Information processing methods, devices, electronic equipment and storage media
By adjusting the intensity of the distorted material based on the depth information of the virtual scene, the problem of unrealistic hot air distortion effects in the virtual scene was solved, thus improving the display effect of the virtual scene.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-07
- Publication Date
- 2026-03-06
AI Technical Summary
In existing technologies, the hot air distortion effect in virtual scenes does not match the real world, resulting in a decrease in display quality.
By acquiring the scene depth information of the scene to be distorted, adjusting the distortion intensity of the basic distortion material, creating the target distortion material, and applying it to the scene to be distorted for distortion processing.
It improves the realism of distortion effects in virtual scenes, enhances the display effect, and makes the simulated distortion effect more consistent with the distortion effect of hot air in the real world.
Smart Images

Figure CN115984342B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of image processing technology, and in particular to an information processing method and apparatus, a computer-readable storage medium, and an electronic device. Background Technology
[0002] In virtual games, things like "fire," "explosion," and "certain skill effects" are accompanied by hot air distortion effects when they appear.
[0003] In related technologies, post-processing materials are typically used to distort and deform the entire image, or a surface (a surface with a refractive distortion material) is added in front of the scene camera, or a surface (a surface with a refractive distortion material) is created at the location where distortion is needed. However, in these methods, whether it's a surface with a refractive distortion material or distorting the entire image, the distortion effect is the same everywhere in the image. This does not conform to the real-world effect of hot air distortion, thus reducing the realism of the hot air distortion effect in the scene and degrading the scene's display quality.
[0004] Therefore, there is an urgent need in this field to develop a new information processing method and apparatus.
[0005] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0006] The purpose of this disclosure is to provide an information processing method, an information processing apparatus, a computer-readable storage medium, and an electronic device, thereby overcoming, at least to some extent, the problem that the simulated hot air distortion effect caused by related technologies does not match the real-world hot air distortion effect.
[0007] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.
[0008] According to a first aspect of the present invention, an information processing method is provided, the method comprising: acquiring a scene to be distorted and creating a basic distortion deformation material; determining scene depth information of the scene to be distorted and adjusting the distortion deformation intensity corresponding to the basic distortion deformation material using the scene depth information to obtain a target distortion deformation material; and applying the target distortion deformation material to the scene to be distorted to distort the scene to perform distortion processing.
[0009] According to a second aspect of the present invention, an information processing apparatus is provided, the apparatus comprising: a creation module configured to acquire a scene to be distorted and create a basic distortion deformation material; an adjustment module configured to determine scene depth information of the scene to be distorted and adjust the distortion deformation intensity corresponding to the basic distortion deformation material using the scene depth information to obtain a target distortion deformation material; and a simulation module configured to apply the target distortion deformation material to the scene to be distorted to distort the scene to perform distortion processing.
[0010] According to a third aspect of the present invention, an electronic device is provided, comprising: a processor and a memory; wherein the memory stores computer-readable instructions, which, when executed by the processor, implement the information processing method of any of the above exemplary embodiments.
[0011] According to a fourth aspect of the present invention, a computer-readable storage medium is provided having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the information processing method in any of the above exemplary embodiments.
[0012] As can be seen from the above technical solutions, the information processing method, information processing device, computer storage medium, and electronic device in the exemplary embodiments of the present invention have at least the following advantages and positive effects:
[0013] In the methods and apparatus provided in the exemplary embodiments of this disclosure, on the one hand, determining the scene depth information of the scene to be distorted helps to subsequently adjust the distortion intensity using the scene depth information to obtain the target distortion material, so that different pixels on the target distortion material no longer have the same distortion intensity; on the other hand, applying the target distortion material to the scene to be distorted avoids the situation in the prior art where every part of the scene has the same distortion effect, making the simulated distortion effect more consistent with the distortion effect in the real world, improving the realism of the distortion effect of the virtual scene, and thus enhancing the display effect of the scene.
[0014] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0015] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0016] Figure 1 The schematic diagram illustrates a flowchart of an information processing method in an embodiment of this disclosure;
[0017] Figure 2 A schematic diagram illustrating the scene to be distorted in an embodiment of this disclosure;
[0018] Figure 3 This schematic diagram illustrates the process of creating a basic torsional deformation material in the information processing method of this disclosure embodiment;
[0019] Figure 4 This diagram illustrates the target material in the information processing method of this embodiment.
[0020] Figure 5 This illustration shows a flowchart of an information processing method in an embodiment of the present disclosure, in which a texture offset is applied to a target material using an editor to obtain an offset target material.
[0021] Figure 6 This schematically illustrates another process flow diagram in the information processing method of this disclosure, which uses an editor to perform texture offset on a target material to obtain an offset target material;
[0022] Figure 7 This schematic diagram illustrates the process of applying torsional deformation intensity to the offset target material using an editor in the information processing method of this disclosure embodiment;
[0023] Figure 8 This illustration shows a flowchart of the process in the information processing method of this disclosure, in which the torsional deformation intensity corresponding to the basic torsional deformation material is adjusted using scene depth information to obtain the target torsional deformation material.
[0024] Figure 9 This schematic diagram illustrates the process of calculating the target distortion intensity corresponding to each pixel in the distorted scene using the scene depth value and distortion intensity in the information processing method of this embodiment.
[0025] Figure 10 This schematically illustrates a flowchart of the information processing method in this embodiment of the present disclosure, in which an editor is used to obtain the target distortion intensity corresponding to each pixel in the scene to be distorted.
[0026] Figure 11 This schematic diagram illustrates the process of calculating the first scene depth information by using an intensity scaling value to calculate each scene depth value in the scene depth information in the information processing method of this embodiment.
[0027] Figure 12This diagram illustrates a scene to be distorted with overlapping edges generated in the information processing method of this embodiment.
[0028] Figure 13 This illustration shows a flowchart of the information processing method in this embodiment of the present disclosure, in which scene depth information is blurred using an editor.
[0029] Figure 14 This schematic diagram illustrates the process of calculating the target distortion intensity corresponding to each pixel in the scene to be distorted in the information processing method of this embodiment of the present disclosure by using the depth information and distortion intensity of the second scene respectively.
[0030] Figure 15 This schematic diagram illustrates the process of calculating camera position information and vertical direction vector using an editor to obtain calculation results in the information processing method of this embodiment.
[0031] Figure 16 This schematic diagram illustrates the process of applying a target distortion and deformation material to a scene to be distorted in the information processing method of this disclosure, so as to simulate a distortion effect in the scene to be distorted.
[0032] Figure 17 This illustration schematically depicts an apparatus for an information processing method according to an embodiment of the present disclosure;
[0033] Figure 18 An electronic device for an information processing method is illustrated schematically in an embodiment of this disclosure;
[0034] Figure 19 The illustration schematically shows a computer-readable storage medium for an information processing method according to an embodiment of the present disclosure. Detailed Implementation
[0035] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0036] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.
[0037] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities.
[0038] In one embodiment of this disclosure, the information processing method can run on a server. When the information processing method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0039] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for processing mouse input data is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0040] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0041] In view of the problems existing in the related technologies, this disclosure proposes an information processing method. Figure 1 A flowchart illustrating the information processing method is shown, such as... Figure 1 As shown, the information processing method includes at least the following steps:
[0042] Step S110. Obtain the scene to be distorted and create a basic distortion deformation material.
[0043] Step S120. Determine the scene depth information of the scene to be distorted, and use the scene depth information to adjust the distortion intensity corresponding to the basic distortion material to obtain the target distortion material.
[0044] Step S130. Apply the target distortion material to the scene to be distorted in order to distort the scene.
[0045] In the methods and apparatus provided in the exemplary embodiments of this disclosure, on the one hand, the scene depth information of the scene to be distorted is determined, which helps to adjust the distortion intensity using the scene depth information to obtain the target distortion material. This makes different pixels on the target distortion material no longer have the same distortion intensity. On the other hand, the target distortion material is applied to the scene to be distorted to distort the scene and achieve the deformation effect of hot air. This avoids the situation in the prior art where every part of the scene has the same distortion effect, making the simulated distortion effect more consistent with the distortion effect in the real world, improving the realism of the distortion effect of the virtual scene, and thus enhancing the display effect of the scene.
[0046] The following section provides a detailed explanation of each step in the information processing method.
[0047] In step S110, the scene to be distorted is obtained, and a basic distortion deformation material is created.
[0048] In the exemplary embodiments of this disclosure, the scene to be distorted refers to a scene where the effect of hot air distortion needs to be displayed, such as a scene in a virtual game.
[0049] The basic distortion material refers to a material with distortion strength in the existing technology. In the basic distortion material, the distortion strength of each pixel is the same. Therefore, if the basic distortion material is applied to the scene to be distorted, the distortion effect will be the same at every point in the scene to be distorted, which does not conform to the distortion effect of hot air in the real world.
[0050] For example, Figure 2 A schematic diagram of the scene to be distorted in this exemplary embodiment is shown. Based on this, after obtaining such... Figure 2 After the scene to be distorted is shown, a basic distortion deformation material is created.
[0051] In an optional embodiment, Figure 3 The diagram illustrates the process of creating a basic tortuous deformation material in the information processing method, such as... Figure 3 As shown, the method includes at least the following steps: In step S310, a target material is created; the target material is a post-processing material.
[0052] Here, "target material" refers to a post-processing material, specifically a refraction / distortion material. A post-processing material is a material that adds different effects to a scene using different masks / masks. In this embodiment, a post-processing material refers to a material that adds distortion effects to the scene to be distorted by overlaying scene depth information (mask / mask) onto the target material (mask / mask). The reason the target material needs to be set as a post-processing material is that hot air distortion involves distorting the overall environment of the scene to be distorted, and a post-processing material is a material specific to the overall environment of the scene; therefore, it is necessary to set the target material as a post-processing material.
[0053] For example, create a target material and set its material type to a post-processing material type. Figure 4 A schematic diagram of the target material in an embodiment of this disclosure is shown.
[0054] In step S320, the texture offset value corresponding to the vertical texture direction and the offset speed corresponding to the texture offset value are determined, and the target material is texture offset using the texture offset value and the offset speed to obtain the offset target material.
[0055] Texture direction is divided into vertical texture direction and horizontal texture direction. Texture offset refers to the offset in the vertical direction of the texture (i.e., the texture offset from bottom to top), and correspondingly, offset speed refers to the speed at which the texture is offset in the vertical texture direction. Based on this, by using the texture offset value and offset speed to perform texture offset on the target material, the offset target material can be obtained.
[0056] It is worth noting that, generally speaking, there can be multiple texture offset values in the vertical texture direction. For example, the texture offset values can include texture offset values P-1 and P-2 in the vertical texture direction. Correspondingly, there exists a texture offset speed S-1 corresponding to texture offset value P-1 and a texture offset speed S-2 corresponding to texture offset value P-2.
[0057] Based on this, the target material can be textured using the texture offset value P-1 and texture offset speed S-1 in the vertical texture direction to obtain the offset target material C-1. Alternatively, the target material can be textured using the texture offset value P-2 and offset speed S-2 in the vertical direction to obtain the offset target material C-2.
[0058] For example, Figure 5 This schematically illustrates a process diagram of using an editor to perform texture offset on a target material to obtain an offset target material, as shown in an embodiment of this disclosure. Figure 5 As shown, node 501 is a texture offset node, node 502 is a texture offset speed node (represented by the speed02 node in the editor), node 503 is a multiplication node (represented by the Multiply node in the editor), node 504 is a time node (represented by the Time node in the editor), node 505 is another multiplication node (represented by the Multiply node in the editor), and node 506 is an addition node (represented by the Add node in the editor).
[0059] Node 507 is the texture scaling node (represented as the DistortScale02 node in the editor), node 508 is the division node (represented as the Divide node in the editor), and node 509 is the original texture node. An original texture node has texture values ranging from 0 to 1 in both the horizontal and vertical texture directions. Node 510 is another multiplication node (represented as the Multiply node in the editor), node 511 is the target material node, and node 512 is the texture append node (represented as the Append node in the editor).
[0060] In node 501, the parameter (0,1) represents a texture offset value of 1 in the vertical texture direction and a texture offset value of 0 in the horizontal texture direction; in node 502, the parameter 0.15 represents the texture offset speed corresponding to the texture offset value; in node 507, the parameter 1 represents the scaling ratio of the original texture.
[0061] Based on this, the output of node 512 is the offset target material obtained by offsetting the target material according to the time node, the texture offset value of 1 in the vertical texture direction and the texture offset speed of 0.15.
[0062] Figure 6 This schematically illustrates another process in an embodiment of the present disclosure, where an editor is used to perform texture offset on a target material to obtain the offset target material. Figure 6 As shown, node 601 is a texture offset node, node 602 is a texture offset speed node (represented by the speed01 node in the editor), node 603 is a multiplication node (represented by the Multiply node in the editor), node 604 is a time node (represented by the Time node in the editor), node 605 is another multiplication node (represented by the Multiply node in the editor), and node 606 is an addition node (represented by the Add node in the editor).
[0063] Node 607 is a texture scaling node (represented as the DistortScale01 node in the editor), node 608 is a division node (represented as Divide in the editor), and node 609 is the original texture node. Node 610 is yet another multiplication node (represented as Multipl in the editor). y (Node representation), node 611 is the target material node, and node 612 is the texture attachment node (represented by the Append node in the editor).
[0064] In node 601, the parameter (0, 0.99) represents a texture offset value of 0.99 in the vertical texture direction and a texture offset value of 0 in the horizontal texture direction; in node 602, the parameter 0.2 represents the texture offset speed corresponding to the texture offset value; in node 607, the parameter 0.15 represents the scaling ratio of the original texture.
[0065] Based on this, the output of node 612 is the offset target material obtained by offsetting the target material according to the time node, the texture offset value of 0.99 in the vertical texture direction and the texture offset speed of 0.2.
[0066] In step S330, the torsional deformation intensity is determined and applied to the offset target material to create the base torsional deformation material.
[0067] The torsional deformation intensity is applied to the offset target material to control the torsional effect in the target material.
[0068] For example, Figure 7 This schematically illustrates a process in this exemplary embodiment of applying torsional deformation intensity to an offset target material using an editor, such as... Figure 7 As shown, node 701 is an addition node (represented by the Add node in the editor, used to add...) Figure 5 (The output of node 512 is added to the output of node 612).
[0069] Node 702 is the DistortStrength node (represented by the DistortStrength node in the editor), Node 703 is the Divide node (represented by the Divide node in the editor), Node 704 is the Multiply node (represented by the Multiply node in the editor), Node 705 is the Terminal Screen Texture node (represented by the ScreenPosition node in the editor), Node 706 is the Add node (represented by the Add node in the editor), Node 707 is the Scene to be Distorted node (represented by the SceneTexture:PostProcessInput0 node in the editor), and Node 708 is the Distortion Effect Output node (represented by the HeatDistortion_NoDepth node in the editor).
[0070] In node 702, 0.5 is the set twisting deformation intensity parameter. Since the twisting deformation intensity value output by node 702 is relatively large, setting the parameter to 100 in node 703 helps to reduce the twisting deformation intensity value, thus facilitating subsequent adjustment and control. Node 705 represents the texture of the terminal screen displaying the scene to be twisted. Node 705 is added to ensure that the output of node 708 is adapted to the screen size of the display terminal.
[0071] In this exemplary embodiment, the torsion deformation intensity is determined and applied to the offset target material to create a basic torsion deformation material. This helps to add scene depth information on the basis of the basic torsion deformation material so that the distortion effect conforms to the distortion effect in the real world.
[0072] In step S120, the scene depth information of the scene phase to be distorted is determined, and the distortion intensity corresponding to the basic distortion material is adjusted using the scene depth information to obtain the target distortion material.
[0073] In the exemplary embodiments of this disclosure, scene depth information refers to the distance information between each pixel in the scene to be distorted and the target scene camera. The target scene camera refers to the virtual camera corresponding to the scene to be distorted. After determining the scene depth information, the distortion intensity can be adjusted using the scene depth information to obtain the target distortion material.
[0074] It's worth noting that in the real world, the closer an object is to the ground, or the farther it is from the viewpoint, the more pronounced the distortion effect; conversely, the farther an object is from the ground, or the closer it is to the viewpoint, the less pronounced the distortion effect. Scene depth information includes the scene depth value corresponding to each pixel in the scene to be distorted. Pixels farther from the target camera have larger scene depth values, while pixels closer to the target camera have smaller scene depth values. Therefore, by adjusting the distortion intensity based on these scene depth value patterns, scenes farther from the target camera can exhibit a more pronounced distortion effect compared to scenes closer to the target camera, thus better reflecting the distortion effects observed in real-world scenes.
[0075] For example, firstly in Figure 7 A scene depth information node can be added between nodes 701 and 704. This scene depth information node is then multiplied by the output of node 703 in node 704. The result of this multiplication in 704 is then input to node 706. The output of node 706 is the target distortion material. Based on this, the target distortion material is applied to the scene node 707 to be distorted. The output node 708 of the scene node 707 is then the scene to be distorted with the distortion effect.
[0076] In an optional embodiment, Figure 8 The diagram illustrates a process in which scene depth information is used to adjust the distortion intensity of a basic distortion material to obtain a target distortion material. The scene depth information includes the scene depth value corresponding to each pixel in the scene to be distorted, such as... Figure 8 As shown, the method includes at least the following steps: In step S810, the torsion deformation intensity corresponding to the basic torsion deformation material is determined, and the scene depth value and the torsion deformation intensity are calculated to obtain the target torsion deformation intensity corresponding to each pixel in the scene to be distorted.
[0077] The scene depth information includes the scene depth value corresponding to each pixel in the scene to be distorted. After determining the distortion intensity corresponding to the basic distortion material, the target distortion intensity of each pixel can be obtained by multiplying the scene depth value of each pixel with the distortion intensity.
[0078] For example, suppose the scene depth information includes scene depth values corresponding to 1000 pixels, where the scene depth value corresponding to the first pixel is S-1, the scene depth value corresponding to the second pixel is S-2, and so on, up to the scene depth value corresponding to the 1000th pixel is S-1000. Based on this, the distortion intensity is calculated by multiplying it by these 1000 scene depth values to obtain the target distortion intensity B-1 corresponding to the first pixel, the target distortion intensity B-2 corresponding to the second pixel, and so on, up to the target distortion intensity B-1000 corresponding to the 1000th pixel.
[0079] In step S820, the torsional deformation intensity corresponding to the basic torsional deformation material is replaced with the target torsional deformation intensity to obtain the target torsional deformation material.
[0080] Specifically, the torsional deformation strength in the basic torsional deformation material is replaced with the target torsional deformation strength to obtain the target torsional deformation material.
[0081] For example, replace the distortion intensity corresponding to the first pixel in the basic distortion material with B-1, replace the distortion intensity corresponding to the second pixel with B-2, and so on, until the distortion intensity corresponding to the 1000th pixel is replaced with B-1000, to obtain the target distortion material.
[0082] In this exemplary embodiment, the target distortion intensity corresponding to each pixel in the scene to be distorted is calculated by the scene depth value and the distortion intensity. The distortion intensity corresponding to the basic distortion material is replaced with the target distortion intensity to obtain the target distortion material. This helps to apply the target distortion material to the scene to be distorted in order to obtain a scene to be distorted that is more in line with the distortion effect in the real world.
[0083] In an optional embodiment, Figure 9 The diagram illustrates the process of calculating the target distortion intensity corresponding to each pixel in the distorted scene by considering the scene depth value and distortion intensity. Figure 9As shown, the method includes at least the following steps: In step S910, an intensity scaling value corresponding to the scene depth information is obtained, and an intensity value range corresponding to the scene depth information is obtained; the intensity value range is the range between the lower limit range value and the upper limit range value.
[0084] The intensity scaling value refers to the scaling ratio of scene depth information. This is because scene depth information is usually measured in centimeters, but the scene depth value of pixels in a scene to be distorted that is far from the target scene camera may be as high as several thousand centimeters. If the scene depth value is used directly for subsequent calculations, it will be inconvenient to control the scene depth value. Therefore, it is necessary to obtain the intensity scaling value to scale the scene depth information.
[0085] The intensity value range refers to the range of values for scene depth information, and the intensity value range is a range between the lower limit value and the upper limit value.
[0086] For example, the intensity scaling value corresponding to the scene depth information is 0.001, and the intensity value corresponding to the scene depth information is a range from the lower limit Min to the upper limit Max.
[0087] In step S920, the first scene depth information is obtained by calculating each scene depth value in the scene depth information using the intensity scaling value.
[0088] Specifically, after obtaining the intensity scaling value, the intensity scaling value is used to multiply each scene depth value in the scene depth information, and the result is the first scene depth information.
[0089] For example, an intensity scaling node can be created using an editor, and the scene depth information can be multiplied using the intensity scaling value corresponding to the intensity scaling node to obtain the first scene depth information.
[0090] In step S930, the first scene depth value that is greater than the upper limit range value in the first scene depth information is replaced with the upper limit range value, and the second scene depth value that is less than the lower limit range value in the first scene depth information is replaced with the lower limit range value to obtain the second scene depth information.
[0091] In the first scene depth information, there may be a first scene depth value that is greater than the upper limit range value, and there may be a second scene depth value that is less than the lower limit range value. In this case, since both the first scene depth value and the second scene depth value exceed the intensity value range, it is necessary to replace the first scene depth value with the upper limit range value and replace the second scene depth value with the lower limit range value.
[0092] For example, in the first scene depth information, a first scene depth value N1 that is greater than the upper limit range value and a second scene depth value N2 that is less than the lower limit scene range value are determined. The first scene depth value N1 is replaced with the upper limit range value Max, and the second scene depth value N2 is replaced with the lower limit range value Min.
[0093] In step S940, the depth information of the second scene and the distortion intensity are calculated to obtain the target distortion intensity corresponding to each pixel in the scene to be distorted.
[0094] After obtaining the depth information of the second scene, the depth information of the second scene is multiplied by the distortion strength in the existing distortion material. This allows the distortion strength in the basic distortion material to be replaced to obtain the target distortion material.
[0095] For example, Figure 10 This schematically illustrates a flowchart of how, in this exemplary embodiment, an editor is used to obtain the target distortion intensity corresponding to each pixel in the scene to be distorted, as shown below. Figure 10 As shown, node 1001 is a scene depth information node (represented by the Scene Texture: SceneDepth node in the editor), used to determine scene depth information; node 1002 is an intensity scaling node (represented by the Gradient node in the editor), and the first scene depth information can be obtained by inputting the value output by node 1001 into node 1002; node 1003 is a multiplication node (represented by Multiply in the editor); node 1004 is a single channel node (represented by Mask(R) in the editor), used to output the first scene depth information of the blue channel; node 1005 is an upper limit range value node (represented by the MaxDistance node in the editor); and node 1006 is a limit node (represented by the Clamp node in the editor), used to replace the first scene depth value greater than the upper limit range value in the first scene depth information with the upper limit range value, and to replace the second scene depth value less than the lower limit range value in the first scene depth information with the lower limit range value. It is worth noting that the parameter in node 1005 is 1, the upper limit value in node 1006 is determined to be 1, and the lower limit value in node 1006 is determined to be 0.
[0096] Based on this, the output of node 1006 at this time is the second scene depth information, and the output of node 1006 is applied to... Figure 7 At node 704 in the middle, at this time, Figure 7 The result output by the middle node 704 is the target torsional deformation strength.
[0097] In this exemplary embodiment, a first scene depth information is obtained by calculating each scene depth value using an intensity scaling value, thereby scaling the scene depth information. The first scene depth information is then replaced with the upper limit range value, and the second scene depth information is replaced with the lower limit range value, thereby obtaining the second scene depth information. The scaled first scene depth information is restricted to the intensity value range, which helps in the subsequent control of the scene depth information.
[0098] In an optional embodiment, Figure 11 This diagram illustrates the process of calculating the first scene depth information by using an intensity scaling value for each scene depth value in the scene depth information in the information processing method. Figure 11 As shown, the method includes at least the following steps: in step S1110, at least one target texture offset value is obtained.
[0099] Among them, at least one target texture offset value includes a texture offset value in the vertical texture direction and a texture offset value in the horizontal texture direction, and at least one target texture offset value is different from each other.
[0100] Before performing multiplication calculations on scene depth information using intensity scaling values, the scene depth information needs to be blurred. This blurring is necessary because without it, applying the target distortion material to the scene will result in minimal distortion in areas with very low scene depth, while the distortion will be more pronounced in areas with very high scene depth. When moving from an area with high scene depth to an area with low scene depth, the area with high depth will pull the image from the area with low scene depth, creating an incorrect edge-stacking display effect.
[0101] Figure 12 This schematically illustrates a scene to be distorted, resulting in edge stacking, as shown in an embodiment of the present disclosure. Figure 12 As shown, edge stacking occurred at point 1210 in the image.
[0102] To avoid the erroneous display effect of edge stacking, the scene depth information needs to be blurred. In areas where the scene depth varies greatly, the larger scene depth value gradually changes to the smaller scene depth value, thus avoiding the erroneous display effect of edge stacking.
[0103] Specifically, to blur the scene depth information, firstly, at least one target texture offset value can be obtained. This target texture offset value includes a texture offset value in the vertical texture direction and a texture offset value in the horizontal direction, and at least one target texture offset value is different.
[0104] For example, eight target texture offset values are obtained, namely target texture offset value Y-1, target texture offset value Y-2, target texture offset value Y-3, target texture offset value Y-4, target texture offset value Y-5, target texture offset value Y-6, target texture offset value Y-7 and target texture offset value Y-8.
[0105] Specifically, the target texture offset value Y-1 includes a texture offset value of 0 in the horizontal texture direction and a texture offset value of 1 in the vertical texture direction; the target texture offset value Y-2 includes a texture offset value of 1 in the horizontal texture direction and a texture offset value of 0 in the vertical texture direction; the target texture offset value Y-3 includes a texture offset value of 0 in the horizontal texture direction and a texture offset value of -1 in the vertical texture direction; the target texture offset value Y-4 includes a texture offset value of -1 in the horizontal texture direction and a texture offset value of 0 in the vertical texture direction; the target offset value Y-5 includes a texture offset value of -5 in the horizontal texture direction and a texture offset value of 5 in the vertical texture direction; the target offset value Y-6 includes a texture offset value of 5 in the horizontal texture direction and a texture offset value of 5 in the vertical texture direction; the target offset value Y-7 includes a texture offset value of 5 in the horizontal texture direction and a texture offset value of -5 in the vertical texture direction; and the target offset value Y-8 includes a texture offset value of -5 in the horizontal texture direction and a texture offset value of -5 in the vertical texture direction.
[0106] In step S1120, the scene depth information is offset by at least one target texture offset value to obtain multiple offset scene depth information.
[0107] By using at least one target texture offset value to perform texture offset on the scene depth information, multiple scene depth information with different degrees of texture offset can be obtained.
[0108] For example, the scene depth information is offset by the target texture offset values Y-1, Y-2, Y-3, Y-4, Y-5, Y-6, Y-7, and Y-8 respectively, resulting in eight offset scene depth information values.
[0109] In step S1130, multiple offset scene depth information is calculated to obtain blurred scene depth information, and the intensity scaling value is used to calculate the blurred scene depth value corresponding to each pixel in the blurred scene depth information to obtain the first scene depth information.
[0110] After obtaining multiple offset scene depth information, it is necessary to calculate the blurred scene depth information from these multiple offset scene depth information. At this point, the first scene depth information can be obtained by calculating the blurred scene depth information using the intensity scaling value.
[0111] For example, Figure 13 This schematically illustrates a process diagram of blurring scene depth information using an editor in this exemplary embodiment, such as... Figure 13 As shown, node 1310 is a texture offset value node (represented by the node BlurSampleOffsets in the editor), used to determine 8 texture offset values. These eight texture offset values are (0, 1), (1, 0), (0, -1), (-1, 0), (-5, 5), (5, 5), (5, -5) and (-5, -5). The first value in parentheses is the texture offset value in the horizontal texture direction, and the second value in parentheses is the texture offset value in the numerical texture direction.
[0112] Node 1320 is the texture offset scaling node (represented by the DepthScale node in the editor; in this case, the texture offset scaling in node 1320 is 0.01), used to scale the offset value in node 1310. Based on this, the output of node 1310 is the target texture offset value. Node 1330 is the terminal screen texture node (represented by ScreenPosition in the editor), node 1340 is an addition node (represented by the Add node in the editor), node 1350 is the scene depth information node (represented by SceneTexture:SceneDepth in the editor), node 1360 is another addition node (represented by the Add node in the editor), node 1370 is yet another addition node (represented by the Add node in the editor), and node 1380 is a division node (represented by Divide in the editor).
[0113] Based on this, node 1350 outputs multiple scene depth information values adapted to the terminal screen texture and obtained after different texture offsets. Then, node 1360 sums up the multiple offset scene depth information values to obtain the summation result. The summation result is input into node 1380 to perform division calculations on the summation result. At this time, the output result of node 1380 is the blurred scene depth information. Figure 10 Replace node 1001 with node 1280. Figure 10 The result output by the middle node 1003 is the first scene depth information obtained by calculating the blur scene depth value corresponding to each pixel in the blur scene depth information using the intensity scaling value.
[0114] In this exemplary embodiment, blurred scene depth information is obtained by calculating multiple offset scene depth information. The blurred scene depth information helps to avoid the incorrect display effect of edge stacking in the scene to be distorted after the target distortion material is applied to the scene to be distorted.
[0115] In an optional embodiment, Figure 14 The diagram illustrates the process of calculating the target distortion intensity corresponding to each pixel in the scene to be distorted using the depth information and distortion intensity of the second scene in the information processing method. Figure 14 As shown, the method includes at least the following steps: in step S1410, the camera position information of the target scene camera in the vertical direction is obtained, and the vertical direction vector value of the target scene camera is obtained.
[0116] It is worth noting that in the real world, the farther an object is from the viewpoint or the closer it is to the ground, the more pronounced the distortion effect; conversely, the closer an object is to the viewpoint or the farther it is from the ground, the less pronounced the distortion effect.
[0117] After adjusting the distortion intensity of the existing distorted material using scene depth information, the goal is to simulate the characteristic that the distortion effect becomes more pronounced as the object moves further away from the viewpoint, and less pronounced as the object moves closer to the viewpoint. To further simulate this characteristic, it is necessary to obtain the camera position information and vertical vector value of the target scene camera in the vertical direction. This is because the target scene camera can reflect the location of objects in the scene to be distorted to a certain extent.
[0118] For example, obtain the camera position information X-1 of the target scene camera in the vertical direction, and obtain the vertical direction vector value of the target scene camera in the vertical direction.
[0119] In step S1420, the distance between the camera and the ground in the target scene is calculated by using the camera position information and the vertical direction vector value, and the third scene depth information is calculated by using the distance value and the second scene depth information.
[0120] The calculation of the distance between the camera and the ground in the target scene is performed by calculating the camera position information and the vertical direction vector value in order to more accurately determine the position of the scene to be distorted. After the position of the scene to be distorted is more accurately determined, the distance value and the second scene depth information are multiplied to obtain the third scene depth information. At this time, the third scene depth information is information that gradually changes from bottom to top.
[0121] For example, Figure 15 This schematically illustrates a flowchart of how the camera position information and vertical direction vector are calculated using an editor to obtain the calculation result in an embodiment of this disclosure. Figure 15 As shown, node 1501 is a camera position information node (represented by the Camera Position node in the editor), used to obtain the camera position information of the target scene camera; node 1502 is a single channel node (represented by the Mash(R) node in the editor). Based on this, the output of node 1502 is the camera position information of the target scene camera in the vertical direction.
[0122] Node 1503 is the ground elevation node (represented by the `GroundElevation` node in the editor, with the parameter set to 5500), used to determine the vertical distance between the ground and the target scene camera. Node 1504 is the other ground effects node (represented by the `RangeFromGroundOfFullEffect` node in the editor, with the parameter set to 1500), used to determine the distance between the target scene camera and the ground caused by other ground effects. Node 1505 is a subtraction node (represented by the `Subtract` node in the editor), and node 1506 is another subtraction node (represented by the `Subtract` node in the editor). Through nodes 1505 and 1506, the vertical distance between the target scene camera and the ground can be accurately determined.
[0123] Node 1507 is a distance scaling node (represented by the ElevationFalloffDistance node in the editor), used to determine the scaling ratio of the output of node 1506; Node 1508 is a division node (represented by the Divide node in the editor), used to perform division calculations on the output of node 1506 using the scaling ratio determined in node 1506, for subsequent calculations and adjustments.
[0124] Node 1509 is a limiting node (represented by the Saturate node in the editor), used to restrict the output of node 1508 to a value range of 0 to 1; node 1510 is a reverse node, used to subtract the output of node 1509 from 1.
[0125] Node 1521 is the camera vector of the target scene camera (represented by the node Camera Vector in the editor), node 1522 is a vector in the vertical direction, and node 1523 is a dot product node (represented by Dot in the editor). By multiplying the output of node 1521 and the output of node 1522, we can obtain the vertical vector value of the target scene camera, that is, the projection distance of the target scene camera in the vertical direction.
[0126] Node 1524 is an absolute value node (represented as Abs in the editor), node 1525 is a reverse node, node 1526 is an exponentiation node (represented as Power in the editor), node 1527 is an exponentiation node (represented as HorizonContrast in the editor, and node 1527 sets the power of the exponent to 3.5). Based on this, the output of node 1526 is the 3.5th power of the output of node 1525. Node 1528 is a constraint node (represented as Saturate in the editor), node 1529 is a multiplication node (represented as Multiply in the editor), node 1530 is a scaling node (represented as G Intensity in the editor, where the coefficient of node 1530 is 1), and node 1531 is a multiplication node (represented as Multiply in the editor). At this point, the output of node 1531 is the third scene depth information.
[0127] In step S1430, the depth information and distortion intensity of the third scene are calculated to obtain the target distortion intensity corresponding to each pixel in the scene to be distorted.
[0128] The target distortion intensity can be obtained by multiplying the depth information of the third scene with the distortion intensity.
[0129] For example, compare the output of node 1531 with... Figure 10 Multiplying the result from node 1006 yields the depth information of the third scene. This third scene depth information is then combined with... Figure 7 Multiply the output of node 701, and then, Figure 7 The output of node 706 is the target distortion material, which contains the target distortion intensity corresponding to each pixel in the scene to be distorted.
[0130] In this exemplary embodiment, the camera position information and the vertical direction vector are calculated to obtain the calculation result. The calculation result and the second scene depth information are then used to calculate the third scene depth information. At this time, the target distortion intensity can be obtained by calculating the third scene depth information and the distortion intensity. This helps to make the distortion of the scene more consistent with the real world's characteristic that the closer an object is to the ground, the more obvious the distortion effect is, and the farther an object is from the ground, the less obvious the distortion effect is.
[0131] In step S130, the target distortion material is applied to the scene to be distorted in order to distort the scene.
[0132] In an exemplary embodiment of this disclosure, scene depth information corresponding to the target distorted material is used as a mask to add distortion effects to the scene.
[0133] For example, in Figure 7 A new multiplication node is added between node 701 and node 704. The input of the multiplication node is the output of node 701 and... Figure 10 The output of node 1006 in the middle, and the output of the multiplication node are used as... Figure 7 The input at node 704, at this point, Figure 7 The output of node 706 is the target distortion material. Applying the target distortion material to... Figure 7 At node 707, the output of node 707 is the scene to be distorted with a distortion effect.
[0134] In an optional embodiment, Figure 16 The diagram illustrates a process in an information processing method where a target distortion material is applied to a scene to be distorted in order to simulate a distortion effect within the scene. Figure 16 As shown, the method includes at least the following steps: in step S1610, a display terminal corresponding to the scene to be distorted is obtained, and the screen space texture corresponding to the display terminal is determined.
[0135] Here, "display terminal" refers to the terminal that displays the scene to be distorted. Specifically, the display terminal can be a tablet terminal, a mobile phone terminal, or a computer terminal; this exemplary embodiment does not impose any special limitations on this. "Screen space texture" refers to the texture corresponding to the screen of the display terminal.
[0136] For example, if the obtained display terminal is a mobile phone terminal, the screen space texture corresponding to the display terminal is determined to be A×B.
[0137] In step S1620, the target distortion material and screen space texture are calculated to obtain the calculated target distortion material, and the calculated target distortion material is applied to the scene to be distorted in order to distort the scene.
[0138] The calculated target distortion material is obtained by multiplying the texture on the target distortion material with the screen space texture. It is worth noting that the calculated target distortion material is a target distortion material adapted to the display terminal screen.
[0139] Based on this, applying the calculated target distortion material to the scene to be distorted can not only simulate the hot air distortion effect in the real world, but also make the scene to be distorted fit the size of the display terminal screen.
[0140] For example, in Figure 7 A new multiplication node is added between node 701 and node 704. The input of the multiplication node is the output of node 701 and... Figure 10 The output of node 1006 in the middle, and the output of the multiplication node are used as... Figure 7 The input at node 704, at this point, Figure 7 The result output by the middle node 706 is the target twisted and deformed material.
[0141] It is worth noting that Figure 7 Node 705 is the terminal screen texture node, used to determine the screen space texture corresponding to the display terminal, utilizing... Figure 7 Node 706 calculates the target distortion material output by node 704 and the screen space texture output by node 705 to obtain the calculated target distortion material. Then, the calculated target distortion material is applied to the scene to be distorted, that is, applied to node 707, so that the output of node 707 is the scene to be distorted with a distortion effect.
[0142] In this exemplary embodiment, the target distortion material and screen space texture are calculated so that when the calculated target distortion material is applied to the scene to be distorted, a scene to be distorted that is adapted to the screen of the display terminal and has a distortion effect can be obtained.
[0143] In the methods and apparatus provided by the exemplary embodiments of this disclosure, on the one hand, the scene depth information of the scene to be distorted is determined, which helps to adjust the distortion intensity using the scene depth information to obtain the target distortion material. This makes different pixels on the target distortion material no longer have the same distortion intensity. On the other hand, the target distortion material is applied to the scene to be distorted to distort the scene and achieve the deformation effect of hot air. This avoids the situation in the prior art where every part of the scene has the same distortion effect, making the simulated distortion effect more consistent with the distortion effect in the real world, thereby increasing the display effect of the scene.
[0144] The information processing method in this embodiment will be described in detail below with reference to an application scenario.
[0145] Will Figure 10 Replace node 1001 in the table with Figure 13 Node 1370, will Figure 10 Node 1006 in Figure 15 Multiplying node 1531 in the matrix yields a product G-1. Then, multiplying product G-1 with... Figure 7 Multiplying node 701 in the matrix yields a multiplication result G-2. This multiplication result G-2 is then used as... Figure 7 Input to node 704. Figure 7 Middle node 701 and Figure 5 Middle node 512 and Figure 6 Connect node 612. At this time, Figure 7 The output of node 706 is the target distortion material. Applying the target distortion material to... Figure 7 Node 707 (i.e. the scene to be distorted) is used to distort the scene.
[0146] In this application scenario, on the one hand, determining the scene depth information of the scene to be distorted helps to adjust the distortion intensity using the scene depth information to obtain the target distortion material. This ensures that different pixels on the target distortion material no longer have the same distortion intensity. On the other hand, applying the target distortion material to the scene to be distorted distorts the scene and achieves the deformation effect of hot air. This avoids the situation in existing technologies where every part of the scene has the same distortion effect, making the simulated distortion effect more consistent with the distortion effect in the real world, thereby enhancing the scene's display effect.
[0147] Furthermore, in an exemplary embodiment of this disclosure, an information processing apparatus is also provided. Figure 17 A schematic diagram of the information processing device is shown, such as... Figure 17As shown, the information processing device 1700 may include: a creation module 1710, an adjustment module 1720, and a processing module 1730. Wherein:
[0148] The creation module 1710 is configured to acquire the scene to be distorted and create a basic distortion deformation material; the adjustment module 1720 is configured to determine the scene depth information of the scene to be distorted and adjust the distortion deformation intensity corresponding to the basic distortion deformation material using the scene depth information to obtain the target distortion deformation material; the processing module 1730 is configured to apply the target distortion deformation material to the scene to be distorted to perform distortion processing on the scene to be distorted.
[0149] The specific details of the aforementioned information processing device 1700 have been described in detail in the corresponding information processing method, so they will not be repeated here.
[0150] It should be noted that although several modules or units of the information processing apparatus 1700 are mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0151] Furthermore, in an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.
[0152] The following reference Figure 18 To describe an electronic device 1800 according to such an embodiment of the present invention. Figure 18 The electronic device 1800 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of the present invention.
[0153] like Figure 18 As shown, the electronic device 1800 is presented in the form of a general-purpose computing device. The components of the electronic device 1800 may include, but are not limited to: at least one processing unit 1810, at least one storage unit 1820, a bus 1830 connecting different system components (including storage unit 1820 and processing unit 1810), and a display unit 1840.
[0154] The storage unit stores program code that can be executed by the processing unit 1810, causing the processing unit 1810 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention.
[0155] Storage unit 1820 may include readable media in the form of volatile storage units, such as random access memory (RAM) 1821 and / or cache memory 1822, and may further include read-only memory (ROM) 1823.
[0156] Storage unit 1820 may also include a program / utility 1824 having a set (at least one) of program modules 1825, such program modules 1825 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may contain the reality of the network environment.
[0157] Bus 1830 can represent one or more of several types of bus structures, including memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processing unit, or local bus using any of the various bus structures.
[0158] Electronic device 1800 can also communicate with one or more external devices 1870 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 1800, and / or with any device that enables electronic device 1800 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1850. Furthermore, electronic device 1800 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1860. As shown, network adapter 1860 communicates with other modules of electronic device 1800 via bus 1830. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1800, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0159] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure 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, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0160] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the invention described in the "Exemplary Methods" section above.
[0161] refer to Figure 19 As shown, a program product 1900 for implementing the above-described method according to an embodiment of the present invention is described. It may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, the readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0162] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0163] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0164] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0165] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0166] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
Claims
1. An information processing method characterized by comprising: The method comprises: obtaining a scene to be warped, and creating a basic warping deformation material, wherein the basic warping deformation material is a material with a warping deformation strength, and the warping deformation strength of each pixel point in the basic warping deformation material is the same; determining scene depth information of the scene to be warped, wherein the scene depth information comprises a scene depth value corresponding to each pixel point in the scene to be warped respectively; determining a warping deformation strength corresponding to the basic warping deformation material, and calculating the scene depth value and the warping deformation strength to obtain a target warping deformation strength corresponding to each pixel point in the scene to be warped respectively; replacing the warping deformation strength corresponding to the basic warping deformation material with the target warping deformation strength to obtain a target warping deformation material; obtaining a display terminal corresponding to the scene to be warped, and determining a screen space texture corresponding to the display terminal; calculating the target warping deformation material and the screen space texture to obtain a calculated target warping deformation material, and applying the calculated target warping deformation material to the scene to be warped to warp the scene to be warped.
2. The information processing method according to claim 1, characterized by, The calculation of the scene depth value and the warping deformation strength to obtain the target warping deformation strength corresponding to each pixel point in the scene to be warped respectively comprises: obtaining an intensity scaling value corresponding to the scene depth information, and obtaining an intensity value range corresponding to the scene depth information; the intensity value range is a value range between a lower limit range value and an upper limit range value; calculating each scene depth value in the scene depth information by using the intensity scaling value to obtain first scene depth information; replacing a first scene depth value greater than the upper limit range value in the first scene depth information with the upper limit range value, and replacing a second scene depth value less than the lower limit range value in the first scene depth information with the lower limit range value to obtain second scene depth information; calculating the second scene depth information and the warping deformation strength to obtain the target warping deformation strength corresponding to each pixel point in the scene to be warped respectively.
3. The information processing method according to claim 2, characterized by, The calculation of the scene depth value and the warping deformation strength to obtain the target warping deformation strength corresponding to each pixel point in the scene to be warped respectively comprises: obtaining at least one target texture offset value; performing texture offset on the scene depth information by using the at least one target texture offset value to obtain at least one offset scene depth information; calculating the at least one offset scene depth information to obtain blurred scene depth information, and calculating a blurred scene depth value corresponding to each pixel point in the blurred scene depth information by using the intensity scaling value to obtain first scene depth information.
4. The information processing method according to claim 2, characterized by, The calculation of the second scene depth information and the warping deformation strength to obtain the target warping deformation strength corresponding to each pixel point in the scene to be warped respectively comprises: Obtaining camera position information of a target scene camera in a vertical direction, and obtaining a vertical direction vector value of the target scene camera; Calculating the camera position information and the vertical direction vector value to obtain a distance value of the target scene camera from the ground, and calculating the distance value and the second scene depth information to obtain third scene depth information; Calculating the third scene depth information and the distortion strength to obtain a target distortion strength corresponding to each pixel point in the scene to be distorted.
5. The information processing method according to claim 1, characterized by, The created basic distortion material includes: Creating a target material; the target material is a post-processing material; Determining a texture offset value corresponding to a vertical texture direction and an offset speed corresponding to the texture offset value, and performing texture offset on the target material using the texture offset value and the offset speed to obtain the target material after offset; Determining a distortion strength, and applying the distortion strength to the target material after offset to create a basic distortion material.
6. An information processing apparatus, characterized by comprising: It includes: A creation module configured to obtain a scene to be distorted and create a basic distortion material, wherein the basic distortion material is a material with a distortion strength, and the distortion strength of each pixel point in the basic distortion material is the same; An adjustment module configured to determine scene depth information of the scene to be distorted, the scene depth information including a scene depth value corresponding to each pixel point in the scene to be distorted; determine a distortion strength corresponding to the basic distortion material, and calculate the scene depth value and the distortion strength to obtain a target distortion strength corresponding to each pixel point in the scene to be distorted; and replace the distortion strength corresponding to the basic distortion material with the target distortion strength to obtain a target distortion material; A processing module configured to obtain a display terminal corresponding to the scene to be distorted and determine a screen space texture corresponding to the display terminal; calculate the target distortion material and the screen space texture to obtain a calculated target distortion material; and apply the calculated target distortion material to the scene to be distorted to perform distortion processing on the scene to be distorted.
7. An electronic device, comprising: It includes: A processor; A memory for storing executable instructions of the processor; The processor is configured to execute the information processing method of any one of claims 1-5 by executing the executable instructions.
8. A computer readable storage medium having stored thereon a computer program, characterized in that, The computer program is executed by the processor to implement the information processing method of any one of claims 1-5. The computer program is executed by the processor to implement the information processing method of any one of claims 1-5.
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