CN106846454A - Lens Flare method for drafting and device - Google Patents

Lens Flare method for drafting and device Download PDF

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Publication number
CN106846454A
CN106846454A CN201710032937.0A CN201710032937A CN106846454A CN 106846454 A CN106846454 A CN 106846454A CN 201710032937 A CN201710032937 A CN 201710032937A CN 106846454 A CN106846454 A CN 106846454A
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China
Prior art keywords
lens flare
lens
flare
halation
parameter
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张民英
曹军
顾强
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN201710032937.0A priority Critical patent/CN106846454A/en
Publication of CN106846454A publication Critical patent/CN106846454A/en
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects

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  • Engineering & Computer Science (AREA)
  • Computer Graphics (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Image Generation (AREA)

Abstract

A kind of Lens Flare method for drafting disclosed by the invention and device are merged into a large texture textures by by the texture mapping needed for some Lens Flares,It is committed to the caching of GPU,Then halation model is set up in three-dimensional scenic,The parameter and the attribute of each Lens Flare of current scene real-time adjustment of some Lens Flares according to input,According to the attribute of each Lens Flare,Call a quad patch,Read large texture textures caching,Each Lens Flare is drawn by tinter,This programme draws Lens Flare by the way of picture mapping,Multiple Lens Flares can be drawn in a batch by a quad patch and a large texture textures,Save the expense drawn,And the parameter of the Lens Flare can be set and be input into by designer,Pattern variation,Flexible configuration,Solve existing Lens Flare drafting expense big,The problem that can not be configured.

Description

Lens Flare method for drafting and device
Technical field
The present invention relates to area of computer graphics, more particularly to a kind of Lens Flare method for drafting and device.
Background technology
With the popularization of smart mobile phone and panel computer, the game of mobile terminal also grows up, with setting about industry of parading Development, more and more senior drafting effects start the appearance on the user of mobile phone and panel computer.Image quality can particularly be represented The camera lens glare effect of level, that is, Lens Flare effect, are gradually applied in mobile phone games.Lens Flare is inside camera lens There is the optical phenomenas such as reflection, refraction, diffraction in light, so as to the glare effect formed in photo, the video for shooting.
There are based on the physics, sense of reality, Lens Flare rendering technique at present, but computing cost is very big, and And need complicated pretreatment.And, ripe hand trip engine, such as unity, middle Lens Flare function is simple, but halation Effect can not be configured, style sheet one, and drafting expense still has optimization space.
The content of the invention
The purpose of the embodiment of the present invention is to provide a kind of Lens Flare method for drafting and device, can Fast Drawing camera lens light It is dizzy, solve the problems, such as that existing Lens Flare drafting expense is big, can not configure, diversification of forms, change is flexible.
To achieve the above object, a kind of Lens Flare method for drafting, including step be the embodiment of the invention provides:
The parameter of some Lens Flares of input is received, and successively in incoming tinter;
The texture mapping to be used of some Lens Flares is merged into a large texture textures, by large texture patch Figure generates large texture textures caching in being committed to the caching of GPU;
Halation model is set up in three-dimensional scenic, according to the parameter and current scene real-time adjustment of some Lens Flares The attribute of each Lens Flare in tinter;
According to the attribute of each Lens Flare, a quad patch is called, read the large texture textures caching, led to Tinter is crossed to draw each Lens Flare.
Compared with prior art, if the dry system lens that is set according to designer of Lens Flare method for drafting disclosed by the invention The parameter of halation, a large texture textures are merged into by the texture mapping needed for some Lens Flares, are committed to GPU Caching, halation model is then set up in three-dimensional scenic, according to input some Lens Flares parameter and current scene reality When adjust the attribute of each Lens Flare, according to the attribute of each Lens Flare, call a quad patch, read big line Reason textures caching, is drawn by tinter to each Lens Flare, and this programme draws camera lens by the way of picture mapping Halation, without complicated pretreatment, and during each Lens Flare is drawn, only need to use a quad patch, can subtract Few vertex cache, amount of calculation is smaller;The large texture textures include the texture mapping to be used of some Lens Flares, can avoid Drawing multiple Lens Flares will carry out the switching of texture cache;Using a large texture textures and a quad patch, can be by multiple Lens Flare merges into a drafting batch, saves the expense drawn;And the parameter of the Lens Flare is set by designer And be input into, pattern variation, flexible configuration, solve the problems, such as that existing Lens Flare drafting expense is big, can not configure.
As the improvement of such scheme, by below equation to being drawn to each Lens Flare:
Wherein, Iflare_resultIt is the halation image obtained after being drawn to each Lens Flare, IflareIt is described Each pixel of Lens Flare, n is the number of the Lens Flare, and i is the index of the Lens Flare, and T (x, y, i) is described Lens Flare carries out displacement according to attribute, the apex coordinate after scaling and being rotationally-varying, and c (i) is the Lens Flare according to category Property obtain each pixel color value, a (i) is the transparence value of each pixel that the Lens Flare is obtained according to attribute, x With the apex coordinate that y is the quad patch.The formula includes 5 basic elements of Lens Flare, be respectively color, thoroughly Lightness, rotation, scaling and displacement.
As the improvement of such scheme, the parameter of the Lens Flare include texture index, color, size, offset, be/ One or more in no rotation, brightness, transparency, fuzziness.By setting multiple parameters, the multiple of Lens Flare can be presented Visual effect, and the different patterns of Lens Flare are generated by configuration parameter, it is possible to reduce the number of texture mapping, optimization is slow Deposit space.
As the improvement of such scheme, drafting is carried out to each Lens Flare by tinter and is specifically included:
The side-play amount of offset parameter values k and the current scene light source according to any Lens Flare to screen center P, with the straight line where the current scene light source and the screen center on and to the screen center side-play amount be k* The Lens Flare is drawn on the position of P.By this set, meet the effect of Lens Flare under truth, very The center of real Lens Flare, light source and screen center are conllinear, and with movement of the light source on screen, Lens Flare also can be with Movement and rotation.
Used as the improvement of such scheme, the halation result of Lens Flare includes fade in effect and effect of fading out;It is described to fade in Effect is that under default scene, the transparency of the Lens Flare is within the predetermined time by 0 to 1 change;The effect of fading out Fruit is that under default scene, the transparency of the Lens Flare is within the predetermined time by 1 to 0 change.This transparency Transition can simulate the persistence of vision effect of human eye, the more sense of reality.
Used as the improvement of such scheme, the tinter includes vertex shader and fragment shader;
The vertex shader is generated respectively for the parameter that the skew according to the Lens Flare, scaling, Yes/No rotate The offset effect of the Lens Flare, size effect, rotates effe;
The fragment shader generates institute respectively for the parameter of the color according to the Lens Flare, brightness, fuzziness State color effects, chiaroscuro effect, the blur effect of Lens Flare.Various effects of Lens Flare can be presented by setting many kinds of parameters Really, pattern enriches.
Used as the improvement of such scheme, carrying out drafting to each Lens Flare by tinter includes:
By the changing coordinates on each summit in the quad patch respectively with the zooming parameter value phase of the Lens Flare The size effect of Lens Flare is obtained after multiplying;
Obtained after each summit in the quad patch is rotated according to the rotation angle value of the Lens Flare The rotates effe of Lens Flare;The rotation angle value of the Lens Flare by the Yes/No rotation parameter of the Lens Flare and The position generation of current scene light source;
Each fragment in the quad patch is multiplied with the color parameter of the Lens Flare and obtains the camera lens light Dizzy color effects;
Each fragment in the quad patch is multiplied with the luminance parameter of the Lens Flare and obtains the camera lens light Dizzy brightness effects;
The transparency that the transparency parameter of the Lens Flare is assigned to each fragment in the quad patch is obtained The transparency interaction of the Lens Flare.
Used as the improvement of such scheme, carrying out drafting to each Lens Flare by tinter includes:
According to the fuzziness parameter of any Lens Flare, to described after being sampled in the different levels of mipmap textures Lens Flare is drawn, and generates the blur effect of the Lens Flare;Wherein, the different levels of the mipmap textures pass through Generated after the large texture textures are carried out into different Fuzzy processings.Large texture textures are carried out into Fuzzy processing in advance, can The time-consuming of the Lens Flare is drawn to save.
As the improvement of such scheme, the large texture textures include halation texture mapping, starburst texture mapping and Ring of light texture mapping;Wherein, the halation texture mapping includes octagon halation texture mapping, circular halation texture mapping, six Side shape halation texture mapping, pentagon halation texture mapping.Starburst texture mapping can show the pearlescent effect of light source Really, good simulation effect and visual effect is reached.
Used as the improvement of such scheme, methods described is carried out by instancing Renderings to the quad patch Draw.By instancing Renderings, can acceleration drawing process, reach the effect for reducing and rendering batch.
Used as the improvement of such scheme, the quad patch is square dough sheet.
Used as the improvement of such scheme, the quad patch includes two triangle surfaces.
Accordingly, the embodiment of the present invention additionally provides a kind of Lens Flare drawing apparatus, including:
Parameter receiver module, the parameter of some Lens Flares for receiving input, and successively in incoming tinter;
Large texture textures cache module is big for the texture mapping to be used of some Lens Flares to be merged into one Texture mapping, the large texture textures is committed to large texture textures caching is generated in the caching of GPU;
Attribute tuning module, sets up halation model in three-dimensional scenic, the ginseng of the described some Lens Flares according to input The attribute of each Lens Flare in number and current scene real-time adjustment tinter;
Drafting module, for the attribute according to each Lens Flare, calls a quad patch, reads the big line Reason textures caching, is drawn by tinter to each Lens Flare.
Used as the improvement of such scheme, the drafting module is painted by below equation to each Lens Flare System:
Wherein, Iflare_resultIt is the halation image obtained after being drawn to each Lens Flare, IflareIt is camera lens Each pixel of halation, n is the number of Lens Flare, and i is the index of Lens Flare, and T (x, y, i) is Lens Flare according to attribute Displacement is carried out, the apex coordinate after scaling and being rotationally-varying, c (i) is each pixel that the Lens Flare is obtained according to attribute Color value, a (i) is the transparence value of each pixel that the Lens Flare is obtained according to attribute, and x and y is the quadrangle The apex coordinate of dough sheet.
As the improvement of such scheme, the parameter of the Lens Flare include texture index, color, size, offset, be/ One or more in no rotation, brightness, transparency, fuzziness.
Used as the improvement of such scheme, the drafting module is drawn to each Lens Flare in the following manner:
Offset parameter values k and current scene light source according to any Lens Flare to screen center side-play amount P, With on the straight line where the scene light source and screen center and to screen center side-play amount for k*P position on to described Lens Flare is drawn.
Used as the improvement of such scheme, the halation result of the Lens Flare includes fade in effect and effect of fading out;It is described Effect of fading in is that under default scene, the transparency of the Lens Flare is within the predetermined time by 0 to 1 change;It is described light It is that under default scene, the transparency of the Lens Flare is within the predetermined time by 1 to 0 change to go out effect.
Used as the improvement of such scheme, the tinter includes vertex shader and fragment shader;
The vertex shader is generated respectively for the parameter that the skew according to the Lens Flare, scaling, Yes/No rotate The offset effect of the Lens Flare, size effect, rotates effe;
The fragment shader generates institute respectively for the parameter of the color according to the Lens Flare, brightness, fuzziness State color effects, chiaroscuro effect, the blur effect of Lens Flare.
Used as the improvement of such scheme, the drafting module includes:
Scaling drawing unit, for by the changing coordinates on each summit in the quad patch respectively with the camera lens light Dizzy zooming parameter value obtains the size effect of the Lens Flare after being multiplied;
Rotation drawing unit, for by the anglec of rotation of each summit according to the Lens Flare in the quad patch Value obtains the rotates effe of the Lens Flare after being rotated;The rotation angle value of the Lens Flare passes through the camera lens light The position generation of dizzy Yes/No rotation parameter and current scene light source;
Color drawing unit, for by the color parameter phase of each fragment in the quad patch and the Lens Flare Multiply the color effects for obtaining the Lens Flare;
Brightness drawing unit, for by the luminance parameter phase of each fragment in the quad patch and the Lens Flare Multiply the brightness effects for obtaining the Lens Flare;
Transparency drawing unit, it is every in the quad patch for the transparency parameter of the Lens Flare to be assigned The transparency of one fragment obtains the transparency interaction of the Lens Flare.
Used as the improvement of such scheme, the drafting module includes fuzziness drawing unit, for according to any mirror The fuzziness parameter of head halation, draws after being sampled in the different levels of mipmap textures to the Lens Flare, generates The blur effect of Lens Flare;Wherein, the different levels of the mipmap textures carry out difference by by the large texture textures Fuzzy processing after generate.
As the improvement of such scheme, the large texture textures include halation texture mapping, starburst texture mapping and Ring of light texture mapping;Wherein, the halation texture mapping includes octagon halation texture mapping, circular halation texture mapping, six Side shape halation texture mapping, pentagon halation texture mapping.
Used as the improvement of such scheme, described device is by instancing Renderings to each camera lens light It is dizzy to be drawn.
Used as the improvement of such scheme, the quad patch is square dough sheet.
Used as the improvement of such scheme, the quad patch includes two triangle surfaces.
Present invention also offers another Lens Flare method for drafting, including step:
The position of parameter and current scene light source according to Lens Flare calculates the position of the Lens Flare on screen, And the position of the Lens Flare on screen sets a quad patch;Wherein, the parameter of the Lens Flare is defeated in advance Enter and in incoming tinter;
The parameter of attribute and the Lens Flare according to the current scene light source obtains the quad patch in real time Attribute;
According to the attribute of the quad patch, corresponding texture mapping in a large texture textures is extracted in, and by institute State and corresponding halation image is generated after tinter is drawn to the quad patch;Wherein, the large texture textures include The texture mapping to be used of some Lens Flares.
Compared with prior art, Lens Flare method for drafting disclosed by the invention is by the parameter according to Lens Flare and works as The attribute of preceding scene light source, a quad patch is set on the relevant position of screen and the category of the quad patch is obtained Property, the attribute according to the quad patch extracts corresponding texture mapping in large texture textures and generates phase after being drawn The halation image answered, this programme draws Lens Flare by the way of picture mapping, without complicated pretreatment and every drawing During one Lens Flare, a quad patch only need to be used, without the switching of vertex cache and indexed cache, save storage Expense and amount of calculation is smaller;The large texture textures include the texture mapping to be used of some Lens Flares, can avoid painting The multiple Lens Flares of system will carry out the switching of texture cache;Using large texture textures and a quadrangle including some texture mapping Multiple camera lens light sources can be merged into a batch and be rendered by dough sheet, optimize the efficiency for rendering;And the Lens Flare Parameter is set and is input into by designer, pattern variation, flexible configuration, is solved existing Lens Flare and is drawn expense greatly, no The problem that can be configured.
As the improvement of such scheme, the parameter of the Lens Flare include texture index, color, size, offset, be/ One or more in no rotation, brightness, transparency, fuzziness.
As the improvement of such scheme, the position of the Lens Flare is calculated in the following manner:
Offset parameter values k and current scene light source according to any Lens Flare are incited somebody to action to the side-play amount P of screen center The Lens Flare be arranged at the current scene light source and the screen center where straight line on and to the screen center Side-play amount for k*P position on.
Used as the improvement of such scheme, the halation result of the Lens Flare includes fade in effect and effect of fading out;It is described Effect of fading in is that under default scene, the transparency of the Lens Flare is within the predetermined time by 0 to 1 change;It is described light It is that under default scene, the transparency of the Lens Flare is within the predetermined time by 1 to 0 change to go out effect.
As the improvement of such scheme, the large texture textures include halation texture mapping, starburst texture mapping and Ring of light texture mapping;Wherein, the halation texture mapping includes octagon halation texture mapping, circular halation texture mapping, six Side shape halation texture mapping, pentagon halation texture mapping.
Used as the improvement of such scheme, methods described is carried out by instancing Renderings to the quad patch Draw.
The present invention is also corresponded to and provides another Lens Flare drawing apparatus, including:
Dough sheet setup module, for the institute on the position calculating screen of the parameter according to Lens Flare and current scene light source The position of Lens Flare is stated, and the position of the Lens Flare on screen sets a quad patch;Wherein described camera lens The parameter of halation is pre-entered and in incoming tinter;
Dough sheet attribute acquisition module, the parameter for the attribute according to current scene light source and the Lens Flare is obtained in real time Take the attribute of the quad patch;
Drafting module, for the attribute according to the quad patch, is extracted in corresponding texture in a large texture textures Textures, and corresponding halation image is generated after being drawn to the quad patch by the tinter;Wherein, it is described big Texture mapping includes the texture mapping to be used of some Lens Flares.
As the improvement of such scheme, the parameter of the Lens Flare include texture index, color, size, offset, be/ One or more in no rotation, brightness, transparency, fuzziness.
Used as the improvement of such scheme, the dough sheet setup module calculates the position of the Lens Flare in the following manner Put:
Offset parameter values k and current scene light source according to any Lens Flare are incited somebody to action to the side-play amount P of screen center The Lens Flare be arranged at the current scene light source and the screen center where straight line on and to the screen center Side-play amount for k*P position on.
Used as the improvement of such scheme, the halation result of the Lens Flare includes fade in effect and effect of fading out;It is described Effect of fading in is that under default scene, the transparency of the Lens Flare is within the predetermined time by 0 to 1 change;It is described light It is that under default scene, the transparency of the Lens Flare is within the predetermined time by 1 to 0 change to go out effect.
As the improvement of such scheme, the large texture textures include halation texture mapping, starburst texture mapping and Ring of light texture mapping;Wherein, the halation texture mapping includes octagon halation texture mapping, circular halation texture mapping, six Side shape halation texture mapping, pentagon halation texture mapping.
Used as the improvement of such scheme, described device is carried out by instancing Renderings to the quad patch Draw.
Brief description of the drawings
Fig. 1 is a kind of schematic flow sheet of Lens Flare method for drafting in the embodiment of the present invention 1.
Fig. 2 is the schematic diagram at Lens Flare setting interface in the embodiment of the present invention 1.
Fig. 3 is the schematic diagram of large texture textures in the embodiment of the present invention 1.
Fig. 4 a are the schematic diagrames of halation texture mapping in the embodiment of the present invention 1.
Fig. 4 b are the schematic diagrames of starburst texture mapping in the embodiment of the present invention 1.
Fig. 4 c are the schematic diagrames of ring of light texture mapping in the embodiment of the present invention 1.
Fig. 5 is the schematic diagram that is converted with the movement of light source of position of halation in the embodiment of the present invention 1.
Fig. 6 is the effect diagram after Lens Flare superposition in the embodiment of the present invention 1.
Fig. 7 is the schematic flow sheet drawn to each Lens Flare in step 4 in the embodiment of the present invention 1.
Fig. 8 is mipmap textures schematic diagrames in the embodiment of the present invention 1.
Fig. 9 is a kind of structural representation of Lens Flare drawing apparatus in the embodiment of the present invention 2.
Figure 10 is the structural representation of drafting module in the embodiment of the present invention 2.
Figure 11 is the schematic flow sheet of another Lens Flare method for drafting in the embodiment of the present invention 3.
Figure 12 is the structural representation of another Lens Flare drawing apparatus in the embodiment of the present invention 4.
Specific embodiment
Below in conjunction with the accompanying drawing in the embodiment of the present invention, the technical scheme in the embodiment of the present invention is carried out clear, complete Site preparation is described, it is clear that described embodiment is only a part of embodiment of the invention, rather than whole embodiments.It is based on Embodiment in the present invention, it is every other that those of ordinary skill in the art are obtained under the premise of creative work is not made Embodiment, belongs to the scope of protection of the invention.
It is a kind of schematic flow sheet of Lens Flare drafting that the embodiment of the present invention 1 is provided referring to Fig. 1.As shown in Figure 1 Lens Flare method for drafting, including step:
S1, the parameter for receiving some Lens Flares being input into, and successively in incoming tinter;
Wherein, the parameter of the Lens Flare can voluntarily be set and be input into by user, including texture index, color, size, One or more in skew, Yes/No rotation, brightness, transparency, fuzziness.Texture index is corresponding with specific texture mapping, Yes/No rotation is that, when light source is moved, whether the Lens Flare also rotates to simulate real field during moving Scape.Therefore, as shown in Fig. 2 present solution provides user interface, so that designer is to the self-defined Lens Flare of Lens Flare The parameter of quantity and each Lens Flare.
S2, the texture mapping to be used of some Lens Flares is merged into a large texture textures, by the big line Reason textures generate large texture textures caching in being committed to the caching of GPU;
Preferably, as shown in figure 3, the large texture textures include halation texture mapping (such as Fig. 4 a), starburst (light Awns four is penetrated) texture mapping (such as Fig. 4 b) and ring of light texture mapping (such as Fig. 4 c).As needed, need to represent radiance four near light source The effect penetrated, it is therefore desirable to which starburst texture mapping is set.The shape of Lens Flare is relevant with lens aperture, therefore, it is described Halation texture mapping includes octagon halation texture mapping, circular halation texture mapping, hexagon halation texture mapping, pentagon Halation texture mapping.The large texture textures include the basic shape of various halation, by these basic configuration configuration parameters Various patterns can be generated, the personalized and diversified demand of designer is met.
S3, halation model is set up in three-dimensional scenic, the parameter and current scene according to some Lens Flares are real-time The attribute of each Lens Flare in adjustment tinter;
S4, the attribute according to each Lens Flare, call a quad patch, read the large texture textures and delay Deposit, each Lens Flare is drawn by tinter;
In this step, indexed by the texture in the attribute of the Lens Flare, read in the large texture textures Corresponding texture mapping.For example, in the large texture textures of Fig. 3 constructions, the line needed for being determined by the index value of 1-16 Reason textures.Wherein, the quad patch is preferably square dough sheet,
The method that this programme uses picture mapping carrys out simulating lens halation, with the camera lens of based on the physics, sense of reality Halation rendering technique is compared, and the pretreatment without carrying out complexity, computing cost is few, can increase the atmosphere of scene of game.And, this Scheme only needs a large texture textures and a quad patch, and when each Lens Flare is drawn, rendering state does not change, Only different parameters need to be transmitted to tinter, without carrying out texture cache, indexed cache and the switching of vertex cache, can will be some Individual Lens Flare is merged into one and renders batch, simplifies the flow of drafting, reduces the expense drawn.And, user circle is set Face is used to configure the parameter of each Lens Flare, can generate the Lens Flare with multi-effect, and simple and flexible, pattern is richer It is rich.
Preferably, the quad patch includes two triangle surfaces, so as to vertex cache can be reduced, reduces what is drawn Amount of calculation, reduces the expense drawn.
, it is necessary to give each Lens Flare allocation position in specific implementation process.The position of real camera halation and Light source, screen center be it is conllinear, and Lens Flare to the screen center of the distance and light source of screen center distance in solid Fixed proportionate relationship.With movement of the light source on screen, Lens Flare can also be moved and rotated.Specifically, true In real field scape, as shown in fig. 5, it is assumed that light source 2 is P1 for the offset vector of screen center 1 when starting, halation 3 is in screen The offset vector of the heart 1 is P2, and P1 and P2 are conllinear.When the offset vector at the relative screen center 1 of light source 2 is changed into P3, The offset vector of so new halation 3 is then changed into P3* (P2/P1).When light source 2 on screen offseting to for screen center 1 When amount changes, halation 3 also there occurs change for the offset vector of screen center 1, but between the two offset vectors Proportionate relationship be constant.
Therefore, this programme configures the skew of the position according to any Lens Flare of Lens Flare in drawing process Parameter value k and current scene light source to screen center side-play amount P, with the current scene light source and institute of the screen center Straight line on and to the screen center side-play amount for k*P position on the Lens Flare is drawn.
It should be understood that each Lens Flare is by multiple halation element overlaids, it is preferable that can be by color, transparent Degree, displacement, scaling, 5 basic elements of rotation are drawn to halation image, are drawn especially by below equation:
Wherein, Iflare_resultIt is the halation image obtained after being drawn to each Lens Flare, IflareIt is described Each pixel of Lens Flare, n is the number of the Lens Flare, and i is the index of the Lens Flare, and T (x, y, i) is described Lens Flare carries out displacement according to attribute, the apex coordinate after scaling and being rotationally-varying, and c (i) is the Lens Flare according to category Property obtain each pixel color value, a (i) is the transparence value of each pixel that the Lens Flare is obtained according to attribute, x With the apex coordinate that y is the quad patch.As shown in fig. 6, after carrying out the simulation of Lens Flare, n Lens Flare 3, field On same straight line, n Lens Flare 3 is overlapped can simulate band Lens Flare effect for scape light source and screen center 1 Game picture, so as to set off game atmosphere by contrast, improve the experience sense of game.
As shown in fig. 7, being drawn to each Lens Flare by tinter in step S4 in embodiment 1 Including:
S41, by the changing coordinates on each summit in the quad patch respectively with the zooming parameter of the Lens Flare Value obtains the size effect of Lens Flare after being multiplied;
S42, by after each summit is rotated according to the rotation angle value of the Lens Flare in the quad patch Obtain the rotates effe of Lens Flare;The rotation angle value of the Lens Flare rotates ginseng by the Yes/No of the Lens Flare The position of number and current scene light source generates;
S43, be multiplied each fragment in the quad patch with the color parameter of the Lens Flare acquisition mirror The color effects of head halation;
S44, be multiplied each fragment in the quad patch with the luminance parameter of the Lens Flare acquisition mirror The brightness effects of head halation;
S45, the transparency that the transparency parameter of the Lens Flare is assigned to each fragment in the quad patch Obtain the transparency interaction of the Lens Flare;
S46, the fuzziness parameter according to the Lens Flare, to described after being sampled in the different levels of mipmap textures Lens Flare is drawn, and generates the blur effect of the Lens Flare;Wherein, the different levels of the mipmap textures pass through Generated after the large texture textures are carried out into different Fuzzy processings.
There is a conventional technology to be referred to as Mipmapping in the textures of three dimensional computer graphics are rendered.It typically is Textures are processed into a series of file being made up of pictures for being pre-calculated and optimizing, and such textures are referred to as MIP Map or mipmap." MIP " comes from the initial of Latin language multum in parvo, means and " places many things Small space ".If the basic size of textures is 256x256 pixels, its mipmap just has 8 levels.Each level is Last layer level a quarter size, successively level size be exactly:128x128;64x64;32x32;16x16;8x8;4x4; 2x2;1x1 (pixel).For example in one scenario, rendering textures needs if the space size that fills up is 40x40 pixels, If without Trilinear Filtering, that 32x32 can be displayed magnified, or have Trilinear Filtering, can be between 64x64 and 32x32 Switching.The method of simplest generation textures is exactly to take turns doing averagely, naturally it is also possible to use more senior algorithm.In mipmap The small figure of each level is the duplicate of the diminution details of a special ratios of master map.Although necessary being regarded at some Angle, master map still can be rendered complete details by using.But when textures are reduced or only need to from remote viewing When, mipmap will be transformed into appropriate level.In fact, being worked in Trilinear Filtering (trilinear filtering) When, can switch between two close levels.
Because mipmap textures need the pixel being read far fewer than common textures, the speed for rendering is carried Rise.And the time of operation reduces, because the picture of mipmap had done antialiasing treatment, so as to reduce in real time The burden for rendering.Amplify and diminution also becomes more efficiently because of mipmap.
According to the different attribute of each incoming Lens Flare, the different-effect of Lens Flare is capable of achieving.In order to realize mirror Different size of effect of the head halation on screen, apicad can transmit zooming parameter value by tinter, and the contracting is multiplied by each summit Parameter value is put to zoom in and out, for example original coordinates be x and y, zooming parameter value be S, then by the coordinate after scale transformation be x ˊ =Sx, y ˊ=Sy;In order to realize offset effect of the Lens Flare on screen, each summit is according to offset parameter values and current light The side-play amount of each coordinate that the position in source is calculated enters line displacement, such as original coordinates are x and y, abscissa, ordinate Side-play amount is respectively Tx, Ty, then the coordinate after offseting conversion is x ˊ=x+Tx, y ˊ=y+Ty;In order to realize Lens Flare Rotates effe on screen, each summit is rotated according to the rotation angle value of the Lens Flare, for example original coordinates For x and y, it is necessary to rotation angle value be θ, then by the coordinate after scale transformation be x ˊ=rcos (α+θ)=x cos θ-ysin θ, y ˊ=rsin α+θ=ycos θ+xsin θ;In order to realize different brightness of the Lens Flare on screen, by fragment shader Each fragment is multiplied by incoming brightness value, the brightness of final fragment is Fragment_Color=Fragment_Color* luminance;In order to realize different colours of the Lens Flare on screen, each fragment is multiplied by incoming color value, final The color of fragment is Fragment_Color=Fragment_Color*color;In order to realize that Lens Flare is saturating on screen Lightness, by fragment shader to each fragment the incoming transparency parameter value of transparency assignment, the brightness of final fragment It is Fragment_Color.a=alpha;In order to realize the different fuzzinesses of Lens Flare on screen, each fragment is according to fuzzy Spend from the different levels of mipmap and sampled, wherein, as shown in figure 8, the different levels of the mipmap textures are by by institute Stating large texture textures carries out generation after different Fuzzy processings.
Further, in order to simulate the persistence of vision effect of human eye, can fade in for Lens Flare increase, effect of fading out.When When light source just appears in screen, using the effect faded in, i.e., value of increasing transparency frame by frame frames out or by object when light source When blocking, using the effect faded out, transparence value is reduced frame by frame.Specifically, light source has just been appeared in when in camera lens, predetermined In time, such as 0.5s, Lens Flare is from the transition that transparency is between 0 to 1, that is, the effect faded in;When light source leaves Screen is blocked by object, within the predetermined time, such as 0.5s, Lens Flare from the transition that transparency is 1 to 0, that is, The effect faded out.
Additionally, can also set the effect faded in, fade out according to the distance of Lens Flare and light source.Such as 30 meters inner light sources Intensity just shows obvious Lens Flare on screen enough, and more portrait attachment halation is more obvious.Therefore, can be apart from light source 30 During moving closer to light source at rice, transparency carries out transition from 0 to 1.Further, the transparence value of Lens Flare is changed Can also the effect that is produced with the change of the intensity of light source of simulating lens halation.
Preferably, the drafting of Lens Flare is carried out using instancing Renderings, is capable of achieving " once to submit to, repeatedly Draw ", according to the parameter of plot order successively incoming tinter only before drawing every time, can acceleration drawing process, be applicable The same large texture textures and same model proposed in this programme draw multiple Lens Flares, reach the effect for reducing and rendering batch Really.
It should be understood that Vertex Constants Instancing (instantiation of summit constant) and Geometry Two kinds of rendering intents of Instancing (solid instantiation) can reach the effect for reducing and rendering batch.When using vertex Constants instancing methods, one value of each summit extra storage, for recording which this summit is belonging to The index value index of individual instancing, and the parameter required for all instancing is stored in GPU all in the form of constant In, each summit obtains required parameter when rendering according to corresponding index value index.When using geometry Instancing, by suitable setting, each summit can obtain corresponding data when rendering according to instance_id.
Fig. 9 is a kind of structural representation of Lens Flare drawing apparatus that the embodiment of the present invention 2 is provided.As shown in figure 9, should Lens Flare drawing apparatus 20 include:
Parameter receiver module 21, the parameter of some Lens Flares for receiving input, and successively in incoming tinter;
Large texture textures cache module 22, for the texture mapping to be used of some Lens Flares to be merged into one Large texture textures, the large texture textures are committed to large texture textures caching are generated in the caching of GPU;
Attribute tuning module 23, sets up halation model in three-dimensional scenic, the parameter according to some Lens Flares and The attribute of each Lens Flare in current scene real-time adjustment tinter;
Drafting module 24, for the attribute according to each Lens Flare, calls a quad patch, reads described big Texture mapping is cached, and each Lens Flare is drawn by tinter.
Preferably, the quad patch is square dough sheet.
Wherein, the drafting module by below equation to being drawn to each Lens Flare:
Wherein, Iflare_resultIt is the halation image obtained after being drawn to each Lens Flare, IflareIt is camera lens Each pixel of halation, n is the number of Lens Flare, and i is the index of Lens Flare, and T (x, y, i) is Lens Flare according to attribute Displacement is carried out, the apex coordinate after scaling and being rotationally-varying, c (i) is each pixel that the Lens Flare is obtained according to attribute Color value, a (i) is the transparence value of each pixel that the Lens Flare is obtained according to attribute, and x and y is the quadrangle The apex coordinate of dough sheet.
Wherein, the parameter of the Lens Flare includes texture index, color, size, skew, Yes/No rotation, brightness, saturating One or more in lightness, fuzziness.
Wherein, the large texture textures include halation texture mapping, starburst texture mapping and ring of light texture mapping; Wherein, the halation texture mapping includes octagon halation texture mapping, circular halation texture mapping, hexagon halation texture patch Figure, pentagon halation texture mapping.
Wherein, as shown in Figure 10, the drafting module 24 includes:
Scaling drawing unit 241, for by the changing coordinates on each summit in the quad patch respectively with the mirror The zooming parameter value of head halation obtains the size effect of the Lens Flare after being multiplied;
Rotation drawing unit 242, for by rotation of each summit according to the Lens Flare in the quad patch Angle value obtains the rotates effe of the Lens Flare after being rotated;The rotation angle value of the Lens Flare passes through the mirror The position generation of the Yes/No rotation parameter and current scene light source of head halation;
Color drawing unit 243, for each fragment in the quad patch to be joined with the color of the Lens Flare Number is multiplied and obtains the color effects of the Lens Flare;
Brightness drawing unit 244, for each fragment in the quad patch to be joined with the brightness of the Lens Flare Number is multiplied and obtains the brightness effects of the Lens Flare;
Transparency drawing unit 245, for assigning the quad patch by the transparency parameter of the Lens Flare In the transparency of each fragment obtain the transparency interaction of the Lens Flare;
Fuzziness drawing unit 246, for the fuzziness parameter according to any Lens Flare, in mipmap textures The Lens Flare is drawn after being sampled in different levels, generates the blur effect of Lens Flare;Wherein, the mipmap The different levels of textures are generated after the large texture textures are carried out into different Fuzzy processings.
In a preferred embodiment, the drafting module is drawn to each Lens Flare in the following manner:Root According to any Lens Flare offset parameter values k and current scene light source to screen center side-play amount P, with the scene On straight line where light source and screen center and to screen center side-play amount for k*P position on the Lens Flare is entered Row is drawn.
In a preferred embodiment, the halation result of the Lens Flare includes fade in effect and effect of fading out;It is described Effect of fading in is that under default scene, the transparency of the Lens Flare is within the predetermined time by 0 to 1 change;It is described light It is that under default scene, the transparency of the Lens Flare is within the predetermined time by 1 to 0 change to go out effect.
In a preferred embodiment, described device passes through instancing Renderings to each camera lens light It is dizzy to be drawn, can acceleration drawing process, reach the effect for reducing and rendering batch.
In a preferred embodiment, the quad patch includes two triangle surfaces, can reduce vertex cache, excellent Change the amount of calculation drawn, reduce the expense drawn.
It should be understood that the tinter includes vertex shader and fragment shader;
The vertex shader is generated respectively for the parameter that the skew according to the Lens Flare, scaling, Yes/No rotate The offset effect of the Lens Flare, size effect, rotates effe;
The fragment shader generates institute respectively for the parameter of the color according to the Lens Flare, brightness, fuzziness State color effects, chiaroscuro effect, the blur effect of Lens Flare.
The Lens Flare that the detailed process of the Lens Flare drawing apparatus 20 of the present embodiment refers to above-described embodiment 1 is drawn Method, will not be repeated here.
Figure 11 is the schematic flow sheet of another Lens Flare method for drafting that the embodiment of the present invention 3 is provided, including step:
The position of S31, the parameter according to Lens Flare and current scene light source calculates the Lens Flare on screen Position, and the position of the Lens Flare on screen sets a quad patch;Wherein, the quad patch includes two Individual triangle surface;The parameter of the Lens Flare is pre-entered and in incoming tinter;
Wherein, skews of the offset parameter values k and current scene light source according to any Lens Flare to screen center Amount P, on the straight line where the Lens Flare is arranged at into the current scene light source and the screen center and to the screen The side-play amount at curtain center is on the position of k*P;
It is additionally, the parameter of the Lens Flare is set by designer be input into including texture index, color, size, inclined Shifting, Yes/No rotation, brightness, transparency, fuzziness etc., type are enriched, and can obtain the Lens Flare of various patterns, specific to use Family interface can refer to Fig. 2;
The parameter of S32, the attribute according to the current scene light source and the Lens Flare obtains the quadrangle in real time The attribute of dough sheet;
S33, the attribute according to the quad patch, are extracted in corresponding texture mapping in a large texture textures, and lead to Cross and corresponding halation image is generated after the tinter is drawn to the quad patch;Wherein, the large texture textures Including the texture mapping to be used of some Lens Flares.
During specific implementation, Lens Flare method for drafting disclosed by the invention is by the parameter and current field according to Lens Flare The attribute of scape light source, a quad patch is set on the relevant position of screen and the attribute of the quad patch, root is obtained Corresponding texture mapping is extracted in large texture textures according to the attribute of the quad patch and after being drawn generation it is corresponding Halation image, this programme draws Lens Flare by the way of picture mapping, without complicated pretreatment, and is drawing each mirror During head halation, a quad patch only need to be used, the quad patch is made up of two triangle surfaces, can reduce Vertex cache, without the switching of vertex cache and indexed cache, saves the expense drawn, and the large texture textures include some mirrors The head texture mapping to be used of halation, can avoid drawing multiple Lens Flares will carry out the switching of texture cache, using same Individual quad patch and large texture textures, can merge and render batch, and amount of calculation is smaller, and the Lens Flare parameter by designing Personnel set and are input into, pattern variation, flexible configuration, solve existing Lens Flare draw that expense is big, asking of can not configuring Topic.
Preferably, the present embodiment can increase the effect of being fade-in fade-out of Lens Flare as a kind of Premium Features.It is described to fade in Effect is that under default scene, the transparency of the Lens Flare is within the predetermined time by 0 to 1 change;The effect of fading out Fruit is that under default scene, the transparency of the Lens Flare is within the predetermined time by 1 to 0 change.It is this to be fade-in fade-out Effect can simulate the persistence of vision effect of human eye, make the Lens Flare more sense of reality, and its specific course of work refers to implement Example 1 is illustrated.
Preferably, the present embodiment can accelerate render process using instancing Renderings, can reduce the expense of drafting, Optimization drawing process.
Figure 12 is the structural representation of another Lens Flare drawing apparatus provided in an embodiment of the present invention.As shown in figure 12 Lens Flare drawing apparatus 40, including:
Dough sheet setup module 41, the position for the parameter according to Lens Flare and current scene light source is calculated on screen The position of the Lens Flare, and the position of the Lens Flare on screen sets a quad patch;Wherein, described four Side shape dough sheet includes two triangle surfaces;The parameter of the Lens Flare is pre-entered and in incoming tinter;
Wherein, the parameter of the Lens Flare includes texture index, color, size, skew, Yes/No rotation, brightness, saturating One or more in lightness, fuzziness.
Preferably, the dough sheet setup module calculates the position of the Lens Flare in the following manner:
Offset parameter values k and current scene light source according to any Lens Flare are incited somebody to action to the side-play amount P of screen center The Lens Flare be arranged at the current scene light source and the screen center where straight line on and to the screen center Side-play amount for k*P position on;
Dough sheet attribute acquisition module 42, the parameter for the attribute according to current scene light source and the Lens Flare is real-time Obtain the attribute of the quad patch;
Drafting module 43, for the attribute according to the quad patch, is extracted in corresponding line in a large texture textures Reason textures, and corresponding halation image is generated after being drawn to the quad patch by the tinter;Wherein, it is described Large texture textures include the texture mapping to be used of some Lens Flares;
The large texture textures include halation texture mapping, starburst texture mapping and ring of light texture mapping;Wherein, The halation texture mapping includes octagon halation texture mapping, circular halation texture mapping, hexagon halation texture mapping, five Side shape halation texture mapping.According to these basic texture mapping, different parameters are configured, abundant Lens Flare can be presented Pattern.
Preferably, the halation result of the Lens Flare includes fade in effect and effect of fading out;The effect of fading in be Under default scene, the transparency of the Lens Flare is within the predetermined time by 0 to 1 change;The effect of fading out is pre- If scene under, the transparency of the Lens Flare is within the predetermined time by 1 to 0 change.
Preferably, the device can accelerate render process using instancing Renderings, can reduce the expense of drafting, excellent Change drawing process.
The Lens Flare that the detailed process of the Lens Flare drawing apparatus 40 of the present embodiment refers to above-described embodiment 3 is drawn Method, will not be repeated here.
It should be noted that, device embodiment described above is only schematical, wherein described as separating component The unit of explanation can be or may not be physically separate, and the part shown as unit can be or can also It is not physical location, you can with positioned at a place, or can also be distributed on multiple NEs.Can be according to reality Selection some or all of module therein is needed to realize the purpose of this embodiment scheme.In addition, the device that the present invention is provided In embodiment accompanying drawing, the annexation between module is represented has communication connection between them, specifically can be implemented as one or A plurality of communication bus or holding wire.Those of ordinary skill in the art are without creative efforts, you can to understand And implement.
Through the above description of the embodiments, it is apparent to those skilled in the art that the present invention can be borrowed Software is helped to add the mode of required common hardware to realize, naturally it is also possible to include application specific integrated circuit, specially by specialized hardware Realized with CPU, private memory, special components and parts etc..Generally, all functions of being completed by computer program can Easily realized with corresponding hardware, and, the particular hardware structure for realizing same function can also be various many Sample, such as analog circuit, digital circuit or special circuit etc..But, it is more for the purpose of the present invention in the case of software program reality It is now more preferably implementation method.Based on such understanding, technical scheme is substantially made to prior art in other words The part of contribution can be embodied in the form of software product, and the computer software product is stored in the storage medium that can read In, such as the floppy disk of computer, USB flash disk, mobile hard disk, read-only storage (ROM, Read-Only Memory), random access memory Device (RAM, Random Access Memory), magnetic disc or CD etc., including some instructions are used to so that a computer sets Standby (can be personal computer, server, or network equipment etc.) performs the method described in each embodiment of the invention.
The above is the preferred embodiment of the present invention, it is noted that for those skilled in the art For, under the premise without departing from the principles of the invention, some improvements and modifications can also be made, these improvements and modifications are also considered as Protection scope of the present invention.

Claims (36)

1. a kind of Lens Flare method for drafting, it is characterised in that including step:
The parameter of some Lens Flares of input is received, and successively in incoming tinter;
The texture mapping to be used of some Lens Flares is merged into a large texture textures, the large texture textures are carried Hand over and large texture textures caching is generated into the caching of GPU;
Halation model is set up in three-dimensional scenic, parameter and current scene the real-time adjustment coloring according to some Lens Flares The attribute of each Lens Flare in device;
According to the attribute of each Lens Flare, a quad patch is called, read the large texture textures caching, passed through Color device is drawn to each Lens Flare.
2. Lens Flare method for drafting as claimed in claim 1, it is characterised in that by below equation to each mirror Head halation is drawn:
I f l a r e _ r e s u l t = Σ i = 1 n c ( i ) * a ( i ) * I f l a r e ( T ( x , y , i ) , i )
Wherein, Iflare_resultIt is the halation image obtained after being drawn to each Lens Flare, IflareIt is the camera lens Each pixel of halation, n is the number of the Lens Flare, and i is the index of the Lens Flare, and T (x, y, i) is the camera lens Halation according to attribute carry out displacement, scaling and it is rotationally-varying after apex coordinate, c (i) is that the Lens Flare is obtained according to attribute The color value of each pixel for obtaining, a (i) is the transparence value of each pixel that the Lens Flare is obtained according to attribute, x and y It is the apex coordinate of the quad patch.
3. Lens Flare method for drafting as claimed in claim 1, it is characterised in that the parameter of the Lens Flare includes texture One or more in index, color, size, skew, Yes/No rotation, brightness, transparency, fuzziness.
4. Lens Flare method for drafting as claimed in claim 1, it is characterised in that by tinter to each camera lens light It is dizzy to carry out drafting and specifically include:
Offset parameter values k and current scene light source according to any Lens Flare to screen center side-play amount P, with institute On straight line where stating current scene light source and the screen center and to the screen center side-play amount for k*P position On the Lens Flare is drawn.
5. Lens Flare method for drafting as claimed in claim 1, it is characterised in that the halation result of the Lens Flare includes Effect of fading in and effect of fading out;The effect of fading in is that under default scene, the transparency of the Lens Flare is predetermined By 0 to 1 change in time;The effect of fading out is that under default scene, the transparency of the Lens Flare is when predetermined It is interior to be changed by 1 to 0.
6. Lens Flare method for drafting as claimed in claim 1, it is characterised in that the tinter include vertex shader and Fragment shader;
The vertex shader is used for according to the parameter of the skew of the Lens Flare, scaling, Yes/No rotation is generated respectively The offset effect of Lens Flare, size effect, rotates effe;
The fragment shader generates the mirror respectively for the parameter of the color according to the Lens Flare, brightness, fuzziness Color effects, chiaroscuro effect, the blur effect of head halation.
7. Lens Flare method for drafting as claimed in claim 1, it is characterised in that by tinter to each mirror Head halation carries out drafting to be included:
After the changing coordinates on each summit in the quad patch are multiplied with the zooming parameter value of the Lens Flare respectively Obtain the size effect of the Lens Flare;
Described in being obtained after each summit in the quad patch is rotated according to the rotation angle value of the Lens Flare The rotates effe of Lens Flare;The rotation angle value of the Lens Flare by the Yes/No rotation parameter of the Lens Flare and The position generation of current scene light source;
Each fragment in the quad patch is multiplied with the color parameter of the Lens Flare and obtains the Lens Flare Color effects;
Each fragment in the quad patch is multiplied with the luminance parameter of the Lens Flare and obtains the Lens Flare Brightness effects;
The transparency that the transparency parameter of the Lens Flare is assigned to each fragment in the quad patch is obtained into the mirror The transparency interaction of head halation.
8. Lens Flare method for drafting as claimed in claim 1, it is characterised in that by tinter to each camera lens light It is dizzy to carry out drafting and include:
According to the fuzziness parameter of any Lens Flare, to the camera lens after being sampled in the different levels of mipmap textures Halation is drawn, and generates the blur effect of the Lens Flare;Wherein, the different levels of the mipmap textures are by by institute Stating large texture textures carries out generation after different Fuzzy processings.
9. Lens Flare method for drafting as claimed in claim 1, it is characterised in that the large texture textures include halation texture Textures, starburst texture mapping and ring of light texture mapping;Wherein, the halation texture mapping includes octagon halation texture Textures, circular halation texture mapping, hexagon halation texture mapping, pentagon halation texture mapping.
10. Lens Flare method for drafting as claimed in claim 1, it is characterised in that methods described passes through instancing wash with watercolours Dyeing technique is drawn to each Lens Flare.
11. Lens Flare method for drafting as claimed in claim 1, it is characterised in that the quad patch is facing Piece.
12. Lens Flare method for drafting as claimed in claim 1, it is characterised in that the quad patch includes two three Angular dough sheet.
A kind of 13. Lens Flare drawing apparatus, it is characterised in that including:
Parameter receiver module, the parameter of some Lens Flares for receiving input, and successively in incoming tinter;
Large texture textures cache module, for the texture mapping to be used of some Lens Flares to be merged into a large texture Textures, the large texture textures are committed to large texture textures caching are generated in the caching of GPU;
Attribute tuning module, sets up halation model in three-dimensional scenic, according to the parameter and current field of some Lens Flares The attribute of each Lens Flare in scape real-time adjustment tinter;
Drafting module, for the attribute according to each Lens Flare, calls a quad patch, reads the large texture patch Figure caching, is drawn by tinter to each Lens Flare.
14. Lens Flare method for drafting as claimed in claim 13, it is characterised in that the drafting module passes through below equation Each Lens Flare is drawn:
I f l a r e _ r e s u l t = Σ i = 1 n c ( i ) * a ( i ) * I f l a r e ( T ( x , y , i ) , i )
Wherein, Iflare_resultIt is the halation image obtained after being drawn to each Lens Flare, IflareIt is Lens Flare Each pixel, n is the number of Lens Flare, and i is the index of Lens Flare, and T (x, y, i) is that Lens Flare is carried out according to attribute Displacement, the apex coordinate after scaling and being rotationally-varying, c (i) is the face of each pixel that the Lens Flare is obtained according to attribute Colour, a (i) is the transparence value of each pixel that the Lens Flare is obtained according to attribute, and x and y is the quad patch Apex coordinate.
15. Lens Flare drawing apparatus as claimed in claim 13, it is characterised in that the parameter of the Lens Flare includes line One or more in reason index, color, size, skew, Yes/No rotation, brightness, transparency, fuzziness.
16. Lens Flare drawing apparatus as claimed in claim 13, it is characterised in that the drafting module is in the following manner Each Lens Flare is drawn:
Offset parameter values k and the current scene light source according to any Lens Flare to screen center side-play amount P, With on the straight line where the scene light source and the screen center and to the screen center side-play amount for k*P position On the Lens Flare is drawn.
17. Lens Flare drawing apparatus as claimed in claim 13, it is characterised in that the halation result bag of the Lens Flare Include fade in effect and effect of fading out;The effect of fading in is that under default scene, the transparency of the Lens Flare is predetermined Time in by 0 to 1 change;The effect of fading out is that under default scene, the transparency of the Lens Flare is predetermined By 1 to 0 change in time.
18. Lens Flare drawing apparatus as claimed in claim 13, it is characterised in that the tinter includes vertex shader And fragment shader;
The vertex shader is used for according to the parameter of the skew of the Lens Flare, scaling, Yes/No rotation is generated respectively The offset effect of Lens Flare, size effect, rotates effe;
The fragment shader generates the mirror respectively for the parameter of the color according to the Lens Flare, brightness, fuzziness Color effects, chiaroscuro effect, the blur effect of head halation.
19. Lens Flare drawing apparatus as claimed in claim 13, it is characterised in that the drafting module includes:
Scaling drawing unit, for by the changing coordinates on each summit in the quad patch respectively with the Lens Flare Zooming parameter value obtains the size effect of the Lens Flare after being multiplied;
Rotation drawing unit, for each summit in the quad patch to be entered according to the rotation angle value of the Lens Flare The rotates effe of the Lens Flare is obtained after row rotation;The rotation angle value of the Lens Flare is by the Lens Flare The position generation of Yes/No rotation parameter and current scene light source;
Color drawing unit, obtains for each fragment in the quad patch to be multiplied with the color parameter of the Lens Flare Obtain the color effects of the Lens Flare;
Brightness drawing unit, obtains for each fragment in the quad patch to be multiplied with the luminance parameter of the Lens Flare Obtain the brightness effects of the Lens Flare;
Transparency drawing unit, for the transparency parameter of the Lens Flare to be assigned in the quad patch per a piece of The transparency of section obtains the transparency interaction of the Lens Flare.
20. Lens Flare drawing apparatus as claimed in claim 13, it is characterised in that the drafting module is painted including fuzziness Unit processed, it is right after being sampled in the different levels of mipmap textures for the fuzziness parameter according to any Lens Flare The Lens Flare is drawn, and generates the blur effect of the Lens Flare;Wherein, the different levels of the mipmap textures Generated after the large texture textures are carried out into different Fuzzy processings.
21. Lens Flare drawing apparatus as claimed in claim 13, it is characterised in that the large texture textures include halation line Reason textures, starburst texture mapping and ring of light texture mapping;Wherein, the halation texture mapping includes octagon halation line Reason textures, circular halation texture mapping, hexagon halation texture mapping, pentagon halation texture mapping.
22. Lens Flare drawing apparatus as claimed in claim 13, it is characterised in that described device passes through instancing wash with watercolours Dyeing technique is drawn to each Lens Flare.
23. Lens Flare method for drafting as claimed in claim 13, it is characterised in that the quad patch is facing Piece.
24. Lens Flare method for drafting as claimed in claim 13, it is characterised in that the quad patch includes two three Angular dough sheet.
25. a kind of Lens Flare method for drafting, it is characterised in that including step:
The position of the Lens Flare on the position calculating screen of parameter and current scene light source according to Lens Flare, and The position of the Lens Flare on screen sets a quad patch;Wherein, the parameter of the Lens Flare is pre-entered simultaneously In incoming tinter;
The parameter of attribute and the Lens Flare according to the current scene light source obtains the category of the quad patch in real time Property;
According to the attribute of the quad patch, corresponding texture mapping in a large texture textures is extracted in, and by described Color device generates corresponding halation image after being drawn to the quad patch;Wherein, the large texture textures include some The texture mapping to be used of Lens Flare.
26. Lens Flare method for drafting as claimed in claim 25, it is characterised in that the parameter of the Lens Flare includes line One or more in reason index, color, size, skew, Yes/No rotation, brightness, transparency, fuzziness.
27. Lens Flare method for drafting as claimed in claim 25, it is characterised in that calculate the camera lens in the following manner The position of halation:
Offset parameter values k and the current scene light source according to any Lens Flare are incited somebody to action to the side-play amount P of screen center The Lens Flare be arranged at the current scene light source and the screen center where straight line on and to the screen center Side-play amount for k*P position on.
28. Lens Flare method for drafting as claimed in claim 25, it is characterised in that the halation result bag of the Lens Flare Include fade in effect and effect of fading out;The effect of fading in is that under default scene, the transparency of the Lens Flare is predetermined Time in by 0 to 1 change;The effect of fading out is that under default scene, the transparency of the Lens Flare is predetermined By 1 to 0 change in time.
29. Lens Flare method for drafting as claimed in claim 25, it is characterised in that the large texture textures include halation line Reason textures, starburst texture mapping and ring of light texture mapping;Wherein, the halation texture mapping includes octagon halation line Reason textures, circular halation texture mapping, hexagon halation texture mapping, pentagon halation texture mapping.
30. Lens Flare method for drafting as claimed in claim 25, it is characterised in that methods described passes through instancing wash with watercolours Dyeing technique is drawn to the quad patch.
A kind of 31. Lens Flare drawing apparatus, it is characterised in that including:
Dough sheet setup module, for the mirror on the position calculating screen of the parameter according to Lens Flare and current scene light source The position of head halation, and the position of the Lens Flare on screen sets a quad patch;Wherein described Lens Flare Parameter pre-enter and in incoming tinter;
Dough sheet attribute acquisition module, the parameter for the attribute according to current scene light source and the Lens Flare obtains institute in real time State the attribute of quad patch;
Drafting module, for the attribute according to the quad patch, is extracted in corresponding texture mapping in a large texture textures, And corresponding halation image is generated after being drawn to the quad patch by the tinter;Wherein, the large texture Textures include the texture mapping to be used of some Lens Flares.
32. Lens Flare drawing apparatus as claimed in claim 31, it is characterised in that the parameter of the Lens Flare includes line One or more in reason index, color, size, skew, Yes/No rotation, brightness, transparency, fuzziness.
33. Lens Flare drawing apparatus as claimed in claim 31, it is characterised in that the dough sheet setup module is by following Mode calculates the position of the Lens Flare:
Offset parameter values k and current scene light source according to any Lens Flare incite somebody to action described to the side-play amount P of screen center Lens Flare be arranged at the current scene light source and the screen center where straight line on and to the inclined of the screen center Shifting amount is on the position of k*P.
34. Lens Flare drawing apparatus as claimed in claim 31, it is characterised in that the halation result bag of the Lens Flare Include fade in effect and effect of fading out;The effect of fading in is that under default scene, the transparency of the Lens Flare is predetermined Time in by 0 to 1 change;The effect of fading out is that under default scene, the transparency of the Lens Flare is predetermined By 1 to 0 change in time.
35. Lens Flare drawing apparatus as claimed in claim 31, it is characterised in that the large texture textures include halation line Reason textures, starburst texture mapping and ring of light texture mapping;Wherein, the halation texture mapping includes octagon halation line Reason textures, circular halation texture mapping, hexagon halation texture mapping, pentagon halation texture mapping.
36. Lens Flare drawing apparatus as claimed in claim 31, it is characterised in that described device passes through instancing wash with watercolours Dyeing technique is drawn to the quad patch.
CN201710032937.0A 2017-01-17 2017-01-17 Lens Flare method for drafting and device Pending CN106846454A (en)

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CN109529333A (en) * 2018-11-21 2019-03-29 北京像素软件科技股份有限公司 Lens Flare analogy method, Lens Flare simulator and terminal device
CN111225232A (en) * 2018-11-23 2020-06-02 北京字节跳动网络技术有限公司 Video-based sticker animation engine, realization method, server and medium
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