CN114842132A - Touch screen-based 3D model efficient picking method and device - Google Patents
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Abstract
本发明属于3D模型拾取技术领域,具体涉及一种基于触摸屏的3D模型高效拾取方法,包括以下步骤,简化模型:通过读取模型数据将各模型部件简化为长方体简模;面片转换:将长方体简模的各矩形面片转换成三角形面片;标记转换:把屏幕点击位置信息,转换成三维空间的射线;命中判断:通过
算法判断射线与三角形面片是否相交;拾取输出:通过计算各交点与射线起点的距离来确定点击屏幕所拾取的模型部件,并对其进行输出。本发明基于触摸屏的3D模型高效拾取方法,利用算法来进行模型部件拾取,不仅可提高对3D模型部件的拾取效率,而且可有效的节省大量的内存使用空间。另外,本发明还提供了一种适用于上述拾取方法的3D模型高效拾取装置。The invention belongs to the technical field of 3D model picking, and in particular relates to an efficient picking method for 3D models based on a touch screen. Each rectangular patch of the simple model is converted into a triangular patch; mark conversion: convert the screen click position information into a ray in three-dimensional space; hit judgment: pass
The algorithm judges whether the ray and the triangular patch intersect; Picking and outputting: By calculating the distance between each intersection point and the starting point of the ray, the model part picked up by clicking on the screen is determined, and it is output. The present invention is based on the touch screen-based 3D model efficient picking method, using The algorithm to pick model parts can not only improve the picking efficiency of 3D model parts, but also effectively save a lot of memory usage space. In addition, the present invention also provides an efficient 3D model picking device suitable for the above picking method.Description
技术领域technical field
本发明属于3D模型拾取技术领域,具体涉及一种基于触摸屏的3D模型高效拾取方法。The invention belongs to the technical field of 3D model picking, and in particular relates to an efficient picking method for 3D models based on a touch screen.
背景技术Background technique
在智能化汽车娱乐系统或者人机交互界面中,加入了越来越多的3D元素,比如3D车模。在人机交互界面中,我们一般通过滑动屏幕来查看不同视角下的3D车模,并通过点击3D车模中各部分来对车辆的相应部分进行控制;例如:通过点击3D车模中的车尾箱来对车辆的车尾箱进行打开或关闭操作,通过点击3D车模中的引擎盖对车辆的引擎盖进行打开或关闭操作等等。In the intelligent car entertainment system or human-computer interaction interface, more and more 3D elements are added, such as 3D car models. In the human-computer interaction interface, we generally slide the screen to view the 3D car models from different perspectives, and control the corresponding parts of the vehicle by clicking on each part in the 3D car model; for example, by clicking on the trunk of the 3D car model to Open or close the trunk of the vehicle, open or close the hood of the vehicle by clicking on the hood in the 3D car model, etc.
现有技术中,一般通过在OpenGL ES使用“纹理(颜色)拾取”技术来解决3D模型的选中和拾取问题,这种技术一般需要对场景进行两次渲染,一次叫做“纹理拾取”,纹理包含图元索引数据,另一次则直接渲染到实际的颜色缓冲;其中“纹理拾取”往往不输出到颜色缓冲区,属于无效渲染,所以这种拾取技术不仅拾取效率低,而且需要占用较大的内存空间。In the prior art, the problem of selecting and picking 3D models is generally solved by using "texture (color) picking" technology in OpenGL ES. This technology generally requires two renderings of the scene, one is called "texture picking", and the texture contains Primitive index data, and the other time is directly rendered to the actual color buffer; in which "texture picking" is often not output to the color buffer, which is invalid rendering, so this picking technology not only has low picking efficiency, but also requires a large amount of memory. space.
因此,设计一种既可有效提高3D模型拾取效率,又可有效节省内存空间的3D模型拾取技术,对于我们点击触摸屏上的3D车模时能够高效识别到选中3D车模哪个部件具有决定性的意义。Therefore, designing a 3D model picking technology that can effectively improve the 3D model picking efficiency and save memory space is of decisive significance for us to efficiently identify which part of the 3D car model is selected when we click on the 3D car model on the touch screen.
发明内容SUMMARY OF THE INVENTION
为了解决所述现有技术的不足,本发明提供了一种基于触摸屏的3D模型高效拾取方法,通过模型简化、简模和标记点转换,与算法相结合的方式,来对3D模型的各部件进行选中和拾取,相较于现有技术中需要经过两次渲染、占用较大内存空间的纹理拾取方式而言,算法是一种快速计算射线与三角形在三个维度上的交点的方法,通过向量与矩阵计算可以快速得出交点与重心坐标,而无需对包含三角形的平面方程进行预计算;因此,采用该算法进行运算不仅可有效的提高运算的效率、提高3D模型部件被拾取的效率,而且由于该算法无需进行预计算,可有效的节省大量的内存使用空间。本发明还提供了一种适用于上述拾取方法的3D模型高效拾取装置,通过采集模块、存储模块、处理模块和控制模块的结合,可快速的采集标记点和3D模型部件的信息、并对采集的信息进行快速的运算,从而高效的判断出点击屏幕所选中和拾取的模型部件。In order to solve the shortcomings of the prior art, the present invention provides an efficient picking method for 3D models based on a touch screen. The combination of algorithms is used to select and pick up each component of the 3D model. Compared with the texture picking method in the prior art, which requires two renderings and occupies a large memory space, The algorithm is a method of quickly calculating the intersection of a ray and a triangle in three dimensions. The intersection and barycentric coordinates can be quickly obtained through vector and matrix calculations, without the need to pre-calculate the plane equation containing the triangle; therefore, this algorithm is used. Performing operations can not only effectively improve the efficiency of operations and the efficiency of picking up 3D model parts, but also can effectively save a lot of memory usage space because the algorithm does not need to perform pre-computation. The present invention also provides an efficient 3D model pickup device suitable for the above pickup method. Through the combination of the acquisition module, the storage module, the processing module and the control module, the information of the marked points and the 3D model components can be quickly collected, and the collected information can be quickly collected. The information is quickly calculated, so as to efficiently determine the model parts selected and picked by clicking on the screen.
有效的实现了上述拾取方法的运行。The operation of the above picking method is effectively realized.
本发明所要达到的技术效果通过以下技术方案来实现:The technical effect to be achieved by the present invention is realized by the following technical solutions:
本发明中基于触摸屏的3D模型高效拾取方法,包括以下步骤,简化模型:通过读取模型数据将各模型部件简化为长方体简模;面片转换:将长方体简模的各矩形面片转换成三角形面片;标记转换:把屏幕点击位置信息,转换成三维空间的射线;命中判断:通过算法判断射线与三角形面片是否相交;拾取输出:通过计算各交点与射线起点的距离来确定点击屏幕所拾取的模型部件,并对其进行输出。The method for efficiently picking up 3D models based on a touch screen in the present invention includes the following steps to simplify the model: simplify each model component into a simple rectangular parallelepiped by reading model data; patch conversion: convert each rectangular patch of the simple rectangular parallelepiped into triangles Patch; mark conversion: convert the screen click position information into a ray in three-dimensional space; hit judgment: pass The algorithm judges whether the ray and the triangular patch intersect; Picking and outputting: By calculating the distance between each intersection point and the starting point of the ray, the model part picked up by clicking on the screen is determined, and it is output.
进一步地,在简化模型步骤中,包括,读取数据:通过读取各模型文件来获取各模型文件中所有mesh的数据,保存到mesh容器里,并为每一模型文件的mesh设置对应的名字;创建简模:为每一模型文件的mesh创建简模对象,生成包围原mesh的长方体简模。Further, in the step of simplifying the model, including, reading data: by reading each model file to obtain all mesh data in each model file, saving it into the mesh container, and setting a corresponding name for the mesh of each model file ;Create simple model: Create a model object for the mesh of each model file, and generate a simple model of a cuboid surrounding the original mesh.
进一步地,在创建简模步骤中,包括,Further, in the step of creating a simplified model, including,
S1、预设变量:预设简模对象包含成员变量m_PointMinx,m_PointMiny,m_PointMinz;m_PointMaxx,m_PointMaxy,m_PointMaxz;S1. Preset variables: The preset simplified model object contains member variables m_PointMinx, m_PointMiny, m_PointMinz; m_PointMaxx, m_PointMaxy, m_PointMaxz;
S2、变量赋值:将mesh中每个顶点的坐标值X,Y,Z与相应的成员变量单独作比较,把最小的X值赋给m_PointMinx,最小的Y值赋给m_PointMiny,最小的Z值赋给m_PointMinz;把最大的X值赋给m_PointMaxx,最大的Y值赋给m_PointMaxy,最大的Z值赋给m_PointMaxz;S2. Variable assignment: Compare the coordinate values X, Y, Z of each vertex in the mesh with the corresponding member variables separately, assign the smallest X value to m_PointMinx, the smallest Y value to m_PointMiny, and the smallest Z value to assign To m_PointMinz; assign the largest X value to m_PointMaxx, the largest Y value to m_PointMaxy, and the largest Z value to m_PointMaxz;
S3、生成简模:通过赋值后的m_PointMinx,m_PointMiny,m_PointMinz,m_PointMaxx,m_PointMaxy,m_PointMaxz,生成包围原mesh的长方体简模。S3. Generate a simplified model: generate a simple model of a cuboid surrounding the original mesh by assigning m_PointMinx, m_PointMiny, m_PointMinz, m_PointMaxx, m_PointMaxy, and m_PointMaxz.
进一步地,在创建简模步骤中,通过以下公式对各成员变量进行赋值,Further, in the step of creating a simplified model, assign values to each member variable by the following formula,
如果X<m_PointMinx,则m_PointMinx=X;If X<m_PointMinx, then m_PointMinx=X;
如果X>m_PointMaxx,则m_PointMaxx=X;If X>m_PointMaxx, then m_PointMaxx=X;
如果Y<m_PointMiny,则m_PointMiny=Y;If Y<m_PointMiny, then m_PointMiny=Y;
如果Y>m_PointMaxy,则m_PointMaxy=Y;If Y>m_PointMaxy, then m_PointMaxy=Y;
如果Z<m_PointMinz,则m_PointMinz=Z;If Z<m_PointMinz, then m_PointMinz=Z;
如果Z>m_PointMaxz,则m_PointMaxz=Z。If Z>m_PointMaxz, then m_PointMaxz=Z.
进一步地,在创建简模步骤中,赋值后长方体简模各顶点的坐标如下:Further, in the step of creating the simplified model, the coordinates of the vertices of the simplified model of the cuboid after assignment are as follows:
顶点D0(m_PointMinx,m_PointMiny,m_PointMinz);vertex D0(m_PointMinx, m_PointMiny, m_PointMinz);
顶点D1(m_PointMinx,m_PointMaxy,m_PointMinz);vertex D1(m_PointMinx, m_PointMaxy, m_PointMinz);
顶点D2(m_PointMaxx,m_PointMaxy,m_PointMinz);Vertex D2(m_PointMaxx, m_PointMaxy, m_PointMinz);
顶点D3(m_PointMaxx,m_PointMiny,m_PointMinz);vertex D3(m_PointMaxx, m_PointMiny, m_PointMinz);
顶点D4(m_PointMaxx,m_PointMaxy,m_PointMaxz);Vertex D4(m_PointMaxx, m_PointMaxy, m_PointMaxz);
顶点D5(m_PointMinx,m_PointMaxy,m_PointMaxz);Vertex D5(m_PointMinx, m_PointMaxy, m_PointMaxz);
顶点D6(m_PointMinx,m_PointMiny,m_PointMaxz);vertex D6(m_PointMinx, m_PointMiny, m_PointMaxz);
顶点D7(m_PointMaxx,m_PointMiny,m_PointMaxz)。Vertex D7(m_PointMaxx, m_PointMiny, m_PointMaxz).
进一步地,在标记转换步骤中,包括,标记转换:将屏幕点击位置信息统一转换成显示屏上对应的像素位置;射线转换:将二维的屏幕坐标信息转换成3D模型所在三维空间的射线。Further, the mark conversion step includes: mark conversion: uniformly convert the screen click position information into corresponding pixel positions on the display screen; ray conversion: convert the two-dimensional screen coordinate information into rays in the three-dimensional space where the 3D model is located.
进一步地,在标记转换步骤中,屏幕点击位置信息为屏幕的被触控点或激光笔射到显示屏上的点。Further, in the mark conversion step, the screen click position information is the touched point of the screen or the point shot by the laser pointer on the display screen.
进一步地,在面片转换步骤中,把长方体简模的6个矩形面片转换成12个三角形面片,各三角形面片用Sx(a,b,c)进行表示,其中x表示第几个三角形面片,a,b,c表示长方体简模的顶点序号。Further, in the patch conversion step, the 6 rectangular patches of the simple rectangular parallelepiped are converted into 12 triangular patches, and each triangular patch is represented by Sx(a, b, c), where x represents the number of the Triangular patch, a, b, c represent the vertex numbers of the simple cube.
进一步地,在面片转换步骤中,得出长方体简模12个三角形面片的表示如下:Further, in the patch conversion step, the representation of the 12 triangular patches of the simple rectangular parallelepiped is as follows:
S0(D0,D1,D2)、S1(D0,D2,D3)、S2(D0,D6,D7)、S0(D0,D1,D2), S1(D0,D2,D3), S2(D0,D6,D7),
S3(D0,D7,D3)、S4(D0,D6,D5)、S5(D0,D5,D1)、S3(D0,D7,D3), S4(D0,D6,D5), S5(D0,D5,D1),
S6(D1,D2,D4)、S7(D1,D4,D5)、S8(D4,D5,D6)、S6(D1,D2,D4), S7(D1,D4,D5), S8(D4,D5,D6),
S9(D4,D6,D7)、S10(D2,D3,D4)、S11(D4,D7,D3)。S9 (D4, D6, D7), S10 (D2, D3, D4), S11 (D4, D7, D3).
进一步地,在命中判断步骤中,通过射线与长方体简模的12个三角形面片是否相交来判断射线是否与长方体简模相交。Further, in the hit determination step, it is judged whether the ray intersects with the simplified rectangular parallelepiped by whether the ray intersects with the 12 triangular patches of the simplified rectangular parallelepiped.
进一步地,在命中判断步骤中,算法的计算公式如下:Further, in the hit judgment step, The calculation formula of the algorithm is as follows:
其中O为射线起点,为射向方向;V0,V1,V2为三角形的三个顶点,t、u、v为标量。 where O is the starting point of the ray, is the shooting direction; V0, V1, V2 are the three vertices of the triangle, and t, u, and v are scalars.
进一步地,在命中判断步骤中,当t>0,0<u<1,0<v<1,0<u+v<1时,射线与三角形面片的交点在三角形面片内部,射线和三角形面片的焦点坐标为 Further, in the hit judgment step, when t>0, 0<u<1, 0<v<1, 0<u+v<1, the intersection of the ray and the triangular patch is inside the triangular patch, and the ray and The focal coordinates of the triangular patch are
进一步地,在拾取输出步骤中,包括,距离比较:将各模型部件和射线的交点与射线起点的距离一一作比较;选中输出:选中交点距离射线起点最短的模型部件,并对其进行输出。Further, in the step of picking and outputting, including, distance comparison: comparing the distances between the intersection of each model part and the ray and the starting point of the ray; selecting and outputting: selecting the model part whose intersection is the shortest from the starting point of the ray, and outputting it .
本发明中基于触摸屏的3D模型高效拾取装置,包括,采集模块:用于采集外部输入的模型部件数据信息,以及用户的触控信号或手势信息;存储模块:用于计算机程序的存储,以及对所述采集模块采集的信息进行存储;处理模块:用于执行计算机程序,对采集的信息进行转换和计算,并输出被拾取的模型部件;以及控制模块:用于控制所述采集模块、存储模块和处理模块的运行。The touch-screen-based high-efficiency picking-up device for 3D models in the present invention includes: a collection module: used to collect externally inputted model component data information, as well as user's touch signal or gesture information; a storage module: used to store computer programs, and The information collected by the collection module is stored; the processing module is used to execute a computer program, convert and calculate the collected information, and output the picked up model components; and the control module: used to control the collection module and the storage module and the operation of the processing module.
进一步地,所述采集模块包括,模型数据获取单元:用于获取外部输入的模型部件数据信息;以及标记点采集单元:用于采集用户的触控信号或手势信息。Further, the acquisition module includes a model data acquisition unit: used to acquire externally inputted model component data information; and a marker point acquisition unit: used to acquire user's touch signal or gesture information.
进一步地,所述处理模块包括,转换单元:用于将模型部件数据信息转换成长方体简模,以及将外部输入的触控信号或手势信息转换成三维空间的射线;检测单元:用于检测射线与长方体简模是否存在交点,并计算交点的位置、比较各交点距离射线起点的距离;以及输出单元,用于输出被拾取的模型部件。Further, the processing module includes a conversion unit: used to convert the data information of the model components into a simple rectangular parallelepiped, and to convert externally input touch signals or gesture information into rays in three-dimensional space; a detection unit: used to detect rays Whether there is an intersection point with the simple model of the rectangular parallelepiped, and calculating the position of the intersection point, comparing the distance between each intersection point and the starting point of the ray; and an output unit for outputting the picked model parts.
综上所述,本发明至少具有以下有益之处:To sum up, the present invention has at least the following benefits:
1、本发明基于触摸屏的3D模型高效拾取方法,利用算法来进行模型部件拾取,相较于现有技术中在OpenGL ES使用“纹理(颜色)拾取的方式而言,不仅算法本身运算较快,无需进行多次渲染,可有效的避免无效渲染,从而提高对3D模型部件的拾取效率,而且算法无需对包含三角形的平面方程进行预计算,可有效的节省大量的内存使用空间。1. The efficient picking method of 3D models based on the touch screen of the present invention, using Compared with the method of using "texture (color) picking in OpenGL ES in the prior art, not only the algorithm itself is faster, but it does not need to perform multiple renderings, which can effectively avoid invalid rendering, thereby Improves picking efficiency for 3D model parts, and The algorithm does not need to pre-compute the plane equations containing triangles, which can effectively save a lot of memory space.
2、本发明基于触摸屏的3D模型高效拾取方法,通过将各3D模型部件转换成简模的方式来对其进行选中判断,相较于复杂且形状各异的模型部件本身而言,简化后的模型部件可大大地降低运算的难度,从而进一步有效的提高对3D模型部件的拾取效率。2. The present invention is based on the efficient picking method of 3D models on the touch screen, and selects and judges each 3D model component by converting it into a simplified model. Compared with the complex and different shapes of the model components themselves, the simplified Model parts can greatly reduce the difficulty of operation, thereby further effectively improving the picking efficiency of 3D model parts.
3、本发明基于触摸屏的3D模型高效拾取方法,通过将3D模型部件转换成长方体简模再转换成三角形面片的方式来对其进行选中判断,转换后的三角形面片可满足算法的基础判断量需求,大大地提高运算的效率,从而更进一步有效的提高对3D模型部件的拾取效率。3. The present invention is based on a touch screen-based efficient picking method for 3D models, which is selected and judged by converting the 3D model components into a simple rectangular parallelepiped and then into triangular patches, and the converted triangular patches can satisfy the The basic judgment demand of the algorithm greatly improves the efficiency of the operation, thereby further effectively improving the picking efficiency of the 3D model parts.
4、本发明基于触摸屏的3D模型高效拾取装置,不仅可快速的采集标记点和3D模型部件的信息,而且可对采集的信息进行快速的运算,从而高效的判断出点击屏幕所选中和拾取的模型部件。4. The high-efficiency pick-up device for 3D models based on the touch screen of the present invention can not only quickly collect the information of marked points and 3D model parts, but also perform fast operations on the collected information, so as to efficiently determine the selected and picked objects by clicking on the screen. model parts.
附图说明Description of drawings
图1是本发明实施例中基于触摸屏的3D模型高效拾取方法的流程框图;Fig. 1 is a flow chart of an efficient method for picking up 3D models based on a touch screen in an embodiment of the present invention;
图2是本发明实施例中长方体简模的各顶点标示图;Fig. 2 is each vertex labeling diagram of the rectangular parallelepiped model in the embodiment of the present invention;
图3是本发明实施例中屏幕二维坐标信息转换成三维空间射线的示意图;Fig. 3 is the schematic diagram that screen two-dimensional coordinate information is converted into three-dimensional space ray in the embodiment of the present invention;
图4是本发明实施例中算法的原理示意图;Figure 4 is an embodiment of the present invention The schematic diagram of the algorithm;
图5是本发明实施例中基于触摸屏的3D模型高效拾取装置的结构示意图。FIG. 5 is a schematic structural diagram of an efficient pick-up device for a 3D model based on a touch screen according to an embodiment of the present invention.
具体实施方式Detailed ways
为使本发明实施方式的目的、技术方案和优点更加清楚,下面将结合本发明实施方式中的附图,对本发明实施方式中的技术方案进行清楚、完整地描述。所描述的实施方式是本发明一部分实施方式,而不是全部的实施方式。In order to make the purposes, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. The described embodiments are some, but not all, embodiments of the present invention.
因此,以下对在附图中提供的本发明的实施方式的详细描述并非旨在限制要求保护的本发明的范围,而是仅仅表示本发明的选定实施方式。基于本发明中的实施方式,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施方式,都属于本发明保护的范围。Accordingly, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the invention as claimed, but is merely representative of selected embodiments of the invention. Based on the embodiments of the present invention, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present invention.
实施例1:Example 1:
请参阅附图1所示,本实施例中基于触摸屏的3D模型高效拾取方法,包括以下步骤,Please refer to FIG. 1 , the method for efficiently picking up 3D models based on a touch screen in this embodiment includes the following steps:
简化模型:通过读取模型数据将各模型部件简化为长方体简模;Simplified model: Simplify each model component into a cuboid simplified model by reading model data;
面片转换:将长方体简模的各矩形面片转换成三角形面片;Patch conversion: Convert each rectangular patch of the cuboid simple model into a triangular patch;
标记转换:把屏幕点击位置信息,转换成三维空间的射线;Mark conversion: Convert the screen click position information into rays in three-dimensional space;
命中判断:通过算法判断射线与三角形面片是否相交;Hit Judgment: Pass The algorithm judges whether the ray intersects the triangular patch;
拾取输出:通过计算各交点与射线起点的距离来确定点击屏幕所拾取的模型部件,并对其进行输出。Picking and output: Determine the model parts picked by clicking on the screen by calculating the distance between each intersection point and the starting point of the ray, and output it.
本实施例中基于触摸屏的3D模型高效拾取方法,通过模型简化、简模和标记点转换,与算法相结合的方式,来对3D模型的各部件进行选中和拾取,相较于现有技术中需要经过两次渲染、占用较大内存空间的纹理拾取方式而言,算法是一种快速计算射线与三角形在三个维度上的交点的方法,通过向量与矩阵计算可以快速得出交点与重心坐标,而无需对包含三角形的平面方程进行预计算;因此,采用该算法进行运算不仅可有效的提高运算的效率、提高3D模型部件被拾取的效率,而且由于该算法无需进行预计算,可有效的节省大量的内存使用空间。In this embodiment, the efficient picking method of 3D model based on touch screen, through model simplification, simplified model and mark point conversion, and Compared with the texture picking method in the prior art, which requires two renderings and occupies a large memory space, The algorithm is a method of quickly calculating the intersection of a ray and a triangle in three dimensions. The intersection and barycentric coordinates can be quickly obtained through vector and matrix calculations, without the need to pre-calculate the plane equation containing the triangle; therefore, this algorithm is used. Performing operations can not only effectively improve the efficiency of operations and the efficiency of picking up 3D model parts, but also can effectively save a lot of memory usage space because the algorithm does not need to perform pre-computation.
实施例2:Example 2:
本实施例中基于触摸屏的3D模型高效拾取方法,包括实施例1的各步骤,其主要区别在于:In this embodiment, the efficient picking method for 3D models based on a touch screen includes the steps of
在简化模型步骤中,具体包括以下步骤,In the simplified model step, it specifically includes the following steps,
读取数据:通过读取各模型文件来获取各模型文件中所有mesh的数据,保存到mesh容器里,并为每一模型文件的mesh设置对应的名字,例如M1、M2等;其中,模型文件指的是3D软件制作3D模型导出的3D模型文件,保存的是一系列模型部件的顶点信息,一般后缀名为.fbx、.obj等等。Read data: Obtain all mesh data in each model file by reading each model file, save it in the mesh container, and set the corresponding name for the mesh of each model file, such as M1, M2, etc.; among them, the model file Refers to the 3D model file exported from the 3D model produced by the 3D software, which saves the vertex information of a series of model components, generally suffixed with .fbx, .obj, etc.
创建简模:为每一模型文件的mesh创建简模对象,生成包围原mesh的长方体简模;为保证判断和拾取模型部件的精度,长方体简模只能刚好全包围mesh,如果长方体简模尺寸过小、未完全包围模型部件,当对模型部件进行命中判断时,容易出现射线与模型部件超过长方体简模部分相交,而未被选中的情况;如果长方体简模尺寸过大,当对模型部件进行命中判断时,容易出现射线与长方体简模相交、但未与模型部件相交的情况,不仅影响模型部件拾取的精度,而且会加重命中判断运算的难度,从而降低模型部件拾取的效率。Create a simple model: Create a simple model object for the mesh of each model file, and generate a simple model of a cuboid surrounding the original mesh; in order to ensure the accuracy of judging and picking model parts, the simple model of the cuboid can only just completely surround the mesh. If the size of the simple model of the cuboid If it is too small and does not completely surround the model part, when the hit judgment is made on the model part, it is easy for the ray to intersect with the model part that exceeds the part of the simple cuboid, but it is not selected; if the size of the simple cuboid is too large, when the model part is When making hit judgment, it is easy to occur that the ray intersects with the simple model of the cuboid, but does not intersect with the model part, which not only affects the picking accuracy of the model part, but also increases the difficulty of the hit judgment calculation, thereby reducing the model part picking efficiency.
实施例3:Example 3:
本实施例中基于触摸屏的3D模型高效拾取方法,包括实施例2的各步骤,其主要区别在于:In this embodiment, the efficient picking method for 3D models based on a touch screen includes the steps of Embodiment 2, and the main differences are:
在创建简模步骤中,具体包括以下步骤,In the steps of creating a simple model, it includes the following steps:
S1、预设变量:预设简模对象包含成员变量m_PointMinx,m_PointMiny,m_PointMinz;m_PointMaxx,m_PointMaxy,m_PointMaxz;S1. Preset variables: The preset simplified model object contains member variables m_PointMinx, m_PointMiny, m_PointMinz; m_PointMaxx, m_PointMaxy, m_PointMaxz;
S2、变量赋值:将mesh中每个顶点的坐标值X,Y,Z与相应的成员变量单独作比较,把最小的X值赋给m_PointMinx,最小的Y值赋给m_PointMiny,最小的Z值赋给m_PointMinz;把最大的X值赋给m_PointMaxx,最大的Y值赋给m_PointMaxy,最大的Z值赋给m_PointMaxz;S2. Variable assignment: Compare the coordinate values X, Y, Z of each vertex in the mesh with the corresponding member variables separately, assign the smallest X value to m_PointMinx, the smallest Y value to m_PointMiny, and the smallest Z value to assign To m_PointMinz; assign the largest X value to m_PointMaxx, the largest Y value to m_PointMaxy, and the largest Z value to m_PointMaxz;
S3、生成简模:通过赋值后的m_PointMinx,m_PointMiny,m_PointMinz,m_PointMaxx,m_PointMaxy,m_PointMaxz,生成包围原mesh的长方体简模。S3. Generate a simplified model: generate a simple model of a cuboid surrounding the original mesh by assigning m_PointMinx, m_PointMiny, m_PointMinz, m_PointMaxx, m_PointMaxy, and m_PointMaxz.
具体地,在变量赋值步骤中,通过以下公式对各成员变量进行赋值,Specifically, in the variable assignment step, each member variable is assigned by the following formula:
如果X<m_PointMinx,则m_PointMinx=X;If X<m_PointMinx, then m_PointMinx=X;
如果X>m_PointMaxx,则m_PointMaxx=X;If X>m_PointMaxx, then m_PointMaxx=X;
如果Y<m_PointMiny,则m_PointMiny=Y;If Y<m_PointMiny, then m_PointMiny=Y;
如果Y>m_PointMaxy,则m_PointMaxy=Y;If Y>m_PointMaxy, then m_PointMaxy=Y;
如果Z<m_PointMinz,则m_PointMinz=Z;If Z<m_PointMinz, then m_PointMinz=Z;
如果Z>m_PointMaxz,则m_PointMaxz=Z。If Z>m_PointMaxz, then m_PointMaxz=Z.
请参阅附图2所示,将长方体简模的8个顶点用D0-D7进行表示,则赋值后长方体简模8个顶点的坐标如下:Please refer to accompanying drawing 2, the 8 vertices of the cuboid simplified model are represented by D0-D7, then the coordinates of the 8 vertices of the cuboid simplified model after the assignment are as follows:
顶点D0(m_PointMinx,m_PointMiny,m_PointMinz);vertex D0(m_PointMinx, m_PointMiny, m_PointMinz);
顶点D1(m_PointMinx,m_PointMaxy,m_PointMinz);vertex D1(m_PointMinx, m_PointMaxy, m_PointMinz);
顶点D2(m_PointMaxx,m_PointMaxy,m_PointMinz);Vertex D2(m_PointMaxx, m_PointMaxy, m_PointMinz);
顶点D3(m_PointMaxx,m_PointMiny,m_PointMinz);vertex D3(m_PointMaxx, m_PointMiny, m_PointMinz);
顶点D4(m_PointMaxx,m_PointMaxy,m_PointMaxz);Vertex D4(m_PointMaxx, m_PointMaxy, m_PointMaxz);
顶点D5(m_PointMinx,m_PointMaxy,m_PointMaxz);Vertex D5(m_PointMinx, m_PointMaxy, m_PointMaxz);
顶点D6(m_PointMinx,m_PointMiny,m_PointMaxz);vertex D6(m_PointMinx, m_PointMiny, m_PointMaxz);
顶点D7(m_PointMaxx,m_PointMiny,m_PointMaxz)。Vertex D7(m_PointMaxx, m_PointMiny, m_PointMaxz).
实施例2和3中基于触摸屏的3D模型高效拾取方法,通过将各3D模型部件转换成简模的方式来对其进行选中判断,相较于复杂且形状各异的模型部件本身而言,简化后的模型部件可大大地降低运算的难度,从而进一步有效的提高对3D模型部件的拾取效率。The touch-screen-based 3D model pick-up method in Embodiments 2 and 3 selects and judges each 3D model part by converting it into a simple model. Compared with the complex and different-shaped model parts themselves, the method is simplified. The latter model parts can greatly reduce the difficulty of operation, thereby further effectively improving the picking efficiency of 3D model parts.
实施例4:Example 4:
本实施例中基于触摸屏的3D模型高效拾取方法,包括实施例1-3中任一实施例的各步骤,其主要区别在于:The touch screen-based efficient picking method for 3D models in this embodiment includes the steps of any one of Embodiments 1-3, and the main differences are:
在标记转换步骤中,具体包括以下步骤,In the label conversion step, it specifically includes the following steps:
标记转换:将屏幕点击位置信息统一转换成显示屏上对应的像素位置;其中,屏幕点击位置信息为屏幕的被触控点或激光笔射到显示屏上的点。Mark conversion: uniformly convert the screen click position information into the corresponding pixel position on the display screen; wherein, the screen click position information is the touched point of the screen or the point shot by the laser pointer on the display screen.
射线转换:将二维的屏幕坐标信息转换成3D模型所在三维空间的射线。Ray conversion: Convert the two-dimensional screen coordinate information into rays in the three-dimensional space where the 3D model is located.
OpenGL把3D模型的三维顶点信息通过坐标变换:物体坐标系-世界坐标系-摄像机坐标系-裁剪空间-标准设备空间-实际窗口空间,最后转换成二维的屏幕信息;二维的屏幕坐标则通过上述的逆转换:实际窗口空间-标准设备空间-裁剪空间-摄像机坐标系-世界坐标系,即可转换成三维空间顶点。其中在裁剪空间转换中自定义一个六面体空间(通过参数配置设置,在OpenGL中以矩阵的形式存在)对摄像机看到的内容进行裁剪,并定义离摄像机近的正平面为近平面,离摄像机远的正平面为远平面;那么,屏幕二维像素坐标通过转换可以得到观察空间中近平面的顶点(B点)和远平面上的顶点(A点),如附图3所示。OpenGL transforms the three-dimensional vertex information of the 3D model through coordinate transformation: object coordinate system - world coordinate system - camera coordinate system - clipping space - standard device space - actual window space, and finally converts it into two-dimensional screen information; two-dimensional screen coordinates are Through the above inverse transformation: actual window space - standard device space - clipping space - camera coordinate system - world coordinate system, it can be converted into a three-dimensional space vertex. Among them, a hexahedral space is customized in the clipping space conversion (through parameter configuration settings, which exists in the form of a matrix in OpenGL) to clip the content seen by the camera, and define the front plane close to the camera as the near plane, far from the camera. The front plane is the far plane; then, the two-dimensional pixel coordinates of the screen can be converted to obtain the vertex (point B) of the near plane and the vertex (point A) on the far plane in the observation space, as shown in Figure 3.
实施例5:Example 5:
本实施例中基于触摸屏的3D模型高效拾取方法,包括实施例1-4中任一实施例的各步骤,其主要区别在于:The touch screen-based efficient 3D model picking method in this embodiment includes the steps of any one of Embodiments 1-4, and the main differences are:
在面片转换步骤中,把长方体简模的6个矩形面片转换成12个三角形面片,各三角形面片用Sx(a,b,c)进行表示,其中x表示第几个三角形面片,a,b,c表示长方体简模的顶点序号,可以得出长方体简模12个三角形面片的表示如下:In the patch conversion step, the 6 rectangular patches of the cuboid simplified model are converted into 12 triangular patches, each triangular patch is represented by Sx(a, b, c), where x represents the number of the triangular patch , a, b, c represent the vertex numbers of the simple model of the cuboid. It can be concluded that the representation of the 12 triangular patches of the simple model of the cuboid is as follows:
S0(D0,D1,D2)、S1(D0,D2,D3)、S2(D0,D6,D7)、S0(D0,D1,D2), S1(D0,D2,D3), S2(D0,D6,D7),
S3(D0,D7,D3)、S4(D0,D6,D5)、S5(D0,D5,D1)、S3(D0,D7,D3), S4(D0,D6,D5), S5(D0,D5,D1),
S6(D1,D2,D4)、S7(D1,D4,D5)、S8(D4,D5,D6)、S6(D1,D2,D4), S7(D1,D4,D5), S8(D4,D5,D6),
S9(D4,D6,D7)、S10(D2,D3,D4)、S11(D4,D7,D3)。S9 (D4, D6, D7), S10 (D2, D3, D4), S11 (D4, D7, D3).
在命中判断步骤中,通过射线与长方体简模的12个三角形面片是否相交来判断射线是否与长方体简模相交。In the hit judgment step, it is judged whether the ray intersects with the simplified rectangular parallelepiped by whether the ray intersects with the 12 triangular facets of the simplified rectangular parallelepiped.
实施例6:Example 6:
本实施例中基于触摸屏的3D模型高效拾取方法,包括实施例5中的各步骤,其主要区别在于:The touch screen-based efficient picking method for 3D models in this embodiment includes the steps in Embodiment 5, and the main differences are:
在命中判断步骤中,算法的计算公式如下:In the hit judgment step, The calculation formula of the algorithm is as follows:
其中O为射线起点;为射向方向,既顶点B到顶点A的方向向量;V0,V1,V2为三角形的三个顶点;t、u、v为标量,其中u为V1的权重,v为V2的权重,1-u-v是V0的权重。where O is the starting point of the ray; is the shooting direction, that is, the direction vector from vertex B to vertex A; V0, V1, V2 are the three vertices of the triangle; t, u, v are scalars, where u is the weight of V1, v is the weight of V2, 1- uv is the weight of V0.
请参阅附图4所示,三角形内的一点V可以理解为沿着边V0V1移动一段距离,然后再沿着边V0V2移动一段距离,最后求它们的和向量;至于移动多大距离,则由参数u和v控制,故该计算公式为可表达三角形及其内部所有点的方程。因此,当t>0,0<u<1,0<v<1,0<u+v<1时,射线与三角形面片的交点在三角形面片内部,射线和三角形面片的焦点坐标为 Please refer to Fig. 4, a point V in the triangle can be understood as moving a distance along the side V0V1, and then moving along the side V0V2 for a distance, and finally find their sum vector; as for the distance to move, it is determined by the parameter u and v control, so the calculation formula is an equation that can express the triangle and all the points inside it. Therefore, when t>0, 0<u<1, 0<v<1, 0<u+v<1, the intersection of the ray and the triangular patch is inside the triangular patch, and the focal coordinates of the ray and the triangular patch are
实施例5和6中基于触摸屏的3D模型高效拾取方法,通过将3D模型部件转换成长方体简模再转换成三角形面片的方式来对其进行选中判断,转换后的三角形面片可满足算法的基础判断量需求,大大地提高运算的效率,从而更进一步有效的提高对3D模型部件的拾取效率。The touch-screen-based 3D model pick-up method in Embodiments 5 and 6 selects and judges the 3D model components by converting them into simple rectangular parallelepipeds and then into triangular patches, and the converted triangular patches can satisfy the The basic judgment demand of the algorithm greatly improves the efficiency of the operation, thereby further effectively improving the picking efficiency of the 3D model parts.
实施例7:Example 7:
本实施例中基于触摸屏的3D模型高效拾取方法,包括实施例1-6中任一实施例的各步骤,其主要区别在于:The touch screen-based efficient picking method for 3D models in this embodiment includes the steps of any one of Embodiments 1-6, and the main differences are:
在拾取输出步骤中,具体包括以下步骤,In the step of picking up the output, it specifically includes the following steps,
距离比较:将各模型部件和射线的交点与射线起点的距离一一作比较;既计算出各模型部件与射线相交的交点位置后,分别计算每个交点到近平面顶点(B点)的距离。Distance comparison: Compare the distance between the intersection of each model component and the ray and the starting point of the ray; after calculating the intersection position of each model component and the ray, calculate the distance from each intersection to the near-plane vertex (point B). .
选中输出:选中交点距离射线起点最短的模型部件,并对其进行输出;既选中距离近平面顶点(B点)最短的交点对应的模型部件为真正被选中的模型,并对其进行输出。Selected output: Select the model part whose intersection point is the shortest from the ray start point, and output it; both the model part corresponding to the intersection point with the shortest distance from the near plane vertex (point B) is the truly selected model, and output it.
实施例8:Example 8:
请参阅附图5所示,本实施例中基于触摸屏的3D模型高效拾取装置,包括,Referring to Figure 5, the touch screen-based 3D model high-efficiency pick-up device in this embodiment includes,
采集模块100:用于采集外部输入的模型部件数据信息,以及用户的触控信号或手势信息;其中,采集模块包括用于获取外部输入的模型部件数据信息的模型数据获取单元,以及用于采集用户的触控信号或手势信息的标记点采集单元。Collection module 100: used to collect externally input model component data information, and user touch signals or gesture information; wherein, the collection module includes a model data acquisition unit used to acquire externally input model component data information, and a model data acquisition unit used to collect A marker point collection unit for the user's touch signal or gesture information.
存储模块200:用于计算机程序(如OpenGL)的存储,以及对采集模块采集的信息进行存储;Storage module 200: used for storage of computer programs (such as OpenGL), and storage of information collected by the collection module;
处理模块300:用于执行计算机程序,对采集的信息进行转换和计算,并输出被拾取的模型部件;其中,处理模块包括用于将模型部件数据信息转换成长方体简模,以及将外部输入的触控信号或手势信息转换成三维空间射线的转换单元;用于检测射线与长方体简模是否存在交点,并计算交点的位置、比较各交点距离射线起点距离的检测单元;以及用于输出被拾取的模型部件的输出单元。Processing module 300: used to execute a computer program, convert and calculate the collected information, and output the picked model parts; wherein, the processing module includes data information for converting model parts into a simple rectangular solid model, and converting externally inputted model parts. A conversion unit that converts touch signals or gesture information into a three-dimensional space ray; a detection unit used to detect whether there is an intersection between the ray and the simple rectangular parallelepiped, calculate the position of the intersection, and compare the distance between each intersection from the starting point of the ray; The output unit of the model part.
以及控制模块400:用于控制采集模块、存储模块和处理模块的运行。And the control module 400: used to control the operation of the acquisition module, the storage module and the processing module.
本实施例中基于触摸屏的3D模型高效拾取装置,不仅可快速的采集标记点和3D模型部件的信息,而且可对采集的信息进行快速的运算,从而高效的判断出点击屏幕所选中和拾取的模型部件。The high-efficiency picking device for 3D models based on the touch screen in this embodiment can not only quickly collect the information of markers and 3D model parts, but also perform quick operations on the collected information, so as to efficiently determine the selected and picked objects by clicking on the screen. model parts.
从上述实施例的技术方案可以看出,本发明提供了一种基于触摸屏的3D模型高效拾取方法,通过模型简化、简模和标记点转换,与算法相结合的方式,来对3D模型的各部件进行选中和拾取,不仅可有效的提高运算的效率、提高3D模型部件被拾取的效率,而且由于该算法无需进行预计算,可有效的节省大量的内存使用空间。本发明还提供了一种适用于上述拾取方法的3D模型高效拾取装置,通过采集模块、存储模块、处理模块和控制模块的结合,可快速的采集标记点和3D模型部件的信息、并对采集的信息进行快速的运算,从而高效的判断出点击屏幕所选中和拾取的模型部件。It can be seen from the technical solutions of the above embodiments that the present invention provides an efficient picking method for 3D models based on a touch screen. Algorithms are combined to select and pick each part of the 3D model, which can not only effectively improve the efficiency of the operation and the picking efficiency of the 3D model parts, but also save a lot of money because the algorithm does not require pre-calculation. of memory usage. The present invention also provides an efficient 3D model pickup device suitable for the above pickup method. Through the combination of the acquisition module, the storage module, the processing module and the control module, the information of the marking points and the 3D model components can be quickly collected, and the collected information can be quickly collected. The information is quickly calculated, so as to efficiently determine the model parts selected and picked by clicking on the screen.
虽然对本发明的描述是结合以上具体实施例进行的,但是,熟悉本技术领域的人员能够根据上述的内容进行许多替换、修改和变化、是显而易见的。因此,所有这样的替代、改进和变化都包括在附后的权利要求的精神和范围内。Although the present invention has been described in conjunction with the above specific embodiments, it will be apparent to those skilled in the art that many substitutions, modifications and changes can be made in light of the above. Accordingly, all such alternatives, modifications and changes are intended to be included within the spirit and scope of the appended claims.
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