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CN107038745B - A 3D tourist landscape roaming interaction method and device - Google Patents

A 3D tourist landscape roaming interaction method and device Download PDF

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CN107038745B
CN107038745B CN201710169600.4A CN201710169600A CN107038745B CN 107038745 B CN107038745 B CN 107038745B CN 201710169600 A CN201710169600 A CN 201710169600A CN 107038745 B CN107038745 B CN 107038745B
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康丽
韩浈浈
陈洪
王庆
朱德海
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China Agricultural University
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Abstract

本发明提供一种3D旅游景观漫游交互方法及装置。所述方法包括:S1,通过3dmax构建旅游景观的实体模型;S2,基于Unity3D对所述实体模型进行draw call优化和视角内面数优化;并进行后期处理,获得旅游景观漫游系统;以及S3,基于所述旅游景观漫游系统,结合HTC Vive设备进行游戏交互。本发明基于Unity3D中的功能对各类实体模型进行优化,减少模型的冗余度,从而提高模型的绘制速度;作为旅游景观和虚拟现实的结合,通过线下旅游与线上深度体验式旅游的融合,可优化旅游服务模式,带动旅游与虚拟现实相结合的景观旅游服务发展。

Figure 201710169600

The present invention provides a 3D tourist landscape roaming interaction method and device. The method includes: S1, constructing an entity model of a tourist landscape through 3dmax; S2, performing draw call optimization and viewing angle optimization on the entity model based on Unity3D; and performing post-processing to obtain a tourist landscape roaming system; and S3, based on The tourist landscape roaming system is combined with the HTC Vive device for game interaction. The invention optimizes various entity models based on the functions in Unity3D, reduces the redundancy of the models, and improves the drawing speed of the models; Integration can optimize the tourism service model and drive the development of landscape tourism services that combine tourism and virtual reality.

Figure 201710169600

Description

一种3D旅游景观漫游交互方法及装置A 3D tourist landscape roaming interaction method and device

技术领域technical field

本发明涉及虚拟仿真技术领域,更具体地,涉及一种3D旅游景观漫游交互方法及装置。The invention relates to the technical field of virtual simulation, and more particularly, to a 3D tourist landscape roaming interaction method and device.

背景技术Background technique

目前,随着大众生活水平的提高,景观旅游从单一浅层次的观光游,逐渐向深度体验式旅游发展。传统景观旅游娱乐体验宣传推广的方式主要采用浅层次的二维方式展现,其可视化效果较差,缺少一定的交互性,已经不能满足虚拟展呈需求,虚拟交互旅游方式应运而生。At present, with the improvement of people's living standards, landscape tourism has gradually developed from a single shallow sightseeing tour to an in-depth experiential tourism. The traditional way of publicity and promotion of landscape tourism and entertainment experience is mainly displayed in a shallow two-dimensional way. Its visualization effect is poor, and it lacks a certain degree of interactivity. It can no longer meet the needs of virtual exhibitions.

所谓的虚拟交互旅游是利用运用计算机对旅游景观进行场景建模以及搭建逼真的三维虚拟环境,实现人与虚拟场景的交互。另外,通过线下旅游与线上深度体验式旅游的融合,优化旅游服务模式,带动旅游与虚拟现实相结合的景观旅游服务发展,改变旅游中一味的观光游,能更好的传达景点背后的文化内涵。The so-called virtual interactive tourism is to use computers to model the tourist landscape and build a realistic three-dimensional virtual environment to realize the interaction between people and the virtual scene. In addition, through the integration of offline tourism and online in-depth experiential tourism, optimize the tourism service mode, drive the development of landscape tourism services that combine tourism and virtual reality, change the blind tourism in tourism, and better convey the meaning behind the attractions. cultural connotation.

现有的应用系统在场景的展示方面有一定的缺陷,包括展示方式单一,只能靠鼠标键盘、触摸屏等实现,缺乏沉浸感和交互性。The existing application system has certain defects in the display of the scene, including the single display method, which can only be realized by the mouse, keyboard, touch screen, etc., and lacks immersion and interactivity.

发明内容SUMMARY OF THE INVENTION

本发明提供一种克服上述问题或者至少部分地解决上述问题的3D旅游景观漫游交互方法及装置。The present invention provides a 3D tourist landscape roaming interaction method and device that overcome the above problems or at least partially solve the above problems.

根据本发明的一个方面,提供一种3D旅游景观漫游交互方法,包括:According to an aspect of the present invention, a 3D tourist landscape roaming interaction method is provided, comprising:

S1,通过3dmax构建旅游景观的实体模型;S1, build a solid model of the tourist landscape through 3dmax;

S2,基于Unity3D对所述实体模型进行draw call优化和视角内面数优化;并进行后期处理,获得旅游景观漫游系统;以及S2, based on Unity3D, perform draw call optimization and optimization of the number of faces in the perspective of the entity model; and perform post-processing to obtain a tourist landscape roaming system; and

S3,基于所述旅游景观漫游系统,结合HTC Vive设备进行游戏交S3, based on the tourist landscape roaming system, combined with the HTC Vive device to perform game interaction .

根据本发明的另一个方面,还提供一种3D旅游景观漫游交互装置,包括:According to another aspect of the present invention, a 3D tourist landscape roaming interaction device is also provided, including:

实体模型模块,用于通过3dmax构建旅游景观的实体模型;The solid model module is used to construct the solid model of the tourist landscape through 3dmax;

模型优化模块,用于基于Unity3D对所述实体模型进行draw call优化和视角内面数优化;并进行后期处理,获得旅游景观漫游系统;以及The model optimization module is used to optimize the draw call and the number of inner faces of the perspective for the entity model based on Unity3D; and perform post-processing to obtain a tourist landscape roaming system; and

游戏交互模块,用于基于所述旅游景观漫游系统,结合HTC Vive设备进行游戏交互。The game interaction module is used to perform game interaction in combination with the HTC Vive device based on the tourist landscape roaming system.

本发明提出一种3D旅游景观漫游交互方法及装置,基于Unity3D中的功能对各类实体模型进行优化,减少模型的冗余度,从而提高模型的绘制速度;利用三维可视化的旅游景观现场,以三维画面的形式结合交互设备给人带来震撼的视觉、听觉和触觉体验,将沉浸性、交互性和想象性融入其中;作为旅游景观和虚拟现实的结合,通过线下旅游与线上深度体验式旅游的融合,可优化旅游服务模式,带动旅游与虚拟现实相结合的景观旅游服务发展。The invention proposes a 3D tourist landscape roaming interaction method and device, which optimizes various entity models based on the functions in Unity3D, reduces the redundancy of the models, and thus improves the drawing speed of the models; The form of three-dimensional picture combined with interactive equipment brings shocking visual, auditory and tactile experience, integrating immersion, interactivity and imagination; as a combination of tourism landscape and virtual reality, through offline tourism and online in-depth experience The integration of traditional tourism can optimize the tourism service mode and drive the development of landscape tourism services combining tourism and virtual reality.

附图说明Description of drawings

图1为本发明实施例一种3D旅游景观漫游交互方法示意图。FIG. 1 is a schematic diagram of a 3D tourism landscape roaming interaction method according to an embodiment of the present invention.

具体实施方式Detailed ways

下面结合附图和实施例,对本发明的具体实施方式作进一步详细描述。以下实施例用于说明本发明,但不用来限制本发明的范围。The specific embodiments of the present invention will be described in further detail below with reference to the accompanying drawings and embodiments. The following examples are intended to illustrate the present invention, but not to limit the scope of the present invention.

如图1所示,一种3D旅游景观漫游交互方法,包括:As shown in Figure 1, a 3D tourism landscape roaming interaction method includes:

S1,通过3dmax构建旅游景观的实体模型;S1, build a solid model of the tourist landscape through 3dmax;

S2,基于Unity3D对所述实体模型进行draw call优化和视角内面数优化;并进行后期处理,获得旅游景观漫游系统;以及S2, based on Unity3D, perform draw call optimization and optimization of the number of faces in the perspective of the entity model; and perform post-processing to obtain a tourist landscape roaming system; and

S3,基于所述旅游景观漫游系统,结合HTC Vive设备进行游戏交互。S3, based on the tourist landscape roaming system, combined with the HTC Vive device to perform game interaction.

本实施例通过三维建模软件3dmax根据旅游景观中的场景的具体特点进行建模和贴图的三维模型制作,得到各类实体模型。然后基于Unity3D中的功能对各类实体模型进行优化,减少模型的冗余度,从而提高模型的绘制速度;并进行后期合成,最终生成旅游景观漫游系统,并结合HTC Vive设备进行游戏交互。In this embodiment, the three-dimensional modeling software 3dmax is used to create a three-dimensional model for modeling and mapping according to the specific characteristics of the scene in the tourist landscape, so as to obtain various entity models. Then, based on the functions in Unity3D, various entity models are optimized to reduce the redundancy of the model, thereby improving the drawing speed of the model; and post-synthesis is performed to finally generate a tourist landscape roaming system, which is combined with HTC Vive devices for game interaction.

本发明利用三维可视化的旅游景观现场,以三维画面的形式结合交互设备给人带来震撼的视觉、听觉和触觉体验,将沉浸性、交互性和想象性融入其中;作为旅游景观和虚拟现实的结合,通过线下旅游与线上深度体验式旅游的融合,可优化旅游服务模式,带动旅游与虚拟现实相结合的景观旅游服务发展。The present invention utilizes the three-dimensional visualized tourist landscape scene, combines interactive equipment in the form of three-dimensional pictures to bring people shocking visual, auditory and tactile experiences, and integrates immersion, interactivity and imagination into it; Combined, through the integration of offline tourism and online in-depth experiential tourism, the tourism service mode can be optimized, and the development of landscape tourism services combining tourism and virtual reality can be promoted.

具体的,S1中所述实体模型包括:建筑模型、室内物体模型、场景模型和动画模型。Specifically, the entity model described in S1 includes: a building model, an indoor object model, a scene model and an animation model.

在一个实施例中,S2中所述draw call优化包括:In one embodiment, the draw call optimization described in S2 includes:

将多个不同的模型贴图拼接在一起,进行同样的shader渲染;改变所述实体模型的UV形状进行所述实体模型与所述模型贴图间的对接,并合并为一个整体;Splicing a plurality of different model textures together, and performing the same shader rendering; changing the UV shape of the entity model to perform the docking between the entity model and the model texture, and merge them into a whole;

对所述旅游景观中相似场景的实体模型,通过复制模型形状进行UV材质的共享;For the entity model of the similar scene in the tourist landscape, share the UV material by copying the shape of the model;

使用烘焙贴图,将阴影部分与原贴图进行图像合并处理。Use the baked map to merge the shadow part with the original map.

本实施例中,通过对模型贴图进行优化,使不同形状的模型材质贴图相同,并使draw call产生批处理,从而提供draw call处理效率。在一个景观场景中,必然会出现很多相似的部分;对所述旅游景观中相似场景的实体模型进行模型形状优化,相似的部分通过复制的方法,可以直接共享UV材质,进而共享draw call,节约资源,提高了处理效率。对于阴影的实时解算也将极大的消耗draw call;若映射在不同的实体模型表面的阴影形状不一,则需再调用一次draw call重新进行结算;本实施例中使用烘焙贴图,将阴影部分与原贴图进行图像合并,可省去解算阴影所消耗的draw call。In this embodiment, by optimizing the model textures, the texture textures of models of different shapes are the same, and the draw call is batched, thereby improving the processing efficiency of the draw call. In a landscape scene, there are bound to be many similar parts; the model shape is optimized for the entity models of the similar scenes in the tourist landscape, and the similar parts can directly share the UV material through the method of copying, and then share the draw call, saving resources and improve processing efficiency. The real-time calculation of shadows will also consume a lot of draw calls; if the shapes of shadows mapped on different solid model surfaces are different, a draw call needs to be called again for settlement; Part of the image is merged with the original texture, which can save the draw call consumed by solving the shadow.

本实施例通过对模型贴图、模型形状和烘焙贴图等三方面的优化处理,极大的简化draw call处理,节约draw call资源,提供了draw call处理效率,提高了用户体验感。This embodiment greatly simplifies draw call processing, saves draw call resources, improves draw call processing efficiency, and improves user experience by optimizing three aspects of model texture, model shape, and baked texture.

在一个实施例中,S2中所述视角内面数优化包括:In one embodiment, the optimization of the number of faces within the viewing angle in S2 includes:

基于Unity3d的Frustum Culling对主视角的锥形区域内的物体进行渲染;Based on Unity3d's Frustum Culling, the objects in the conical area of the main viewing angle are rendered;

基于Unity3d的Occlusion Culling对场景内能够直观看到的物体进行渲染。Based on Unity3d's Occlusion Culling, the objects that can be seen intuitively in the scene are rendered.

本实施例中,对视角内和视角外的处理分别采用Unity3d自带的OcclusionCulling和Frustum Culling进行处理。In this embodiment, Occlusion Culling and Frustum Culling that come with Unity3d are used for processing inside and outside the viewing angle, respectively.

当对视角外进行Frustum Culling处理时,只渲染主视角的锥形区域内的物体。在主视角的锥形范围外的物体不予进行渲染。有效的节省了资源,提示了游戏的流畅性。When Frustum Culling is done for out-of-view, only objects within the cone of the main view are rendered. Objects outside the cone of the main camera are not rendered. It effectively saves resources and prompts the fluency of the game.

当对视角内进行Occlusion Culling处理时,只渲染场景内能够直观看到的物体,不渲染被遮挡到的物体,但具体参数需要后期设置。When Occlusion Culling is performed on the viewing angle, only the objects that can be seen intuitively in the scene are rendered, and the occluded objects are not rendered, but the specific parameters need to be set later.

在另一个实施例中,有一种简单易行的办法可以对视野内面数进行优化,即调节摄像机视距。在不需要摄像机同时注意很多场景元素的时候可以选取该办法,即把相机的视距适当降低并开启雾效,也可降低场景的渲染负担。In another embodiment, there is a simple and easy way to optimize the number of faces in the field of view, that is, to adjust the viewing distance of the camera. This method can be selected when the camera does not need to pay attention to many scene elements at the same time, that is, appropriately reducing the camera's viewing distance and enabling the fog effect can also reduce the rendering burden of the scene.

在一个实施例中,所述S2之前还包括:对所述实体模型进行深度图投影后,利用高斯差分算法计算轮廓线图;In one embodiment, before the step S2, the method further includes: after performing depth map projection on the entity model, calculating a contour map by using a Gaussian difference algorithm;

利用多边形逼近和Bezier曲线拟合所述轮廓线图。The contour plots were fitted using polygonal approximation and Bezier curves.

本实施例将所述实体模型进行压缩成轮廓线图,可以节省存储空间,解决三维模型过大导致存储空间占用过大的问题。In this embodiment, the entity model is compressed into a contour map, which can save storage space and solve the problem that the storage space is too large due to the large three-dimensional model.

在一个实施例中,S2中所述后期处理包括:In one embodiment, the post-processing in S2 includes:

通过Unity3D将3dmax创建的所述实体模型对应的文件导出为.fbx格式文件;Export the file corresponding to the entity model created by 3dmax as a .fbx format file through Unity3D;

将所述.fbx格式文件导入Unity3D游戏引擎,生成所述旅游景观漫游系统,并导出exe文件进行发布;Import the .fbx format file into the Unity3D game engine, generate the tourist landscape roaming system, and export the exe file for release;

进行HTC Vive设备的硬件与所述Unity3D游戏引擎的环境配置;Carry out the environment configuration of the hardware of the HTC Vive device and the Unity3D game engine;

在所述Unity3D游戏引擎中进行物理碰撞效果的设置。The physical collision effect is set in the Unity3D game engine.

本实施例中包括场景搭建、与HTC Vive设备的环境配置以及物理碰撞效果的设置三部分。This embodiment includes three parts: scene construction, environment configuration with the HTC Vive device, and setting of physical collision effects.

在场景搭建时,Unity3D接收3DSmax中创建的实体文件,需要将3DSmax中的文件以.fbx的文件形式导出,再将.fbx格式文件导入Unity3d游戏引擎完成旅游景观漫游系统的开发,将生成的虚拟旅游景观从Unity3d中导出EXE文件,最后发布。When the scene is built, Unity3D receives the entity file created in 3DSmax. It needs to export the file in 3DSmax in the form of .fbx file, and then import the .fbx format file into the Unity3d game engine to complete the development of the tourist landscape roaming system. The tourist landscape was exported as an EXE file from Unity3d and finally released.

在进行与HTC Vive设备的环境配置时,通过所述Unity3D游戏引擎进行环境参数的设置,使HTC Vive设备与所述Unity3D游戏引擎导出的所述旅游景观漫游系统进行融合互动。When configuring the environment with the HTC Vive device, the Unity3D game engine is used to set the environment parameters, so that the HTC Vive device and the tourist landscape roaming system exported by the Unity3D game engine are integrated and interacted.

在物理碰撞效果的设置时,当角色在虚拟场景中漫游时,涉及到与地形的碰撞检测和与物的碰撞检测。In the setting of the physical collision effect, when the character roams in the virtual scene, it involves collision detection with terrain and collision detection with objects.

Unity3d中内置了物理引擎,可以实现多种碰撞检测处理,具体的,所述物理碰撞效果包括:盒型碰撞体、球型碰撞体、胶囊碰撞体和网格碰撞体。Unity3d has a built-in physics engine that can implement a variety of collision detection processing. Specifically, the physical collision effects include: box colliders, spherical colliders, capsule colliders, and mesh colliders.

优选的,本实施例中的障碍物主要采用盒型碰撞体和网格碰撞体。Preferably, the obstacles in this embodiment mainly use box-type colliders and grid colliders.

在一个实施例中,所述S3进一步包括:In one embodiment, the S3 further includes:

根据HTC Vive设备的红外追踪系统,配合HTC Vive设备的头盔显示器和手柄上的若干个定位追踪装置,以及所述头盔显示器上的定位摄像头,对所述旅游景观漫游系统中的目标进行定位追踪和运动捕捉。According to the infrared tracking system of the HTC Vive device, in conjunction with the helmet display of the HTC Vive device and several positioning tracking devices on the handle, as well as the positioning camera on the helmet display, the target in the tourist landscape roaming system can be positioned, tracked and tracked. motion capture.

在一个实施例中,所述S2还包括:对场景中较近的物体进行渲染,对场景中较远的物体只显示轮廓线图;当所述较远的物体逐渐临近时,对所述较远的物体的轮廓线图进行纹理填充。In one embodiment, the step S2 further includes: rendering a closer object in the scene, and displaying only a contour map for a far object in the scene; when the far object gradually approaches, The contour lines of distant objects are textured.

本实施例可以在不降低3D游戏景观漫游效果的同时,简化数据处理,降低数据量。This embodiment can simplify data processing and reduce the amount of data without reducing the roaming effect of the 3D game landscape.

在一个实施例中,还可以选取一系列不同的阈值对游戏场景中的图像进行压缩处理,从而得到一系列不同质量的图像,然后在虚拟现实场景中根据视点与景物的距离调用不同级的图像文件。此方法对于降低系统负荷,提高图像的实时显示速度有一定的价值。In one embodiment, a series of different thresholds can also be selected to compress the images in the game scene, so as to obtain a series of images of different quality, and then the images of different levels can be called in the virtual reality scene according to the distance between the viewpoint and the scene. document. This method has a certain value for reducing the system load and improving the real-time display speed of images.

分形处理和小波变换具有内在的多尺度属性和尺度不变性,它们能够对纹理图像中的粗糙度特征的描述,可以对用于场景物体表面的纹理贴图进行不同分辨率的特征提取,得到不同分辨率的图像。Fractal processing and wavelet transform have inherent multi-scale properties and scale invariance. They can describe the roughness features in texture images, and can extract different resolutions for texture maps used on the surface of scene objects to obtain different resolutions. rate images.

本实施例所述HTC Vive设备与所述旅游景观漫游系统融合后,可以在毫秒级别内实现目标的定位追踪和运动捕捉,带来实时的画面反馈和动作识别。优选的,所述手柄上的若干个定位追踪装置为10个以上的定位追踪装置。After the HTC Vive device described in this embodiment is integrated with the tourist landscape roaming system, positioning tracking and motion capture of the target can be achieved within milliseconds, bringing real-time picture feedback and motion recognition. Preferably, several positioning and tracking devices on the handle are more than 10 positioning and tracking devices.

本发明还提供一种3D旅游景观漫游交互装置,包括The present invention also provides a 3D tourist landscape roaming interaction device, comprising:

实体模型模块,用于通过3dmax构建旅游景观的实体模型;The solid model module is used to construct the solid model of the tourist landscape through 3dmax;

模型优化模块,用于基于Unity3D对所述实体模型进行draw call优化和视角内面数优化;并进行后期处理,获得旅游景观漫游系统;以及The model optimization module is used to optimize the draw call and the number of inner faces of the perspective for the entity model based on Unity3D; and perform post-processing to obtain a tourist landscape roaming system; and

游戏交互模块,用于基于所述旅游景观漫游系统,结合HTC Vive设备进行游戏交互。The game interaction module is used to perform game interaction in combination with the HTC Vive device based on the tourist landscape roaming system.

在一个实施例中,所述模型优化模块进一步包括:In one embodiment, the model optimization module further includes:

draw call优化单元,用于所述实体模型进行模型贴图优化、模型形状优化和烘焙贴图;The draw call optimization unit is used for the entity model to perform model texture optimization, model shape optimization and baking texture;

视角内面数优化单元,用于基于Unity3d的Frustum Culling对主视角的锥形区域内的物体进行渲染,基于Unity3d的Occlusion Culling对场景内能够直观看到的物体进行渲染;以及A viewing angle optimization unit, which is used to render objects in the cone area of the main viewing angle based on Unity3d's Frustum Culling, and render visually visible objects in the scene based on Unity3d's Occlusion Culling; and

后期处理单元,用于进行所述旅游景观漫游系统的场景搭建、与HTC Vive设备的环境配置以及物理碰撞效果的设置。The post-processing unit is used for the scene construction of the tourist landscape roaming system, the environment configuration with the HTC Vive device, and the setting of the physical collision effect.

本实施例中,所述模型贴图优化包括:将多个不同的模型贴图拼接在一起,进行同样的shader渲染;改变所述实体模型的UV形状进行所述实体模型与所述模型贴图间的对接,并合并为一个整体。In this embodiment, the model texture optimization includes: splicing together a plurality of different model textures to perform the same shader rendering; changing the UV shape of the entity model to connect the entity model and the model textures , and merged into a whole.

本实施例中,所述模型形状优化包括:对所述旅游景观中相似场景的实体模型,通过复制模型形状进行UV材质的共享。In this embodiment, the optimization of the model shape includes: for the entity model of the similar scene in the tourist landscape, sharing the UV material by duplicating the model shape.

本实施例中,所述烘焙贴图包括:使用烘焙贴图,将阴影部分与原贴图进行图像合并处理。In this embodiment, the baked map includes: using the baked map to perform image merging processing on the shadow part and the original map.

本实施例中,所述场景搭建包括:Unity3D接收3DSmax中创建的实体文件,需要将3DSmax中的文件以.fbx的文件形式导出,再将.fbx格式文件导入Unity3d游戏引擎完成旅游景观漫游系统的开发,将生成的虚拟旅游景观从Unity3d中导出EXE文件,最后发布。In this embodiment, the scene construction includes: Unity3D receives the entity file created in 3DSmax, needs to export the file in 3DSmax in the form of .fbx file, and then import the .fbx format file into the Unity3d game engine to complete the tourist landscape roaming system. Develop, export the generated virtual tourist landscape from Unity3d to an EXE file, and finally publish it.

本实施例中,所述物理碰撞效果包括:盒型碰撞体、球型碰撞体、胶囊碰撞体和网格碰撞体。优选的,本实施例中的障碍物主要采用盒型碰撞体和网格碰撞体。In this embodiment, the physical collision effects include: box-type colliders, spherical colliders, capsule colliders, and mesh colliders. Preferably, the obstacles in this embodiment mainly use box-type colliders and grid colliders.

在一个实施例中,所述HTC Vive设备包括:In one embodiment, the HTC Vive device includes:

头盔、头盔显示器、手柄、红外追踪系统、设置于所述手柄上的若干个定位追踪装置和设置于所述头盔显示器上的定位摄像头。A helmet, a helmet display, a handle, an infrared tracking system, several positioning tracking devices arranged on the handle, and a positioning camera arranged on the helmet display.

本实施例中,根据HTC Vive设备的红外追踪系统,配合HTC Vive设备的头盔显示器和手柄上的若干个定位追踪装置,以及所述头盔显示器上的定位摄像头,对所述旅游景观漫游系统中的目标进行定位追踪和运动捕捉,可以在毫秒级别内实现目标的定位追踪和运动捕捉,带来实时的画面反馈和动作识别。In this embodiment, according to the infrared tracking system of the HTC Vive device, in conjunction with the helmet display of the HTC Vive device and several positioning tracking devices on the handle, as well as the positioning camera on the helmet display, the tracking devices in the tourist landscape roaming system are monitored. Target positioning tracking and motion capture, which can achieve target positioning tracking and motion capture within milliseconds, bringing real-time picture feedback and motion recognition.

优选的,所述手柄上的若干个定位追踪装置为10个以上的定位追踪装置。Preferably, several positioning and tracking devices on the handle are more than 10 positioning and tracking devices.

本发明提出一种基于虚拟仿真技术的3D旅游景观漫游交互方法及装置,Unity3D中的模型优化方法、三维显示、HTC Vive交互定位技术,可以较为真实的对已经破损的旅游景观的进行仿真;通过线下旅游与线上深度体验式旅游的融合,优化旅游服务模式,带动旅游与虚拟现实相结合的新型旅游服务发展。用户通过交互体验感受该景点破损之前的历史变迁,带动线下的旅游发展,改变旅游中一味的观光游现象,更好的传达景点背后的文化内涵。The present invention provides a 3D tourism landscape roaming interaction method and device based on virtual simulation technology. The model optimization method in Unity3D, the three-dimensional display, and the HTC Vive interactive positioning technology can simulate the damaged tourism landscape more realistically; The integration of offline tourism and online in-depth experiential tourism, optimize the tourism service model, and drive the development of new tourism services that combine tourism and virtual reality. Users can experience the historical changes before the scenic spot is damaged through interactive experience, drive the development of offline tourism, change the phenomenon of blind tourism in tourism, and better convey the cultural connotation behind the scenic spot.

最后,本发明的方法仅为较佳的实施方案,并非用于限定本发明的保护范围。凡在本发明的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本发明的保护范围之内。Finally, the method of the present invention is only a preferred embodiment, and is not intended to limit the protection scope of the present invention. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention shall be included within the protection scope of the present invention.

Claims (9)

1. A3D tourist landscape roaming interaction method is characterized by comprising the following steps:
s1, constructing an entity model of the tourist landscape through 3 dmax;
s2, performing draw call optimization and view-angle inner face number optimization on the solid model based on Unity 3D; performing post-processing to obtain a tourist landscape roaming system; and
s3, based on the tourist landscape roaming system, game interaction is carried out by combining HTC Vive equipment, wherein the drawcall optimization in S2 comprises the following steps:
splicing a plurality of different model maps together, and performing the same shader rendering; changing the UV shape of the solid model to carry out butt joint between the solid model and the model map, and combining the solid model and the model map into a whole;
sharing UV materials of the entity models of the similar scenes in the tourist landscape through copying the model shapes;
using the baking map, the shadow part and the original map are subjected to image merging processing.
2. The method of claim 1, wherein the face-in-view optimization in S2 comprises:
rendering objects within the cone region of the main perspective based on the Frustum Culling of Unity3 d;
occlusion Culling based on Unity3d renders objects in a scene that can be viewed directly.
3. The method of claim 1, wherein S2 is preceded by: after the depth map projection is carried out on the solid model, a contour line graph is calculated by utilizing a Gaussian difference algorithm;
and fitting the contour line graph by utilizing polygonal approximation and Bezier curve.
4. The method of claim 1, wherein the post-processing in S2 comprises:
exporting a file corresponding to the entity model created by 3dmax into a.fbx format file through Unity 3D;
importing the fbx format file into a Unity3D game engine to generate the tourist landscape roaming system, and exporting an exe file for publishing;
performing environment configuration of hardware of an HTC Vive device and the Unity3D game engine;
the setting of the physical crash effect is performed in the Unity3D game engine.
5. The method of claim 1, wherein the S3 further comprises:
according to an infrared tracking system of HTC Vive equipment, a helmet display of the HTC Vive equipment is matched with a plurality of positioning tracking devices on a handle, and a positioning camera on the helmet display is used for positioning tracking and motion capture of a target in the tourist landscape roaming system.
6. The method of claim 1, wherein the S2 further comprises: rendering objects closer to the scene, and only displaying a contour line graph on objects farther away from the scene;
texture filling the contour line plot of the farther object as the farther object approaches gradually.
7. The method of claim 4, wherein the physical impact effect comprises: a box-type collision body, a ball-type collision body, a capsule collision body and a mesh collision body.
8. The utility model provides a 3D tourist attraction roaming interaction device which characterized in that includes:
the entity model module is used for constructing an entity model of the tourist landscape through 3 dmax;
the model optimization module is used for carrying out draw call optimization and view-angle inner face number optimization on the entity model based on Unity 3D; performing post-processing to obtain a tourist landscape roaming system; and
the game interaction module is used for carrying out game interaction by combining HTC Vive equipment based on the tourist landscape roaming system;
wherein the draw call optimization comprises:
splicing a plurality of different model maps together, and performing the same shader rendering; changing the UV shape of the solid model to carry out butt joint between the solid model and the model map, and combining the solid model and the model map into a whole;
sharing UV materials of the entity models of the similar scenes in the tourist landscape through copying the model shapes;
using the baking map, the shadow part and the original map are subjected to image merging processing.
9. The apparatus of claim 8, wherein the HTC Vive device comprises:
helmet, helmet display, handle, infrared tracking system, set up in a plurality of localization tracking device on the handle and set up in location camera on the helmet display.
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