CN109859303B - Image rendering method and device, terminal equipment and readable storage medium - Google Patents

Image rendering method and device, terminal equipment and readable storage medium Download PDF

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CN109859303B
CN109859303B CN201910041530.3A CN201910041530A CN109859303B CN 109859303 B CN109859303 B CN 109859303B CN 201910041530 A CN201910041530 A CN 201910041530A CN 109859303 B CN109859303 B CN 109859303B
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CN109859303A (en
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刘羽
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Netease Hangzhou Network Co Ltd
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Abstract

According to the image rendering method, the device, the terminal equipment and the readable storage medium, the light shading object and the non-light shading object in the image to be rendered are respectively stored into the light shading object and the non-light shading object based on the image format of the low dynamic range image; sequentially carrying out pixel extraction and fuzzy superposition processing on the light shading object in the light shading target to obtain a light shading result; and carrying out transparent fusion on the non-light shading object and the light shading result to obtain a rendering image, so that the rendering of the halo effect is realized based on the low dynamic range image, and the compatibility problem caused by the fact that part of mobile equipment does not support the halo rendering based on the HDR is effectively solved.

Description

Image rendering method and device, terminal equipment and readable storage medium
Technical Field
The present invention relates to image rendering technologies, and in particular, to a method and apparatus for rendering an image, a terminal device, and a readable storage medium.
Background
Modern games pursue physical rendering of illumination, and real illumination simulation makes the game world closer to reality. And the halation (Bloom) can greatly improve the illumination effect in the scene, and is used for simulating the high-light glaring feel in the game, so that the game scene is more real.
In the prior art, since the luminance Range of a High-Dynamic Range image (HDR) is large and it is easy to distinguish the luminances of different colors, halation and HDR are more used in combination. In particular, in the combined use of halo and HDR, pixel formats applied to the floating-point texture of the ARGB16 are required.
However, some mobile devices do not support the floating point texture format of the ARGB16 well, easily introducing serious compatibility problems.
Disclosure of Invention
Rendering of halo effects in existing images as mentioned above is based on HDR implementation, which cannot be well supported by mobile devices, and is prone to serious compatibility problems. The invention provides an image rendering method, an image rendering device, terminal equipment and a readable storage medium.
The invention provides an image rendering method, which comprises the following steps:
storing a light shading object and a non-light shading object in an image to be rendered into a light shading target and a non-light shading target respectively based on an image format of the low dynamic range image;
sequentially carrying out pixel extraction and fuzzy superposition processing on the light shading object in the light shading target to obtain a light shading result;
and carrying out transparent fusion on the non-light shading object and the light shading result to obtain a rendering image.
Optionally, the storing the light shading object in the image to be rendered into the light shading target based on the image format of the low dynamic range image includes:
calculating the high brightness value of the light shading object;
performing brightness compression on the light shading object according to the highlight brightness value so that the compressed highlight brightness value is not more than 1;
storing the compressed highlight brightness value into the Alpha channel of the light shading target.
Optionally, the pixel extraction includes:
extracting pixels of a light shading object in a light shading target according to a preset brightness threshold value and a high brightness value in an Alpha channel to obtain target pixels; the high luminance value of the target pixel is greater than the luminance threshold.
Optionally, the fuzzy superposition processing includes:
carrying out Gaussian blur processing on the target pixel for a plurality of times to obtain a blur processing result of the target pixel;
and carrying out pixel superposition on the blurring processing result of the target pixel and a light shading object to obtain the light shading rendering result.
Optionally, the non-light shading object is stored in a non-light shading target based on an image format of the low dynamic range image, including:
determining a rendered depth texture according to a light shading object in an image to be rendered;
and determining a non-light shading object in the image to be rendered according to the rendered depth texture, and storing the non-light shading object into a non-light shading target based on the image format of the low dynamic range image.
Optionally, the transparent fusing of the non-light shading object and the light shading result to obtain a rendered image includes:
assigning a transparency value of the non-light shading object;
and fusing the non-light shading object endowed with the transparent value and the light shading result to obtain a rendering image.
In another aspect, an image rendering apparatus includes:
a buffer unit for storing the photo-and non-photo-shaded objects in the image to be rendered into a photo-and non-photo-shaded target based on the image format of the low dynamic range image, respectively;
the first processing unit is used for sequentially carrying out pixel extraction and fuzzy superposition processing on the light shading object in the light shading object to obtain a light shading result;
and the second processing unit is used for transparently fusing the non-light shading object and the light shading result to obtain a rendering image.
Optionally, the buffer unit is specifically configured to calculate a highlight brightness value of the shaded object; performing brightness compression on the light shading object according to the highlight brightness value so that the compressed highlight brightness value is not more than 1; storing the compressed highlight brightness value into an Alpha channel of a light shading target; the method is also used for determining the depth texture of rendering according to the light shading object in the image to be rendered; and determining a non-light shading object in the image to be rendered according to the rendered depth texture, and storing the non-light shading object into a non-light shading target based on the image format of the low dynamic range image.
In still another aspect, the present invention provides a terminal device, including: a memory, a processor, and a computer program;
wherein the computer program is stored in the memory and configured to be executed by the processor to implement the method of any of the preceding claims.
In a final aspect, the invention provides a readable storage medium having stored thereon a computer program which is processed for execution to implement the method of any preceding claim.
According to the image rendering method, the device, the terminal equipment and the readable storage medium, the light shading object and the non-light shading object in the image to be rendered are respectively stored into the light shading object and the non-light shading object based on the image format of the low dynamic range image; sequentially carrying out pixel extraction and fuzzy superposition processing on the light shading object in the light shading target to obtain a light shading result; and carrying out transparent fusion on the non-light shading object and the light shading result to obtain a rendering image, so that the rendering of the halo effect is realized based on the low dynamic range image, and the compatibility problem caused by the fact that the mobile equipment does not support the halo rendering based on the HDR is effectively solved.
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FIG. 1 is a schematic diagram of a network architecture on which the present invention is based;
fig. 2 is a flow chart of a method for rendering an image according to an embodiment of the present invention;
fig. 3 is a schematic structural diagram of an image rendering device according to an embodiment of the present invention;
fig. 4 is a schematic hardware structure of a terminal device according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention more clear, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention.
Modern games pursue physical rendering of illumination, and real illumination simulation makes the game world closer to reality. And the halation (Bloom) can greatly improve the illumination effect in the scene, and is used for simulating the high-light glaring feel in the game, so that the game scene is more real.
In the prior art, since the luminance Range of a High-Dynamic Range image (HDR) is large and it is easy to distinguish the luminances of different colors, halation and HDR are more used in combination. In particular, in the combined use of halo and HDR, pixel formats applied to the floating-point texture of the ARGB16 are required.
However, some mobile devices do not support the floating point texture format of the ARGB16 well, easily introducing serious compatibility problems.
Fig. 1 is a schematic diagram of a network architecture on which the present invention is based, as shown in fig. 1, where the network architecture on which the present invention is based may include an image rendering device 1 and a terminal device 2, where the image rendering device 1 may be software or a plug-in installed on the terminal device 2, which may perform rendering processing on an image to be rendered according to preset processing logic, and the terminal device 2 may specifically be a hardware device such as a smart phone, a desktop computer, a tablet computer, etc. having corresponding processing logic or carrying a corresponding processing program.
In order to facilitate explanation of the image rendering method, device, terminal device and readable storage medium provided in the present application, technical terms related to the present application will be explained below:
halo (Bloom): a computer graphic effect for video and game is used for simulating the phenomenon that a real image is diffused outwards from the edge of a highlight area, namely, the phenomenon that a human eye sees the glaring feeling of a highlight object.
High dynamic range image (HDR): in computer graphics and cinematography, a set of techniques are used to achieve a larger dynamic range of exposure (i.e., a larger contrast) than conventional digital image techniques. The purpose of high dynamic range image imaging is to correctly represent a wide range of brightness in the real world, from direct sunlight to darkest shadows, and color brightness values may exceed 1.
A low dynamic range image (LDR), corresponding to HDR, is an image format that is displayed on a display, and typically colors will store the three primary colors (red, green, and blue) of the image in 8 bits per channel, with color luminance values not exceeding 1.
The render target (render target) refers to a render buffer on the graphics card that stores the results of rendering objects.
Transparent fusion (Alpha Blend) is a process in the rendering pipeline that refers to merging the colors RGBA of two color buffers through the formula of Alpha.
Fig. 2 is a flow chart of a method for rendering an image according to an embodiment of the present invention, as shown in fig. 2, where the method for rendering an image includes:
step 101, storing the light shading object and the non-light shading object in the image to be rendered into a light shading target and a non-light shading target respectively based on the image format of the low dynamic range image.
And 102, sequentially carrying out pixel extraction and fuzzy superposition processing on the light shading object in the light shading object to obtain a light shading result.
And step 103, carrying out transparent fusion on the non-light shading object and the light shading result to obtain a rendering image.
The execution subject of the image rendering method provided by the present invention may specifically be the image rendering apparatus 1 shown in fig. 1.
In this embodiment, after the rendering device of the image obtains the image to be rendered, the light-shaded object and the non-light-shaded object in the image may be first distinguished, the distinguished light-shaded object is stored to the light-shaded object based on the image format of the low dynamic range image, and the distinguished non-light-shaded object is stored in the non-light-shaded object based on the image format of the low dynamic range image.
In order to avoid compatibility problems of the mobile device, images stored in each rendering target are stored in an LDR format.
The method for storing the light shading object in the image to be rendered into the light shading target based on the image format of the low dynamic range image specifically comprises the following steps: calculating the high brightness value of the light shading object; performing brightness compression on the light shading object according to the highlight brightness value so that the compressed highlight brightness value is not more than 1; storing the compressed highlight brightness value into the Alpha channel of the light shading target.
Since halation is a diffusion phenomenon generated in a highlight region, in order to improve the effect of halation, the highlight value of a halation object is stored in an alpha channel alone, so that the effect of halation can be improved. In order to adapt to more mobile devices and solve the problem of device compatibility of floating-point texture RGBA16, the following compression is further required to be performed on the high brightness value through the following formula (1) and formula (2) to realize storage of an image format based on a low dynamic range image:
specllum=speccolor.r 0.3+speccolor.g 0.59+speccolor.b 0.11 formula (1)
Figure SMS_1
Wherein specillumina is the high brightness value of the halo object, speccolor.r, speccolor.g, speccolor.b are respectively the high brightness colors rendered, illuminable is the compressed high brightness value.
The compressed high brightness value can be limited to be between 0 and 1 in the mode, and then the high brightness value is stored in the rendering target of RGBA 8.
In addition, in the process of storing the non-halation object, firstly, the halation object can be separated from the image to be rendered, then, the separated halation object is utilized to determine the rendered depth texture, wherein the depth texture can be used for obtaining a correct depth detection result when the non-halation object is rendered, further, a correct rendering result of the non-halation object is obtained, then, the halation object in the image to be rendered is stored into a halation target based on the image format of the low dynamic range image, and the non-halation object is stored into the non-halation target based on the image format of the low dynamic range image.
Then, pixel extraction and fuzzy superposition processing can be sequentially carried out on the light shading object in the light shading object to obtain a light shading result.
Specifically, the pixel extraction of the light-shaded object in the light-shaded object includes: extracting pixels of a light shading object in a light shading target according to a preset brightness threshold value and a high brightness value in an Alpha channel to obtain target pixels; wherein the high luminance value of the target pixel is greater than the luminance threshold.
Correspondingly, the blurring superposition processing is carried out on the light shading object in the light shading target, which comprises the following steps: carrying out Gaussian blur processing on the target pixel for a plurality of times to obtain a blur processing result of the target pixel; and carrying out pixel superposition on the blurring processing result of the target pixel and a light shading object to obtain the light shading rendering result.
And finally, carrying out transparent fusion on the non-light shading object and the light shading result to obtain a rendering image. Specifically, since the highlight value of the light-shaded object is stored in the alpha channel, since the highlight of the light-shaded object is stored in the alpha channel, the value stored by alpha is not a value truly representing transparency, and thus fusion errors will be caused in the fusion process. Therefore, to avoid this problem, the transparency value of the non-light shaded object is first assigned; and fusing the non-light shading object endowed with the transparent value and the light shading result to obtain a rendering image.
Further, in general, there may be multiple non-light shaded objects in the non-light shaded object, where there is a different way to blend them into the non-light shaded object than there is for different non-light shaded objects.
For the aforementioned transparent fusion, the initial ARGB color of the non-light shaded object in the non-light shaded object may be initialized (1.0,0.0,0.0,0.0) first, i.e., the transparency value is 1 and the RGB color values are 0, respectively.
Then, according to the fusion mode of each non-light shading object, fusing the non-light shading objects into the non-light shading target respectively:
when the blend fusion mode is adopted, the formula (3) can be adopted
Alpha blend =non_bloom_rt alpha * (1-SrcAlpha) formula (3)
When the add fusion mode is adopted, the formula (4) can be adopted
Alpha add =non_bloom_rt alpha Formula (4)
Wherein Alpha is blend Representation ofAlpha transparency value of non-halo object after using blend, non-bloom rt alpha Representing the current alpha transparency value of the non-halation rendering target, and SrxAlpha represents the alpha transparency value of the non-halation object prior to fusion. Alpha add Representing the alpha transparency value after fusion of the non-halo object add.
Finally, fusing by using a formula (5) to obtain a rendered image:
Color final =Color shading target *Alpha Non-light shading target +Color Non-light shading target Formula (5)
Wherein Color is a Color Non-light shading target Color for RGB colors of non-light shaded objects final To finally display RGB colors, color Shading target RGB colors, alpha, for light shading targets Non-light shading target Alpha transparency values for non-light shaded objects.
According to the image rendering method, the light shading object and the non-light shading object in the image to be rendered are respectively stored into the light shading target and the non-light shading target based on the image format of the low dynamic range image; sequentially carrying out pixel extraction and fuzzy superposition processing on the light shading object in the light shading target to obtain a light shading result; and carrying out transparent fusion on the non-light shading object and the light shading result to obtain a rendering image, so that the rendering of the halo effect is realized based on the low dynamic range image, and the compatibility problem caused by the fact that part of mobile equipment does not support the halo rendering based on the HDR is effectively solved.
Fig. 3 is a schematic structural diagram of an image rendering device according to an embodiment of the present invention, where, as shown in fig. 3, the image rendering device includes:
a buffer unit 10 for storing the photo-and non-photo-shaded objects in the image to be rendered into a photo-and non-photo-shaded target, respectively, based on the image format of the low dynamic range image;
a first processing unit 20, configured to sequentially perform pixel extraction and fuzzy superposition processing on the light-shaded objects in the light-shaded object, so as to obtain a light-shaded result;
and a second processing unit 30, configured to transparently fuse the non-light-shaded object and the light-shaded result to obtain a rendered image.
Optionally, the buffer unit 10 is specifically configured to calculate a highlight brightness value of the shaded object; performing brightness compression on the light shading object according to the highlight brightness value so that the compressed highlight brightness value is not more than 1; storing the compressed highlight brightness value into an Alpha channel of a light shading target; the method is also used for determining the depth texture of rendering according to the light shading object in the image to be rendered; and determining a non-light shading object in the image to be rendered according to the rendered depth texture, and storing the non-light shading object into a non-light shading target based on the image format of the low dynamic range image.
Optionally, the first processing unit 20 is specifically configured to extract pixels of a light shading object in a light shading target according to a preset brightness threshold and a high brightness value in an Alpha channel, so as to obtain a target pixel; the high luminance value of the target pixel is greater than the luminance threshold. The method is also used for carrying out Gaussian blur processing on the target pixel for a plurality of times to obtain a blur processing result of the target pixel; and carrying out pixel superposition on the blurring processing result of the target pixel and a light shading object to obtain the light shading rendering result.
Optionally, the second processing unit 30 is specifically configured to assign a value to the transparency value of the non-light shaded object; and fusing the non-light shading object endowed with the transparent value and the light shading result to obtain a rendering image.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working processes and corresponding advantageous effects of the above-described system may refer to corresponding processes in the foregoing method embodiments, which are not described herein again.
According to the image rendering device, the light shading object and the non-light shading object in the image to be rendered are respectively stored into the light shading target and the non-light shading target based on the image format of the low dynamic range image; sequentially carrying out pixel extraction and fuzzy superposition processing on the light shading object in the light shading target to obtain a light shading result; and carrying out transparent fusion on the non-light shading object and the light shading result to obtain a rendering image, so that the rendering of the halo effect is realized based on the low dynamic range image, and the compatibility problem caused by the fact that part of mobile equipment does not support the halo rendering based on the HDR is effectively solved.
Fig. 4 is a schematic hardware structure of a terminal device according to an embodiment of the present invention, as shown in fig. 4, where the terminal device includes:
the memory 41, the processor 42 and a computer program stored on the memory 41 and executable on the processor 42, the processor 42 executing the method of the above embodiment when the computer program is executed.
Those of ordinary skill in the art will appreciate that: all or part of the steps for implementing the method embodiments described above may be performed by hardware associated with program instructions. The foregoing program may be stored in a computer readable storage medium. The program, when executed, performs steps including the method embodiments described above; and the aforementioned storage medium includes: various media capable of storing program codes, such as video memory of a video card, ROM, RAM, magnetic disk or optical disk.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working processes and corresponding advantageous effects of the above-described system may refer to corresponding processes in the foregoing method embodiments, which are not described herein again.
The terminal equipment stores the photo-shading object and the non-photo-shading object in the image to be rendered into a photo-shading target and a non-photo-shading target respectively based on the image format of the low dynamic range image; sequentially carrying out pixel extraction and fuzzy superposition processing on the light shading object in the light shading target to obtain a light shading result; and carrying out transparent fusion on the non-light shading object and the light shading result to obtain a rendering image, so that the rendering of the halo effect is realized based on the low dynamic range image, and the compatibility problem caused by the fact that part of mobile equipment does not support the halo rendering based on the HDR is effectively solved.
Finally, the invention also provides a readable storage medium comprising a computer program stored thereon, the computer program being processed to perform the method of any of the above embodiments.
The readable storage medium stores the photo-shading object and the non-photo-shading object in the image to be rendered into a photo-shading target and a non-photo-shading target respectively based on the image format of the low dynamic range image; sequentially carrying out pixel extraction and fuzzy superposition processing on the light shading object in the light shading target to obtain a light shading result; and carrying out transparent fusion on the non-light shading object and the light shading result to obtain a rendering image, so that the rendering of the halo effect is realized based on the low dynamic range image, and the compatibility problem caused by the fact that part of mobile equipment does not support the halo rendering based on the HDR is effectively solved.
Finally, it should be noted that: the above embodiments are only for illustrating the technical solution of the present invention, and not for limiting the same; although the invention has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some or all of the technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit of the invention.

Claims (8)

1. A method of rendering an image, comprising:
storing a light shading object and a non-light shading object in an image to be rendered into a light shading target and a non-light shading target respectively based on an image format of the low dynamic range image;
sequentially carrying out pixel extraction and fuzzy superposition processing on the light shading object in the light shading target to obtain a light shading result;
transparent fusion is carried out on the non-light shading object and the light shading result, so that a rendering image is obtained;
the storing the light shading object in the image to be rendered into the light shading target based on the image format of the low dynamic range image comprises the following steps:
calculating the high brightness value of the light shading object;
performing brightness compression on the light shading object according to the highlight brightness value so that the compressed highlight brightness value is not more than 1;
storing the compressed highlight brightness value into an Alpha channel of a light shading target;
the non-light shading object is stored in a non-light shading target based on an image format of a low dynamic range image, and comprises the following steps:
determining a rendered depth texture according to a light shading object in an image to be rendered;
and determining a non-light shading object in the image to be rendered according to the rendered depth texture, and storing the non-light shading object into a non-light shading target based on the image format of the low dynamic range image.
2. The method of rendering an image according to claim 1, wherein the pixel extraction includes:
extracting pixels of a light shading object in a light shading target according to a preset brightness threshold value and a high brightness value in an Alpha channel to obtain target pixels; the high luminance value of the target pixel is greater than the luminance threshold.
3. The method of rendering an image according to claim 2, wherein the blur superimposition processing includes:
carrying out Gaussian blur processing on the target pixel for a plurality of times to obtain a blur processing result of the target pixel;
and carrying out pixel superposition on the blurring processing result of the target pixel and a light shading object to obtain the light shading rendering result.
4. The method of rendering an image according to claim 1, wherein the non-light shading object is stored into a non-light shading target based on an image format of a low dynamic range image, comprising:
determining a rendered depth texture according to a light shading object in an image to be rendered;
and determining a non-light shading object in the image to be rendered according to the rendered depth texture, and storing the non-light shading object into a non-light shading target based on the image format of the low dynamic range image.
5. The method of claim 1, wherein transparently fusing the non-light-shading object and the light-shading result to obtain a rendered image, comprises:
assigning a transparency value of the non-light shading object;
and fusing the non-light shading object endowed with the transparent value and the light shading result to obtain a rendering image.
6. An image rendering apparatus, comprising:
a buffer unit for storing the photo-and non-photo-shaded objects in the image to be rendered into a photo-and non-photo-shaded target based on the image format of the low dynamic range image, respectively;
the first processing unit is used for sequentially carrying out pixel extraction and fuzzy superposition processing on the light shading object in the light shading object to obtain a light shading result;
the second processing unit is used for transparently fusing the non-light shading object and the light shading result to obtain a rendering image;
the buffer unit is specifically configured to calculate a highlight brightness value of the shaded object; performing brightness compression on the light shading object according to the highlight brightness value so that the compressed highlight brightness value is not more than 1; storing the compressed highlight brightness value into an Alpha channel of a light shading target; the method is also used for determining the depth texture of rendering according to the light shading object in the image to be rendered; and determining a non-light shading object in the image to be rendered according to the rendered depth texture, and storing the non-light shading object into a non-light shading target based on the image format of the low dynamic range image.
7. A terminal device, comprising: a memory, a processor, and a computer program;
wherein the computer program is stored in the memory and configured to be executed by the processor to implement the method of any of claims 1-5.
8. A readable storage medium, characterized in that it has stored thereon a computer program which is processed to be executed for implementing the method according to any of claims 1-5.
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