CN117392315A - Algorithm for dynamically drawing starlight map based on distributed photovoltaic output - Google Patents

Algorithm for dynamically drawing starlight map based on distributed photovoltaic output Download PDF

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CN117392315A
CN117392315A CN202311323292.8A CN202311323292A CN117392315A CN 117392315 A CN117392315 A CN 117392315A CN 202311323292 A CN202311323292 A CN 202311323292A CN 117392315 A CN117392315 A CN 117392315A
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algorithm
coordinate system
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CN117392315B (en
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张朋坤
苏轶
倪学军
朱普东
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Vtron Software Nanjing Co ltd
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    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects

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Abstract

The invention discloses an algorithm for dynamically drawing a starlight map based on distributed photovoltaic output, which belongs to the technical field of three-dimensional modeling and comprises the following steps: step one: obtaining a data creation model object in a specific mode; step two: combining grids and materials of the models in the object pool container in the first step; step three: converting longitude and latitude data and a world coordinate system and a screen coordinate system; step four: and creating and rendering a three-dimensional model according to the transformed coordinate system data. According to the invention, the model can be automatically created and matched to the corresponding position through the steps, and when the modeler modifies the position or model type of the model again, the modeler only needs to modify the configuration file, the local database or the interface to modify the original data, so that the need of secondary modification of the modeler on the map is eliminated.

Description

Algorithm for dynamically drawing starlight map based on distributed photovoltaic output
Technical Field
The invention relates to the technical field of three-dimensional modeling, in particular to an algorithm for dynamically drawing a starlight map based on distributed photovoltaic output.
Background
The main function of the three-dimensional modeling system is to provide three-dimensional modeling environment and tools, and help people realize three-dimensional digital models of objects, in particular to a process of constructing three-dimensional shapes on a computer.
In the data visualization system, when green power such as photovoltaic power generation, thermal power generation, wind power generation, hydroelectric power generation and the like is displayed in a three-dimensional map, a modeler builds a model in 3Dmax or maya and then places the model in the three-dimensional map according to a map example, and the process is not only tedious and long in time consumption, but also requires secondary rework if the example diagram is inaccurate.
Disclosure of Invention
This section is intended to outline some aspects of embodiments of the invention and to briefly introduce some preferred embodiments. Some simplifications or omissions may be made in this section as well as in the description summary and in the title of the application, to avoid obscuring the purpose of this section, the description summary and the title of the invention, which should not be used to limit the scope of the invention.
The invention is provided in view of the problems of the existing algorithm for dynamically drawing the starlight map based on the distributed photovoltaic output.
In order to solve the technical problems, the invention provides the following technical scheme:
an algorithm for dynamically drawing a starlight map based on distributed photovoltaic output comprises the following steps:
step one: the method for acquiring the data creation model object comprises the following specific steps:
s1: reading a configuration file, a local database or an interface request mode to obtain Json data fixed by the model;
s2: serializing the acquired data into objects and storing the objects;
s3: creating an object pool container aiming at the stored objects, and storing the models of different levels in the object pool container after induction creation according to model labels, wherein the object calling method of the object pool container comprises the following steps: when a certain object is needed outside, calling the object from the object pool container; judging whether the object exists in the current object pool container, if so, providing the object, and if not, creating a corresponding new object through an object factory and then providing the object; finally, returning the object to the object pool container after each object use for the next direct use;
step two: combining the grid and the material operation of the model in the object pool container in the first step in the Unity engine;
step three: converting longitude and latitude data and a world coordinate system and a screen coordinate system;
step four: and creating and rendering a three-dimensional model according to the transformed coordinate system data.
As a preferred scheme of the algorithm for dynamically drawing the starlight map based on the distributed photovoltaic output, the invention comprises the following steps: the specific method for combining the grid and the material in the second step comprises the following steps:
s1: firstly, stripping the materials on the model and the mapping on the decorative materials, traversing all the materials, and storing mapping information into an array;
s2: creating new materials and giving textures so as to realize the combination of the materials;
s3: and finally, merging grids and packaging materials.
As a preferred scheme of the algorithm for dynamically drawing the starlight map based on the distributed photovoltaic output, the invention comprises the following steps: the specific mode for converting the longitude and latitude data and the world coordinate system and the screen coordinate system in the third step is as follows:
s1: according to the conversion of the acquired longitude and latitude coordinate data and the world coordinate system in the engine, the world coordinate is converted into longitude and latitude coordinates with the origin at the center of the earth, namely (alpha, beta, r) to (x, y, z), and the conversion relation is as follows:
correspondingly, the longitude and latitude coordinates are converted into world coordinates, namely (x, y, z) → (alpha, beta, r), and the conversion relation is as follows:
s2: according to a mapping formula from screen coordinates to world coordinates, converting the world coordinates into screen coordinates, wherein the screen coordinates are (a, b), the world coordinates are (alpha, beta, R), R is the radius of a sphere, namely the corresponding radius of an earth model under the world coordinate system, and the conversion relationship of the two is:
α=R*Cos(a)*Cos(b)
β=R*Sin(a)*Cos(b)
r=R*Sin(b)。
as a preferred scheme of the algorithm for dynamically drawing the starlight map based on the distributed photovoltaic output, the invention comprises the following steps: in the fourth step, the specific way of creating the three-dimensional model is as follows:
and (3) after the world coordinates of the model in the engine are obtained according to the third step, the corresponding model creation is found from the object pool container in the first step according to the equipment type, and then the creation is completed.
As a preferred scheme of the algorithm for dynamically drawing the starlight map based on the distributed photovoltaic output, the invention comprises the following steps: in the fourth step, the specific way of rendering the three-dimensional model is as follows:
by dynamically adding an LOD component in the Unity engine and setting models with different accuracies for the LOD component, software automatically presents a picture of the clearest layer according to the distance between a camera and an object, and the rendering efficiency is improved;
in the Unity rendering process, the cube texture is an implementation method of environment mapping, which can simulate the environment around an object, so that the object reflects out of the surrounding environment, we introduce commonly used refraction and reflection, and for refraction, refractive rays are calculated according to the law of refraction, namely, n1sina=n2sinb, where n1, n2 are the refractive indexes of two interfaces, a is the incident angle, and b is the refraction angle;
fresnel phenomenon for reflection: when light irradiates the surface of an object, a part of the light is reflected, and a part of the light enters the interior of the object to be refracted or scattered. There is a certain ratio relationship between the reflected light and the incident light: f (V, n) =f0+ (1-F0) (1-dot (v×n))Λ5;
where F (v, n) denotes the intensity of reflected light, v is the line of sight, n is the surface normal, and F0 is a reflection coefficient for controlling the intensity of reflection.
The invention has the beneficial effects that:
according to the invention, the model can be automatically created and matched to the corresponding position through the steps, and when the modeler modifies the position or model type of the model again, the modeler only needs to modify the configuration file, the local database or the interface to modify the original data, so that the need of secondary modification of the modeler on the map is eliminated.
The invention obtains the data in the form of local configuration or interface, is convenient for maintenance after the software is deployed, avoids the tedious steps caused by unpacking due to the adjustment of the position or the number of the models, and saves the time cost.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for the description of the embodiments will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present invention, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art. Wherein:
FIG. 1 is a schematic flow chart of an algorithm for dynamically drawing a starlight map based on distributed photovoltaic output;
fig. 2 is a schematic diagram of the opposite direction Chi Zhongchuang construction and return in an algorithm for dynamically drawing a starlight map based on distributed photovoltaic output according to the present invention.
Detailed Description
In order that the above-recited objects, features and advantages of the present invention will become more readily apparent, a more particular description of the invention will be rendered by reference to specific embodiments thereof which are illustrated in the appended drawings.
In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present invention, but the present invention may be practiced in other ways other than those described herein, and persons skilled in the art will readily appreciate that the present invention is not limited to the specific embodiments disclosed below.
Further, reference herein to "one embodiment" or "an embodiment" means that a particular feature, structure, or characteristic can be included in at least one implementation of the invention. The appearances of the phrase "in one embodiment" in various places in the specification are not necessarily all referring to the same embodiment, nor are separate or alternative embodiments mutually exclusive of other embodiments.
Referring to fig. 1-2, for one embodiment of the present invention, an algorithm for dynamically drawing a starlight map based on distributed photovoltaic output is provided, comprising the steps of:
step one: the method for acquiring the data creation model object comprises the following specific steps:
s1: reading a configuration file, a local database or an interface request to obtain fixed Json data;
s2: serializing the acquired data into objects and storing the objects;
s3: creating an object pool container aiming at a stored object, and storing the object pool container after generalizing and creating models of different levels, wherein the mode of creating and returning in the object pool container refers to fig. 2, specifically:
the first step: an external request for an object is fetched from the object pool container.
And a second step of: judging whether the object exists in the current object pool container, if so, providing the object, and if not, creating a corresponding new object through an object factory and then providing the object.
And a third step of: the object is used up and returned to the object pool, so that the next direct use is facilitated;
step two: combining grids and materials of the models in the object pool container in the first step;
s1: firstly, stripping the materials on the model and the mapping on the decorative materials, traversing all the materials, and storing mapping information into an array;
s2: creating new materials and giving textures so as to realize the combination of the materials;
s3: and finally, merging grids and packaging materials.
Step three: converting longitude and latitude data and a world coordinate system and a screen coordinate system;
the specific method is as follows:
s1: according to the conversion of the acquired longitude and latitude coordinate data and the world coordinate system in the engine, the world coordinate is converted into longitude and latitude coordinates with the origin at the center of the earth, namely (alpha, beta, r) to (x, y, z), and the conversion relation is as follows:
correspondingly, the longitude and latitude coordinates are converted into world coordinates, namely (x, y, z) → (alpha, beta, r), and the conversion relation is as follows:
the latitude and longitude data are converted into relative coordinates with respect to a certain point on the earth, and the latitude and longitude coordinates can be understood as cartesian coordinates with respect to a certain point on the earth.
S2: according to the mapping formula from the screen coordinates to the world coordinates, converting the world coordinates into screen coordinates, and assuming that the world coordinates are (alpha, beta, R), the screen coordinates are (a, b), R is the radius of a sphere, namely the corresponding radius of an earth model under the world coordinate system, and the conversion relationship between the two is:
α=R*Cos(a)*Cos(b)
β=R*Sin(a)*Cos(b)
r=r×sin (b), i.e., screen coordinates are obtained from world coordinates.
Step four: creating and rendering a three-dimensional model according to the transformed coordinate system data;
after the world coordinates of the model in the engine are obtained according to the third step, the creation of the corresponding model can be completed by finding the corresponding model from the object pool container in the first step according to the equipment type, and the LOD component is dynamically added in the Unity engine, the model with different precision is set for the LOD component, the software automatically presents the picture of the clearest layer according to the distance between the camera and a certain object, and the rendering efficiency is improved.
In the Unity rendering process, the cube texture is an implementation method of environment mapping, which can simulate the environment around an object, so that the object reflects out of the surrounding environment, we introduce commonly used refraction and reflection, and for refraction, refractive rays are calculated according to the law of refraction, namely, n1sina=n2sinb, where n1, n2 are the refractive indexes of two interfaces, a is the incident angle, and b is the refraction angle; fresnel phenomenon for reflection: when light irradiates the surface of an object, a part of the light is reflected, and a part of the light enters the interior of the object to be refracted or scattered. There is a certain ratio relationship between the reflected light and the incident light: f (V, n) =f0+ (1-F0) (1-dot (v×n))Λ5;
where F (v, n) denotes the intensity of reflected light, v is the line of sight, n is the surface normal, and F0 is a reflection coefficient for controlling the intensity of reflection.
And an approximate Emprician Fresnel approximation equation thereto:
FEmpricial(v, n) = max(0, min(1, bias + scale * (1- dot(v, n)power)))
bias, scale and power are control terms using fresnel approximation, we can simulate the change between reflected light and refracted/diffuse light at the boundary
It should be noted that: after the three-dimensional model is created, the model can be divided into a plurality of layers, the three-dimensional model is divided into 3 layers, namely a coarse model, a middle model and a fine model, when a camera faces the model, the model can be rendered on a screen, the LOD can automatically display and hide the models of different layers according to the distance between the model and the camera, when the distance is far, the coarse model is displayed, the fine model and the middle model are hidden, the number of coarse model faces is small, the coarse model faces is rough, and the rendering is quick. The similar distance is closer, the fine die is used for hiding the coarse die and the middle die, the fine die has a large number of surfaces, and the exquisite rendering is more laborious. Thereby improving rendering efficiency.
In summary, the method can automatically create the model and match the model to the corresponding position through the steps, and when a modeler modifies the position or the model type of the model again, the modeler only needs to modify the configuration file, the local database or the interface mentioned in the step one to modify the original data. The artist is not required to carry out secondary modification on the map; the data is acquired in a local configuration or interface mode, the software is convenient to maintain after deployment, tedious steps caused by unpacking due to adjustment of the positions or the number of the models are avoided, and time cost is saved.
It should be noted that the above embodiments are only for illustrating the technical solution of the present invention and not for limiting the same, and although the present invention has been described in detail with reference to the preferred embodiments, it should be understood by those skilled in the art that the technical solution of the present invention may be modified or substituted without departing from the spirit and scope of the technical solution of the present invention, which is intended to be covered in the scope of the claims of the present invention.

Claims (5)

1. An algorithm for dynamically drawing a starlight map based on distributed photovoltaic output is characterized by comprising the following steps of:
step one: the method for acquiring the data creation model object comprises the following specific steps:
s1: reading a configuration file, a local database or an interface request mode to obtain Json data fixed by the model;
s2: serializing the acquired data into objects and storing the objects;
s3: creating an object pool container aiming at the stored objects, and storing the models of different levels in the object pool container after induction creation according to model labels, wherein the object calling method of the object pool container comprises the following steps: when a certain object is needed outside, calling the object from the object pool container; judging whether the object exists in the current object pool container, if so, providing the object, and if not, creating a corresponding new object through an object factory and then providing the object; finally, returning the object to the object pool container after each object use for the next direct use;
step two: combining the grid and the material operation of the model in the object pool container in the first step in the Unity engine;
step three: converting longitude and latitude data and a world coordinate system and a screen coordinate system;
step four: and creating and rendering a three-dimensional model according to the transformed coordinate system data.
2. The algorithm for dynamically drawing a starlight map based on distributed photovoltaic output according to claim 1, wherein the algorithm is characterized in that: the specific method for combining the grid and the material in the second step comprises the following steps:
s1: firstly, stripping the materials on the model and the mapping on the decorative materials, traversing all the materials, and storing mapping information into an array;
s2: creating new materials and giving textures so as to realize the combination of the materials;
s3: and finally, merging grids and packaging materials.
3. The algorithm for dynamically drawing a starlight map based on distributed photovoltaic output according to claim 2, wherein: the specific mode for converting the longitude and latitude data and the world coordinate system and the screen coordinate system in the third step is as follows:
s1: according to the conversion of the acquired longitude and latitude coordinate data and the world coordinate system in the engine, the world coordinate is converted into longitude and latitude coordinates with the origin at the center of the earth, namely (alpha, beta, r) to (x, y, z), and the conversion relation is as follows:
correspondingly, the longitude and latitude coordinates are converted into world coordinates, namely (x, y, z) → (alpha, beta, r), and the conversion relation is as follows:
s2: according to a mapping formula from screen coordinates to world coordinates, converting the world coordinates into screen coordinates, wherein the screen coordinates are (a, b), the world coordinates are (alpha, beta, R), R is the radius of a sphere, namely the corresponding radius of an earth model under the world coordinate system, and the conversion relationship of the two is:
α=R*Cos(a)*Cos(b)
β=R*Sin(a)*Cos(b)
r=R*Sin(b)。
4. an algorithm for dynamically mapping starlight patterns based on distributed photovoltaic output according to any one of claims 1-3, wherein: in the fourth step, the specific way of creating the three-dimensional model is as follows:
and (3) after the world coordinates of the model in the engine are obtained according to the third step, the corresponding model creation is found from the object pool container in the first step according to the equipment type, and then the creation is completed.
5. The algorithm for dynamically drawing a starlight map based on distributed photovoltaic output according to claim 1, wherein the algorithm is characterized in that: in the fourth step, the specific way of rendering the three-dimensional model is as follows:
by dynamically adding an LOD component in the Unity engine and setting models with different accuracies for the LOD component, software automatically presents a picture of the clearest layer according to the distance between a camera and an object, and the rendering efficiency is improved;
in the Unity rendering process, the cube texture is an implementation method of the environment mapping, and the environment mapping can simulate the environment around the object, so that the object reflects out of the surrounding environment, wherein refraction and reflection of the object are involved, and for refraction, refracted rays are calculated according to a refraction law, namely, n1sina=n2sinb, wherein n1 and n2 are refractive indexes of two interfaces, a is an incident angle, and b is a refraction angle;
fresnel phenomena can occur for reflection: when the light irradiates the surface of the object, a part of the light is reflected, and a part of the light enters the interior of the object to be refracted or scattered; there is a certain ratio relationship between the reflected light and the incident light: f (V, n) =f0+ (1-F0) (1-dot (v×n))Λ5;
where F (v, n) denotes the intensity of reflected light, v is the line of sight, n is the surface normal, and F0 is a reflection coefficient for controlling the intensity of reflection.
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