CN113838170A - Target virtual object processing method and device, storage medium and electronic device - Google Patents

Target virtual object processing method and device, storage medium and electronic device Download PDF

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Publication number
CN113838170A
CN113838170A CN202110950916.3A CN202110950916A CN113838170A CN 113838170 A CN113838170 A CN 113838170A CN 202110950916 A CN202110950916 A CN 202110950916A CN 113838170 A CN113838170 A CN 113838170A
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target
virtual object
target virtual
offset
determining
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潘昕宇
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network 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
    • 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

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Abstract

The invention discloses a processing method and device of a target virtual object, a storage medium and an electronic device. The method comprises the following steps: acquiring target point information of a target virtual object, wherein the target point information is used for representing a target point surrounded by the target virtual object when rotating; mapping the target point information to a target map associated with the target virtual object to obtain a map coordinate of the target point; and determining rotation information of the target virtual object based on the map coordinates, wherein the rotation information is used for controlling the target virtual object to rotate in the game scene. By the method and the device, the technical effect of effectively reducing the stretching sense of the virtual object during motion is achieved.

Description

Target virtual object processing method and device, storage medium and electronic device
Technical Field
The invention relates to the field of computers, in particular to a method and a device for processing a target virtual object, a storage medium and an electronic device.
Background
At present, in a game scene, when a virtual object is processed, the offset strength and frequency of the vertex of the virtual object can be controlled by noise, but the precision of noise mapping causes the virtual object to stretch seriously when the virtual object moves.
In another related art, a virtual and unbaked scheme of rotating around a rotation center is adopted for a virtual object to process the virtual object, but the true rotation center of the virtual object is not solved, so that the stretching sense of the virtual object during movement cannot be effectively eliminated.
Aiming at the technical problem that the stretching sense of a virtual object during motion cannot be effectively reduced in the prior art, an effective solution is not provided at present.
Disclosure of Invention
The invention mainly aims to provide a method, a device, a storage medium and an electronic device for processing a target virtual object, so as to at least solve the technical problem that the stretching sense of the virtual object during motion cannot be effectively reduced.
In order to achieve the above object, according to one aspect of the present invention, there is provided a processing method of a target virtual object. The method can comprise the following steps: acquiring target point information of a target virtual object, wherein the target point information is used for representing a target point surrounded by the target virtual object when rotating; mapping the target point information to a target map associated with the target virtual object to obtain a map coordinate of the target point; and determining rotation information of the target virtual object based on the map coordinates, wherein the rotation information is used for controlling the target virtual object to rotate in the game scene.
Optionally, acquiring target point information of the target virtual object includes: acquiring a vertex of a target virtual object; the vertex is determined as the target point, and the position information of the vertex is determined as the target point information.
Optionally, the method further comprises: acquiring the target number of vertexes; mapping the target point information to a target map associated with the target virtual object to obtain map coordinates of the target point, including: and mapping the position information of the vertex to the target map based on the target number to obtain the map coordinates.
Optionally, determining rotation information of the target virtual object based on the map coordinates includes: in the target engine, rotation information of the target virtual object is determined based on the map coordinates.
Optionally, in the target engine, determining rotation information of the target virtual object based on the map coordinates includes: in a target engine, acquiring offset corresponding to a target virtual object based on a map coordinate; the rotation information is determined based on the offset.
Optionally, obtaining an offset corresponding to the target virtual object based on the map coordinates includes: determining a first offset of a target wind field of the game scene to a target virtual object based on the map coordinates, and/or determining a second offset of a virtual game character in the game scene to the target virtual object based on the map coordinates; determining rotation information based on the offset, including: and determining rotation information based on the first offset and/or the second offset, wherein the rotation information at least comprises a rotation direction of the virtual object and a rotation axis, and the rotation axis is used for representing the direction of the target wind field.
Optionally, determining a first offset of the target wind field of the game scene to the target virtual object based on the map coordinates comprises: acquiring a wind field map corresponding to the global wind field, wherein the target wind field comprises the global wind field, and the wind field map is used for representing the wind field change state in the game scene; and determining the wind wave fluctuation offset of the target wind field to the target virtual object in at least one direction based on the wind field map and the map coordinates, wherein the first offset comprises the wind wave fluctuation offset.
Optionally, determining a first offset of the target wind field of the game scene to the target virtual object based on the map coordinates comprises: determining a periodic function under a local wind field, wherein a target wind field comprises the local wind field; a periodic offset of the target virtual object is determined based on the periodic function and the map coordinates, wherein the first offset comprises the periodic offset.
Optionally, determining a second offset of the virtual game character in the game scene to the target virtual object based on the map coordinates includes: acquiring a target distance between a virtual game role and a target virtual object; determining that the target distance is within a preset threshold range, and determining the position of the vertex of the target virtual object based on the map coordinates; determining a target vector based on the position of the virtual game character and the position of the vertex of the target virtual object; a second offset is determined based on the target vector.
Optionally, determining rotation information of the target virtual object based on the map coordinates includes: rotation information of the plurality of target virtual objects is determined based on the map coordinates of the plurality of target virtual objects.
In order to achieve the above object, according to another aspect of the present invention, there is also provided a processing apparatus of a target virtual object. The apparatus may include: an acquisition unit configured to acquire target point information of a target virtual object, wherein the target point information is used to represent a target point around which the target virtual object is surrounded when rotated; the mapping unit is used for mapping the target point information to a target map associated with the target virtual object to obtain map coordinates of the target point; a determination unit for determining rotation information of the target virtual object based on the map coordinates, wherein the rotation information is used for controlling the target virtual object to rotate in the game scene.
To achieve the above object, according to another aspect of the present invention, there is provided a computer-readable storage medium. The computer readable storage medium stores a computer program, wherein when the computer program is executed by a processor, the apparatus where the computer readable storage medium is located is controlled to execute the processing method of the target virtual object according to the embodiment of the present invention.
In order to achieve the above object, according to another aspect of the present invention, there is provided an electronic device including a memory and a processor, the memory having a computer program stored therein, the processor being configured to be executed by the processor to execute the computer program to perform the processing method of the target virtual object of the embodiment of the present invention.
In this embodiment, target point information of a target virtual object is acquired, wherein the target point information is used for representing a target point around which the target virtual object surrounds when rotating; mapping the target point information to a target map associated with the target virtual object to obtain a map coordinate of the target point; and determining rotation information of the target virtual object based on the map coordinates, wherein the rotation information is used for controlling the target virtual object to rotate in the game scene. That is to say, in the present application, the target point information of the target virtual object is mapped onto the target map associated with the target virtual object to obtain the map coordinates, so as to solve the true rotation center around which the virtual object rotates, calculate the obtained map coordinates, and determine the rotation information of the target virtual object, so as to achieve the purpose of controlling the target virtual object to rotate, which makes the stretching degree of the target virtual object relatively low, solves the technical problem that the stretching feeling of the virtual object during the motion cannot be effectively reduced, and thereby achieves the technical problem that the stretching feeling of the virtual object during the motion is effectively reduced.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this application, illustrate embodiments of the invention and, together with the description, serve to explain the invention and not to limit the invention. In the drawings:
fig. 1 is a block diagram of a hardware configuration of a mobile terminal of a processing method of a target virtual object according to an embodiment of the present invention;
FIG. 2 is a flow chart of a method of processing a target virtual object according to an embodiment of the invention;
FIG. 3 is a schematic view of a vegetation model according to an embodiment of the present invention;
FIG. 4 is a schematic view of a vegetation wind farm system based on pivot point information in accordance with an embodiment of the present invention;
FIG. 5 is a schematic illustration of baking hub point information in 3DSMax according to an embodiment of the present invention;
FIG. 6 is a schematic diagram of adding pivot point information of a vegetation model to a UV3 channel, according to an embodiment of the invention;
FIG. 7 is a diagram of a Shader art use interface in accordance with an embodiment of the present invention;
FIG. 8 is a schematic illustration of parameters of a global wind farm according to an embodiment of the present invention;
fig. 9 is a schematic diagram of a processing apparatus of a target virtual object according to an embodiment of the present invention.
Detailed Description
It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict. The present invention will be described in detail below with reference to the embodiments with reference to the attached drawings.
In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only partial embodiments of the present application, but 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 application.
It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It should be understood that the data so used may be interchanged under appropriate circumstances such that embodiments of the application described herein may be used. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
The method provided by the embodiment of the application can be executed in a mobile terminal, a computer terminal or a similar operation device. Taking the example of being operated on a mobile terminal, fig. 1 is a hardware structure block diagram of the mobile terminal of a processing method of a target virtual object according to an embodiment of the present invention. As shown in fig. 1, the mobile terminal may include one or more (only one shown in fig. 1) processors 102 (the processor 102 may include, but is not limited to, a processing device such as a microprocessor MCU or a programmable logic device FPGA) and a memory 104 for storing data, and optionally may also include a transmission device 106 for communication functions and an input-output device 108. It will be understood by those skilled in the art that the structure shown in fig. 1 is only an illustration, and does not limit the structure of the mobile terminal. For example, the mobile terminal may also include more or fewer components than shown in FIG. 1, or have a different configuration than shown in FIG. 1.
The memory 104 can be used for storing computer programs, for example, software programs and modules of application software, such as a computer program corresponding to a data processing method in the embodiment of the present invention, and the processor 102 executes various functional applications and data processing by running the computer programs stored in the memory 104, so as to implement the above-mentioned method. The memory 104 may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include memory located remotely from the processor 102, which may be connected to the mobile terminal 10 via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The transmission device 106 is used for receiving or transmitting data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a Network adapter (NIC), which can be connected to other Network devices through a base station so as to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
In the embodiment, a method for processing a target virtual object running on the mobile terminal is provided. Fig. 2 is a flowchart of a processing method of a target virtual object according to an embodiment of the present invention. As shown in fig. 2, the method may include the steps of:
in step S202, target point information of the target virtual object is acquired, where the target point information is used to represent a target point around which the target virtual object surrounds when rotating.
In the technical solution provided in step S202 of the present invention, the target virtual object is an object model that needs to be processed in the game scene, for example, an object model that needs to be controlled to rotate, which may be a vegetation model. The target point information of the target virtual object may be obtained by calculating the target virtual object to obtain target point information, where the target point information is used to indicate a target point around which the target virtual object rotates, the target point is also a rotation center, may be an origin of a rotation axis, and may be referred to as a pivot point, so that the rotation axis may also be referred to as a pivot axis, and the target point information of the target virtual object is obtained, and may also be pivot point information (model information) of the target virtual object, which may include a pivot point (PivotPoint) and rotation information.
Step S204, the target point information is mapped to the target map associated with the target virtual object, and map coordinates of the target point are obtained.
In the technical solution provided by step S204 of the present invention, after the target point information of the target virtual object is obtained, the target point information is mapped to the target map associated with the target virtual object, so as to obtain the map coordinates of the target point.
In this embodiment, the target point information is mapped onto a target map associated with the target virtual object to obtain map coordinates (UV coordinates, texture mapping coordinates, and pivot point coordinates) of the target point, which may be one or more, that is, baking (Bake) the target point information, and the target point information may be mapped onto a third channel (referred to as a UV3 channel or 3U) of the texture coordinates of the target virtual object to obtain map coordinates, which may be referred to as pivot point coordinates or pivot point coordinates, and a corresponding point is a real pivot point of the target virtual object, for recording.
Optionally, the wind farm system includes a 3DSMax model, and the embodiment may bake the target point information in the 3DSMax model to obtain the chartlet coordinates.
Optionally, in this embodiment, a preprocessing model may be set in the wind field system, and may be a rectangular solid model, a pivot axis of the target virtual object for rotating is kept consistent with a coordinate axis of the rectangular solid model in the vertical direction, the rectangular solid model is merged with the target virtual object, and then the target virtual object is subjected to the next processing process.
And step S206, determining rotation information of the target virtual object based on the map coordinates, wherein the rotation information is used for controlling the target virtual object to rotate in the game scene.
In the technical solution provided by step S206 of the present invention, after the target point information is mapped to the target map associated with the target virtual object to obtain the map coordinates of the target point, the rotation information of the target virtual object may be determined based on the map coordinates. Optionally, the embodiment may determine the offset of the target virtual object when rotating through wind field information, where the wind field information may be the world wind direction and the size owned by the world attribute, and the rotation information may include at least the direction of the target virtual object rotating around the axis. Alternatively, this embodiment may customize the axis of rotation to represent the wind field direction.
Through the above steps S202 to S206 of the present application, target point information of the target virtual object is obtained, where the target point information is used to represent a target point surrounded by the target virtual object when the target virtual object rotates; mapping the target point information to a target map associated with the target virtual object to obtain a map coordinate of the target point; and determining rotation information of the target virtual object based on the map coordinates, wherein the rotation information is used for controlling the target virtual object to rotate in the game scene. That is to say, in the present application, the target point information of the target virtual object is mapped onto the target map associated with the target virtual object to obtain the map coordinates, so as to solve the true rotation center around which the virtual object rotates, calculate the obtained map coordinates, and determine the rotation information of the target virtual object, so as to achieve the purpose of controlling the target virtual object to rotate, which makes the stretching degree of the target virtual object relatively low, solves the technical problem that the stretching feeling of the virtual object during the motion cannot be effectively reduced, and thereby achieves the technical problem that the stretching feeling of the virtual object during the motion is effectively reduced.
The above-described method of this embodiment is further described below.
As an optional implementation manner, in step S202, acquiring target point information of the target virtual object includes: acquiring a vertex of a target virtual object; the vertex is determined as the target point, and the position information of the vertex is determined as the target point information.
In this embodiment, when obtaining the target point information of the target virtual object is implemented, a vertex of the target virtual object may be obtained first, and the vertex is determined as the target point, that is, the vertex is determined as the pivot point of the target virtual object for rotation. Position information of a vertex, which indicates a position of the vertex of the target virtual object, may be acquired, and may be determined as the target point information.
As an optional implementation, the method further comprises: acquiring the target number of vertexes; mapping the target point information to a target map associated with the target virtual object to obtain map coordinates of the target point, including: and mapping the position information of the vertex to the target map based on the target number to obtain the map coordinates.
In this embodiment, a target number of vertices of the target virtual object may be calculated, the target number being the number of all vertices of the target virtual object. Optionally, since the format of the default map coordinates (UV information) in the 3DSMAX is recorded in the form of a fixed point color, and a position transformation coefficient corresponding to the fixed point color is 255, in this embodiment, the position information of the vertex is first multiplied by 255 to obtain a model fixed point color, which may also be referred to as fixed point color information and may be denoted as invcpos, and then the target number may be regarded as a cycle number (getNumVerts obj), and in each cycle, the product of the position information of each vertex and 255 is mapped onto the target map, so as to map the fixed point color information of all vertices onto the target map, that is, write the fixed point color information of all vertices into the UV3 channel to obtain the map coordinates.
Alternatively, the embodiment may map the position information of the vertices onto the target map based on the target number to obtain the map coordinates in response to the operation instruction acting on the target function control. That is, this embodiment can be used conveniently by the art personnel by adding a target functionality control so that the position information of the vertex is written into the UV3 channel by one key.
As an alternative implementation, step S206, determining rotation information of the target virtual object based on the map coordinates includes: in the target engine, rotation information of the target virtual object is determined based on the map coordinates.
In this embodiment, the wind park system may include a game engine, and in implementing the determination of the rotation information of the target virtual object based on the map coordinates, the map coordinates may be substituted into the target engine for calculation, and optionally, the target engine may calculate the rotation information of the target virtual object based on the map coordinates, wherein the target engine may be a NeoX engine, the map coordinates may be calculated in a renderer (Shader) of the target engine to obtain the rotation information of the target virtual object, and the map coordinates may be processed by a world wind direction and a size owned by a world attribute of the game engine to determine the direction in which the target virtual object rotates around the axis.
Alternatively, in this embodiment, an algorithm for the pivoting of the target virtual object may be implemented in the target engine. Alternatively, a function of rotation around an axis (rota aboutaxis) can input a three-channel vector (x, y, z) related to the rotation, given a rotation axis, a certain point on the rotation axis, and a rotation angle, the function being suitable for producing an animation of better quality than a simple cut using a global position offset (WorldPositionOffset); this embodiment may also receive a normalized (0 to 1) vector by normalizing the rotation axis and angle (normalized rotation angle) function, which may be used to represent the rotation axis, rotation angle of the target virtual object, where a value of 1 is used to represent a full 360 degree rotation; a function of on-axis position (PositionOnAxis) is used to represent the three-channel vector that receives the representation of the pivot point about which the target virtual object will rotate; a Position function is used to receive a three-channel vector representing the Position of the target virtual object. Optionally, the embodiment may automatically create a world position function when creating the function of the rotation around the axis (rotababoutaxi), and take it as an input of the function of the rotation around the axis; in the embodiment, the vertex coordinates of the target virtual object after rotating around the axis can be obtained by converting the angle of the target virtual object in the polar coordinate into the plane coordinate through cosine (cos) and sine (sine).
As an alternative embodiment, in the target engine, the determining the rotation information of the target virtual object based on the map coordinates includes: in a target engine, acquiring offset corresponding to a target virtual object based on a map coordinate; the rotation information is determined based on the offset.
In this embodiment, in the target engine, the offset corresponding to the target virtual object may be obtained based on the map coordinates, the offset of the target virtual object in the global wind field, the offset of the target virtual object in the local wind field, and the outward offset of the target virtual object applied to the periphery with the position of the virtual game character as the center may be obtained based on the map coordinates, the offsets may be world coordinate offsets, all the world coordinate offsets may be added to obtain a final offset of the target virtual object, and the rotation information of the target virtual object may be determined based on the offsets.
As an optional implementation manner, obtaining an offset corresponding to the target virtual object based on the map coordinates includes: determining a first offset of a target wind field of the game scene to a target virtual object based on the map coordinates, and/or determining a second offset of a virtual game character in the game scene to the target virtual object based on the map coordinates; determining rotation information based on the offset, including: and determining rotation information based on the first offset and/or the second offset, wherein the rotation information at least comprises a rotation direction of the virtual object and a rotation axis, and the rotation axis is used for representing the direction of the target wind field.
In this embodiment, the renderer in the target engine may include a target wind field, and a first offset of the target wind field of the game scene to the target virtual object may be determined based on the map coordinates, and optionally, the embodiment may determine a first offset resulting from an influence of the target wind field on the map coordinates of the target virtual object, and the first offset may be referred to as a wind field offset; the embodiment may also determine a second offset of the virtual game character in the game scene to the target virtual object based on the map coordinates, which may be an outward offset to the map coordinates of the target virtual object applied around the virtual game character's position as a center.
As an alternative embodiment, determining a first offset of a target wind field of a game scene to a target virtual object based on map coordinates includes: acquiring a wind field map corresponding to the global wind field, wherein the target wind field comprises the global wind field, and the wind field map is used for representing the wind field change state in the game scene; and determining the wind wave fluctuation offset of the target wind field to the target virtual object in at least one direction based on the wind field map and the map coordinates, wherein the first offset comprises the wind wave fluctuation offset.
In this embodiment, the renderer of the target engine includes a global wind farm whose wind farm strength, frequency, and direction can be affected with the public variables in the editor environment. The embodiment may sample a wind field map corresponding to the global wind field, which may be referred to as a wind wave map, for representing a wind field change state in the game scene, for example, determining a wind field frequency change in the world space, and optionally, the wind wave map is a noise map with gradually changing brightness. Optionally, the embodiment may perform spatial transformation on the texture coordinates, for example, perform spatial transformation on the vertex coordinates to transform the position (local) space of the target virtual object into the world space, and then define, in combination with the wind field map, the wind wave fluctuation offset (wind field offset) in the horizontal (U) direction and the vertical (V) direction, so as to achieve the purpose of generating different wind wave fluctuation offsets of the target virtual object in different directions by sampling the wind field map.
Alternatively, the embodiment may calculate the wind wave fluctuation offset by substituting it into the above-mentioned pivoting function to convert it into the offset of the world position vertex.
As an alternative embodiment, determining a first offset of a target wind field of a game scene to a target virtual object based on map coordinates includes: determining a periodic function under a local wind field, wherein a target wind field comprises the local wind field; a periodic offset of the target virtual object is determined based on the periodic function and the map coordinates, wherein the first offset comprises the periodic offset.
In this embodiment, the renderer in the target engine may further include a local wind field, and a periodic function under the local wind field may be determined first, where the periodic function may be a cosine (sine) function, so that when the local swing of the target virtual object in the game scene is realized, for the local coordinate in the texture coordinate, a periodic offset of the target virtual object may be made through the periodic function, where the periodic offset is an offset of the periodic swing.
Alternatively, the embodiment may calculate the periodic offset by substituting it into the above-mentioned pivoting function, respectively, to convert it into the offset of the vertex of the world position.
As an optional implementation, determining a second offset of the virtual game character in the game scene to the target virtual object based on the map coordinates includes: acquiring a target distance between a virtual game role and a target virtual object; determining that the target distance is within a preset threshold range, and determining the position of the vertex of the target virtual object based on the map coordinates; determining a target vector based on the position of the virtual game character and the position of the vertex of the target virtual object; a second offset is determined based on the target vector.
The embodiment adds an interaction function of a virtual game character on a target virtual object, and when determining a second offset of the virtual game character on the target virtual object in a game scene based on a chartlet coordinate, the embodiment may first obtain a target distance between the virtual game character and the target virtual object, and then determine whether the target distance is within a preset threshold range, where the preset threshold range is a set interaction range, and if the target distance is determined to be within the preset threshold range, determine that interaction occurs between the virtual game character and the target virtual object, may first determine a position of a vertex of the target virtual object based on the chartlet coordinate, then take the position of the target virtual object as a center, make a target vector to the position of the vertex, determine a second offset based on the target offset, which may be determined as the second offset based on a product of the target vector and an offset strength, the outward offset of the target virtual object is applied to the periphery with the position of the virtual game character as the center, and can be converted into the world coordinate offset.
Optionally, in this embodiment, the wind wave fluctuation offset, the periodic offset, and the world coordinate offset of the second offset may be added to obtain a final offset of the target virtual object, and then the rotation information of the target virtual object may be determined based on the final offset.
As an optional implementation, the determining the rotation information of the target virtual object based on the map coordinates includes: rotation information of the plurality of target virtual objects is determined based on the map coordinates of the plurality of target virtual objects.
In this embodiment, Dynamic Batching (Dynamic Batching) of the plurality of target virtual objects may be implemented by determining rotation information of the plurality of target virtual objects based on chartlet coordinates of the plurality of target virtual objects through a graphical user interface Instance (GPU Instance) technique for improving efficiency of rendering a large number of objects. Optionally, the embodiment may obtain a correct Instance (Instance) matrix space by rewriting the world matrix, and may perform dynamic batch Processing (dynamic batch Processing) on all target virtual objects using the renderer by using the GPU Instance, so that the number of call commands (drawcall) of the underlying graphics rendering interface by a Central Processing Unit (CPU) is reduced, thereby improving the game frame rate.
The World coordinate transformation matrix may be represented by a World Ins matrix when dynamic batching of the plurality of target virtual objects is not enabled, and otherwise, by a variable synthesized World Ins matrix for enabling when batching hardware of the plurality of target virtual objects.
The embodiment introduces a wind field system based on target point information (pivot point information), the target point information is mapped to a target map associated with a target virtual object for recording, the obtained map coordinates are substituted into a renderer of a target engine for calculation, and further rotation information of the target virtual object is determined based on the map coordinates to control the target virtual object.
The above-described method of embodiments of the present invention is further illustrated below in conjunction with the preferred embodiments. Specifically, the target virtual object is taken as a vegetation model, and the target point is taken as a pivot point for illustration.
In the related art, a vegetation model can be manufactured by adopting bone animation, for example, the high-quality vegetation wind field effect is manufactured by adopting the bone animation, but the method has extremely large calculation amount because the bone animation is operated in a bone space and each bone and a father bone have relative space, and is not suitable for processing the vegetation model at a moving end.
Related art also generally processes the vegetation model using a three-dimensional plant tree growth modeling software (SpeedTree) output animation, but the file output by this method is too large and is not suitable for virtual objects without a backbone.
Related art also typically samples and controls the vertex offset in world space through noise, which, while it may exhibit a wave effect, is not fine enough, motion details are too low, and the correlation model stretches more heavily when in motion, depending on the accuracy of the noise mapping.
The related art also typically employs a virtual, unbaked pivot point to effect rotation of the vegetation model about the pivot point. Although the pivot point rotation mode can reduce the stretching condition, the actual pivot point of the vegetation model cannot be effectively eliminated if the actual pivot point is not solved.
MAXScript (3ds Max built-in scripting language) can store pivot point and rotation information in the texture of vegetation models. The texture renderer (Shader) of the NeoX game engine may utilize the texture described above, including pivot point and rotation information, to access and decode the pivot point information of the MaxScript store of the pivot point bag. Every texture that is output by MAXScript can be directly referenced in the texture, but if the appropriate steps are not applied after sampling the texture, the value of the reference will be incorrect.
Creating actions in the manner described above has its advantages. Vegetation models processed using this technique, while using only one more UV channel than static grids, are far less costly to animate than skeletal animations, as they are all computed in real time. In terms of Graphics Processors (GPUs), vertex shaders are generally not as prone to performance issues as pixel shaders, because the number of vertices on a vegetation model is typically significantly less than the number of pixels drawn by the vegetation model.
In the embodiment, for the vegetation model, pivot point information is solved, the pivot point information is mapped into the attribute (UV third channel) of the vegetation model, the coordinate of the pivot point can be substituted into the Shader of the game engine for calculation, and the direction of the vegetation model rotating around the shaft is controlled according to the world wind direction and the size of the world attribute of the NeoX engine. The method of this embodiment is further described below.
Fig. 3 is a schematic view of a vegetation model according to an embodiment of the present invention. As shown in fig. 3, the initial position of the vegetation model needs to be at the origin of coordinates, i.e., its coordinates (X, Y, Z) are (0.0, 0.0, 0.0).
Fig. 4 is a schematic diagram of a vegetation wind farm system based on pivot point information according to an embodiment of the present invention. As shown in fig. 4, the wind farm system of this embodiment is largely divided into a 3d scax model information part and a Shader part in the NeoX engine. Wherein, the 3DSMax model information part comprises: a preprocessing model (a cuboid model is arranged to enable a pivot axis to be consistent with a coordinate axis in the vertical direction and combined with a vegetation model); baking Pivot point information (Bake Pivot information).
Shaders in the NeoX engine of this embodiment may include: global wind field and local wind field. The method comprises the steps that a global wind field can sample a wind map, the strength, the frequency and the direction of the global wind field are influenced by public variables in an editor environment, a periodic function can be made through a sine function in a local wind field, and a swing wind field of a vegetation model in a local coordinate system is made; custom interaction radius and strength, which means that an outward offset to vegetation is applied to the periphery, centered at the virtual game character's position (Get platover).
After the world coordinate offsets of the vegetation in the global wind field, the local wind field and the interaction are obtained, all the world coordinate offsets can be added to obtain a final Offset (WorldPos Offset) of the vegetation, and then the vegetation model is controlled to rotate.
The above technical solution of this embodiment is further described below.
FIG. 5 is a schematic diagram of baking hub point information in 3DSMax according to an embodiment of the invention. As shown in fig. 5, the positions (X, Y, Z) × 255 of the vertices of the vegetation model may be denoted as invcpos, and the model fixed point color may be obtained. And calculating all vertex numbers of the vegetation model, taking the vertex numbers as cycle times (getNumVerts obj), writing invcpos into a UV3 channel of the vegetation model in a cycle body to obtain UV coordinates, wherein for example, U is 0.87, and V is 0.25, and writing the fixed point color information of all the vertices into 3U is realized. Note that in 3DSMAX, the default UV information format is recorded in the form of fixed point colors, and therefore the positions of the vertices of the vegetation model need to be multiplied by 255.
Fig. 6 is a schematic diagram of adding pivot point information of a vegetation model to a UV3 channel according to an embodiment of the invention. As shown in fig. 6, a function button (BakeUV3) is added and the art is facilitated to use the function button, and pivot point information of the vegetation model is added to the UV3 channel.
The pivoting algorithm of this embodiment is described below.
A rotate around axis (rota aboutaxis) function inputs a three-channel vector related to rotation given a rotation axis, a point on the rotation axis, and a rotation angle, the expression being suitable for producing animations with better quality than simple cuts using a global position offset (worldpositiontoffset).
The normalized rotation axis and angle (normalized rotation axis and angle) receives a normalized (0-1) vector that represents the rotation axis, rotation angle, of the object. Where a value of 1 may be used to represent a full 360 degree rotation.
The position on axis (PositionAxis) function is used to represent a three-channel vector that receives the pivot point about which the vegetation model can rotate.
A Position function receives a three-channel vector representing the Position of the vegetation model.
When creating an expression for the function of rotation around the axis (rotababoutaxi), a world position function is automatically created and used as an input to the function of rotation around the axis.
In the embodiment, the vertex coordinates of the vegetation model after pivoting can be obtained by converting the angle in the polar coordinate into the plane coordinate through cos and sine.
According to the embodiment, a wind field map is sampled and used as the wind field frequency change of the vegetation model in the world space, the local swing of the vegetation model can periodically swing through a sine function, and the interactive function of a player on the vegetation model is added.
The embodiment can perform space conversion on the vertex coordinates of the vegetation model, convert the position (local) space of the vegetation model into the world space, define the wind field offset of the vegetation model in the U direction and the V direction, and generate different wind wave fluctuation offsets in different directions according to the sampling of the wind field map.
For the local coordinates of the vegetation model in this embodiment, a sine function may be combined to realize the periodic swing offset of the vegetation model, and the periodic swing offset may be substituted into the above-mentioned function of rotation around the axis (rotababou axis), so as to calculate the offset in the world position.
The embodiment can judge the distance between the virtual game character and the vegetation model, and if the distance is within the set interaction range, the virtual game character is determined to interact with the vegetation model. In the case that the intensity and the interaction range are public exposure variables, a vector can be made towards the vertex position of the vegetation model by taking the virtual game character as the center, and the offset is the product of the vector and the offset intensity.
And finally, adding all the obtained offsets to obtain the final offset of the vegetation model.
Alternatively, the embodiment may derive the correct Instance (Instance) matrix space by rewriting the world matrix. The embodiment can use the GPU Instance to perform dynamic batch processing on all vegetation models using the shader, so that the number of drawcalls is reduced, and the game frame rate is improved.
In this embodiment, the World coordinate transformation matrix of the GPU instance may be represented by a World matrix when dynamic batching is not enabled, otherwise, the World Ins matrix synthesized by variables may be used for enabling at hardware batching. The dynamic batch processing is to calculate a plurality of parameters through the batch operation of the GPU, may be batch processing for parameters of objects with simple models and the same material but in a motion state, and may occur during program operation. Before each dynamic batch processing is performed, a plurality of parameters which can be batch processed are firstly sorted together, then are combined, and then a command is sent to the GPU once, so that the whole operation calculation of the parameters can be completed, and the number of drawcall is reduced, so that the game frame rate is improved, for example, the wind wave chartlet, Texture (Texture), wind field noise index, normalized wind field, local random bending change rate, local random change influence strength, initialized deflection angle, interaction range, interaction smoothness and interaction bending strength are calculated in batch through the GPU, as shown in fig. 7.
Fig. 7 is a schematic diagram of a Shader art user interface in which a plurality of parameters for dynamic batch processing can be set, and optionally, a storm map which is a gray scale map and can be used for describing the intensity change of a wind field can be set according to an embodiment of the invention; texture (Texture) can be set; the value of the wind field noise can be set, and the larger the value is, the smaller the noise transformation of each pivot point is; the wind field noise wave index can be set; the deviation of each pivot point can be controlled; the wind field can be normalized to control the wind direction; a local random bending change rate can be set, which is a swinging speed parameter and can be used for unifying the bending approximation degree of the vegetation model when the vegetation model swings too disorderly; local random variation impact strength can be set; an initial deflection angle can be set for controlling the deflection angle of the model in the initial state; an interaction range can be set, wherein the interaction range is a distance range in which the virtual game role and the vegetation model are subjected to interaction influence; smoothness of interaction, interaction bending strength may be set.
Optionally, the dynamic batch processing of this embodiment may also be a batch operation calculation on multiple parameters of the global wind farm, as shown in fig. 8. Fig. 8 is a schematic diagram of parameters of a global wind farm according to an embodiment of the present invention, where the parameters of the global wind farm may include: the direction, the intensity and the speed can be calculated in batch operation, so that the purpose of calculating the direction, the intensity and the speed in batch operation is realized. The direction is the global wind field direction, the intensity is the global wind field intensity, and the speed is the global wind field speed, so that the setting of the environment of the game scene is realized.
For a game scene which is generated automatically, a large number of vegetation models need to be added with a wind field system to control the shaking direction, and the related art method has the problems of high consumption or low quality. However, the method of the embodiment is applicable to a mobile-end large-batch vegetation wind field system, and DrawCall can be further reduced by using the GPU Instance, so that the performance consumption is reduced and the frame rate is optimized.
The embodiment can calculate the pivot point information of the vegetation; mapping the pivot point information of the vegetation to a UV third channel of the model for recording; the coordinates of the pivot point are substituted into the Shader of the game engine to be calculated, the world wind direction owned by the world attribute of the NeoX engine and the direction of the size control model rotating around the shaft are used, so that the stretching degree of the model is very low, the stormy animation is normal, the technical problem that the stretching sense of the virtual object during motion cannot be effectively reduced is solved, and the technical problem that the stretching sense of the virtual object during motion is effectively reduced is solved.
In this embodiment, in 3DSMAX, the pivot point information is baked in 3U (in UV third channel) of the vegetation model for recording, in game engine NeoX, the wind field direction can be represented by the customized rotation axis with the pivot point as the rotation center, and a noise map with gradually changing brightness can be sampled as the wind field wave change. Thus, a wind field system based on the pivot point information is added into the NeoX engine.
Compared with the wind field system scheme in the related art, the scheme of the embodiment based on the pivot point has the advantages that the stretching degree of the virtual object is very low, the storm animation is normal, and the future expansion can be influenced by constructing multiple layers of wind power by solving the pivot point Index information.
The embodiment of the invention also provides a device for processing the target virtual object. It should be noted that the processing apparatus of the target virtual object of this embodiment may be used to execute the processing method of the target virtual object shown in fig. 2 in the embodiment of the present invention.
Fig. 9 is a schematic diagram of a processing apparatus of a target virtual object according to an embodiment of the present invention. As shown in fig. 9, the processing device 90 for the target virtual object includes: an acquisition unit 91, a mapping unit 92 and a determination unit 93.
An acquisition unit 91 configured to acquire target point information of the target virtual object, wherein the target point information is used to indicate a target point around which the target virtual object surrounds when rotating.
The mapping unit 92 is configured to map the target point information to a target map associated with the target virtual object, so as to obtain map coordinates of the target point.
A determining unit 93, configured to determine rotation information of the target virtual object based on the map coordinates, wherein the rotation information is used to control the target virtual object to rotate in the game scene.
Optionally, the obtaining unit 91 includes: the first acquisition module is used for acquiring the vertex of the target virtual object; and the first determining module is used for determining the vertex as the target point and determining the position information of the vertex as the target point information.
Optionally, the apparatus further comprises: a first acquisition unit configured to acquire a target number of vertices; the mapping unit 82 includes: and the mapping module is used for mapping the position information of the vertexes to the target map based on the target number to obtain map coordinates.
Optionally, the determining unit 93 includes: and the second determination module is used for determining the rotation information of the target virtual object based on the map coordinates in the target engine.
Optionally, the determining unit 93 includes: the second acquisition module is used for acquiring the offset corresponding to the target virtual object based on the mapping coordinates in the target engine; a third determining module to determine rotation information based on the offset.
Optionally, the second obtaining module includes: the first determining submodule is used for determining a first offset of a target wind field of the game scene to a target virtual object based on the chartlet coordinates, and/or the second determining submodule is used for determining a second offset of a virtual game role in the game scene to the target virtual object based on the chartlet coordinates; the third determining module includes: and the third determining submodule is used for determining rotation information based on the first offset and/or the second offset, wherein the rotation information at least comprises a rotation direction and a rotation axis of the virtual object, and the rotation axis is used for representing the direction of the target wind field.
Optionally, the first determining submodule is configured to determine a first offset of the target wind field of the game scene to the target virtual object by: acquiring a wind field map corresponding to the global wind field, wherein the target wind field comprises the global wind field, and the wind field map is used for representing the wind field change state in the game scene; and determining the wind wave fluctuation offset of the target wind field to the target virtual object in at least one direction based on the wind field map and the map coordinates, wherein the first offset comprises the wind wave fluctuation offset.
Optionally, the first determination submodule is further configured to determine a first offset of the target wind field of the game scene to the target virtual object based on the map coordinates by: determining a periodic function under a local wind field, wherein a target wind field comprises the local wind field; a periodic offset of the target virtual object is determined based on the periodic function and the map coordinates, wherein the first offset comprises the periodic offset.
Optionally, the second determining sub-module is further configured to determine a second offset of the virtual game character in the game scene to the target virtual object based on the map coordinates by: acquiring a target distance between a virtual game role and a target virtual object; determining that the target distance is within a preset threshold range, and determining the position of the vertex of the target virtual object by the mapping coordinates; determining a target vector based on the position of the virtual game character and the position of the vertex of the target virtual object; a second offset is determined based on the target vector.
Optionally, the determining unit 93 includes: and the fourth determining module is used for determining the rotation information of the plurality of target virtual objects based on the map coordinates of the plurality of target virtual objects.
In the processing apparatus of the target virtual object in this embodiment, the target point information of the target virtual object is mapped onto the target map associated with the target virtual object to obtain the map coordinates, so as to solve the true rotation center around which the virtual object rotates, calculate the obtained map coordinates, and determine the rotation information of the target virtual object, so as to achieve the purpose of controlling the target virtual object to rotate, which results in a lower stretching degree of the target virtual object, and solves the technical problem that the stretching feeling of the virtual object during the motion cannot be effectively reduced, thereby achieving the technical problem of effectively reducing the stretching feeling of the virtual object during the motion.
Embodiments of the present invention also provide a computer-readable storage medium. The computer readable storage medium stores a computer program, wherein when the computer program is executed by a processor, the apparatus where the computer readable storage medium is located is controlled to execute the processing method of the virtual object according to the embodiment of the present invention.
The embodiment of the invention also provides an electronic device. The electronic device may comprise a memory in which the computer program is stored and a processor arranged to be run by the processor to perform the method of processing the virtual object of the embodiments of the invention.
Optionally, in this embodiment, the storage medium may include, but is not limited to: various media capable of storing computer programs, such as a usb disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic disk, or an optical disk.
Embodiments of the present invention also provide an electronic device comprising a memory having a computer program stored therein and a processor arranged to run the computer program to perform the steps of any of the above method embodiments.
Optionally, the electronic apparatus may further include a transmission device and an input/output device, wherein the transmission device is connected to the processor, and the input/output device is connected to the processor.
It will be apparent to those skilled in the art that the modules or steps of the present invention described above may be implemented by a general purpose computing device, they may be centralized on a single computing device or distributed across a network of multiple computing devices, and alternatively, they may be implemented by program code executable by a computing device, such that they may be stored in a storage device and executed by a computing device, and in some cases, the steps shown or described may be performed in an order different than that described herein, or they may be separately fabricated into individual integrated circuit modules, or multiple ones of them may be fabricated into a single integrated circuit module. Thus, the present invention is not limited to any specific combination of hardware and software.
The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, or improvement made within the principle of the present invention should be included in the protection scope of the present invention.

Claims (13)

1. A method for processing a target virtual object, comprising:
acquiring target point information of a target virtual object, wherein the target point information is used for representing a target point surrounded by the target virtual object when rotating;
mapping the target point information to a target map associated with the target virtual object to obtain map coordinates of the target point;
determining rotation information of the target virtual object based on the map coordinates, wherein the rotation information is used for controlling the target virtual object to rotate in a game scene.
2. The method of claim 1, wherein obtaining target point information for a target virtual object comprises:
acquiring a vertex of the target virtual object;
and determining the vertex as the target point, and determining the position information of the vertex as the target point information.
3. The method of claim 2,
the method further comprises the following steps: acquiring the target number of the vertexes;
mapping the target point information to a target map associated with the target virtual object to obtain map coordinates of the target point, including: and mapping the position information of the vertex to the target map based on the target number to obtain the map coordinate.
4. The method of claim 1, wherein determining rotation information for the target virtual object based on the map coordinates comprises:
in a target engine, rotation information of the target virtual object is determined based on the map coordinates.
5. The method of claim 4, wherein determining, in a target engine, rotation information for the target virtual object based on the map coordinates comprises:
in the target engine, acquiring an offset corresponding to the target virtual object based on the map coordinate;
determining the rotation information based on the offset.
6. The method of claim 5,
obtaining an offset corresponding to the target virtual object based on the map coordinates, including: determining a first offset of a target wind field of the game scene to the target virtual object based on the map coordinates, and/or determining a second offset of a virtual game character in the game scene to the target virtual object based on the map coordinates;
determining the rotation information based on the offset, including: determining the rotation information based on the first offset and/or the second offset, wherein the rotation information at least comprises a rotation direction of the virtual object and a rotation axis, and the rotation axis is used for representing the direction of the target wind field.
7. The method of claim 6, wherein determining a first offset of a target wind field of the game scene to the target virtual object based on the map coordinates comprises:
acquiring a wind field map corresponding to a global wind field, wherein the target wind field comprises the global wind field, and the wind field map is used for representing a wind field change state in the game scene;
determining the wind wave fluctuation offset of the target wind field to the target virtual object in at least one direction based on the wind field map and the map coordinates, wherein the first offset comprises the wind wave fluctuation offset.
8. The method of claim 6 or 7, wherein determining a first offset of a target wind field of the game scene to the target virtual object based on the map coordinates comprises:
determining a periodic function under a local wind field, wherein the target wind field comprises the local wind field;
determining a periodic offset of the target virtual object based on the periodic function and the map coordinates, wherein the first offset comprises the periodic offset.
9. The method of claim 6, wherein determining a second offset of a virtual game character in the game scene from the target virtual object based on the map coordinates comprises:
acquiring a target distance between the virtual game role and the target virtual object;
determining that the target distance is within a preset threshold range, and determining the position of the vertex of the target virtual object based on the map coordinates;
determining a target vector based on the position of the virtual game character and the position of the vertex of the target virtual object;
determining the second offset based on the target vector.
10. The method of claim 1, wherein determining rotation information for the target virtual object based on the map coordinates comprises:
determining rotation information of a plurality of the target virtual objects based on the map coordinates of the plurality of the target virtual objects.
11. An apparatus for processing a target virtual object, comprising:
an acquisition unit configured to acquire target point information of a target virtual object, the target point information indicating a target point around which the target virtual object is rotated;
the mapping unit is used for mapping the target point information to a target map associated with the target virtual object to obtain map coordinates of the target point;
a determining unit, configured to determine rotation information of the target virtual object based on the map coordinates, wherein the rotation information is used to control the target virtual object to rotate in a game scene.
12. A computer-readable storage medium, in which a computer program is stored, which, when being executed by a processor, controls an apparatus in which the computer-readable storage medium is located to carry out the method of any one of claims 1 to 10.
13. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, and wherein the processor is arranged to be executed by the processor to execute the computer program to perform the method of any of claims 1 to 10.
CN202110950916.3A 2021-08-18 2021-08-18 Target virtual object processing method and device, storage medium and electronic device Pending CN113838170A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117036560A (en) * 2023-10-10 2023-11-10 福州朱雀网络科技有限公司 Wind field simulation method, medium and equipment suitable for virtual scene

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117036560A (en) * 2023-10-10 2023-11-10 福州朱雀网络科技有限公司 Wind field simulation method, medium and equipment suitable for virtual scene
CN117036560B (en) * 2023-10-10 2024-01-02 福州朱雀网络科技有限公司 Wind field simulation method, medium and equipment suitable for virtual scene

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