Disclosure of Invention
The embodiment of the application solves the problem of insufficient real-time rendering precision of the three-dimensional virtual reality during the three-dimensional visual complex interaction of the virtual reality in the prior art by providing the urban three-dimensional visual interaction method and system based on the virtual reality, and achieves the effects of accelerating the real-time rendering speed and improving the frame rate.
The embodiment of the application provides a virtual reality-based urban three-dimensional visual interaction method, which comprises the following steps of dividing a urban three-dimensional model into a plurality of subareas, selecting the subareas by a user, performing visual interaction on the models in the subareas, performing real-time rendering on the subareas by a virtual reality computer and collecting virtual reality three-dimensional hardware load related data and virtual reality three-dimensional software load related data in the visual interaction process of the user, preprocessing the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data to obtain virtual reality three-dimensional hardware load preprocessing data, analyzing the virtual reality three-dimensional hardware load preprocessing data to obtain a hardware load evaluation coefficient, analyzing the virtual reality three-dimensional software load preprocessing data to obtain a software load evaluation coefficient, comprehensively evaluating the hardware load evaluation coefficient and the software load evaluation coefficient to obtain a rendering load evaluation coefficient, performing threshold value comparison on the hardware load evaluation coefficient, performing real-time load optimization scheme on the subareas according to the threshold value comparison result of the hardware load evaluation coefficient, performing real-time load optimization scheme on the subarea according to the hardware load evaluation coefficient, if the real-time load optimization scheme is larger than or equal to the real-time load optimization result of the subarea, performing real-time load optimization scheme on the real-time load evaluation scheme according to the real-time load evaluation result, a balanced rendering quality optimization scheme is performed on the real-time rendering of the sub-region.
Further, the specific interaction process of the visual interaction of the model in the subarea comprises the steps of obtaining the model in the subarea through laser scanning, guiding the model in the subarea into a VR development engine, adding visual prompts in a VR environment, and performing the visual interaction of the model in the subarea through handle buttons, gestures and voice input, wherein the visual interaction comprises dragging and zooming, rotating and observing an internal structure, triggering animation demonstration, day-night switching and weather adjustment.
Further, the specific collection process of the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data comprises the steps of collecting the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data through a built-in tool of an operating system and a Prof i l er using Un ity, wherein the virtual reality three-dimensional hardware load related data comprises CPU core utilization rate of a VR computer, GPU utilization rate of the VR computer, video memory occupation percentage of the VR computer and multithreading scheduling efficiency of the VR computer, and the virtual reality three-dimensional software load related data comprises the number of polygons in three dimensions of a city during each frame of rendering, the number of dynamic objects in three dimensions of the city during each frame of rendering, interaction delay input to picture update during each frame of rendering and data flow bandwidth during each frame of rendering.
The method comprises the specific processes of preprocessing virtual reality three-dimensional hardware load related data and virtual reality three-dimensional software load related data, namely associating the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data through time stamps, complementing short-time missing data in the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data by using a linear interpolation method, detecting time intervals of the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data, marking and deleting long-time missing data, smoothing the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data by using a low-pass filter, and normalizing the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data by using a Z-score normalization method.
Further, the specific analysis process for analyzing the virtual reality three-dimensional hardware load preprocessing data comprises the steps of obtaining a weight factor of CPU core utilization rate of a VR computer, a weight factor of GPU utilization rate of the VR computer, a weight factor of memory occupation percentage of the VR computer and a weight factor of multithread scheduling efficiency of the VR computer from a database, arranging the CPU core utilization rate of the VR computer, the GPU utilization rate of the VR computer, the memory occupation percentage of the VR computer and the multithread scheduling efficiency of the VR computer according to a time sequence, distributing weights to the CPU core utilization rate of the VR computer, the GPU utilization rate of the VR computer, the memory occupation percentage of the VR computer and the multithread scheduling efficiency of the VR computer, comparing standard values of the CPU core utilization rate of the VR computer, the memory occupation percentage of the VR computer and the multithread scheduling efficiency of the VR computer with the CPU core utilization rate of the VR computer, the GPU utilization rate of the VR computer, the memory occupation percentage of the VR computer and the multithread scheduling efficiency of the VR computer, and the average value of the multithread scheduling efficiency of the VR computer, and processing the multithread scheduling efficiency of the VR computer, and obtaining a hardware load evaluation coefficient.
Further, the specific analysis process for analyzing the virtual reality three-dimensional software load preprocessing data comprises the steps of obtaining a weight factor of the number of polygons in the three-dimensional of a city in each frame rendering, a weight factor of the number of three-dimensional dynamic objects of the city in each frame rendering, a weight factor of interaction delay input to picture update in each frame rendering and a weight factor of data flow bandwidth in each frame rendering from a database, arranging the number of polygons in the three-dimensional of the city in each frame rendering, the number of three-dimensional dynamic objects of the city in each frame, the interaction delay input to picture update in each frame rendering and the data flow bandwidth in each frame according to a frame sequence, distributing weights to the number of polygons in the three-dimensional of the city in each frame rendering, the interaction delay input to picture update in each frame rendering and the data flow bandwidth in each frame rendering, comparing the number of polygons in the three-dimensional of the city in each frame rendering, the number of three-dimensional dynamic objects of the city in each frame rendering, the interaction delay input to picture update in each frame and the data flow bandwidth in each frame rendering and the number of the three-dimensional of the city in each frame rendering, and processing the average value of the data flow delay in each frame rendering and the rendering dynamic object in each frame rendering and the average value.
Further, the specific analysis process for comprehensively evaluating the hardware load evaluation coefficient and the software load evaluation coefficient comprises the steps of obtaining a weight factor of the hardware load evaluation coefficient and a weight factor of the software load evaluation coefficient from a database, distributing weights to the hardware load evaluation coefficient and the software load evaluation coefficient, combining the hardware load evaluation coefficient and the software load evaluation coefficient, and processing to obtain a rendering load evaluation coefficient.
Further, the specific threshold comparison method for respectively comparing the hardware load evaluation coefficient, the software load evaluation coefficient and the rendering load evaluation coefficient with the hardware load evaluation threshold, the software load evaluation threshold and the rendering load evaluation threshold comprises the steps of comparing the hardware load evaluation coefficient with the hardware load evaluation threshold, directly rendering the sub-region in real time if the hardware load evaluation coefficient is smaller than the hardware load evaluation threshold, executing a hardware load optimization scheme on the real-time rendering of the sub-region if the hardware load evaluation coefficient is larger than or equal to the hardware load evaluation threshold, continuing to compare the hardware load evaluation coefficient with the hardware load evaluation threshold after executing the hardware load optimization scheme, executing a software load optimization scheme on the real-time rendering of the sub-region if the hardware load evaluation coefficient is still larger than or equal to the hardware load evaluation threshold, executing the software load optimization scheme on the sub-region, executing the software load evaluation coefficient and the software load evaluation threshold if the software load evaluation coefficient is larger than or equal to the software load evaluation threshold, executing the rendering load optimization scheme on the sub-region if the software load evaluation coefficient is larger than or equal to the software load evaluation threshold, the method comprises the steps of executing a balanced rendering quality optimization scheme on real-time rendering of sub-areas, wherein the hardware load optimization scheme comprises dynamic resolution adjustment, the software load optimization scheme comprises interactive event priority scheduling and multithreading parallelization processing, and the rendering load optimization scheme comprises a view cone-based GPU (graphics processing Unit) rejection technology.
Further, the specific flow of the balanced rendering quality optimization scheme is that if the rendering load evaluation coefficient is still greater than or equal to the rendering load evaluation threshold value after the hardware load optimization scheme, the software load optimization scheme and the rendering load optimization scheme are executed, the balanced rendering quality optimization scheme is executed for real-time rendering of the sub-region, including executing polygon merging for real-time rendering of the sub-region, reducing the number of polygons and not rendering the polygons facing away from the camera, and if the rendering load evaluation coefficient is smaller than the rendering load evaluation threshold value, the balanced rendering quality optimization scheme is not executed.
The embodiment of the application provides a virtual reality-based urban three-dimensional visual interaction system, which comprises an interaction and data collection module, a data preprocessing module, a data analysis module and an optimization module, wherein the interaction and data collection module is used for dividing an urban three-dimensional model into a plurality of subareas, selecting the subareas by a user, performing visual interaction on the models in the subareas, performing real-time rendering on the subareas by a virtual reality computer and collecting virtual reality three-dimensional hardware load related data and virtual reality three-dimensional software load related data in the visual interaction process of the user, the data preprocessing module is used for preprocessing the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data to obtain virtual reality three-dimensional hardware load preprocessing data and virtual reality three-dimensional software load preprocessing data, the data analysis module is used for analyzing the virtual reality three-dimensional hardware load preprocessing data to obtain a hardware load evaluation coefficient, analyzing the virtual reality three-dimensional software load preprocessing data to obtain a software load evaluation coefficient, comprehensively evaluating the hardware load evaluation coefficient and the software load evaluation coefficient, performing real-time comparison with a hardware load evaluation threshold value or a hardware evaluation threshold value, and performing real-time comparison with the hardware evaluation threshold value or the real-time comparison with the load evaluation threshold value of the hardware evaluation threshold value, and executing a rendering load optimization scheme on the real-time rendering of the sub-region according to the threshold comparison result of the software load evaluation coefficient, and executing a balanced rendering quality optimization scheme on the real-time rendering of the sub-region according to the threshold comparison result of the rendering load evaluation coefficient.
One or more technical solutions provided in the embodiments of the present application at least have the following technical effects or advantages:
1. by executing a balanced rendering quality optimization scheme on the real-time rendering of the sub-region according to the threshold comparison result of the rendering load evaluation coefficient, the effects of accelerating the real-time rendering speed and improving the frame rate are further achieved, and the problem that in the prior art, the virtual reality three-dimensional real-time rendering precision is insufficient when the virtual reality three-dimensional visualization is in complex interaction is effectively solved.
2. The urban three-dimensional model is divided into a plurality of subareas, and the subareas are selected by a user, so that visual interaction is performed on the models in the subareas, the effect of improving the visual interaction efficiency is further realized, and the problem of insufficient visual interaction efficiency in the prior art is effectively solved.
3. The virtual three-dimensional hardware load related data and the virtual three-dimensional software load related data are preprocessed, so that virtual three-dimensional hardware load preprocessing data and virtual three-dimensional software load preprocessing data are obtained, the effect of improving the data quality is achieved, and the problem of insufficient data quality in the prior art is effectively solved.
Detailed Description
According to the embodiment of the application, the problem of insufficient virtual reality three-dimensional real-time rendering precision during virtual reality three-dimensional visualization complex interaction in the prior art is solved by providing the urban three-dimensional visualization interaction method and system based on virtual reality, and the balanced rendering quality optimization scheme is executed on real-time rendering of the sub-region according to the threshold comparison result of the rendering load evaluation coefficient, so that the effects of accelerating the real-time rendering speed and improving the frame rate are realized.
The technical scheme in the embodiment of the application aims to solve the problem that the virtual reality three-dimensional real-time rendering precision is insufficient when the virtual reality three-dimensional visualization is in complex interaction, and the overall thought is as follows:
The method comprises the steps of dividing the urban three-dimensional model into a plurality of subareas, collecting virtual reality three-dimensional hardware load related data and virtual reality three-dimensional software load related data in a visual interaction process, analyzing virtual reality three-dimensional hardware load preprocessing data to obtain a hardware load evaluation coefficient, analyzing virtual reality three-dimensional software load preprocessing data to obtain a software load evaluation coefficient, comprehensively evaluating the hardware load evaluation coefficient and the software load evaluation coefficient to obtain a rendering load evaluation coefficient, and achieving the effects of accelerating real-time rendering speed and improving frame rate.
In order to better understand the above technical solutions, the following detailed description will refer to the accompanying drawings and specific embodiments.
As shown in FIG. 1, a flow chart of a virtual reality-based urban three-dimensional visualized interaction method provided by the embodiment of the application is applied to a virtual reality-based urban three-dimensional visualized interaction system, and the method comprises the steps of dividing a urban three-dimensional model into a plurality of subareas, selecting the subareas by a user, performing visualized interaction on the models in the subareas, performing real-time rendering on the subareas by a virtual reality computer and collecting virtual reality three-dimensional hardware load related data and virtual reality three-dimensional software load related data in the user visualized interaction process, performing preprocessing on the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data to obtain virtual reality three-dimensional hardware load preprocessing data, analyzing the virtual reality three-dimensional hardware load preprocessing data to obtain a hardware load evaluation coefficient, analyzing the virtual reality three-dimensional software load preprocessing data to obtain a software load evaluation coefficient, comprehensively evaluating the hardware load evaluation coefficient and the software load evaluation coefficient to obtain a rendering load evaluation coefficient, performing real-time rendering on the hardware load evaluation coefficient and the software load evaluation coefficient according to a hardware load threshold value, performing a real-time rendering scheme according to the real-time comparison with the hardware load threshold value or the load threshold value, and performing the real-time rendering scheme if the real-time rendering is greater than the real-time evaluation threshold value is equal to the real-time rendering threshold value, and the real-time rendering load evaluation is optimized to the hardware evaluation result is performed on the hardware evaluation region, and executing a balanced rendering quality optimization scheme on real-time rendering of the sub-region according to the threshold comparison result of the rendering load evaluation coefficient.
Further, the specific interaction process of the visual interaction of the model in the subarea comprises the steps of obtaining the model in the subarea through laser scanning, guiding the model in the subarea into a VR development engine, adding visual prompts in a VR environment, and performing the visual interaction of the model in the subarea through handle buttons, gestures and voice input, wherein the visual interaction comprises dragging and zooming, rotating and observing an internal structure, triggering animation demonstration, day-night switching and weather adjustment.
In this embodiment, the laser scanning technology is used to scan an existing city park, obtain accurate three-dimensional data of a specific building in the park, for example, a pavilion, import the scanned three-dimensional model of the building into a VR development engine, such as Un i ty or Unrea l Engi ne, in a VR environment, add visual cues to the building, such as highlighting the area to be modified, or mark different functional areas with different colors, the user can drag and zoom the model of the building through buttons of the VR handle, so as to observe the model from different angles and distances, the user can rotate the model of the building through gesture controls, such as fist making and palm unfolding, to observe its internal structure, when the user wants to view the modified effect, trigger animation, such as simulating the opening of the top of the pavilion or the dynamic effect of the sculpture, the user can observe the visual effect of the building under different lighting conditions through voice input commands, such as "switch to night", and likewise, the user can adjust the weather in the VR environment through voice commands, such as simulating raining or weather effects on the park.
Further, the specific collection process of the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data comprises the steps of collecting the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data through a built-in tool of an operating system and a Prof i l er using Un ity, wherein the virtual reality three-dimensional hardware load related data comprises CPU core utilization rate of a VR computer, GPU utilization rate of the VR computer, video memory occupation percentage of the VR computer and multithreading scheduling efficiency of the VR computer, and the virtual reality three-dimensional software load related data comprises the number of polygons in three dimensions of a city during each frame of rendering, the number of dynamic objects in three dimensions of the city during each frame of rendering, interaction delay input to picture update during each frame of rendering and data flow bandwidth during each frame of rendering.
In this embodiment, the CPU core utilization of the VR computer, the GPU utilization of the VR computer, the memory occupancy percentage, the multithreading scheduling efficiency, the number of polygons in the city three-dimensional, the number of dynamic objects, the interaction delay input to the screen update, and the data flow bandwidth during each frame rendering may be obtained by a real-time monitoring and performance analysis tool. These tools include a task manager built into the operating system, a performance monitor, and a performance analyzer provided by a specialized VR development engine (e.g., un ity or Unrea l Engi ne).
The CPU core utilization of a VR computer refers to the degree of use of the various cores of the Central Processing Unit (CPU) of the computer, typically expressed in percent, when the virtual reality application is running. May be obtained by an operating system built-in task manager (e.g., wi ndows's task manager or macOS's activity monitor) or a third party performance monitoring tool (e.g., CPU-Z, HWMon itor).
GPU utilization of a VR computer refers to how busy a Graphics Processing Unit (GPU) is when performing graphics rendering and other computing tasks, expressed as a percentage. GPU utilization may be monitored using tools provided by the GPU manufacturer (e.g., a GPU control panel of NVID IA and a performance monitor in GeForce Exper i ence, or a performance monitor in AMD Radeon settings).
The video memory occupancy percentage of a VR computer refers to the extent to which the video memory (video memory) of the GPU is used by the currently running application, also expressed in percent. The use of the video memory can be checked by a tool provided by the GPU manufacturer or by third party monitoring software.
The multithreaded scheduling efficiency of VR computers refers to the ability of an operating system to efficiently allocate and schedule multiple threads to run on multiple CPU cores, often requiring evaluation by specialized performance analysis tools (e.g., I nte lVTune AMP L I F I ER, AMD uProf).
The number of polygons in the city three-dimensional during each frame rendering refers to the total number of polygons (usually triangles) contained in the city three-dimensional model during each frame rendering, and can be obtained through the statistical functions provided by the three-dimensional engine or rendering APIs (such as OpenGL, D i rectX).
The number of urban three-dimensional dynamic objects per frame of rendering refers to the number of objects in each frame that dynamically change in the urban three-dimensional scene, such as moving vehicles, pedestrians, or other animated elements, by programming to count dynamic objects in the rendering cycle.
The interaction delay of the input to the screen update in each frame of rendering refers to the time delay from user input (e.g., mouse click, keyboard key or VR controller action) to the display of the corresponding screen update on the screen, the time difference between the input and rendering of the update can be measured by a high performance timing tool (e.g., queryPerformanceCounter i n Wi ndows).
The data stream bandwidth in each frame rendering refers to the bandwidth over which data is transferred from memory to GPU video memory during each frame rendering, and GPU performance analysis tools may be used to monitor the data transfer.
The method comprises the specific processes of preprocessing virtual reality three-dimensional hardware load related data and virtual reality three-dimensional software load related data, namely associating the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data through time stamps, complementing short-time missing data in the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data by using a linear interpolation method, detecting time intervals of the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data, marking and deleting long-time missing data, smoothing the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data by using a low-pass filter, and normalizing the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data by using a Z-score normalization method.
In this embodiment, for example, at a specific time point t1, the CPU core utilization is 60%, and at the same time, the number of polygons in the city three-dimensional at each frame rendering is 1000, if it is found that the CPU core utilization data at time point t2 is missing. Using a linear interpolation method, the CPU core utilization at time t2 is estimated from the CPU core utilization data at time t1 and t3 (assuming 60% and 70%, respectively), and if the GPU utilization data from time t4 to t6 is found to be completely missing, it is determined that the missing is a long-term missing at this time. This time period is marked and excluded from analysis to avoid interference with the overall performance assessment, and to reduce noise in the data, the CPU and GPU utilization data is smoothed using a low pass filter to obtain a smoother data curve for analysis, e.g., if the average value of the memory occupancy is 50% and the standard deviation is 10%, then the data point at time t7 where the memory occupancy is 60% will be converted to a Z-score of 1, indicating that it is 1 standard deviation above the average value.
Further, the specific analysis process for analyzing the virtual reality three-dimensional hardware load preprocessing data comprises the steps of obtaining a weight factor of CPU core utilization rate of a VR computer, a weight factor of GPU utilization rate of the VR computer, a weight factor of memory occupation percentage of the VR computer and a weight factor of multithread scheduling efficiency of the VR computer from a database, arranging the CPU core utilization rate of the VR computer, the GPU utilization rate of the VR computer, the memory occupation percentage of the VR computer and the multithread scheduling efficiency of the VR computer according to a time sequence, distributing weights to the CPU core utilization rate of the VR computer, the GPU utilization rate of the VR computer, the memory occupation percentage of the VR computer and the multithread scheduling efficiency of the VR computer, comparing standard values of the CPU core utilization rate of the VR computer, the memory occupation percentage of the VR computer and the multithread scheduling efficiency of the VR computer with the CPU core utilization rate of the VR computer, the GPU utilization rate of the VR computer, the memory occupation percentage of the VR computer and the multithread scheduling efficiency of the VR computer, and the average value of the multithread scheduling efficiency of the VR computer, and processing the multithread scheduling efficiency of the VR computer, and obtaining a hardware load evaluation coefficient.
In this embodiment, the specific method for obtaining the hardware load evaluation coefficient is as follows:
Wherein HLA represents a hardware load evaluation coefficient for evaluating a load of hardware at the time of rendering, a plurality of time monitoring points are set, s0=1, 2,3,..,Represents the CPU core utilization of the VR computer at the S0 time monitoring point, CPU_CU0 represents the CPU core utilization of the standard VR computer, alpha represents the weight factor of the CPU core utilization of the VR computer,Represents the GPU utilization of the VR computer at the S0 time monitoring point, beta represents the weight factor of the GPU utilization of the VR computer, GPU_U0 represents the GPU utilization of the standard VR computer,Representing the video memory occupancy percentage of the VR computer at the S0 time monitoring point, gamma representing the weight factor of the video memory occupancy percentage of the VR computer, GPU_MUP0 representing the video memory occupancy percentage of the standard VR computer,Representing the multithreading scheduling efficiency of the VR computer at the S0 th time monitoring point, δ represents a weighting factor for the multithreading scheduling efficiency of the VR computer, and MSE0 represents the multithreading scheduling efficiency of the standard VR computer.
If the CPU core utilization of the VR computer is too high, the GPU of the VR computer may be caused to have a reduced utilization rate due to the need to wait for data, and the efficient scheduling may uniformly distribute tasks to the CPU cores (e.g. separate UI threads, physical threads and rendering instruction submitting threads), so as to avoid single core overload, reduce the GPU latency while improving the CPU utilization rate, and trigger memory-display data exchange (swap) when the display memory occupation percentage is too high (e.g. the complex city model exceeds the display memory capacity), so that delay is significantly increased, resulting in the reduced utilization rate of the GPU due to waiting for data.
When the system operates, a mapping table of the weight factors is obtained through a database, and corresponding weight factors are rapidly extracted according to the current CPU core utilization rate of the VR computer, GPU utilization rate of the VR computer, video memory occupation percentage of the VR computer and multithread scheduling efficiency of the VR computer, such as the weight factors of the CPU core utilization rate of the VR computer, the GPU utilization rate of the VR computer, the video memory occupation percentage of the VR computer and the multithread scheduling efficiency of the VR computer. This mapping table defines an explicit set of association rules that convert specific values of the CPU core utilization of the VR computer, the GPU utilization of the VR computer, the memory occupancy percentage of the VR computer, and the multithreading scheduling efficiency of the VR computer into their corresponding weighting factors. Under the mechanism, the dynamic acquisition of the weight factors can be effectively realized no matter the one-to-one accurate matching is realized, or a plurality of parameters are converged into a one-to-one relation of single weight.
In one particular embodiment, the hardware load assessment factor data is exemplified by the following table.
Table 1 hardware load assessment factor data example table
When the weight factor of the CPU core utilization of the VR computer, the weight factor of the GPU utilization of the VR computer, the weight factor of the video memory occupancy percentage of the VR computer and the weight factor of the multithread scheduling efficiency of the VR computer are respectively 0.2, 0.3, 0.25 and 0.25, the standard values of the CPU core utilization of the VR computer, the GPU utilization of the VR computer, the video memory occupancy percentage of the VR computer and the multithread scheduling efficiency of the VR computer are respectively 55%, 50%, 65% and 80%, and when the CPU core utilization of the VR computer, the GPU utilization of the VR computer and the video memory occupancy percentage of the VR computer are fixed, the larger the multithread scheduling efficiency of the VR computer is, the smaller the hardware load evaluation coefficient is, as can be seen from the data of fig. 2 and table 1.
Further, the specific analysis process for analyzing the virtual reality three-dimensional software load preprocessing data comprises the steps of obtaining a weight factor of the number of polygons in the three-dimensional of a city in each frame rendering, a weight factor of the number of three-dimensional dynamic objects of the city in each frame rendering, a weight factor of interaction delay input to picture update in each frame rendering and a weight factor of data flow bandwidth in each frame rendering from a database, arranging the number of polygons in the three-dimensional of the city in each frame rendering, the number of three-dimensional dynamic objects of the city in each frame, the interaction delay input to picture update in each frame rendering and the data flow bandwidth in each frame according to a frame sequence, distributing weights to the number of polygons in the three-dimensional of the city in each frame rendering, the interaction delay input to picture update in each frame rendering and the data flow bandwidth in each frame rendering, comparing the number of polygons in the three-dimensional of the city in each frame rendering, the number of three-dimensional dynamic objects of the city in each frame rendering, the interaction delay input to picture update in each frame and the data flow bandwidth in each frame rendering and the number of the three-dimensional of the city in each frame rendering, and processing the average value of the data flow delay in each frame rendering and the rendering dynamic object in each frame rendering and the average value.
In this embodiment, the specific method for obtaining the software load assessment coefficient is as follows:
wherein SLA represents a software load assessment factor for assessing the load of the software at the time of rendering, a number of frame monitoring points are set, r0=1, 2, 3..b, b represents the total number of frame monitoring points,Represents the number of polygons in the three-dimensional city at each frame rendering at the monitoring point of the R0 th frame, 3D_NOP0 represents the number of polygons in the three-dimensional city at each frame rendering, θ represents the weight factor of the number of polygons in the three-dimensional city at each frame rendering,Represents the number of the urban three-dimensional dynamic objects at each frame rendering under the R0 th frame monitoring point, mu represents the weight factor of the number of the urban three-dimensional dynamic objects at each frame rendering, 3D_NOD0 represents the standard number of the urban three-dimensional dynamic objects at each frame rendering,Representing the interaction delay input to the picture update in each frame of rendering at the R0 th frame monitoring point, ρ representing the weight factor of the interaction delay input to the picture update in each frame of rendering, 3d_ful0 representing the interaction delay input to the picture update in a standard each frame of rendering,Representing the data flow bandwidth in each frame of rendering at the R0 th frame monitoring point, sigma represents the weight factor of the data flow bandwidth in each frame of rendering, and DSB0 represents the data flow bandwidth in standard each frame of rendering.
The number of polygons directly affects the rendering burden of the GPU. The more polygons that need to be processed per frame, the greater the vertex shading, rasterization, and pixel fill pressures of the GPU may result in reduced frame rates, and the higher the precision model (number of polygons) requires greater storage and transmission bandwidth. If model data needs to be dynamically loaded or streamed from a server (e.g., cloud rendering), a high polygon model will occupy more data stream bandwidth, and dynamic objects (e.g., vehicles, pedestrians) need to update states (location, animation, physical simulation) per frame, which can increase the logical computation burden of the CPU. If the CPU processing time is too long, the rendering start time of the GPU may be delayed, resulting in an increase in interaction delay.
When the system operates, a mapping table of weight factors is obtained through a database, and corresponding weight factors, such as the weight factors of the number of polygons in the three-dimensional city in each frame of rendering, the weight factors of the number of dynamic objects in the three-dimensional city in each frame of rendering, the weight factors of the interaction delay input to the picture update in each frame of rendering and the weight factors of the data stream bandwidth in each frame of rendering, are extracted rapidly according to the current number of polygons in the three-dimensional city in each frame of rendering, the number of dynamic objects in the three-dimensional city in each frame of rendering, the interaction delay input to the picture update in each frame of rendering and the data stream bandwidth in each frame of rendering. This mapping table defines an explicit set of association rules that convert the number of polygons in the city three-dimensional per frame of rendering, the number of city three-dimensional dynamic objects per frame of rendering, the interaction delay of the input to the picture update per frame of rendering, and the specific value of the data stream bandwidth per frame of rendering to their corresponding weight factors. Under the mechanism, the dynamic acquisition of the weight factors can be effectively realized no matter the one-to-one accurate matching is realized, or a plurality of parameters are converged into a one-to-one relation of single weight.
Further, the specific analysis process for comprehensively evaluating the hardware load evaluation coefficient and the software load evaluation coefficient comprises the steps of obtaining a weight factor of the hardware load evaluation coefficient and a weight factor of the software load evaluation coefficient from a database, distributing weights to the hardware load evaluation coefficient and the software load evaluation coefficient, combining the hardware load evaluation coefficient and the software load evaluation coefficient, and processing to obtain a rendering load evaluation coefficient.
In this embodiment, the specific obtaining method of the rendering load evaluation coefficient is as follows:
Wherein RLEF is represented as a rendering load evaluation coefficient for evaluating the influence of hardware load and software load on the rendering load, HLA is represented as a hardware load evaluation coefficient,The SLA is expressed as a software load assessment factor, and the omega is expressed as a weight factor of the software load assessment factor.
When the system operates, a mapping table of the weight factors is obtained through a database, and corresponding weight factors, such as the weight factors of the hardware load evaluation factors and the weight factors of the software load evaluation factors, are extracted rapidly according to the current hardware load evaluation factors and the current software load evaluation factors. This mapping table defines an explicit set of association rules that convert the hardware load assessment coefficients and the software load assessment coefficients into their corresponding weighting factors. Under the mechanism, the dynamic acquisition of the weight factors can be effectively realized no matter the one-to-one accurate matching is realized, or a plurality of parameters are converged into a one-to-one relation of single weight.
Further, the specific threshold comparison method for respectively comparing the hardware load evaluation coefficient, the software load evaluation coefficient and the rendering load evaluation coefficient with the hardware load evaluation threshold, the software load evaluation threshold and the rendering load evaluation threshold comprises the steps of comparing the hardware load evaluation coefficient with the hardware load evaluation threshold, directly rendering the sub-region in real time if the hardware load evaluation coefficient is smaller than the hardware load evaluation threshold, executing a hardware load optimization scheme on the real-time rendering of the sub-region if the hardware load evaluation coefficient is larger than or equal to the hardware load evaluation threshold, continuing to compare the hardware load evaluation coefficient with the hardware load evaluation threshold after executing the hardware load optimization scheme, executing a software load optimization scheme on the real-time rendering of the sub-region if the hardware load evaluation coefficient is still larger than or equal to the hardware load evaluation threshold, executing the software load optimization scheme on the sub-region, executing the software load evaluation coefficient and the software load evaluation threshold if the software load evaluation coefficient is larger than or equal to the software load evaluation threshold, executing the rendering load optimization scheme on the sub-region if the software load evaluation coefficient is larger than or equal to the software load evaluation threshold, the method comprises the steps of executing a balanced rendering quality optimization scheme on real-time rendering of sub-areas, wherein the hardware load optimization scheme comprises dynamic resolution adjustment, the software load optimization scheme comprises interactive event priority scheduling and multithreading parallelization processing, and the rendering load optimization scheme comprises a view cone-based GPU (graphics processing Unit) rejection technology.
In this embodiment, the hardware load is evaluated to obtain a hardware load evaluation coefficient, if the hardware load evaluation coefficient is smaller than the hardware load evaluation threshold, the real-time rendering is directly performed on the sub-area, if the hardware load evaluation coefficient is larger than or equal to the hardware load evaluation threshold, the real-time rendering of the sub-area executes a hardware load optimization scheme, if the hardware load evaluation coefficient is still larger than or equal to the hardware load evaluation threshold, the computer performs interactive event priority scheduling and multithreading parallelization processing on the system, the software load is evaluated to obtain the software load evaluation coefficient, if the software load evaluation coefficient is smaller than the software load evaluation threshold, the real-time rendering is performed on the sub-area, if the software load evaluation coefficient is larger than or equal to the software load evaluation threshold, the computer performs view cone-based GPU rejection technology on the system, the rendering load is evaluated to obtain the rendering load evaluation coefficient, if the rendering load evaluation coefficient is smaller than the rendering load evaluation threshold, the real-time rendering is performed on the sub-area, the rendering load evaluation coefficient is larger than or equal to the rendering load evaluation threshold, and the real-time rendering of the sub-area executes a balance quality optimization scheme.
In a specific embodiment, the system loads the intersection subareas (building models, vehicles, pedestrians and dynamic lights), the initial resolution is 1080P, the hardware load optimization scheme is that the computer automatically reduces the resolution according to preset multiples, for example, the resolution is reduced to 720P from 1080P, the software load optimization scheme is that non-critical background data loading tasks are suspended and shadow calculation is distributed to special calculation threads, the rendering load optimization scheme is that 30% of building back surfaces and underground pipe network models outside the vision cone are removed, the drawing call is reduced to 8,500 times, and the triangular surface number is reduced to 560 ten thousand.
Further, the specific flow of the balanced rendering quality optimization scheme is that if the rendering load evaluation coefficient is still greater than or equal to the rendering load evaluation threshold value after the hardware load optimization scheme, the software load optimization scheme and the rendering load optimization scheme are executed, the balanced rendering quality optimization scheme is executed for real-time rendering of the sub-region, including executing polygon merging for real-time rendering of the sub-region, reducing the number of polygons and not rendering the polygons facing away from the camera, and if the rendering load evaluation coefficient is smaller than the rendering load evaluation threshold value, the balanced rendering quality optimization scheme is not executed.
In this embodiment, real-time rendering is performed on the sub-region model, after a hardware load optimization scheme, a software load optimization scheme and a rendering load optimization scheme, a rendering load evaluation coefficient is still greater than or equal to a rendering load evaluation threshold, glass curtain wall grids of adjacent office buildings in the sub-region are merged into 8000 from 2 ten thousand polygons by a buffer method, and the buffer method specifically includes the steps of generating a buffer (with a buffer distance set to 0) for the polygons to replace the traditional Un ion operation, and merging a large number of polygons. And stopping rendering on structures such as an air conditioner external unit and a pipeline of the building facing away from the viewpoint of the user, reducing 1200 invisible patches, immediately stopping degradation optimization, and retaining the current rendering quality (the combined building model still shows a complete appearance, but the back details are not updated).
As shown in FIG. 3, a schematic structural diagram of a virtual reality-based urban three-dimensional visualized interactive system provided by the embodiment of the application is shown, the virtual reality-based urban three-dimensional visualized interactive system provided by the embodiment of the application comprises an interaction and data collection module, a data preprocessing module, a data analysis module and an optimization module, wherein the interaction and data collection module is used for dividing an urban three-dimensional model into a plurality of subareas, selecting the subareas by users, performing visualized interaction on the models in the subareas, performing real-time rendering on the subareas and collecting virtual reality three-dimensional hardware load related data and virtual reality three-dimensional software load related data in the visual interaction process of the users, the data preprocessing module is used for preprocessing the virtual reality three-dimensional hardware load related data and the virtual reality three-dimensional software load related data to obtain virtual reality three-dimensional hardware load preprocessing data, the data analysis module is used for analyzing the virtual reality three-dimensional hardware load preprocessing data to obtain a hardware load evaluation coefficient, analyzing the virtual three-dimensional software load preprocessing data to obtain a software load evaluation coefficient, performing comprehensive interaction on the hardware load coefficient and the software load coefficient, performing real-time rendering on the hardware load evaluation coefficient and the hardware load evaluation coefficient by comparing the load evaluation coefficient with a threshold value and the load evaluation threshold value, and performing a real-time rendering and optimizing the load evaluation threshold value to the load evaluation result, if the hardware load evaluation coefficient is still greater than or equal to the hardware load evaluation threshold, executing a software load optimization scheme for real-time rendering of the sub-region, executing a rendering load optimization scheme for real-time rendering of the sub-region according to the threshold comparison result of the software load evaluation coefficient, and executing a balanced rendering quality optimization scheme for real-time rendering of the sub-region according to the threshold comparison result of the rendering load evaluation coefficient.
It will be appreciated by those skilled in the art that embodiments of the present invention may be provided as a method, system, or computer program product. Accordingly, the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
The present invention is described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems) and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiments and all such alterations and modifications as fall within the scope of the invention.
It will be apparent to those skilled in the art that various modifications and variations can be made to the present invention without departing from the spirit or scope of the invention. Thus, it is intended that the present invention also include such modifications and alterations insofar as they come within the scope of the appended claims or the equivalents thereof.