine group;
until the live-action three-dimensional model is fully displayed.
The live-action three-dimensional model provided by the embodiment at least comprises any one or more of a digital elevation model, an orthoimage, laser point cloud data, a live-action three-dimensional model, a manual three-dimensional model and two-dimensional vector data.
The loading data features provided by this embodiment include loading the number of loading surfaces of each model in the live-action three-dimensional model, where the number of loading surfaces is calculated according to the number of surfaces of each model forming the live-action three-dimensional model in the current three-dimensional scene display view, and the number of surfaces is the number of triangular surfaces obtained by triangulation method, that is, the number of all triangular patches in a triangulation network formed by connecting points in discrete point cloud data.
The method for counting the number of the triangular surfaces in the scene is to count according to the number of LOD slices of the loaded live-action three-dimensional model, count the number of tiles loaded under the current display window in the platform in real time to obtain the change condition of the number of tiles, and refresh and calculate in 10S set at the back end to obtain the accurate statistical number.
In this embodiment, the rendering engine switching is performed by loading the number of triangulation networks in the scene, and a button may be provided, and the switching is performed by a manual button.
The rendering engine group provided by the embodiment at least comprises a game engine and a three-dimensional engine;
the game engine is used for rendering detailed scene data in the three-dimensional real scene;
the three-dimensional engine is used for rendering large scene data in a three-dimensional real scene;
the rendering engine group provided by the embodiment may also adopt other types of engines according to actual situations.
The preset loading manner provided by this embodiment is as follows:
acquiring the number of surfaces of each model of the live-action three-dimensional model to be loaded;
judging whether the number of sections is smaller than a preset threshold value, if so, indicating that the model needing to be loaded is a small scene, and rendering the scene needing to be loaded by adopting a game engine; if not, the model needing to be loaded is a large scene, and a three-dimensional engine is adopted to render the scene needing to be loaded.
The preset threshold value in this embodiment may be any value with the number of faces between 8 ten thousand and 12 ten thousand, and this embodiment adopts an optimal value when the number of faces is 10 ten thousand, that is, when the number of faces in a three-dimensional scene at a viewing angle is less than or equal to 10 ten thousand, the loaded three-dimensional live-action scene is represented as a small scene, a game engine is used for scene rendering, and details of the three-dimensional scene are expressed in a focused manner; when the number of faces is larger than or equal to 10 ten thousand, the loaded three-dimensional live-action scene is represented as a large scene, a WebGL engine is adopted for scene rendering, and the loading efficiency of the three-dimensional scene is emphasized.
The engine group provided by the embodiment adopts a multi-engine fusion and replacement technology to fuse the UE4 and the WebGL into a system rendering engine. The game engine employs a game engine ue4, and the three-dimensional engine employs a WebGL framework and an engine.
The preset loading method provided by this embodiment further includes the following steps:
when the number of surfaces is more than or equal to 10 ten thousand, the method can be carried out according to the following steps:
firstly, loading a three-dimensional map model of a model by adopting a WebGL engine;
then, executing the building information model through the game engine;
and finally, loading the vector data through the game engine.
In this embodiment, multiple loading modes may also be adopted, for example, parallel simultaneous real-time switching or parallel fusion loading operation is adopted.
According to the embodiment, the visual effect of the engine platform on the three-dimensional scene display is improved by carrying the multi-engine platform, and the rendering effect of the traditional single-engine platform is improved. The multi-engine platform can automatically switch rendering engines according to scene changes and requirements, for example, a UE engine can be adopted to render scenes aiming at small scenes and high requirements for effect expression, but a WebGL engine can be adopted to render scenes aiming at city-level large scene display.
The UE4 engine is suitable for rendering small scenes due to the fact that the UE4 engine has powerful physical engine technology, a perfect global illumination system and a powerful texture editor.
WebGL is composed of a series of graphics-related functional modules, mainly provides scene management and graphic rendering optimization functions for development of graphic image application programs, is written by using portable ANSI C + +, and uses an API rendered for OpenGL bottom layer, which has become an industry standard. The system has the characteristics of cross-platform performance, can run on most types of operating systems, has the advantages of rapid development, high quality, high performance, portability and open source completion, and particularly has strong advantages in the aspect of large scene rendering. The planning project place and the surrounding scenes can be well displayed through switching between the small scene and the large scene, and the reviewing experience is more comfortable.
The multi-engine group comprises a task distribution unit, a first virtual engine, a second virtual engine and a shader;
the task distribution unit is used for receiving different work streaming streams needing to be processed and distributing the work streaming streams to different virtual rendering engines;
the first virtual engine and the second virtual engine are respectively connected with a shader, and different virtual engines perform rendering processing on the real three-dimensional model data to be processed through the shaders.
The multi-engine group provided by this embodiment is disposed on the cloud platform, and when the corresponding virtual engine needs to be called, the corresponding virtual engine is called from the cloud platform and rendered through the shader.
And calling different virtual engines through the task distribution unit to realize a multi-virtual-engine rendering process in the same shader.
For example, a first workflow from a first virtual engine is issued to the shader for processing, a second workflow from a second virtual engine is issued to the shader for processing, and the first and second workflows share a portion of the time of the shader's processing components to achieve time slicing.
The virtual engine on the cloud platform provided by the embodiment reduces the cost of hardware resources required by rendering, enlarges the rendering application range of the real three-dimensional model, is not limited to the installation geographic position of hardware facilities, and can realize the rendering display of the real three-dimensional model by using the virtual engine group on the cloud platform at different places.
In the embodiment, a multi-engine fusion and replacement technology is adopted, UE4 and WebGL are adopted as system rendering engines, the system fuses two rendering engines to operate, the operation of the rendering engines is determined by the number of faces in a three-dimensional scene with a visual angle, when the number of faces is less than or equal to 10 ten thousand, the small scene is defined, a game engine is adopted to render the scene, and the details of the three-dimensional scene are emphasized; when the number of faces is larger than or equal to 10 ten thousand, the large scene is defined, a WebGL engine is adopted for scene rendering, and the loading efficiency of the three-dimensional scene is emphasized.
Although the UE4 and WebGL are fused as the system rendering engine in the embodiment, and the rendering engine can be automatically switched according to the size of the scene, in an actual situation, more rendering engines or other engines for display can be used to be mutually matched to switch to realize rapid display of the three-dimensional scene image, and a plurality of switching conditions can be set according to specific rendering display requirements, so as to meet requirements under different situations as much as possible.
The above-mentioned embodiments are merely preferred embodiments for fully illustrating the present invention, and the scope of the present invention is not limited thereto. The equivalent substitution or change made by the technical personnel in the technical field on the basis of the invention is all within the protection scope of the invention. The protection scope of the invention is subject to the claims.

Claims (10)

1. A multi-rendering-engine self-adaptive switching method based on a three-dimensional GIS platform is characterized by comprising the following steps: the method comprises the following steps:
acquiring live-action three-dimensional model data;
determining loading data characteristics required to be displayed by the live-action three-dimensional model data;
determining a rendering engine group according to the loaded data characteristics of the live-action three-dimensional model data to be displayed;
loading corresponding live-action three-dimensional model data to be rendered according to a preset loading mode by using different rendering engines in the rendering engine group;
until the live-action three-dimensional model is fully displayed.
2. The three-dimensional GIS platform based multi-rendering engine adaptive switching method of claim 1, wherein: the live-action three-dimensional model at least comprises any one or more of a digital elevation model, an orthographic image, laser point cloud data, a live-action three-dimensional model, a manual three-dimensional model and two-dimensional vector data.
3. The three-dimensional GIS platform-based multi-rendering-engine adaptive switching method of claim 1, characterized in that: the loading data characteristics comprise the number of loading surfaces of each model in the loading real-scene three-dimensional model, the number of the loading surfaces is the number of the triangular surfaces obtained by calculation through a triangulation method according to the number of the surfaces of each model forming the real-scene three-dimensional model in a current three-dimensional scene display view, namely the number of all triangular patches in a triangular network formed by connecting points in discrete point cloud data.
4. The three-dimensional GIS platform-based multi-rendering-engine adaptive switching method of claim 1, characterized in that: the rendering engine group at least comprises a game engine and a three-dimensional engine;
the game engine is used for rendering detailed scene data in a three-dimensional real scene;
the three-dimensional engine is used for rendering large scene data in a three-dimensional real scene.
5. The three-dimensional GIS platform-based multi-rendering-engine adaptive switching method of claim 1, characterized in that: the preset loading mode is as follows:
acquiring the number of faces of each model of the real-scene three-dimensional model to be loaded;
judging whether the number of sections is smaller than a preset threshold value, if so, indicating that the model needing to be loaded is a small scene, and rendering the scene needing to be loaded by adopting a game engine; if not, the model needing to be loaded is a large scene, and a three-dimensional engine is adopted to render the scene needing to be loaded.
6. The three-dimensional GIS platform-based multi-rendering-engine adaptive switching method of claim 5, wherein: the preset threshold value can be any value with the number of faces being 8-12 ten thousand, the embodiment adopts the optimal value when the number of faces is 10 ten thousand, namely when the number of faces in a three-dimensional scene at a visual angle is less than or equal to 10 ten thousand, the loaded three-dimensional live-action scene is represented as a small scene, a game engine is adopted to render the scene, and the details of the three-dimensional scene are mainly represented; when the number of faces is larger than or equal to 10 ten thousand, the loaded three-dimensional live-action scene is represented as a large scene, a WebGL engine is adopted for scene rendering, and the loading efficiency of the three-dimensional scene is emphasized.
7. The three-dimensional GIS platform-based multi-rendering-engine adaptive switching method of claim 1, characterized in that: the game engine employs a game engine ue4, and the three-dimensional engine employs a WebGL framework and an engine.
8. The three-dimensional GIS platform-based multi-rendering-engine adaptive switching method of claim 6, wherein: the preset loading mode further comprises the following steps:
when the number of surfaces is more than or equal to 10 ten thousand, the method comprises the following steps:
firstly, loading a three-dimensional map model of a model by adopting a WebGL engine;
then, executing the building information model through the game engine;
and finally, loading the vector data through the game engine.
9. Three-dimensional GIS platform based multi-rendering engine adaptive switching system, comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that the program, when executed by the processor, implements the steps of any of the methods of claims 1-8.
10. Storage medium on which a computer program is stored which, when being executed by a processor, carries out the steps of the method of any one of claims 1 to 8.
CN202210182488.9A 2022-02-25 2022-02-25 Multi-rendering-engine self-adaptive switching method and system based on three-dimensional GIS platform and storage medium Pending CN114549762A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117215774A (en) * 2023-08-21 2023-12-12 上海瞰融信息技术发展有限公司 Engine system and method for automatically identifying and adapting live-action three-dimensional operation task

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117215774A (en) * 2023-08-21 2023-12-12 上海瞰融信息技术发展有限公司 Engine system and method for automatically identifying and adapting live-action three-dimensional operation task
CN117215774B (en) * 2023-08-21 2024-05-28 上海瞰融信息技术发展有限公司 Engine system and method for automatically identifying and adapting live-action three-dimensional operation task

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