A method and device for producing cartoon dynamic effects
By obtaining the parameters and program noise data of the preset shader, dynamic light and shadow and cartoon flame smoke models are generated, which solves the problem of lag in slow motion, and achieves high-definition and smooth dynamic display, improving the gaming experience.
Patent Information
- Application Number
- CN202111572014.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-21
- Publication Date
- 2025-08-22
- Estimated Expiration
- 2041-12-21
AI Technical Summary
Traditional cartoon smoke and flame effects are prone to lag and rigid problems in slow motion in the game. The existing technology cannot effectively generate dynamic effects that match the ambient light effects, resulting in a decline in the game experience.
By obtaining the coloring parameters of the preset shader, including interpolation function values, binary function values and program noise data, the prefabricated patch model is called for fitting, dynamic light and shadow data is generated, and a cartoon flame and smoke model is generated based on vertex animation and program noise data, and finally combined into a cartoon dynamic model.
It realizes dynamic effect without lag in slow motion, reduces performance overhead, ensures high definition and sense of volume, supports multi-angle display, avoids frame loss and jitter, and improves the gaming experience.
Smart Images

Figure CN114241098B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of animation production, in particular to a method and a device for producing cartoon dynamic effects. Background Art
[0002] In the era of the popularity of games, special effects in current games often include cartoon smoke, flames, and explosion effects. The traditional production method is to use a particle emitter to play cartoon sequence frame maps to achieve cartoon smoke effects. However, when slow motion occurs in the game, the smoke in the sequence frame will show a very obvious stuttering effect, seriously affecting the artistic performance and game experience. If only dissolve is used, the light and shadow will be relatively rigid and cannot adapt to the changing light effects in the environment. Summary of the Invention
[0003] In view of the above problems, embodiments of the present invention are proposed to provide a method for producing cartoon dynamic effects, a corresponding cartoon dynamic effects production device, an electronic device and a storage medium that overcome the above problems or at least partially solve the above problems.
[0004] The embodiment of the present invention discloses a method for producing a cartoon dynamic effect, comprising:
[0005] Obtaining shading parameters of a preset shader, wherein the shading parameters include an interpolation function value, a bisection function value, and program noise data;
[0006] Calling the prefabricated patch model to fit the shading parameters and generate dynamic light and shadow data;
[0007] Generate a cartoon flame model and a cartoon smoke model based on the vertex animation of the preset shader and the program noise data;
[0008] The dynamic light and shadow data, the cartoon flame model and the cartoon smoke model are combined to generate a cartoon dynamic model.
[0009] Optionally, the preset shader includes a hard edge dissolve variable and a map, and the method further includes:
[0010] The texture is sampled using the cartoon dynamic model to generate sampling data;
[0011] Subtracting a hard edge dissolution variable from the sampled data to generate hard edge dissolution effect data;
[0012] The hard-edge dissolving effect data is superimposed on the cartoon dynamic model.
[0013] Optionally, the step of calling a prefabricated patch model to perform fitting according to the shading parameters to generate dynamic light and shadow data includes:
[0014] Mapping the original texture map coordinate interval of the preset shader to the light effect texture map coordinate interval;
[0015] Calculating the distance of the light effect texture map coordinate interval and setting it in the channel of the preset shader to generate simulated light and shadow data;
[0016] Setting the prefabricated patch model in the light effect texture map coordinate interval, and adding the program noise data to the prefabricated patch model to generate first cartoon model data;
[0017] classifying the first cartoon model data using the binary function value to generate dynamic model data;
[0018] interpolating the dynamic model data using the interpolation function value to generate light-receiving surface data and backlight surface data;
[0019] The simulated light and shadow data, the dynamic model data, the light-receiving surface data and the backlight surface data are combined to generate dynamic light and shadow data.
[0020] Optionally, the prefabricated dough model includes a bowl-shaped model and a circular dough model.
[0021] Optionally, the step of generating a cartoon flame model and a cartoon smoke model based on the vertex animation of the preset shader and the program noise data includes:
[0022] Using the vertex animation to draw a spherical model, the spherical model includes a first vertex and a first texture lookup map;
[0023] Fitting the sphere model based on the program noise to generate a cartoon flame model;
[0024] Obtaining a preset particle emission model, wherein the particle emission model includes a second vertex and a second texture lookup map;
[0025] The particle emission model is fitted based on the procedural noise to generate a cartoon smoke model.
[0026] Optionally, the preset shader includes a three-dimensional vector and a third texture lookup map; the program noise data includes modeling noise and texture noise, and the step of fitting the sphere model based on the program noise to generate the cartoon flame model includes:
[0027] Using the modeling noise to control the position of the first vertex to generate a first offset;
[0028] Determining a first color value in the first texture lookup map using the texture noise;
[0029] combining the first offset and the first color value to generate an initial flame model;
[0030] Determining a first vertex normal vector corresponding to the first vertex;
[0031] Taking the dot product of the three-dimensional vector with the first vertex normal vector and sampling the third texture lookup map to generate flame texture data;
[0032] The flame texture data is superimposed on the initial flame model to generate a cartoon flame model.
[0033] Optionally, the preset shader includes a three-dimensional vector and a third texture lookup map; the program noise data includes modeling noise and texture noise, and the step of fitting the particle emission model based on the program noise to generate the cartoon smoke model includes:
[0034] Using the modeling noise to control the position of the second vertex to generate a second offset;
[0035] Determining a second color value in the second texture lookup map using the texture noise;
[0036] combining the second offset and the second color value to generate an initial smoke model;
[0037] Determine a second vertex normal vector corresponding to the second vertex;
[0038] Taking the dot product of the three-dimensional vector with the second vertex normal vector and sampling the third texture lookup map to generate smoke texture data;
[0039] The smoke texture data is superimposed on the initial smoke model to generate a cartoon smoke model.
[0040] Optionally, the preset shader further includes an arc outline function, and the method further includes:
[0041] determining a first perpendicular component of the first vertex in a direction normal to the first vertex, and determining a second perpendicular component of the second vertex in a direction normal to the second vertex;
[0042] Using the first vertical component as an input value of the arc-shaped edge-outlining function to generate flame bright edge data; and using the second vertical component as an input value of the arc-shaped edge-outlining function to generate smoke bright edge data;
[0043] The flame bright edge data is superimposed on the cartoon flame model; and the flame bright edge data is superimposed on the cartoon smoke model.
[0044] Optionally, the method further includes:
[0045] Determine a world coordinate system based on the light effect texture map coordinate interval;
[0046] Determining a third vertical component of the cartoon flame model on the positive vertical axis of the world coordinate system, and determining a fourth vertical component of the cartoon smoke model on the positive vertical axis of the world coordinate system;
[0047] Performing a reverse operation on the third vertical component to generate first ground bright edge data; performing a reverse operation on the fourth vertical component to generate second ground bright edge data;
[0048] The first ground bright edge data is superimposed on the cartoon flame model, and the second ground bright edge data is superimposed on the cartoon smoke model.
[0049] The embodiment of the present invention further discloses a cartoon dynamic effect production device, comprising:
[0050] An acquisition module, configured to acquire shading parameters of a preset shader, wherein the shading parameters include an interpolation function value, a binary function value, and program noise data;
[0051] A fitting module is used to call a prefabricated patch model to perform fitting according to the shading parameters to generate dynamic light and shadow data;
[0052] A drawing module, configured to generate a cartoon flame model and a cartoon smoke model based on the vertex animation of the preset shader and the program noise data;
[0053] The combination module is used to combine the dynamic light and shadow data, the cartoon flame model and the cartoon smoke model to generate a cartoon dynamic model.
[0054] An embodiment of the present invention further discloses an electronic device, comprising a processor, a memory, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, the steps of the above-mentioned method for producing cartoon dynamic effects are implemented.
[0055] The embodiment of the present invention further discloses 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 method for producing cartoon dynamic effects are implemented.
[0056] The embodiments of the present invention include the following advantages:
[0057] The present invention obtains shading parameters from a preset shader, including interpolation function values, bisection function values, and program noise data; calls a prefabricated mesh model and performs fitting according to the shading parameters to generate dynamic lighting and shadow data; and, while avoiding the use of real-time lighting, fits the prefabricated mesh model according to the shader parameters to generate dynamic lighting and shadow data. The dynamic lighting and shadow data achieves a false lighting and shadow effect that is indistinguishable to the naked eye, achieving the effect of using real-time lighting. Compared to using real-time lighting, this significantly reduces performance overhead. A cartoon flame model and a cartoon smoke model are generated based on vertex animation from the preset shader and the program noise data. The vertex animation combined with program noise achieves a high-frame-rate explosion effect composed of cartoon flames and cartoon smoke, ensuring high definition. The dynamic lighting and shadow data, the cartoon flame model, and the cartoon smoke model are combined to generate a cartoon dynamic model. This gives the cartoon dynamic model a strong sense of volume, enabling surround shots, close-ups, and slow motion. Under special camera conditions, the model avoids serious frame drops, jitter, blur, rotation anomalies, and other unnatural phenomena, and always faces the camera. BRIEF DESCRIPTION OF THE DRAWINGS
[0058] Figure 1 This is a flowchart of a method for producing a cartoon dynamic effect according to an embodiment of the present invention;
[0059] Figure 2 It is a flowchart of another embodiment of a method for producing a cartoon dynamic effect of the present invention;
[0060] Figure 3 This is an example diagram of a bowl-shaped model of the present invention;
[0061] Figure 4 This is an example diagram of a circular patch model of the present invention;
[0062] Figure 5 This is a schematic diagram of visualized illuminated surface data and backlit surface data of the present invention;
[0063] Figure 6 This is a schematic diagram of visualized dynamic light and shadow data of the present invention;
[0064] Figure 7 It is a schematic diagram of a cartoon flame model of the present invention;
[0065] Figure 8 This is a schematic diagram of a cartoon smoke model of the present invention;
[0066] Figure 9 It is a schematic diagram of a highlighted portion of a cartoon dynamic model in contact with the ground according to the present invention;
[0067] Figure 10This is a structural diagram of an embodiment of a cartoon dynamic effect production device of the present invention;
[0068] Figure 11 This is a structural block diagram of an electronic device provided by an embodiment of the present invention;
[0069] Figure 12 This is a structural block diagram of a storage medium provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0070] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, the present invention is further described in detail below with reference to the accompanying drawings and specific embodiments.
[0071] In related technologies, there are two main ways to create cartoon smoke and explosion effects formed by flames in animation. The first is to use a particle emitter to play multiple cartoon sequence frame maps to achieve the cartoon smoke effect. The method of using sequence frames is simple, but there will be serious stuttering in slow motion, which greatly affects the artistic performance and game experience.
[0072] The second method is that the relevant personnel first draw the cartoon sequence diagram by hand-drawing, and then produce a motion vector diagram, and combine the shader to fuse the previous and next frames of the sequence frame. This method uses the motion vector diagram to fuse the previous and next frames of the sequence frame. The display effect is smoother than that of a simple sequence frame, and the transition between the pictures is more natural. However, the workload of hand-drawing the cartoon sequence diagram is extremely large, and there is currently no relevant technical means for hand-drawing the cartoon sequence diagram to generate a motion vector that matches the cartoon sequence diagram in one click. The cartoon using this method can only rely on drawing the motion vector diagram frame by frame and constantly debugging to generate the relevant animation model, resulting in the cost of cartoon production being too high and not applicable to more scenes. For this reason, a method and device for producing cartoon dynamic effects according to an embodiment of the present invention are proposed to ensure that the cartoon smoke effect is dynamic and a silky coherent effect can be achieved in slow motion.
[0073] Reference Figure 1 , shows a flowchart of an embodiment of a method for producing a cartoon dynamic effect of the present invention, which may specifically include the following steps:
[0074] Step 101: Obtain shading parameters of a preset shader, wherein the shading parameters include an interpolation function value, a binary function value, and program noise data;
[0075] In practice, a preset shader can be started to obtain the shading parameters of the preset shader. The preset shader can include a variety of shading parameters for drawing multimedia such as animations and images, including at least interpolation function values, binary function values, and program noise data. There is no specific limitation on the specific model of the shader. Specifically, in one example of the present invention, the shader can be a Unity Shader, that is, a shader in the Unity system.
[0076] Step 102: calling a prefabricated face model to perform fitting according to the shading parameters to generate dynamic light and shadow data;
[0077] Before being called, the prefabricated patch model can be drawn through a graphics editor (software) outside the shader. When it is needed, the prefabricated patch model can be directly called through an external link. And when calling, the plane (patch) of the shader can be used to make a bend (bend modifier) so that the curvature of the prefabricated patch model can be adjusted according to needs. Among them, the graphics editor can be a graphics editor that can be used in this field, and the embodiment of the present invention does not specifically limit the specific model of the graphics editor. In one example of the present invention, the graphics editor can be 3D MAX; after the prefabricated patch model is drawn in 3D MAX, a specified format file can be generated, and the specified format file can be called.
[0078] Call the prefabricated patch model, fit the prefabricated patch model according to the obtained shading parameters, simulate the effect of real-time lighting on the prefabricated patch model, and generate dynamic light and shadow data.
[0079] Step 103: Generate a cartoon flame model and a cartoon smoke model based on the vertex animation of the preset shader and the program noise data;
[0080] The preset shader can be deployed with a vertex animation function system that can draw triangles. Based on the vertex animation, a basic triangle model is drawn, and then the basic triangle model is adjusted through program noise to generate a cartoon flame model and a cartoon smoke model. Specifically, the triangle model corresponding to the cartoon flame model can be drawn first, and then the triangle model corresponding to the cartoon flame model can be adjusted through program noise to produce flame-related artistic effects to generate a cartoon flame model; then the triangle model corresponding to the cartoon smoke model can be drawn, and then the triangle model corresponding to the cartoon smoke model can be adjusted through program noise to produce smoke-related artistic effects to generate a cartoon smoke model.
[0081] It should be noted that, in actual execution, step 103 and steps 101 and 102 do not necessarily follow a strict sequence. Persons skilled in the art may adjust the sequence as needed. For example, steps 101, 102, and 103 may be performed in sequence; step 103 may be performed first, followed by steps 101 and 102; or step 103 may be performed simultaneously with steps 101 and 102. This is not specifically limited in the embodiments of the present invention.
[0082] Step 104 : Combining the dynamic light and shadow data, the cartoon flame model, and the cartoon smoke model to generate a cartoon dynamic model.
[0083] After the dynamic light and shadow data is determined, and the cartoon flame model and cartoon smoke model are established, the cartoon flame model and cartoon smoke model can be combined to generate a cartoon-textured flame and smoke effect. Then, on this basis, the dynamic light and shadow data can be combined to simulate the shadow of light on the cartoon-textured flame and smoke, so that the two-dimensional cartoon model has a three-dimensional display effect, with 360 degrees without blind spots and different expressions at different angles.
[0084] The present invention obtains shading parameters from a preset shader, including interpolation function values, bisection function values, and program noise data; calls a prefabricated mesh model and performs fitting according to the shading parameters to generate dynamic lighting and shadow data; and, while avoiding the use of real-time lighting, fits the prefabricated mesh model according to the shader parameters to generate dynamic lighting and shadow data. The dynamic lighting and shadow data achieves a false lighting and shadow effect that is indistinguishable to the naked eye, achieving the effect of using real-time lighting. Compared to using real-time lighting, this significantly reduces performance overhead. A cartoon flame model and a cartoon smoke model are generated based on vertex animation from the preset shader and the program noise data. The vertex animation combined with program noise achieves a high-frame-rate explosion effect composed of cartoon flames and cartoon smoke, ensuring high definition. The dynamic lighting and shadow data, the cartoon flame model, and the cartoon smoke model are combined to generate a cartoon dynamic model. This gives the cartoon dynamic model a strong sense of volume, enabling surround shots, close-ups, and slow motion. Under special camera conditions, the model avoids serious frame drops, jitter, blur, rotation anomalies, and other unnatural phenomena, and always faces the camera.
[0085] Reference Figure 2 , shows a flowchart of another embodiment of a method for producing a cartoon dynamic effect of the present invention, which may specifically include the following steps:
[0086] Step 201: Obtain the shading parameters of the preset shader, which include interpolation function values, binary function values, and program noise data; the preset shader includes hard edge dissolve variables and textures.
[0087] According to the user's operation in the preset shader, the instructions and data corresponding to different operations are determined; according to the instructions and parameters, the shading parameters of the preset shader are obtained. The shading parameters include at least interpolation function values, binary function values and program noise data; wherein, for the interpolation function value, it can be the input value of the lerp (function name) function, and the color of the front and back sides of the light and shadow is controlled by the lerp function; for the binary function value, it can be the input value of the step (function name) function, and the black and white binarization is performed by the step function; for the program noise data, it can be voronoi (Thyssen polygon) noise data, and the voronoi noise is used to create dynamics for the light and shadow, provide shape for the model, etc. The preset shader includes hard edge dissolve variables and maps for hard edge dissolve adjustment.
[0088] Step 202: Calling a prefabricated face model to perform fitting according to the shading parameters to generate dynamic light and shadow data;
[0089] In practical applications, a prefabricated mesh model can be drawn in 3D MAX and a MAX file can be created. The prefabricated mesh model can then be imported into the MAX file and fitted according to the shader's shading parameters to generate dynamic lighting and shadow data. The prefabricated mesh model can be configured with different actual mesh models depending on the animation effect. In one example of the present invention, to achieve dynamic lighting and shadow for flames and smoke, the prefabricated mesh models are bowl-shaped and circular.
[0090] Specifically, please refer to Figure 3 , shows an example diagram of a bowl-shaped model of the present invention; the bowl-shaped model is an open thin shell shape, and the circular diameter of the open end is larger than the circular diameter of the closed end. Figure 4 This figure shows an example of a circular patch model of the present invention; the circular patch model is a flat circular patch. In addition, you can also use the plane of the shader to create a bend, and use the same bend to adjust the curvature of the bowl-shaped model and the circular patch model.
[0091] In an optional embodiment of the present invention, the step of calling the prefabricated patch model to perform fitting according to the shading parameters to generate dynamic light and shadow data includes:
[0092] Sub-step S2021, mapping the original texture map coordinate interval of the preset shader to the light effect texture map coordinate interval;
[0093] Read the original texture map coordinate interval UV in the preset shader and map the UV to the light effect texture map coordinate interval. It should be noted that the light effect texture map coordinate interval refers to the texture map coordinate interval used by the shader in producing simulated light and shadow data. The specific values of the interval endpoints can be determined according to requirements.
[0094] In practical applications, the default UV values of shaders are all in the range of 0 to 1. You can map UV values to the range of -1 to 1 to create simulated light and shadow data. Specifically, you can multiply the UV values by 2 and then subtract 1 to change them from 0 to 1 to -1 to 1.
[0095] Sub-step S2022, calculating the distance of the light effect texture map coordinate interval and setting it in the channel of the preset shader to generate simulated light and shadow data;
[0096] After determining the coordinate interval of the light effect texture map, the distance (length) of the interval is calculated to obtain a circle that gradually expands from the center to the periphery, and the distance is set on the channel of the preset shader to obtain a glow effect, so that the light effect can be infinitely magnified without blurring, and a high-definition glow effect can always be guaranteed. This makes the lighting more realistic. Among them, the channel of the preset shader can be an RBGA (Red Green Blue Alpha, three primary colors and transparent) channel. Specifically, in one example of the present invention, the channel of the preset shader is the Alpha Channel.
[0097] Sub-step S2023, setting the prefabricated patch model in the light effect texture map coordinate interval, and adding the program noise data to the prefabricated patch model to generate first cartoon model data;
[0098] The prefabricated mesh model is imported into the shader, and a plane is used to bend the prefabricated mesh model to achieve UV flatness. The prefabricated mesh model is then set within the light effect texture map coordinate range. Procedural noise data is then added to the prefabricated mesh model to add a cartoon texture to the prefabricated mesh model, thereby generating first cartoon model data. It should be noted that the bowl-shaped model and the circular mesh model use the same procedural noise data, but the processing for the bowl-shaped model and the circular mesh model is performed separately.
[0099] Sub-step S2024, classifying the first cartoon model data using the binary function value to generate dynamic model data;
[0100] Then, the binary function value is input into the binary function (step function), and the step function is used to perform binary classification on the first cartoon model data to obtain a black and white binary dynamic effect, thereby generating dynamic model data.
[0101] Sub-step S2025, interpolating the dynamic model data using the interpolation function value to generate light-receiving surface data and backlight surface data;
[0102] Then use the interpolation function value to input the interpolation function (letp function), use the step function to interpolate the dynamic model data, control the color of the front and back sides of the dynamic model, make the inner color brighter and the outer color darker, simulate the light-receiving side and the back-lighting side, and generate the light-receiving side data and the back-lighting side data. Figure 5 , shows a schematic diagram of visualized illuminated surface data and backlit surface data of the present invention, 1 is the illuminated surface, 2 is the backlit surface, and the letp function is used to make the brightness of illuminated surface 1 higher and the brightness of backlit surface 2 lower, thereby generating illuminated surface data and backlit surface data.
[0103] Sub-step S2026, combining the simulated light and shadow data, the dynamic model data, the light-receiving surface data and the backlight surface data to generate dynamic light and shadow data.
[0104] The obtained simulated light and shadow data, dynamic model data, illuminated surface data and backlit surface data are combined layer by layer in the shader based on the same prefabricated model to generate dynamic light and shadow data. Figure 6 , showing a schematic diagram of the visualized dynamic light and shadow data of the present invention, the simulated light and shadow data, dynamic model data, illuminated surface data and backlit surface data generated by performing the above-mentioned processing on the circular patch model are combined together to generate dynamic light and shadow data, and the dynamic light and shadow data is used to simulate the shadow on the ground when the flame explosion occurs, thereby realizing the simulation of the light effect.
[0105] Step 203: Generate a cartoon flame model and a cartoon smoke model based on the vertex animation of the preset shader and the program noise data;
[0106] The vertex animation in the preset shader is used to create flames and smoke, and the flames and smoke are adjusted with procedural noise to generate flame models and cartoon smoke models to achieve cartoon explosion effects.
[0107] In an optional embodiment of the present invention, the step of generating a cartoon flame model and generating a cartoon smoke model based on the vertex animation of the preset shader and the program noise data includes:
[0108] Sub-step S2031, using the vertex animation to draw a spherical model, the spherical model including a first vertex and a first texture lookup map;
[0109] A spherical model is drawn using a triangular facet using top surface animation. The spherical model includes a vertex (i.e., a first vertex) and a first texture lookup map corresponding to the color of the spherical model. The size of the spherical model can be determined based on the desired flame coverage during the explosion, and is therefore not specifically limited in this embodiment of the present invention.
[0110] Sub-step S2032, fitting the sphere model based on the program noise to generate a cartoon flame model;
[0111] Then use the program noise to fit the shape of the sphere model and the displayed color to generate a cartoon flame model with cartoon texture; Figure 7 As shown in the figure, a cartoon flame model with cartoon texture is generated by fitting the shape and texture.
[0112] Specifically, the three-dimensional vector and the third texture lookup map in the preset shader can be obtained; it should be noted that the third texture lookup map refers to the LUT (look up texture) lookup map pre-stored by the preset shader. Among them, the third texture lookup map can be very small, it can be made into 1*128 pixels, or it can be made into many LUT maps, spliced into a 128*128 picture, so that 128 different style colors can be adjusted for the model. The three-dimensional vector is a fake lighting direction vector controlled by the shader. In actual applications, program noise can include two noises, modeling noise and texture noise. Modeling noise is used to control modeling changes, and texture noise is used to control texture changes.
[0113] The modeling noise can be used to control the position of the first vertex, generating a first offset; the larger the first offset, the larger the shape of the spherical model, and vice versa. The texture noise is then used to determine a first color value in the first texture lookup map; a target brightness and color are determined for the texture of the spherical model, and the first offset and the first color value are combined to give the spherical model a specific shape and texture color, thereby generating an initial flame model.
[0114] Furthermore, the first vertex normal vector corresponding to the first vertex is determined; through the vertices of the spherical model, the vector of the vertex on the vertex normal is determined as the first vertex normal vector. The three-dimensional vector is dot-producted with the first vertex normal vector, and the third texture lookup map is sampled to generate flame texture data; the Lambert effect of the spherical model is produced by dot-producting the three-dimensional vector with the normal vector, and then the third texture lookup map is sampled to generate flame texture data with a cartoon texture. Finally, the flame texture data is superimposed on the initial flame model using UV as the alignment parameter to generate a cartoon flame model. The cartoon flame model is produced while using only one texture, achieving a high-definition display effect of the cartoon flame model.
[0115] Sub-step S2033, obtaining a preset particle emission model, wherein the particle emission model includes a second vertex and a second texture lookup map;
[0116] When making smoke, the smoke state formed by the preset particle emission model can be obtained. Specifically, the particle emitter in the shader can be used to generate a particle emission model, and the particle emission model can be obtained for subsequent processing; wherein, the particle emission model includes a second vertex and a second texture lookup map, the second vertex is the vertex of the triangular face model for drawing the particle emission model, and the second texture lookup map is the texture lookup map (lut map) corresponding to the smoke color.
[0117] Sub-step S2034: fitting the particle emission model based on the program noise to generate a cartoon smoke model.
[0118] After obtaining the particle emission model, the particle emission model is also fitted through program noise, and the shape and color of the particle emission model are adjusted to generate a cartoon smoke model with a cartoon texture. Figure 8 As shown, by fitting the particle emission model through program noise, we can generate Figure 8 Cartoon smoke model shown.
[0119] Furthermore, the process of fitting the particle emission model with procedural noise can specifically include: first, using the modeling noise to control the position of the second vertex to generate a second offset; that is, using the modeling noise to control the vertex position of the particle emission model to generate the second offset, where the second offset is the position offset of the second vertex. Then, using the texture noise to determine a second color value in the second texture lookup map; using the texture noise to determine the second color value corresponding to the specific brightness and color of the smoke in the second texture lookup map. Combining the second offset and the second color value gives the smoke a specific shape and texture color, thereby generating an initial smoke model. Furthermore, determining the second vertex normal vector corresponding to the second vertex (that is, determining the vector in the direction of the second vertex's normal), then taking the dot product of the second vertex normal vector with the three-dimensional vector to create a Lambert effect on the smoke, and sampling the third texture lookup map to generate cartoon-like smoke texture data. Finally, overlaying the smoke texture data on the initial smoke model based on the same UV, thereby generating a cartoon smoke model. Similarly, the cartoon smoke model is created using only a single texture map, achieving a high-definition display effect. It should be noted that the three-dimensional vector and the third texture lookup map used in making the cartoon smoke model are the same data as the three-dimensional vector and the third texture lookup map used in making the cartoon flame model.
[0120] In addition, in order to highlight the edges of the cartoon flame model and the cartoon smoke model, bright edges can be added to the edges of the cartoon flame model and the cartoon smoke model. The dot product of the normal direction and the view direction can be used to obtain an edge light effect. The preset shader also includes an arc edge function, which can be a Fresnel function. The specific steps are as follows:
[0121] Determine the first vertical component of the first vertex in the direction of its normal, and determine the second vertical component of the second vertex in the direction of its normal; use the position of the first vertex on the cartoon flame model as the normal of the drawing surface, and determine the first vertical component corresponding to the first vertex in the direction of the normal. Similarly, use the position of the second vertex on the cartoon smoke model as the normal of the drawing surface, and determine the second vertical component corresponding to the second vertex in the direction of the normal.
[0122] The first vertical component is used as the input value of the arc-outline function to generate flame bright edge data; and the second vertical component is used as the input value of the arc-outline function to generate smoke bright edge data. The first component is used as the input value of the arc-outline function to perform a calculation to obtain the output of the arc-outline function as the flame bright edge data. Similarly, the second component is used as the input value of the arc-outline function to perform a calculation to obtain the output of the arc-outline function as the smoke bright edge data. The specific operation of the arc-outline function is to subtract the vertical component from 1 and raise the difference to the Nth power to obtain the output value. For example, when calculating the first vertical component, the difference is subtracted from 1 to obtain a component difference. This difference is used as the base and raised to the Nth power to obtain the output value. The value of N is determined by brightness and is not limited in this embodiment of the present invention.
[0123] The flame bright edge data is superimposed on the cartoon flame model; and the flame bright edge data is superimposed on the cartoon smoke model. Finally, based on the UV coordinates, the flame bright edge data is superimposed on the cartoon flame model to display a curved edge effect on the outer edge of the cartoon flame model, and the smoke bright edge data is superimposed on the cartoon smoke model to display a curved edge effect on the outer edge of the cartoon smoke model.
[0124] Step 204, combining the dynamic light and shadow data, the cartoon flame model, and the cartoon smoke model to generate a cartoon dynamic model;
[0125] Based on the UV in the shader, the dynamic light and shadow data, cartoon flame model, and cartoon smoke model in the same UV are combined to generate a cartoon dynamic model, realizing a dynamic flame and smoke explosion effect with light and shadow.
[0126] In addition, in order to make the explosion effect more realistic, the position where the cartoon dynamic model contacts the ground can be highlighted to simulate the heat of the ground near the core during the explosion. Figure 9 , highlighting the part of the cartoon dynamic model that contacts the ground to generate a bright edge. Specifically, in an optional embodiment of the present invention, it may also include:
[0127] Step S1, determining a world coordinate system based on the light effect texture map coordinate interval;
[0128] Since the original coordinate interval in the shader is modified to the light effect texture map coordinate interval, it is necessary to determine the world coordinate system based on the light effect texture map coordinate interval. The world coordinate system is a Cartesian coordinate system established on the shader with the point on the shader as the origin.
[0129] Step S2, determining a third vertical component of the cartoon flame model on the positive vertical axis of the world coordinate system, and determining a fourth vertical component of the cartoon smoke model on the positive vertical axis of the world coordinate system;
[0130] In the world coordinate system of the shader, the vertical component of the cartoon flame model on the positive vertical axis, i.e., the positive direction of the y-axis, is determined as the third vertical component, and the vertical component of the cartoon smoke model on the positive vertical axis is determined; the decomposition method and the projection method can be used to determine the vertical component, and the embodiment of the present invention does not make specific limitations on this.
[0131] Step S3, performing a reverse operation on the third vertical component to generate first ground bright edge data; performing a reverse operation on the fourth vertical component to generate second ground bright edge data;
[0132] A reverse operation is performed on the third vertical component corresponding to the cartoon flame model, that is, the data is sorted from 0 to 1 and adjusted to 1 to 0 to generate the first ground bright edge data. Similarly, the same reverse operation is performed on the fourth vertical component corresponding to the cartoon smoke model to generate the second ground bright edge data.
[0133] Step S4: superimposing the first ground bright edge data on the cartoon flame model, and superimposing the second ground bright edge data on the cartoon smoke model.
[0134] Then, based on the UV coordinates, the first ground bright edge data is superimposed on the portion of the cartoon flame model at the same UV position, creating a bright edge effect where the cartoon flame model contacts the ground. The second ground bright edge data is superimposed on the portion of the cartoon smoke model at the same UV position, creating a similar bright edge effect where the cartoon smoke model contacts the ground. This creates a corresponding bright edge on the ground when displaying the explosion effect, enhancing the artistic effect of the explosion.
[0135] Step 205: sampling the texture using the cartoon dynamic model to generate sampling data;
[0136] After generating the cartoon dynamic model, a texture is directly sampled to generate sampling data to adjust the transparency of the cartoon dynamic model. The texture can be a pre-map, specifically a niose (noise) texture, which is closer to the explosion display effect.
[0137] Step 206, subtracting the hard edge dissolution variable from the sampled data to generate hard edge dissolution effect data;
[0138] The hard-edge dissolve effect data is generated by subtracting the hard-edge dissolve variable pre-set in the shader from the sampled data and directly adjusting the dissolve change using the color transparency changes of the particle system in the shader. The hard-edge dissolve variable is an adjustable variable, and the user can adjust its size in the shader as needed.
[0139] Step 207: superimpose the hard-edge dissolve effect data onto the cartoon dynamic model.
[0140] Finally, the hard-edge dissolve effect data is combined with the cartoon dynamic model so that after showing the animation effect of the explosion, the cartoon dynamic model completely disappears from the animation, showing the effect of the flames and smoke disappearing after the explosion.
[0141] In an embodiment of the present invention, dynamic lighting and shadow data is generated by mapping the coordinate intervals of a light effect texture map and combining interpolation function values, bisection function values, and procedural noise data. This allows for dynamic shadow effects in cartoon explosions without the need for lighting. This dynamic lighting and shadow data can create fake lighting and shadow effects that are indistinguishable to the naked eye, creating a truly realistic illusion. Compared to using real-time lighting, this reduces the performance overhead of large-scale rendering. Vertex animation combined with procedural noise and LUT maps enables high-frame-rate cartoon explosion effects. The use of textures is reduced when generating cartoon flame and smoke models, achieving high-definition effects and ensuring that the models do not deform. Furthermore, texture lookup maps are used to generate these models, allowing for the rapid creation of a variety of different styles of cartoon smoke effects by adjusting the texture lookup maps. Furthermore, the cartoon effects achieved using two-dimensional cartoon dynamic models offer 360-degree visual fidelity, with varying expressions from different angles and a strong sense of volume. This supports surround, close-up, and slow-motion shots. Unlike traditional approaches, these methods avoid the severe frame drops, jitter, blur, and unnatural rotational artifacts that occur under unusual camera conditions, and are always oriented toward the camera.
[0142] It should be noted that for the sake of simplicity, the method embodiments are described as a series of actions. However, those skilled in the art should be aware that the embodiments of the present invention are not limited by the order of the actions described, because according to the embodiments of the present invention, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in this specification are all preferred embodiments, and the actions involved are not necessarily required by the embodiments of the present invention.
[0143] Reference Figure 10 , shows a structural block diagram of an embodiment of a cartoon dynamic effect production device of the present invention, which may specifically include the following modules:
[0144] An acquisition module 1001 is configured to acquire shading parameters of a preset shader, wherein the shading parameters include an interpolation function value, a binary function value, and program noise data;
[0145] A fitting module 1002 is used to call a prefabricated patch model to perform fitting according to the shading parameters to generate dynamic light and shadow data;
[0146] A drawing module 1003 is configured to generate a cartoon flame model and a cartoon smoke model based on the vertex animation of the preset shader and the program noise data;
[0147] The combining module 1004 is configured to combine the dynamic light and shadow data, the cartoon flame model, and the cartoon smoke model to generate a cartoon dynamic model.
[0148] In an optional embodiment of the present invention, the preset shader includes a hard edge dissolve variable and a map, and the apparatus further includes:
[0149] A sampling module, configured to sample the texture using the cartoon dynamic model to generate sampling data;
[0150] a subtraction module, configured to subtract a hard edge dissolution variable from the sampled data to generate hard edge dissolution effect data;
[0151] The first superposition module is used to superimpose the hard edge dissolving effect data onto the cartoon dynamic model.
[0152] In an optional embodiment of the present invention, the fitting module 1002 includes:
[0153] A mapping submodule, configured to map the original texture map coordinate interval of the preset shader to the light effect texture map coordinate interval;
[0154] A distance calculation submodule, configured to calculate the distance between the coordinate intervals of the light effect texture map and set the distance in the channel of the preset shader to generate simulated light and shadow data;
[0155] An import submodule, configured to set the prefabricated patch model in the light effect texture map coordinate interval, and add the program noise data to the prefabricated patch model to generate first cartoon model data;
[0156] a classification submodule, configured to classify the first cartoon model data using the binary function value to generate dynamic model data;
[0157] An interpolation submodule, configured to interpolate the dynamic model data using the interpolation function value to generate light-receiving surface data and backlight surface data;
[0158] The first combining submodule is configured to combine the simulated light and shadow data, the dynamic model data, the light-receiving surface data, and the backlight surface data to generate dynamic light and shadow data.
[0159] In an optional embodiment of the present invention, the prefabricated dough model includes a bowl-shaped model and a circular dough model.
[0160] In an optional embodiment of the present invention, the drawing module 1003 includes:
[0161] A first drawing submodule, configured to draw a spherical model using the vertex animation, wherein the spherical model includes a first vertex and a first texture lookup map;
[0162] A first fitting submodule is used to fit the sphere model based on the program noise to generate a cartoon flame model;
[0163] An acquisition submodule, configured to acquire a preset particle emission model, wherein the particle emission model includes a second vertex and a second texture lookup map;
[0164] The second fitting submodule is used to fit the particle emission model based on the program noise to generate a cartoon smoke model.
[0165] In an optional embodiment of the present invention, the preset shader includes a three-dimensional vector and a third texture lookup map; the program noise data includes modeling noise and texture noise, and the first fitting submodule includes:
[0166] A first modeling fitting unit, configured to use the modeling noise to control the position of the first vertex and generate a first offset;
[0167] a first texture fitting unit, configured to determine a first color value in the first texture lookup map using the texture noise;
[0168] a first combining unit, configured to combine the first offset and the first color value to generate an initial flame model;
[0169] A first vertex normal vector determining unit, configured to determine a first vertex normal vector corresponding to the first vertex;
[0170] a first dot product unit, configured to perform a dot product of the three-dimensional vector with the first vertex normal vector and sample the third texture lookup map to generate flame texture data;
[0171] The first superimposing unit is configured to superimpose the flame texture data on the initial flame model to generate a cartoon flame model.
[0172] In an optional embodiment of the present invention, the preset shader includes a three-dimensional vector and a third texture lookup map; the program noise data includes modeling noise and texture noise, and the second fitting submodule includes:
[0173] A second modeling fitting unit, configured to use the modeling noise to control the position of the second vertex and generate a second offset;
[0174] a first texture fitting unit, configured to determine a second color value in the second texture lookup map using the texture noise;
[0175] a second combining unit, configured to combine the second offset and the second color value to generate an initial smoke model;
[0176] A second vertex normal vector determining unit, configured to determine a second vertex normal vector corresponding to the second vertex;
[0177] a second dot product unit, configured to perform a dot product of the three-dimensional vector with the second vertex normal vector and sample the third texture lookup map to generate smoke texture data;
[0178] The second superimposing unit is used to superimpose the smoke texture data on the initial smoke model to generate a cartoon smoke model.
[0179] In an optional embodiment of the present invention, the preset shader further includes an arc outline function, and the device further includes:
[0180] a vertex vertical component determination module, configured to determine a first vertical component of the first vertex in a normal direction thereof, and determine a second vertical component of the second vertex in a normal direction thereof;
[0181] An input module, configured to use the first vertical component as an input value of the arc-shaped edge-outlining function to generate flame bright edge data; and use the second vertical component as an input value of the arc-shaped edge-outlining function to generate smoke bright edge data;
[0182] The second superimposing module is used to superimpose the flame bright edge data on the cartoon flame model; and to superimpose the flame bright edge data on the cartoon smoke model.
[0183] In an optional embodiment of the present invention, the device further comprises:
[0184] A world coordinate system determination module, configured to determine a world coordinate system based on the light effect texture map coordinate interval;
[0185] a world coordinate vertical component determination module, configured to determine a third vertical component of the cartoon flame model on the positive vertical axis of the world coordinate system, and to determine a fourth vertical component of the cartoon smoke model on the positive vertical axis of the world coordinate system;
[0186] A direction operation module is used to perform a reverse operation on the third vertical component to generate first ground bright edge data; and perform a reverse operation on the fourth vertical component to generate second ground bright edge data;
[0187] The third superimposing module is configured to superimpose the first ground bright edge data on the cartoon flame model, and to superimpose the second ground bright edge data on the cartoon smoke model.
[0188] As for the device embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiment.
[0189] The embodiment of the present invention further provides an electronic device, such as Figure 11 As shown, including:
[0190] Processor 1101 and storage medium 1102, wherein storage medium 1102 stores a computer program executable by processor 1101. When the electronic device is running, processor 1101 executes the computer program to perform the method according to any one of the embodiments of the present invention. The specific implementation methods and technical effects are similar to those in the method embodiments and are not further described here.
[0191] The embodiment of the present invention also provides a computer readable storage medium, such as Figure 12 As shown, the storage medium stores a computer program 1201, which, when executed by a processor, performs the method according to any one of the embodiments of the present invention. The specific implementation and technical effects are similar to those of the method embodiment and will not be repeated here.
[0192] The various embodiments in this specification are described in a progressive manner, and each embodiment focuses on the differences from other embodiments. The same or similar parts between the various embodiments can be referenced to each other.
[0193] Those skilled in the art will appreciate that embodiments of the present invention may be provided as methods, apparatus, or computer program products. Thus, embodiments of the present invention may take the form of a fully hardware embodiment, a fully software embodiment, or an embodiment combining software and hardware. Furthermore, embodiments of the present invention may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to magnetic disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0194] The embodiments of the present invention are described with reference to the flowcharts and / or block diagrams of the methods, terminal devices (systems), and computer program products according to the embodiments of the present invention. It should be understood that each process and / or block in the flowchart and / or block diagram, as well as the combination of the processes and / or blocks in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing terminal device to produce a machine, so that the instructions executed by the processor of the computer or other programmable data processing terminal device generate instructions for implementing the process in the flowchart and / or block diagram. Figure 1 a process or multiple processes and / or boxes Figure 1 A device that provides the functions specified in a block or multiple blocks.
[0195] These computer program instructions may also be stored in a computer readable memory that can direct a computer or other programmable data processing terminal device to operate in a specific manner, so that the instructions stored in the computer readable memory produce a manufactured product including an instruction device, which implements the process Figure 1 a process or multiple processes and / or boxes Figure 1 The function specified in one or more boxes.
[0196] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal device so that a series of operating steps are executed on the computer or other programmable terminal device to produce a computer-implemented process, thereby providing instructions for executing on the computer or other programmable terminal device to implement the process. Figure 1 a process or multiple processes and / or boxes Figure 1 A step that specifies a function in one or more boxes.
[0197] Although the preferred embodiments of the present invention have been described, those skilled in the art may make additional changes and modifications to these embodiments once they become aware of the basic creative concepts. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments and all changes and modifications that fall within the scope of the embodiments of the present invention.
[0198] Finally, it should be noted that, in this document, relational terms such as first and second, etc., are used only to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. Moreover, the terms "comprises," "comprising," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or terminal device that includes a series of elements includes not only those elements, but also other elements not explicitly listed, or elements inherent to such process, method, article, or terminal device. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of additional identical elements in the process, method, article, or terminal device that includes the element.
[0199] The above is a detailed introduction to a method for producing a cartoon dynamic effect and a device for producing a cartoon dynamic effect provided by the present invention. Specific examples are used herein to illustrate the principles and implementation methods of the present invention. The description of the above embodiments is only used to help understand the method of the present invention and its core idea. At the same time, for those skilled in the art, according to the ideas of the present invention, there may be changes in the specific implementation methods and application scopes. In summary, the contents of this specification should not be understood as limiting the present invention.
Claims
1. A method for producing cartoon dynamic effects, characterized in that: include: Obtaining shading parameters of a preset shader, the shading parameters including an interpolation function value, a bisection function value, and procedural noise data, the preset shader including a hard edge dissolve variable and a map; Calling the prefabricated patch model to fit the shading parameters and generate dynamic light and shadow data; Generate a cartoon flame model and a cartoon smoke model based on the vertex animation of the preset shader and the program noise data; combining the dynamic light and shadow data, the cartoon flame model, and the cartoon smoke model to generate a cartoon dynamic model; The texture is sampled using the cartoon dynamic model to generate sampling data; Subtracting a hard edge dissolution variable from the sampled data to generate hard edge dissolution effect data; The hard-edge dissolving effect data is superimposed on the cartoon dynamic model.
2. The method according to claim 1, characterized in that The step of calling the prefabricated patch model to fit the shading parameters and generating dynamic light and shadow data includes: Mapping the original texture map coordinate interval of the preset shader to the light effect texture map coordinate interval; Calculating the distance of the light effect texture map coordinate interval and setting it in the channel of the preset shader to generate simulated light and shadow data; Setting the prefabricated patch model in the light effect texture map coordinate interval, and adding the program noise data to the prefabricated patch model to generate first cartoon model data; classifying the first cartoon model data using the binary function value to generate dynamic model data; interpolating the dynamic model data using the interpolation function value to generate light-receiving surface data and backlight surface data; The simulated light and shadow data, the dynamic model data, the light-receiving surface data and the backlight surface data are combined to generate dynamic light and shadow data.
3. The method according to claim 2, characterized in that The prefabricated dough models include a bowl-shaped model and a circular dough model.
4. The method according to claim 1, wherein The steps of generating a cartoon flame model and a cartoon smoke model based on the vertex animation of the preset shader and the program noise data include: Using the vertex animation to draw a spherical model, the spherical model includes a first vertex and a first texture lookup map; Fitting the sphere model based on the program noise to generate a cartoon flame model; Obtaining a preset particle emission model, wherein the particle emission model includes a second vertex and a second texture lookup map; The particle emission model is fitted based on the procedural noise to generate a cartoon smoke model.
5. The method according to claim 4, characterized in that The preset shader includes a three-dimensional vector and a third texture lookup map; the program noise data includes modeling noise and texture noise, and the step of fitting the sphere model based on the program noise to generate a cartoon flame model includes: Using the modeling noise to control the position of the first vertex to generate a first offset; Determining a first color value in the first texture lookup map using the texture noise; combining the first offset and the first color value to generate an initial flame model; Determining a first vertex normal vector corresponding to the first vertex; Taking the dot product of the three-dimensional vector with the first vertex normal vector and sampling the third texture lookup map to generate flame texture data; The flame texture data is superimposed on the initial flame model to generate a cartoon flame model.
6. The method according to claim 4, characterized in that The preset shader includes a three-dimensional vector and a third texture lookup map; the program noise data includes modeling noise and texture noise, and the step of fitting the particle emission model based on the program noise to generate a cartoon smoke model includes: Using the modeling noise to control the position of the second vertex to generate a second offset; Determining a second color value in the second texture lookup map using the texture noise; combining the second offset and the second color value to generate an initial smoke model; Determine a second vertex normal vector corresponding to the second vertex; Taking the dot product of the three-dimensional vector with the second vertex normal vector and sampling the third texture lookup map to generate smoke texture data; The smoke texture data is superimposed on the initial smoke model to generate a cartoon smoke model.
7. The method according to claim 4, characterized in that The preset shader further includes an arc outline function, and the method further includes: determining a first perpendicular component of the first vertex in a direction normal to the first vertex, and determining a second perpendicular component of the second vertex in a direction normal to the second vertex; Using the first vertical component as an input value of the arc-shaped edge-outlining function to generate flame bright edge data; and using the second vertical component as an input value of the arc-shaped edge-outlining function to generate smoke bright edge data; The flame bright edge data is superimposed on the cartoon flame model; and the smoke bright edge data is superimposed on the cartoon smoke model.
8. The method according to claim 2, characterized in that The method further comprises: Determine a world coordinate system based on the light effect texture map coordinate interval; Determining a third vertical component of the cartoon flame model on the positive vertical axis of the world coordinate system, and determining a fourth vertical component of the cartoon smoke model on the positive vertical axis of the world coordinate system; Performing a reverse operation on the third vertical component to generate first ground bright edge data; performing a reverse operation on the fourth vertical component to generate second ground bright edge data; The first ground bright edge data is superimposed on the cartoon flame model, and the second ground bright edge data is superimposed on the cartoon smoke model.
9. A cartoon dynamic effect production device, characterized in that: include: An acquisition module, configured to acquire shading parameters of a preset shader, wherein the shading parameters include interpolation function values, bisection function values, and program noise data, and the preset shader includes a hard edge dissolve variable and a texture; A fitting module is used to call a prefabricated patch model to perform fitting according to the shading parameters to generate dynamic light and shadow data; A drawing module, configured to generate a cartoon flame model and a cartoon smoke model based on the vertex animation of the preset shader and the program noise data; a combining module, configured to combine the dynamic light and shadow data, the cartoon flame model, and the cartoon smoke model to generate a cartoon dynamic model; A sampling module, configured to sample the texture using the cartoon dynamic model to generate sampling data; a subtraction module, configured to subtract a hard edge dissolution variable from the sampled data to generate hard edge dissolution effect data; The first superposition module is used to superimpose the hard edge dissolving effect data onto the cartoon dynamic model.
10. An electronic device, characterized in that: The method comprises a processor, a memory and a computer program stored in the memory and capable of running on the processor, wherein when the computer program is executed by the processor, the steps of the method for producing cartoon dynamic effects as claimed in any one of claims 1 to 8 are implemented.
11. 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 steps of the method for producing cartoon dynamic effects according to any one of claims 1 to 8 are implemented.