Cloud rendering method, device, equipment and storage medium

By determining the lighting direction of the virtual scene on the low -performance equipment and obtaining the light road information of the cloud layer, the position parameters of the RGBA channel position of the texture map are used to color the cloud layer, which solves the problem of large and lack of dynamic sense of cloud rendering performance in the existing technology. High -efficiency and dynamic cloud rendering effect.

CN112150598BActive Publication Date: 2025-01-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202011025884.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-09-25
Publication Date
2025-01-28
Estimated Expiration
2040-09-25

AI Technical Summary

Technical Problem

The prior art has high performance overhead when rendering clouds, making it difficult to achieve realistic cloud effects on low-performance devices such as mobile phones, and lacks dynamic sense and diversity.

Method used

By determining the current light direction in the virtual scenario, obtain the optical road information corresponding to the cloud layer and the current light direction, use the texture of the RGBA channels of the texture to determine the optical road information, and color the cloud layer according to the information.

Benefits of technology

The performance overhead of the equipment has been reduced, and the dynamic and diverse cloud layer effect is rendered on low -performance equipment, and the visual expression of the cloud layer is increased.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a cloud rendering method, device, equipment and storage medium, wherein the method includes: determining the current lighting direction in the virtual scene, obtaining light path information corresponding to the current lighting direction of the cloud to be rendered, wherein the light path information is determined by the position parameters of each RGBA channel of the texture map of the cloud to be rendered, and coloring the cloud to be rendered according to the light path information. The cloud rendering method provided by the present application does not require high device performance, reduces the performance overhead of the device, and increases the visual expressiveness of the cloud.
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Description

Technical Field

[0001] The present application relates to the field of image processing technology, and in particular to a cloud rendering method, device, equipment and storage medium. Background Art

[0002] With the rapid development of game production technology, the pictures presented in games are becoming more and more realistic. Among them, the sky is an indispensable element in most games. The sky can be divided into background atmosphere and clouds. The performance of atmosphere and clouds at different times and in different weather conditions forms a sky with strong visual expression and rich colors.

[0003] In the prior art, in order to render realistic cloud effects, ray marching (English: Raymarch) is often used to sample 3D texture maps to obtain the basic shape of the clouds, and then a physically based lighting algorithm is used to calculate the lighting of the clouds, so as to produce dynamic and expressive cloud effects under different times and weather conditions.

[0004] However, due to the huge performance overhead of this solution, it is not feasible on lower-performance devices such as mobile phones, and will produce very laggy effects or even fail to render at all. Summary of the invention

[0005] The purpose of the present application is to provide a cloud rendering method, apparatus, device and storage medium to reduce the performance overhead of the device and increase the visual expressiveness of the cloud.

[0006] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

[0007] In a first aspect, an embodiment of the present application provides a cloud layer rendering method, comprising:

[0008] Determine the current lighting direction in the virtual scene;

[0009] Acquire light path information of the cloud layer to be rendered corresponding to the current illumination direction, wherein the light path information is determined by position parameters of each RGBA channel of the texture map of the cloud layer to be rendered;

[0010] The cloud layer to be rendered is colored according to the light path information.

[0011] Optionally, the light path information determined by the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered is pre-set by the following steps:

[0012] By sampling the texture map of the cloud layer to be rendered, the texture map is mapped to a sampling plane, where the sampling plane is the plane where the sky in the virtual scene is located;

[0013] According to the position information of the sun in the current illumination direction, obtaining position parameters of each RGBA channel of the texture map, wherein the position parameters are used to indicate the displacement value of the channel in the texture map;

[0014] The light path information corresponding to the position parameters of each RGBA channel of the texture map is established.

[0015] Optionally, the light path information corresponding to the position parameters of each RGBA channel of the texture map is established, including:

[0016] According to the position parameters of each RGBA channel, thickness information of the cloud layer to be rendered in the current lighting direction is determined, wherein the light path information includes the thickness information.

[0017] Optionally, determining the thickness information of the cloud layer to be rendered in the current illumination direction according to the position parameters of each RGBA channel includes:

[0018] Determining the channel through which the current illumination direction passes through the cloud layer to be rendered according to the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered;

[0019] According to the thickness of the channel through which the sun passes through the cloud layer to be rendered, the thickness information of the cloud layer to be rendered in the illumination direction is determined.

[0020] Optionally, coloring the cloud layer to be rendered according to the light path information includes:

[0021] Determining, according to the thickness information, an attenuation weight of the cloud layer to be rendered to the light in the current illumination direction;

[0022] The cloud layer to be rendered is colored according to the attenuation weight and the original color of the cloud layer to be rendered.

[0023] Optionally, after coloring the cloud layer to be rendered according to the light path information, the method further includes:

[0024] Obtaining the scattering weight of the light;

[0025] The colored cloud layer is rendered according to the scattering weights.

[0026] Optionally, rendering the colored cloud layer according to the scattering weight includes:

[0027] According to the thickness of the G channel of the texture map and the original color of the colored cloud layer, obtaining the ambient light color corresponding to the colored cloud layer;

[0028] Obtaining the transparency of the colored cloud layer according to the attribute parameters of the uppermost channel of the texture map;

[0029] The colored cloud layer is rendered according to the scattering weight, the ambient light color, and the transparency.

[0030] Optionally, the position information of the sun in the current illumination direction is determined by:

[0031] Establishing a space ball model, and obtaining spatial position information of the sun in the virtual scene in the space ball model;

[0032] Mapping the space ball model into a two-dimensional plane;

[0033] According to the spatial position information, the position information of the sun in a two-dimensional plane is acquired.

[0034] Optionally, before coloring the cloud layer to be rendered according to the light path information, the method further includes:

[0035] Using a preset distortion map, performing edge softening processing on the cloud layer to be rendered;

[0036] The preset noise texture map is used to adjust the density of the cloud layer to be rendered after edge processing.

[0037] Optionally, the method further comprises:

[0038] Amplifying the first noise texture map obtained in advance by a preset magnification factor, and reducing the second noise texture map obtained in advance by a preset reduction factor;

[0039] Superimposing the processed first noise texture map and the processed second noise texture map to obtain a basic texture map;

[0040] According to the relative position relationship between the current lighting direction and the cloud layer to be rendered in the virtual scene, each RGBA channel of the basic texture map is offset to obtain the texture map of the cloud layer to be rendered.

[0041] In a second aspect, an embodiment of the present application provides a cloud layer rendering device, including:

[0042] A determination module, used to determine the current lighting direction in the virtual scene;

[0043] An acquisition module, used for acquiring light path information of a cloud layer to be rendered corresponding to the current illumination direction, wherein the light path information is determined by position parameters of each RGBA channel of a texture map of the cloud layer to be rendered;

[0044] A rendering module is used to color the cloud layer to be rendered according to the light path information.

[0045] Optionally, it also includes:

[0046] A processing module, configured to sample the texture map of the cloud layer to be rendered and map the texture map to a sampling plane, where the sampling plane is the plane where the sky in the virtual scene is located;

[0047] The acquisition module is further used to acquire position parameters of each RGBA channel of the texture map according to the position information of the sun in the current illumination direction, wherein the position parameters are used to indicate the displacement value of the channel in the texture map;

[0048] The processing module is further used to establish the light path information corresponding to the position parameters of each RGBA channel of the texture map.

[0049] Optionally, the processing module is specifically used to:

[0050] According to the position parameters of each RGBA channel, thickness information of the cloud layer to be rendered in the current lighting direction is determined, wherein the light path information includes the thickness information.

[0051] Optionally, the processing module is specifically used to:

[0052] Determining the channel through which the current illumination direction passes through the cloud layer to be rendered according to the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered;

[0053] According to the thickness of the channel through which the sun passes through the cloud layer to be rendered, the thickness information of the cloud layer to be rendered in the illumination direction is determined.

[0054] Optionally, the rendering module is specifically used to:

[0055] Determining, according to the thickness information, an attenuation weight of the cloud layer to be rendered to the light in the current illumination direction;

[0056] The cloud layer to be rendered is colored according to the attenuation weight and the original color of the cloud layer to be rendered.

[0057] Optionally, the acquisition module is further used to:

[0058] Obtaining the scattering weight of the light;

[0059] The rendering module is further used to render the colored cloud layer according to the scattering weight.

[0060] Rendering module, specifically used for:

[0061] According to the thickness of the G channel of the texture map and the original color of the colored cloud layer, obtaining the ambient light color corresponding to the colored cloud layer;

[0062] Obtaining the transparency of the colored cloud layer according to the attribute parameters of the uppermost channel of the texture map;

[0063] The colored cloud layer is rendered according to the scattering weight, the ambient light color, and the transparency.

[0064] Optionally, the processing module is further used to:

[0065] Establishing a space ball model, and obtaining spatial position information of the sun in the virtual scene in the space ball model;

[0066] Mapping the space ball model into a two-dimensional plane;

[0067] The acquisition module is further used to acquire the position information of the sun in the two-dimensional plane according to the spatial position information.

[0068] Optionally, the processing module is further used to:

[0069] Using a preset distortion map, performing edge softening processing on the cloud layer to be rendered;

[0070] The preset noise texture map is used to adjust the density of the cloud layer to be rendered after edge processing.

[0071] Optionally, the processing module is further used to:

[0072] Amplifying the first noise texture map obtained in advance by a preset magnification factor, and reducing the second noise texture map obtained in advance by a preset reduction factor;

[0073] Superimposing the processed first noise texture map and the processed second noise texture map to obtain a basic texture map;

[0074] The acquisition module is further used to offset each RGBA channel of the basic texture map according to the relative position relationship between the current lighting direction and the cloud layer to be rendered in the virtual scene, so as to acquire the texture map of the cloud layer to be rendered.

[0075] In a third aspect, the present application provides a terminal device, comprising: a processor and a memory, wherein the memory stores a computer program executable by the processor, and when the processor executes the computer program, the method described in the first aspect is implemented.

[0076] In a fourth aspect, the present application provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the method described in the first aspect is implemented.

[0077] The present application provides a cloud rendering method, device, equipment and storage medium, wherein the method includes: determining the current lighting direction in the virtual scene, obtaining light path information corresponding to the current lighting direction of the cloud to be rendered, wherein the light path information is determined by the position parameters of each RGBA channel of the texture map of the cloud to be rendered, and coloring the cloud to be rendered according to the light path information. The cloud rendering method provided by the present application does not have high requirements on device performance, reduces the performance overhead of the device, and increases the visual expressiveness of the cloud. BRIEF DESCRIPTION OF THE DRAWINGS

[0078] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0079] Figure 1 The schematic diagram shows the process of the cloud layer rendering method provided in the embodiment of the present application. Figure 1 ;

[0080] Figure 2 A schematic diagram of a single noise texture map provided in an embodiment of the present application is shown;

[0081] Figure 3 A schematic diagram of a basic texture map provided by an embodiment of the present application is shown;

[0082] Figure 4 The schematic diagram shows the process of the cloud layer rendering method provided in the embodiment of the present application. Figure 2 ;

[0083] Figure 5 A schematic diagram showing mapping of a space ball model provided by an embodiment of the present application to a two-dimensional plane is shown;

[0084] Figure 6 A schematic diagram of a sampling plane provided in an embodiment of the present application is shown;

[0085] Figure 7 A schematic diagram showing the mapping of a texture map provided by an embodiment of the present application to a sampling plane is shown;

[0086] Figure 8 A schematic diagram of a stereoscopic light path of a texture map provided in an embodiment of the present application is shown Figure 1 ;

[0087] Fig. 9 A schematic diagram of a stereoscopic light path of a texture map provided in an embodiment of the present application is shown Figure 2 ;

[0088] Fig.10 A schematic diagram of a light path provided by an embodiment of the present application is shown;

[0089] Fig.11 The schematic diagram shows the process of the cloud layer rendering method provided in the embodiment of the present application. Figure 3 ;

[0090] Fig.12 The schematic diagram shows the process of the cloud layer rendering method provided in the embodiment of the present application. Figure 4 ;

[0091] Fig.13 The schematic diagram shows the process of the cloud layer rendering method provided in the embodiment of the present application. Figure 5 ;

[0092] Fig.14 A schematic diagram showing the structure of a cloud layer rendering device provided in an embodiment of the present application is shown;

[0093] Fig.15 A schematic diagram of the structure of a terminal device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0094] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application are only for the purpose of illustration and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale.

[0095] The flow chart used in this application shows the operation implemented according to some embodiments of the application. It should be understood that the operation of the flow chart can be implemented out of order, and the steps without logical context can be reversed or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flow chart under the guidance of the content of this application, and can also remove one or more operations from the flow chart.

[0096] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0097] In addition, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion. For example, a process, method, system, product, or apparatus that includes a series of steps or elements is not necessarily limited to those steps or elements explicitly listed, but may include other steps or elements not explicitly listed or inherent to such process, method, product, or apparatus.

[0098] The following first explains the professional terms involved in this application.

[0099] Ray marching: Raymarching is a technique for rendering volumetric images. It mainly uses several rays emitted from the camera to intersect with objects in the scene in a stepping manner, and calculates the illumination at the intersection based on the information at the intersection and the light source information.

[0100] Cubemap: The English name is Cubemap, which is an environment texture map generated by projecting the environment onto the six faces of a cube as the mapping shape.

[0101] Worley Noise Texture Map: A cellular, procedural noise texture first created by Steven Worley in 1996.

[0102] Fractal Brownian Motion (FBM): is a random motion, which refers to the randomness map after the fractal superposition of the noise map in this application.

[0103] Shader: English name Shader, is a program used in computers to render images.

[0104] Light path: The path that light travels through a medium.

[0105] Beer-Lambert Law (Beer): A law that states that the attenuation of light in a medium is related to the optical path length, absorptivity, and medium concentration.

[0106] At present, more and more games have added dynamic skies and systems, which enrich the gaming experience and enhance the player's immersion. Currently, realistic cloud effects are mainly rendered by ray stepping. However, this rendering method has the following defects:

[0107] First, this method comes at the cost of performance overhead. To simulate the clouds in real scenes, a lot of calculations are introduced. Therefore, the cloud effects rendered using this method may produce very laggy effects or even fail to render at all on lower-performance devices such as mobile phones.

[0108] Second, since ray marching obtains the basic shape of clouds by sampling 3D texture maps, and since the shapes of clouds are different in different weather conditions, more and more 3D texture maps need to be sampled, while the actual number of texture maps is limited. Therefore, it is impossible to achieve cloud effects in a variety of weather conditions.

[0109] Third, the clouds rendered using this method lack a sense of dynamics and cannot achieve the transition from sparse to dense or from dense to sparse. In addition, repeated looping of images for a long time can easily cause aesthetic fatigue in users.

[0110] In response to the above problems, this application provides a cloud rendering method, which determines the current lighting direction in the virtual scene, obtains the light path information corresponding to the current lighting direction of the cloud to be rendered, and then colors the cloud to be rendered according to the light path information. This solution can achieve certain cloud time and weather changes for mobile terminals with low overhead. Compared with the existing technology, it has a dynamic sense of volume based on a certain physical reality, and can exaggerate the required visual effects according to artistic requirements.

[0111] The technical solution of the embodiments of the present application is explained below in conjunction with several specific embodiments.

[0112] Figure 1 The schematic diagram shows the process of the cloud layer rendering method provided in the embodiment of the present application. Figure 1 ,like Figure 1 As shown, the cloud layer rendering method provided in this embodiment includes the following steps:

[0113] S101: Determine the current lighting direction in the virtual scene.

[0114] The execution subject of this embodiment may be a terminal device. The virtual scene includes the sun, so the terminal device can determine the current lighting direction in the virtual scene.

[0115] Exemplarily, the virtual scene may be a game scene, for example. A user may log in to the game through a game client and enter the game scene. The game scene may include the sun, so the terminal device may determine the current lighting direction in the game scene.

[0116] It should be noted that the above-mentioned game can be any game, and this embodiment does not specifically limit the game.

[0117] S102, obtaining light path information corresponding to the cloud layer to be rendered and the current illumination direction, wherein the light path information is determined by position parameters of each RGBA channel of the texture map of the cloud layer to be rendered.

[0118] S103, coloring the cloud layer to be rendered according to the light path information.

[0119] RGBA is a color space that represents red (Red), green (Green), blue (Blue) and transparency (Alpha). The color of each texture map can be formed by superimposing the RGBA channels.

[0120] The light path information is used to indicate the path that the light passes through when passing through the cloud layer to be rendered, that is, the channel of the texture map of the cloud layer to be rendered that the light passes through. The light path information is determined by the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered. That is to say, the current light direction is known, and the channels of the cloud layer to be rendered that the current light passes through can be determined based on the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered.

[0121] In this embodiment, the terminal device stores the correspondence between the light path information of the cloud layer to be rendered and the lighting direction. Then, after obtaining the current lighting direction, the light path information of the cloud layer to be rendered corresponding to the current lighting direction can be determined by querying the correspondence, and then the cloud layer to be rendered is colored according to the determined light path information, wherein the light path information may include thickness information of the cloud layer to be rendered in the current lighting direction, that is, after determining which channels the current light passes through the cloud layer to be rendered, the thickness information of the cloud layer to be rendered in the current lighting direction is determined according to the thickness information of the channel, and then the current color of the cloud layer to be rendered can be determined according to the original color of the cloud layer to be rendered and the thickness information, and then the cloud layer to be rendered is colored according to the current color.

[0122] Optionally, the texture map of the cloud layer to be rendered can be obtained by the following steps:

[0123] The first noise texture map obtained in advance is enlarged by a preset magnification factor, and the second noise texture map obtained in advance is reduced by a preset reduction factor.

[0124] The processed first noise texture map and the processed second noise texture map are superimposed to obtain a basic texture map.

[0125] According to the relative position relationship between the current lighting direction and the cloud layer to be rendered in the virtual scene, the RGBA channels of the basic texture map are offset to obtain the texture map of the cloud layer to be rendered.

[0126] The first noise texture map and the second noise texture map may be 2D Worley noise maps respectively. This is because the basic structure of the cloud layer is similar to the shape of cauliflower, which is a cluster of cells squeezed against each other, similar to the basic shape of Worley noise.

[0127] Because the single Voreley noise lacks details and is poor and monotonous, the first noise texture map obtained in advance can be processed by a preset magnification method, and the second noise texture map obtained in advance can be reduced by a preset reduction factor, and then the processed first noise texture map and the processed second noise texture map are superimposed to obtain a basic texture map, wherein the number of first noise texture maps includes but is not limited to one, and the number of second noise texture maps includes but is not limited to one, that is, multiple noise texture maps are subjected to fractal superposition processing to obtain a basic texture map.

[0128] Then, according to the current lighting direction and the relative position relationship between the cloud layer to be rendered in the virtual scene, the RGBA channels of the basic texture map are offset to obtain the texture map of the cloud layer to be rendered, wherein, according to the current lighting direction and the relative position relationship between the cloud layer to be rendered in the virtual scene, it can be determined which channels of the RGBA channels of the cloud layer to be rendered the current lighting can pass through, and then the RGBA channels of the cloud layer to be rendered can be offset according to the relative position relationship. That is to say, the purpose of channel offsetting the basic texture map is to simulate the phenomenon of light path offset.

[0129] Combination Figure 2 , Figure 3 To explain, Figure 2 A schematic diagram of a single noise texture map provided in an embodiment of the present application is shown. Figure 3 A schematic diagram of a basic texture map provided by an embodiment of the present application is shown.

[0130] refer to Figure 2 , Figure 3 , a single noise texture map lacks details, and the basic texture map after fractal superposition is richer in details and closer to the real cloud shape.

[0131] The cloud rendering method provided in this embodiment includes: determining the current lighting direction in the virtual scene, obtaining the light path information corresponding to the current lighting direction of the cloud layer to be rendered, wherein the light path information is determined by the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered, and coloring the cloud layer to be rendered according to the light path information. The cloud rendering method provided in this application does not have high requirements on device performance, reduces the performance overhead of the device, and increases the visual expressiveness of the cloud layer.

[0132] Combine the following Figure 4 The embodiment describes the light path information determined by the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered. Figure 4 The schematic diagram shows the process of the cloud layer rendering method provided in the embodiment of the present application. Figure 2 ,like Figure 4 As shown, the light path information determined by the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered is set in advance through the following steps:

[0133] S201, sampling the texture map of the cloud layer to be rendered, and mapping the texture map to a sampling plane.

[0134] The execution subject of this embodiment may be a terminal device, specifically a developer terminal.

[0135] In a virtual scene, the clouds to be rendered and the sky are usually located on the same plane. By sampling the texture map of the rendered clouds, the texture map of the clouds to be rendered can be mapped to the sampling plane. The plane is taken as the plane where the sky in the virtual scene is located, that is, the texture map of the clouds to be rendered is pasted on the sky.

[0136] The virtual scene may be a three-dimensional scene, and a sky sphere model may be established to simulate the virtual scene. The sampling plane may be a tangent plane at the topmost point on the sky sphere model.

[0137] Combine the following Figure 5 , Figure 6 , Figure 7 Explain how to determine the sampling plane. Figure 5 FIG. 1 shows a schematic diagram of mapping a space ball model provided by an embodiment of the present application to a two-dimensional plane. Figure 6 A schematic diagram of a sampling plane provided in an embodiment of the present application is shown. Figure 7 A schematic diagram showing the mapping of a texture map provided by an embodiment of the present application to a sampling plane is shown.

[0138] like Figure 5As shown, the dotted line represents the space ball model, x and y represent the horizontal direction, and z represents the vertical direction. The space ball model is mapped to a two-dimensional plane, that is, the spatial coordinates on the space ball model are mapped to the two-dimensional plane, specifically, mapped to the normalized range of the two-dimensional plane, that is, x and y are mapped to [-1, 1].

[0139] Since the texture map of the cloud layer to be rendered has a specific direction, Figure 4 The two-dimensional plane in the above-mentioned space sphere cannot directly adopt the two-dimensional coordinates. Therefore, Figure 6 As shown, the two-dimensional coordinates on the sky sphere can also be mapped to a tangent plane at the topmost point of the sky sphere, that is, the sampling plane. The process of constructing the sampling plane can be implemented in the shader.

[0140] After the sampling plane is determined, the texture map of the cloud layer to be rendered is sampled and mapped to the sampling plane. The final rendering effect is similar to Figure 7 The texture map shown is mapped to the sampling plane.

[0141] S202. Obtain position parameters of each RGBA channel of the texture map according to the position information of the sun in the current lighting direction.

[0142] S203, establishing light path information corresponding to position parameters of each RGBA channel of the texture map.

[0143] After mapping the texture map of the cloud layer to be rendered to the sampling plane, the position parameters of each RGBA channel of the texture map can be obtained according to the position information of the sun in the current lighting direction. The position parameters are used to indicate the displacement value of each channel in the texture map. In other words, the position information of the sun is known. Then, according to the position information of the sun, the texture map can be sampled in the mapping to the sampling plane to obtain the position parameters of each RGBA channel of the texture map in the current lighting direction.

[0144] Then, the light path information corresponding to the position parameters of each RGBA channel of the texture map is established. That is to say, the current lighting direction is known, and the channels through which the current lighting passes through the cloud layer to be rendered can be determined based on the position parameters of each RGBA channel of the texture map.

[0145] It should be noted that when sampling a texture map, you only need to sample the texture map once to get the position parameters of each RGBA channel of the texture map in two directions. Figure 8 A schematic diagram of a stereoscopic light path of a texture map provided in an embodiment of the present application is shown Figure 1 , Fig. 9 A schematic diagram of a stereoscopic light path of a texture map provided in an embodiment of the present application is shown Figure 2 .

[0146] like Figure 8 As shown, the A channel of the texture map is at the top of the light path, followed by the B, G, and R channels. The figure on the right is used to indicate the relative position relationship between the sun and the cloud layer to be rendered.

[0147] like Fig. 9 As shown, the light paths are R, G, B, and A in sequence. The figure on the right is used to indicate the relative position relationship between the sun and the cloud layer to be rendered.

[0148] Assuming that the sun's morning and afternoon illumination is symmetrical, Figure 8 Represents the sunlight path status at 9 am. Fig. 9 It represents the light path state of the sun at 3 pm. In this way, symmetrical light path information in two directions can be obtained without resampling the map.

[0149] Of course, if you need to construct light paths in four directions, rotate the texture map 90 degrees and repeat the above steps to construct the light paths in four directions.

[0150] Exemplarily, the position information of the sun in the current illumination direction may be the position information of the sun in a two-dimensional plane, and the position information of the sun in the current illumination direction is determined in the following manner:

[0151] A space ball model is established, and the spatial position information of the sun in the virtual scene in the space ball model is obtained.

[0152] Map the space ball model into a two-dimensional plane.

[0153] According to the spatial position information, the position information of the sun in the two-dimensional plane is obtained.

[0154] refer to Figure 5 , establish a space ball model, and obtain the spatial position information of the sun in the virtual scene in the space ball model. For example, at noon, the sun is directly above the virtual scene, and the position information is recorded as (0, 0, D). Then map the space ball model to a two-dimensional plane, specifically to the normalized range of the two-dimensional plane, that is, map x and y to [-1, 1]. Then, according to the spatial position information of the sun, obtain the position information of the sun in the two-dimensional plane, and (0, 0, D) is mapped to (0, 0) of the two-dimensional plane. Figure 5 Taking the five positions of the sun in the figure as an example, x and y are mapped to the range of [-1, 1]. Figure 5 Taking the five positions in as examples, after normalization they are x=-1, y=0, x=0, y=-1, x=0, y=0, x=0, y=1, and x=1, y=0.

[0155] Optionally, light path information corresponding to position parameters of each RGBA channel of the texture map is established, including:

[0156] According to the position parameters of each RGBA channel, the thickness information of the cloud layer to be rendered in the current lighting direction is determined.

[0157] The light path information includes thickness information. Since the position parameters of the RGBA channels of the texture map are different, when the sun shines on the cloud layer to be rendered, the thickness of the cloud layer is also different. Therefore, the thickness information of the cloud layer to be rendered in the current lighting direction can be determined according to the position parameters of the RGBA channels.

[0158] Optionally, according to the position parameters of each RGBA channel, the thickness information of the cloud layer to be rendered in the current lighting direction is determined, including:

[0159] The channel through which the sun passes through the cloud layer to be rendered is determined according to the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered.

[0160] According to the thickness of the channel through which the sun passes through the cloud layer to be rendered, the thickness information of the cloud layer to be rendered in the lighting direction is determined.

[0161] According to the position parameters of each RGBA channel of the texture map, the channel through which the sun passes through the cloud layer to be rendered can be determined, and then the thickness information of the cloud layer to be rendered in the current lighting direction is determined according to the sum of the thicknesses of the channels through which the sun passes through the cloud layer to be rendered or the average value of the thicknesses of each channel. That is to say, the sum of the thicknesses of the channels through which the sun passes through the cloud layer to be rendered or the average value of the thicknesses of each channel is used as the thickness of the cloud layer to be rendered in the current lighting direction.

[0162] Combine the following Fig.10 To explain, Fig.10 A schematic diagram of the optical path provided by the embodiment of the present application is shown, Fig.10 As shown, the thickness of each channel is known, and the position information of the sun is also known. Then, according to the position parameters of each channel, the channel through which the sun passes through the cloud layer to be rendered can be determined. For example, Fig.10 The R, G, B, and A shown are then used to determine the thickness of the cloud layer to be rendered in the current lighting direction according to the thickness of the channel through which the sun passes through the cloud layer to be rendered, for example, the sum of the thicknesses of the R, G, B, and A channels or the average of the thicknesses of the R, G, B, and A channels.

[0163] The cloud rendering method provided in this embodiment includes: sampling the texture map of the cloud to be rendered, mapping the texture map to a sampling plane, the sampling plane being the plane where the sky is located in the virtual scene, obtaining the position parameters of each RGBA channel of the texture map according to the position information of the sun in the current illumination direction, the position parameters being used to indicate the displacement value of the channel in the texture map, and establishing the light path information corresponding to the position parameters of each RGBA channel of the texture map. Thus, the light path information can be established by sampling the texture map of the cloud to be rendered.

[0164] Combine the following Fig.11 The embodiment describes coloring a cloud layer to be rendered according to light path information. Fig.11 The schematic diagram shows the process of the cloud layer rendering method provided in the embodiment of the present application. Figure 3 ,like Fig.11 As shown, the cloud layer to be rendered is colored according to the light path information, including:

[0165] S301. Determine the attenuation weight of the cloud layer to be rendered to the light in the current illumination direction according to the thickness information.

[0166] S302: Coloring the cloud layer to be rendered according to the attenuation weight and the original color of the cloud layer to be rendered.

[0167] Generally, the thicker the clouds are, the stronger the attenuation of light is. Therefore, the attenuation weight of the cloud to be rendered to the light in the current lighting direction can be determined based on the thickness information of the cloud.

[0168] In one possible implementation, the exp function in Beer's law can be used to determine the attenuation weight of the cloud layer to be rendered to the light in the current lighting direction. Beer's law describes that the thicker the medium the light passes through, the more it attenuates, which is essentially a decreasing function.

[0169] In order to render a thicker cloud layer, the thickness of the cloud layer to be rendered may be scaled, and then the attenuation weight of the scaled cloud layer to be rendered to the light in the current illumination direction may be determined according to the thickness of the scaled cloud layer to be rendered.

[0170] Then, according to the attenuation weight and the original color of the cloud layer to be rendered, the target color of the cloud layer to be rendered is determined, and the cloud layer to be rendered is colored with the target color, that is, the color of the cloud layer after rendering is the target color.

[0171] In a possible implementation, the target color may be obtained by multiplying the attenuation weight and the original color of the cloud layer to be rendered.

[0172] Optionally, after coloring the cloud layer to be rendered according to the light path information, the method further includes:

[0173] Gets the scattering weight of the light.

[0174] Render the shaded clouds according to the scattering weights.

[0175] Among them, scattering refers to the phenomenon that when the surface curvature of the object illuminated by the projection wave is large or even rough, its secondary radiation wave is diffusely distributed in the angular domain according to a certain rule.

[0176] In this embodiment, when the sun shines on the colored clouds, the colored cloud surface curvature is large or rough, which will cause scattering of light. Therefore, the scattering weight of the light in the current lighting direction can also be obtained, and the scattering weight can be taken into consideration to render the colored clouds.

[0177] The scattering weight of the light is determined by the attenuation weight of the cloud layer on the light. In a possible implementation, it can be obtained by using the HGPhase function, performing a dot product operation on the illumination vector and the sight vector, and then using the HGPhase function to process the dot product result.

[0178] Then, the scattering weight of the light in the current illumination direction is taken into consideration to render the colored cloud layer, and the rendered cloud layer is more realistic and natural, and has a strong visual expression. In a possible implementation, the product of the scattering weight and the original color of the colored cloud layer can be calculated, and the product is added to the target color of the colored cloud layer to obtain the first color of the cloud layer, and then the colored cloud layer is rendered according to the first color of the cloud layer.

[0179] It should be noted that clouds have the strongest projection effect in the direction of the sun.

[0180] The cloud rendering method provided in this embodiment includes: determining the attenuation weight of the cloud layer to be rendered to the light in the current illumination direction according to the thickness information, and coloring the cloud layer to be rendered according to the attenuation weight and the original color of the cloud layer to be rendered. In this embodiment, the attenuation weight is used as a factor to consider the color of the cloud layer, so that the colored cloud layer is more realistic and natural.

[0181] Fig.12 The schematic diagram shows the process of the cloud layer rendering method provided in the embodiment of the present application. Figure 4 ,like Fig.12 As shown, according to the scattering weight, the colored cloud layer to be rendered is rendered, including:

[0182] S401. Obtain the ambient light color corresponding to the colored cloud layer according to the thickness of the G channel of the texture map and the original color of the colored cloud layer.

[0183] The ambient light color refers to the light color of the environment in which the clouds are located, and the original color of the colored clouds is the original color of the clouds to be rendered.

[0184] Clouds with different ambient light colors will present different effects. Therefore, the light color of the environment in which the clouds are located can be simulated based on the thickness of the G channel of the cloud texture map and the original color of the colored clouds.

[0185] In a possible implementation, the ambient light color may be the product of the thickness of the G channel and the original color of the cloud layer.

[0186] S402: Obtain the transparency of the colored cloud layer according to the attribute parameters of the uppermost channel of the texture map.

[0187] Since the top channel of the texture map is the closest channel to the current lighting direction, the top channel can be used as a mask for the cloud layer, that is, the attribute parameters of the top channel are used as the transparency of the cloud layer to express the directionality of the cloud lighting.

[0188] refer to Fig. 9 , the attribute parameters of the R channel can be used as the transparency of the colored cloud layer.

[0189] S403: Render the colored cloud layer according to the scattering weight, the ambient light color and the transparency.

[0190] The colored clouds are rendered with scattering weight, ambient light color and transparency as considerations, making the rendered clouds more natural and realistic, with stronger visual expression.

[0191] In this embodiment, the scattering weight can be taken as a factor to calculate the product of the scattering weight and the original color of the colored cloud layer, and the product is added to the target color of the colored cloud layer to obtain the first color of the cloud layer. Then, the ambient light color is taken as a factor to add the ambient light color and the first color to obtain the second color of the cloud layer. Then, the transparency is taken as a factor to take the product of the transparency and the second color as the final color of the cloud layer. The colored cloud layer is then rendered according to the final color. That is, by gradually considering the factors, the color of the colored cloud layer will be changed to the final color.

[0192] The cloud rendering method provided in this embodiment includes: obtaining the ambient light color corresponding to the colored cloud layer according to the thickness of the G channel of the texture map and the original color of the colored cloud layer, obtaining the transparency of the colored cloud layer according to the attribute parameters of the top channel of the texture map, and rendering the colored cloud layer according to the scattering weight, the ambient light color and the transparency. The rendering method provided in this embodiment does not have high requirements on the performance of the device, and can render a cloud layer with strong visual expression.

[0193] Fig.13 The schematic diagram shows the process of the cloud layer rendering method provided in the embodiment of the present application. Figure 5 ,like Fig.13 As shown, before the cloud layer to be rendered is colored according to the light path information, the following steps are also included:

[0194] S501, using a preset distortion map to soften the edges of the cloud layer to be rendered.

[0195] S502: Using a preset noise texture map, adjust the density of the cloud layer to be rendered after edge processing.

[0196] The pre-distortion map is used to adjust the edge of the cloud to produce turbulence at the edge of the cloud, making the edge of the cloud softer and more natural. The distortion map is usually based on spherical mapping. This distortion map can be used to eliminate the repetitive feeling caused by texture tiling.

[0197] In a possible implementation, the preset distortion map can be sampled to obtain distortion map sampling data, and then the cloud layer to be rendered is disturbed according to the distortion map sampling data, so as to achieve the purpose of disturbing the cloud layer to be rendered, so as to make the edge of the cloud layer to be rendered softer.

[0198] The noise texture map is used to control the density of the cloud layer so that the cloud layer can present a dynamic effect from dense to sparse and from sparse to dense. In one possible implementation, the preset noise texture map can be sampled to obtain noise sampling data, and then the noise sampling data can be remapped to a preset noise interval, and then the remapped noise sampling data is added with a preset density to obtain target noise data, and then the density of the cloud layer to be rendered after edge processing is adjusted according to the target noise data to control the density of the cloud layer to be rendered. Among them, the preset density is the density of the cloud layer set according to actual needs, that is, the corresponding density is set according to the changes in time and weather, so that the cloud layer can change with the weather.

[0199] Then, after edge softening and density processing are performed on the cloud layer to be rendered, the cloud layer to be rendered can be colored according to the light path information.

[0200] The cloud rendering method provided in this embodiment includes: using a preset distortion map to soften the edges of the cloud layer to be rendered, and using a preset noise texture map to adjust the density of the cloud layer to be rendered after the edge processing. This embodiment uses a distortion map to make the cloud layer to be rendered have more details, and the noise texture map can be used to control the overall density of the cloud layer, so that the cloud layer performance and dynamic effects can be adjusted dynamically in real time. This solution can achieve certain cloud layer time and weather changes for mobile terminals with low overhead. Compared with the existing technology, it is based on a certain physical reality foundation, has a dynamic sense of volume, and can exaggerate the required visual effects according to artistic requirements.

[0201] Fig.14 A schematic diagram of the structure of a cloud layer rendering device provided in an embodiment of the present application is shown. Fig.14 As shown, the cloud layer rendering device 100 includes:

[0202] A determination module 200, for determining a current lighting direction in a virtual scene;

[0203] An acquisition module 300 is used to acquire light path information of a cloud layer to be rendered corresponding to the current illumination direction, wherein the light path information is determined by position parameters of each RGBA channel of a texture map of the cloud layer to be rendered;

[0204] The rendering module 400 is used to color the cloud layer to be rendered according to the light path information.

[0205] Optionally, it also includes:

[0206] The processing module 500 is used to sample the texture map of the cloud layer to be rendered, and map the texture map to a sampling plane, where the sampling plane is the plane where the sky in the virtual scene is located;

[0207] The acquisition module 300 is further used to acquire position parameters of each RGBA channel of the texture map according to the position information of the sun in the current illumination direction, wherein the position parameters are used to indicate the displacement value of the channel in the texture map;

[0208] The processing module 500 is further used to establish the light path information corresponding to the position parameters of each RGBA channel of the texture map.

[0209] Optionally, the processing module 500 is specifically configured to:

[0210] According to the position parameters of each RGBA channel, thickness information of the cloud layer to be rendered in the current lighting direction is determined, wherein the light path information includes the thickness information.

[0211] Optionally, the processing module 500 is specifically configured to:

[0212] Determining the channel through which the current illumination direction passes through the cloud layer to be rendered according to the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered;

[0213] According to the thickness of the channel through which the sun passes through the cloud layer to be rendered, the thickness information of the cloud layer to be rendered in the illumination direction is determined.

[0214] Optionally, the rendering module 400 is specifically configured to:

[0215] Determining, according to the thickness information, an attenuation weight of the cloud layer to be rendered to the light in the current illumination direction;

[0216] The cloud layer to be rendered is colored according to the attenuation weight and the original color of the cloud layer to be rendered.

[0217] Optionally, the acquisition module 300 is further used to:

[0218] Obtaining the scattering weight of the light;

[0219] The rendering module 400 is further used to render the colored cloud layer according to the scattering weight.

[0220] The rendering module 400 is specifically used for:

[0221] According to the thickness of the G channel of the texture map and the original color of the colored cloud layer, obtaining the ambient light color corresponding to the colored cloud layer;

[0222] Obtaining the transparency of the colored cloud layer according to the attribute parameters of the uppermost channel of the texture map;

[0223] The colored cloud layer is rendered according to the scattering weight, the ambient light color, and the transparency.

[0224] Optionally, the processing module 500 is further configured to:

[0225] Establishing a space ball model, and obtaining spatial position information of the sun in the virtual scene in the space ball model;

[0226] Mapping the space ball model into a two-dimensional plane;

[0227] The acquisition module is further used to acquire the position information of the sun in the two-dimensional plane according to the spatial position information.

[0228] Optionally, the processing module 500 is further configured to:

[0229] Using a preset distortion map, performing edge softening processing on the cloud layer to be rendered;

[0230] The preset noise texture map is used to adjust the density of the cloud layer to be rendered after edge processing.

[0231] Optionally, the processing module 500 is further configured to:

[0232] Amplifying the first noise texture map obtained in advance by a preset magnification factor, and reducing the second noise texture map obtained in advance by a preset reduction factor;

[0233] Superimposing the processed first noise texture map and the processed second noise texture map to obtain a basic texture map;

[0234] The acquisition module 300 is further used to offset each RGBA channel of the basic texture map according to the relative position relationship between the current lighting direction and the cloud layer to be rendered in the virtual scene, so as to acquire the texture map of the cloud layer to be rendered.

[0235] For descriptions of the processing flow of each module in the device and the interaction flow between each module, reference may be made to the relevant descriptions in the above method embodiment, which will not be described in detail here.

[0236] Fig.15 The structure diagram of the terminal device provided in the embodiment of the present application is shown as follows: Fig.15 As shown, the terminal device 600 includes:

[0237] Processor 700 and memory 800;

[0238] The memory 800 stores a computer program executable by the processor 700. When the processor 700 executes the computer program, the cloud layer rendering method described above is implemented.

[0239] Optionally, the terminal device 600 further includes a bus 900 , and the processor 700 and the memory 800 may be connected via the bus 900 .

[0240] An embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the cloud layer rendering method are executed.

[0241] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the method embodiment, and will not be repeated in this application. In the several embodiments provided in this application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the modules is only a logical function division. There may be other division methods in actual implementation. For example, multiple modules or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or modules, which can be electrical, mechanical or other forms.

[0242] In addition, each functional unit in each embodiment of the present application can be integrated into a processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention is essentially or part of the technical solution that contributes to the prior art or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, RandomAccess Memory), disk or optical disk and other media that can store program code.

[0243] The above are only specific implementation methods of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be covered by the protection scope of the present application.

Claims

1. A cloud layer rendering method, characterized in that: include: Determine the current lighting direction in the virtual scene; Acquire light path information of the cloud layer to be rendered corresponding to the current illumination direction, wherein the light path information is determined by position parameters of each RGBA channel of the texture map of the cloud layer to be rendered; Coloring the cloud layer to be rendered according to the light path information; The light path information determined by the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered is set in advance by the following steps: By sampling the texture map of the cloud layer to be rendered, the texture map is mapped to a sampling plane, where the sampling plane is the plane where the sky in the virtual scene is located; According to the position information of the sun in the current illumination direction, obtaining position parameters of each RGBA channel of the texture map, wherein the position parameters are used to indicate the displacement value of the channel in the texture map; Establishing the light path information corresponding to the position parameters of each RGBA channel of the texture map; The light path information corresponding to the position parameters of each RGBA channel of the texture map is established, including: Determine thickness information of the cloud layer to be rendered in the current illumination direction according to the position parameters of each RGBA channel, wherein the light path information includes the thickness information; The step of determining the thickness information of the cloud layer to be rendered in the current illumination direction according to the position parameters of each RGBA channel includes: Determining the channel through which the sun passes through the cloud layer to be rendered according to the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered; According to the thickness of the channel through which the sun passes through the cloud layer to be rendered, the thickness information of the cloud layer to be rendered in the current illumination direction is determined.

2. The method according to claim 1, characterized in that The coloring of the cloud layer to be rendered according to the light path information includes: Determining, according to the thickness information, an attenuation weight of the cloud layer to be rendered to the light in the current illumination direction; The cloud layer to be rendered is colored according to the attenuation weight and the original color of the cloud layer to be rendered.

3. The method according to claim 2, characterized in that After coloring the cloud layer to be rendered according to the light path information, the method further includes: Obtaining the scattering weight of the light; The shaded cloud layer is rendered according to the scattering weights.

4. The method according to claim 3, characterized in that The rendering of the colored cloud layer according to the scattering weight includes: According to the thickness of the G channel of the texture map and the original color of the colored cloud layer, obtaining the ambient light color corresponding to the colored cloud layer; Obtaining the transparency of the colored cloud layer according to the attribute parameters of the uppermost channel of the texture map; The colored cloud layer is rendered according to the scattering weight, the ambient light color, and the transparency.

5. The method according to claim 1, characterized in that The sun's position information in the current illumination direction is determined by: Establishing a space ball model, and obtaining spatial position information of the sun in the virtual scene in the space ball model; Mapping the space ball model into a two-dimensional plane; According to the spatial position information, the position information of the sun in a two-dimensional plane is acquired.

6. The method according to claim 1, characterized in that Before coloring the cloud layer to be rendered according to the light path information, the method further includes: Using a preset distortion map, performing edge softening processing on the cloud layer to be rendered; The preset noise texture map is used to adjust the density of the cloud layer to be rendered after edge processing.

7. The method according to claim 1, characterized in that The method further comprises: Amplifying the first noise texture map obtained in advance by a preset magnification factor, and reducing the second noise texture map obtained in advance by a preset reduction factor; Superimposing the processed first noise texture map and the processed second noise texture map to obtain a basic texture map; According to the relative position relationship between the current lighting direction and the cloud layer to be rendered in the virtual scene, each RGBA channel of the basic texture map is offset to obtain the texture map of the cloud layer to be rendered.

8. A cloud rendering device, characterized in that: include: A determination module, used to determine the current lighting direction in the virtual scene; An acquisition module, used for acquiring light path information of a cloud layer to be rendered corresponding to the current illumination direction, wherein the light path information is determined by position parameters of each RGBA channel of a texture map of the cloud layer to be rendered; A rendering module, used for coloring the cloud layer to be rendered according to the light path information; The device also includes: A processing module, configured to sample the texture map of the cloud layer to be rendered and map the texture map to a sampling plane, where the sampling plane is the plane where the sky in the virtual scene is located; The acquisition module is further used to acquire position parameters of each RGBA channel of the texture map according to the position information of the sun in the current illumination direction, wherein the position parameters are used to indicate the displacement value of the channel in the texture map; The processing module is further used to establish the light path information corresponding to the position parameters of each RGBA channel of the texture map; The processing module is specifically used for: Determine thickness information of the cloud layer to be rendered in the current illumination direction according to the position parameters of each RGBA channel, wherein the light path information includes the thickness information; The processing module is specifically used for: Determining the channel through which the sun passes through the cloud layer to be rendered according to the position parameters of each RGBA channel of the texture map of the cloud layer to be rendered; According to the thickness of the channel through which the sun passes through the cloud layer to be rendered, the thickness information of the cloud layer to be rendered in the current illumination direction is determined.

9. A terminal device, characterized in that: The method comprises a processor and a memory, wherein the memory stores a computer program executable by the processor, and when the processor executes the computer program, the method according to any one of claims 1 to 7 is implemented.

10. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.

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