Light and shadow rendering method, device, equipment and storage medium
By adjusting the vertex normal of the face model in the animation, the problem of difficulty in achieving light and shadow effects in the prior art that conform to the celluloid animation style is solved, improving the texture of the animation picture and reducing the sense of light incongruence.
Patent Information
- Application Number
- CN202111486636.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-07
- Publication Date
- 2025-05-23
- Estimated Expiration
- 2041-12-07
AI Technical Summary
In animation rendering, it is difficult for the prior art to achieve light and shadow effects in the face model of virtual characters that conform to the celluloid animation style, while avoiding the unsightly problems caused by the transition of light and shadow, which in turn affects the texture of the animation picture.
By obtaining the face model in the cutscene animation scene and adjusting its vertex normal, the light and shadow effect rendering is performed based on the adjusted model, thereby improving the light and shadow effect.
The texture of the light and shadow effect is improved in the animation screen, avoiding the problem that the face model is almost unaffected by physical lighting in the prior art, and reducing the sense of incongruity caused by the face model and the body part model being subject to different lighting.
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Figure CN114119852B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of animation rendering technology, and in particular to a light and shadow rendering method, device, equipment and storage medium. Background Art
[0002] Cartoon rendering is to directly use the color gradation method to achieve the lighting effect of cel animation by transitioning the light and shadow of virtual characters. However, the expression of cel animation is very subjective. In order to present beautiful lighting effects, the lighting of virtual characters in cel animation is not completely consistent with real physical lighting.
[0003] In the case of completely conforming to real physical lighting, that is, when the face model corresponding to the virtual character is not specially processed, the light and shadow near the mouth of the face model will not only fail to conform to the light and shadow effect of cel animation, but also become unsightly due to the color gradation of the light and shadow transition, which will affect the texture of the animation picture. Figure 1-Figure 2 As shown, Figure 1-Figure 2 The middle left picture shows the lighting effect obtained by rendering the face model corresponding to the virtual character without any special processing. Figure 1-Figure 2 The middle right picture shows the ideal lighting effect that is consistent with cel animation.
[0004] The related art has proposed solutions to the above problems, mainly by reducing the shadow of the face model and locking the light source to solve the problem of the light and shadow effect of the face model. However, the light and shadow effect obtained by these solutions is that the face model is almost no longer affected by physical light, which will produce a strong sense of disharmony with the light and shadow effect of the body model, and the texture of the animation picture is still not improved. Summary of the invention
[0005] The embodiments of the present invention provide a light and shadow rendering method, device, equipment and storage medium, which are used to improve the texture of animation pictures.
[0006] In a first aspect, an embodiment of the present invention provides a light and shadow rendering method, the method comprising:
[0007] Obtain the face model to be rendered for light and shadow effects in the cutscene scene;
[0008] Adjusting vertex normals in the face model;
[0009] Light and shadow effects rendering is performed based on the adjusted face model to obtain the light and shadow effects of the adjusted face model in the cutscene scene.
[0010] In a second aspect, an embodiment of the present invention provides a light and shadow rendering device, comprising:
[0011] An acquisition module is used to acquire a face model to be rendered for light and shadow effects in a cutscene scene;
[0012] An adjustment module, used for adjusting vertex normals in the face model;
[0013] The rendering module is used to perform light and shadow effect rendering based on the adjusted face model to obtain the light and shadow effect of the adjusted face model in the transition animation scene.
[0014] In a third aspect, an embodiment of the present invention provides an electronic device, comprising a processor and a memory, wherein the memory stores executable code, and when the executable code is executed by the processor, the processor can at least implement the light and shadow rendering method in the first aspect.
[0015] In a fourth aspect, an embodiment of the present invention provides a non-temporary machine-readable storage medium having executable code stored thereon. When the executable code is executed by a processor of an electronic device, the processor can at least implement the light and shadow rendering method in the first aspect.
[0016] By adopting the present invention, in a transitional animation scene, by appropriately adjusting the vertex normals in the face model, after the face model is illuminated, the shadow will be drawn according to the adjusted vertex normals, thereby improving the light and shadow effect. By adopting the present invention, it is possible to avoid obtaining the light and shadow effect by reducing the shadow of the face model or by locking the light source. Furthermore, it is possible to avoid the problem in the prior art that the face model is almost unaffected by physical illumination. Therefore, by adopting the present invention, the sense of disharmony caused by different illumination of the face model and the body part model can be reduced, thereby improving the texture of the animation picture. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0018] Figure 1-Figure 2 A schematic diagram of a light and shadow rendering result and an expected comparison provided by an embodiment of the present invention;
[0019] Figure 3 A schematic diagram of a flow chart of a light and shadow rendering method provided by an embodiment of the present invention;
[0020] Figure 4-Figure 7 A schematic diagram of adjusting a first face model provided by an embodiment of the present invention;
[0021] Figure 8-Figure 10 A schematic diagram of adjusting the scalp part provided by an embodiment of the present invention;
[0022] Figure 11-Figure 12 A schematic diagram of adjusting another first face model provided by an embodiment of the present invention;
[0023] Fig.13 A schematic diagram of the structure of a light and shadow rendering device provided by an embodiment of the present invention;
[0024] Fig.14 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0025] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0026] The terms used in the embodiments of the present invention are only for the purpose of describing specific embodiments, and are not intended to limit the present invention. The singular forms "a", "said" and "the" used in the embodiments of the present invention and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings, and "multiple" generally includes at least two.
[0027] As used herein, the words "if" and "if" may be interpreted as "at the time of" or "when" or "in response to determining" or "in response to detecting", depending on the context. Similarly, the phrases "if it is determined" or "if (stated condition or event) is detected" may be interpreted as "when it is determined" or "in response to determining" or "when detecting (stated condition or event)" or "in response to detecting (stated condition or event)", depending on the context.
[0028] In addition, the step sequence in the following method embodiments is only an example and not a strict limitation.
[0029] Figure 3 The present invention provides a flowchart of a light and shadow rendering method, which can be applied to electronic devices. Figure 3 As shown, the method comprises the following steps:
[0030] 301. Obtain a face model to be rendered for light and shadow effects in a cutscene scene.
[0031] 302. Adjust the vertex normals in the face model.
[0032] 303. Perform light and shadow effect rendering based on the adjusted face model to obtain the light and shadow effect of the adjusted face model in the cutscene scene.
[0033] In practical applications, the animations in the game may include cutscenes. Cutscenes are animations related to scenes, characters or plots in the game, which serve to connect the plots during the game and enhance the detailed descriptions and plots of the game. In addition to cutscenes, the animations in the game may also include real-time animations. Real-time animations are animations that users can manipulate and play during game exploration or combat. In order to make the animation more realistic and enhance the user experience, a certain amount of lighting is generally simulated to illuminate the virtual character, which will produce shadows at appropriate positions on the virtual character, and the expected light and shadow effects are obtained through the changes in light and dark at different positions of the virtual character. The solution provided in an embodiment of the present invention is used to render light and shadow effects on a face model in a cutscene scene.
[0034] It is understandable that the cutscene animation will include a model of a virtual character, which can be divided into a face part and a body part. The embodiment of the present invention mainly provides a rendering solution for the face part in the cutscene animation. First, the face model can be obtained, and then the vertex normals in the face model can be adjusted.
[0035] It should be noted that the face model is composed of multiple meshes, and each mesh includes a preset number of vertices. For example, a mesh may include 3 vertices (triangles) or 4 vertices (quads). For each vertex, a corresponding normal is set, and the normal has a certain direction or angle. In the embodiment of the present invention, Figure 4 As shown, the normal angle is the angle in the plane formed by the x-axis and the y-axis, wherein the y-axis is 0° and the x-axis is 90° by default.
[0036] It is worth noting that the surface of the face model can be considered to be uneven, and a normal is drawn at each vertex of the uneven surface. If a light source is set at a specific position, the surface of the face model with a low level of detail can generate a high-level accurate lighting direction and reflection effect based on the normal.
[0037] Optionally, the above-mentioned process of adjusting the vertex normals in the face model can be implemented as follows: identifying a first set of vertices in the face model that are located on a preset type of face wiring; determining a second set of vertices in the face model that are on other face wirings other than the preset type of face wiring; respectively determining the degree corresponding to each vertex in the first vertex set and the second vertex set; and adjusting the normal degree of the corresponding vertex based on the determined degree.
[0038] The above-mentioned preset types of face wiring can be set according to the needs. In some embodiments, such as Figure 5 As shown, the preset types of facial wiring can be the side face a line, cheek and forehead b lines, center c line, and the inner circle of the Rembrandt light f line of the facial model in the cutscene.
[0039] Optionally, the above process of respectively determining the degrees corresponding to each vertex in the first vertex set and the second vertex set can be implemented as follows: based on the correspondence between the vertex and normal degrees on the preset face wiring, determine the first degrees corresponding to each vertex in the first vertex set located on the preset type of face wiring; based on the first degrees corresponding to each vertex in the first vertex set, calculate the second degrees corresponding to each vertex in the second vertex set located on other face wirings. Accordingly, based on the determined degrees, the process of adjusting the normal degrees of the corresponding vertices can be implemented as follows: adjusting the normal degrees of each vertex in the first vertex set to the corresponding first degrees, and adjusting the normal degrees of each vertex in the second vertex set to the corresponding second degrees.
[0040] Still Figure 5 As shown, the normal degrees corresponding to each vertex in the first vertex set located on the side face a line, cheek and forehead b line, center c line, and the inner circle of the Rembrandt light f line portion of the face model in the cutscene are fixed degrees, which can be obtained by looking up the correspondence between the vertices and normal degrees on the preset face wiring. For example, the normal degree corresponding to the vertices on the side face a line of the face model in the cutscene is 85°, the normal degree corresponding to the vertices on the cheek and forehead b line is 30°, the normal degree corresponding to the vertices on the center c line is 0°, and the normal degree corresponding to the vertices on the inner circle of the Rembrandt light f line portion is 3°. In addition, as Figure 6 As shown, the normal degrees corresponding to the vertices at the eyes and whites of the eyes of the face model in the cutscene can also be adjusted to 0°.
[0041] After determining the first degrees corresponding to the vertices in the first vertex set, the second degrees corresponding to the vertices in the second vertex set can be inferred based on the first degrees corresponding to the vertices in the first vertex set. The face model in the cutscene includes a plurality of face wirings, and the second vertex set is the vertices on other face wirings in the plurality of face wirings except for the face wirings of the above-mentioned preset type. After determining the first degree and the second degree, the normal degree of each vertex in the first vertex set can be adjusted to the corresponding first degree, and the normal degree of each vertex in the second vertex set can be adjusted to the corresponding second degree.
[0042] For example, the normal degree corresponding to the vertices on the a-line of the side face of the face model in the cutscene is 85°, and the normal degree corresponding to the wiring of the side face gradually decreases by 5° from the a-line of the side face toward the corner of the eye. The normal degree corresponding to the wiring of the first face from the a-line of the side face to the corner of the eye is 80°, and so on. The normal degree corresponding to the wiring of the third face is 70°, and the normal degree corresponding to the wiring of the fourth face next to the corner of the eye is 65°.
[0043] The third face wiring mentioned above can also be called the d-line of the turning part of the front and side face. In some optional embodiments, the normal angles corresponding to the vertices on the d-line of the nose part of the face model in the cutscene and the d-line of the turning part of the front and side face need to be consistent. The fourth face wiring next to the eye corner mentioned above can also be called the e-line of the turning part of the front and side face. In some optional embodiments, the normal angles corresponding to the vertices on the e-line of the nose part of the face model in the cutscene and the e-line of the turning part of the front and side face need to be consistent. Based on this, after determining the normal angles corresponding to the vertices on the d-line of the turning part of the front and side face and the e-line of the turning part of the front and side face, the determined normal angles can be copied to the triangular area on the side of the nose, that is, the normal angle corresponding to the d-line of the nose part is adjusted to 70°, and the normal angle corresponding to the e-line of the nose part is adjusted to 65°.
[0044] Optionally, the above process of calculating the second degrees corresponding to each vertex in the second vertex set located on other human face wirings based on the first degrees corresponding to each vertex in the first vertex set can be implemented as follows: based on the positional relationship between other human face wirings and a preset type of human face wiring, and the first degrees corresponding to each vertex in the first vertex set, calculating the second degrees corresponding to each vertex in the second vertex set located on other human face wirings.
[0045] The positional relationship between the other human face wirings and the preset type of human face wirings may be the number of wiring segments between the other human face wirings and the preset type of human face wirings. Based on this, the second degrees corresponding to the vertices in the second vertex set located on the other human face wirings may be calculated based on the number of wiring segments between the other human face wirings and the preset type of human face wirings and the first degrees corresponding to the vertices in the first vertex set.
[0046] In practical applications, the number of wiring segments from one face wiring to another face wiring in two preset types of face wiring of the face model in the cutscene can be determined, and multiple other face wirings will be sandwiched between the two preset types of face wirings. Knowing the normal degrees corresponding to the two preset types of face wirings, the normal degree difference between the two preset types of face wirings can be calculated. According to the normal degree difference and the above-mentioned number of wiring segments, the progressive gradient is calculated. After obtaining the progressive degree, the normal degree corresponding to any face wiring in the other face wirings can be determined according to the number of wiring segments between the face wiring with the largest normal degree in the two preset types of face wirings and the progressive degree. Among them, the formula for calculating the progressive gradient is as follows:
[0047] Progressive degree = normal degree difference ÷ number of wiring segments
[0048] For example, if Figure 7 As shown, as mentioned above, the normal degree corresponding to the vertices on the center c line is 0°, and the normal degree corresponding to the vertices on the cheek and forehead b lines is 30°. There are 7 wiring segments from the c line to the b line, so the progressive degree is (30°-0°) ÷ 7 = 4.286°. Starting from the d line, the normal degree corresponding to the first face wiring adjacent to the d line is 30°-4.286° = 25.714°, and the normal degree corresponding to the second face wiring is 25.714°-4.286° = 21.428°... and so on, the normal degrees corresponding to the other face wirings sandwiched between the c line and the b line can be calculated.
[0049] For another example, the normal degree corresponding to the e-line is 65°, the normal degree corresponding to the b-line is 30°, and there are 2 wiring segments from the e-line to the b-line. Then the normal degree corresponding to the face wiring is 65°-(65°-30°)÷2=47.5°.
[0050] In addition, for the head of the face model in the cutscene, a sphere can be created, and the normal degree corresponding to each vertex in the sphere is preset. Figure 8-9 As shown, the normal degree corresponding to the sphere is transmitted to the head. After transmission, as Fig.10 As shown, the user can manually adjust the position of the z-axis so that the normal line of the head and the normal line of the forehead are seamlessly connected.
[0051] like Figure 11-Figure 12 As shown, in order to produce better light and shadow effects, the facial wiring of the brow arch and upper eyelid part of the face model in the cutscene needs to be designed very regularly, and the normal angles corresponding to the facial wiring of the brow arch and upper eyelid part need to be consistent. It should be noted that the shape of the shadow is directly linked to the facial wiring, and the normal angle and light and shadow effects will be directly determined by the shape of the facial wiring.
[0052] Finally, rendering can be performed based on the adjusted face model to obtain the light and shadow effects of the cutscene.
[0053] By adopting the present invention, it is possible to satisfy the requirements of clean edges of ultra-close-up shadows and subjectively controllable light and shadow in transition animations, and also to ensure light and shadow effects that conform to those of celluloid animations.
[0054] The adjusted face model described in the embodiment of the present invention can mainly serve the transitional animation of ultra-close-up shots. Although there will be a small range of light and shadow frame skipping, the production of transitional animations originally requires a fixed lens, and it is undesirable to have transitional frames where light and shadow are divided under the eyes, so it meets the project production requirements. If the project uses the traditional cel animation 1 shot 3 shots, that is, 8 shots per second, the feeling of light and shadow frame skipping can be perfectly combined with it, avoiding the unsightly transitional light and shadow, and achieving the effect of clear edges of ultra-close-up shadows in transitional animations.
[0055] The present invention can provide users with an experience closer to two-dimensional animation, a better immersive experience, and allow users to more easily feel the charm of the original and two-dimensional animation. The quality of the game is improved from the screen of the cutscene animation, and the game can also be made longer and more vital.
[0056] By adopting the present invention, in a transitional animation scene, by appropriately adjusting the vertex normals in the face model, after the face model is illuminated, the shadow will be drawn according to the adjusted vertex normals, thereby improving the light and shadow effect. By adopting the present invention, it is possible to avoid obtaining the light and shadow effect by reducing the shadow of the face model or by locking the light source. Furthermore, it is possible to avoid the problem in the prior art that the face model is almost unaffected by physical illumination. Therefore, by adopting the present invention, the sense of disharmony caused by different illumination of the face model and the body part model can be reduced, thereby improving the texture of the animation picture.
[0057] The following will describe in detail the light and shadow rendering device of one or more embodiments of the present invention. Those skilled in the art will appreciate that these light and shadow rendering devices can be configured using commercially available hardware components through the steps taught in this solution.
[0058] Fig.13 A schematic diagram of the structure of a light and shadow rendering device provided by an embodiment of the present invention is shown in FIG. Fig.13 As shown, the device comprises:
[0059] An acquisition module 131 is used to acquire a face model to be rendered for light and shadow effects in a transition animation scene;
[0060] An adjustment module 132, used for adjusting vertex normals in the face model;
[0061] The rendering module 133 is used to perform light and shadow effect rendering based on the adjusted face model to obtain the light and shadow effect of the adjusted face model in the transition animation scene.
[0062] Optionally, the adjustment module 132 is used to:
[0063] Identifying a first set of vertices in the face model that are located on a face wiring of a preset type;
[0064] Determine a second set of vertices on other human face wirings in the human face model except for the human face wirings of the preset type;
[0065] Determine the degrees corresponding to the vertices in the first vertex set and the second vertex set respectively;
[0066] Based on the determined degree, the normal degree of the corresponding vertex is adjusted.
[0067] Optionally, the adjustment module 132 is used to:
[0068] Based on the correspondence between the vertices and normal degrees on the preset face wiring, determine the first degrees corresponding to the respective vertices in the first vertex set on the face wiring of the preset type;
[0069] Based on the first degrees corresponding to the vertices in the first vertex set, calculating the second degrees corresponding to the vertices in the second vertex set located on the other face wirings;
[0070] The normal degree of each vertex in the first vertex set is adjusted to a corresponding first degree, and the normal degree of each vertex in the second vertex set is adjusted to a corresponding second degree.
[0071] Optionally, the adjustment module 132 is used to:
[0072] Based on the positional relationship between the other human face wirings and the preset type of human face wirings, and the first degrees corresponding to the vertices in the first vertex set, the second degrees corresponding to the vertices in the second vertex set located on the other human face wirings are calculated.
[0073] Fig.13 The device shown can perform the aforementioned Figures 1 to 12 The light and shadow rendering method provided in the illustrated embodiment, the detailed execution process and technical effects are described in the aforementioned embodiments, which will not be repeated here.
[0074] In one possible design, the above Fig.13 The structure of the light and shadow rendering device shown can be implemented as an electronic device, such as Fig.14As shown, the electronic device may include: a processor 91 and a memory 92. The memory 92 stores executable code, and when the executable code is executed by the processor 91, the processor 91 can at least implement the above-mentioned Figures 1 to 12 The light and shadow rendering method provided in the illustrated embodiment.
[0075] Optionally, the electronic device may further include a communication interface 93 for communicating with other devices.
[0076] In addition, an embodiment of the present invention provides a non-transitory machine-readable storage medium, wherein an executable code is stored on the non-transitory machine-readable storage medium. When the executable code is executed by a processor of an electronic device, the processor can at least implement the above-mentioned Figures 1 to 12 The light and shadow rendering method provided in the illustrated embodiment.
[0077] The device embodiments described above are merely illustrative, wherein the units described as separate components may or may not be physically separated. Some or all of the modules may be selected according to actual needs to achieve the purpose of the present embodiment. Those of ordinary skill in the art may understand and implement the present invention without creative effort.
[0078] Through the description of the above embodiments, those skilled in the art can clearly understand that each embodiment can be implemented by adding a necessary general hardware platform, and of course can also be implemented by combining hardware and software. Based on such an understanding, the above technical solution is essentially or the part that contributes to the prior art can be embodied in the form of a computer product, and the present invention can be in the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program codes.
[0079] The light and shadow rendering method provided in the embodiment of the present invention can be executed by a certain program / software, and the program / software can be provided by the network side. The electronic device mentioned in the above embodiment can download the program / software to a local non-volatile storage medium, and when it needs to execute the above light and shadow rendering method, the program / software is read into the memory by the CPU, and then the CPU executes the program / software to implement the light and shadow rendering method provided in the above embodiment. The execution process can refer to the above Figures 1 to 12 Instructions in .
[0080] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit it. Although the present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present invention.
Claims
1. A light and shadow rendering method, It is characterized in that include: Obtain the face model to be rendered for light and shadow effects in the cutscene scene; Identifying a first set of vertices in the face model that are located on a face wiring of a preset type; Determine a second set of vertices on other human face wirings in the human face model except for the human face wirings of the preset type; Determine the degrees corresponding to the vertices in the first vertex set and the second vertex set respectively; Based on the determined degree, the normal degree of the corresponding vertex is adjusted; Light and shadow effects rendering is performed based on the adjusted face model to obtain the light and shadow effects of the adjusted face model in the cutscene scene.
2. The method according to claim 1, It is characterized in that The respectively determining the degrees corresponding to the respective vertices in the first vertex set and the second vertex set comprises: Based on the correspondence between the vertices and normal degrees on the preset face wiring, determine the first degrees corresponding to the respective vertices in the first vertex set on the face wiring of the preset type; Based on the first degrees corresponding to the vertices in the first vertex set, calculating the second degrees corresponding to the vertices in the second vertex set located on the other face wirings; The adjusting the normal degree of the corresponding vertex based on the determined degree includes: The normal degree of each vertex in the first vertex set is adjusted to a corresponding first degree, and the normal degree of each vertex in the second vertex set is adjusted to a corresponding second degree.
3. The method according to claim 2, It is characterized in that The calculating, based on the first degrees respectively corresponding to the vertices in the first vertex set, the second degrees respectively corresponding to the vertices in the second vertex set located on the other face wirings comprises: Based on the positional relationship between the other human face wirings and the preset type of human face wirings, and the first degrees corresponding to the vertices in the first vertex set, the second degrees corresponding to the vertices in the second vertex set located on the other human face wirings are calculated.
4. A light and shadow rendering device, It is characterized in that include: An acquisition module is used to acquire a face model to be rendered for light and shadow effects in a cutscene scene; An adjustment module, used for identifying a first vertex set located on a face wiring of a preset type in the face model; Determine a second set of vertices on other face wirings in the face model except for the face wirings of the preset type; respectively determine the degree corresponding to each vertex in the first set of vertices and the second set of vertices; Based on the determined degree, the normal degree of the corresponding vertex is adjusted; The rendering module is used to perform light and shadow effect rendering based on the adjusted face model to obtain the light and shadow effect of the adjusted face model in the transition animation scene.
5. The device according to claim 4, It is characterized in that The adjustment module is used for: Based on the correspondence between the vertices and normal degrees on the preset face wiring, determine the first degrees corresponding to the respective vertices in the first vertex set on the face wiring of the preset type; Based on the first degrees corresponding to the vertices in the first vertex set, calculating the second degrees corresponding to the vertices in the second vertex set located on the other face wirings; The normal degree of each vertex in the first vertex set is adjusted to a corresponding first degree, and the normal degree of each vertex in the second vertex set is adjusted to a corresponding second degree.
6. The device according to claim 5, It is characterized in that The adjustment module is used for: Based on the positional relationship between the other human face wirings and the preset type of human face wirings, and the first degrees corresponding to the vertices in the first vertex set, the second degrees corresponding to the vertices in the second vertex set located on the other human face wirings are calculated.
7. An electronic device, It is characterized in that include: A memory and a processor; wherein the memory stores executable code, and when the executable code is executed by the processor, the processor executes the light and shadow rendering method according to any one of claims 1 to 3.
8. A non-transitory machine-readable storage medium, It is characterized in that The non-transitory machine-readable storage medium stores executable code, and when the executable code is executed by a processor of an electronic device, the processor executes the light and shadow rendering method according to any one of claims 1 to 3.
Citation Information
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Shadow region adjustment method and apparatus, storage medium, processor and terminal
CN108010119A