CN110930479B - Method and terminal for rapidly rendering model animation in Unity - Google Patents

Method and terminal for rapidly rendering model animation in Unity Download PDF

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Publication number
CN110930479B
CN110930479B CN201811017881.2A CN201811017881A CN110930479B CN 110930479 B CN110930479 B CN 110930479B CN 201811017881 A CN201811017881 A CN 201811017881A CN 110930479 B CN110930479 B CN 110930479B
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model animation
animation
model
sequence
sequence frame
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CN110930479A (en
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刘德建
谢曦
林琛
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Fujian TQ Digital Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02TCLIMATE CHANGE MITIGATION TECHNOLOGIES RELATED TO TRANSPORTATION
    • Y02T90/00Enabling technologies or technologies with a potential or indirect contribution to GHG emissions mitigation

Abstract

The invention provides a method and a terminal for rapidly rendering a model animation in Unity, wherein a corresponding first model animation sequence frame set is generated and stored by carrying out vertex deformation on a first model animation; rendering a second model animation according to the stored first model animation sequence frame set, wherein the second model animation is the same as the first model animation; the method for caching the sequence frame set of the vertex deformation of the first model animation can avoid the problem that the sequence frame is obtained after the vertex deformation calculation is needed before the second model animation is rendered each time, greatly reduces the performance cost and improves the efficiency of manufacturing the three-dimensional model animation.

Description

Method and terminal for rapidly rendering model animation in Unity
Technical Field
The invention relates to the field of computer graphics, in particular to a method and a terminal for quickly rendering a model animation in Unity.
Background
At present, a three-dimensional model animation (such as the swimming of a fish) is produced in the Unity, and a Unity animation system is generally used, wherein the system calculates the vertex deformation of the model through a Unity SkinMeshrender component and then renders the deformed model animation; however, vertex deformation has a certain performance overhead, and especially on a mobile platform, the overhead is more obvious; if hundreds or thousands of model animations of the same kind are required, this deformation calculation creates a huge performance bottleneck, affecting the efficiency of three-dimensional model animation.
Disclosure of Invention
The technical problems to be solved by the invention are as follows: the method and the terminal for quickly rendering the model animation in the Unity are provided, and the performance cost of the system is reduced.
In order to solve the technical problems, the invention adopts the following technical scheme:
a method for quickly rendering model animation in Unity comprises the following steps:
s1, carrying out vertex deformation on a first model animation, generating a corresponding first model animation sequence frame set and storing the first model animation sequence frame set;
and S2, rendering a second model animation according to the stored first model animation sequence frame set, wherein the second model animation is identical to the first model animation.
In order to solve the technical problems, the invention adopts another technical scheme that:
a terminal for fast rendering of model animations in Unity, comprising a memory, a processor and a computer program stored on the memory and executable on the processor, the processor implementing the following steps when executing the computer program:
s1, carrying out vertex deformation on a first model animation, generating a corresponding first model animation sequence frame set and storing the first model animation sequence frame set;
and S2, rendering a second model animation according to the stored first model animation sequence frame set, wherein the second model animation is identical to the first model animation.
The invention has the beneficial effects that: generating and storing a corresponding first model animation sequence frame set by carrying out vertex deformation on the first model animation; rendering a second model animation according to the stored first model animation sequence frame set, wherein the second model animation is the same as the first model animation; by the method for caching the sequence frame set of the first model animation, the problem that vertex deformation needs to be carried out before the second model animation is rendered each time to obtain sequence frame calculation can be avoided, performance cost is greatly reduced, and efficiency of manufacturing the three-dimensional model animation is improved.
Drawings
FIG. 1 is a flow chart of a method for quick rendering of model animation in Unity according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of a structure for quick rendering of a model animation in Unity according to an embodiment of the present invention;
FIG. 3 is a flowchart of a specific method for quick rendering of a model animation in Unity according to an embodiment of the present invention;
FIG. 4 is a flowchart of a baking method of a first model animation for quick rendering of a model animation in Unity according to an embodiment of the present invention;
FIG. 5 is a flowchart of a method for initialization of a rendering class for rapid rendering of model animations in Unity according to an embodiment of the invention;
FIG. 6 is a flowchart of a rendering method for quick rendering of a model animation in Unity according to an embodiment of the present invention;
description of the reference numerals:
1. a terminal for quickly rendering the model animation in the Unity; 2. a memory; 3. a processor.
Detailed Description
In order to describe the technical contents, the achieved objects and effects of the present invention in detail, the following description will be made with reference to the embodiments in conjunction with the accompanying drawings.
The most critical concept of the invention is as follows: caching a sequence frame set obtained after the model animation vertexes are deformed, and directly calling the cached sequence frame set when rendering other same model animations.
Referring to figures 1 and 3 of the drawings,
a method for quickly rendering model animation in Unity comprises the following steps:
s1, carrying out vertex deformation on a first model animation, generating a corresponding first model animation sequence frame set and storing the first model animation sequence frame set;
and S2, rendering a second model animation according to the stored first model animation sequence frame set, wherein the second model animation is identical to the first model animation.
From the above description, the beneficial effects of the invention are as follows: generating and storing a corresponding first model animation sequence frame set by carrying out vertex deformation on the first model animation; rendering a second model animation according to the stored first model animation sequence frame set, wherein the second model animation is the same as the first model animation; the method for caching the sequence frame set of the vertex deformation of the first model animation can avoid the problem that the sequence frame is obtained after the vertex deformation calculation is needed before the second model animation is rendered each time, greatly reduces the performance cost and improves the efficiency of manufacturing the three-dimensional model animation.
Further, the S1 specifically is:
intercepting and baking the first model animation at preset time intervals, and obtaining and storing a corresponding first model animation sequence frame.
According to the description, the first model animation is intercepted and baked every preset time, the corresponding first model sequence frame is cached, the subsequent calculation of the sequence frame of the first model animation is avoided, and CPU resources are saved.
Further, before the step S2 of rendering the second model animation according to the stored frame set of the first model animation sequence, the method further includes:
defining a second model animation sequence frame set for the second model animation, and assigning the second model animation sequence frame set as the first model animation sequence frame set during initialization.
As can be seen from the above description, since the first model animation is the same as the second model animation, the second model animation sequence frame set is initialized and assigned to the first model animation sequence frame set, so that the calculation of the sequence frame of the second model animation is avoided, and the performance overhead is reduced.
Further, the step S2 further includes:
defining a second model animation set for storing a plurality of second model animations, wherein each second model animation has an animation time attribute, and randomly assigning an animation time attribute of each second model animation in the second model animation set during initialization.
According to the description, the consistency of each second model animation can be broken to the maximum extent and the dynamic effect of the whole picture can be improved by randomly assigning the animation time attribute of each second model animation in the second model animation set during initialization.
Further, the rendering the second model animation according to the stored first model animation sequence frame set in S2 includes:
calculating a corresponding frame sequence number according to the animation time attribute value of each second model animation in the second model animation set, and determining a second model animation sequence frame in the corresponding second model animation sequence frame set according to the frame sequence number of each second model animation;
and rendering each second model animation according to the second model animation sequence frame, the position, the rotation degree and the material corresponding to each second model animation.
It can be seen from the above description that the corresponding sequence frame number is calculated according to the time attribute value of each second model animation, and then the complete rendering work of each second model animation is completed according to the animation sequence frame, the position, the rotation degree and the material.
Referring to fig. 2, a terminal for fast rendering of a model animation in Unity includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the following steps when executing the computer program:
s1, carrying out vertex deformation on a first model animation, generating a corresponding first model animation sequence frame set and storing the first model animation sequence frame set;
and S2, rendering a second model animation according to the stored first model animation sequence frame set, wherein the second model animation is identical to the first model animation.
From the above description, the beneficial effects of the invention are as follows: generating and storing a corresponding first model animation sequence frame set by carrying out vertex deformation on the first model animation; rendering a second model animation according to the stored first model animation sequence frame set, wherein the second model animation is the same as the first model animation; the method for caching the sequence frame set of the vertex deformation of the first model animation can avoid the problem that the sequence frame is obtained after the vertex deformation calculation is needed before the second model animation is rendered each time, greatly reduces the performance cost and improves the efficiency of manufacturing the three-dimensional model animation.
Further, the S1 specifically is:
intercepting and baking the first model animation at preset time intervals, and obtaining and storing a corresponding first model animation sequence frame.
According to the description, the first model animation is intercepted and baked every preset time, the corresponding first model sequence frame is cached, the subsequent calculation of the sequence frame of the first model animation is avoided, and CPU resources are saved.
Further, before the step S2 of rendering the second model animation according to the stored frame set of the first model animation sequence, the method further includes:
defining a second model animation sequence frame set for the second model animation, and assigning the second model animation sequence frame set as the first model animation sequence frame set during initialization.
As can be seen from the above description, since the first model animation is the same as the second model animation, the second model animation sequence frame set is initialized and assigned to the first model animation sequence frame set, so that the calculation of the sequence frame of the second model animation is avoided, and the performance overhead is reduced.
Further, the step S2 further includes:
defining a second model animation set for storing a plurality of second model animations, wherein each second model animation has an animation time attribute, and randomly assigning an animation time attribute of each second model animation in the second model animation set during initialization.
According to the description, the consistency of each second model animation can be broken to the maximum extent and the dynamic effect of the whole picture can be improved by randomly assigning the animation time attribute of each second model animation in the second model animation set during initialization.
Further, the rendering the second model animation according to the stored first model animation sequence frame set in S2 includes:
calculating a corresponding frame sequence number according to the animation time attribute value of each second model animation in the second model animation set, and determining a second model animation sequence frame in the corresponding second model animation sequence frame set according to the frame sequence number of each second model animation;
and rendering each second model animation according to the second model animation sequence frame, the position, the rotation degree and the material corresponding to each second model animation.
It can be seen from the above description that the corresponding sequence frame number is calculated according to the time attribute value of each second model animation, and then the complete rendering work of each second model animation is completed according to the animation sequence frame, the position, the rotation degree and the material.
Example 1
Referring to figures 1, 3, 4, 5 and 6,
a method for quickly rendering model animation in Unity comprises the following steps:
s01, importing a first model animation file into Unity, and adding an animation controller and a renderer to the first model animation file to generate a first model animation prefabricated member;
specifically, the controller is specifically an Animation component in Unity, and the renderer is specifically a SkinMeshRenderer component in Unity.
S02, when a Unity program is operated, instantiating a prefabricated member object of a first model Animation, obtaining the Animation component and the SkinMeshRenderer component, obtaining the material (member variable of sharedMetal) of the SkinMeshRenderer component, and storing the material into a variable mat;
wherein the Unity engine automatically adds the SkinMeshRenderer component if the imported model is accompanied by a skeletal animation.
S1, carrying out vertex deformation on a first model animation, generating a corresponding first model animation sequence frame set and storing the first model animation sequence frame set;
specifically, namely: intercepting and baking the first model animation at preset time intervals, and obtaining and storing a corresponding first model animation sequence frame.
Referring to fig. 4, the step S1 of baking the first model animation sequence frame is completed, and specifically includes:
s11, defining a sequence frame number frameCount for the first model animation, and creating a mesh1 array with the length of frameCount, wherein the mesh1 array is used for storing sequence frame information of the first model animation;
acquiring the Animation time length in the Animation component and storing the Animation time length into a variable length;
s12, traversing the mesh1 array;
s13, defining a variable i, wherein the value of i is 0 to (frame count-1), setting the current sequence frame of the first model animation as i-length/frame count, calling a Bakemesh method of a SinmeshRender component to bake the current sequence frame, and sequentially storing the current sequence frame into a mesh1 array.
S2, defining a second model animation sequence frame set for a second model animation, and assigning the second model animation sequence frame set as the first model animation sequence frame set during initialization, wherein the second model animation is identical to the first model animation;
defining a second model animation set, which is used for storing a plurality of second model animations, wherein each second model animation has an animation time attribute, and randomly assigning values to the animation time attribute of each second model animation in the second model animation set during initialization;
calculating a corresponding frame sequence number according to the animation time attribute value of each second model animation in the second model animation set, and determining a second model animation sequence frame in the corresponding second model animation sequence frame set according to the frame sequence number of each second model animation;
and rendering each second model animation according to the second model animation sequence frame, the position, the rotation degree and the material corresponding to each second model animation.
Referring to fig. 5 and 6, the step S2 of initializing the sequential frame rendering class and rendering the second model animation array specifically includes the following steps:
s21, defining a structural body, such as a frame info, for storing the Position (Position), rotation (rotation) and current animation time (Elapsed) of each second model animation;
defining a sequence frame rendering class, such as named MeshFrame, for rendering the second model animation;
further, the sequence frame rendering class may inherit from the Monobehavious of Unity, where the Monobehavious is a component base class of Unity, and may monitor the updated message of each sequence frame;
the second model animation is the same as the first model animation;
s22, defining a mesh2 array in the sequence frame rendering class for storing sequence frames of the second model animation, and assigning values for the sequence frames of the mesh1 array correspondingly during initialization;
a member variable, frameRate, is defined in the sequence frame rendering class for storing the frame rate of the animation, and is assigned upon initialization.
S23, defining a frame info array in the sequence frame rendering class, wherein the length of the frame info array is the number of second model animations to be rendered, and each element of the frame info array is used for storing the second model animations;
the animation time (elased) of all elements at the initialization of the FrameInfo array is randomly assigned within the range 0 to (frameCount-1).
S24, traversing each element of the frame info array by using an Update method of a sequence frame rendering class, enabling the animation time (Elapsed) of each element to be self-increased by time DeltaTime, and calculating the current frame sequence number frame;
wherein the Unity engine calls an Update method once per frame,
the time deltatime is a system variable in Unity, used to record the time interval between the current frame and the previous frame,
the method for calculating the current frame sequence number frame specifically comprises the following steps:
int frame=Mathf.FloorToInt(time*frameCount)%mesh2.length,
the Mathf. FloorToInt is a Unity rounding method;
the time is a value obtained after each time of self-increasing time DeltaTime of animation time (Elapsed);
therefore, the model to be rendered in the current frame of the second dynamic model animation corresponding to each element in the FrameInfo array is: and then, using a university graphics. Drawmesh method, and transferring parameters such as mesh2[ frame ] and corresponding Position, rotate, mat and the like to render a second model animation of the current frame.
S25, the sequence frame rendering class continuously updates the frame info array in each frame, wherein the frame sequence number frame is correspondingly and circularly increased between 0 and frame count, so that the sequence frames of the model are rendered.
Example two
Referring to fig. 2, a terminal 1 for fast rendering of model animation in Unity includes a memory 2, a processor 3 and a computer program stored in the memory 2 and executable on the processor 3, wherein the processor 3 implements the steps in the first embodiment when executing the computer program.
In summary, according to the method and the terminal for quickly rendering the model animation in the Unity, the first model animation is intercepted and baked every other preset time, the corresponding first model sequence frame is cached, and the subsequent calculation of the sequence frame of the first model animation is avoided; rendering a second model animation according to the stored first model animation sequence frame set, wherein the second model animation is the same as the first model animation; the method for caching the sequence frame set of the vertex deformation of the first model animation can avoid the problem that the sequence frame is obtained after the vertex deformation calculation is needed before the second model animation is rendered each time, greatly reduces the performance cost, improves the efficiency of manufacturing the three-dimensional model animation, and saves the CPU resource; the consistency of each second model animation can be broken to the maximum extent by randomly assigning the animation time attribute of each second model animation in the second model animation set during initialization, and the dynamic effect of the whole picture is improved; and calculating a corresponding sequence frame number through the time attribute value of each second model animation, and completing the complete rendering work of each second model animation according to the animation sequence frame, the position, the rotation degree and the material.
The foregoing description is only illustrative of the present invention and is not intended to limit the scope of the invention, and all equivalent changes made by the specification and drawings of the present invention, or direct or indirect application in the relevant art, are included in the scope of the present invention.

Claims (2)

1. The method for quickly rendering the model animation in the Unity is characterized by comprising the following steps of:
s1, carrying out vertex deformation on a first model animation, generating and storing a corresponding first model animation sequence frame set, wherein the method specifically comprises the following steps of:
intercepting and baking the first model animation at preset time intervals to acquire and store a corresponding first model animation sequence frame;
defining the number of sequence frames for the first model animation, creating an array according to the number of sequence frames, wherein the array is used for storing sequence frame information of the first model animation, traversing the sequence frames in the array, baking the current sequence frames, and sequentially storing the current sequence frames in the array;
s2, defining a second model animation sequence frame set for the second model animation, and assigning the second model animation sequence frame set as the first model animation sequence frame set during initialization;
defining a second model animation set, which is used for storing a plurality of second model animations, wherein each second model animation has an animation time attribute, and randomly assigning values to the animation time attribute of each second model animation in the second model animation set during initialization;
rendering a second model animation according to the stored first model animation sequence frame set, including:
calculating a corresponding frame sequence number according to the animation time attribute value of each second model animation in the second model animation set, and determining a second model animation sequence frame in the corresponding second model animation sequence frame set according to the frame sequence number of each second model animation;
rendering each second model animation according to the second model animation sequence frame, the position, the rotation degree and the material corresponding to each second model animation;
wherein the frame sequence number corresponds to a cyclic increment between the range of animation time attribute values to render a second model animation sequence frame;
the second model animation is identical to the first model animation.
2. A terminal for fast rendering of model animation in Unity, comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that the processor implements the following steps when executing the computer program:
s1, carrying out vertex deformation on a first model animation, generating a corresponding first model animation sequence frame set and storing the first model animation sequence frame set:
defining the number of sequence frames for the first model animation, creating an array according to the number of sequence frames, wherein the array is used for storing sequence frame information of the first model animation, traversing the sequence frames in the array, baking the current sequence frames, and sequentially storing the current sequence frames in the array;
s2, defining a second model animation sequence frame set for the second model animation, and assigning the second model animation sequence frame set as the first model animation sequence frame set during initialization;
defining a second model animation set, which is used for storing a plurality of second model animations, wherein each second model animation has an animation time attribute, and randomly assigning values to the animation time attribute of each second model animation in the second model animation set during initialization;
rendering a second model animation according to the stored first model animation sequence frame set, including:
calculating a corresponding frame sequence number according to the animation time attribute value of each second model animation in the second model animation set, and determining a second model animation sequence frame in the corresponding second model animation sequence frame set according to the frame sequence number of each second model animation;
rendering each second model animation according to the second model animation sequence frame, the position, the rotation degree and the material corresponding to each second model animation;
wherein the frame sequence number corresponds to a cyclic increment between a range of animation time attribute values to render a second model animation sequence frame
The second model animation is identical to the first model animation.
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