CN111481926A - Game character face rendering and processing system - Google Patents

Game character face rendering and processing system Download PDF

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Publication number
CN111481926A
CN111481926A CN201910072304.1A CN201910072304A CN111481926A CN 111481926 A CN111481926 A CN 111481926A CN 201910072304 A CN201910072304 A CN 201910072304A CN 111481926 A CN111481926 A CN 111481926A
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module
face
rendering
controller
splicing
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Chinese (zh)
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徐茂松
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Shanghai Chaya Software Co ltd
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Shanghai Chaya Software Co ltd
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Priority to CN201910072304.1A priority Critical patent/CN111481926A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/20Perspective computation
    • G06T15/205Image-based rendering
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/10Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
    • G06V40/16Human faces, e.g. facial parts, sketches or expressions
    • G06V40/168Feature extraction; Face representation
    • G06V40/171Local features and components; Facial parts ; Occluding parts, e.g. glasses; Geometrical relationships
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6615Methods for processing data by generating or executing the game program for rendering three dimensional images using models with different levels of detail [LOD]

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Oral & Maxillofacial Surgery (AREA)
  • Health & Medical Sciences (AREA)
  • Theoretical Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • General Health & Medical Sciences (AREA)
  • Computer Vision & Pattern Recognition (AREA)
  • Human Computer Interaction (AREA)
  • Computing Systems (AREA)
  • Geometry (AREA)
  • Computer Graphics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention relates to game image processing, in particular to a game character face rendering and processing system, which comprises a controller, an account login module, an image loading module, a dyeing scheme receiving module, a dyeing scheme executing module and a dyeing scheme storage module, wherein the account login module is connected with the controller and used for logging in an account by a user; the technical scheme provided by the invention can effectively overcome the defects of poor coloring effect of the game character and poor verisimilitude of the 3D animation of the face of the game character during pronunciation in the prior art.

Description

Game character face rendering and processing system
Technical Field
The invention relates to game image processing, in particular to a game character face rendering and processing system.
Background
With the leap-type development of the performance of various platform devices carrying electronic games, no matter mobile-end games such as mobile phones and the like or traditional PC-end games, the setting of game roles by players according to personal preferences becomes an important function of mature electronic games, and the function greatly improves the game substitution feeling of the players.
At present, there are two main methods for dyeing game characters: firstly, in the game development process, art resources (generally, pastels) with various dyeing effects are made in advance, and when a game is installed and operated, a game client program loads corresponding art resources with the dyeing effects through a preset way according to instructions to replace the original dyeing effects. Specifically, in the game development process, the art resources with the dyeing effect are directly packaged in a game client installation package, and a player obtains the game client installation package, installs and runs the game client on game equipment. When a player dyes through the interactive instruction, the central processing unit of the game device determines art resources which can achieve the dyeing effect and need to be loaded through preset game logic according to the dyeing interactive instruction, and informs a graphic processor (GPU, which broadly comprises an independent graphic processor and other processor parts for executing graphic processing functions) of the game device to load the art resources according to a preset path, and the graphic processor loads the art resources which can achieve the dyeing effect and generates and outputs image signals to a display unit of the game device according to the art resources. Secondly, the game character is rendered by adopting the whole picture art resource, and the dyeing effect is expected to be achieved by adjusting parameters of the picture, such as color saturation, mixing degree and other parameters.
However, in the first method, in the game development work, the artists need to produce a large amount of delicate art resources to achieve a high-quality game rendering effect. Secondly, at present, besides installing and running games, smart phones are also important devices for user self-shooting and social sharing, with the increasing abundance of game contents and the increasing powerful self-shooting function of the smart phones, game programs, photos and the like occupy more and more large memory of the smart phones, and the memory capacity becomes a bottleneck restricting the smart phones from running games. For the second method, since the whole picture is rendered and processed, local dyeing cannot be realized, and the rendering effect is not good.
The synthesis of the 3D animation of the face of the game character is a key technology for generating a game base plane, and can ensure the reality and the vividness of the 3D animation of the face of the game character. At present, the existing 3D animation synthesis of the face of the game character has poor reality when pronouncing the 3D animation of the face of the game character due to limited data quantity and poor data-driven optimization configuration.
Disclosure of Invention
Technical problem to be solved
Aiming at the defects in the prior art, the invention provides a game character face rendering and processing system, which can effectively overcome the defects in the prior art that the dyeing effect of a game character is poor, and the fidelity of a 3D animation of the face of the game character is poor during pronunciation.
(II) technical scheme
In order to achieve the purpose, the invention is realized by the following technical scheme:
a game character face rendering and processing system comprises a controller, an account login module, an image loading module, a dyeing scheme receiving module, a dyeing scheme executing module and a dyeing scheme storage module, wherein the account login module is connected with the controller and used for a user to login an account number, the image loading module is connected with the controller and used for loading an original image and a partition image according to path information, the dyeing scheme receiving module is connected with the controller and used for receiving a dyeing scheme of the user on a game character, the dyeing scheme executing module is connected with the controller and used for dyeing the original image and the partition image according to the dyeing scheme, and the dyeing scheme storage module is connected with the controller and used for storing the dyeing scheme of the game character;
the face part splicing module is connected with the controller and is used for selecting and splicing corresponding face basic component parts from the face part storage module according to the motion state of the face pronunciation organ when the game character pronounces, and the face image splicing module is connected with the controller and is used for synthesizing the processing results of the face frame image processing module and the face part splicing module;
the device comprises a controller, a 2D frame image storage module, a 3D model storage module, a 2D rendering module and a 3D rendering module, wherein the 2D frame image storage module is connected with the controller and used for storing 2D frame images to be rendered, the 3D model storage module is connected with the controller and used for storing 3D models to be rendered, the 2D rendering module is connected with the controller and used for rendering the 2D frame images, and the 3D rendering module is connected with the controller and used for rendering the 3D models.
Preferably, the controller is connected to the display module.
Preferably, the partition map comprises at least one dyeable area, and the dyeable area of the partition map is marked according to pixel points.
Preferably, the staining scheme is information to be stained corresponding to the partition map dyeable area.
Preferably, the user generates a dyeing scheme through the instruction, and covers the dyeing scheme in account information corresponding to the user of the dyeing scheme storage module, and the dyeing scheme execution module dyes the original image and the partition image according to the dyeing scheme stored in the dyeing scheme storage module.
Preferably, the facial frame image processing module records the facial expression of the game character during pronunciation, and calculates the optical flow of transition from each viseme to other visemes by using the real image sequence.
Preferably, the face part splicing module selects a corresponding face basic component from the face part storage module according to the motion state of the face pronunciation organ during pronunciation, projects the face basic component onto the current face frame, and performs edge effect elimination processing.
Preferably, the facial image stitching module blends the game characters into the current facial part stitching module-generated 3D model according to the pronunciation time sequence.
Preferably, the face part storage module stores therein a nose basic component part, an ear basic component part, an eye basic component part, a cheek basic component part, a forehead basic component part, a mouth basic component part, and a chin basic component part.
Preferably, the 3D rendering module includes a 3D model loading module for loading the facial image stitching module to generate the 3D model, a 3D model stitching module for stitching at least two 3D models into a target model to be rendered according to a preset stitching point, and a 3D animation rendering module for rendering the target model.
(III) advantageous effects
Compared with the prior art, the game character face rendering and processing system provided by the invention has the following beneficial effects:
(1) the face frame image processing module processes a face pronunciation organ image and an optical flow when a game character pronounces, the face part splicing module selects corresponding face basic component parts from the face part storage module according to the motion state of the face pronunciation organ when the game character pronounces and splices the components, the face image splicing module synthesizes the processing results of the face frame image processing module and the face part splicing module, the 3D model loading module loads a 3D model generated by the face image splicing module, the 3D model splicing module splices at least two 3D models into a target model to be rendered according to a preset splicing point, and the 3D animation rendering module renders the target model, so that the reality of the 3D animation of the face of the game character during pronunciation can be effectively improved, and the facial animation of a plurality of game characters during pronunciation can be spliced, the processing speed is effectively improved;
(2) the image loading module loads the original image and the partition image according to the path information, the dyeing scheme receiving module receives a game character dyeing scheme of a user, and the dyeing scheme executing module dyes the original image and the partition image according to the dyeing scheme, so that the face of the game character can be dyed according to the preference of the user, and the dyeing effect is improved.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below. It is obvious that the drawings in the following description are only some embodiments of the invention, and that for a person skilled in the art, other drawings can be derived from them without inventive effort.
FIG. 1 is a schematic diagram of the system of the present invention;
fig. 2 is a schematic structural diagram of the 3D rendering module in fig. 1 according to the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention. It is to be understood that the embodiments described are only a few embodiments of the present invention, and not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
A game character face rendering and processing system is shown in fig. 1 and 2 and comprises a controller, an account login module, an image loading module, a dyeing scheme receiving module, a dyeing scheme executing module and a dyeing scheme storage module, wherein the account login module is connected with the controller and used for a user to login an account, the image loading module is connected with the controller and used for loading an original image and a partition image according to path information, the dyeing scheme receiving module is connected with the controller and used for receiving a dyeing scheme of the user on a game character, the dyeing scheme executing module is connected with the controller and used for dyeing the original image and the partition image according to the dyeing scheme, and the dyeing scheme storage module is connected with the controller and used for storing the dyeing scheme of the game character;
the face part splicing module is connected with the controller and is used for selecting and splicing corresponding face basic component parts from the face part storage module according to the motion state of the face pronunciation organ when the game character pronounces, and the face image splicing module is connected with the controller and is used for synthesizing the processing results of the face frame image processing module and the face part splicing module;
the device comprises a 2D frame image storage module connected with a controller and used for storing 2D frame images to be rendered, a 3D model storage module connected with the controller and used for storing 3D models to be rendered, a 2D rendering module connected with the controller and used for rendering the 2D frame images, and a 3D rendering module connected with the controller and used for rendering the 3D models.
The controller is connected with the display module.
The subarea graph comprises at least one dyeable area, and the dyeable area of the subarea graph is marked according to the pixel points.
The dyeing scheme is information to be dyed corresponding to the dyeable area of the partition map.
The user generates a dyeing scheme through the instruction, the dyeing scheme is covered in the account information corresponding to the user of the dyeing scheme storage module, and the dyeing scheme execution module dyes the original image and the partition image according to the dyeing scheme stored in the dyeing scheme storage module.
The facial frame image processing module records the facial expression of the game character during pronunciation, and calculates the optical flow of transition from each visual position to other visual positions by using a real image sequence.
The face part splicing module selects a corresponding face basic component from the face part storage module according to the motion state of a face pronunciation organ during pronunciation, projects the component onto a current face frame, and carries out edge effect elimination processing.
The face image splicing module blends game characters into the current face part splicing module to generate a 3D model according to the pronunciation time sequence.
The face part storage module is stored with a nose basic component part, an ear basic component part, an eye basic component part, a cheek basic component part, a forehead basic component part, a mouth basic component part and a chin basic component part.
The 3D rendering module comprises a 3D model loading module for loading the facial image splicing module to generate the 3D model, a 3D model splicing module for splicing at least two 3D models into a target model to be rendered according to a preset splicing point, and a 3D animation rendering module for rendering the target model.
The face frame image processing module processes the face pronunciation organ image and the optical flow when the game character pronounces, the face frame image processing module records the face expression when the game character pronounces, and the optical flow of transition from each visual position to other visual positions is calculated by using a real image sequence.
The face part splicing module selects a corresponding face basic component from the face part storage module according to the motion state of a face pronunciation organ during pronunciation, projects the component onto a current face frame, and carries out edge effect elimination processing.
The face part storage module is stored with a nose basic component part, an ear basic component part, an eye basic component part, a cheek basic component part, a forehead basic component part, a mouth basic component part and a chin basic component part.
The face image splicing module synthesizes the processing results of the face frame image processing module and the face part splicing module, and the face image splicing module fuses game characters into the current face part splicing module to generate a 3D model according to the pronunciation time sequence.
The 3D model loading module loads the 3D models generated by the facial image splicing module, the 3D model splicing module splices at least two 3D models into a target model to be rendered according to a preset splicing point, the 3D animation rendering module renders the target model,
the image loading module loads the original image and the partition image according to the path information, the dyeing scheme receiving module receives a scheme for dyeing the game characters by the user, and the dyeing scheme executing module dyes the original image and the partition image according to the dyeing scheme.
The subarea graph comprises at least one dyeable area, and the dyeable area of the subarea graph is marked according to the pixel points. The dyeing scheme is information to be dyed corresponding to the dyeable area of the partition map, the user generates the dyeing scheme through an instruction, the dyeing scheme is covered in the account information corresponding to the user of the dyeing scheme storage module, and the dyeing scheme execution module dyes the original map and the partition map according to the dyeing scheme stored in the dyeing scheme storage module.
The system for rendering and processing the face of the game character has the following beneficial effects:
(1) the face frame image processing module processes a face pronunciation organ image and an optical flow when a game character pronounces, the face part splicing module selects corresponding face basic component parts from the face part storage module according to the motion state of the face pronunciation organ when the game character pronounces and splices the components, the face image splicing module synthesizes the processing results of the face frame image processing module and the face part splicing module, the 3D model loading module loads a 3D model generated by the face image splicing module, the 3D model splicing module splices at least two 3D models into a target model to be rendered according to a preset splicing point, and the 3D animation rendering module renders the target model, so that the reality of the 3D animation of the face of the game character during pronunciation can be effectively improved, and the facial animation of a plurality of game characters during pronunciation can be spliced, the processing speed is effectively improved;
(2) the image loading module loads the original image and the partition image according to the path information, the dyeing scheme receiving module receives a game character dyeing scheme of a user, and the dyeing scheme executing module dyes the original image and the partition image according to the dyeing scheme, so that the face of the game character can be dyed according to the preference of the user, and the dyeing effect is improved.
The above examples are only intended to illustrate the technical solution of the present invention, but not to limit it; although the present 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 solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; such modifications and substitutions do not depart from the spirit and scope of the corresponding technical solutions.

Claims (10)

1. A game character face rendering and processing system is characterized in that: the system comprises a controller, an account login module, an image loading module, a dyeing scheme receiving module, a dyeing scheme executing module and a dyeing scheme storage module, wherein the account login module is connected with the controller and used for a user to login an account;
the face part splicing module is connected with the controller and is used for selecting and splicing corresponding face basic component parts from the face part storage module according to the motion state of the face pronunciation organ when the game character pronounces, and the face image splicing module is connected with the controller and is used for synthesizing the processing results of the face frame image processing module and the face part splicing module;
the device comprises a controller, a 2D frame image storage module, a 3D model storage module, a 2D rendering module and a 3D rendering module, wherein the 2D frame image storage module is connected with the controller and used for storing 2D frame images to be rendered, the 3D model storage module is connected with the controller and used for storing 3D models to be rendered, the 2D rendering module is connected with the controller and used for rendering the 2D frame images, and the 3D rendering module is connected with the controller and used for rendering the 3D models.
2. The game piece face rendering and processing system of claim 1, wherein: the controller is connected with the display module.
3. The game piece face rendering and processing system of claim 1, wherein: the subarea graph comprises at least one dyeable area, and the dyeable area of the subarea graph is marked according to pixel points.
4. The game piece face rendering and processing system of claim 1, wherein: the dyeing scheme is information to be dyed corresponding to the dyeable area of the partition map.
5. The game piece face rendering and processing system of claim 1, wherein: the user generates a dyeing scheme through the instruction, the dyeing scheme is covered in account information corresponding to the user of the dyeing scheme storage module, and the dyeing scheme execution module dyes the original image and the partition image according to the dyeing scheme stored in the dyeing scheme storage module.
6. The game piece face rendering and processing system of claim 1, wherein: the facial frame image processing module records the facial expressions when the game characters pronounce, and calculates the optical flow of transition from each visual position to other visual positions by using a real image sequence.
7. The game piece face rendering and processing system of claim 1, wherein: the face part splicing module selects a corresponding face basic component from the face part storage module according to the motion state of a face pronunciation organ during pronunciation, projects the component onto a current face frame, and carries out edge effect elimination processing.
8. The game piece face rendering and processing system of claim 1, wherein: and the face image splicing module is used for merging the game characters into the current face part splicing module to generate the 3D model according to the pronunciation time sequence.
9. The game piece face rendering and processing system of claim 1, wherein: the face part storage module is stored with a nose basic component part, an ear basic component part, an eye basic component part, a cheek basic component part, a forehead basic component part, a mouth basic component part and a chin basic component part.
10. The game piece face rendering and processing system of claim 1, wherein: the 3D rendering module comprises a 3D model loading module for loading the facial image splicing module to generate the 3D model, a 3D model splicing module for splicing at least two 3D models into a target model to be rendered according to a preset splicing point, and a 3D animation rendering module for rendering the target model.
CN201910072304.1A 2019-01-25 2019-01-25 Game character face rendering and processing system Pending CN111481926A (en)

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CN106582019A (en) * 2016-11-07 2017-04-26 北京乐动卓越科技有限公司 Dyeing method and apparatus of 2D game role
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US20070087835A1 (en) * 2005-10-14 2007-04-19 Van Luchene Andrew S Video game methods and systems
CN103646237A (en) * 2013-12-18 2014-03-19 清华大学 Method for processing low-resolution facial videos
CN105233498A (en) * 2015-09-23 2016-01-13 网易(杭州)网络有限公司 Game character staining method and device, user terminal and game system
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Application publication date: 20200804