WO2021142977A1 - 一种基于vray的pbr材质渲染方法和系统 - Google Patents

一种基于vray的pbr材质渲染方法和系统 Download PDF

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WO2021142977A1
WO2021142977A1 PCT/CN2020/088230 CN2020088230W WO2021142977A1 WO 2021142977 A1 WO2021142977 A1 WO 2021142977A1 CN 2020088230 W CN2020088230 W CN 2020088230W WO 2021142977 A1 WO2021142977 A1 WO 2021142977A1
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model
pbr
rendering
vray
compression
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French (fr)
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郁明
李浪
饶刚毅
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杭州群核信息技术有限公司
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    • 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
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • 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
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/30Computing systems specially adapted for manufacturing

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  • the present invention relates to the technical field of home decoration design rendering, in particular to a PBR material rendering method and system based on VRAY.
  • 3DsMax and VRay materials and VRay offline renderers are mostly used to design 3D digital models.
  • the design model and material data based on VRay offline rendering are used for offline rendering of photos and renderings, such as posters, albums, advertisements, etc.
  • 3D real-time rendering applications of digital models especially in mobile applications, web applications, and small applications based on Web browser technology.
  • model data cannot be directly used for 3D real-time rendering, such as 3D display browsing.
  • the VRay offline renderer uses its defined materials, the types and data are complex, and a lot of calculations are required to complete the rendering. Under today's hardware conditions, especially applications based on web browsers, real-time rendering cannot complete real-time image rendering in a limited time and with browser capabilities and hardware resources. 2. The amount of data is too large. Design models used for offline rendering often have a high number of triangles, a large texture file size, and many model parts. For cloud-based web-based applications, especially memory mobile devices, memory capacity, network transmission time, rendering data volume, etc. exceed the actual available scale. Data lightweight processing must be performed and the appearance of integrity and high quality must be ensured.
  • the other method is to use a semi-automatic method with the aid of tools to perform model lightweight processing.
  • some PBR-based material properties are set to complete the generation and optimization of the conversion from the design model to the model used for offline rendering.
  • the disadvantage of this method is that it requires manual editing and cannot be automated.
  • the present invention provides a PBR material rendering method and system based on VRAY, which realizes the data from preprocessing to real-time rendering, and accurately expresses the effect of the material.
  • the present invention provides a VRAY-based PBR material rendering method, the method includes:
  • Step 101 Model grouping preprocessing, automatic grouping processing is performed according to the material information and surface area of the model;
  • Step 102 Model lightweighting and UV unfolding, reducing the number of meshes of the model through the lightweight process, and unfolding the UV coordinates of the grouped model onto a map;
  • Step 103 Bake the PBR material, use Vary to bake, convert the Vray material into PBR material, and output the related VrayBakeElement;
  • Step 104 Dual UV channel display, PBR material is displayed with dual UV channel during rendering;
  • Step 105 Material compression, including: model compression and material compression;
  • Step 106 KSF description file, used to describe the currently displayed model information
  • Step 107 Enter the PBR rendering system for real-time rendering.
  • step 101 the model material is grouped, and divided into a transparent object group and an opaque object group;
  • the opaque object group is further grouped according to the set threshold value by calculating the surface area of the model.
  • the dual UV channel display in step 104 for AlbedoMap, SpecularMap, and GlossinessMap in the model PBR material, directly use the model's own UV coordinates when rendering, and for AOMap and NormalMap, use the step 102 to expand when rendering After the UV coordinates.
  • model compression in the step 105 uses Draco for compression.
  • the material compression combines multiple channels of the material, and directly merges the GlossinessMap into the Alpha channel of the SpecularMap.
  • the material compression in the step 105 for textures with low precision requirements, directly use the jpeg file format for transmission; for the data type textures, use the png file format for transmission.
  • the present invention provides a VRAY-based PBR material rendering system, which includes: a PBR material unit, an IBL environment lighting unit, a scene organization unit, a model control unit, and a parameterized material editing unit;
  • the PBR material unit is based on a WebGL engine and is used to physically render the PBR material provided by the back-end baking;
  • the IBL environment lighting unit is used to simulate a real rendering effect when performing 3D high-quality rendering
  • the scene organization unit is used to construct the display objects in the scene into a scene tree
  • the model control unit is used for zooming, moving, and rotating the model
  • the parameterized material editing unit is used to dynamically adjust the material information of the model.
  • system further includes: an API interface for adding or deleting scene objects;
  • system further includes: model rotation animation for realizing automatic model rotation.
  • the present invention can efficiently and accurately convert Max model design files and Vray's rich material system into a model that can be displayed in WebGL in real time in a short time, so that the 3D real-time rendering application speed is fast, and the application speed of 3D real-time rendering is fast. The requirements for equipment and operating systems are reduced.
  • the front-end real-time PBR rendering system of the present invention truly displays the real-time rendering effect close to the offline rendering effect, accurately expresses the effect of the material, and improves the fidelity of the 3D real-time rendering of the model;
  • the present invention solves the problem that traditional material baking cannot support tiled texture, and the pattern is blurred when the details are zoomed in.
  • Fig. 1 is a schematic diagram of the process flow of the PBR material rendering method based on VRAY of the present invention
  • Fig. 2 is a schematic diagram of the PBR material rendering system based on VRAY of the present invention.
  • a VRAY-based PBR material rendering method includes:
  • Step 101 Model grouping preprocessing, automatic grouping processing according to the material information and surface area of the model; the main purpose of model grouping is to ensure that the number of objects in each group is not too many, so as to ensure that the textures in each group are clear Spend.
  • Step 101 also includes grouping transparent and opaque objects. Since transparent and non-transparent objects have different processing logic when displayed at the front end, it is first necessary to group transparent and opaque objects according to the material of the model.
  • the non-transparent objects filtered according to the model's transparency properties need to be grouped according to their surface area. Since the pixels that can be carried in each texture are limited, if the surface area of the objects in the group is too large, the resolution accuracy of the baked textures will be insufficient, resulting in unclear display effects.
  • preprocessing by calculating the surface area of the model, and automatically grouping according to the set threshold, so as to ensure the clarity of the texture resolution in each group.
  • Step 102 Model lightweighting and UV unfolding, reducing the number of meshes of the model through the lightweight process, and unfolding the UV coordinates of the grouped model onto a map;
  • the lightweight processing of the above model is the key to the success of baking. Because the furniture model is more complicated, the number of faces of many models is 50w and above.
  • the purpose of model lightweighting is to reduce the number of meshes of the model, and use fewer meshes to express the original shape of the model.
  • the lightweight process needs to ensure that the topology of the model does not change too much, and it also needs to ensure that the model's UV coordinates are correct. Integrity; lightweight model can also improve the efficiency of model UV unfolding and reduce GPU pressure during front-end display.
  • UV expansion is to expand the UV coordinates of the grouped model into a texture, and ensure that the UV coordinates of all vertices in the model are within the range of 0-1, so as to facilitate the subsequent baking of PBR materials, due to the baking process It is to bake all the material information of the model into the texture map in the 0-1 coordinate space.
  • Step 103 Bake the PBR material, use Vary to bake, convert the Vray material into PBR material, and output the related VrayBakeElement;
  • Vray materials are generally used.
  • the Vary material system is more complicated, and the web front-end cannot directly use Vray materials for rendering.
  • Using Vary to bake and output related VrayBakeElement can convert Vray material into PBR material.
  • the Specular-Roughness workflow in the PBR rendering system is adopted.
  • VRayRawDiffuseFilterMap corresponds to the Albedo Map in the PBR material
  • VRayReflectionFilterMap is used to calculate the SpecularMap in the PBR
  • 1-VRayMtlReflectGlossinessBake is equivalent to the RoughnessMap in the PBR
  • VRayBumpNormalsMap is used to represent the BumpNormal map of the model.
  • VRayRawRefractionFilterMap for the front-end for transparent blending; at the same time, you can also use Vray's ray tracing capabilities to bake the model's AO map for the front-end to display and render the model's AO effect.
  • Step 104 Dual UV channel display, PBR material is displayed with dual UV channel during rendering;
  • the UV multi-channel display is used.
  • AlbedoMap, SpecularMap, and GlossinessMap directly use the UV coordinates of the model itself when rendering, and for AOMap and NormalMap because they are based on high-mode projection baking, the expanded UV coordinates must be used.
  • Dual UV channel display can ensure that the material effect is very realistic, and it also has the AO effect of back-end offline rendering.
  • Step 105 Material compression, including: model compression and material compression;
  • the model compression mainly uses Draco for compression, and the size of the compressed model can reach 1/20 of the original model or even less.
  • Draco for compression
  • the size of the compressed model can reach 1/20 of the original model or even less.
  • Material compression is mainly to compress the texture when the model is displayed, thereby reducing the size of the material and facilitating network transmission.
  • Material compression is mainly to merge multiple channels of a material. SpecularMap occupies three RGB channels, and GlossinessMap only occupies one channel. The GlossinessMap is directly merged into the Alpha channel of the SpecularMap, thereby saving a GlossinessMap texture.
  • the jpeg file format is directly used for transmission, such as DiffuseMap; for data type textures such as NormalMap, the png format is used to ensure the correctness of the display.
  • Step 106 KSF description file, used to describe the currently displayed model information
  • KSF files are used to describe the currently displayed model information, including draco compressed files, material information, texture files, geometric SubMesh and other information of the model.
  • the KSF file records the reference relationship between the model and the textures and other materials when the model is displayed. The front end only needs to parse the KSF file, find the corresponding material through the description file, and load the display.
  • Step 107 Enter the PBR rendering system for real-time rendering.
  • the present invention also provides a VRAY-based PBR material rendering system, including: PBR material unit, IBL environment lighting unit, scene organization unit, model control unit, and parameterized material editing unit;
  • the PBR material unit is mainly based on the WebGL engine at the front end, and the PBR material provided by the back-end baking is used in the WebGL Shader to achieve physically-based rendering. It is mainly the application of AlbedoMap, GlossinessMap, SpecularMap, NormalMap and other materials and the calculation of the final coloring effect of the model, which is the basis for the front-end to achieve high-quality realistic rendering effects.
  • the IBL environment lighting unit is a picture-based ambient lighting system.
  • lighting is an indispensable and important part of simulating the real rendering effect.
  • the rendering engine will simulate the lighting effect by adding multiple lights. , But at the same time as the number of lights increases, the rendering performance of the front-end will also drop sharply.
  • the IBL environment lighting unit takes the model's light from an environment map in the current scene, and the model's reflection directly comes from the reflection of the scene information in the environment map.
  • the IBL environment lighting unit can simulate the reflection effect of the model very well, and at the same time can improve the display performance of the front end, so that the display effect of the front end model is more realistic.
  • the scene organization unit mainly means that the system will construct the display objects in the scene into a scene tree.
  • the system also provides an API interface to facilitate users to add or delete scene objects.
  • the rendering system will automatically render the scene in real time according to the results of the scene tree. In this way, the user’s business can be separated from the underlying implementation.
  • the model control unit mainly refers to that the user can conveniently perform operations such as zooming, moving, and rotating the model in the rendering system, so as to meet the user's need for 360-degree viewing of the model.
  • the model rotation animation is also built in the system to realize automatic model rotation.
  • the parametric material editing unit mainly refers to the user can dynamically adjust the material information of the model.
  • the PBR material of this system is directly derived from the PBR material baked at the back end, the front end is also open to control the pixel intensity of each texture in the PBR material, so that the display effect of the front end can be adjusted dynamically and conveniently.
  • the system also opens up the control of the rotation angle of the environment map and the adjustment of parameters such as global tone mapping, so as to meet the visual needs of different users.

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Abstract

一种基于VRAY的PBR材质渲染方法和系统,所述方法包括:1:模型分组预处理,根据模型的材质信息以及表面积大小进行自动分组处理;2:模型轻量化和UV展开,通过轻量化过程减少模型的网格数量,并把分组后模型中的UV坐标展开到一张贴图上;3:PBR材质的烘焙,利用Vary进行烘焙,将Vray材质转换成PBR材质,并输出相关的VrayBakeElement;4:双UV通道展示,PBR材质在进行渲染时采用双UV通道展示;5:素材压缩,包括:模型压缩和材质压缩;6:KSF描述文件,用于对当前显示的模型信息进行描述;7:进入PBR渲染系统进行实时渲染。上述方法能提高3D实时渲染的速度,降低对设备和操作系统的要求。

Description

一种基于VRAY的PBR材质渲染方法和系统 技术领域
本发明涉及家装设计渲染技术领域,具体涉及一种基于VRAY的PBR材质渲染方法和系统。
背景技术
在室内装饰、零售商品、家具商品等领域,大多使用3DsMax和VRay材质和VRay离线渲染器进行3D数字化模型的设计。基于VRay离线渲染的设计模型和材质数据,用于离线渲染照片及渲染图,比如海报、画册、广告等。随着数字化,虚拟化的应用的普及,数字模型的3D实时渲染应用越来越多,尤其是在基于Web浏览器技术的移动应用,网页应用,小应用等。但是这样的模型数据,无法直接用于3D实时渲染,比如3D展示浏览等。
主要原因有两点,一、材质体系不同。VRay离线渲染器使用的是其定义的材质,类型和数据复杂,需要进行大量的计算才能完成渲染。在当今的硬件条件下,尤其是基于Web浏览器的应用下,实时渲染无法在有限时间和在浏览器能力、硬件资源下完成图像实时渲染。二、数据量过大。用于离线渲染的设计模型,往往三角形面片数量高,贴图文件尺寸大,模型部件多。对于云端基于Web的应用,尤其是内存移动设备上,内存容量、网络传输时间、渲染数据量等都超过实际可用的规模,必须进行数据轻量化处理并保证外观上完整和较高的质量。
一种方法现用的自动化方法是进行材质烘焙,主要是将模型渲染结果烘焙到模型表面参数化(UV展开)后的纹理。3D实时渲染时,使用简化模型和烘焙纹理。这类方法,效果缺少真实感,当查看视角变化、光源变化,材质效果静态的,不会随光影改变的。其次,这种方法的材质需基于展开的UV贴图。原始模型复杂情况下,UV展开容易失败,UV展开预处理时间长。贴图的利用率低导致贴图分辨率率低。基于展开的纹理不支持纹理平铺,因此在平铺纹理的材质表现上分辨率会大大降低。
另一种方法,则通过半自动的方法,在工具的辅助下,进行模型轻量化处理。在基于上述方法介绍的烘焙贴图的材质下,进行设置一些基于PBR材质属性,从而完成从设计模型、用于离线渲染的模型转换生成和优化。这种方法的缺点是需要手工编辑,不能自动化。
现在商品展示行业,为了能达到比较好的效果和性能,还有一种方法是单独再建用于3D实时渲染展示的模型,通过手工创建面片数较低的模型,设计编辑使用基于PBR体系的材质从而还原较好的效果。这种模型虽然可以满足3D实时渲染的展示需求,但是由于模型精度低,材质表现有限,用它进行离线渲染生成的渲染图质量就很低。
因此,在也需要生成照片级渲染图的场景下,用户需要为同一个商品等模型建立两套模型。成本高,流程复杂,3D展示和照片级离线渲染的效果一致性低。
发明内容
为了解决上述问题,本发明提供一种基于VRAY的PBR材质渲染方法和系统,实现将数据从预处理到实时渲染,准确表达材质的效果。
一方面,本发明提供一种基于VRAY的PBR材质渲染方法,所述方法包括:
步骤101:模型分组预处理,根据模型的材质信息以及表面积大小进行自动分组处理;
步骤102:模型轻量化和UV展开,通过轻量化过程减少模型的网格数量,并把分组后模型中的UV坐标展开到一张贴图上;
步骤103:PBR材质的烘焙,利用Vary进行烘焙,将Vray材质转换成PBR材质,并输出相关的VrayBakeElement;
步骤104:双UV通道展示,PBR材质在进行渲染时采用双UV通道展示;
步骤105:素材压缩,包括:模型压缩和材质压缩;
步骤106:KSF描述文件,用于对当前显示的模型信息进行描述;
步骤107:进入PBR渲染系统进行实时渲染。
进一步地,所述步骤101模型材质分组,将分成透明对象组和不透明对象组;
进一步地,所述不透明对象组,通过计算模型的表面积大小,根据设定的阈值,对其再进行分组。
进一步地,所述步骤104中双UV通道展示,对于模型PBR材质中AlbedoMap、SpecularMap以及GlossinessMap在进行渲染时直接采用模型本身的UV坐标,而对于AOMap和NormalMap在进行渲染时采用所述步骤102展开后的UV坐标。
进一步地,所述步骤105中模型压缩采用Draco进行压缩。
进一步地,所述步骤105中材质压缩对材质的多个通道进行合并,将GlossinessMap直接合并到SpecularMap的Alpha通道。
进一步地,所述步骤105中材质压缩,对于精度要求不高的贴图,直接采用jpeg的文件格式进行传输;对于数据类型的贴图,采用png的文件格式进行传输。
另一方面,本发明提供一种基于VRAY的PBR材质渲染系统,所述系统包括:PBR材质单元、IBL环境光照单元、场景组织单元、模型控制单元、参数化材质编辑单元;
其中,所述PBR材质单元,基于WebGL引擎,用于对后端烘焙提供的PBR素材实现物理渲染;
所述IBL环境光照单元,在进行3D高质量渲染时,用于模拟真实渲染效果;
所述场景组织单元,用于将场景中的显示对象构建成一颗场景树;
所述模型控制单元,用于对模型进行缩放、移动、旋转操作;
所述参数化材质编辑单元,用于动态调节模型的材质信息。
进一步地,所述系统还包括:API接口,用于增加或者删除场景对象;
进一步地,所述系统还包括:模型旋转动画,用于实现模型自动旋转。
本发明的有益效果是:
(1)本发明能够高效准确的将Max模型设计文件以及Vray丰富的材质系统,在较短的 时间内,转换成能够在WebGL中实时显示的模型,使3D实时渲染应用速度快,对于使用的设备和操作系统的要求降低。
(2)本发明的前端实时PBR渲染系统,真实的显示出接近与离线渲染效果的实时渲染效果,准确表达材质的效果,提高模型在3D实时渲染的逼真程度;
(3)本发明解决了传统材质烘焙无法支持平铺纹理,放大观看细节时图案花纹模糊。
附图说明
图1为本发明基于VRAY的PBR材质渲染方法流程示意图;
图2为本发明基于VRAY的PBR材质渲染系统示意图。
具体实施方式:
下面结合附图就具体实施方式对本发明作进一步说明:
如图1所示,本发明提供的一种基于VRAY的PBR材质渲染方法,包括:
步骤101:模型分组预处理,根据模型的材质信息以及表面积大小进行自动分组处理;模型分组的主要目的是保证每个组中的对象数量不至于过多,从而可以保证每个组中贴图的清晰度。
步骤101还包括对透明和不透明对象进行分组,由于透明和非透明对象在前端进行展示时的处理逻辑不一样,因此首先需要根据模型材质的透明和不透明对象进行分组。
根据模型透明度属性筛选出来的非透明对象,需要根据其表面积再进行分组。由于每张贴图中能够承载的像素有限,如果组中的对象表面积过大则会导致烘焙后的贴图分辨率精度不够,从而导致显示效果不清晰。在进行预处理时,通过计算模型的表面积大小,并根据设定的阈值,自动进行分组,从而可以保证每个组中的贴图分辨率的清晰度。
步骤102:模型轻量化和UV展开,通过轻量化过程减少模型的网格数量,并把分组后模型中的UV坐标展开到一张贴图上;
上述模型轻量化处理是烘焙成功的关键,由于家具模型比较复杂,很多模型的面片数都在50w及以上。模型轻量化目的是减少模型的网格数量,用较少的网格来表达出模型的原始形状,轻量化过程需要保证模型的拓扑不会发生过大的变化,同时还需要保证模型UV坐标的完整性;模型轻量化还可以提高模型UV展开的效率,减少前端展示时的GPU压力。
UV展开的目的是把分组后模型中的UV坐标展开到一张贴图里面,并且保证模型中所有顶点的UV坐标值在0-1的范围内,以便于后续PBR材质的烘焙,因烘焙的过程则是把模型的所有材质信息烘焙到0-1坐标空间的贴图中。
步骤103:PBR材质的烘焙,利用Vary进行烘焙,将Vray材质转换成PBR材质,并输出相关的VrayBakeElement;
家具模型在建模时,一般是采用Vray材质,Vary材质系统比较复杂,Web前端无法直接利用Vray的材质来进行渲染。利用Vary进行烘焙并输出相关的VrayBakeElement可以把Vray 材质转换成PBR材质,本实施例中采用的是PBR渲染体系中的Specular-Roughness工作流。其中VRayRawDiffuseFilterMap对应于PBR材质中Albedo Map,VRayReflectionFilterMap用于计算PBR中的SpecularMap,1-VRayMtlReflectGlossinessBake相当于PBR中的RoughnessMap,VRayBumpNormalsMap用于表示模型的BumpNormal贴图。对于透明对象,则还需要输出VRayRawRefractionFilterMap来用于前端进行透明混合;同时,还可以利用Vray的光线追踪能力烘焙出模型的AO贴图,用于前端进行模型AO效果的展示渲染。
步骤104:双UV通道展示,PBR材质在进行渲染时采用双UV通道展示;
由于烘焙的贴图大小始终有限制,模型虽然分组后,但是显示效果还是会受到影响,因此采用UV多通道进行展示。对于模型PBR材质中AlbedoMap、SpecularMap以及GlossinessMap在进行渲染时直接采用模型本身的UV坐标,而对于AOMap和NormalMap因为是基于高模进行投影烘焙的,所以得采用展开后的UV坐标。双UV通道进行展示可以保证材质效果很逼真,同时也具有后端离线渲染的AO效果。
步骤105:素材压缩,包括:模型压缩和材质压缩;
其中,模型压缩主要采用Draco进行压缩,压缩后的模型大小能够到达原始模型的1/20甚至更小。素材处理时先利用draco对几何数据进行压缩,同时对模型的第二个通道的UV坐标进行压缩,压缩后的模型直接传输到前端进行解压加载显示;
材质压缩,主要是对模型显示时的贴图进行压缩,从而减少材质的大小,便于网络传输。材质压缩主要是对材质的多个通道进行合并,SpecularMap占用RGB三个通道,GlossinessMap只占用一个通道,将GlossinessMap直接合并到SpecularMap的Alpha通道,从而节省一张GlossinessMap的贴图。对于精度要求不高的贴图则直接采用jpeg的文件格式进行传输,如DiffuseMap;而对于数据类型的贴图如NormalMap则采用png的格式,从而保证显示的正确性。
步骤106:KSF描述文件,用于对当前显示的模型信息进行描述;
KSF文件用来对当前显示的模型信息进行描述,其中包括模型的draco压缩文件、材质信息、贴图文件、几何SubMesh等信息。KSF文件中记录了模型显示时模型以及贴图等素材之间的引用关系,前端只需要解析KSF文件,通过描述文件找到对应的素材来加载显示即可。
步骤107:进入PBR渲染系统进行实时渲染。
如图2所示,本发明还提供一种基于VRAY的PBR材质渲染系统,包括:PBR材质单元、IBL环境光照单元、场景组织单元、模型控制单元、参数化材质编辑单元;
其中,PBR材质单元,主要是在前端基于WebGL引擎,在WebGL的Shader中利用后端烘焙提供的PBR素材实现基于物理的渲染。主要是AlbedoMap、GlossinessMap、SpecularMap、NormalMap等素材的应用并计算出模型最终的着色效果,其为前端能够实现高质量逼真渲染效果的基础。
IBL环境光照单元,是基于图片的环境光照明系统,在进行3D高质量渲染时,光照是模拟真实渲染效果的一个必不可少重要的部分,一般渲染引擎会通过增加多个灯光来模拟光照效果,但同时随着灯光数目的增加,前端的渲染性能也会急剧下降。IBL环境光照单元通过将模型的光照来自于当前场景中的一张环境贴图,模型的反射也直接来自于对环境贴图中场景信息的反射。IBL环境光照单元可以很好的模拟出模型反射效果,同时又可以提高前端的显示性能,从而使得前端模型的显示效果更加逼真。
场景组织单元,主要是指该系统会把场景中的显示对象构建成一颗场景树,同时系统还提供了API接口来方便用户增加或者删除场景对象,渲染系统会自动根据场景树结果来实时渲染场景中的模型,从而可以使得用户的业务和底层的实现分离。
模型控制单元,主要是指用户可以在该渲染系统中很方便的对模型进行缩放、移动、旋转等操作,从而满足用户对模型进行360度查看的需要。同时系统中还内置模型旋转动画,实现模型自动旋转。
参数化材质编辑单元,主要是指用户可以动态的调节模型的材质信息。虽然该系统的PBR材质直接来自于后端烘焙的PBR素材,但是前端也开放了对PBR材质中的各个贴图的像素强度进行控制,从而使得前端的显示效果可以比较动态方便的调整。同时系统还开放了对环境贴图的旋转角度进行控制以及全局色调映射等参数的调整,从而满足不同用户的视觉需求。
以上仅就本发明较佳的实施例作了说明,但不能理解为是对权利要求的限制。凡是利用本发明说明书所做的等效结构或等效流程变换,均包括在本发明的专利保护范围之内。

Claims (10)

  1. 一种基于VRAY的PBR材质渲染方法,其特征在于,所述方法包括:
    步骤101:模型分组预处理,根据模型的材质信息以及表面积大小进行自动分组处理;
    步骤102:模型轻量化和UV展开,通过轻量化过程减少模型的网格数量,并把分组后模型中的UV坐标展开到一张贴图上;
    步骤103:PBR材质的烘焙,利用Vary进行烘焙,将Vray材质转换成PBR材质,并输出相关的VrayBakeElement;
    步骤104:双UV通道展示,PBR材质在进行渲染时采用双UV通道展示;
    步骤105:素材压缩,包括:模型压缩和材质压缩;
    步骤106:KSF描述文件,用于对当前显示的模型信息进行描述;
    步骤107:进入PBR渲染系统进行实时渲染。
  2. 根据权利要求1所述的基于VRAY的PBR材质渲染方法,其特征在于,所述步骤101中的模型材质分组,将分成透明对象组和不透明对象组。
  3. 根据权利要求1所述的基于VRAY的PBR材质渲染方法,其特征在于,所述步骤101中的表面积大小分组,其对所述不透明对象组,通过计算模型的表面积大小,根据设定的阈值,对其再进行分组。
  4. 根据权利要求1所述的基于VRAY的PBR材质渲染方法,其特征在于,所述步骤104中双UV通道展示,对于模型PBR材质中AlbedoMap、SpecularMap以及GlossinessMap在进行渲染时直接采用模型本身的UV坐标,而对于AOMap和NormalMap在进行渲染时采用所述步骤102展开后的UV坐标。
  5. 根据权利要求1所述的基于VRAY的PBR材质渲染方法,其特征在于,所述步骤105中模型压缩采用Draco进行压缩。
  6. 根据权利要求1所述的基于VRAY的PBR材质渲染方法,其特征在于,所述步骤105中材质压缩对材质的多个通道进行合并,将GlossinessMap直接合并到SpecularMap的Alpha通道。
  7. 根据权利要求1所述的基于VRAY的PBR材质渲染方法,其特征在于,所述步骤105中材质压缩,对于精度要求不高的贴图,直接采用jpeg的文件格式进行传输;对于数据类型的贴图,采用png的文件格式进行传输。
  8. 一种基于VRAY的PBR材质渲染系统,其特征在于,所述系统包括:PBR材质单元、IBL环境光照单元、场景组织单元、模型控制单元、参数化材质编辑单元;
    其中,所述PBR材质单元,基于WebGL引擎,用于对后端烘焙提供的PBR素材实现物理渲染;
    所述IBL环境光照单元,在进行3D高质量渲染时,用于模拟真实渲染效果;
    所述场景组织单元,用于将场景中的显示对象构建成一颗场景树;
    所述模型控制单元,用于对模型进行缩放、移动、旋转操作;
    所述参数化材质编辑单元,用于动态调节模型的材质信息。
  9. 根据权利要求8所述的基于VRAY的PBR材质渲染系统,其特征在于,所述系统还包括:API接口,用于增加或者删除场景对象。
  10. 根据权利要求8所述的基于VRAY的PBR材质渲染系统,其特征在于,所述系统还包括:模型旋转动画,用于实现模型自动旋转。
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