A ground light shooting model generation method, device and equipment and storage medium

CN115619921BActive Publication Date: 2026-10-16广东精鹰传媒科技集团股份有限公司
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Patent Information

Application Number
CN202211241057.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-11
Publication Date
2026-10-16
Estimated Expiration
2042-10-11

AI Technical Summary

Technical Problem

[0002]在影视领域中,关于光线的特效应用是十分常见的,尤其是二次元风格的射光效果,其制作并非使用真正的光线进行模拟,而是采用几何元素,产生从地面透射出来并向四周扩散的视觉效果,在现有的技术手段中,需要在后期或三维软件上通过大量的粒子进行合成,耗时较长且软件计算量较大,因此生成该种射光的效率较低

Benefits of technology

[0010]本申请通过减小显露出来的第一方块在U轴和V轴方向上的尺寸,然后再随机加大U轴和V轴方向上的尺寸减小后的第一方块的W轴向位属性,提高地面射光模型的显示效果。

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Abstract

The application relates to the field of computer special effect processing, in particular to a ground light shooting model generation method and device, equipment and a storage medium. The method comprises the following steps: setting a first entity object; adding the first entity object into a RayFire Voxels program; performing voxelization processing on the first entity object through the RayFire Voxels program to obtain a plurality of first blocks, and the plurality of first blocks are closely connected; adding a black-and-white UVW map in a position attribute of the RayFire Voxels program to expose the first blocks in a white area in the black-and-white UVW map; adding a first patch above the first blocks; randomly increasing the W-axis position attribute value of the exposed first blocks, so that the first blocks are raised on the first patch to form a ground light shooting model. Through the method, the generation process of the ground light shooting model is simplified, and the generation efficiency of the ground light shooting model is improved.
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Description

Technical Field

[0001] This application relates to the field of computer special effects processing, and more specifically, to a method, apparatus, device, and storage medium for generating a ground-based light model. Background Technology

[0002] In the film and television industry, the use of special effects for light is very common, especially the two-dimensional style of light projection effects. The production of these effects does not use real light to simulate light, but rather uses geometric elements to create a visual effect that shines from the ground and spreads outwards. With existing technology, it is necessary to synthesize a large number of particles in post-production or 3D software, which is time-consuming and requires a large amount of software computation, so the efficiency of generating this kind of light projection is relatively low.

[0003] There is currently no effective technical solution to the above problems. Summary of the Invention

[0004] The purpose of this application is to provide a method, apparatus, device, and storage medium for generating ground-based light models, which can quickly generate ground-based light and improve the efficiency of ground-based light generation.

[0005] Firstly, this application provides a method for generating a ground-based scattering model, comprising the following steps: S100, Set the first entity object; S200. Add the first entity object into the RayFire Voxels program, and use the RayFire Voxels program to voxelize the first entity object to obtain multiple first blocks, which are closely connected. S300. Add a black and white UVW map to the position properties of the RayFire Voxels program to reveal the first square located in the white area of ​​the black and white UVW map and hide the first square located in the black area of ​​the black and white UVW map. S400, Add the first face above the first block; S500, randomly increase the W-axis alignment attribute value of each exposed first block, so that the exposed first block protrudes from the first facet to form a ground-based light model.

[0006] This application provides a method for generating a ground ray model. The method involves using the RayFire Voxels program to cut a first entity object into multiple first cubes, then adding a black and white UVW map to expose the first cubes located within the white areas of the black and white UVW map and hide the first cubes located within the black areas of the black and white UVW map. Subsequently, a first facet is added above the first cubes, hiding the portion below the first facet and only displaying the portion above the first facet. The W-axis orientation value of the exposed first cubes is randomly increased, causing the exposed first cubes to protrude from the first facet, thus obtaining a ground ray model composed of multiple rays of varying heights above the first facet. This method eliminates the need for individual settings for each ground ray model; multiple ground ray models can be quickly obtained through operations within the RayFire Voxels program, improving the generation efficiency of ground ray models.

[0007] Optionally, in the method for generating a ground-based scattering model proposed in this application, in step S300, the black-and-white UVW map includes multiple layers of annular apertures that diffuse outwards from the center.

[0008] Optionally, the method for generating a ground-based irradiance model proposed in this application includes the following steps in step S300: S310. Perform noise reduction processing on the black and white UVW map to give the black and white UVW map a random noise effect. S320. Add the noise-enhanced black and white UVW map to the position attribute of the RayFire Voxels program to reveal the first square located in the white area of ​​the black and white UVW map and hide the first square located in the black area of ​​the black and white UVW map.

[0009] Optionally, the method for generating a ground-based scattering model proposed in this application includes the following steps between step S400 and step S500: S410. Adjust the orientation attribute values ​​of the U-axis and V-axis of the first exposed block to reduce the size of the first exposed block in the U-axis and V-axis directions.

[0010] This application improves the display effect of the ground scattering model by reducing the size of the first exposed block in the U-axis and V-axis directions, and then randomly increasing the W-axis alignment attribute of the first block after the size reduction in the U-axis and V-axis directions.

[0011] Optionally, the method for generating a ground-based scattering model proposed in this application further includes: S600. Set a second entity object, add the second entity object into the RayFire Voxels program, perform voxelization on the second entity object to obtain multiple second blocks, and connect the multiple second blocks tightly. S700, Add a second face to the upper surface of the second block; S800, Increase the W-axis alignment attribute value of the second block to make the second block protrude from the second facet to generate the ground model.

[0012] This application sets up a second entity object, performs voxelization on the second entity to obtain multiple second blocks, sets a second facet on top of the second blocks, and increases the W-axis alignment attribute value of the second blocks to quickly generate a ground model on the second facet.

[0013] Optionally, in the method for generating a ground scattering model proposed in this application, the increase in the W-axis alignment attribute value of the second block is less than the increase in the W-axis alignment attribute value of the first block.

[0014] This application achieves the visual effect of ground-based light emanating from the ground model by controlling the increase value of the W-axis alignment attribute of the second block to be less than the increase value of the W-axis alignment attribute of the first block.

[0015] This application provides a method for generating a ground-based scattering model. The method involves using RayFire Voxels to cut a first entity object into multiple first cubes. A black-and-white UVW map is then added to the position attributes of RayFire Voxels to expose the first cubes located within the white areas of the UVW map and hide the first cubes located within the black areas. A first patch is then added above the first cubes to occlude the model, obscuring the portion below the patch and only displaying the portion above it. The W-axis orientation attribute value of the exposed first cubes is then randomly increased, causing the exposed first cubes to extend upwards and protrude beyond the first patch according to the randomly increased W-axis orientation attribute value. This forms a ground-based scattering model composed of multiple rays of varying heights above the first patch. This method eliminates the need for individual settings for each ground-based scattering model, utilizing only RayFire Voxels. The Voxels program can quickly obtain the ground ray model by processing the first entity object, which improves the generation efficiency of the ground ray model. Then, the second entity object is set to generate the ground model, so that the final visual effect of the ground ray model shining from the ground model can be displayed.

[0016] Secondly, this application provides a ground-based radiation model generation apparatus, the apparatus comprising: The settings module is used to set the first entity object; The cutting module is used to add the first entity object into the RayFire Voxels program. The RayFire Voxels program performs voxelization on the first entity object to obtain multiple first blocks, which are closely connected. The texture module is used to add a black and white UVW map to the position properties of the RayFire Voxels program to reveal the first square located in the white area of ​​the black and white UVW map and hide the first square located in the black area of ​​the black and white UVW map. Add a module to add the first facet above the first block; The orientation increase module is used to randomly increase the W-axis orientation attribute value of each exposed first block, so that the exposed first block protrudes from the first facet to form a ground-based light model.

[0017] This application proposes a ground ray model generation apparatus. A first entity object is set using a setting module, and then the first entity object is added to the RayFire Voxels program using a cutting module. The RayFire Voxels program performs voxelization on the first entity object to obtain multiple first blocks. Then, a black and white UVW map is added to the position attribute of the RayFire Voxels program using a mapping module to reveal the first blocks located in the white areas of the black and white UVW map and hide the first blocks located in the black areas of the black and white UVW map. Next, an adding module is used to add a first facet above the first blocks. Finally, an axis-increase module randomly increases the W-axis position attribute value of the revealed first blocks, causing the revealed first blocks to protrude above the first facet, resulting in ground ray models with varying heights. This method eliminates the need for individual settings for each ground ray model; multiple ground ray models can be quickly obtained simply through operations within the RayFire Voxels program, thus improving the generation efficiency of ground ray models.

[0018] Optionally, the ground-based scattering model generation apparatus provided in this application further includes: The orientation reduction module is used to adjust the orientation attribute values ​​of the first block along the U-axis and V-axis, thereby reducing the size of the exposed first block in the U-axis and V-axis directions.

[0019] Thirdly, this application provides an electronic device including a processor and a memory, the memory storing computer-readable instructions, which, when executed by the processor, perform the steps of the method provided in the first aspect above.

[0020] Fourthly, this application provides a storage medium on which a computer program is stored, and when the computer program is executed by a processor, it performs the steps of the method provided in the first aspect above.

[0021] As described above, the method, apparatus, device, and storage medium for generating a ground scattering model provided in this application involve using the RayFire Voxels program to cut a first entity object into multiple first blocks, then adding a black and white UVW map to the position attributes of the RayFire Voxels program to expose the first blocks located in the white areas of the black and white UVW map and hide the first blocks located in the black areas of the black and white UVW map. Subsequently, a first patch is added above the first blocks to occlude the model, obscuring the portion below the first patch and only showing the portion above the first patch. Then, by randomly increasing the W-axis orientation attribute value of the exposed first blocks, the multiple exposed first blocks extend upwards and protrude beyond the first patch according to the randomly increased W-axis orientation attribute value, thereby forming a ground scattering model composed of multiple rays of varying heights above the first patch. This method does not require individual settings for each ground scattering model; it only requires RayFire Voxels. The Voxels program can quickly obtain the ground ray model by processing the first entity object, which improves the generation efficiency of the ground ray model. Then, the second entity object is set to generate the ground model, so that the final visual effect of the ground ray model shining from the ground model can be displayed.

[0022] Other features and advantages of this application will be set forth in the following description and will be apparent in part from the description or may be learned by practicing embodiments of this application. The objectives and other advantages of this application may be realized and obtained by means of the structures particularly pointed out in the written description and the accompanying drawings. Attached Figure Description

[0023] Figure 1 A flowchart illustrating the steps of a method for generating a ground-based radiometric model, as provided in an embodiment of this application.

[0024] Figure 2 This is a schematic diagram of a device for generating a ground-based radiometric model, provided in an embodiment of this application.

[0025] Figure 3 This is a schematic diagram illustrating the effect of a ground-based scattering model provided in an embodiment of this application.

[0026] Figure 4 This is a schematic diagram of an explosion effect in a two-dimensional style, provided as an embodiment of this application.

[0027] Figure 5This is a schematic diagram illustrating the effect of voxelization of the first entity object as provided in an embodiment of this application.

[0028] Figure 6 This is a schematic diagram illustrating the effect of adding a black and white UVW map to the RayFire Voxels program, as provided in an embodiment of this application.

[0029] Figure 7 A black and white UVW map with random noise effect provided for embodiments of this application.

[0030] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application.

[0031] Labeling Explanation: 100, Setting Module; 200, Cutting Module; 300, Texture Module; 400, Adding Module; 500, Bit Enlargement Module; 91, Processor; 92, Memory; 93, Communication Bus. Detailed Implementation

[0032] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0033] It should be noted that similar reference numerals and letters in the following figures indicate similar items; therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. Furthermore, in the description of this application, terms such as "first," "second," etc., are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0034] Ground-based lighting is typically used to create explosion effects in anime / manga style, as shown in the reference. Figure 4 , Figure 4 This application provides a schematic diagram of a two-dimensional style explosion effect, such as... Figure 4As shown, in the two-dimensional explosion effect, the central area is an explosion sphere, and around the explosion sphere are layers of ground rays that diffuse from the center to the periphery. By setting up multiple layers of ground rays, the visual effect of energy waves that gradually diffuse from the center to the periphery through the explosion is achieved. However, in the existing methods of generating ground rays, each ground ray needs to be set up separately and synthesized by a large number of particles. This method is time-consuming and computationally intensive, and the efficiency of generating ground rays is low.

[0035] Please refer to Figure 1 , Figure 1 This is a flowchart illustrating the steps of a method for generating a ground-based irradiance model provided in this application. The method includes the following steps: S100, Set the first entity object; S200. Add the first entity object into the RayFire Voxels program, and use the RayFire Voxels program to voxelize the first entity object to obtain multiple first blocks, which are closely connected. S300. Add a black and white UVW map to the position properties of the RayFire Voxels program to reveal the first square located in the white area of ​​the black and white UVW map and hide the first square located in the black area of ​​the black and white UVW map. S400, Add the first face above the first block; S500, randomly increase the W-axis alignment attribute value of each exposed first block, so that the exposed first block protrudes from the first facet to form a ground-based light model.

[0036] This application provides a method for generating a ground-based scattering model. The method involves using RayFire Voxels to cut a first entity object into multiple first cubes. A black-and-white UVW map is then added to the position attributes of RayFire Voxels to expose the first cubes located within the white areas of the UVW map and hide the first cubes located within the black areas. A first patch is then added above the first cubes to occlude the model, obscuring the portion below the patch and only displaying the portion above it. The orientation attribute value of the exposed first cubes along the W-axis is randomly increased, causing the exposed first cubes to extend upwards and protrude beyond the first patch according to the randomly increased W-axis orientation attribute value. This forms a ground-based scattering model composed of multiple rays of varying heights above the first patch. This method eliminates the need for individual settings for each ground-based scattering model; it allows for rapid generation of the ground-based scattering model simply by processing the first entity object using RayFire Voxels, thus improving the generation efficiency of the ground-based scattering model.

[0037] Specifically, Rayfire is a special effects plugin, mainly used for creating animation effects. RayFireVoxels is a program in RayFire software, whose function is to voxelize entity objects loaded into RayFire software, turning the entity objects into multiple cubes.

[0038] Specifically, voxelization refers to converting the geometric representation of an object into a voxel representation that most closely approximates the object, generating a volumetric dataset. This dataset not only contains surface information of the model but also describes its internal properties. In particular, voxelization also has a pixelated characteristic, meaning that the original model with color or material information can be differentiated so that each resulting block has a single color texture. In this embodiment, the first entity object is simply cut into multiple first blocks using the RayFire Voxels program without color processing. Furthermore, in the RayFire Voxels program, the size and height of each first block can be adjusted and changed.

[0039] Specifically, in this embodiment, referring to Figure 5 , Figure 5 This is a schematic diagram illustrating the effect of voxelization processing on the first entity object provided in an embodiment of this application, such as... Figure 5 As shown, the first entity object is a cuboid structure. The first entity object is imported into RayFire software, and the first entity object is voxelized through RayFire Voxels program, so that the first entity object is transformed into multiple first blocks. At this time, the multiple first blocks do not separate and remain tightly attached, that is, the shape of the first entity object after voxelization is unchanged from the shape before voxelization.

[0040] Furthermore, a black and white UVW map is added to the position properties of the RayFire Voxels program. Specifically, the UVW map only has black and white colors. After adding the UVW map to the position properties of the RayFire Voxels program, only elements located within the white area of ​​the UVW map will be displayed, while elements located within the black area of ​​the UVW map will be occluded and not revealed. In this embodiment, only the first square located within the white area of ​​the UVW map is displayed, while the first square located within the black area of ​​the UVW map is occluded and not revealed.

[0041] Alternatively, in another implementation, the black and white UVW map can be added to the position attribute of the RayFire Voxels program first, and the RayFire Voxels program can be set to only voxelize the white areas in the black and white UVW map. Then, the first entity object can be added to the RayFire software for voxelization, so that only the first entity object in the white area is voxelized into multiple first blocks, while the first entity object in the black area is not voxelized and is hidden. Both implementation methods can achieve the same effect, that is, only the first blocks in the white area of ​​the black and white UVW map are displayed. The implementation method can be selected according to actual needs.

[0042] Specifically, the black and white UVW map only contains black and white colors. In this embodiment, the black and white UVW map is used as the position attribute in the RayFire Voxels program, so that only the first square located in the white area of ​​the black and white UVW map is displayed. Furthermore, by setting the orientation attribute value of the first square on the W axis, the first square located in the white area of ​​the black and white UVW map can be stretched.

[0043] Specifically, UVW represents the three coordinate axes in the RayFire Voxels program, with the UVW axes corresponding to the XYZ axes in three-dimensional space.

[0044] Furthermore, the orientation attribute value represents the extension parameter in a certain direction. In this embodiment, the orientation attribute value of the W axis of the first block is adjusted in the RayFire Voxels program to make the first block extend along the W axis direction. The amount of extension is the change in the orientation attribute value of the W axis.

[0045] Specifically, different ground illumination distribution patterns can be obtained based on different styles of black and white UVW maps, that is, the ground illumination distribution pattern changes according to the distribution of white areas in the black and white UVW map.

[0046] In some preferred embodiments, in step S300, the black and white UVW map includes multiple ring-shaped apertures that diffuse outwards from the center.

[0047] Specifically, in actual operation, the ground-based scattering model is generally used in two-dimensional explosion effects. Therefore, in order to show the effect of the explosion wave spreading layer by layer, in this embodiment, the black and white UVW map includes multiple rings of light that spread outward from the center. The rings are white and the remaining areas are black, so that the final result is an explosion visual effect in which the ground-based scattering model gradually spreads outward from the center.

[0048] Specifically, in actual operation, to simulate the visual effect of an explosion, a ground-based ...

[0049] Furthermore, if the black and white UVW map includes multiple rings of light that diffuse outwards from the center, a threshold value for the orientation attribute of the W-axis of the first square in each ring can be set. Specifically, since the explosion effect is stronger closer to the center in actual explosions, in this embodiment, the maximum threshold value and the minimum threshold value of the orientation attribute of the W-axis of the first square in the ring closer to the center are both larger. This results in the final ground illumination model having a height that is generally higher than that of the outer ground illumination model, thus achieving an explosion visual effect that weakens layer by layer from the inside out.

[0050] In some preferred embodiments, step S300 includes the following steps: S310. Perform noise reduction processing on the black and white UVW map to give the black and white UVW map a random noise effect. S320. Add the noise-enhanced black and white UVW map to the position attribute of the RayFire Voxels program to reveal the first square located in the white area of ​​the black and white UVW map and hide the first square located in the black area of ​​the black and white UVW map.

[0051] Specifically, in reality, the shock wave generated by an explosion is not a regular ring shape, but rather becomes a non-uniform waveform structure due to the influence of external factors such as terrain. Therefore, to increase the realism of the explosion effect and simulate the visual effect of an actual explosion, this embodiment performs noise reduction processing on the black and white UVW map, referring to... Figure 7 , Figure 7 The black and white UVW map with random noise effect provided in the embodiments of this application makes the final ground beam model close to the real explosion effect.

[0052] In some preferred embodiments, the method for generating the ground model further includes the following steps between step S400 and step S500: S410. Adjust the orientation attribute values ​​of the U-axis and V-axis of the exposed first block to reduce the size of the exposed first block in the U-axis and V-axis directions.

[0053] Specifically, in practice, reducing the orientation attributes of the first block along the U and V axes can reduce its length and width. During the simulated explosion, if the length and width of the first block are not restricted, because the first blocks are tightly fitted together, increasing the W-axis orientation attribute value of the exposed first blocks results in no gaps between adjacent first blocks in the resulting ground illumination model, leading to poor visual effects. Therefore, referring to... Figure 3 , Figure 3 This is a schematic diagram illustrating the effect of a ground-based scattering model provided in an embodiment of this application, such as... Figure 3 As shown, by reducing the length and width of the exposed first block, gaps are created between adjacent first blocks in the resulting ground lighting model, allowing light to pass through and thus enhancing the visual effect of the ground lighting model.

[0054] In some embodiments, multiple layers of first entity objects can be copied, with each layer having a different color. Finally, multiple ground-based lighting models are integrated together to obtain a ground-based lighting model with multiple colors. Furthermore, the number and size of the lighting in each layer of the ground-based lighting model can be adjusted to make the resulting two-dimensional explosion effect more gorgeous and realistic.

[0055] In some preferred embodiments, the method for generating the ground-based scattering model further includes: S600. Set a second entity object, add the second entity object into the RayFire Voxels program, and use the RayFire Voxels program to voxelize the second entity object to obtain multiple second blocks, which are closely connected. S700, Add a second face to the upper surface of the second block; S800, Increase the W-axis alignment attribute value of the second block to make the second block protrude from the second face to form a ground model.

[0056] Specifically, in simulating an explosion, simply displaying the light effects produced by the explosion is insufficient; therefore, in this embodiment, reference is made to... Figure 3 , Figure 3 This is a schematic diagram illustrating the effect of a ground-based scattering model provided in an embodiment of this application, such as... Figure 3As shown, to improve the visual effect, a ground model needs to be generated again, and the ground-based lighting model is set up based on the ground model to obtain the visual effect of light emanating from the ground. Specifically, to reduce the modeling difficulty, the ground model is also generated using RayFire software. Specifically, a second entity object is set in RayFire software. Preferably, the second entity object is a cuboid, and the area of ​​the upper surface of the second entity object is greater than or equal to the area of ​​the upper surface of the first entity object. Then, the second entity object is added to RayFire Voxels program for voxelization to obtain multiple second blocks. Subsequently, a second facet is set on the upper surface of the second entity object, so that only the part above the second facet is displayed, while the part below the second facet is hidden. Then, the W-axis alignment attribute value of the second block is increased, so that the second block protrudes from the second facet to generate the ground model. Finally, the ground model is overlaid on the ground-based lighting model, so that the bottom surface of the ground model coincides with the bottom surface of the ground-based lighting model, resulting in the effect of the ground-based lighting model protruding from the ground model.

[0057] Specifically, since the ground model should be a tightly connected, seamless whole area, there is no need to add black and white UVW maps to hide parts of the area during the ground model generation process, nor is it necessary to reduce the length and width of the second block.

[0058] In some preferred embodiments, the increase in the W-axis alignment attribute value of the second block is less than the increase in the W-axis alignment attribute value of the first block.

[0059] Specifically, in this embodiment, to obtain ground-based illumination, the height of the ground model must be lower than the height of the ground-based illumination model. Therefore, in this embodiment, referring to... Figure 3 The increase value of the W-axis alignment attribute of the second block needs to be less than the increase value of the W-axis alignment attribute of the first block to ensure that the ground ray model protrudes from the ground model.

[0060] Furthermore, in reality, the ground is mostly flat or slightly uneven. Therefore, in one embodiment of this application, the increase value of the W-axis alignment attribute value of the second block can be a constant value, and the final ground model is a flat ground model.

[0061] In another implementation, the increase value of the W-axis alignment attribute value of the second block can be randomly increased. In this case, it is necessary to set the maximum and minimum values ​​of the increase value of the W-axis alignment attribute value so that the difference between the maximum and minimum values ​​is less than or equal to the preset value, so that the final ground model has a certain unevenness effect and increases the realism of the ground scattering model.

[0062] This application proposes a method for generating a ground-based scattering model. The method involves using RayFire Voxels to cut a first entity object into multiple first cubes. A black-and-white UVW map is then added to the position attributes of RayFire Voxels to expose the first cubes located within the white areas of the UVW map and hide the first cubes located within the black areas. A first patch is then added above the first cubes to occlude the model, obscuring the portion below the patch and only displaying the portion above it. The W-axis orientation attribute value of the exposed first cubes is then randomly increased, causing the exposed first cubes to extend upwards and protrude beyond the first patch according to the randomly increased W-axis orientation attribute value. This forms a ground-based scattering model composed of multiple rays of varying heights above the first patch. This method eliminates the need for individual settings for each ground-based scattering model, utilizing only RayFire Voxels. The Voxels program can quickly obtain the ground ray model by processing the first entity object, which improves the generation efficiency of the ground ray model. Then, the second entity object is set to generate the ground model, so that the final visual effect of the ground ray model shining from the ground model can be displayed.

[0063] Secondly, referring to Figure 2 , Figure 2 A schematic diagram of a ground-based radiation model generation device provided in this application is shown. The device includes: Module 100 is used to set the first entity object; The cutting module 200 is used to add the first entity object into the RayFire Voxels program, and to perform voxelization processing on the first entity object through the RayFire Voxels program to obtain multiple first blocks, which are closely connected. The texture module 300 is used to add a black and white UVW map to the position property of the RayFire Voxels program to reveal the first square located in the white area of ​​the black and white UVW map and hide the first square located in the black area of ​​the black and white UVW map. Add module 400 to add the first face on top of the first block; The orientation increase module 500 is used to randomly increase the W-axis orientation attribute value of the exposed first block, so that the exposed first block protrudes from the first facet to obtain ground light models with different heights.

[0064] This application proposes a ground ray model generation apparatus. A first entity object is set using a setting module 100. Then, a cutting module 200 adds the first entity object to the RayFire Voxels program. The RayFire Voxels program performs voxelization on the first entity object to obtain multiple first blocks. A texture module 300 adds a black-and-white UVW map to the position attributes of the RayFire Voxels program to reveal the first blocks located in the white areas of the black-and-white UVW map and hide the first blocks located in the black areas. An adding module 400 adds a first facet above the first blocks. Finally, an orientation amplification module 500 randomly increases the W-axis orientation attribute value of the revealed first blocks, causing them to protrude above the first facet, resulting in ground ray models of varying heights. This method eliminates the need for individual settings for each ground ray model; multiple ground ray models can be quickly obtained simply through operations within the RayFire Voxels program, thus improving the generation efficiency of ground ray models.

[0065] In some preferred embodiments, the generating apparatus further includes: The orientation reduction module is used to adjust the orientation attribute values ​​of the first block along the U-axis and V-axis, thereby reducing the size of the first block in the U-axis and V-axis directions.

[0066] Specifically, by reducing the orientation attributes of the first block along the U and V axes using the orientation reduction module, the length and width of the first block can be reduced. During the simulated explosion, if the length and width of the first block are not limited, because the first blocks are tightly fitted together, increasing the W-axis orientation attribute value of the exposed first blocks results in no gaps between adjacent first blocks in the resulting ground illumination model, leading to poor visual effects. Therefore, referring to... Figure 3 , Figure 3 This is a schematic diagram illustrating the effect of a ground-based scattering model provided in an embodiment of this application, such as... Figure 3 As shown, by reducing the length and width of the exposed first block by the position reduction module, there are gaps between adjacent first blocks in the obtained ground lighting model, which can transmit light and thus enhance the visual effect of the ground lighting model.

[0067] Thirdly, referring to Figure 8 , Figure 8An electronic device provided in this application includes: a processor 91 and a memory 92. The processor 91 and the memory 92 are interconnected and communicate with each other via a communication bus 93 and / or other forms of connection mechanism (not shown). The memory 92 stores computer-readable instructions executable by the processor 91. When the electronic device is running, the processor 91 executes the computer-readable instructions to perform any of the optional implementations of the above embodiments to achieve the following functions: setting a first entity object; adding the first entity object to the RayFire Voxels program, performing voxelization processing on the first entity object through the RayFire Voxels program to obtain multiple first blocks, the multiple first blocks being closely connected; adding a black and white UVW map to the position attribute of the RayFire Voxels program to expose the first blocks located in the white area of ​​the black and white UVW map and hide the first blocks located in the black area of ​​the black and white UVW map; adding a first facet above the first blocks; randomly increasing the W-axis alignment attribute value of each exposed first block, so that the exposed first blocks protrude from the first facet to form a ground-based scattering model.

[0068] Fourthly, this application provides a storage medium storing a computer program thereon. When the computer program is executed by processor 91, it executes the method in any of the optional implementations of the above embodiments to achieve the following functions: setting a first entity object; adding the first entity object into the RayFire Voxels program, performing voxelization processing on the first entity object through the RayFire Voxels program to obtain multiple first blocks, the multiple first blocks being closely connected; adding a black and white UVW map to the position attribute of the RayFire Voxels program to expose the first blocks located in the white area of ​​the black and white UVW map and hide the first blocks located in the black area of ​​the black and white UVW map; adding a first facet above the first blocks; randomly increasing the W-axis alignment attribute value of each exposed first block, so that the exposed first blocks protrude from the first facet to form a ground-based scattering model.

[0069] In summary, the method, apparatus, device, and storage medium for generating a ground ray model proposed in this application involve using the RayFire Voxels program to cut a first entity object into multiple first blocks, then adding a black and white UVW map to expose the first blocks located in the white areas of the black and white UVW map and hide the first blocks located in the black areas of the black and white UVW map. Subsequently, a first facet is added above the first blocks, hiding the part below the first facet and only showing the part above the first facet. The orientation attribute value of the W axis of the exposed first blocks is randomly increased, causing the exposed first blocks to protrude from the first facet, thus obtaining a ground ray model composed of multiple rays of varying heights above the first facet. This method eliminates the need to set each ground ray model individually, and multiple ground ray models can be quickly obtained through operations in the RayFire Voxels program, improving the generation efficiency of ground ray models. After setting a second entity object, a ground model is generated, ultimately displaying the visual effect of ground ray models emanating from the ground model.

[0070] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0071] Furthermore, the units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0072] Furthermore, the functional modules in the various embodiments of this application can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.

[0073] In this document, relational terms such as first and second are used only to distinguish one entity or operation from another entity or operation, without necessarily requiring or implying any such actual relationship or order between these entities or operations.

[0074] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the scope of protection of this application.

Claims

1. A method for generating a ground-based scattering model, characterized in that, Includes the following steps: S100, Set the first entity object; S200. Add the first entity object into the RayFire Voxels program, and perform voxelization on the first entity object through the RayFire Voxels program to obtain multiple first blocks, and the multiple first blocks are closely connected. S300: Add a black and white UVW map to the position attribute of the RayFire Voxels program to reveal the first square located in the white area of ​​the black and white UVW map and hide the first square located in the black area of ​​the black and white UVW map. S400. Add a first face above the first block; S500, randomly increase the W-axis alignment attribute value of each of the first blocks that are exposed, so that the exposed first blocks protrude from the first facet to form a ground-based scattering model. In step S300, the black and white UVW map includes multiple rings that diffuse outward from the center; a threshold value is set for the orientation attribute value of the first square on the W axis in each ring, so that the maximum threshold value and the minimum threshold value of the orientation attribute value of the first square on the W axis are larger in the ring closer to the center, so that in the ground irradiance model, the height of the inner ground irradiance model is generally higher than the height of the outer ground irradiance model. The following steps are also included between step S400 and step S500: S410. Adjust the orientation attribute values ​​of the U-axis and V-axis of the exposed first block to reduce the size of the exposed first block in the U-axis and V-axis directions. The method for generating a ground-based radiometric model further includes: S600. Set a second entity object, add the second entity object into the RayFire Voxels program, and perform voxelization processing on the second entity object through the RayFire Voxels program to obtain multiple second blocks, and the multiple second blocks are closely connected. S700, Add a second faceplate to the upper surface of the second block; S800, Increase the W-axis alignment attribute value of the second block, so that the second block protrudes from the second facet to form a ground model; The increase in the W-axis alignment attribute value of the second block is less than the increase in the W-axis alignment attribute value of the first block.

2. The method for generating a ground-based scattering model according to claim 1, characterized in that, Step S300 includes the following steps: S310. Perform noise reduction processing on the black and white UVW map to give the black and white UVW map a random noise effect. S320. Add the noise-reduced black and white UVW map to the position attribute of the RayFire Voxels program to reveal the first square located in the white area of ​​the black and white UVW map and hide the first square located in the black area of ​​the black and white UVW map.

3. A device for generating a ground-based radiation model, used to perform the method as described in any one of claims 1-2, characterized in that, The device includes: The configuration module (100) is used to configure the first entity object; The cutting module (200) is used to add the first entity object into the RayFire Voxels program, and to perform voxelization processing on the first entity object through the RayFire Voxels program to obtain multiple first blocks, and the multiple first blocks are closely connected. The texture module (300) is used to add a black and white UVW map to the position attribute of the RayFire Voxels program to reveal the first square located in the white area of ​​the black and white UVW map and hide the first square located in the black area of ​​the black and white UVW map. Add module (400) to add a first face above the first block; The orientation increase module (500) is used to randomly increase the W-axis orientation attribute value of each exposed first block, so that the exposed first block protrudes from the first surface to form a ground-based scattering model.

4. The apparatus for generating a ground-based scattering model according to claim 3, characterized in that, The generating apparatus further includes: The orientation reduction module is used to adjust the orientation attribute values ​​of the first block along the U-axis and V-axis, thereby reducing the size of the exposed first block in the U-axis and V-axis directions.

5. An electronic device, characterized in that, It includes a processor (91) and a memory (92) storing computer-readable instructions that, when executed by the processor (91), perform the steps of the method as described in any one of claims 1-2.

6. A storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor (91), it performs the steps of the method as described in any one of claims 1-2.