CN116570925A - Resource management method based on AR development - Google Patents

Resource management method based on AR development Download PDF

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Publication number
CN116570925A
CN116570925A CN202310570836.4A CN202310570836A CN116570925A CN 116570925 A CN116570925 A CN 116570925A CN 202310570836 A CN202310570836 A CN 202310570836A CN 116570925 A CN116570925 A CN 116570925A
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plots
bounding box
scene
model data
adopting
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CN202310570836.4A
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陈正铭
许敏建
戴经国
曾祥燊
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Shaoguan University
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Shaoguan University
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Priority to CN202310570836.4A priority Critical patent/CN116570925A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention provides a resource management method based on AR development, which comprises the following steps: uniformly dividing input scene model data into a plurality of plots, acquiring plots with viewpoints, setting the plots with the viewpoints and the plots adjacent to the plots as main plots according to preset rules, regarding the plots adjacent to the main plots as auxiliary plots according to preset rules, maintaining the main plots by adopting a main thread, and putting the auxiliary plots into a cache by adopting an auxiliary thread; wrapping the input scene model data by adopting a bounding box, dividing the bounding box containing the scene data model by adopting an octree structure, and cutting the bounding box by adopting a view cone of a view point; and constructing an LOD model corresponding to the input scene model data, acquiring depth information of the viewpoint through a depth camera, and adjusting an LOD level to be watched according to the acquired depth information. The invention can effectively improve the phenomenon of slow loading of the large topography.

Description

Resource management method based on AR development
Technical Field
The invention relates to the technical field of AR, in particular to a resource management method based on AR development.
Background
How to realize the dynamic loading of the large topography becomes a necessary problem in the AR technical field, especially has higher requirement on reality, and needs to draw the large topography on a terminal hardware device according to real topography data or the large topography which needs artistic personnel to make by using modeling software. For the former, the popular practice is to generate a height map by aerial photography and restore the original appearance of a scene according to a certain proportion by using the prior art, but in view of the fact that the span of the generated large topography generally reaches thousands of kilometers, the data is extremely huge and is limited by hardware, and the phenomenon of slow loading of the large topography is extremely easy to occur. .
Disclosure of Invention
In order to overcome the defects of the prior art, the invention provides a resource management method based on AR development, which can effectively improve the phenomenon of slow loading of the large topography.
The invention adopts the following technical scheme.
A resource management method based on AR development, the method comprising:
the method comprises a big model data loading scheme of double-thread modularization, a scene resource management scheme based on octree storage structure and view cone detection and a LOD scheme based on a depth camera;
the bilinear modular large model data loading scheme comprises the following steps: uniformly dividing input scene model data into a plurality of plots, acquiring plots with viewpoints, setting the plots with the viewpoints and the plots adjacent to the plots as main plots according to preset plot setting rules, setting the plots adjacent to the main plots as auxiliary plots, maintaining the main plots by adopting a main thread, and putting the auxiliary plots into a cache by adopting an auxiliary thread;
the scene resource management scheme based on octree storage structure and view cone detection comprises the following steps: wrapping the input scene model data by adopting a bounding box, dividing the bounding box containing the scene data model by adopting an octree structure, and cutting the bounding box by adopting a view cone of a view point;
the LOD scheme based on the depth camera comprises the following steps: and constructing an LOD model corresponding to the input scene model data, acquiring depth information of the viewpoint through a depth camera, and adjusting an LOD level to be watched according to the acquired depth information.
Further, the land parcel setting rule includes: the block where the viewpoint is located and 8 blocks around the block are set as a main block, and 16 blocks around the main block are set as auxiliary blocks.
Further, with the movement of the viewpoint, the auxiliary plots of the auxiliary threads and the main plots of the main threads are switched, plots conforming to the plot setting rules are additionally arranged as auxiliary plots according to plots where the viewpoint is new, the auxiliary plots are additionally arranged in a buffer memory by adopting the auxiliary threads, and plots not conforming to the plot setting rules are unloaded from the buffer memory.
Further, partitioning bounding boxes containing scene model data by octree structure, comprising: dividing a bounding box containing scene model data into 8 sub bounding boxes;
if any sub bounding box contains scene model data and the specification of the sub bounding box is not smaller than the set minimum bounding box, the sub bounding box is further divided through an octree structure to generate a new sub bounding box until the specifications of all the sub bounding boxes are smaller than the set minimum bounding box, and the finally obtained sub bounding box is taken as a sub node.
Further, clipping the bounding box with the view cone of the viewpoint includes: and loading scene model data positioned in the visual field range of the view cone, and eliminating scene model data positioned outside the visual field range of the view cone.
Further, determining and adjusting the LOD level to be viewed according to the collected depth information includes: and acquiring the distance between the viewpoint and the scene to be loaded according to the acquired depth information, merging the sub bounding boxes corresponding to the scene to be loaded when the distance from the scene to be loaded to the viewpoint is beyond the manually set rendering distance, and reducing the number of faces of the LOD level corresponding to the scene to be loaded by using a Mesh simple, or converting the LOD level corresponding to the scene to be loaded from a multi-face number model to a few-face number model by using the Mesh simple.
The beneficial effects of the invention are as follows:
the method comprises the steps of uniformly dividing input scene model data into a plurality of plots, obtaining the plot where the viewpoint is located, setting the plot where the viewpoint is located and the plots adjacent to the plot as a main plot according to a preset rule, regarding the plots adjacent to the main plot as auxiliary plots according to the preset rule, maintaining the main plot by adopting a main thread, and putting the auxiliary plots into a cache by adopting an auxiliary thread; wrapping the input scene model data by adopting a bounding box, dividing the bounding box containing the scene data model by adopting an octree structure, and cutting the bounding box by adopting a view cone of a view point; and constructing an LOD model corresponding to the input scene model data, collecting depth information of the viewpoint through a depth camera, and adjusting an LOD level to be seen according to the collected depth information, so that the phenomenon of slow loading of the large topography is effectively improved.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described, and it will be obvious to those skilled in the art that other drawings can be obtained according to these drawings without inventive effort.
FIG. 1 is a schematic view of the overall scheme of the present embodiment;
FIG. 2 is a flow chart of a dual-threaded modular large model data loading scheme according to the present embodiment;
fig. 3 is a flow chart of a scene resource management scheme based on octree storage structure and view cone detection and a LOD scheme based on a depth camera according to the present embodiment;
fig. 4 is a flowchart illustrating the division of bounding boxes containing scene model data by an octree structure according to the present embodiment.
Detailed Description
The drawings are for illustrative purposes only and are not to be construed as limiting the present patent; for the purpose of better illustrating the present embodiment, certain elements of the drawings may be omitted, enlarged or reduced and do not represent the actual product dimensions.
It will be appreciated by those skilled in the art that certain well-known structures in the drawings and descriptions thereof may be omitted. The technical scheme of the invention is further described below with reference to the accompanying drawings and examples.
A resource management method based on AR development, the method comprising: the system comprises a big model data loading scheme based on double-thread modularization, a scene resource management scheme based on octree storage structure and view cone detection and a LOD scheme based on a depth camera.
The double-thread modularized large model data loading scheme comprises the following steps: the input scene model data are uniformly divided into a plurality of plots, plots with viewpoints are obtained, plots with viewpoints and a plurality of plots adjacent to the plots are set as main plots according to preset plot setting rules, a plurality of plots adjacent to the main plots are set as auxiliary plots, the main plots are maintained by adopting a main thread, and the auxiliary plots are put into a cache by adopting an auxiliary thread.
The scene resource management scheme based on the octree storage structure and the view cone detection comprises the following steps: the bounding box is used for wrapping the input scene model data, the bounding box containing the scene data model is divided through the octree structure, and the bounding box is cut by adopting the view cone of the view point.
The LOD scheme based on the depth camera comprises the following steps: and constructing an LOD model corresponding to the input scene model data, acquiring depth information of the viewpoint through a depth camera, and adjusting an LOD level to be watched according to the acquired depth information.
In connection with the above, the land parcel setting rule includes: the block where the viewpoint is located and 8 blocks around the block are set as a main block, and 16 blocks around the main block are set as auxiliary blocks.
As a further optimization of the above example, as the viewpoint moves, the secondary parcel of the secondary thread and the primary parcel of the primary thread are switched, and according to the parcel where the viewpoint is new, the parcel conforming to the parcel setting rule is added as the secondary parcel, the added secondary parcel is put into the cache by the secondary thread, and the parcel not conforming to the parcel setting rule is unloaded from the cache.
In view of the above, partitioning bounding boxes containing scene model data by octree structure includes: dividing a bounding box containing scene model data into 8 sub bounding boxes; if any sub bounding box contains scene model data and the specification of the sub bounding box is not smaller than the set minimum bounding box, the sub bounding box is further divided through an octree structure to generate a new sub bounding box until the specifications of all the sub bounding boxes are smaller than the set minimum bounding box, and the finally obtained sub bounding box is taken as a sub node.
Specifically, for example, in the Unity engine, a bounding box encloses a cube with a range of 5 units, the center coordinates are (0, 0), and there is a space position with coordinates (1, 1) at a cube model with a side length of 1, in this state, if any bounding box encloses scene model data and the side length of the bounding box is not smaller than the preset side length, the bounding box is divided into 8 sub-bounding boxes downwards to form a subspace; and if any sub bounding box covering (1, 1) coordinates in the obtained 8 sub bounding boxes still wraps scene model data and the side length of the sub bounding box is still larger than the preset side length, continuing to divide the sub bounding box downwards to obtain new 8 sub bounding boxes.
If the scene model data is added to the (2, 2) coordinates and the scene model data of the (1, 1) coordinates is not removed, then the bounding box covering the (2, 2) coordinates is divided downward.
It can be understood that the scene model data contained in any two child bounding boxes can belong to the data shared by the child nodes respectively corresponding to the two child bounding boxes or the data stored in the parent node of the child bounding boxes
A view cone clipping bounding box employing a viewpoint, comprising: and loading scene model data positioned in the visual field range of the view cone, and eliminating scene model data positioned outside the visual field range of the view cone.
Determining and adjusting an LOD level to be seen according to the acquired depth information, including: according to the acquired depth information, the distance between the viewpoint and the scene to be loaded is acquired, when the distance from the scene to be loaded to the viewpoint is beyond the manually set rendering distance, the corresponding sub bounding boxes are combined, the number of faces of the LOD level corresponding to the scene to be loaded is reduced by using a Mesh simple, or the LOD level corresponding to the scene to be loaded is converted from a multi-face model to a few-face model by using the Mesh simple, so that the scene at a distance is blurred, only the scene at a near position is detailed, and the operation pressure of the GPU is reduced.
It is to be understood that the above examples of the present invention are provided by way of illustration only and not by way of limitation of the embodiments of the present invention. Other variations or modifications of the above teachings will be apparent to those of ordinary skill in the art. It is not necessary here nor is it exhaustive of all embodiments. Any modification, equivalent replacement, improvement, etc. which come within the spirit and principles of the invention are desired to be protected by the following claims.

Claims (6)

1. A resource management method based on AR development, the method comprising:
the method comprises a big model data loading scheme of double-thread modularization, a scene resource management scheme based on octree storage structure and view cone detection and a LOD scheme based on a depth camera;
the bilinear modular large model data loading scheme comprises the following steps: uniformly dividing input scene model data into a plurality of plots, acquiring plots with viewpoints, setting the plots with the viewpoints and the plots adjacent to the plots as main plots according to preset plot setting rules, setting the plots adjacent to the main plots as auxiliary plots, maintaining the main plots by adopting a main thread, and putting the auxiliary plots into a cache by adopting an auxiliary thread;
the scene resource management scheme based on octree storage structure and view cone detection comprises the following steps: wrapping the input scene model data by adopting a bounding box, dividing the bounding box containing the scene data model by adopting an octree structure, and cutting the bounding box by adopting a view cone of a view point;
the LOD scheme based on the depth camera comprises the following steps: and constructing an LOD model corresponding to the input scene model data, acquiring depth information of the viewpoint through a depth camera, and adjusting an LOD level to be watched according to the acquired depth information.
2. The AR-development-based resource management method of claim 1, wherein the parcel setup rules comprise: the block where the viewpoint is located and 8 blocks around the block are set as a main block, and 16 blocks around the main block are set as auxiliary blocks.
3. The AR-development-based resource management method according to claim 1 or 2, wherein the secondary parcel of the secondary thread and the primary parcel of the primary thread are switched with the movement of the viewpoint, the parcel conforming to the parcel setting rule is added as the secondary parcel according to the parcel where the viewpoint is new, the added secondary parcel is put into the cache by the secondary thread, and the parcel not conforming to the parcel setting rule is unloaded from the cache.
4. The AR-development-based resource management method of claim 1, wherein dividing bounding boxes containing scene model data by an octree structure comprises: dividing a bounding box containing scene model data into 8 sub bounding boxes;
if any sub bounding box contains scene model data and the specification of the sub bounding box is not smaller than the set minimum bounding box, the sub bounding box is further divided through an octree structure to generate a new sub bounding box until the specifications of all the sub bounding boxes are smaller than the set minimum bounding box, and the finally obtained sub bounding box is taken as a sub node.
5. The AR-development-based resource management method of claim 1, wherein clipping the bounding box with the view cone of the viewpoint comprises: and loading scene model data positioned in the visual field range of the view cone, and eliminating scene model data positioned outside the visual field range of the view cone.
6. The AR-development-based resource management method of claim 1, wherein determining and adjusting the LOD level to be viewed according to the collected depth information comprises: and acquiring the distance between the viewpoint and the scene to be loaded according to the acquired depth information, merging the sub bounding boxes corresponding to the scene to be loaded when the distance from the scene to be loaded to the viewpoint is beyond the manually set rendering distance, and reducing the number of faces of the LOD level corresponding to the scene to be loaded by using a Mesh simple, or converting the LOD level corresponding to the scene to be loaded from a multi-face number model to a few-face number model by using the Mesh simple.
CN202310570836.4A 2023-05-19 2023-05-19 Resource management method based on AR development Pending CN116570925A (en)

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