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Research and Application of Caideng Model Rendering Technology for Virtual Reality
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作者 Xuefeng Wang Yadong Wu +1 位作者 Yan Luo Dan Luo 《Journal of Computer and Communications》 2024年第4期95-110,共16页
With the development of virtual reality (VR) technology, more and more industries are beginning to integrate with VR technology. In response to the problem of not being able to directly render the lighting effect of C... With the development of virtual reality (VR) technology, more and more industries are beginning to integrate with VR technology. In response to the problem of not being able to directly render the lighting effect of Caideng in digital Caideng scenes, this article analyzes the lighting model. It combines it with the lighting effect of Caideng scenes to design an optimized lighting model algorithm that fuses the bidirectional transmission distribution function (BTDF) model. This algorithm can efficiently render the lighting effect of Caideng models in a virtual environment. And using image optimization processing methods, the immersive experience effect on the VR is enhanced. Finally, a Caideng roaming interactive system was designed based on this method. The results show that the frame rate of the system is stable during operation, maintained above 60 fps, and has a good immersive experience. 展开更多
关键词 Virtual Reality Caideng model Lighting model Point Light rendering
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Perceptual Optimization for Point-Based Point Cloud Rendering
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作者 YIN Yujie CHEN Zhang 《ZTE Communications》 2023年第4期47-53,共7页
Point-based rendering is a common method widely used in point cloud rendering.It realizes rendering by turning the points into the base geometry.The critical step in point-based rendering is to set an appropriate rend... Point-based rendering is a common method widely used in point cloud rendering.It realizes rendering by turning the points into the base geometry.The critical step in point-based rendering is to set an appropriate rendering radius for the base geometry,usually calculated using the average Euclidean distance of the N nearest neighboring points to the rendered point.This method effectively reduces the appearance of empty spaces between points in rendering.However,it also causes the problem that the rendering radius of outlier points far away from the central region of the point cloud sequence could be large,which impacts the perceptual quality.To solve the above problem,we propose an algorithm for point-based point cloud rendering through outlier detection to optimize the perceptual quality of rendering.The algorithm determines whether the detected points are outliers using a combination of local and global geometric features.For the detected outliers,the minimum radius is used for rendering.We examine the performance of the proposed method in terms of both objective quality and perceptual quality.The experimental results show that the peak signal-to-noise ratio(PSNR)of the point cloud sequences is improved under all geometric quantization,and the PSNR improvement ratio is more evident in dense point clouds.Specifically,the PSNR of the point cloud sequences is improved by 3.6%on average compared with the original algorithm.The proposed method significantly improves the perceptual quality of the rendered point clouds and the results of ablation studies prove the feasibility and effectiveness of the proposed method. 展开更多
关键词 point cloud rendering outlier detection perceptual optimization point-based rendering perceptual quality
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On Point-Based Haptic Rendering
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作者 Shi Wen Shahram Payandeh 《Engineering(科研)》 2013年第5期14-24,共11页
Haptic rendering is referred to as an approach for complementing graphical model of the virtual object with mechanics- based properties. As a result, when the user interacts with the virtual object through a haptic de... Haptic rendering is referred to as an approach for complementing graphical model of the virtual object with mechanics- based properties. As a result, when the user interacts with the virtual object through a haptic device, the object can graphically deflect or deform following laws of mechanics. In addition, the user is able to feel the resulting interaction force when interacting with the virtual object. This paper presents a study of defining the levels-of-detail (LOD) in point-based computational mechanics for haptic rendering of objects. The approach uses the description of object as a set of sampled points. In comparison with the finite element method (FEM), point-based approach does not rely on any predefined mesh representation and depends on the point representation of the volume of the object. Different from solving the governing equations of motion representing the entire object based on pre-defined mesh representation which is used in FEM, in point-based modeling approach, the number of points involved in the computation of displacement/deformation can be adaptively defined during the solution cycle. This frame work can offer the implementation of the notion for levels-of-detail techniques for which can be used to tune the haptic rendering environment for in- creased realism and computational efficiency. This paper presents some initial experimental studies in implementing LOD in such environment. 展开更多
关键词 HAPTIC rendering COMPUTATIONAL MECHANICS point-based modeling Level-of-Details
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Modeling and Rendering in the Three-Dimensional Effect in Rhino for Lady's High Boots
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作者 王立新 李明辉 《Journal of Donghua University(English Edition)》 EI CAS 2011年第2期196-199,共4页
In recent years, the computer drawing technology that deals with three-dimensional (3D) design of footwear has become hot topics. Rhino is a kind of common and practical 3D design software with strong drawing and rend... In recent years, the computer drawing technology that deals with three-dimensional (3D) design of footwear has become hot topics. Rhino is a kind of common and practical 3D design software with strong drawing and rendering graphics function, which is widely used to design industrial products. In this paper, through decomposition and modeling, modeling and drawing methods were analyzed in various parts of footwear by Rhino, as well as the smooth technology and adjustments to its profile curve by an example of lady's high boots. Finally, through a series introductions of rendering effects for footwear in color, light perception, grain characteristic, and 3D graphics, the main technical essential is achieved and difficulties in design of overall footwear styles are solved. 展开更多
关键词 3D effect FOOTWEAR RHINO rendering and modeling
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Dynamic ocean inverse modeling based on differentiable rendering
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作者 Xueguang Xie Yang Gao +2 位作者 Fei Hou Aimin Hao Hong Qin 《Computational Visual Media》 SCIE EI CSCD 2024年第2期279-294,共16页
Learning and inferring underlying motion patterns of captured 2D scenes and then re-creating dynamic evolution consistent with the real-world natural phenomena have high appeal for graphics and animation.To bridge the... Learning and inferring underlying motion patterns of captured 2D scenes and then re-creating dynamic evolution consistent with the real-world natural phenomena have high appeal for graphics and animation.To bridge the technical gap between virtual and real environments,we focus on the inverse modeling and reconstruction of visually consistent and property-verifiable oceans,taking advantage of deep learning and differentiable physics to learn geometry and constitute waves in a self-supervised manner.First,we infer hierarchical geometry using two networks,which are optimized via the differentiable renderer.We extract wave components from the sequence of inferred geometry through a network equipped with a differentiable ocean model.Then,ocean dynamics can be evolved using the reconstructed wave components.Through extensive experiments,we verify that our new method yields satisfactory results for both geometry reconstruction and wave estimation.Moreover,the new framework has the inverse modeling potential to facilitate a host of graphics applications,such as the rapid production of physically accurate scene animation and editing guided by real ocean scenes. 展开更多
关键词 inverse modeling surface reconstruction wave modeling ocean waves differentiable rendering(DR)
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A Tiny Example Based Procedural Model for Real-Time Glinty Appearance Rendering
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作者 You-Xin Xing Hao-Wen Tan +1 位作者 Yan-Ning Xu Lu Wang 《Journal of Computer Science & Technology》 SCIE EI CSCD 2024年第4期771-784,共14页
The glinty details from complex microstructures significantly enhance rendering realism.However,the previous methods use high-resolution normal maps to define each micro-geometry,which requires huge memory overhead.Th... The glinty details from complex microstructures significantly enhance rendering realism.However,the previous methods use high-resolution normal maps to define each micro-geometry,which requires huge memory overhead.This paper observes that many self-similarity materials have independent structural characteristics,which we define as tiny example microstructures.We propose a procedural model to represent microstructures implicitly by performing spatial transformations and spatial distribution on tiny examples.Furthermore,we precompute normal distribution functions(NDFs)by 4D Gaussians for tiny examples and store them in multi-scale NDF maps.Combined with a tiny example based NDF evaluation method,complex glinty surfaces can be rendered simply by texture sampling.The experimental results show that our tiny example based the microstructure rendering method is GPU-friendly,successfully reproducing high-frequency reflection features of different microstructures in real time with low memory and computational overhead. 展开更多
关键词 real-time rendering reflectance modeling glinty material photorealistic rendering microstructure
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Terrain Rendering LOD Algorithm Based on Improved Restrictive Quadtree Segmentation and Variation Coefficient of Elevation 被引量:2
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作者 Zhenwu Wang Xiaohua Lu 《Journal of Beijing Institute of Technology》 EI CAS 2018年第4期617-622,共6页
Aiming to deal with the difficult issues of terrain data model simplification and crack disposal,the paper proposed an improved level of detail(LOD)terrain rendering algorithm,in which a variation coefficient of eleva... Aiming to deal with the difficult issues of terrain data model simplification and crack disposal,the paper proposed an improved level of detail(LOD)terrain rendering algorithm,in which a variation coefficient of elevation is introduced to express the undulation of topography.Then the coefficient is used to construct a node evaluation function in the terrain data model simplification step.Furthermore,an edge reduction strategy is combined with the improved restrictive quadtree segmentation to handle the crack problem.The experiment results demonstrated that the proposed method can reduce the amount of rendering triangles and enhance the rendering speed on the premise of ensuring the rendering effect compared with a traditional LOD algorithm. 展开更多
关键词 terrain data model simplification crack disposal level of detail(LOD)terrain rendering algorithm variation coefficient of elevation node evaluation function restrictive quadtree segmentation
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Real-Time Rendering of Large-Scale Ocean Environments 被引量:1
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作者 HUANG Jing-jia LI Sheng +1 位作者 LAI Shun-nan WANG Guo-ping 《Computer Aided Drafting,Design and Manufacturing》 2015年第2期47-53,共7页
Simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game,... Simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game, movie and military usage. Simulation of ocean environment is often lack of realism for real-time application due to its complexity of dynamic waves. In this paper, a method based on FFT Wave model is proposed to solve this problem, which can also simulate the ocean optic property with atmosphere scattering. Furthermore, our method has a lot of advantages including global ocean dataset support, real-time, dynamic reflection of ocean, the foam on the wave, smooth transition from deep ocean to seacoast, etc. The experimental results demonstrate the realism and effectiveness of our approach. 展开更多
关键词 FFT wave model real-time rendering REFLECTION REFRACTION foam
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Realization of 3D Garment Rendering Using Texture Mapping Technology
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作者 Zhang Ruiyun(张瑞云) +1 位作者 Li Ruqin(李汝勤) 《Journal of Donghua University(English Edition)》 EI CAS 2001年第2期45-48,共4页
After a review of the planar garment effect production of pattern fabric and a brief introduction of the concept of texture mapping, the theory of 2D texture mapping onto 3D surface is stated. And the calculation proc... After a review of the planar garment effect production of pattern fabric and a brief introduction of the concept of texture mapping, the theory of 2D texture mapping onto 3D surface is stated. And the calculation procedures of texture mapping, such as texture image preprocess,mannequin and garment surface modeling, mapping relationship definition, shading/texturing model creation, and graphic transformation,are exploited to produce a real 3D garment rendring effect.Finally, the conclusion is given about the realization envlronment and affecting factors of the final images. 展开更多
关键词 TEXTURE mapping 3D-garment rendering shading/texturing model
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基于虚拟现实的虚拟仿真建模及渲染技术 被引量:1
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作者 梁振刚 郝雪达 《科技创新与应用》 2024年第14期37-40,共4页
虚拟现实技术能够创造出逼真的虚拟环境,为能够更加快速地建立模型,该文结合相关工具和Unity3D平台开发仿真建模及渲染技术。通过工具收集真实地形的数据,然后进行相关的数据处理并生成数据集合。通过使用Unity3D中地形工具进行数据读... 虚拟现实技术能够创造出逼真的虚拟环境,为能够更加快速地建立模型,该文结合相关工具和Unity3D平台开发仿真建模及渲染技术。通过工具收集真实地形的数据,然后进行相关的数据处理并生成数据集合。通过使用Unity3D中地形工具进行数据读取和快速制作三维场景模型,为提高模型的渲染逼真度使用高清渲染管线对场景模型进行光照等渲染处理。通过对该技术的研究,该技术能够使三维场景的逼真度提高及渲染程度非常好,模型细节也能观察,同时该技术也能被运用到毁伤评估仿真、虚拟训练等方面。 展开更多
关键词 虚拟现实 虚拟仿真建模 渲染 逼真度 三维模型
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面向游戏与动漫的黑白漫画风格非真实感实时渲染方法
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作者 胡燕 陈立哲 +3 位作者 谢含纳 葛钰峣 周顺 蔡兴泉 《系统仿真学报》 CAS CSCD 北大核心 2024年第7期1699-1712,共14页
针对一般黑白漫画风格的非真实感渲染方法资源开销高和实时性差的问题,提出一种面向游戏与动漫的黑白漫画风格非真实感实时渲染方法。设计特化光照模型,通过分析光照模型效果,设计主体突出的环境光项和灰度分级的漫反射项,合并光照模型... 针对一般黑白漫画风格的非真实感渲染方法资源开销高和实时性差的问题,提出一种面向游戏与动漫的黑白漫画风格非真实感实时渲染方法。设计特化光照模型,通过分析光照模型效果,设计主体突出的环境光项和灰度分级的漫反射项,合并光照模型各项,实现基于特化光照模型的场景预处理;提出屏幕空间三相边缘检测方法,将预处理得到的场景光照结果依次进行深度边缘检测、法线边缘检测、颜色边缘检测,合并边缘检测结果;对场景光照结果进行屏幕空间分区域渲染,依据光照结果灰度值大小,分别采用网点着色和线条着色方式处理,并采用插值方法处理着色交界;合并结果,依据光照模型结果灰度值设计分段函数,合并屏幕空间三相边缘检测结果与屏幕空间分区域渲染结果,得到最终渲染结果。实验表明,该方法能够以较低的资源开销和较快的渲染速度实现黑白漫画风格非真实感渲染,在有限的资源下提高渲染的效果,具有显著的黑白漫画风格。 展开更多
关键词 黑白漫画风格 非真实感渲染 实时渲染 特化光照模型 边缘检测
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冬奥气象图形产品可视化模型研究
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作者 丰德恩 唐卫 +4 位作者 王慕华 郝江波 袁亚男 赵瑞 王孝通 《计算机技术与发展》 2024年第3期214-220,共7页
高质量图形产品是冬奥气象服务信息的重要载体。基于冬奥气象数据高时空分辨率特征,研究了由多维气象信息向制图要素转换的冬奥气象图形产品可视化概念模型;设计了由基于数据引擎的结构映射、赛事服务的空间映射、组件应用的元素映射和... 高质量图形产品是冬奥气象服务信息的重要载体。基于冬奥气象数据高时空分辨率特征,研究了由多维气象信息向制图要素转换的冬奥气象图形产品可视化概念模型;设计了由基于数据引擎的结构映射、赛事服务的空间映射、组件应用的元素映射和派生思想的属性映射组成的冬奥气象图形产品可视化过程模型。针对差异化、准实时气象服务制图需求,设计了基于DVDL可视化描述语言的制图表达框架,对可视化模型进行业务组织,研发了冬奥气象图形产品加工系统,提供50余种基础产品样式和所见即所得的制图编辑功能,支持任意位置点长时间序列气象产品、山地赛场三维气象产品和多赛区综合服务气象产品的制图渲染。成果在2022年北京冬奥会气象服务中应用,生产了200余种不用服务主题气象图形产品,后续也可为其他冬季赛事和重大活动气象服务保障提供精细化产品制作解决方案。 展开更多
关键词 冬奥会 气象服务 可视化 渲染模型 产品加工
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基于计算机视觉的舰船模型三维重建方法
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作者 王玉 孙红娟 《舰船科学技术》 北大核心 2024年第6期161-164,共4页
为保证舰船模型三维重建的完整性以及细节程度,提出基于计算机视觉的舰船模型三维重建方法。基于双目立体视觉计算全局舰船目标点云坐标,生成舰船全局的三维点云数据;多视角点云配准方法对该数据进行配准后,输入多尺度特征递归卷积的稠... 为保证舰船模型三维重建的完整性以及细节程度,提出基于计算机视觉的舰船模型三维重建方法。基于双目立体视觉计算全局舰船目标点云坐标,生成舰船全局的三维点云数据;多视角点云配准方法对该数据进行配准后,输入多尺度特征递归卷积的稠密点云重建网络模型中,通过该模型生成舰船模型三维深度图,在此基础上,利用运动结构法完成舰船深度图中的三维曲线重建,对舰船模型进行颜色渲染,输出舰船模型三维重建结果。测试结果显示,该方法能够完成不同图像之间对应点的可靠匹配,确定各点的坐标位置;三维重建后模型的空间偏差均在0.015以下;能够较好地完成舰船结构的重建,重建后舰船模型的完整性较好,清晰呈现舰船的结构细节。 展开更多
关键词 计算机视觉 舰船模型 三维重建 多视角 颜色渲染 三维曲线重建
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基于LIVE2D技术的博物馆动态形象设计实践研究
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作者 宋美音 丁若钰 《设计》 2024年第17期144-148,共5页
探索以Live2D技术作为新的设计手段,进一步提升二维平面形象设计的表现力和影响力,寻找塑造新颖的博物馆动态形象的可行性,为博物馆提供适应现代多种媒体渠道传播形式的动态形象设计。以Live2D技术为核心,从文化传承与发展的角度出发,... 探索以Live2D技术作为新的设计手段,进一步提升二维平面形象设计的表现力和影响力,寻找塑造新颖的博物馆动态形象的可行性,为博物馆提供适应现代多种媒体渠道传播形式的动态形象设计。以Live2D技术为核心,从文化传承与发展的角度出发,结合博物馆实地调研与文物设计转化,拓宽博物馆形象设计在其馆内的应用范围,将传统平面原画通过2D建模,进而增强二维形象的可动性和真实感,结合符号学语义,实现以山东博物馆“亚丑钺”为例的动态形象设计实践。围绕博物馆藏品为原型,从平面设计图实现二维建模,实现文物藏品转化为角色形象,设计出基于Live2D技术的动态博物馆形象,为观展流程增添吸引力和沉浸感。促进博物馆以文物为原型的形象良性发展,丰富与观众的交互形式,帮助藏品达成创造性转化、创新性发展,从而为山东博物馆以及其他文化机构提供关于形象设计多元化创新的可借鉴新形式。 展开更多
关键词 Live2D 二维建模 图像渲染技术 博物馆动态形象 动态视觉
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基于神经渲染的数字孪生资产快速场景几何建模与检索方法 被引量:2
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作者 孙志强 郑杭彬 +2 位作者 吕超凡 孙学民 鲍劲松 《计算机集成制造系统》 EI CSCD 北大核心 2024年第4期1189-1200,共12页
虚实融合是数字孪生技术的典型特征,数字孪生的虚拟场景大多通过几何建模技术来实现。为解决场景几何建模的自动化程度较低。过于依赖人工,导致成本高昂且效率低下的问题,提出一种数字孪生几何场景构建方法。引入神经渲染技术采集物理... 虚实融合是数字孪生技术的典型特征,数字孪生的虚拟场景大多通过几何建模技术来实现。为解决场景几何建模的自动化程度较低。过于依赖人工,导致成本高昂且效率低下的问题,提出一种数字孪生几何场景构建方法。引入神经渲染技术采集物理实体的点云数据,然后设计一种基于深度学习的点云模型与3DCAD模型语义映射的方法,用于基于数字孪生几何模型资产库的3DCAD模型检索。最后建立训练数据集并构建数字孪生几何模型资产库进行实验验证。通过对比实验和退役电池拆解案例验证:与其他的数字孪生场景几何建模方法相比,该方法具有更低的成本和更高的效率。 展开更多
关键词 数字孪生 场景几何建模 神经渲染 模型检索
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基于OSG引擎的森林火势蔓延仿真系统关键技术研究
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作者 邵磊 严小天 +1 位作者 刘剑 刘玉明 《系统仿真学报》 CAS CSCD 北大核心 2024年第5期1232-1241,共10页
针对森林火势蔓延趋势的仿真推演需求,以及森林消防队伍的行动路线选择和实时路径生成的需要,提出了一种融合数字高程信息(digital elevation model,DEM)的扩展晶格模型,将地形的植被、受灾属性与地理高程信息进行结合,通过实时运算得... 针对森林火势蔓延趋势的仿真推演需求,以及森林消防队伍的行动路线选择和实时路径生成的需要,提出了一种融合数字高程信息(digital elevation model,DEM)的扩展晶格模型,将地形的植被、受灾属性与地理高程信息进行结合,通过实时运算得到结果数据并转换为可渲染的资源形式,利用OSG三维渲染引擎将其呈现到最终用户层面。借助这一数据结构以及对应的关键算法技术的研究实现,完成了一套较为完整的森林火势蔓延趋势仿真和灭火演练系统。该系统具有灵活性高,仿真效率和效果较好,支持各种并行计算方法的特点,可以在相关行业和系统中广泛推广和使用。 展开更多
关键词 火灾蔓延 实时渲染 扩展晶格模型结构 自适应寻路算法
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基于CIM的智慧园区技术探索与落地实践
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作者 周强 唐伟 +4 位作者 孙浩 台思 王树涛 余海威 郭睿 《土木建筑工程信息技术》 2024年第1期56-60,共5页
城市信息模型(CIM)是我国智慧城市建设及城市数字化转型的重要抓手之一。其核心技术主要包括物联感知技术、GIS与新型测绘技术、孪生建模技术、可视化渲染技术、仿真推演技术和交互控制技术等。本文以独角兽岛智慧园区项目为例,探讨CIM... 城市信息模型(CIM)是我国智慧城市建设及城市数字化转型的重要抓手之一。其核心技术主要包括物联感知技术、GIS与新型测绘技术、孪生建模技术、可视化渲染技术、仿真推演技术和交互控制技术等。本文以独角兽岛智慧园区项目为例,探讨CIM技术、物联网技术、大数据技术及可视化渲染技术的交汇与融合应用,设计并建设应用场景支撑产业园区全生命周期的规划、建设、管理、运营以及园区空间价值提升,形成园区、产业、市场和社会的数字化运行理念和方式,并提炼出项目中展现出的特色与亮点,为推动我国智慧园区及智慧城市的建设提供基础支撑和建设经验。 展开更多
关键词 城市信息模型 智慧园区 物联网 大数据 双引擎渲染
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基于NeRF的城市实景高精度三维建模技术 被引量:1
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作者 孙建华 李巍 +2 位作者 袁伟哲 王峰 谷佳铭 《测绘通报》 CSCD 北大核心 2024年第4期129-134,共6页
为了更好地将NeRF高精度三维建模应用于城市实景三维数字化重建,本文基于NeRF技术将大型场景划分为子NeRF,通过在场景内构造多个正八面体初始化多边形网格,并在训练过程中不断优化多边形面的顶点。训练完成后,得到编码器-解码器网络的权... 为了更好地将NeRF高精度三维建模应用于城市实景三维数字化重建,本文基于NeRF技术将大型场景划分为子NeRF,通过在场景内构造多个正八面体初始化多边形网格,并在训练过程中不断优化多边形面的顶点。训练完成后,得到编码器-解码器网络的权重,通过顶点优化对每个独立块进行不同层次的多边形网格细化。从视图范围捕获城市概览的卫星级图像到显示建筑复杂细节的地面级图像变化,构建面向城市细节层级(level-of-detail)和空间覆盖范围的多尺度数据,通过渐进式学习(progressive learning)神经网络体素渲染模型,使用多层感知器(MLP)实现体积密度和颜色的参数化,采用分层抽样方法实现预定义视角近平面和远平面之间光线的排序距离向量,实现大规模场景的实时交互式渲染。然后将GIS与NeRF相融合,为多数据融合、查询、分析、测量、标注和共享等任务提供了全新的解决方案,实现即时、流畅地拖拽、缩放和360°无死角地浏览和观看场景,这种融合可以轻松地将各种数据源整合,应用于城市规划、土地管理和环境监测等三维场景中,以进行空间分析。 展开更多
关键词 三维建模 NeRF神经辐射场 训练 渲染
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国产化BIM引擎在发电领域的渲染优化研究 被引量:1
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作者 朱江涛 王天堃 +1 位作者 杨广剑 王新洋 《土木建筑工程信息技术》 2024年第2期18-23,共6页
国产BIM引擎BIMBase在建筑和工程领域已得到广泛应用,但在处理发电厂大体量模型时,性能和效率有所降低。针对这一问题,本文提出了一系列优化方案,以提高BIMBase在处理发电厂大体量模型时的性能和效率,从而满足发电领域的需求。首先,本... 国产BIM引擎BIMBase在建筑和工程领域已得到广泛应用,但在处理发电厂大体量模型时,性能和效率有所降低。针对这一问题,本文提出了一系列优化方案,以提高BIMBase在处理发电厂大体量模型时的性能和效率,从而满足发电领域的需求。首先,本文调研和分析了BIMBase引擎的工作原理和结构,研究了在渲染大规模数据时面临的挑战和问题;其次,基于已有的研究成果,本文提出了量化优化指标、优化渲染算法等方法;最后,本文在实验中对优化方案进行验证和评估。结果表明,这些方法能够显著提高BIMBase引擎在渲染大规模数据时的性能和效率。本文提供了一套对BIM引擎在发电领域应用上的优化方法论和优化方案,可为其他BIM图形引擎优化提供一些参考和借鉴。此外,本文还对这些优化方案的效果进行了分析和讨论,以提供一些实践指导和参考。 展开更多
关键词 BIM引擎 渲染优化 发电领域 三维建模 国产软件
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基于Web的高铁接触网BIM模型数据轻量化及加载渲染优化
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作者 许建国 韩建民 王红强 《中国铁道科学》 EI CAS CSCD 北大核心 2024年第5期179-186,共8页
为解决高铁接触网建筑信息模型(BIM)在Web浏览器中加载速度慢和渲染卡顿的问题,提出基于Web的高铁接触网BIM模型数据轻量化和加载渲染优化算法。首先,针对接触网BIM模型数据的特点,提出构件参数属性数据轻量化、几何实例合并与三维数据... 为解决高铁接触网建筑信息模型(BIM)在Web浏览器中加载速度慢和渲染卡顿的问题,提出基于Web的高铁接触网BIM模型数据轻量化和加载渲染优化算法。首先,针对接触网BIM模型数据的特点,提出构件参数属性数据轻量化、几何实例合并与三维数据转换算法,以减少模型文件大小和提高网络传输效率;其次,结合KD树结构和接触网工程点多线长的特点,提出以线路里程数据和接触网支柱信息为划分维度的算法,实现接触网BIM模型空间划分和索引优化,提升大规模BIM模型的加载渲染性能;最后,进行某区段和全线高铁接触网工程的实例验证。结果表明:与基于商用平台构建的模型文件大小对比,该区段和全线接触网BIM模型的轻量化文件大小分别压缩为原始文件的8.8%和17.0%,区段文件优化后渲染帧率提升500%,全线提升1800%,提高了网络传输和渲染效率。该方法在Web浏览器场景下的有效性得到验证,为高铁接触网工程数字化设计、智能建造和智能运维提供了技术支持。 展开更多
关键词 高铁接触网 建筑信息模型(BIM) 数据轻量化 加载渲染优化 构件 地理信息系统(GIS)
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