Barrier special effect generation method and device and electronic equipment
By acquiring multi-channel sequence frame materials, extracting depth channels, creating procedural noise textures, and drawing special effects areas, the image compositing process solves the problems of cumbersome and costly barrier effects production processes, achieving fast and efficient generation of high-quality barrier effects, suitable for the visual presentation of space-themed architectural energy pillars, energy fields, or portals.
Patent Information
- Application Number
- CN202510803466.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-16
- Publication Date
- 2025-10-17
AI Technical Summary
Existing technologies for producing barrier special effects in video games and films have problems such as complicated processes, long time consumption and high costs. Especially when simulating and rendering special effects in DCC software and game engines, it is difficult to meet the needs of high-quality video promotion and distribution.
By acquiring multi-channel sequence frame footage, extracting the depth-of-field channel, creating procedural noise textures, and using brush tools to draw effect areas, image compositing is performed to generate barrier effects.
The barrier effect is generated quickly and efficiently in the post-processing stage, reducing the cumbersome process of effect simulation and lighting matching in the traditional method, improving production efficiency and flexibility. The generated effect has rich details and realism, and is suitable for the visual presentation of space-themed building energy pillars, energy fields or portals.
Smart Images

Figure CN120789658A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of games, and in particular, to a barrier special effect generation method and device, a storage medium, and an electronic device. BACKGROUND
[0002] In video game trailers and film production, barrier special effects such as space-class building energy pillars, energy fields, or portal doors are common visual elements. Currently, the following methods are mainly used to produce such special effects: 1. special effect simulation and light matching in DCC (Digital Content Creation) software, followed by rendering; 2. special effect simulation production in a game engine, outputting a video for post-processing by using screen recording software; and 3. importing special effects in the engine into an editor for special effect rendering by using a rendering plug-in. However, the above methods have obvious defects: the traditional DCC production method not only requires adjusting game assets to match the special effect production rules, but also takes a long time and has a complicated process; the game engine-based solution is limited by the engine version function and load capacity, and cannot meet the high-quality video promotion needs, and the post-processing effects (such as bloom glow) are difficult to fully present; in addition, if the special effect needs to be adjusted, the traditional solution often needs to be re-rendered, which greatly increases the production cost and time. Therefore, there is an urgent need for a method that can quickly produce high-quality barrier special effects in the post-production stage to simplify the process, improve efficiency, and reduce production costs.
[0003] It should be noted that the information disclosed in the above background section is only used to strengthen the understanding of the background of the present disclosure, and therefore can include information that does not constitute prior art known to those of ordinary skill in the art. SUMMARY
[0004] The purpose of the present disclosure is to provide a barrier special effect generation method and device, a storage medium, and an electronic device, thereby at least partially overcoming one or more problems caused by the limitations and defects of related technologies.
[0005] According to one aspect of the present disclosure, a barrier special effect generation method is provided, the method further comprising: obtaining a sequence frame material containing a plurality of channels; extracting a depth of field channel from the sequence frame material; creating a procedural noise texture; drawing a special effect area using a brush tool; performing image synthesis processing on the depth of field channel, the procedural noise texture, and the special effect area to generate a barrier special effect.
[0006] According to another aspect of the present disclosure, A barrier special effect generation device, the device comprising: an acquisition module configured to acquire a sequence frame material containing a plurality of channels; an extraction module configured to extract a depth of field channel from the sequence frame material; a creation module configured to create a procedural noise texture; a drawing module configured to draw a special effect region using a brush tool; a generation module configured to perform image synthesis processing on the depth of field channel, the procedural noise texture, and the special effect region to generate a barrier special effect.
[0007] According to another aspect of the present disclosure, a computer readable storage medium is provided, which stores a computer program, the computer program being executed by a processor to implement the barrier special effect generation method of any one of the above.
[0008] According to another aspect of the present disclosure, an electronic device is provided, comprising: a processor, a display device; and a memory configured to store executable instructions of the processor; wherein the processor is configured to execute the barrier special effect generation method of any one of the above by executing the executable instructions.
[0009] According to the barrier special effect generation method provided by the present application, a sequence frame material containing a plurality of channels is acquired, a depth of field channel is extracted from the sequence frame material, a procedural noise texture is created, a special effect region is drawn using a brush tool, and image synthesis processing is performed on the depth of field channel, the procedural noise texture, and the special effect region to generate a barrier special effect. Through the method provided by the present embodiment, the barrier special effect can be quickly and efficiently generated in the post-processing link, avoiding the cumbersome process of simulating the special effect and matching the light through the DCC software in the traditional way, reducing the time cost required for repeated adjustment and rendering, and improving the flexibility and efficiency of special effect production. At the same time, through the combination processing of the depth of field channel, the procedural noise texture, and the special effect region, the generated barrier special effect has rich details and realism, and is suitable for visual presentation of various space-type building energy columns, energy fields, or teleportation doors. BRIEF DESCRIPTION OF DRAWINGS
[0010] The above and other features and advantages of the present disclosure will become more apparent by describing in detail exemplary embodiments thereof with reference to the attached drawings. It is to be understood that the following drawings are merely some embodiments of the present disclosure and that other drawings can be derived from these drawings by those skilled in the art without any inventive effort. In the drawings: Figure 1is a cloud interaction system architecture diagram in an example embodiment of the present disclosure; Figure 2 is a flowchart of a barrier special effect generation method in an example embodiment of the present disclosure; FIG. 3(a) is a schematic diagram of a space station building sequence frame in an example embodiment of the present disclosure; FIG. 3(b) is a schematic diagram of a split depth channel in an example embodiment of the present disclosure; FIG. 3(c) is a schematic diagram of a cropped depth channel in an example embodiment of the present disclosure; FIG. 3(d) is a schematic diagram of an inverted depth channel in an example embodiment of the present disclosure; FIG. 3(e) is a schematic diagram of a difference mode blending process in an example embodiment of the present disclosure; FIG. 3(f) is a schematic diagram of a special effect edge shape in an example embodiment of the present disclosure; FIG. 4(a) is a schematic diagram of a special effect area layer in an example embodiment of the present disclosure; FIG. 4(b) is a schematic diagram of a noise wave texture in an example embodiment of the present disclosure; FIG. 4(c) is a schematic diagram of a special effect subject in an example embodiment of the present disclosure; FIG. 4(d) is a schematic diagram of a barrier special effect in an example embodiment of the present disclosure; Figure 5 is a schematic diagram of a space scene in an example embodiment of the present disclosure; Figure 6 is a composition diagram of a barrier special effect generation device in an example embodiment of the present disclosure; Figure 7 is a structural schematic diagram of a computer readable storage medium in an example embodiment of the present disclosure; Figure 8 is a composition diagram of an electronic device in an example embodiment of the present disclosure. DETAILED DESCRIPTION
[0011] It should be noted that the embodiments and features of the embodiments in the present application can be combined with each other without conflict. The present application will be described in detail below with reference to the accompanying drawings and in conjunction with the embodiments.
[0012] In order to enable persons skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the accompanying drawings and in conjunction with the embodiments. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by persons skilled in the art without creative labor should fall within the scope of protection of the present application.
[0013] It should be noted that the information (including but not limited to: user input information, such as information input by the user into the input box), data (including but not limited to: data for analysis, stored data, displayed data, such as: context code, all code of the current project, service pressure corresponding to the operation on all code of the current project, code development status of the current project) and signals involved in the present application are authorized by the user or fully authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards. For example, the context code, the operation on all code of the current project, the service pressure corresponding to the operation, and the code development status involved in the present application are all obtained under full authorization.
[0014] It should be noted that the terms "first", "second", and the like in the specification and claims of the present application and the above-described drawings are used to distinguish similar objects, and do not necessarily have to be used to describe a specific order or sequence. It should be understood that the data thus used can be interchanged under appropriate circumstances, so that the embodiments of the application described herein can be implemented. In addition, the terms "include" and "have" and any variations thereof are intended to cover non-exclusive inclusion, for example, a process, method, system, product or device that includes a series of steps or units does not have to be limited to those steps or units clearly listed, but can include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0015] It should also be noted that various trigger events disclosed in the present specification can be pre-set, and different trigger events can trigger the execution of different functions.
[0016] In one embodiment of the present disclosure, a barrier effect generation method can be run on a terminal device or a server. The terminal device can be a local terminal device. When the display control method is run on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device. As shown in Figure 1 FIG. 1 is a cloud interaction system architecture diagram provided by the present disclosure. As shown in the figure, the cloud interaction system can include a client device 10 and a server 20, wherein the client device 10 can be connected with the server 20 through a network 30.
[0017] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the barrier effect generation method are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0018] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting a graphical user interface, the graphical user interface includes a game picture, and the processor is used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0019] Figure 2 In this embodiment, a barrier effect generation method is provided. Figure 2 is a flowchart of the barrier effect generation method according to the embodiments of the present disclosure, as shown in Figure 2 The flowchart includes the following steps: Step S1, acquiring a sequence frame material containing a plurality of channels; step S2, extracting a depth of field channel from the sequence frame material; step S3, creating a procedural noise texture; step S4, drawing an effect area using a brush tool; and step S5, performing image synthesis processing on the depth of field channel, the procedural noise texture, and the effect area to generate a barrier effect.
[0020] The method provided by the embodiment can quickly and efficiently generate barrier special effects in a post-processing link, avoids the cumbersome process of special effect simulation and light matching by DCC software in the traditional way, reduces the time cost required for repeated adjustment and rendering, and improves the flexibility and efficiency of special effect production. Meanwhile, the method generates barrier special effects with rich details and realism through the combination of depth channels, procedural noise textures, and special effect regions, which are suitable for the visual presentation of various space-type building energy columns, energy fields, or teleportation gates.
[0021] The above steps are described in detail below.
[0022] The barrier special effect refers to the visual effect generated by image synthesis processing of depth channels, procedural noise textures, and special effect regions, which has certain transparency, texture details, and spatial sense. The sequence frame material refers to the original video or animation material, which usually contains multiple channel image data. Superimposition refers to the process of combining barrier special effects with sequence frame materials through a specific synthesis mode. The final image refers to the complete visual effect formed after superimposition, which integrates special effect elements and background scenes.
[0023] In an optional embodiment, the barrier special effect can be understood as an image layer with certain visual characteristics, which contains the manifestation of visual elements such as energy fields, energy columns, or teleportation gates. It is generated by the aforementioned steps to generate special effect content containing specific forms, textures, and colors. For example, the barrier special effect can be a semi-transparent blue energy shield with complex noise texture and obvious edge transition effect, used to present protective shields, energy barriers, and other visual elements in games or video works.
[0024] In step S1, sequence frame materials containing multiple channels are obtained.
[0025] The sequence frame material is an image sequence containing multiple channel information, which is the source of the barrier special effect.
[0026] In an optional embodiment, the sequence frame material refers to an image sequence composed of a series of continuous single-frame images, which are arranged in time sequence and collectively constitute a complete video segment. For example, the sequence frame material can be an EXR format file output by a video rendering software, each frame containing multiple image information such as RGB color channels, Alpha transparency channels, depth channels, and motion vector channels.
[0027] In an optional embodiment, the multiple channels refer to different types of image information layers contained in the sequence frame material, each channel carries a specific type of image data for subsequent special effect processing. For example, the multiple channels can include RGB color channels, Alpha transparency channels, Z-depth channels, Normal channels, Position channels, ID channels, etc. These channel information can be extracted and processed separately to provide the necessary data basis for the generation of barrier special effects.
[0028] In a specific application, the terminal device can import sequence frame material in OpenEXR format from rendering software (such as Sunshine editor), which contains basic RGB color channels, Alpha transparency channels, Z-depth channels, etc. These sequence frame materials are usually continuous images arranged at a rate of 24 frames per second or 30 frames per second, constituting a complete video segment to provide basic material for subsequent creation of barrier special effects.
[0029] In step S2, the Z-depth channel is extracted from the sequence frame material.
[0030] The Z-depth channel refers to a special channel that records the distance information of each pixel in the scene to the camera, which is used to determine the edge and shape of the barrier special effect.
[0031] In an optional embodiment, the Z-depth channel is a special image channel that records the distance information between each pixel in the scene and the camera, usually represented in the form of grayscale values, where a higher brightness value indicates a farther distance from the camera, and a lower brightness value indicates a closer distance from the camera. For example, in sequence frame material in EXR format, the Z-depth channel can be extracted separately, which appears as a grayscale image showing the depth relationship of different objects in the scene. Objects close to the camera appear as darker gray, and objects far away appear as lighter gray.
[0032] In an optional embodiment, extracting the Z-depth channel refers to separating the Z-depth information from the multi-channel sequence frame material for subsequent image processing and special effect synthesis. For example, in synthesis software (such as Nuke), the Z-depth channel can be extracted separately from the EXR format file through a channel selector or a specific node operation, resulting in a grayscale image containing only depth information. This image will serve as an important basis for generating the edge shape of the barrier special effect.
[0033] In a specific application, the terminal device extracts the Z-depth channel from the imported EXR format sequence frame material using the channel extraction function. The extracted Z-depth channel appears as a grayscale image, in which the edge and shape information of objects are clearly visible. Objects close to the camera are displayed as darker areas, while objects far away are displayed as lighter areas. This depth information is crucial for generating a spatially-aware barrier effect, especially when the effect needs to interact correctly with objects in the scene.
[0034] In step S3, a procedural noise texture is created.
[0035] The procedural noise texture refers to a texture pattern generated by an algorithm, which has randomness and controllability, and is used to increase the detail performance of the barrier effect.
[0036] In an optional embodiment, the procedural noise texture is a texture generated by mathematical algorithms rather than fixed image resources, with the characteristics of randomness, repeatability, and parameterizable adjustment. For example, the procedural noise texture can be generated by Perlin noise, Simplex noise, or fractal noise algorithms, which can create natural and random texture patterns such as cloud patterns, marble patterns, or flame textures, and can control their size, density, roughness, etc. by adjusting parameters.
[0037] In an optional embodiment, creating a procedural noise texture involves setting various parameters to control the visual characteristics of the texture, including but not limited to size (Size), gain (Gain), gamma (Gamma) values, etc. Adjusting these parameters can generate textures with different appearances and details. For example, reducing the size parameter can obtain a more detailed noise texture, increasing the gain parameter can increase the contrast of the texture, and adjusting the gamma value can change the light and dark distribution of the texture. These adjustments make the generated noise texture better meet the visual needs of the barrier effect.
[0038] In a specific application, the terminal device creates a Noise node in the compositing software to generate the first layer of procedural noise texture, sets its Size parameter to 15, Gain parameter to 0.85, and Gamma parameter to 0.7, to obtain a fine and random noise point texture; at the same time, another Noise node is created as the second layer of procedural noise texture, with its Size parameter set to 45, Gain parameter set to 0.6, and Gamma parameter set to 0.5, to obtain a more rugged noise effect. The two layers of noise texture will be superimposed to form a composite texture with both details and changes, providing a natural and rich visual detail for the barrier effect.
[0039] In step S4, the brush tool is used to draw the effect area.
[0040] The special effect region refers to the image region range where the barrier special effect is applied, and is determined by manual drawing with the brush tool.
[0041] In an optional embodiment, the brush tool is an interactive drawing tool that allows the user to draw regions directly on the image to define the application range and shape of the special effect. For example, the brush tool in the compositing software usually provides various parameters such as brush tip shape, size, hardness, and flow, which the user can select as needed to freely draw the desired special effect region shape on the image, such as the outline of the energy shield, the circular or irregular boundary of the portal, etc.
[0042] In an optional embodiment, the drawing process of the special effect region includes creating one or more mask layers and drawing on these mask layers with the brush tool to define the shape and boundary of the special effect. For example, the user can use a soft brush to draw an irregular closed region on a newly created mask layer, which will serve as the application range of the barrier special effect; by adjusting parameters such as brush pressure, angle, or flow, the user can create varying edge effects during the drawing process to make the boundary of the special effect region more natural and organic.
[0043] In a specific application, the terminal device creates a new drawing node (such as the RotoPaint node in Nuke) in the compositing software, uses a circular brush tool, sets the brush size to 50 pixels and the hardness to 70%, and draws an irregular closed shape in the center area of the canvas, which simulates the boundary of the energy shield. After drawing is complete, the special effect region is edge feathered with a feather radius of 15 pixels to make the special effect edge transition more natural. This special effect region will serve as a mask in the subsequent compositing process to control the application range and shape of the barrier special effect.
[0044] In step S5, the image synthesis processing is performed on the depth-of-field channel, the procedural noise texture, and the special effect region to generate the barrier special effect.
[0045] The image synthesis processing refers to the process of combining multiple image elements into a unified visual effect through techniques such as blending mode and mask operation.
[0046] In an optional embodiment, the image synthesis process includes the use of various layer blending modes, such as Overlay, Multiply, Screen, Difference, or Mask, which determine how different image elements interact and blend with each other. For example, the procedural noise texture can be confined to the effect area using the Mask mode, the edge information of the depth channel can be processed using the Difference mode, or the color and lighting effects of the effect can be enhanced using the Overlay mode. The combination of these operations can create a complex and realistic barrier effect.
[0047] In an optional embodiment, the process of generating a barrier effect includes adjusting the visual parameters of the synthesis result, such as color, brightness, contrast, and transparency, to achieve the final desired appearance of the effect. For example, the color tone of the effect can be adjusted through a color correction node to present a blue, purple, or other color that meets the visual expectations of an energy barrier; a glow effect can be added to enhance the energy feel of the effect; and dynamic parameters can be set to make the effect change over time, simulating energy fluctuations or pulse effects.
[0048] In a specific application, the terminal device first applies the effect area as a mask to the procedural noise texture, limiting the display of the noise texture to only the specific area; then performs difference mode blending between the processed depth channel and a high value constant node (value 1.0) to generate edge details; then performs overlay mode synthesis between this edge detail and the effect area with the noise texture to form the basic effect form; finally, color adjustment is performed on the whole, setting the main color tone to blue (RGB value 0.2, 0.5, 0.9) and adding a slight glow effect with a radius of 3.0 and an intensity of 0.7, finally generating a barrier effect with rich details, clear edges, and a visually stunning effect.
[0049] In an embodiment of the present application, a barrier effect generation method is provided, and the step of extracting a depth channel from a sequence frame material includes: step S31, separating a depth channel from the sequence frame material; step S32, performing brightness clipping processing on the depth channel to obtain a clipped depth channel; step S33, performing inversion processing on the clipped depth channel to obtain an inverted depth channel; step S34, performing difference mode blending processing on the clipped depth channel and the inverted depth channel; and step S35, performing re-inversion on the result of the difference mode blending processing to generate an effect edge form.
[0050] The method provided by the embodiment enables accurate extraction of depth-of-field information in a sequence frame material through a series of image processing operations, and conversion of the depth-of-field information into a special effect edge form, so that the finally generated special effect has a more clear edge contour and a natural transition edge detail. The method optimizes a traditional special effect production process, reduces the dependence on 3D models and complex rendering, improves the special effect production efficiency, meanwhile ensures accurate matching of the special effect edge and an original picture, and enhances a visual presentation effect.
[0051] The above scheme is specifically described below.
[0052] In step S31, a depth-of-field channel is separated from the sequence frame material.
[0053] The separation of the depth-of-field channel refers to extraction of a separate depth information layer from a multi-channel image material.
[0054] In an optional embodiment, the separation of the depth-of-field channel refers to separate extraction of channel data representing object depth information in a scene from a sequence frame material containing multiple channels through a specific image processing tool or software. For example, a terminal device can extract a depth-of-field channel specially storing depth information from a multi-channel image file in an EXR format through a channel separation function of an image processing software, and the channel usually takes the form of a gray scale image, in which different gray scale values represent different distances of objects in a scene to a camera.
[0055] In an optional embodiment, the separation of the depth-of-field channel refers to identification and selection of a channel layer specially recording scene depth information in a sequence frame material, and separation of the channel layer from other channel layers (such as RGB color channel layers, Alpha channel layers, and the like) for processing. For example, a terminal device can load a multi-channel sequence frame material through a reader node in a compositing software, and then specify extraction of a "depth" or "Z" channel as an independent depth-of-field channel data stream for subsequent generation and processing of a special effect edge form.
[0056] In a specific application, a terminal device imports an EXR format sequence frame material output by 3D rendering software or a real-time engine, and the material contains multiple data layers such as RGB color channel layers, Alpha channel layers, and a depth-of-field channel layer. The terminal device separates the depth-of-field channel layer through a channel extraction function in a compositing software to form an independent gray scale image data stream, in which a brighter area represents an object closer to a camera, and a darker area represents an object farther away from the camera, thereby providing basic data for subsequent edge generation processing.
[0057] In step S32, a brightness clipping process is performed on the depth-of-field channel to obtain a clipped depth-of-field channel.
[0058] Among them, brightness clipping is to adjust the brightness range of the image channel and limit the pixel value to a specific range.
[0059] In an optional embodiment, brightness clipping involves selectively truncating and remapping the pixel value range of the depth channel by adjusting the image's brightness parameters to emphasize information within a specific depth range. For example, a terminal device can use a level adjustment tool (such as the Grade or Levels node) to set black and white values, redistributing the brightness values in the original depth channel into a new range, enhancing contrast and highlighting the depth region of interest.
[0060] In an optional embodiment, brightness clipping involves forcing pixels in the depth channel that exceed or fall below a specific brightness value to a specific value by setting a threshold, thereby selectively retaining and filtering depth information. For example, a terminal device may set a minimum brightness threshold and a maximum brightness threshold, uniformly setting pixel values below the minimum threshold to 0 (pure black) and pixel values above the maximum threshold to 1 (pure white), thereby concentrating the effective information of the depth channel within a specific depth range.
[0061] In one specific application, after obtaining the separated depth channel, the terminal device uses the Grade node in the image processing software to set the black field value to 0.2, the white field value to 0.8, and adjust the gamma value to 1.2, performing brightness clipping on the depth channel. This process remaps the originally gradient depth information into a narrower brightness range, enhancing detail in the intermediate depth areas while compressing information in areas that are too close and too far away, creating a clearer depth boundary and providing more ideal basic data for the subsequent generation of special effect edge morphology.
[0062] In step S33, the cropped depth of field channel is inverted to obtain an inverted depth of field channel.
[0063] The inversion process is to perform an inversion operation on the pixel values of the image, so that the bright areas become darker and the dark areas become brighter.
[0064] In an optional embodiment, inversion processing refers to reversing the value of each pixel in the image from its original value to its complement value, that is, subtracting the original value from the maximum possible value, thereby completely reversing the relationship between light and dark. For example, the terminal device can perform the operation of subtracting the original value from 255 for each pixel in an 8-bit image, or subtracting the original value from 1 for a floating-point image, so that originally bright areas become darker and originally dark areas become brighter, thereby changing the representation of depth information.
[0065] In an optional implementation, the inversion processing refers to mirroring the luminance values of the depth channel by a special inversion function in the image processing software, so as to obtain a reversed performance effect of the original depth information. For example, the terminal device can apply an Invert node or an inversion filter to quickly realize the inversion of the bright and dark of the depth channel, so that the bright area originally representing a closer object becomes a dark area, and the dark area originally representing a farther object becomes a bright area, thereby providing necessary contrast materials for subsequent difference mode mixing processing.
[0066] In a specific application, the terminal device applies an Invert node to the depth channel after the luminance clipping processing to perform the inversion processing. Through this operation, the near-field region originally having a higher luminance value becomes a dark area, and the far-field region originally having a lower luminance value becomes a bright area, thereby completely reversing the depth performance logic. The inverted depth channel will be in sharp contrast with the original clipped depth channel, thereby providing necessary materials for subsequent generation of special effect edges through difference mode mixing, and being capable of highlighting the edge details of the object contour.
[0067] In step S34, the clipped depth channel and the inverted depth channel are subjected to difference mode mixing processing.
[0068] The difference mode mixing processing refers to comparing the luminance values of corresponding pixels of two images, and taking the absolute value of the difference as the result.
[0069] In an optional implementation, the difference mode mixing processing refers to an image synthesis method that generates a new image by calculating the absolute value of the difference between corresponding pixel values of two input images. For example, the terminal device can use a difference blend mode in the image processing software to mix the clipped depth channel as a bottom layer image and the inverted depth channel as a top layer image, so that the same regions of the two images become black, and different regions display different gray values according to the difference degree.
[0070] In an optional implementation, the difference mode mixing processing refers to comparing two images at a pixel level through mathematical operations to highlight the difference regions between the two images. For example, the terminal device can perform an operation of |A-B| on each pair of corresponding pixels (where A represents the pixel value of the first image, and B represents the pixel value of the second image), and the obtained result highlights the difference between the two depth channels in the edge region, and displays a lower luminance value in the smooth transition region.
[0071] In one specific application, the terminal device uses the Merge node in compositing software, setting the operation mode to "Difference." Then, the cropped depth channel is connected to the A input and the inverted depth channel to the B input, performing a difference blending process. The result is a new grayscale image, where edges with sharp depth changes appear as bright lines, while areas with gentle depth changes appear darker. This process effectively extracts the outline edge information of objects in the scene, providing precise reference data for generating edge shapes for special effects.
[0072] In step S35 , the result of the difference mode mixing process is inverted again to generate a special effect edge shape.
[0073] Among them, the reversal is to invert the brightness and darkness of the difference processing result and convert the edge display logic.
[0074] In an optional embodiment, re-inversion refers to applying an inversion operation to the image obtained after the difference mode mixing process, reversing the relationship between light and dark to obtain an image representation more suitable for the edge form of the special effect. For example, the terminal device can use the Invert node to invert the difference processing result, so that the edge area originally displayed as a bright line becomes a dark line, or the edge area originally displayed as a dark area becomes a bright area, selecting the most appropriate edge representation based on the special effect requirements.
[0075] In an optional embodiment, re-inversion involves using the inversion function in the image processing software to change the brightness and darkness of the image after the difference blending to accommodate different special effects synthesis requirements. For example, the terminal device can use the inversion operation to adjust the edge display logic, making certain subtle edges that were not obvious in the difference result more prominent, or reducing the intensity of certain overly prominent edges, thereby achieving a more ideal special effect edge shape.
[0076] In one specific application, the terminal device applies the Invert node to the result of the interpolation mode blending process and inverts it again. This operation transforms the object edges, which originally appeared as bright lines in the interpolation result, into dark lines, creating a special effect edge pattern similar to a stroke effect. This edge pattern provides precise object outline information and a natural transition, making it ideal for subsequent compositing with procedural noise textures and special effect areas, generating a barrier effect with unique edge characteristics. The final effect shows a clear energy boundary and a natural transition at the edge of the object.
[0077] As shown in FIG. 3(a)-3(f), in a specific application of the embodiment, the terminal device separates the depth-of-field channel representing the scene depth information (as shown in FIG. 3(b)) from the imported multi-channel EXR format sequence frame (such as the space station building shown in FIG. 3(a)), and then applies the Grade node to the channel to perform brightness clipping processing, sets the black field value to 0.15, and the white field value to 0.85, so that the depth information is more concentrated and prominent (as shown in FIG. 3(c)). Next, the terminal device applies the Invert node to the clipped depth-of-field channel to perform inversion processing (as shown in FIG. 3(d)), and mixes the original clipped depth-of-field channel with the inverted depth-of-field channel through the Difference mode to extract the accurate edge profile of the objects in the scene (as shown in FIG. 3(e)). Finally, the terminal device applies the Invert node to the difference mixed result again to generate the special effect edge form (as shown in FIG. 3(f)), which accurately depicts the profile edges of the objects in the scene, providing ideal edge guide data for subsequent special effect synthesis, and ensuring that the generated barrier special effect can accurately fit the profile of the objects in the scene.
[0078] In the barrier special effect generation method provided in an embodiment of the present application, the step of creating a programmatic noise texture, the programmatic noise texture including at least a first layer of programmatic noise texture and a second layer of programmatic noise texture, includes: superimposing the first layer of programmatic noise texture and the second layer of programmatic noise texture through a mask mode to form the programmatic noise texture.
[0079] Through the method provided in the embodiment, the superimposition operation of the multiple layers of noise texture can generate more complex and natural special effect texture details, and the different layers of noise texture form rich visual levels through the superimposition of the mask mode, thereby improving the realism and visual expressiveness of the barrier special effect. Meanwhile, the scheme has strong controllability, and is convenient for adjusting the detail performance of the special effect according to actual needs, thereby effectively improving the flexibility and efficiency of special effect production.
[0080] The above scheme will be described in detail below.
[0081] The first layer of programmatic noise texture is a basic noise texture layer with random distribution characteristics generated through a specific algorithm, serving as a basic structure layer of special effect details.
[0082] In an optional embodiment, the first layer of programmatic noise texture is a basic texture layer with certain regularity and randomness generated through a computer algorithm, which defines the basic form and structural characteristics of the special effect. For example, the first layer of programmatic noise texture can be a noise texture with a larger size and a more macroscopic structure, which is used to form the main structure of the special effect, and a relatively smooth and slowly changing texture effect can be achieved by setting a lower frequency value and a larger size control value.
[0083] In an optional implementation, the first layer procedural noise texture can be generated by a Perlin noise algorithm, a Fractal noise algorithm, a Simplex noise algorithm, or other calculation methods, and parameters thereof can be adjusted to control the overall performance of the texture. For example, the terminal device can create a Perlin noise texture as the first layer, set the size value thereof to 50, the gain control value to 0.8, and the gamma value to 1.0, thereby generating a basic noise effect with large-scale changes and uniform overall distribution, to provide basic morphological structures for the special effect.
[0084] In a specific application, the terminal device can use a noise generator in image processing software to create the first layer procedural noise texture, and set the size parameter thereof to a large value (such as 45) and the gain parameter to a medium value (such as 0.75), thereby generating a macro-structure basic noise that presents a slowly changing gray scale distribution and forms the main outline of the special effect, to lay a foundation for subsequent special effect superposition.
[0085] The second layer procedural noise texture is a detail enhancement texture layer with different parameter settings, used to increase the detail complexity and realism of the special effect.
[0086] In an optional implementation, the second layer procedural noise texture refers to a noise texture with different parameter settings from the first layer, and is usually used to enhance the detail performance and rich visual levels of the special effect. For example, the second layer procedural noise texture usually has a small size value and a high frequency to produce more fine texture changes, and a high gain control value can be set to enhance the contrast, thereby adding more delicate structures and changes on the basis of the first layer noise.
[0087] In an optional implementation, the second layer procedural noise texture can select a different noise algorithm from the first layer, or use the same algorithm but with different parameter settings, to ensure that there is difference and complementarity between the two layers of textures. For example, the terminal device can create a Turbulence noise as the second layer, set the size value thereof to 15, the gain control value to 1.2, and the gamma value to 0.8, thereby generating a texture effect with more details and edge changes, to enhance the local details and texture performance of the special effect.
[0088] In a specific application, the terminal device can generate a second layer of procedural noise texture, set the size parameter to a small value (e.g. 10-20), and set the gain parameter to a high value (e.g. 1.1-1.3) to create more detailed variations and texture levels. The noise wave of this detailed layer will exhibit more dense and sharp texture features, and when combined with the first layer of noise wave, it can add a large amount of detailed performance while maintaining the overall shape, making the special effect look more natural and complex.
[0089] In which, the mask mode is a kind of image superimposition mode, in which one image (called mask) is used to control the area and degree of display of another image, realizing selective image synthesis.
[0090] In an optional embodiment, the mask mode refers to a special image superimposition technique that uses the gray scale or channel value of one image to control the display area and display degree of another image. For example, in the superimposition process of procedural noise texture, the first layer of noise texture can be used as the basis, and then the brightness value of the second layer of noise texture is used as the mask to control the mixing degree of the first layer, with high brightness value area having high mixing degree and low brightness value area having low mixing degree.
[0091] In an optional embodiment, the mask mode can adopt a variety of specific mixing algorithms, such as Multiply, Overlay, Difference, Screen, etc. Each mixing mode will produce different visual effects. For example, the terminal device can use the alpha channel of the second layer of noise texture as a mask, and superimpose it with the first layer of noise texture through the "Multiply" mixing mode, so as to selectively enhance the detailed texture of the second layer in some areas while preserving the overall structure of the first layer.
[0092] In a specific application, the terminal device can superimpose the first layer of noise texture with a size of 45 and the second layer of noise texture with a size of 15 through the mask mode to obtain the procedural noise texture. The specific operation is to first use the brightness value of the second layer of noise texture as a mask, and then apply the "Overlay" mixing mode to combine the two layers of texture. In this process, the high-light area of the second layer of texture will enhance the details and contrast of the corresponding area of the first layer, while the dark area will have less effect, thereby forming a composite noise texture that retains the macro structure and is rich in micro details. This texture used for barrier special effects can simulate the complex changes and flow of energy fields in nature.
[0093] In a specific application of the embodiment, the terminal device first creates a first layer of procedural noise texture, sets the size parameter to 40 and the gain control value to 0.8, and forms a basic texture with large structural changes; then creates a second layer of procedural noise texture, sets the size parameter to 12 and the gain control value to 1.2, and forms a fine texture with more detailed changes. Subsequently, the terminal device superimposes the second layer of procedural noise texture on the first layer through the "mask" blending mode, so that the highlight area of the second layer enhances the details of the corresponding area of the first layer, thereby forming a procedural noise texture with both overall shape and rich details. Such a composite noise texture can provide rich detailed changes and natural flow for the barrier special effect, and improve the realism and visual performance of the special effect.
[0094] In the barrier special effect generation method provided in an embodiment of the present application, the first layer of procedural noise texture and the second layer of procedural noise texture contain one or more adjustable values of the size control value, the gain control value, and the gamma control value. Through the method provided in the embodiment, the user can flexibly control the visual effect and detailed performance of the noise texture by adjusting these control value parameters, thereby creating a more demand-oriented texture special effect, enhancing the customizability and freedom of the special effect, and further improving the visual quality and detailed richness of the special effect.
[0095] In an optional embodiment, the size control value is a parameter for setting the size and distribution density of the noise texture particles, and the fine degree and overall visual effect of the noise details can be controlled by adjusting the value. For example, when designing an energy barrier effect, the size control value of the first layer of noise texture can be set to a small value (such as between 0.5 and 2), so that it presents a more delicate particle state and forms a basic texture; and the size control value of the second layer of noise texture can be set to a medium value (such as between 3 and 8), so that it forms larger texture changes, and the superposition of the two can create a complex texture effect with multiple levels of feeling.
[0096] In an optional embodiment, the gain control value is a parameter for adjusting the contrast and intensity of the noise texture, and a higher gain value will make the bright part of the noise texture brighter and the dark part darker, thereby enhancing the visual impact and stereoscopic effect of the texture. For example, when creating a barrier effect with an energy fluctuation feeling, the gain control value of the first layer of noise texture can be set to a higher value (such as 1.2-1.8), so that the texture contrast is more distinct; and the gain control value of the second layer of noise texture can be set to a lower value (such as 0.6-0.9), so that the texture changes are more gentle, thereby producing rich level changes and presenting an energy flow visual effect when superimposed.
[0097] In an optional embodiment, the gamma control value is a parameter for adjusting the noise wave texture light-dark distribution curve, and the performance of the noise wave texture mid-tone can be adjusted by changing the gamma value, thereby affecting the overall lighting effect and light-dark transition. For example, when making a barrier effect with light energy characteristics, the gamma control value of the first layer of noise wave texture can be set to a value less than 1 (such as 0.6-0.8), so that the texture is overall biased towards brightness; and the gamma control value of the second layer of noise wave texture can be set to a value greater than 1 (such as 1.2-1.5), so that the texture is overall biased towards darkness, and the two superimposed can form a light and dark interlaced energy flow effect, enhancing the dynamic visual performance of the special effect.
[0098] In an optional embodiment, the control values can be static fixed parameters or dynamic parameters that change over time, and the smooth transition of the parameters can be achieved by setting key frames. For example, in order to show the instability of the energy field, the size control value of the first layer of noise wave texture can be set to a gradual key frame from 2 to 5, so that it gradually changes from small particles to large particles during the duration of the special effect; and the gain control value of the second layer of noise wave texture can be set to a gradual key frame from 0.8 to 1.5, so that the contrast is enhanced over time, thereby presenting a visual effect of gradually increasing energy field intensity.
[0099] In an embodiment of the present application, a key frame is set for at least one of the first layer of processing texture and the second layer of processing texture to achieve dynamic changes of the special effect.
[0100] Through the method provided by the embodiment, the dynamic evolution of the special effect over time can be controlled by setting key frame parameters for the texture, thereby enhancing the visual performance and realism of the special effect. By controlling the dynamic changes of the texture through key frames, the generated special effect can present a flowing, pulsating or other dynamic effect, thereby improving the level of visual performance, while maintaining the efficiency and flexibility of the production process, without the need for complex three-dimensional simulation and rendering operations.
[0101] The key frame is defined as the parameter attribute of the texture at a specific time point in the animation process, to control the state change of the texture at different time points.
[0102] In an optional embodiment, the key frame is set by marking and defining the parameter value of the texture at different time points on the time axis, and the parameter value of the intermediate frame is automatically calculated by the software, thereby achieving a smooth transition animation effect. For example, in the post-processing software of the terminal device, the size of the first layer of processing texture can be set to 5 at frame 0, and the size can be set to 10 at frame 24, and the software will automatically calculate the size value of the intermediate frames, thereby achieving a smooth transition effect from small to large.
[0103] In an optional embodiment, the keyframe setting can be applied to various parameter attributes of the texture, including but not limited to size, intensity, distortion degree, color, transparency, etc., to achieve diversified dynamic change effects. For example, the terminal device can set keyframes for the second layer processing texture, set a lower gain value at the beginning of the animation, set a higher gain value at the middle point of the animation, and then restore to a lower gain value at the end of the animation, thereby creating a pulsating effect of the texture brightness first increasing and then decreasing.
[0104] In the above formula, setting a keyframe refers to defining the parameter attribute of the texture at a specific time point in the animation process to control the state change of the texture at different time points.
[0105] In an optional embodiment, setting a keyframe is to mark and define the parameter value of the texture at different time points on the time axis, and the software automatically calculates the parameter value of the intermediate frame to achieve a smooth transition animation effect. For example, in the post-processing software of the terminal device, the size of the first layer processing texture can be set to 5 at frame 0, and the size can be set to 10 at frame 24. The software will automatically calculate the size value of the intermediate frames to achieve a smooth transition effect of the texture from small to large.
[0106] In an optional embodiment, the keyframe setting can be applied to various parameter attributes of the texture, including but not limited to size, intensity, distortion degree, color, transparency, etc., to achieve diversified dynamic change effects. For example, the terminal device can set keyframes for the second layer processing texture, set a lower gain value at the beginning of the animation, set a higher gain value at the middle point of the animation, and then restore to a lower gain value at the end of the animation, thereby creating a pulsating effect of the texture brightness first increasing and then decreasing.
[0107] In a specific application, when the terminal device makes dynamic effects for the energy shield special effect, first, a keyframe is set for the first layer processing texture at time 0 seconds, with the size parameter set to 5 and the gain value set to 0.7; then a second keyframe is set at time 2 seconds, with the size parameter changed to 8 and the gain value changed to 0.9; then a third keyframe is set at time 4 seconds, with the size parameter restored to 5 and the gain value restored to 0.7. At the same time, keyframes are set for the second layer processing texture at the same time points, but the parameter changes are opposite to those of the first layer, forming an interlaced change effect. In this way, in the final synthesized special effect, the texture will present a regular "breathing" effect, making the energy shield look more lively and having a sense of energy flow.
[0108] In an embodiment of the present application, the first procedural noise texture and / or the second procedural noise texture includes at least one of a noise wave texture, a turbulent flow texture, a Voronoi polygon texture, and a honeycomb texture.
[0109] The method provided by the present embodiment allows flexible selection of different types of texture materials for combination, thereby generating a variety of visual effects. By selecting different types of textures and adjusting parameters, more delicate and varied special effect performances can be achieved to meet visual requirements in different scenarios, while controllability and flexibility of special effect generation are improved, and dependence on preset materials is reduced.
[0110] The noise wave texture is an image pattern with a grainy feel generated based on a random distribution algorithm, which can simulate random changes in nature.
[0111] In an optional embodiment, the noise wave texture can be generated by algorithms such as Berlin noise, fractal noise, or Gaussian noise, with different particle sizes, densities, and distribution characteristics. For example, the terminal device can generate various particle effects from delicate to coarse by adjusting parameters such as frequency, amplitude, and octaves of the noise wave algorithm, which is suitable for simulating natural phenomena such as fog, flame, or energy fluctuations.
[0112] In an optional embodiment, the noise wave texture can be used in combination with other types of textures as a basic texture layer to enhance the complexity and detail richness of the special effect. For example, the terminal device can provide a low-frequency noise wave texture as a basic layer to provide the overall shape, and then superimpose a high-frequency noise wave texture to increase the detail changes, forming a hierarchical special effect structure that makes the special effect look more natural and organic.
[0113] The turbulent flow texture is a texture type that simulates the characteristics of fluid motion, which is characterized by continuous but irregular wave-like or vortex-like patterns.
[0114] In an optional embodiment, the turbulent flow texture is usually generated based on a turbulent noise algorithm, with the characteristics of strong flow and obvious directionality, which is suitable for representing fluid states such as liquids and gases. For example, the terminal device can create a special effect shape with a strong flow by adjusting parameters such as flow direction, disturbance intensity, and vortex size, making the special effect exhibit dynamic fluid characteristics.
[0115] In an optional embodiment, the turbulent flow texture can be added with dynamic change parameters to realize the natural evolution of the texture over time, enhancing the dynamic performance of the special effect. For example, the terminal device can set keyframe animation for the parameters of the turbulent flow texture, causing the texture to change smoothly over time, thereby presenting the effect of natural fluid flow, which is suitable for dynamic wave performance of energy fields or barrier effects.
[0116] The Voronoi polygon texture is a pattern composed of irregular polygons generated based on the Voronoi diagram algorithm, with obvious cell separation characteristics.
[0117] In an optional embodiment, the Voronoi polygon texture is formed by distributing random points in space and dividing regions according to the distance relationship between points, forming a unique cell-like structure. For example, the terminal device can create various polygon effects from regular to chaotic by adjusting parameters such as point distribution density, boundary clarity, and color gradient, suitable for special effect performance of science and technology or crystal structure.
[0118] In an optional embodiment, the Voronoi polygon texture can be combined with edge detection and light-emitting effects to highlight the boundaries of the polygons and create grid or energy boundary effects with a sense of technology. For example, the terminal device can extract the boundary lines of the Voronoi polygons and add light-emitting processing to them, forming a visual effect similar to electronic circuits or energy grids, especially suitable for energy barrier or shield performance in a high-tech style.
[0119] The honeycomb texture is a regular hexagonal grid texture that simulates the structure of a beehive, with uniform and orderly arrangement characteristics.
[0120] In an optional embodiment, the honeycomb texture is usually generated based on a hexagonal grid algorithm and can break the strict regularity by adding random deformation and noise. For example, the terminal device can create honeycomb structures from strict rules to slight deformation by adjusting the size, spacing, and arrangement regularity of hexagons, suitable for simulating beehives, shields, or force field grids in scenes.
[0121] In an optional embodiment, the honeycomb texture can be combined with depth information to create a honeycomb structure with a sense of three-dimensionality, enhancing the spatial expressiveness of special effects. For example, the terminal device can adjust the size and density of the honeycomb texture according to the depth information of the scene, making the honeycomb structure closer larger and clearer, and the structure farther smaller and more blurred, thus creating a honeycomb special effect barrier with a sense of spatial perspective.
[0122] In a specific application, when a sci-fi energy field effect needs to be created, the terminal device can use both the Voronoi polygon texture and the honeycomb texture simultaneously. First, the terminal device generates a large-size Voronoi polygon texture as a base layer, and adjusts the edge sharpness and contrast to form clear geometric partitions; then, the terminal device superimposes a small-size honeycomb texture as a detail enhancement layer, and sets an appropriate blending mode to highlight the grid structure; finally, the terminal device applies color mapping and lighting effects to the combined texture, so that the whole presents a sci-fi energy barrier visual effect. This texture combination method can take into account both large-scale partition changes and small-scale fine structures, and create a hierarchical special effect visual performance.
[0123] In an embodiment of the present application, a barrier special effect generation method is provided, and the step of drawing a special effect area using a brush tool includes: Step S81, drawing a special effect application area on the image using a brush tool; step S82, performing transparency channel processing on the special effect application area to adjust the edge softness Step S83, dividing the special effect application area into multiple layers; step S84, performing different degrees of blurring or sharpening processing on the multiple layers respectively; and Step S85, superimposing the processed multiple layers through a hierarchical mode to form a special effect area.
[0124] Through the method provided by the embodiment, the user can accurately define the application range and form of the barrier special effect through intuitive drawing operation, and enhance the level and stereoscopic sense of the special effect through multi-layer processing and superimposition technology, thereby improving the visual performance and space sense of the special effect, while ensuring the natural transition of the special effect edge, making the overall visual effect more delicate and professional.
[0125] The above scheme will be described in detail below.
[0126] In step S81, a special effect application area is drawn on the image using a brush tool.
[0127] The special effect application area is an image area where the barrier special effect needs to be applied, and is marked and defined through drawing operation.
[0128] In an optional embodiment, the special effect application area is an area where the application range and form of the barrier special effect are determined by manual drawing on the image. For example, the terminal device can provide an interactive drawing interface to allow the user to outline the area where the barrier special effect needs to be applied, such as the energy field contour around a space building or the shape of an energy column, by hand-drawing on the sequence frame image.
[0129] In an optional embodiment, the special effect application area can be customized according to different application scenarios, including straight line type, curved line type, closed type or open type, etc. For example, for the energy column effect of space architecture, the terminal device can provide a vertical column drawing tool, and the user can draw the range of the energy column along the axis of the building; and for the energy field effect, a closed curve can be drawn around the building contour to form a surrounding special effect area.
[0130] In a specific application, the terminal device can present the sequence frame image to be processed according to the preset image processing software interface, and activate the drawing function in the interface. The user draws an annular special effect application area around the space station in the image using the input device, which will be used as the basic form and application range of the subsequent energy barrier special effect.
[0131] In step S82, the transparency channel processing of the special effect application area is performed to adjust the edge softness.
[0132] The transparency channel processing refers to the regulation of the transparency attribute of the special effect application area, and the edge softness refers to the smoothness of the edge transition of the special effect application area.
[0133] In an optional embodiment, the transparency channel processing is a process of controlling the visibility of the special effect application area and the edge transition effect by modifying the alpha channel value of the special effect application area. For example, the terminal device can set the transparency gradient of the drawn special effect application area, so that the center of the area has a higher opacity value (close to 1.0), and the edge area gradually transitions to a lower opacity value (close to 0.0), thereby creating a natural edge transition effect.
[0134] In an optional embodiment, the edge softness adjustment can be realized by blurring algorithm, feathering processing or edge diffusion technology, to control the transition effect between the special effect and the background. For example, the terminal device can apply a Gaussian blur algorithm to process the edge of the special effect application area, and adjust the blur radius parameter to control the softness of the edge. A smaller blur radius produces a harder edge, and a larger blur radius creates a softer edge transition effect.
[0135] In a specific application, the terminal device applies a 10-pixel radius feathering processing to the energy barrier area of the space station drawn by the user, so that the special effect edge presents a soft transition effect, while maintaining the opacity of the center part of the area at 90%, and the opacity of the edge area gradually decreases to 0%, so that the subsequently synthesized energy barrier special effect has a natural fusion edge, avoiding obvious cutting feeling.
[0136] In step S83, the special effect application area is divided into multiple layers.
[0137] wherein the multiple layers refer to multiple independent processing units divided according to different characteristics or processing requirements of the special effect application region.
[0138] In an optional embodiment, the multiple layers can be divided based on different parts, different transparency intervals or different effect requirements of the special effect application region, and each layer carries different visual characteristics of the special effect. For example, the terminal device can divide the special effect application region into a core layer (high opacity region), a transition layer (medium opacity region) and an edge layer (low opacity region) according to the transparency threshold, so as to apply different visual effect processing to each region.
[0139] In an optional embodiment, the layer segmentation can be realized by image processing algorithms such as channel separation, mask extraction or region growing, so as to obtain a group of layers with different characteristics. For example, the terminal device can divide the special effect application region into three layers based on the brightness channel, or divide the region into layers of different color tones according to the hue information, and each layer will be assigned different visual processing parameters.
[0140] In a specific application, the terminal device divides the energy barrier special effect region drawn by the user into three layers: the core layer retains the part with more than 75% opacity in the center of the region, which is used to represent the area with the strongest energy; the intermediate layer contains the area with 30%-75% opacity, which is used to represent the diffusion process of energy; and the edge layer contains the part with less than 30% opacity, which is used to create a slight environmental impact effect. This layered processing makes the final synthesized barrier special effect have rich levels of detail.
[0141] In step S84, different degrees of blurring or sharpening processing are performed on the multiple layers respectively.
[0142] wherein the blurring processing refers to a processing method that reduces the sharpness of the image and makes the edges and details soft, and the sharpening processing refers to a processing method that enhances the edges and details of the image and improves the sharpness.
[0143] In an optional embodiment, the different degrees of blurring or sharpening processing are a process of adjusting the sharpness and detail performance of the layer by applying image filters with different parameters according to the visual performance requirements of each layer. For example, the terminal device can apply a lower degree of blurring or appropriate sharpening to the core layer to maintain its clear shape characteristics; apply a moderate degree of blurring to the transition layer to create a soft transition effect; and apply a higher degree of blurring to the edge layer to make it blend naturally with the background environment.
[0144] In an optional embodiment, the blurring or sharpening process can employ Gaussian blur, dynamic blur, directional blur or anisotropic diffusion algorithm, and the sharpening can use USM sharpening, high-pass filtering or edge enhancement technology. For example, the terminal device can apply a 2-pixel radius Gaussian blur and moderate USM sharpening to the core layer, a 5-pixel radius directional blur to the intermediate transition layer, and a 10-pixel radius dynamic blur to the edge layer, thereby creating a visually layered and naturally transitioned effect.
[0145] In a specific application, the terminal device applies a 3-pixel radius Gaussian blur to the core layer of the segmented energy barrier effect and then performs 15% intensity USM sharpening, maintaining the clarity of the energy center while slightly diffusing it; applies a 7-pixel radius radial blur to the intermediate layer, creating an energy diffusion visual effect; and applies a 12-pixel Gaussian blur to the edge layer, making the edges of the energy field naturally blend with the space environment, forming a richly layered energy barrier effect as a whole.
[0146] In step S85, the processed multiple layers are superimposed through a hierarchical mode to form the special effect area.
[0147] Among them, the hierarchical mode superposition refers to the process of combining multiple processed layers into a single visual effect through a specific layer blending mode.
[0148] In an optional embodiment, the hierarchical mode superposition is the process of combining multiple processed layers together using different layer blending algorithms to produce a comprehensive effect with rich visual levels. For example, the terminal device can use the blending modes of positive superimposition, color filter, overlay, soft light or color deepening, and sequentially superimpose the processed layers from bottom to top, each blending mode producing a different visual effect suitable for different types of barrier effect performance.
[0149] In an optional embodiment, the hierarchical mode superposition can include opacity adjustment, blending mode selection, layer order arrangement and other parameter controls to achieve the best visual effect. For example, the terminal device can set the core layer to 80% opacity and use the "color filter" blending mode, set the intermediate layer to 60% opacity and use the "soft light" blending mode, and set the edge layer to 40% opacity and use the "positive superimposition" blending mode, thereby creating a special effect area with a three-dimensional sense and depth.
[0150] In a specific application, the terminal device superimposes the three layers of the processed energy barrier special effect in a hierarchy: first, place the edge layer as the base, set its opacity to 45%, and the blending mode to "negative"; then, superimpose the middle layer, set its opacity to 70%, and the blending mode to "overlay"; finally, place the core layer on the top, set its opacity to 85%, and the blending mode to "color dodge". This superimposition makes the energy barrier special effect present a decreasing energy intensity from the inside out, while maintaining the coherence and hierarchy of the overall visual effect.
[0151] In a specific application of the embodiment, after the terminal device receives the annular special effect region drawn by the user around the space station building, first, perform feathering processing on the region with a radius of 8 pixels to make the edge present a natural transition; then, divide the special effect region into three layers and apply different degrees of blur and sharpening: the core layer remains clear and slightly sharpened, the middle layer is moderately blurred to present a diffusion effect, and the edge layer is heavily blurred to create a sense of environmental integration; finally, superimpose the layers from top to bottom through the three blending modes of color dodge, overlay, and negative, forming an energy barrier special effect region that has clear details and soft transitions, laying the foundation for subsequent synthesis with the depth of field channel and the procedural noise texture.
[0152] In a barrier special effect generation method provided in an embodiment of the application, the method further includes: setting a keyframe animation for the special effect region to achieve dynamic changes of the special effect region over time.
[0153] Through the method provided in the embodiment, the terminal device can achieve automatic changes of dynamic special effects in the image processing process, enhancing the liveliness and fluency of visual performance, improving the time dimension performance of the special effect, and making the overall visual effect more hierarchical and immersive, while avoiding the visual monotony problem caused by static special effects.
[0154] The above scheme will be described in detail below.
[0155] The keyframe animation is a basic animation technology in visual effect production, which sets different state parameters of an object at specific time points on a time axis, and then automatically calculates the intermediate transition state by software to generate continuous dynamic change effects.
[0156] In an optional embodiment, the keyframe animation technology defines parameter values at specific time points on a time axis, and automatically calculates the parameter changes of the intermediate frames by interpolation to achieve smooth dynamic transition effects. For example, the terminal device can set different shape, size, or position parameters of the special effect region at the 1st frame, the 30th frame, and the 60th frame of the video sequence, and the system will automatically calculate the gradual change process between the 1st frame and the 30th frame, and between the 30th frame and the 60th frame, so that the special effect region presents a smooth morphing or moving effect.
[0157] In an optional embodiment, keyframe animation can be applied to various attribute parameters of the special effect region, including but not limited to transparency, position, size, shape, edge softness, and rotation angle, etc., and rich visual dynamic effects can be created through the time-varying of these parameters. For example, the terminal device can set keyframes of transparency for the special effect region, so that it is completely invisible (transparency is 0%) at a certain time, then gradually appears (transparency increases to 100%), and finally fades out again, thereby realizing the gradual appearance and disappearance effect of the special effect region.
[0158] In a specific application, the terminal device can set a keyframe animation of morphological change for the special effect region around the space building. Specifically, the special effect region is set as a small circular region at the starting frame of the time axis, then expanded to a larger elliptical shape at the intermediate keyframe, and finally shaped into an irregular shape surrounding the entire building at the end keyframe, while adjusting the edge softness from sharp to soft state. Through the parameter change on the time axis, the audience can see the dynamic process of the energy field gradually spreading from the core of the building and forming a protective cover, enhancing the expressiveness of visual narrative.
[0159] In an embodiment of the present application, a method for generating a barrier special effect is provided. The step of image synthesis processing of the depth of field channel, the procedural noise texture and the special effect region includes: step S101, synthesizing the special effect region and the procedural noise texture through a mask mode to obtain a special effect shape with noise details; step S102, superimposing the depth of field channel and a constant node with the highest pixel value in a layer mode to form edge details; step S103, performing mask operation on the edge details and the special effect shape with noise details to form a special effect main body with edge transition; and step S104, performing color adjustment on the special effect main body to set the overall color tone of the barrier special effect.
[0160] Through the method provided by the embodiment, the image processing process is more fine and controllable. Through multi-level synthesis and adjustment operations, more natural and layered visual effects can be realized, the detail performance and overall texture of the special effect are enhanced, the professionalism and artistry of the picture are improved, and higher flexibility and adjustable space are provided for special effect creation.
[0161] The above scheme will be described in detail below.
[0162] In step S101, the special effect region and the procedural noise texture are synthesized through a mask mode to obtain a special effect shape with noise details.
[0163] In an optional embodiment, the mask mode is an image processing technique that controls the degree of layer blending using the transparency channel or luminance information, which determines how the pixels of the source image and the target image are superimposed or merged. For example, in video post-processing software, a special effect region can be applied as a mask to a procedural noise texture, so that the noise texture is only displayed within the specified region and remains transparent outside the region.
[0164] In an optional embodiment, the mask mode can include various blending algorithms, such as over, color dodge, overlay, and other effects, to meet different visual performance requirements. For example, when creating an energy shield effect, the over mode can be used to combine the noise texture with the special effect region, preserving the dark details; or the color dodge mode can be used to highlight the bright parts, enhancing the visual effect of energy flow.
[0165] In an optional embodiment, the special effect form with noise details is the basic form of visual effect enhanced by texture. In an optional embodiment, the special effect form with noise details refers to the image layer formed after applying the procedural noise texture to the special effect region, which has rich surface details that can enhance the realism and visual complexity of the special effect. For example, when creating a space energy field effect, superimposing noise texture can simulate the microscopic motion and disturbance of energy particles, making the flat special effect region present a dynamic and complex surface structure.
[0166] In an optional embodiment, the special effect form with noise details can control the density, size, and distribution characteristics of the details by adjusting the parameters of the noise texture. For example, multiple layers of noise texture with different sizes can be superimposed to form a special effect surface with both large-scale changes and fine details, enhancing the visual hierarchy and spatial sense, so that the audience can feel the thickness and flow of the energy field.
[0167] In a specific application, the terminal device can first load the special effect region layer created by the user through the drawing tool (as shown in FIG. 4(a)), which defines the application range of the energy shield effect. At the same time, the device generates a set of parameterized noise textures (as shown in FIG. 4(b)), including a low-frequency noise for representing large-scale energy flow and a high-frequency noise for representing microscopic particle disturbance. Subsequently, the terminal device applies the special effect region as a control mask to these noise textures, using the Alpha channel blending mode for synthesis, ensuring that the noise effect only appears in the specified region (as shown in FIG. 4(c) for the special effect body). Through this synthesis process, the originally flat special effect region obtains complex surface details, presenting a dynamic visual effect of energy particle flow.
[0168] In step S102, the depth of field channel is layer mode superimposed with a constant node of the highest pixel value to form edge details.
[0169] In an optional embodiment, the constant node of the highest pixel value is a solid color layer filled with the maximum luminance value supported by the image format, often used as a reference standard or auxiliary element for specific compositing effects. For example, in an HDR workflow, a solid white constant node with a pixel value of 1.0 (normalized value) or 255 (8-bit value) can be created as a reference for the upper limit of luminance.
[0170] In an optional embodiment, the highest pixel value can be adjusted according to different color spaces and bit depths of the work to ensure consistent visual effects in different working environments. For example, when working in a 10-bit color space, the value of the constant node can be set to 1023; in a 16-bit floating-point workflow, it can be set to a high dynamic range value much higher than 1 to create brighter highlight effects.
[0171] In an optional embodiment, layer mode superimposition is a mathematical operation method that defines how two or more image layers interact and mix with each other. Different layer modes can produce different visual effects. For example, common layer modes include positive under (darkening the image), color filter (lightening the image), and overlay (enhancing contrast), which can be selected according to creative needs.
[0172] In an optional embodiment, layer mode superimposition can be combined with layer opacity settings to achieve more precise blending control and transition effects. For example, when processing the superimposition of the depth of field channel and the constant node, the "linear light" mode can be used to enhance edge brightness, and then the layer opacity can be adjusted to control the intensity of the effect, finally obtaining edge details that are both prominent and not overexposed.
[0173] In step S103, the edge details are mask operated with the special effect form with noise wave details to form a special effect main body with edge transition.
[0174] In an optional embodiment, mask operation is an image processing technique that uses one image to control the display of another image. In an optional embodiment, mask operation is an image processing technique that uses the luminance or transparency values of one image (called a mask or mask) to control the display of another image.
[0175] In an optional embodiment, the mask operation is an image processing technique that uses the intensity or transparency values of one image (called a mask or a matte) to control the display degree of another image. For example, in video post-production, edge details can be used as a mask to be applied to a special effect form with noise details, making the special effect have a more obvious or soft transition effect at the edge of the object, enhancing the three-dimensional spatial sense.
[0176] In an optional embodiment, the mask operation can control the way and degree of its influence on the target image by adjusting the contrast, blur, and inverse properties of the mask. For example, when creating an energy shield effect, a Gaussian blur can be applied to the edge detail layer to make the mask produce a softer transition effect when applied; or the contrast of the edge details can be increased to make the mask boundary more sharp, forming a clear energy field edge.
[0177] In an optional embodiment, the special effect subject with edge transition refers to a visual element that has a smooth transition effect at the boundary of the special effect area, rather than a sudden switch. This transition can be based on the depth information of the scene, the object contour, or a custom fade-in and fade-out effect. For example, when making a space energy field, the special effect does not suddenly end at the boundary, but gradually weakens according to the object shape and depth of field, forming a natural visual transition.
[0178] In an optional embodiment, the edge transition effect can be controlled by adjusting parameters such as the width of the transition area, the gradient curve, and the transparency distribution, to adapt to different visual style requirements. For example, a science fiction style energy shield may require a relatively sharp but glowing edge; while a mysterious style energy field may require a softer, wider transition area, presenting a dreamy visual effect.
[0179] In a specific application, the terminal device uses the edge detail layer generated in the previous steps as a control mask and applies it to the special effect form with noise details. In this process, the terminal device uses the intensity information in the edge details to control the display intensity of the noise special effect, making the special effect have a more intense visual effect at the object contour, and a relatively soft effect in the smooth area. After this mask operation processing, the special effect form is no longer a simple flat effect, but has a three-dimensional sense of natural transition according to the scene depth, especially forming an enhanced effect similar to energy fluctuation at the edge of the object, making the entire barrier special effect more consistent with the audience's visual expectations of a science fiction energy field.
[0180] In step S104, color adjustment is performed on the special effect subject to set the overall color tone of the barrier special effect.
[0181] The color adjustment is a process of modifying the color properties of an image. In an optional embodiment, the color adjustment is an image processing process of modifying the hue, saturation, brightness, contrast, color balance, etc. of an image, for realizing a specific visual style or emotional expression. For example, in visual effect making, the color tone of the energy shield can be adjusted by a color grading tool to present a blue cold tone for a sense of technology, or a red warm tone for a sense of danger.
[0182] The overall tone is the main color tone and style of a visual work. In an optional embodiment, the overall tone refers to the dominant color tendency and emotional tone in a visual work, which defines the visual style and atmosphere of the work. For example, a visual effect of a science fiction theme can adopt a cold tone dominated by blue or cyan to create a sense of high technology, while a mysterious magic theme can adopt a tone dominated by purple or gold to create a fantastic atmosphere.
[0183] In an optional embodiment, the overall tone setting can consider various factors such as the narrative background, time background, emotional appeal, and brand recognition of the work, to form a unified and recognizable visual language. For example, in a game promo, the color tone of the energy shield can be consistent with the art style and color system of the game itself, enhancing brand recognition; or according to the plot, a specific color can be used to imply the nature or energy source of the energy shield.
[0184] In a specific application, the terminal device performs comprehensive color processing on the special effect subject with edge transition formed in the previous steps. First, the device applies hue adjustment to set the basic color tone of the special effect to blue for a sense of technology; then increases the saturation to make the energy effect more vivid and lively; then increases the contrast to enhance the clarity and stereoscopic effect of the special effect; finally, the terminal device finely adjusts different brightness areas, adds a small amount of cyan tone to the highlight area to enhance the light emitting effect, keeps the pure blue main tone for the middle tone area, and adds a small amount of purple to the dark area to enhance the level of detail. Through this series of color adjustment, the originally single special effect subject is transformed into a barrier special effect with rich color levels and visual depth (as shown in FIG. 4(d)), perfectly presenting the sense of technology and future of the space energy field.
[0185] In an embodiment of the present application, a barrier special effect generation method for masking and superimposing a special effect subject and a special effect region is provided. The method further comprises: masking and superimposing the special effect subject and the special effect region; obtaining a superimposition result; and performing secondary color adjustment on the superimposition result to form a level effect.
[0186] The method provided by the embodiment enables the special effect subject and the special effect region to be effectively combined through the mask overlay technology, and enhances the visual level through secondary color adjustment, thereby improving the stereoscopic and spatial performance of the barrier special effect, and enabling the finally presented barrier special effect to have richer visual depth and detail performance, and improving the overall visual quality and professionalism of the special effect.
[0187] The secondary color adjustment refers to applying color correction operations again on the special effect image that has been subjected to primary color processing, to further optimize and enhance the visual effect. The secondary color adjustment is usually more fine adjustment for specific regions or specific color channels, to increase the level and visual richness of the image.
[0188] In an optional embodiment, the secondary color adjustment includes adjusting parameters such as brightness, contrast, hue, saturation, color balance, etc., which can be set for the whole image or specific regions respectively. For example, the terminal device can increase the blue tone and increase the saturation for the highlight region of the overlay result through the color adjustment node, and increase the purple tone and appropriately reduce the brightness for the dark region, thereby forming a color transition effect that gradually changes from the center to the outside.
[0189] In an optional embodiment, the level effect refers to the visual performance of creating depth and stereoscopic effect in the planar image through the gradual change of visual elements such as color, brightness, contrast, etc. Good level effect can enable the audience to perceive the spatial positional relationship of different parts in the image, and enhance the realism and professionalism of the picture. For example, the terminal device can create the energy flow feeling from the inside to the outside by increasing the highlight and semi-transparent effect in the edge region of the barrier special effect, and increasing the saturation and dark tone in the center region, so that the planar special effect appears to have volume and thickness.
[0190] In a specific application, after obtaining the result of the mask overlay of the special effect subject and the special effect region, the terminal device applies the color correction node to perform secondary processing on the overlay result. First, the brightness value of the center region of the barrier special effect is adjusted and the warm tone is increased to create the feeling of energy core; then the contrast of the transition region is increased and the hue is adjusted to present the gradual change from warm color to cold color; finally, the saturation of the edge part is reduced and the semi-transparent effect is increased to create the visual feeling of energy diffusion. Through these fine color adjustments, the originally planar barrier special effect presents the level change of core strengthening and edge diffusion, greatly improving the professional texture and stereoscopic effect of the special effect.
[0191] In an embodiment of the barrier special effect generation method provided in the application, the method further includes: adding at least one of a glow effect, a blur effect, or a Z-axis depth of field blur effect to the special effect subject to form light and space performance.
[0192] The method provided in this embodiment enriches the lighting texture and spatial layering of the barrier effect by adding visual enhancement effects, improving the overall visual expression. By adding appropriate effect processing, the terminal device can make the barrier effect present a more realistic lighting and spatial sense, enhancing the immersiveness and realism of the effect, while also improving the recognition and aesthetics of the effect, achieving a more professional and refined visual presentation.
[0193] In an optional embodiment, the glow effect is a visual processing technique that diffuses and softens light in highlighted areas, creating a luminous effect. For example, a terminal device can apply a Glow or Bloom filter to the special effect subject in image processing software, controlling the glow radius, intensity, and threshold parameters to create a soft glow effect around the edges or highlights of the special effect subject, thereby simulating the light source characteristics of an energy barrier.
[0194] In an optional embodiment, the Z-axis depth-of-field blur effect is a depth-based blurring process that simulates camera optics to render portions of an image at different depths with varying degrees of clarity, thereby enhancing the sense of space. For example, a terminal device can utilize the extracted depth-of-field channel information to apply a depth-dependent blur to the subject of the special effect, rendering nearby portions of the special effect sharp while further portions gradually blur, thereby creating a three-dimensional sense of spatial depth.
[0195] In one specific application, after generating a barrier effect, the terminal device simultaneously applies a glow effect and a Z-axis depth-of-field blur effect to the main body of the effect to enhance its visual quality. Specifically, a soft glow effect with an intensity of 1.5 and a glow range of 25 pixels is first added to the highlight area of the main body of the effect, so that the edge of the energy barrier emits a soft glow. Then, based on the extracted depth-of-field channel, the foreground of the main body of the effect is set as the focus area to maintain clarity, while an increasing blur effect is applied to the background, with the blur intensity gradually increasing from 0 to 4, creating a sense of depth and layering in the space of the barrier effect. This processing method ensures that the barrier effect has both the luminous characteristics of an energy field and a three-dimensional sense of space, greatly enhancing the realism and professional quality of the effect.
[0196] In a barrier special effect generation method provided in an embodiment of the present application, the method further includes: superimposing the barrier special effect with the sequence frame material to obtain a final image.
[0197] Through the method provided in this embodiment, by superimposing and synthesizing the generated barrier special effects with the original sequence frame material, it is possible to achieve seamless fusion of special effects and scenes, thereby improving the realism and visual impact of the final picture, while retaining the details of the original scene, facilitating special effects adjustment and scene adaptation, improving the flexibility and efficiency of special effects application, and achieving a more natural and harmonious visual presentation of barrier special effects.
[0198] In an optional embodiment, the superimposition process can be understood as a process of synthesizing the barrier effect with the sequence frame material through a specific layer blending mode, which can be implemented in various ways, such as Multiply, Overlay, Screen or custom blending mode, to achieve a natural fusion of the effect and the background. For example, the barrier effect can be superimposed on the sequence frame material through the "Screen" mode in the layer mode, so that the bright areas in the effect are enhanced and the dark areas remain transparent, thereby making the energy field effect appear brighter and more radiant.
[0199] In an optional embodiment, the final imaging can be understood as the final visual effect obtained after the superimposition process, which integrates the scene content of the original sequence frame material and the visual performance of the barrier effect to form a complete artistic presentation. For example, the final imaging can be a picture of an astronaut surrounded by a blue energy barrier, which has dynamic texture changes and edge halos, and is naturally integrated with the astronaut and the background environment, forming a visual effect with a science fiction feel.
[0200] In a specific application, after the terminal device receives the space station scene sequence frame material composed of multiple layers (as shown in FIG. 3(a)), the blue energy barrier effect with dynamic noise texture and bright edges has been generated through the foregoing steps (as shown in FIG. 4(d)). The terminal device then superimposes the energy barrier effect layer and the original sequence frame material layer using the "Screen" blending mode, the transparent part of the energy barrier remains the details of the original scene visible, and the bright areas are enhanced with energy and radiant effects. At the same time, the terminal device can also adjust the opacity of the effect layer to 75%, so that the energy barrier appears semi-transparent, enhancing the stereoscopic and realistic effects. Through this superimposition process, the terminal device finally outputs a space scene with a space station building surrounded by an energy barrier (as shown in FIG. 5), the effect and the scene are naturally integrated, the light and shadow effects are realistic, and a high-quality visual presentation is achieved. Figure 5
[0201] The present example embodiment also discloses a barrier effect generation method and device, Figure 6 is a composition diagram of a barrier effect generation device in an example embodiment of the present disclosure. As shown in FIG. 6, the device includes: Figure 6 an acquisition module for acquiring sequence frame material containing multiple channels; an extraction module for extracting a depth of field channel from the sequence frame material; a creation module for creating a procedural noise texture; a drawing module for drawing an effect area using a brush tool; A generation module is used to perform image synthesis processing on the depth of field channel, the procedural noise texture and the special effect area to generate a barrier special effect.
[0202] Optionally, the method further includes: superimposing the barrier special effect with the sequence frame material to obtain a final image.
[0203] Optionally, the step of extracting the depth of field channel from the sequence frame material includes: separating the depth of field channel from the sequence frame material; performing brightness cropping on the depth of field channel to obtain a cropped depth of field channel; performing inversion processing on the cropped depth of field channel to obtain an inverted depth of field channel; performing difference mode mixing processing on the cropped depth of field channel and the inverted depth of field channel; and inverting the result of the difference mode mixing processing again to generate a special effect edge shape.
[0204] Optionally, the step of creating a procedural noise texture, where the procedural noise texture includes at least a first layer of procedural noise texture and a second layer of procedural noise texture, includes: superimposing the first layer of procedural noise texture and the second layer of procedural noise texture through a mask mode to form a procedural noise texture.
[0205] Optionally, the first layer of procedural noise texture and the second layer of procedural noise texture include one or more adjustable values of a size control value, a gain control value, and a gamma control value.
[0206] Optionally, the method further includes: setting key frames for at least one of the first layer of procedural noise texture and the second layer of procedural noise texture to achieve dynamic changes in the barrier effect.
[0207] Optionally, the first procedural noise texture and / or the second procedural noise texture includes at least one of a noise texture, a turbulence texture, a Thiessen polygon texture, and a honeycomb texture.
[0208] Optionally, the step of using a brush tool to draw a special effect area includes: using the brush tool to draw the special effect application area on the image; performing transparency channel processing on the special effect application area to adjust the edge softness and hardness; dividing the special effect application area into multiple layers; performing different degrees of blurring or sharpening processing on the multiple layers; and superimposing the processed multiple layers through a layered mode to form a special effect area.
[0209] Optionally, the method further includes: setting a key frame animation for the special effect area to achieve changes in the special effect area over time.
[0210] Optionally, the step of image compositing the depth of field channel, the procedural noise texture and the special effect region comprises: compositing the special effect region and the procedural noise texture through a mask mode to obtain a special effect form with noise details; superimposing the depth of field channel and a constant node with the highest pixel value through a layer mode to form edge details; performing mask operation on the edge details and the special effect form with noise details to form a special effect main body with edge transition; and performing color adjustment on the special effect main body to set the overall color tone of the barrier special effect.
[0211] Optionally, the method further comprises: performing mask superimposition on the special effect main body and the special effect region; obtaining a superimposition result; and performing secondary color adjustment on the superimposition result to form a hierarchical effect.
[0212] Optionally, the method further comprises: adding at least one of a glow effect, a blur effect or a Z-axis depth of field blur effect to the special effect main body to form light and space performance.
[0213] Optionally, the barrier special effect is used for visual presentation of a space type building energy column, an energy field or a teleportation door.
[0214] Through the method provided by the embodiment, the barrier special effect can be quickly and efficiently generated in a post-processing link, avoiding the cumbersome process of special effect simulation and light matching through DCC software in the traditional way, reducing the time cost required for repeated adjustment and rendering, and improving the flexibility and efficiency of special effect production. At the same time, through the combined processing of the depth of field channel, the procedural noise texture and the special effect region, the generated barrier special effect has rich details and realism, and is suitable for visual presentation of various space type building energy columns, energy fields or teleportation doors.
[0215] The specific details of each module unit in the above embodiments have been described in detail in the corresponding barrier special effect generation method, and in addition, the barrier special effect generation device also includes other unit modules corresponding to the barrier special effect generation method, and therefore will not be described here.
[0216] It should be noted that although several modules or units of the device for action execution are mentioned in the foregoing detailed description, such a division is not mandatory. Indeed, according to embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into several modules or units embodied.
[0217] Figure 7 Fig. 1 is a structural schematic diagram of a computer readable storage medium in an example embodiment of the present disclosure. As shown in Fig. 1, the computer readable storage medium comprises a barrier special effect generation program. Figure 7As shown, a program product 1100 according to an embodiment of the present disclosure is described, on which a computer program is stored, and the computer program, when executed by a processor, implements the method steps of the above-mentioned barrier special effect generation method. The method provided by this embodiment makes it possible to quickly and efficiently generate barrier special effects in the post-processing link, avoiding the tedious process of special effects simulation and lighting matching through DCC software in the traditional method, reducing the time cost required for repeated adjustment of rendering, and improving the flexibility and efficiency of special effects production. At the same time, the method uses a combination of depth of field channels, procedural noise textures and special effects areas to make the generated barrier special effects have rich details and realism, which is suitable for the visual presentation of energy columns, energy fields or portals of various space-type buildings.
[0218] A computer-readable storage medium may include a data signal propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable storage medium may transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0219] The program code contained in the computer-readable storage medium can be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, radio frequency, etc., or any suitable combination of the foregoing.
[0220] The following combination Figure 8 The electronic device 1000 in this exemplary embodiment is described. The electronic device 1000 is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0221] See also Figure 8 As shown, electronic device 1000 is implemented as a general-purpose computing device. Components of electronic device 1000 may include, but are not limited to, at least one processor 1010 , at least one memory 1020 , a bus 1030 connecting various system components (including processor 1010 and memory 1020 ), and a display unit 1040 .
[0222] The memory 1020 stores program codes which can be executed by the processor 1010 to make the processor 1010 execute the specific method steps of the barrier special effect generation method described above via execution of the executable instructions. The method provided by the embodiment can quickly and efficiently generate barrier special effects in the post-processing link, avoiding the cumbersome process of special effect simulation and light matching through DCC software in the traditional way, reducing the time cost required for repeated adjustment rendering, and improving the flexibility and efficiency of special effect production. At the same time, the method generates barrier special effects with rich details and realism through the combination of depth channel, procedural noise wave texture and special effect area, which is suitable for visual presentation of various space type building energy columns, energy fields or teleportation doors.
[0223] The electronic device can also include a power supply component configured to perform power management for the electronic device, a wired or wireless network interface configured to connect the electronic device to a network, and an input / output (I / O) interface. The electronic device can operate based on an operating system stored in the memory, such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD, or the like.
[0224] From the above description of the embodiments, those skilled in the art can easily understand that the example embodiments described herein can be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solutions according to the embodiments of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, U disk, mobile hard disk, etc.) or network, and includes a number of instructions to make a computing device (which can be a personal computer, server, electronic device, or network device, etc.) execute the method according to the embodiments of the present application.
[0225] Other embodiments of the present disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the application disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that are deemed to fall within the general principles of the present disclosure and include commonly known or customary technical practices in the art. The specification and examples are to be regarded as exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.
[0226] It should be understood that the present disclosure is not limited to the precise structures described above and illustrated in the drawings and that various modifications and changes can be made without departing from the scope thereof. The scope of the present disclosure is indicated by the appended claims.
Claims
1. A barrier special effect generation method, characterized in that: The method comprises: Get sequence frame material containing multiple channels; Extracting a depth of field channel from the sequence frame material; Create procedural noise textures; Use the brush tool to paint the special effect area; The depth of field channel, the procedural noise texture and the special effect area are subjected to image synthesis processing to generate a barrier special effect.
2. The barrier effect generation method according to claim 1, wherein: The method further comprises: The barrier special effect is superimposed on the sequence frame material to obtain a final image.
3. The barrier effect generation method according to claim 1, wherein: The step of extracting the depth of field channel from the sequence frame material includes: Separating a depth of field channel from the sequence frame material; Performing brightness clipping on the depth of field channel to obtain a clipped depth of field channel; Performing an inversion process on the cropped depth of field channel to obtain an inverted depth of field channel; Performing a difference mode blending process on the cropped depth of field channel and the inverted depth of field channel; and The result of the difference mode mixing process is inverted again to generate a special effect edge shape.
4. The barrier effect generation method according to claim 1, wherein: The step of creating a procedural noise texture, wherein the procedural noise texture comprises at least a first layer of procedural noise texture and a second layer of procedural noise texture, comprises: The first layer of procedural noise texture and the second layer of procedural noise texture are superimposed in mask mode to form a procedural noise texture.
5. The barrier effect generation method according to claim 4, characterized in that: The first layer of procedural noise texture and the second layer of procedural noise texture include one or more adjustable values of a size control value, a gain control value, and a gamma control value.
6. The barrier effect generation method according to claim 4, wherein: The method further comprises: Key frames are set for at least one of the first layer of procedural noise texture and the second layer of procedural noise texture to achieve dynamic changes in the barrier effect.
7. The barrier effect generation method according to claim 4, wherein: The first procedural noise texture and / or the second procedural noise texture include at least one of a noise texture, a turbulence texture, a Thiessen polygon texture, and a honeycomb texture.
8. The barrier effect generation method according to claim 1, wherein: The step of using the brush tool to draw the special effect area includes: Use the brush tool to paint the effect application area on the image; Performing transparency channel processing on the special effect application area to adjust edge softness and hardness; Dividing the special effect application area into multiple layers; Performing different degrees of blurring or sharpening on the multiple layers; and Overlay multiple processed layers through layer mode to form a special effect area.
9. The barrier effect generation method according to claim 8, wherein: The method further comprises: A keyframe animation is set for the special effect area to achieve changes in the special effect area over time.
10. The barrier effect generation method according to claim 1, wherein: The step of performing image synthesis processing on the depth of field channel, the procedural noise texture and the special effect area includes: Synthesizing the special effect area with the procedural noise texture through a mask mode to obtain a special effect form with noise details; Overlaying the depth of field channel with the constant node of the highest pixel value in a layer mode to form edge details; Performing a mask operation on the edge details and the special effect form with the noise details to form a special effect main body with edge transition; and The color of the special effect body is adjusted to set the overall color tone of the barrier special effect.
11. The barrier effect generation method according to claim 10, wherein: The method further comprises: The special effect main body and the special effect area are masked and superimposed to obtain a superposition result; and a secondary color adjustment is performed on the superposition result to form a layered effect.
12. The barrier effect generation method according to claim 10, wherein: The method further comprises: At least one of a glow effect, a blur effect, or a Z-axis depth-of-field blur effect is added to the special effect subject to form a lighting and space expression.
13. The barrier effect generation method according to claim 1, wherein: The barrier special effect is used for the visual presentation of energy columns, energy fields or portals in space-type buildings.
14. A barrier special effect generating device, characterized in that: The device comprises: An acquisition module is used to acquire sequence frame materials containing multiple channels; An extraction module, configured to extract a depth of field channel from the sequence frame material; Creation module for creating procedural noise textures; Drawing module, used to draw special effect areas using brush tools; A generation module is used to perform image synthesis processing on the depth of field channel, the procedural noise texture and the special effect area to generate a barrier special effect.
15. A computer-readable storage medium storing a computer program, characterized in that: When the computer program is executed by a processor, the steps of the barrier effect generation method according to any one of claims 1 to 13 are implemented.
16. An electronic device comprising a processor and a memory, characterized in that: The memory stores a computer program, and when the processor executes the computer program, the steps of the barrier effect generation method according to any one of claims 1 to 13 are implemented.