Processing Method, Device and Electronic Device for Lantern Wind Farm Image

By obtaining lantern pivot point information, baking radius maps and configuring material parameters, the problem of insufficient lantern wind farm animation processing performance in the existing technology is solved, and efficient processing of multi-level lantern wind farms and improving animation effects are achieved.

CN114266852BActive Publication Date: 2025-05-27ARC GAMES CO LTD
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Patent Information

Application Number
CN202111582219.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-22
Publication Date
2025-05-27
Estimated Expiration
2041-12-22

AI Technical Summary

Technical Problem

The existing lantern wind farm animation processing methods have performance problems, which cannot meet the design needs of multi-level lantern wind farms, affecting the animation's display effect.

Method used

By obtaining the pivot point information of the lantern, baking to obtain the radius map, and configuring the material parameters, including motion parameters, according to the radius map, and finally rendering based on these data during image rendering to obtain the image information of the lantern in the wind field.

Benefits of technology

On the premise of ensuring performance, it meets the design needs of multi-level lantern wind farms, improves the display effect of animations, improves the authenticity of the game, and enhances user experience and immersion.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application discloses a method, device, and electronic device for processing a lantern wind field image, relating to the technical field of image information processing. The method includes: first, obtaining axis point information of the lantern, where the axis point information includes axis point UV coordinate information of rigid bodies and / or flexible bodies at each level in the lantern; then, baking a radius texture map of the lantern according to the axis point information; then, configuring material parameters of the lantern based on the radius texture map of the lantern, where the material parameters include motion parameters of the lantern in the wind field; in response to an image rendering instruction, rendering based on the wind field model data of the lantern after configuring the material parameters to obtain image information of the lantern in the wind field. The present application can meet the design requirements of a multi-level lantern wind field, improve the display effect of the lantern wind field animation, enhance the game authenticity, and thus enhance the user's game experience on the premise of ensuring performance.
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Description

Technical Field

[0001] The present application relates to the technical field of image information processing, and in particular, to a method, device, and electronic device for processing lantern wind field images. Background Art

[0002] With the development of Internet technology, more and more games have emerged. The types of games are also diverse, such as action games, adventure games, simulation games, casual games, etc. Users can not only kill time by playing games, but also learn historical knowledge through some games with strong historical backgrounds, making games more and more popular among users.

[0003] There is also a need to design lantern wind field animation images in games. Currently, when implementing lantern wind field images, the form of hinges is generally selected to cooperate with the wind force system.

[0004] However, this method has significant performance problems and cannot meet the design requirements of multi-level lantern wind fields, which will affect the display effect of lantern wind field animations. Summary of the Invention

[0005] In view of this, the present application provides a method, device, and electronic device for processing lantern wind field images, mainly aiming to improve the technical problem that the existing processing method of lantern wind field animations has significant performance problems, cannot meet the design requirements of multi-level lantern wind fields, and will affect the display effect of lantern wind field animations.

[0006] According to one aspect of the present application, a method for processing lantern wind field images is provided. The method includes:

[0007] Obtain the axis point information of the lantern, where the axis point information includes the axis point UV coordinate information of the rigid bodies and / or soft bodies of each level in the lantern;

[0008] Bake the radius texture map of the lantern according to the axis point information;

[0009] Configure the material parameters of the lantern according to the radius texture map of the lantern, where the material parameters include the motion parameters of the lantern in the wind field;

[0010] In response to an image rendering instruction, render based on the wind field model data of the lantern after configuring the material parameters to obtain the image information of the lantern in the wind field.

[0011] According to another aspect of the present application, a device for processing lantern wind field images is provided. The device includes:

[0012] An acquisition module for acquiring pivot point information of a lantern, where the pivot point information includes pivot point UV coordinate information of rigid bodies and / or soft bodies at each level in the lantern;

[0013] A baking module for baking a radius texture map of the lantern according to the pivot point information;

[0014] A configuration module for configuring material parameters of the lantern according to the radius texture map of the lantern, where the material parameters include motion parameters of the lantern in a wind field;

[0015] A rendering module for rendering in response to an image rendering instruction, based on the wind field model data of the lantern after configuring the material parameters, to obtain image information of the lantern in the wind field.

[0016] According to another aspect of the present application, a storage medium is provided, on which a computer program is stored, and when the computer program is executed by a processor, the above-mentioned processing method of the lantern wind field image is implemented.

[0017] According to still another aspect of the present application, an electronic device is provided, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, and when the processor executes the computer program, the above-mentioned processing method of the lantern wind field image is implemented.

[0018] By means of the above technical solutions, a processing method, device, and electronic device for a lantern wind field image provided by the present application, compared with the existing processing method of the lantern wind field animation, the present application provides a new processing method to process the lantern wind field image to improve performance. Specifically, first, acquire the pivot point information of the lantern, including the pivot point UV coordinate information of rigid bodies and / or soft bodies at each level in the lantern; then, according to the pivot point information, bake a radius texture map of the lantern, which can well express the radius of the lantern when moving in the wind field; then, according to the radius texture map of the lantern, configure the material parameters of the lantern, and the material parameters include the motion parameters of the lantern in the wind field; finally, at the time of image rendering, render based on the wind field model data of the lantern after configuring the material parameters to obtain image information of the lantern in the wind field. By applying the technical solutions of the present application, on the premise of ensuring performance, it can meet the design requirements of the multi-level lantern wind field, improve the display effect of the lantern wind field animation, enhance the game authenticity, and further enhance the user's game experience, thereby improving the player's immersion in the game.

[0019] The above description is only an overview of the technical solutions of the present application. In order to be able to understand the technical means of the present application more clearly, it can be implemented according to the content of the specification. And in order to make the above and other purposes, features, and advantages of the present application more obvious and understandable, the specific embodiments of the present application are specifically listed below. Description of the Drawings

[0020] The accompanying drawings described herein are used to provide a further understanding of the present application and form a part of the present application. The schematic embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation to the present application. In the drawings:

[0021] Figure 1 A schematic flowchart of a method for processing a lantern wind field image provided by an embodiment of the present application is shown;

[0022] Figure 2 A schematic structural diagram of a multi-level lantern provided by an embodiment of the present application is shown;

[0023] Figure 3 A schematic structural diagram of a multi-level single flexible body and a single-level single flexible body lantern provided by an embodiment of the present application is shown;

[0024] Figure 4 A schematic flowchart of another method for processing a lantern wind field image provided by an embodiment of the present application is shown;

[0025] Figure 5 A schematic diagram of a judgment example provided by an embodiment of the present application is shown;

[0026] Figure 6 A schematic structural diagram of a device for processing a lantern wind field image provided by an embodiment of the present application is shown. Detailed Embodiments

[0027] The present application will be described in detail below with reference to the accompanying drawings and in conjunction with embodiments. It should be noted that, without conflict, the embodiments in the present application and the features in the embodiments may be combined with each other.

[0028] In order to improve the current existing processing method of lantern wind field animations, there are relatively large performance problems, which cannot meet the design requirements of multi-level lantern wind fields, and further affect the display effect of lantern wind field animations. This embodiment provides a method for processing a lantern wind field image, as Figure 1 shown, the method includes:

[0029] Step 101, obtain the pivot point information of the lantern.

[0030] The lantern in this embodiment can be a traditional lighting appliance or other items in the shape of a lantern. The pivot point information of the lantern can include the pivot point UV coordinate (abbreviation of U, V texture mapping coordinates) information of the rigid body and / or flexible body of each level in the lantern. The UV coordinate means that all image files are two-dimensional planes. The horizontal direction is U, the vertical direction is V, and through this plane, a two-dimensional UV coordinate system.

[0031] In an actual application scenario, the lantern can be at least one level. Among them, multiple levels refer to a string of lanterns connected end to end, or some relatively long ropes or poles connected to a lantern body in a movable form also count as multiple levels.

[0032] The flexible body in the lantern refers to soft objects such as tassels and streamers connected to the lantern; the rigid body in the lantern refers to an object on the lantern that does not deform, such as the lantern body. For example, as Figure 2 shown, it is a schematic diagram of the lantern structure with multiple levels and multiple flexible bodies. This lantern is divided into 3 levels, including level 0, level 1, and level 2. There are multiple streamers (flexible bodies) on the lantern body (rigid body) of each level. The lantern axis point in the figure can be considered as the lantern axis point of the lantern body at level 0, that is, the axis point of the entire lantern. Subsequently, in the wind field, the lantern at level 0 will rotate around this lantern axis point with the lantern radius shown in the figure as the rotation radius, achieving the effect of the lantern being blown by the wind. The sub-lantern axis point shown in the figure can be the axis point of the lantern body at level 1. And the flexible body axis point in the figure can be the axis point of the streamer on the lantern.

[0033] In addition to the lantern structure with multiple levels and multiple flexible bodies, as Figure 3 shown, in actual applications, there can also be lanterns with structures such as multiple levels and single flexible bodies, single level and single flexible bodies.

[0034] The execution subject of this embodiment can be a processing device or equipment for lantern wind field images, which can be used to process the animation images of the lantern in the wind field to achieve a more realistic animation effect of the lantern wind field.

[0035] Step 102: Bake the radius texture map of the lantern according to the axis point information of the lantern.

[0036] The lantern radius texture map can well express the lantern radius when the lantern moves in the wind field. Furthermore, the animation images of the lantern in the wind field can be accurately processed according to this lantern radius texture map. The baked lantern radius texture map can contain the corresponding radius texture maps for each level of the lantern (each section of the lantern).

[0037] In this embodiment, the radius texture map of the lantern can be baked according to the axis point positions of each rigid body and flexible body in the axis point information of the lantern. For example, as Figure 2 shown, according to the positions of the lantern axis point and the sub-lantern axis point, the lantern radius texture map of the lantern rigid body at level 0 is baked, etc.

[0038] Step 103: Configure the material parameters of the lantern according to the radius texture map of the lantern.

[0039] The material parameters may include the motion parameters of the lantern in the wind field. These motion parameters can be configured according to actual needs. Exemplarily, in addition to the radius texture of the lantern, the motion parameters of the lantern in the wind field may further include one or more of the following: the degree of lantern bend, lantern damping, lantern mass, noise frequency, noise amplitude, pendulum frequency, pendulum amplitude of a single level, overall pendulum amplitude, degree of flexible body bend, amplitude of flexible body swing, amplitude of flexible body wave, and speed of flexible body wave.

[0040] Among them, the degree of lantern bend (LanternBend): The larger the value, the greater the degree of lantern bend; an overly large value will cause the lantern to roll up.

[0041] Lantern damping (LanternDamp): The larger the value, the stiffer the lantern swings; the smaller the value, the more flexible the lantern swings.

[0042] Lantern mass (LanternMass): The mass of the lantern. The larger the mass, the more inclined the lantern is to perform pendulum motion; the smaller the mass, the more inclined the lantern is to flutter with the wind.

[0043] These motion parameters such as the degree of lantern bend, lantern damping, and lantern mass can be mainly used to adjust the overall effect of the lantern being blown by the wind.

[0044] Noise frequency (NoiseFrequence): The frequency at which the lantern randomly sways with the wind. The larger the value, the faster the swaying.

[0045] Noise amplitude (NoiseScope): The amplitude at which the lantern randomly sways with the wind. The larger the value, the greater the swaying amplitude.

[0046] Pendulum frequency (RockFrequence): The larger the value, the faster the pendulum motion frequency.

[0047] Pendulum amplitude of a single level (RockScopeSingle): Affects the amplitude of each lantern's pendulum motion around its own axis point. The larger the value, the greater the amplitude.

[0048] Overall pendulum amplitude (RockScopeWhole): Affects the amplitude of the entire lantern's pendulum motion around the lantern axis point. The larger the value, the greater the amplitude.

[0049] Degree of flexible body bend (TailBend): The larger the value, the more waves the flexible body bends into.

[0050] Amplitude of flexible body swing (TailScope): The larger the value, the greater the amplitude of the flexible body swing, indicating that it is more easily blown by the wind.

[0051] Amplitude of flexible body wave (TailWaveScope): The larger the value, the greater the amplitude of the flexible body wave.

[0052] Soft body wave speed (TailWaveSpeed): The larger the value, the faster the soft body wave speed.

[0053] Step 104: In response to the image rendering instruction, render based on the wind field model data of the lantern after configuring the material parameters to obtain the image information of the lantern in the wind field.

[0054] For example, based on the wind field model data of the lantern after configuring these material parameters in step 103, cooperate with the wind force system for dynamic rendering to obtain the animated image of the lantern being blown by the wind in the wind field.

[0055] It should be noted that the method of this embodiment is not limited to processing the wind field image of the lantern, and can also be applied to the animated image processing of other lantern-shaped items in the wind field.

[0056] Compared with the existing processing method of the lantern wind field animation, this embodiment provides a new processing method to process the lantern wind field image to improve performance. Specifically, first obtain the axis point information of the lantern, including the axis point UV coordinate information of the rigid body and / or soft body at each level in the lantern; then according to this axis point information, bake to obtain the radius texture map of the lantern, which can well express the radius of the lantern when moving in the wind field; then based on the radius texture map of the lantern, configure the material parameters of the lantern, and the material parameters include the movement parameters of the lantern in the wind field; finally, at the time of image rendering, render based on the wind field model data of the lantern after configuring the material parameters to obtain the image information of the lantern in the wind field. By applying the technical solution of this embodiment, on the premise of ensuring performance, it can meet the design requirements of the multi-level lantern wind field, improve the display effect of the lantern wind field animation, improve the game authenticity, and further enhance the user's game experience, thereby enhancing the player's immersion in the game.

[0057] Furthermore, as a refinement and extension of the specific implementation manner of the above embodiment, in order to fully illustrate the implementation manner of this embodiment, another processing method of the lantern wind field image is provided, as Figure 4 shown, and this method includes:

[0058] Step 201: Obtain the axis point information of the lantern.

[0059] In this embodiment, in order to meet the model production requirements, the lantern axis point (such as the lantern axis point shown in Figure 2 ) is placed at the point (0, 0, 0). All axis points of the lantern are closely related to the vertices of the model. When modeling, the positions of the vertices should be placed in appropriate positions, and pay attention to the distance of intersection. The distinction between the rigid body and the soft body: as shown in Figure 2As shown, for the lantern at level 0, the rigid body UV0.x can be in the range of 0 - 1, and the soft body UV0.x can be in the range of 1 - 2.

[0060] In a specific design, multiple - section lanterns can be supported, such as up to 8 - section lanterns, etc. The soft - body pivot point is the position of the local space coordinate system relative to the point (0, 0, 0). The value of the rigid body is 0, and the unit is m (it needs to be multiplied by 100 when converted to centimeters). For example, the form of saving pivot - point data is as follows: for the lantern at level 2, UV2.r corresponds to the soft - body pivot - point x; UV2.g corresponds to the soft - body pivot - point y. For the lantern at level 3, UV3.r corresponds to the soft - body pivot - point z, etc. The soft - body gradient corresponding to UV3.g, the pivot - point position is 0, and the farthest position is 1; the value of the rigid body is - 1. If there are other levels in the future, according to the lantern ID number, from top to bottom, starting from 0, such as UV4.r, etc., the soft - body random number corresponding to UV4.g is in the range of 0 - 1, and the rigid body is 0.

[0061] After obtaining the pivot - point information of the lantern, according to the pivot - point information of the lantern, a radius texture map of the lantern is baked. In practical applications, there may be multiple lantern tassels at the same position. To improve the authenticity of the wind - field movement of such lanterns, optionally, the process of baking the radius texture map of the lantern according to the pivot - point information of the lantern may include: baking the radius texture map of the lantern according to the pivot - point information of the lantern and the set error value, so that the lantern tassel models at the same position have the same random movement.

[0062] The existence of this error value is to endow the lantern tassels at the same position with the same random movement, such as being applicable to the lantern tassels composed of cross - pieces; if, after baking, it is found that the dynamics of such lantern tassel models are inconsistent, this error value can be tried to be adjusted larger (or smaller).

[0063] For this embodiment, the specific technical implementation of baking the radius texture map of the lantern can execute the process shown in steps 202 to 204.

[0064] Step 202: Through the curve function of the Unreal Engine, configure the positions of each pivot point in the lantern with reference to the pivot - point information of the lantern.

[0065] Optionally, step 202 may specifically include: First, use a preset 3D computer graphics tool to import the model data of the lantern based on the reference point of the scene; then, after switching the view, adjust the positions of the pivot points on the curve in cooperation with the grouping mode of the rigid body or the soft body, so that they correspond to the pivot - point positions of the lantern, and determine the hierarchical information to which each element in the model data of the lantern belongs.

[0066] The grouping method of rigid bodies (Solid Method) is divided into grouping by center, grouping by the highest point (Max), and grouping by the lowest point (Min). The grouping method of soft bodies (Soft Method) can also be divided into grouping by center, grouping by the highest point, and grouping by the lowest point.

[0067] For example, in this embodiment, it can be obtained by baking using the three-dimensional computer graphics tool Houdini, a movie special effects magician. The process of using the tool is as follows: Configure the pivot point position through the curve function of the Unreal Engine (UE) in the scene, bake the data into the UV, and then bake a lantern radius map. Specifically, first, drag the model to be baked and the Houdini tool into the scene at point (0, 0, 0), and select the lantern model to be baked in the tool. Then switch the view to facilitate observing and modifying the pivot point.

[0068] Optionally, the process of switching the view may specifically include: adjusting the view to an orthogonal side view and switching to the wireframe mode to display a preset number of curves and pivot points. Exemplarily, the preset number of curves and pivot points specifically includes: the target curve and pivot points of the first color and pivot points of the second color. For example, adjust the view to an orthogonal side view and switch to the wireframe mode to facilitate observing the pivot point. By default, there will be one curve, one yellow pivot point (corresponding to the pivot point of the first color), and one green pivot point (corresponding to the pivot point of the second color). If there is no pivot point or there are multiple pivot points, it can be modified by adding or deleting.

[0069] After switching the view, adjust the position of the pivot point on the curve according to the grouping mode of the rigid body or soft body so that it corresponds to the pivot point position of the lantern, and determine the hierarchical information to which each element in the model data of the lantern belongs. Optionally, this process may specifically include: configuring the pivot point of the first color starting from the second level, and selecting the pivot point of the second color when the number of nodes is insufficient to create new nodes; then, taking the pivot point of the curve as the dividing line, determine the hierarchical information to which each element in the model data of the lantern belongs according to the position selected by the grouping mode.

[0070] Exemplarily, taking the axis point of the curve as the dividing line and according to the position selected by the grouping pattern, determining the hierarchical information of each element in the model data of the lantern, specifically may include: taking the axis point of the curve as the dividing line and according to the position selected by the grouping pattern, judging whether the current element belongs to the previous level or the next level; if the selected position is in the first part on one side of the dividing line, and the grouping pattern of the first part chooses to group by the highest point or by the center, then it is determined that the current element belongs to the previous level; if the selected position is in the first part, and the grouping pattern of the first part chooses to group by the lowest point, then it is determined that the current element belongs to the next level; if the selected position is in the second part on the other side of the dividing line, and the grouping pattern of the second part chooses to group by the highest point, then it is determined that the current element belongs to the previous level; if the selected position is in the second part, and the grouping pattern of the second part chooses to group by the center or by the lowest point, then it is determined that the current element belongs to the next level.

[0071] In this way, the level information to which each element in the model data of the lantern belongs can be accurately determined.

[0072] For example, adjust the position of the pivot point on the curve to correspond to the desired pivot point of the lantern. The yellow pivot point is on top, so you only need to worry about the height of the pivot point. The horizontal position is not important. The most important thing is that the origin of the lantern has been confirmed to be (0, 0, 0), so the yellow pivot point is configured from level 1 (the layer above is level 0, and the layer below is level 2). If the number of nodes is insufficient, select the green node and hold down Alt while dragging to create a new node.

[0073] The position of the curve axis point should be set in accordance with the grouping mode of the rigid body and the soft body. The axis point of the curve is used as the dividing line. The position selected by the mode is used to determine whether the current element belongs to the upper layer or the lower layer. Figure 5 As shown in the figure, if part 1 (corresponding to the first part on one side of the dividing line) chooses to group by the highest point (Max) or the center (Center), it is judged as the previous level; if it chooses to group by the lowest point (Min), it is judged as the next level. If part 2 (corresponding to the second part on the other side of the dividing line) chooses to group by the highest point (Max), it is judged as the previous level; if it chooses to group by the center (Center) or the lowest point (Min), it is judged as the next level.

[0074] Step 203: Bake the lantern model data into the UV coordinate system.

[0075] Based on the optional method in step 202, further optionally, step 203 may specifically include: baking the model data of the lantern into the UV coordinate system according to the position of each axis point in the lantern and the hierarchical information to which each element belongs, so as to ensure that the model data of the lantern is accurately baked into the UV coordinate system.

[0076] Step 204. In the UV coordinate system, according to the positions of the axis points in the lantern, bake to obtain the radius texture map of the lantern.

[0077] After baking, the function of Bake Radius can be used to bake the radius texture map. Find the corresponding texture map in the set path and add it to the material. It should be noted that each time the texture map path (Radius TexturePath, which can include the output image name and image extension) and the name are modified, baking (Rebuild) is required for the modification to take effect.

[0078] To meet the wind field animation requirements of multi-level lanterns, optionally, the horizontally divided radius texture map of the baked lantern is at least in one part, and the number of parts is the same as the number of levels of the lantern. The length of each part corresponds to the length of each level of the lantern. Among them, the length of each level of the lantern is the distance from the rigid body axis point of the upper level of the lantern to the rigid body axis point of the lower level of the lantern. For example, bake the lantern radius map: a 16x16 texture map, horizontally divided into 8 parts. From left to right is the length of each section of the lantern, and the length is the distance from the previous axis point to the next axis point, with the unit being 10m (converted to centimeters, it needs to be multiplied by 1000). The minimum radius of the lantern is 3cm, and the maximum is 1000cm.

[0079] Step 205. Configure the material parameters of the lantern according to the radius texture map of the lantern.

[0080] Step 206. In response to the image rendering instruction, render based on the wind field model data of the lantern after configuring the material parameters to obtain the image information of the lantern in the wind field.

[0081] Compared with the existing processing methods for lantern wind field animations, this embodiment provides a new processing method for processing lantern wind field images to improve performance. By applying the technical solution of this embodiment, on the premise of ensuring performance, the design requirements of multi-level lantern wind fields can be met, the display effect of lantern wind field animations can be improved, the game authenticity can be enhanced, and thus the user's game experience can be enhanced, thereby improving the player's immersion in the game.

[0082] Further, as Figure 1 and Figure 4 shown in the specific implementation of the method, this embodiment provides a processing device for lantern wind field images. As Figure 6 shown, the device includes: an acquisition module 31, a baking module 32, a configuration module 33, and a rendering module 34.

[0083] The acquisition module 31 is used to acquire the axis point information of the lantern, and the axis point information includes the axis point UV coordinate information of the rigid body and / or flexible body of each level in the lantern;

[0084] A baking module 32, configured to bake a radius texture map of the lantern according to the axis point information;

[0085] A configuration module 33, configured to configure material parameters of the lantern according to the radius texture map of the lantern, where the material parameters include motion parameters of the lantern in a wind field;

[0086] A rendering module 34, configured to, in response to an image rendering instruction, perform rendering based on wind field model data of the lantern after configuring the material parameters, to obtain image information of the lantern in the wind field.

[0087] In a specific application scenario, optionally, the radius texture map of the lantern is horizontally divided into at least one part, and the number of parts is the same as the number of levels of the lantern. The length of each part corresponds to the length of the lantern at each level, where the length of the lantern at each level is the distance from the rigid body axis point of the lantern at the upper level to the rigid body axis point of the lantern at the lower level.

[0088] In a specific application scenario, the baking module 32 is specifically configured to, through the curve function of the Unreal Engine, configure the positions of the axis points in the lantern with reference to the axis point information; bake the model data of the lantern into the UV coordinate system; and in the UV coordinate system, bake the radius texture map of the lantern according to the positions of the axis points in the lantern.

[0089] In a specific application scenario, the baking module 32 is further specifically configured to use a preset 3D computer graphics tool to import the model data of the lantern based on the reference point of the scene; after switching the view, adjust the positions of the axis points on the curve in cooperation with the grouping mode of the rigid body or soft body, so that they correspond to the axis point positions of the lantern, and determine the hierarchical information to which each element in the model data of the lantern belongs.

[0090] In a specific application scenario, the process of switching the view in the baking module 32 includes: adjusting the view to an orthogonal side view and switching to the wireframe mode, so as to display a preset number of curves and axis points.

[0091] In a specific application scenario, optionally, the preset number of curves and axis points includes: a target curve, axis points of a first color, and axis points of a second color;

[0092] Correspondingly, the baking module 32 is further specifically configured to configure the axis points of the first color starting from the second level, select the axis points of the second color when the number of nodes is insufficient to create new nodes; and use the axis points of the curve as a dividing line to determine the hierarchical information to which each element in the model data of the lantern belongs according to the selected position in the grouping mode.

[0093] In a specific application scenario, the baking module 32 is further specifically configured to bake the model data of the lantern into the UV coordinate system according to the positions of the axis points in the lantern and the hierarchical information to which each element belongs.

[0094] In a specific application scenario, the baking module 32 is further specifically configured to use the axis point of the curve as a demarcation line, and determine whether the current element belongs to the upper level or the lower level according to the position selected by the grouping mode; if the selected position is in the first part on one side of the demarcation line and the grouping mode of the first part selects grouping by the highest point or grouping by the center, it is determined that the current element belongs to the upper level; if the selected position is in the first part and the grouping mode of the first part selects grouping by the lowest point, it is determined that the current element belongs to the lower level; if the selected position is in the second part on the other side of the demarcation line and the grouping mode of the second part selects grouping by the highest point, it is determined that the current element belongs to the upper level; if the selected position is in the second part and the grouping mode of the second part selects grouping by the center or grouping by the lowest point, it is determined that the current element belongs to the lower level.

[0095] In a specific application scenario, the baking module 32 is further specifically configured to bake the radius texture map of the lantern according to the axis point information and the set error value, so that the lantern tassel models at the same position have the same random movement.

[0096] In a specific application scenario, optionally, in addition to the radius texture map of the lantern, the motion parameters further include one or more of: the bending degree of the lantern, the damping of the lantern, the mass of the lantern, the noise frequency, the noise amplitude, the pendulum frequency, the pendulum amplitude of a single level, the overall pendulum amplitude, the bending degree of the soft body, the swing amplitude of the soft body, the wave amplitude of the soft body, and the wave speed of the soft body.

[0097] It should be noted that for other corresponding descriptions of the functional units involved in the lantern wind field image processing device provided in this embodiment, reference can be made to Figure 1 and Figure 4 the corresponding descriptions therein, which will not be elaborated here.

[0098] Based on the methods as shown in Figure 1 and Figure 4 above, correspondingly, this embodiment further provides a storage medium, on which a computer program is stored, and when the computer program is executed by a processor, it implements the lantern wind field image processing method as shown in Figure 1 and Figure 4 above.

[0099] Based on such an understanding, the technical solution of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, a USB flash drive, a portable hard drive, etc.), and includes a number of instructions for causing a computer device (such as a personal computer, a server, or a network device, etc.) to execute the methods of various implementation scenarios of the present application.

[0100] Based on the above-mentioned Figure 1 and Figure 4 shown methods, as well as Figure 6 the virtual device embodiments shown, in order to achieve the above object, the embodiments of the present application also provide an electronic device, which may specifically be a personal computer, a laptop computer, a smart phone, a server, or other network devices, etc. The device includes a storage medium and a processor; the storage medium is used for storing a computer program; the processor is used for executing the computer program to implement the above-mentioned Figure 1 and Figure 4 shown processing method of the lantern wind field image.

[0101] Optionally, the above-mentioned physical device may further include a user interface, a network interface, a camera, a radio frequency (RF) circuit, sensors, an audio circuit, a WI-FI module, etc. The user interface may include a display screen (Display), an input unit such as a keyboard (Keyboard), etc. Optionally, the user interface may further include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (such as a WI-FI interface), etc.

[0102] Those skilled in the art can understand that the above-mentioned physical device structure provided in this embodiment does not constitute a limitation on the physical device, and may include more or fewer components, or combine certain components, or arrange different components.

[0103] The storage medium may further include an operating system and a network communication module. The operating system is a program for managing the hardware and software resources of the above-mentioned physical device, and supports the operation of an information processing program and other software and / or programs. The network communication module is used to implement the communication between the components inside the storage medium, as well as the communication between other hardware and software in the information processing physical device.

[0104] Through the description of the above embodiments, those skilled in the art can clearly understand that the present application can be implemented by means of software plus a necessary general hardware platform, or can also be implemented by hardware. By applying the solution of this embodiment, compared with the existing processing method of lantern wind field animation, this embodiment is equivalent to providing a new processing method to process lantern wind field images to improve performance. By applying the technical solution of this embodiment, on the premise of ensuring performance, it can meet the design requirements of multi-level lantern wind fields, can improve the display effect of lantern wind field animations, improve the game authenticity, and thus can enhance the user's game experience, thereby enhancing the player's immersion in the game.

[0105] Those skilled in the art can understand that the drawings are only schematic diagrams of a preferred implementation scenario, and the modules or processes in the drawings are not necessarily essential for implementing the present application. Those skilled in the art can understand that the modules in the device in the implementation scenario can be distributed in the device in the implementation scenario according to the description of the implementation scenario, or can be correspondingly changed and located in one or more devices different from the present implementation scenario. The modules in the above implementation scenario can be combined into one module, or can be further split into multiple sub-modules.

[0106] The above serial numbers of the present application are only for description and do not represent the advantages or disadvantages of the implementation scenarios. The above disclosure is only several specific implementation scenarios of the present application. However, the present application is not limited thereto, and any changes that can be thought of by those skilled in the art should fall within the protection scope of the present application.

Claims

1. A method for processing an image of a lantern wind field, characterized in that, it includes: Obtain the axis point information of the lantern, and the axis point information includes the axis point UV coordinate information of the rigid body and / or flexible body of each layer in the lantern; According to the axis point information, bake to obtain the radius texture map of the lantern, including: through the curve function of the Unreal Engine, configure the positions of each axis point in the lantern with reference to the axis point information; bake the model data of the lantern into the UV coordinate system; in the UV coordinate system, bake again to obtain the radius texture map of the lantern according to the positions of each axis point in the lantern; Configure the material parameters of the lantern according to the radius texture map of the lantern, and the material parameters include the motion parameters of the lantern in the wind field; In response to an image rendering instruction, render based on the wind field model data of the lantern after configuring the material parameters to obtain the image information of the lantern in the wind field; Configure the positions of each axis point in the lantern through the curve function of the Unreal Engine with reference to the axis point information, including: use a preset 3D computer graphics tool to import the model data of the lantern based on the reference point of the scene; after switching the view, adjust the positions of the axis points on the curve in cooperation with the grouping mode of the rigid body or flexible body, so that they correspond to the axis point positions of the lantern, and determine the hierarchical information of each element in the model data of the lantern; Bake the model data of the lantern into the UV coordinate system, including: bake the model data of the lantern into the UV coordinate system according to the positions of each axis point in the lantern and the hierarchical information of each element; 2. The method according to claim 1, characterized in that, The radius texture map of the lantern is horizontally divided into at least one part, and the number of parts is the same as the number of layers of the lantern, and the length of each part corresponds to the length of each layer of the lantern, where the length of each layer of the lantern is the distance from the rigid body axis point of the upper layer of the lantern to the rigid body axis point of the lower layer of the lantern.

3. The method according to claim 2, characterized in that, The process of switching the view includes: Adjust the view to an orthogonal side view and switch to the wireframe mode to display a preset number of curves and axis points.

4. The method according to claim 3, characterized in that, The preset number of curves and axis points includes: the target curve and the axis points of the first color, the axis points of the second color; After switching the view, adjust the positions of the axis points on the curve in cooperation with the grouping mode of the rigid body or flexible body, so that they correspond to the axis point positions of the lantern, and determine the hierarchical information of each element in the model data of the lantern, specifically including: Configure the axis points of the first color starting from the second layer, and select the axis points of the second color when the number of nodes is insufficient to create new nodes; Taking the axis points of the curve as the dividing line, determine the hierarchical information of each element in the model data of the lantern according to the position selected by the grouping mode.

5. The method according to claim 4, characterized in that, Taking the axis points of the curve as the dividing line, determine the hierarchical information of each element in the model data of the lantern according to the position selected by the grouping mode, specifically including: Taking the axis point of the curve as the demarcation line, determine whether the current element belongs to the upper level or the lower level according to the position selected by the grouping mode; If the selected position is in the first part on one side of the demarcation line, and the grouping mode of the first part selects grouping by the highest point or grouping by the center, it is determined that the current element belongs to the upper level; If the selected position is in the first part, and the grouping mode of the first part selects grouping by the lowest point, it is determined that the current element belongs to the lower level; If the selected position is in the second part on the other side of the demarcation line, and the grouping mode of the second part selects grouping by the highest point, it is determined that the current element belongs to the upper level; If the selected position is in the second part, and the grouping mode of the second part selects grouping by the center or grouping by the lowest point, it is determined that the current element belongs to the lower level.

6. The method according to claim 1, wherein, the baking the radius map of the lantern according to the axis point information includes: baking the radius map of the lantern according to the axis point information and the set error value, so that the lantern tassel models at the same position have the same random movement.

7. The method according to any one of claims 1 to 6, wherein, the motion parameters include, in addition to the radius map of the lantern: one or more of the bending degree of the lantern, the damping of the lantern, the mass of the lantern, the noise frequency, the noise amplitude, the pendulum frequency, the pendulum amplitude of a single level, the overall pendulum amplitude, the bending degree of the soft body, the swing amplitude of the soft body, the wave amplitude of the soft body, and the wave speed of the soft body.

8. A processing device for a lantern wind field image, wherein, it includes: an acquisition module for acquiring the axis point information of the lantern, and the axis point information includes the axis point UV coordinate information of the rigid body and / or the soft body of each level in the lantern; a baking module for baking the radius map of the lantern according to the axis point information; wherein: configuring the positions of the axis points in the lantern with reference to the axis point information through the curve function of the Unreal Engine; baking the model data of the lantern into the UV coordinate system; and baking the radius map of the lantern again in the UV coordinate system according to the positions of the axis points in the lantern; a configuration module for configuring the material parameters of the lantern according to the radius map of the lantern, and the material parameters include the motion parameters of the lantern in the wind field; a rendering module for rendering, in response to an image rendering instruction, the wind field model data of the lantern after configuring the material parameters to obtain the image information of the lantern in the wind field; the baking module is further configured to import the model data of the lantern based on the reference point of the scene by using a preset three-dimensional computer graphics tool; after switching the view, adjust the positions of the axis points on the curve in cooperation with the grouping mode of the rigid body or the soft body so as to correspond to the axis point positions of the lantern, and determine the hierarchical information to which each element in the model data of the lantern belongs; and bake the model data of the lantern into the UV coordinate system according to the positions of the axis points in the lantern and the hierarchical information to which each element belongs.

9. A storage medium having a computer program stored thereon, wherein, when the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.

10. An electronic device, comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein, when the processor executes the computer program, the method according to any one of claims 1 to 7 is implemented.