Method for producing video and electronic device
By analyzing the mirror information in the video material and determining the transition method during video switching, the problem of incoherence of mirrors in the prior art is solved, improving user experience and reducing costs.
Patent Information
- Application Number
- CN202111208990.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-18
- Publication Date
- 2025-06-27
- Estimated Expiration
- 2041-10-18
AI Technical Summary
The existing video production methods have problems such as incoherent use of mirrors, low user experience, complex operation, long time and high cost.
By obtaining the mirror information in the video material, determine the transition method during video switching, ensure the consistency and fluency of the front and rear mirrors, and use the algorithm to match the corresponding music style.
Improves the user experience of video production, simplifies operations, shortens production time, and reduces costs.
Smart Images

Figure CN115996274B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the technical field of video production, and in particular, to a method for producing a video and an electronic device. Background Art
[0002] With the advent of the 5G era, "videos" have gradually become popular among consumers. Currently, there are mainly two ways to produce "videos". One way is to complete it by using a template, but this way is relatively fixed and may cause situations such as freezing, resulting in a reduced user experience; the other way is to complete it manually, but this way is complex to operate, time-consuming, and costly. Summary of the Invention
[0003] This application provides a method for producing a video and an electronic device, which can ensure the coherence and smoothness of the front and back camera movements, improve the user experience, and at the same time simplify the operation, shorten the production time, and reduce the cost.
[0004] In a first aspect, a method for producing a video is provided. The method is applied to an electronic device and includes: obtaining video materials, where the video materials at least include a first video and a second video;
[0005] According to the first camera movement in the first video and the second camera movement in the second video, determine the transition method when switching from the first video to the second video. The first camera movement is the last camera movement in the first video, and the second camera movement is the first camera movement in the second video;
[0006] Based on the transition method, synthesize the first video and the second video into a synthesized video. In the synthesized video, the first video and the second video are adjacent, and the first video is located before the second video.
[0007] The solution provided by this application can ensure the coherence and smoothness of the front and back camera movements and improve the user experience by determining the transition method when switching from the first video to the second video according to the types of the first camera movement in the first video and the second camera movement in the second video, where the first camera movement is the last camera movement in the first video and the second camera movement is the first camera movement in the second video; in addition, since the solution provided by this application does not require manual completion by the user, it can simplify the operation, shorten the production time, and reduce the cost.
[0008] In combination with the first aspect, in some possible implementation manners, the step of determining the transition method when switching from the first video to the second video according to the first camera movement in the first video and the second camera movement in the second video includes:
[0009] If the camera movement types of the first camera movement and the second camera movement are the same, determine that the transition method from the first video to the second video is to maintain the same transition direction as the first camera movement or the second camera movement.
[0010] For the solution provided in this application, if the camera movement types of the first camera movement in the first video and the second camera movement in the second video are the same, determining that the transition method from the first video to the second video is to maintain the same transition direction as the first camera movement or the second camera movement can ensure the coherence and smoothness of the front and rear camera movements, thereby enhancing the user experience.
[0011] In combination with the first aspect, in some possible implementation manners, the determining the transition method when switching from the first video to the second video according to the first camera movement in the first video and the second camera movement in the second video includes:
[0012] If the camera movement types of the first camera movement and the second camera movement are opposite, determine that the transition method from the first video to the second video is to reverse the first camera movement or the second camera movement; or,
[0013] If the camera movement types of the first camera movement and the second camera movement are opposite, determine that the transition method from the first video to the second video is to use the slow-motion connection method.
[0014] For the solution provided in this application, if the camera movement types of the first camera movement in the first video and the second camera movement in the second video are opposite, determining that the transition method from the first video to the second video is to reverse the first camera movement or the second camera movement, or to use the slow-motion connection method can ensure the coherence and smoothness of the front and rear camera movements, thereby enhancing the user experience.
[0015] In combination with the first aspect, in some possible implementation manners, the determining the transition method when switching from the first video to the second video according to the first camera movement in the first video and the second camera movement in the second video includes:
[0016] If the camera movement types of the first camera movement and the second camera movement are not in the same direction, determine that the transition method from the first video to the second video is to be consistent with the direction of the third camera movement, where the third camera movement is the second camera movement, or the camera movement with a stronger change among the first camera movement and the second camera movement.
[0017] In the solution provided by this application, if the shooting types of the first camera movement in the first video and the second camera movement in the second video are not in the same direction, it is determined that the transition method from the first video to the second video is to be consistent with the direction of the second camera movement, or to be consistent with the direction of the camera movement with stronger changes among the first camera movement and the second camera movement, which can ensure the coherence and smoothness of the front and rear camera movements, thereby enhancing the user experience.
[0018] In combination with the first aspect, in some possible implementation manners, determining the transition method when switching from the first video to the second video according to the first camera movement in the first video and the second camera movement in the second video includes:
[0019] If the first camera movement or the second camera movement is stationary, it is determined that the transition method when switching from the first video to the second video is to be consistent with the direction of the fourth camera movement, and the fourth camera movement is the non-stationary camera movement among the first camera movement and the second camera movement; or,
[0020] If the first camera movement or the second camera movement is stationary, it is determined that the transition method when switching from the first video to the second video is to use a slow-motion connection method.
[0021] In the solution provided by this application, if the camera movement of the first camera movement in the first video or the second camera movement in the second video is stationary, it is determined that the transition method when switching from the first video to the second video is to be consistent with the direction of the non-stationary camera movement, or to use a slow-motion connection method, which can ensure the coherence and smoothness of the front and rear camera movements, thereby enhancing the user experience.
[0022] In combination with the first aspect, in some possible implementation manners, the method further includes:
[0023] Matching music of a corresponding style according to the camera movement in the synthesized video.
[0024] In the solution provided by this application, by determining the style corresponding to the synthesized video according to the camera movement in the synthesized video and associating the music corresponding to the style, the user experience can be further enhanced.
[0025] In combination with the first aspect, in some possible implementation manners, matching music of a corresponding style according to the camera movement in the synthesized video includes:
[0026] Dividing the camera movements into n groups according to the camera movement order included in the synthesized video, where n is an integer greater than or equal to 2;
[0027] For the i-th style among m styles, calculating the proportion of the target camera movement type of each group of camera movements among the n groups of camera movements, where the target camera movement type is the camera movement type corresponding to the i-th style, 1 ≤ i ≤ m;
[0028] Calculate the sum of the ratios of the target camera movement types for each group of camera movements to obtain the value corresponding to the i-th style;
[0029] Match the music corresponding to the style with the highest value among the m styles to the synthesized video.
[0030] The solution provided by this application, for the i-th style among the m styles, by calculating the sum of the ratios of the target camera movement types for each group of camera movements among the n groups of camera movements, matching the music corresponding to the style with the highest value to the synthesized video, and associating the music corresponding to this style, can further enhance the user experience.
[0031] In combination with the first aspect, in some possible implementation manners, the method further includes:
[0032] Assign corresponding weights to the ratios, and the weights of the first group of camera movements and the n-th group of camera movements among the n groups of camera movements are higher than the weights of other groups of camera movements;
[0033] The calculating the sum of the ratios of the target camera movement types for each group of camera movements includes:
[0034] Calculate the sum of the products of the ratios of the target camera movement types for each group of camera movements and their corresponding weights.
[0035] The solution provided by this application, since the emotional impact of the head and tail is greater than that of the middle, by assigning higher weights to the first group of camera movements and the n-th group of camera movements among the n groups of camera movements, calculating the sum of the products of the ratios of the target camera movement types for each group of camera movements and their corresponding weights, matching the music corresponding to the style with the highest value to the synthesized video, and associating the music corresponding to this style, can further enhance the user experience.
[0036] In a second aspect, a device is provided. The device is included in an electronic device and has the function of implementing the behavior of the electronic device in the above aspect and the possible implementation manners of the above aspect. The function can be implemented by hardware or by hardware executing corresponding software. The hardware or software includes one or more modules or units corresponding to the above functions.
[0037] In a third aspect, an electronic device is provided, including: one or more processors; a memory; one or more applications; and one or more computer programs. Among them, one or more computer programs are stored in the memory, and one or more computer programs include instructions. When the instructions are executed by the electronic device, the electronic device is caused to execute the method in any possible implementation of the first aspect above.
[0038] Fourthly, a chip system is provided, including at least one processor, which enables the functions of the method in any possible implementation of the first aspect to be realized on the electronic device when the program instructions are executed in the at least one processor.
[0039] Fifthly, a computer storage medium is provided, including computer instructions, which enable the electronic device to execute the method in any possible implementation of the first aspect when the computer instructions are run on the electronic device.
[0040] Sixthly, a computer program product is provided, which enables the electronic device to execute the method in any possible design of the first aspect when the computer program product is run on the electronic device. Description of the Drawings
[0041] Figure 1 It is a schematic diagram of the hardware structure of an electronic device provided by an embodiment of the present application.
[0042] Figure 2 It is a schematic diagram of the software structure of an electronic device provided by an embodiment of the present application.
[0043] Figure 3A It is a schematic diagram of a push shot provided by an embodiment of the present application.
[0044] Figure 3B It is a schematic diagram of a pull shot provided by an embodiment of the present application.
[0045] Figure 4A It is a schematic diagram of a left pan shot provided by an embodiment of the present application.
[0046] Figure 4B It is a schematic diagram of a right pan shot provided by an embodiment of the present application.
[0047] Figure 5A It is a schematic diagram of a left tracking shot provided by an embodiment of the present application.
[0048] Figure 5B It is a schematic diagram of a right tracking shot provided by an embodiment of the present application.
[0049] Figure 6A It is a schematic diagram of a dolly down shot provided by an embodiment of the present application.
[0050] Figure 6B It is a schematic diagram of a dolly up shot provided by an embodiment of the present application.
[0051] Figure 7 It is a schematic diagram of a follow shot provided by an embodiment of the present application.
[0052] Figures 8A to 8JIt is a schematic diagram of a group of GUIs provided by an embodiment of the present application.
[0053] Figures 9A to 9J It is a schematic diagram of another group of GUIs provided by an embodiment of the present application.
[0054] Figure 10 It is a schematic diagram of a method for producing a video provided by an embodiment of the present application.
[0055] Figure 11 It is a schematic block diagram of an electronic device provided by an embodiment of the present application. Detailed implementation manners
[0056] Next, the technical solutions in the embodiments of the present application will be described with reference to the accompanying drawings in the embodiments of the present application. Among them, in the description of the embodiments of the present application, unless otherwise specified, " / " means "or". For example, A / B may mean A or B; herein, "and / or" is only a description of the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B may mean: A exists alone, A and B exist simultaneously, and B exists alone. In addition, in the description of the embodiments of the present application, "a plurality of" means two or more than two.
[0057] Hereinafter, the terms "first" and "second" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance or implicitly specifying the quantity of the indicated technical features. Thus, the features defined with "first" and "second" may explicitly or implicitly include one or more of such features.
[0058] The method for producing a video provided by the embodiments of the present application can be applied to electronic devices such as mobile phones, tablet computers, cameras, wearable devices, in-vehicle devices, augmented reality (AR) / virtual reality (VR) devices, laptop computers, ultra-mobile personal computers (UMPCs), netbooks, and personal digital assistants (PDAs). The embodiments of the present application do not impose any restrictions on the specific types of electronic devices.
[0059] Exemplarily, Figure 1The structural schematic diagram of the electronic device 100 is shown. The electronic device 100 may include a processor 110, an external memory interface 120, an internal memory 121, a universal serial bus (USB) interface 130, a charging management module 140, a power management module 141, a battery 142, an antenna 1, an antenna 2, a mobile communication module 150, a wireless communication module 160, an audio module 170, a speaker 170A, a receiver 170B, a microphone 170C, a headphone interface 170D, a sensor module 180, a button 190, a motor 191, an indicator 192, a camera 193, a display screen 194, and a subscriber identification module (SIM) card interface 195, etc. Among them, the sensor module 180 may include a pressure sensor 180A, a gyroscope sensor 180B, a barometric pressure sensor 180C, a magnetic sensor 180D, an acceleration sensor 180E, a distance sensor 180F, a proximity light sensor 180G, a fingerprint sensor 180H, a temperature sensor 180J, a touch sensor 180K, an ambient light sensor 180L, a bone conduction sensor 180M, etc.
[0060] It can be understood that the structure schematically shown in the embodiments of the present application does not constitute a specific limitation on the electronic device 100. In other embodiments of the present application, the electronic device 100 may include more or fewer components than shown, or combine certain components, or split certain components, or have different component arrangements. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.
[0061] The processor 110 may include one or more processing units. For example: the processor 110 may include an application processor (AP), a modem processor, a graphics processing unit (GPU), an image signal processor (ISP), a controller, a memory, a video codec, a digital signal processor (DSP), a baseband processor, and / or a neural-network processing unit (NPU), etc. Among them, different processing units may be independent devices or integrated in one or more processors. In the embodiments of the present application, determining the transition method and matching the corresponding music to the synthesized video may be implemented by the processor 110.
[0062] Among them, the controller can be the nerve center and command center of the electronic device 100. The controller can generate operation control signals according to the instruction operation code and timing signal to complete the control of fetching and executing instructions.
[0063] A memory can also be set in the processor 110 for storing instructions and data. In some embodiments, the memory in the processor 110 is a cache memory. This memory can save the instructions or data that the processor 110 has just used or recycled. If the processor 110 needs to use the instruction or data again, it can directly call it from the memory. This avoids repeated accesses, reduces the waiting time of the processor 110, and thus improves the efficiency of the system.
[0064] In some embodiments, the processor 110 may include one or more interfaces. The interfaces may include an inter-integrated circuit (I2C) interface, an inter-integrated circuit sound (I2S) interface, a pulse code modulation (PCM) interface, a universal asynchronous receiver / transmitter (UART) interface, a mobile industry processor interface (MIPI), a general-purpose input / output (GPIO) interface, a subscriber identity module (SIM) interface, and / or a universal serial bus (USB) interface, etc.
[0065] It can be understood that the interface connection relationship between the modules illustrated in the embodiments of the present application is only for illustrative purposes and does not constitute a structural limitation on the electronic device 100. In other embodiments of the present application, the electronic device 100 may also adopt different interface connection methods or a combination of multiple interface connection methods in the above embodiments.
[0066] The charging management module 140 is used to receive charging input from a charger. Herein, the charger can be a wireless charger or a wired charger. In some embodiments of wired charging, the charging management module 140 can receive the charging input of the wired charger through the USB interface 130. In some embodiments of wireless charging, the charging management module 140 can receive the wireless charging input through the wireless charging coil of the electronic device 100. While charging the battery 142, the charging management module 140 can also supply power to the electronic device through the power management module 141.
[0067] The power management module 141 is used to connect the battery 142, the charging management module 140, and the processor 110. The power management module 141 receives the inputs from the battery 142 and / or the charging management module 140 and supplies power to the processor 110, the internal memory 121, the external memory, the display screen 194, the camera 193, the wireless communication module 160, etc. The power management module 141 can also be used to monitor parameters such as the battery capacity, the number of battery cycles, and the battery health status (leakage, impedance). In some other embodiments, the power management module 141 can also be disposed in the processor 110. In some other embodiments, the power management module 141 and the charging management module 140 can also be disposed in the same device.
[0068] The wireless communication function of the electronic device 100 can be implemented by the antenna 1, the antenna 2, the mobile communication module 150, the wireless communication module 160, the modulation and demodulation processor, and the baseband processor, etc.
[0069] The mobile communication module 150 can provide solutions for wireless communications including 2G / 3G / 4G / 5G, etc. applied to the electronic device 100. The mobile communication module 150 can include at least one filter, switch, power amplifier, low noise amplifier (LNA), etc. The mobile communication module 150 can receive electromagnetic waves through the antenna 1, filter, amplify, etc. the received electromagnetic waves, and transmit them to the modulation and demodulation processor for demodulation. The mobile communication module 150 can also amplify the signal modulated by the modulation and demodulation processor and convert it into electromagnetic waves through the antenna 1 for radiation. In some embodiments, at least some functional modules of the mobile communication module 150 can be disposed in the processor 110. In some embodiments, at least some functional modules of the mobile communication module 150 and at least some modules of the processor 110 can be disposed in the same device.
[0070] The modulation and demodulation processor may include a modulator and a demodulator. Among them, the modulator is used to modulate the low-frequency baseband signal to be transmitted into a medium-high frequency signal. The demodulator is used to demodulate the received electromagnetic wave signal into a low-frequency baseband signal. Subsequently, the demodulator transmits the demodulated low-frequency baseband signal to the baseband processor for processing. After being processed by the baseband processor, the low-frequency baseband signal is transmitted to the application processor. The application processor outputs a sound signal through an audio device (not limited to the speaker 170A, the receiver 170B, etc.), or displays an image or video through the display screen 194. In some embodiments, the modulation and demodulation processor may be an independent device. In other embodiments, the modulation and demodulation processor may be independent of the processor 110 and be provided in the same device as the mobile communication module 150 or other functional modules.
[0071] The wireless communication module 160 may provide solutions for wireless communications applied to the electronic device 100, including wireless local area networks (WLANs) (such as wireless fidelity (Wi-Fi) networks), Bluetooth (BT), global navigation satellite systems (GNSS), frequency modulation (FM), near field communication (NFC), infrared technology (IR), and so on. The wireless communication module 160 may be one or more devices integrating at least one communication processing module. The wireless communication module 160 receives electromagnetic waves via the antenna 2, performs frequency modulation and filtering processing on the electromagnetic wave signals, and transmits the processed signals to the processor 110. The wireless communication module 160 may also receive the signal to be transmitted from the processor 110, perform frequency modulation and amplification on it, and convert it into electromagnetic waves through the antenna 2 for radiation.
[0072] In some embodiments, antenna 1 of electronic device 100 is coupled to mobile communication module 150, and antenna 2 is coupled to wireless communication module 160, such that electronic device 100 can communicate with a network and other devices through wireless communication technologies. The wireless communication technologies may include global system for mobile communications (GSM), general packet radio service (GPRS), code division multiple access (CDMA), wideband code division multiple access (WCDMA), time-division code division multiple access (TD-SCDMA), long term evolution (LTE), BT, GNSS, WLAN, NFC, FM, and / or IR technologies, etc. The GNSS may include global positioning system (GPS), global navigation satellite system (GLONASS), beidou navigation satellite system (BDS), quasi-zenith satellite system (QZSS), and / or satellite based augmentation systems (SBAS).
[0073] Electronic device 100 implements a display function through a GPU, display screen 194, and an application processor, etc. The GPU is a microprocessor for image processing, and is connected to display screen 194 and the application processor. The GPU is used to perform mathematical and geometric calculations for graphics rendering. Processor 110 may include one or more GPUs, which execute program instructions to generate or change display information.
[0074] The display screen 194 is used to display images, videos, etc. The display screen 194 includes a display panel. The display panel can adopt a liquid crystal display (LCD), an organic light-emitting diode (OLED), an active-matrix organic light-emitting diode (AMOLED), a flexible light-emitting diode (FLED), a Miniled, a MicroLed, a Micro-oLed, a quantum dot light-emitting diode (QLED), etc. In some embodiments, the electronic device 100 may include one or N display screens 194, where N is a positive integer greater than 1.
[0075] The electronic device 100 can implement the shooting function through an ISP, a camera 193, a video codec, a GPU, a display screen 194, an application processor, etc.
[0076] The ISP is used to process the data fed back by the camera 193. For example, when taking a photo, the shutter is opened, and light passes through the lens and is transmitted to the camera photosensitive element. The optical signal is converted into an electrical signal, and the camera photosensitive element transmits the electrical signal to the ISP for processing and converts it into an image visible to the naked eye. The ISP can also optimize the noise, brightness, and skin color of the image through algorithms. The ISP can also optimize parameters such as the exposure and color temperature of the shooting scene. In some embodiments, the ISP can be set in the camera 193.
[0077] The camera 193 is used to capture static images or videos. An object generates an optical image through the lens and projects it onto the photosensitive element. The photosensitive element can be a charge-coupled device (CCD) or a complementary metal-oxide-semiconductor (CMOS) phototransistor. The photosensitive element converts the optical signal into an electrical signal, and then transmits the electrical signal to the ISP to convert it into a digital image signal. The ISP outputs the digital image signal to the DSP for processing. The DSP converts the digital image signal into an image signal in standard RGB, YUV, etc. formats. In some embodiments, the electronic device 100 may include one or N cameras 193, where N is a positive integer greater than 1.
[0078] The digital signal processor is used to process digital signals. In addition to processing digital image signals, it can also process other digital signals. For example, when the electronic device 100 selects a frequency point, the digital signal processor is used to perform Fourier transform on the frequency point energy, etc.
[0079] The video codec is used to compress or decompress digital videos. The electronic device 100 can support one or more video codecs. In this way, the electronic device 100 can play or record videos in multiple coding formats, such as: Moving Picture Experts Group (MPEG) 1, MPEG2, MPEG3, MPEG4, etc.
[0080] The NPU is a neural-network (NN) computing processor. By drawing on the structure of biological neural networks, such as the transmission pattern between human brain neurons, it can quickly process input information and can also continuously self-learn. Through the NPU, applications such as intelligent cognition of the electronic device 100 can be realized, such as: image recognition, face recognition, speech recognition, text understanding, etc.
[0081] The external memory interface 120 can be used to connect an external memory card, such as a Micro SD card, to expand the storage capacity of the electronic device 100. The external memory card communicates with the processor 110 through the external memory interface 120 to implement the data storage function. For example, files such as music and videos are saved in the external memory card.
[0082] The internal memory 121 can be used to store computer-executable program code, and the executable program code includes instructions. The processor 110 executes various functional applications and data processing of the electronic device 100 by running the instructions stored in the internal memory 121. The internal memory 121 can include a program storage area and a data storage area. Among them, the program storage area can store an operating system, application programs required for at least one function (such as a sound playback function, an image playback function, etc.). The data storage area can store data created during the use of the electronic device 100 (such as audio data, phone book, etc.). In addition, the internal memory 121 can include high-speed random access memory and can also include non-volatile memory, such as at least one disk storage device, a flash memory device, a universal flash storage (UFS), etc.
[0083] The electronic device 100 can implement audio functions through the audio module 170, the speaker 170A, the receiver 170B, the microphone 170C, the headphone jack 170D, and the application processor, etc. For example, music playback, recording, etc.
[0084] The audio module 170 is used to convert digital audio information into an analog audio signal for output, and is also used to convert an analog audio input into a digital audio signal. The audio module 170 can also be used to encode and decode audio signals. In some embodiments, the audio module 170 can be disposed in the processor 110, or some functional modules of the audio module 170 can be disposed in the processor 110.
[0085] The speaker 170A, also known as the "loudspeaker", is used to convert an audio electrical signal into a sound signal. The electronic device 100 can listen to music or make hands-free calls through the speaker 170A.
[0086] The receiver 170B, also known as the "earpiece", is used to convert an audio electrical signal into a sound signal. When the electronic device 100 answers a call or a voice message, the voice can be listened to by holding the receiver 170B close to the ear.
[0087] The microphone 170C, also known as the "microphone" or "transmitter", is used to convert a sound signal into an electrical signal. When making a call or sending a voice message, the user can speak by bringing the mouth close to the microphone 170C to input the sound signal into the microphone 170C. The electronic device 100 can be provided with at least one microphone 170C. In some other embodiments, the electronic device 100 can be provided with two microphones 170C, which can not only collect sound signals but also implement a noise reduction function. In some other embodiments, the electronic device 100 can also be provided with three, four or more microphones 170C to implement functions such as collecting sound signals, noise reduction, identifying the sound source, and implementing a directional recording function.
[0088] The headphone jack 170D is used to connect a wired headphone. The headphone jack 170D can be a USB interface 130, or a 3.5 mm open mobile terminal platform (OMTP) standard interface, or a cellular telecommunications industry association of the USA (CTIA) standard interface.
[0089] The motor 191 can generate a vibration prompt. The motor 191 can be used for an incoming call vibration prompt or for a touch vibration feedback. For example, touch operations applied to different applications (such as taking pictures, playing audio, etc.) can correspond to different vibration feedback effects. Touch operations applied to different areas of the display screen 194 can also correspond to different vibration feedback effects for the motor 191. Different application scenarios (such as time reminder, receiving information, alarm, game, etc.) can also correspond to different vibration feedback effects. The touch vibration feedback effect can also support customization.
[0090] The indicator 192 can be an indicator light, which can be used to indicate the charging status, power change, or can also be used to indicate messages, missed calls, notifications, etc.
[0091] The software system of the electronic device 100 can adopt a layered architecture, event-driven architecture, microkernel architecture, microservices architecture, or cloud architecture. In the embodiments of this application, taking the Android system with a layered architecture as an example, the software structure of the electronic device 100 is exemplarily described.
[0092] Figure 2 It is the software structure block diagram of the electronic device 100 in the embodiments of this application. The layered architecture divides the software into several layers, and each layer has a clear role and division of labor. The layers communicate through software interfaces. In some embodiments, the Android system is divided into four layers, from top to bottom are the application layer, application framework layer, Android runtime, system libraries, and kernel layer. The application layer can include a series of application packages.
[0093] Such as Figure 2 shown, the application packages can include applications such as camera, gallery, calendar, call, map, navigation, WLAN, Bluetooth, music, video, short message, and the first application.
[0094] The application framework layer provides application programming interfaces (APIs) and programming frameworks for the applications in the application layer. The application framework layer includes some predefined functions.
[0095] Such as Figure 2 shown, the application framework layer can include window manager, content provider, view system, phone manager, resource manager, notification manager, etc.
[0096] The window manager is used to manage window programs. The window manager can obtain the display screen size, determine whether there is a status bar, lock the screen, capture the screen, etc.
[0097] The content provider is used to store and obtain data, and make this data accessible to applications. The data can include video, image, audio, dialed and received calls, browsing history and bookmarks, phone book, etc.
[0098] The view system includes visible controls, such as controls for displaying text, controls for displaying pictures, etc. The view system can be used to build applications. The display interface can be composed of one or more views. For example, a display interface including a short message notification icon can include a view for displaying text and a view for displaying pictures.
[0099] The telephone manager is used to provide the communication function of the electronic device 100. For example, the management of call states (including answering, hanging up, etc.).
[0100] The resource manager provides various resources for application programs, such as localized strings, icons, pictures, layout files, video files, and so on.
[0101] The notification manager enables application programs to display notification information in the status bar. It can be used to convey message types of notifications, which can automatically disappear after a short stay without user interaction. For example, the notification manager is used to inform that the download is completed, message reminders, etc. The notification manager can also be a notification that appears in the system top status bar in the form of a chart or a scrolling text, such as the notification of a background-running application program, and can also be a notification that appears on the screen in the form of a dialogue window. For example, it prompts text information in the status bar, emits a prompt sound, the electronic device vibrates, the indicator light flashes, etc.
[0102] The application layer and the application framework layer run in the virtual machine. The virtual machine executes the java files of the application layer and the application framework layer as binary files. The virtual machine is used to perform functions such as object lifecycle management, stack management, thread management, security and exception management, and garbage collection.
[0103] The system library can include multiple functional modules. For example: surface manager, media libraries, 3D graphics processing library (such as: OpenGL ES), 2D graphics engine (such as: SGL), etc.
[0104] The surface manager is used to manage the display subsystem and provides the fusion of 2D and 3D layers for multiple application programs.
[0105] The media library supports the playback and recording of multiple common audio and video formats, as well as static image files, etc. The media library can support multiple audio and video coding formats, such as: MPEG4, H.264, MP3, AAC, AMR, JPG, PNG, etc.
[0106] The 3D graphics processing library is used to implement 3D graphics drawing, image rendering, synthesis, and layer processing, etc.
[0107] The 2D graphics engine is a drawing engine for 2D drawing.
[0108] The method provided by the embodiments of this application is implemented based on the same or different types of camera movements. Among them, the types of camera movements mainly include push shot, pull shot, pan shot, tracking shot, crane shot, lowering shot, following shot.
[0109] For ease of understanding, the following first introduces the types of camera movements involved in the embodiments of the present application. Among them, Figure 3A is a schematic diagram of a push shot, Figure 3B and Figure 4A is a schematic diagram of a pull shot; Figure 4B is a schematic diagram of a left pan shot, Figure 5A and Figure 5B is a schematic diagram of a right pan shot; Figure 6A is a schematic diagram of a rise shot, Figure 6B and Figure 7 is a schematic diagram of a fall shot;
[0110] Refer to Figure 3A , the picture shows a cow, which is the subject to be photographed. It can be seen that from Figure 3A (a) in Figure 3A to Figure 3B (b) in Figure 3B , the area occupied by the subject cow in the entire picture gradually becomes larger, that is, from a long shot to a medium shot. Then, it can be considered that this group of shots is a push shot. Refer to Figure 3B , it can be seen that from (a) in
[0111] to Figure 4A (b) in Figure 4A , the area occupied by the subject cow in the entire picture gradually becomes smaller. Then, it can be considered that this group of shots is a pull shot. Figure 4A Figure 4B Refer to Figure 4B (a) in Figure 4B , the picture shows a cow and the grass and trees beside it. The cow is the subject to be photographed. It can be seen that from (a) in
[0112] to Figure 5A (b) in Figure 5A , the subject cow moves to the right relative to the entire picture, and the relative positions and relative sizes of the objects in the entire picture (including the cow, grass, and trees) change. Then, it can be considered that this group of shots is a left pan shot. Refer to Figure 5A (a) in Figure 5B (b) in Figure 5B(a) to Figure 5B In (b), the photographed subject, the cow, is moving leftward relative to the entire picture, and the relative positions and relative sizes of the objects (including the cow, grass, and trees) in the entire picture remain unchanged. Then, this set of shots can be considered rightward-moving shots.
[0113] Reference Figure 6A , the picture shows a basketball hoop, which is the photographed subject. It can be seen that from Figure 6A (a) to Figure 6A In (b), the photographed subject, the basketball hoop, is moving upward relative to the entire picture. Then, this set of shots can be considered descending shots. Reference Figure 6B , it can be seen that from Figure 6B (a) to Figure 6B In (b), the photographed subject, the basketball hoop, is moving downward relative to the entire picture. Then, this set of shots can be considered ascending shots.
[0114] Reference Figure 7 , the picture shows the back of a running girl and trees. The girl is the photographed subject. It can be seen that from Figure 7 (a) to Figure 7 In (b), the photographed subject, the girl, is running towards the trees, and the angle and size of the girl remain basically unchanged in the picture, while the area occupied by the trees in the entire picture gradually becomes larger, that is, the camera follows the girl in movement. Then, this set of shots can be considered tracking shots.
[0115] In the following embodiments of the present application, an electronic device having the Figure 1 and Figure 2 shown structure will be taken as an example, and in combination with the accompanying drawings and application scenarios, the method for making a video provided by the embodiments of the present application will be specifically described.
[0116] Figures 8A to 8J shows a set of graphical user interfaces (GUIs) of a mobile phone. Among them, from Figures 8A to 8J it shows the method for making a video implemented by a first application in the mobile phone.
[0117] See Figure 8A the shown GUI, which is the desktop of the mobile phone. When the mobile phone detects an operation of the user clicking on the icon 801 of the first application on the desktop, the first application can be launched, and the GUI shown in Figure 8B will be displayed. This GUI can be called a video production preparation interface.
[0118] See Figure 8BThe GUI shown in the figure displays a video production module and various popular style materials. Users can select the corresponding video from the popular materials and then click the video production icon, or directly click the video production icon. When the mobile phone detects the operation of the user clicking the video production icon 802, it can display as Figure 8C the GUI shown.
[0119] See Figure 8C the GUI shown. The interface displays the videos and pictures saved locally on the mobile phone. Among them, the number in the parentheses after the video or picture displayed at the bottom of the interface represents the number of videos or pictures selected by the user. When the mobile phone detects the operations of the user clicking the icon 803 of video 1 (assuming that video 1 includes a left-moving shot) and the icon 804 of video 2 (assuming that video 2 includes a left-moving shot), it can display as Figure 8D the GUI shown.
[0120] See Figure 8D the GUI shown. At this time, the number in the parentheses after the video displayed at the bottom of the interface is 2, indicating that the number of videos selected by the user is 2. When the mobile phone detects the operation of the user clicking the start editing icon 805, it can display as Figure 8E the GUI shown.
[0121] See Figure 8E the GUI shown. The interface displays the processed video, and a corresponding progress bar and duration are displayed below it. When the mobile phone detects the operation of the user clicking the play icon 806, it can display as Figure 8F the GUI shown.
[0122] See Figure 8F the GUI shown. At this time, the time progress bar shows that the current playing moment is the 1st second, and the picture shows a cow looking into the distance and the trees beside it. The video continues to play. When the time progress bar shows that the current playing moment is the 4th second, it can display as Figure 8G the GUI shown.
[0123] See Figure 8G the GUI shown. The time progress bar shows that the current playing moment is the 4th second. At this time, the picture shows a cow looking into the distance, and the position of the cow in the whole picture is shifted to the right compared with the position in the whole picture of Figure 8F the GUI shown, indicating that the corresponding shot of video 1 is a left-moving shot. The video continues to play. When the time progress bar shows that the current playing moment is the 5th second, it can display as Figure 8H the GUI shown.
[0124] See Figure 8HThe GUI shown has a time progress bar indicating that the current playback moment is the 5th second. At this time, the screen shows a cow looking into the distance and a basketball hoop (it can be understood that this basketball hoop is a shot included in Video 2). This screen can be understood as a transition screen, that is, at the current playback moment, the shot screens included in both Video 1 and Video 2 are displayed simultaneously. During the specific transition, as the cow in Video 1 moves to the right relative to the entire screen, the basketball hoop in Video 2 starts to enter from left to right, creating an overall smooth movement. For the user, this can enhance their sensory experience. As the video continues to play, when the time progress bar shows that the current playback moment is the 8th second, it can display as Figure 8I the GUI shown.
[0125] See Figure 8I the GUI shown. The time progress bar shows that the current playback moment is the 8th second. At this time, the screen shows a basketball hoop, which is the shot in Video 2. It can be understood that since both Video 1 and Video 2 are left - moving shots, as the video plays, the cow gradually fades out of the screen and the basketball hoop gradually moves to the right. As the video continues to play, when the time progress bar shows that the current playback moment is the 11th second, it can display as Figure 8J the GUI shown.
[0126] See Figure 8J the GUI shown. The time progress bar shows that the current playback moment is the 11th second. At this time, the screen still shows a basketball hoop, and its position in the entire screen, compared with the position in the Figure 8I GUI shown, has also shifted to the right.
[0127] In summary, the shots corresponding to both Video 1 and Video 2 are left - moving shots. Since the emotional intensity of left - moving shots is relatively weak and it is easy to give people a sense of calmness, it is thus suitable for music with an afternoon lazy style. Therefore, when processing the above - mentioned videos, music related to the afternoon lazy style can be adaptively added.
[0128] Figures 9A to 9J shows another set of GUIs of the mobile phone. Among them, from Figures 9A to 9J shows the method for making a video in the first application in the mobile phone.
[0129] See Figure 9A the GUI shown. This GUI is the desktop of the mobile phone. When the mobile phone detects the operation of the user clicking on the icon 901 of the first application on the desktop, it can start the first application and display as Figure 9B the GUI shown. This GUI can be called the video production preparation interface.
[0130] See Figure 9BThe GUI shown in the figure displays a video production module and various popular style materials. Users can select a corresponding video from the popular materials and then click the video production icon, or directly click the video production icon. When the mobile phone detects the operation of the user clicking the video production icon 902, the GUI as shown in Figure 9C can be displayed.
[0131] See Figure 9C the GUI shown. The interface displays the videos and pictures saved locally on the mobile phone. Among them, the number in the parentheses after the video or picture displayed at the bottom of the interface indicates the number of videos or pictures selected by the user. When the mobile phone detects the operations of the user clicking the icon 903 of video 3 (assuming that video 3 includes a pulling shot) and the icon 904 of video 4 (assuming that video 4 includes a pulling shot), the GUI as shown in Figure 9D can be displayed.
[0132] See Figure 9D the GUI shown. At this time, the number in the parentheses after the video displayed at the bottom of the interface is 2, indicating that the number of videos selected by the user is 2. When the mobile phone detects the operation of the user clicking the start editing icon 905, the GUI as shown in Figure 9E can be displayed.
[0133] See Figure 9E the GUI shown. The interface displays the processed video, and a corresponding progress bar and duration are displayed below it. When the mobile phone detects the operation of the user clicking the play icon 906, the GUI as shown in Figure 9F can be displayed.
[0134] See Figure 9F the GUI shown. At this time, the time progress bar shows that the current playing moment is the 1st second, and the picture shows a cow looking into the distance. The video continues to play. When the time progress bar shows that the current playing moment is the 3rd second, the GUI as shown in Figure 9G can be displayed.
[0135] See Figure 9G the GUI shown. The time progress bar shows that the current playing moment is the 3rd second. At this time, the picture still shows a cow looking into the distance, and the proportion of the cow in the entire picture is smaller compared to the proportion in the entire picture of the GUI as shown in Figure 9F , indicating that the corresponding shot of video 1 is a pulling shot. The video continues to play. When the time progress bar shows that the current playing moment is the 4th second, the GUI as shown in Figure 9H can be displayed.
[0136] See Figure 9HThe GUI shown has a time progress bar indicating that the current playback moment is the 4th second. At this time, the screen shows a cow looking into the distance and a tree (it can be understood that this tree is a shot included in Video 4). This screen can be understood as a transition screen, that is, at the current playback moment, the shot screens included in Video 3 and Video 4 are displayed simultaneously. During the specific transition, as the cow in Video 3 decreases relative to the entire screen, the tree in Video 4 starts to enter from far to near, creating an overall smooth movement. For the user, this can enhance their sensory experience. As the video continues to play, when the time progress bar shows that the current playback moment is the 7th second, it can display as Figure 9I the GUI shown.
[0137] Refer to Figure 9I the GUI shown. The time progress bar shows that the current playback moment is the 7th second. At this time, the screen shows a tree, which is the shot in Video 4. It can be understood that since both Video 3 and Video 4 are pull-back shots, as the video plays, both the cow and the tree gradually become smaller, and at the current moment, the cow has completely faded out of the screen. As the video continues to play, when the time progress bar shows that the current playback moment is the 9th second, it can display as Figure 9J the GUI shown.
[0138] Refer to Figure 9J the GUI shown. The time progress bar shows that the current playback moment is the 9th second. At this time, the screen still shows a tree, and the proportion of this tree in the entire screen is still smaller compared to the proportion of the tree in the entire screen in the GUI shown in Figure 9I the GUI.
[0139] In summary, the shots corresponding to Video 3 and Video 4 are both pull-back shots. Since the emotional fluctuations caused by pull-back shots are relatively strong, and in the case of not-fast speed changes, they belong to the calming attribute; continuous pull-back shots will create a feeling of a silent distance, so they can be suitable for music with a distant style. Therefore, when processing the above videos, music related to the distant style can be adaptively added.
[0140] Based on this, the above Figures 8A to 8J and Figures 9A to 9J respectively introduce the video production methods of the embodiments of the present application using left shift - left shift shots and pull - pull shots as examples. It can be understood that during the process of making videos, it includes but is not limited to the shots shown above, such as push shots, pan shots, and tracking shots, etc., which will not be elaborated here one by one. It should also be understood that in some embodiments, videos can also be made based on different camera movement types, without limitation.
[0141] Next, in combination with the attached Figure 10 introduce the internal implementation process and judgment logic for realizing video production in the embodiments of the present application. Figure 10A schematic diagram showing a video production method 1000 provided by an embodiment of the present application is shown.
[0142] S1010, Obtain video materials.
[0143] The video materials in the embodiments of the present application can be videos saved locally on a mobile phone or videos downloaded from the network, without limitation.
[0144] The video materials in the embodiments of the present application can include at least two videos, and the shots included in the at least two videos can be one or more.
[0145] Exemplarily, if the video materials include two videos, both of these two videos can include one shot, and the one shot included can be the same or different. For example, both of these two videos can include one push shot; or, one of these two videos includes one push shot, and the other video includes one pull shot.
[0146] Exemplarily, if the video materials include two videos, both of these two videos can include two shots, and the two shots included can be the same or different. For example, both of these two videos can include push shots, or, one of these two videos includes a push shot and a pull shot, and the other video includes two push shots.
[0147] S1020, Determine the transition method when switching videos according to the camera movement type of the videos selected from the video materials.
[0148] If two videos are selected from the video materials in the embodiments of the present application, these two videos can be Video 1 and Video 2 above; or, these two videos can be Video 3 and Video 4 above. Figure 8C in; or, these two videos can be the above Figure 9C in Video 3 and Video 4.
[0149] After selecting videos from the video materials, the transition method when switching videos can be determined based on the camera movement type included in the videos. Specifically, the transition can be performed according to the following rules.
[0150] It can be understood that the selected video can include one or more camera movements. If the selected video includes one camera movement, the transition method when switching videos is determined according to one camera movement of the previous video and one camera movement of the next video; if the selected video includes multiple camera movements, the transition method when switching videos can be determined according to the last camera movement of the previous video and the first camera movement of the next video.
[0151] Therefore, the previous and next camera movements described in the following various rules are respectively the last camera movement of the previous video and the first camera movement of the next video.
[0152] Rule 1:
[0153] If the two camera movements before and after are the same, the transition should also maintain the same direction of movement, so as to form an overall movement coherence.
[0154] For example, as shown in the above Figures 8A to 8J where the two camera movements before and after are both leftward moving shots and the objects in the frame both move to the right, the direction of the transition entry is opposite to the direction of the camera movement, that is, entering from left to right.
[0155] Another example, as shown in the above Figures 9A to 9J where the two camera movements before and after are both pulling shots and visually give the user the feeling that the objects in the frame both become smaller, the direction of the transition entry is opposite to the direction of the camera movement, that is, it can enter from far to near.
[0156] Rule Two:
[0157] If the two camera movements before and after are opposite, there are two methods for the transition. One is to reverse one of the camera movements, and the other is to use a transition without direction (such as blur change, fade in and fade out, etc.), change the speed near the transition to form a slow-motion connection to create a pause effect in the middle, or a fast-motion connection to weaken the momentum before and after.
[0158] For example, assume that the previous camera movement is a leftward moving shot and the next one is a rightward moving shot. One method is to reverse the next rightward moving shot during the transition, and the final playing effect is a complete and smooth leftward moving shot, or reverse the previous leftward moving shot, and the final displayed effect is a complete and smooth rightward moving shot.
[0159] Another method is to choose a transition without direction during the transition. For example, the playing speed can be slowed down at the end of the previous leftward moving shot, and when entering the next rightward moving shot, it is played slowly and continuously accelerated until completely entering the playing of the next rightward moving shot.
[0160] Rule Three:
[0161] If the two camera movements before and after are not in the same direction, the transition can be consistent with the direction in front or behind, and it is preferred to be consistent with the direction of the subsequent or faster and stronger camera movement.
[0162] For example, assume that the previous camera movement is a pulling shot and the next one is a leftward moving shot. Then the direction of the transition can preferably be opposite to the direction of the leftward moving shot, that is, entering from left to right; if the previous pulling shot is faster and stronger, the direction of the transition can be opposite to the direction of the pulling shot, that is, it can enter from far to near.
[0163] In some embodiments, if the speeds of the two consecutive camera movements are the same, the direction of the transition can also be opposite to the direction of the dolly shot movement, without limitation.
[0164] Rule Four:
[0165] If one of the two consecutive camera movements is stationary, the direction of the transition can be the same as the direction of the moving camera movement, or a transition without a direction can be used, with a speed change near the transition to form a slow-motion connection (or it can also be called a slow-motion cut or slow-motion transition).
[0166] For example, assume that the previous camera movement is a stationary shot and the next camera movement is a leftward movement shot. Then, the direction of the transition can preferably be opposite to the direction of the next leftward movement shot, that is, enter from left to right; or, a transition without a direction can be selected during the transition. For example, when entering the next leftward movement shot, it can be played slowly and continuously accelerated until it completely enters the next leftward movement shot.
[0167] For another example, assume that the previous camera movement is a leftward movement shot and the next camera movement is a stationary shot. Then, the direction of the transition can preferably be opposite to the direction of the previous leftward movement shot, that is, enter from left to right; or, a transition without a direction can be selected during the transition. For example, the playback speed can be slowed down at the end of the previous leftward movement shot until the speed is 0.
[0168] For the above four rules, they can be summarized in a table as shown in Table 1.
[0169] Table 1
[0170]
[0171]
[0172] Referring to Table 1 above, it can be seen that the vertical item represents the previous camera movement, the horizontal item represents the next camera movement, and the middle is the transition method.
[0173] Specifically, if both the previous camera movement and the next camera movement are push shots, the transition method between these two camera movements can be zoom in, that is, it can enter from near to far.
[0174] If both the previous camera movement and the next camera movement are pull shots, the transition method between these two camera movements can be zoom out, that is, it can enter from far to near.
[0175] When the previous camera movement and the next camera movement are a pull shot and a push shot respectively, the transition method between these two camera movements can be slow-motion connection. That is, when playing the end of the previous pull shot, the playback speed is slowed down, and when entering the next push shot, it is played slowly and continuously accelerated until completely entering the playback of the next push shot.
[0176] When the previous camera movement and the next camera movement are a push shot and a horizontal panning, tilting, raising, lowering, or tracking shot respectively, the transition method between these two camera movements is to enter by reverse movement. That is, the transition direction is opposite to the movement direction of the horizontal panning, tilting, raising, lowering, or tracking shot.
[0177] When both the previous camera movement and the next camera movement are horizontal panning, tilting, raising, lowering, or tracking shots, if they are in the same direction, the transition method between these two camera movements is for the latter footage to enter by reverse movement. Exemplarily, if both the previous camera movement and the next camera movement are leftward moving shots, the transition direction is opposite to the movement direction of the latter shot, that is, entering from left to right; if they are in the opposite direction, the transition method between these two camera movements is to reverse the latter shot to make it in the same direction. Exemplarily, if the previous camera movement and the next camera movement are a leftward moving shot and a rightward moving shot respectively, during the transition, the latter rightward moving shot can be reversed, and the final playback effect is a complete and smooth leftward moving shot, or the previous leftward moving shot can be reversed, and the final displayed effect is a complete and smooth rightward moving shot.
[0178] When the previous camera movement and the next camera movement are a horizontal panning, tilting, raising, lowering, or tracking shot and a static shot respectively, the transition method between these two camera movements is for the previous footage to exit by reverse movement. Exemplarily, assuming the previous camera movement is a leftward moving shot and the next camera movement is a static shot, the transition direction can preferably be opposite to the movement direction of the previous leftward moving shot, that is, entering from left to right.
[0179] When both the previous camera movement and the next camera movement are static shots, the transition method between these two camera movements is a cut, that is, a direct switch.
[0180] For the transition methods of other previous and next camera movements, reference can be made to the above examples, which will not be elaborated here.
[0181] S1021, synthesize the selected videos into a synthesized video based on the transition method.
[0182] In the embodiments of the present application, when the selected videos can include 2 videos, these 2 videos are synthesized into a synthesized video based on the transition method determined in step S1020.
[0183] Optionally, the user can select two or more videos and synthesize them into a synthesized video in a certain order. During the synthesis process, for any two adjacent videos, the method provided in the embodiments of the present application can be used to determine the transition method between the two adjacent videos.
[0184] The solution provided by the embodiments of the present application can determine the transition method during video switching according to the camera movement type of the video, and synthesize the video into a synthesized video based on this transition method, which can ensure the coherence and fluency of the camera movement before and after the synthesized video, and improve the user experience; in addition, since the solution provided by the embodiments of the present application does not require manual operation by the user, it can simplify the operation, shorten the production time, and reduce the cost.
[0185] In addition, optionally, in some embodiments, the method 1000 may further include the following steps:
[0186] S1030, divide the synthesized video into four groups in sequence. In the case of non-uniform division, preferentially allocate to the middle two groups.
[0187] The synthesized video in the embodiments of the present application may include multiple shots (the shot can be understood as the camera movement involved above), such as 2, 3, 10, 12, etc. If the synthesized video is evenly divided, for example, the synthesized video includes 12 shots, it can be divided into 4 groups in sequence, and each group includes 3 shots.
[0188] If the synthesized video is not evenly divisible, for example, the synthesized video includes 14 shots, then the 1st to 3rd shots and the 12th to 14th shots can be divided into the 1st group and the 4th group, and the middle 8 shots can be divided into the 2nd group and the 3rd group. For example, the 4th to 7th shots can be divided into the 2nd group, and the 8th to 11th shots can be divided into the 3rd group.
[0189] If the synthesized video includes 9 shots, the 1st to 3rd shots and the 6th to 9th shots can be divided into the 1st group and the 4th group, and the 4th to 6th shots can be used as the 2nd group and the 3rd group respectively, that is, the 4th to 6th shots are copied and used as the 2nd group and the 3rd group respectively; or, the 1st to 2nd shots and the 8th to 9th shots can be divided into the 1st group and the 4th group, and the 3rd to 7th shots can be used as the 2nd group and the 3rd group respectively. The 3rd to 5th shots can be divided into the 2nd group, and the 6th to 7th shots can be divided into the 3rd group. It is also possible to divide the 3rd to 4th shots into the 2nd group and the 5th to 7th shots into the 3rd group.
[0190] S1040, calculate the ratio corresponding to these 4 groups of shots for each style.
[0191] The styles in the embodiments of the present application may include various types, such as leaping, distant, dreamy, interesting, etc. For the convenience of understanding the following content, the present application first briefly introduces the emotions and styles corresponding to different shots.
[0192] Push shot: The generated emotional fluctuation is relatively strong, and the emotional attribute is an active attribute. The emotion of continuous or even full-length push shots is the most active, giving people a sense of leaping.
[0193] Pull shot: It generates a strong emotional fluctuation. When the speed change is not fast, the emotional attribute is a calming one. Continuous or even full-length pull shots will create a feeling of a silent distance. Fast pull shots may generate a slight sense of movement.
[0194] Ascending shot: Among the generated emotional fluctuations, the emotional attribute is floating or rising, which may give people a feeling of hope and a sense of something unfinished. It is easy to make people associate with some beautiful and sweet emotions.
[0195] Descending shot: Among the generated emotional fluctuations, it gives people a sense of heaviness and is often placed at the end, giving a sense of historical weight.
[0196] Tracking, panning, and dolly shots: The generated emotional intensity is very weak. The tracking shot generates a sense of floating, the panning shot generates a sense of liveliness, and the dolly shot generates a sense of calmness. For example, a combination of dolly-dolly-dolly-dolly shots gives a weak emotional intensity to people and is mostly used for some lazy afternoon shots. While a combination of pan-dolly-pan-dolly shots also gives a weak emotional intensity to people but is more lively and can be used for some food scenes.
[0197] In addition, for the emotional intensity or emotional type expressed by the entire camera movement combination included in the video, it is for the combination of all camera movements, and the emotional influence of the head and tail is greater than that of the middle. For example, for a combination of ascending-dolly-dolly-push shots, the ascending shot has a medium sense of floating, and the push shot has a strong sense of liveliness, and ultimately may create a medium-strong sense of sweetness.
[0198] In addition, the emotional fluctuation generated by the combined effect of push and pull is strong. The emotional intensity of the full-length push and pull is the strongest. Different numbers of push and pull result in different emotional intensities. A relatively average one may generate a strong sense of space. For example, a combination of push-push-push-pull shots can be used with very lively music to represent a city; a combination of tracking-panning-pull-push shots may generate a sense of rhythm; a combination of tracking-ascending-pull-push shots may have a sense of sports competition.
[0199] For the corresponding relationship between different styles and camera movement combinations, it is shown in Table 2.
[0200] Table 2
[0201]
[0202] In the above Table 2, 4 groups of shots corresponding to the styles included under different themes are shown. Below, examples of evenly dividing the synthesized video into 4 groups of shots and unevenly dividing it into 4 groups of shots are used for illustration respectively.
[0203] 1). Suppose a certain synthesized video is divided into 4 groups of shots, among which, these 4 groups of shots are respectively push-pull-pull (i.e., push shot, push shot, and pull shot), push-pull-dolly, pull-pull-tracking, and ascending-ascending-panning.
[0204] For the jumping style:
[0205] The first group of shots is a push-pull-push, corresponding to the push shot of shot 1 in the above table, and the ratio of this group of shots is 0.667;
[0206] The second group of shots is a push-pull-move, corresponding to the push shot of shot 2 in the above table, and the ratio of this group of shots is 0.333;
[0207] The third group of shots is a pull-pull-follow, corresponding to the push shot of shot 3 in the above table, and the ratio of this group of shots is 0;
[0208] The fourth group of shots is a rise-rise-pan, corresponding to the push shot of shot 4 in the above table, and the ratio of this group of shots is 0.
[0209] For the distant style:
[0210] The first group of shots is a push-pull-push, corresponding to the pull shot of shot 1 in the above table, and the ratio of this group of shots is 0.333;
[0211] The second group of shots is a push-pull-move, corresponding to the pull shot of shot 2 in the above table, and the ratio of this group of shots is 0.333;
[0212] The third group of shots is a pull-pull-follow, corresponding to the pull shot of shot 3 in the above table, and the ratio of this group of shots is 0.667;
[0213] The fourth group of shots is a rise-rise-pan, corresponding to the pull shot of shot 4 in the above table, and the ratio of this group of shots is 0.
[0214] For the dream style:
[0215] The first group of shots is a push-pull-push, corresponding to the follow shot of shot 1 in the above table, and the ratio of this group of shots is 0;
[0216] The second group of shots is a push-pull-move, corresponding to the pan shot of shot 2 in the above table, and the ratio of this group of shots is 0;
[0217] The third group of shots is a pull-pull-follow, corresponding to the pan shot of shot 3 in the above table, and the ratio of this group of shots is 0;
[0218] The fourth group of shots is a rise-rise-pan, corresponding to the rise shot of shot 4 in the above table, and the ratio of this group of shots is 0.667.
[0219] Similarly, for other styles in the above table, the ratio of each group of shots can also be calculated according to the above method, which will not be elaborated here.
[0220] 2) Suppose a synthetic video is divided into 4 groups of shots and not evenly divided. Among them, these 4 groups of shots are push-pull-push, push-pull-pan-push, pull-pull-follow-down, and rise-rise-tilt respectively.
[0221] For the jumping style:
[0222] The first group of shots is push-pull-push, corresponding to the push shot of shot 1 in the above table, and the proportion of this group of shots is 0.667;
[0223] The second group of shots is push-pull-pan-push, corresponding to the push shot of shot 2 in the above table, and the proportion of this group of shots is 0.500;
[0224] The third group of shots is pull-pull-follow-down, corresponding to the push shot of shot 3 in the above table, and the proportion of this group of shots is 0;
[0225] The fourth group of shots is rise-rise-tilt, corresponding to the push shot of shot 4 in the above table, and the proportion of this group of shots is 0.
[0226] For the distant style:
[0227] The first group of shots is push-pull-push, corresponding to the pull shot of shot 1 in the above table, and the proportion of this group of shots is 0.333;
[0228] The second group of shots is push-pull-pan-push, corresponding to the pull shot of shot 2 in the above table, and the proportion of this group of shots is 0.250;
[0229] The third group of shots is pull-pull-follow-down, corresponding to the pull shot of shot 3 in the above table, and the proportion of this group of shots is 0.667;
[0230] The fourth group of shots is rise-rise-tilt, corresponding to the pull shot of shot 4 in the above table, and the proportion of this group of shots is 0.
[0231] For the dream style:
[0232] The first group of shots is push-pull-push, corresponding to the follow shot of shot 1 in the above table, and the proportion of this group of shots is 0;
[0233] The second group of shots is push-pull-pan-push, corresponding to the tilt shot of shot 2 in the above table, and the proportion of this group of shots is 0;
[0234] The third group of shots is pull-pull-follow-down, corresponding to the tilt shot of shot 3 in the above table, and the proportion of this group of shots is 0;
[0235] The fourth group of shots is rise-rise-tilt, corresponding to the rise shot of shot 4 in the above table, and the proportion of this group of shots is 0.667.
[0236] Similarly, for other styles in the above table, the proportion of each group of shots can also be calculated according to the above method, which will not be elaborated here.
[0237] 3) Assume that a certain synthesized video is divided into 3 groups of shots, among which, these 3 groups of shots are push-pull-push, push-pull-pan, and rise-rise-tilt respectively. The middle group of shots "push-pull-pan" can be copied and used as the 2nd and 3rd groups respectively.
[0238] For the jumping style:
[0239] The 1st group of shots is push-pull-push, corresponding to the push shot of shot 1 in the above table, so the proportion of this group of shots is 0.667;
[0240] The 2nd group of shots is push-pull-pan, corresponding to the push shot of shot 2 in the above table, so the proportion of this group of shots is 0.333;
[0241] The 3rd group of shots is push-pull-pan, corresponding to the push shot of shot 3 in the above table, so the proportion of this group of shots is 0.333;
[0242] The 4th group of shots is rise-rise-tilt, corresponding to the push shot of shot 4 in the above table, so the proportion of this group of shots is 0.
[0243] For the distant style:
[0244] The 1st group of shots is push-pull-push, corresponding to the pull shot of shot 1 in the above table, so the proportion of this group of shots is 0.333;
[0245] The 2nd group of shots is push-pull-pan, corresponding to the pull shot of shot 2 in the above table, so the proportion of this group of shots is 0.333;
[0246] The 3rd group of shots is push-pull-pan, corresponding to the pull shot of shot 3 in the above table, so the proportion of this group of shots is 0.333;
[0247] The 4th group of shots is rise-rise-tilt, corresponding to the pull shot of shot 4 in the above table, so the proportion of this group of shots is 0.
[0248] For the dream style:
[0249] The 1st group of shots is push-pull-push, corresponding to the tracking shot of shot 1 in the above table, so the proportion of this group of shots is 0;
[0250] The 2nd group of shots is push-pull-pan, corresponding to the tilt shot of shot 2 in the above table, so the proportion of this group of shots is 0;
[0251] The 3rd group of shots is push-pull-pan, corresponding to the tilt shot of shot 3 in the above table, so the proportion of this group of shots is 0;
[0252] The fourth group of shots is a rising pan, corresponding to the rising shot of shot 4 in the above table, and the ratio of this group of shots is 0.667.
[0253] Similarly, for other styles in the above table, the ratio of each group of shots can be calculated according to the above method, which will not be elaborated here.
[0254] 4), Assume that a synthesized video is divided into 2 groups of shots. Among them, these 2 groups of shots are push-pull-push and rising pan respectively. These 2 groups of shots can be used as the first group and the fourth group respectively.
[0255] For the jumping style:
[0256] The first group of shots is push-pull-push, corresponding to the push shot of shot 1 in the above table, and the ratio of this group of shots is 0.667;
[0257] The fourth group of shots is rising pan, corresponding to the push shot of shot 4 in the above table, and the ratio of this group of shots is 0.
[0258] For the distant style:
[0259] The first group of shots is push-pull-push, corresponding to the pull shot of shot 1 in the above table, and the ratio of this group of shots is 0.333;
[0260] The fourth group of shots is rising pan, corresponding to the pull shot of shot 4 in the above table, and the ratio of this group of shots is 0.
[0261] For the dream style:
[0262] The first group of shots is push-pull-push, corresponding to the follow shot of shot 1 in the above table, and the ratio of this group of shots is 0;
[0263] The fourth group of shots is rising pan, corresponding to the rising shot of shot 4 in the above table, and the ratio of this group of shots is 0.667.
[0264] Similarly, for other styles in the above table, the ratio of each group of shots can be calculated according to the above method, which will not be elaborated here.
[0265] S1050, For each style, sum the ratios of these 4 groups of shots with a certain weight to obtain the total score of each style.
[0266] S1060, Match the music corresponding to the style with the highest score.
[0267] In the embodiments of the present application, the weights of the ratios corresponding to the first group and the fourth group are higher than those of the second group and the third group. Exemplarily, the weights of the ratios corresponding to the first group and the fourth group can both be 0.3, and the weights of the ratios corresponding to the second group and the third group can both be 0.2; or, the weights of the ratios corresponding to the first group and the fourth group can be 0.3 and 0.4 respectively, and the weights of the ratios corresponding to the second group and the third group can be 0.2 and 0.1 respectively; there is no limitation.
[0268] Taking the weights of the ratios corresponding to the first group and the fourth group in the embodiments of the present application as 0.3 and the weights of the ratios corresponding to the second group and the third group as 0.2 as an example, the total score of each style is calculated and matched.
[0269] 1), Suppose a synthesized video is divided into 4 groups of shots, where these 4 groups of shots are push-pull-push, push-pull-move, pull-pull-follow, and rise-rise-rock respectively.
[0270] For the dynamic style, based on the ratios calculated in step S1040 above, the total score of this style can be obtained: 0.3 * 0.667 + 0.2 * 0.333 + 0.2 * 0 + 0.3 * 0 = 0.2667;
[0271] For the distant style, based on the ratios calculated in step S1040 above, the total score of this style can be obtained: 0.3 * 0.333 + 0.2 * 0.333 + 0.2 * 0.667 + 0.3 * 0 = 0.2999;
[0272] For the dream style, based on the ratios calculated in step S1040 above, the total score of this style can be obtained: 0.3 * 0 + 0.2 * 0 + 0.2 * 0 + 0.3 * 0.667 = 0.2001;
[0273] For other styles, the total score of each style can be calculated according to the above method, and the music corresponding to the style with the highest total score is matched to this video. Suppose the total score of the distant style is the highest, then the music corresponding to the distant style can be matched to this video.
[0274] 2), Suppose a synthesized video is divided into 4 groups of shots and not all are the same, where these 4 groups of shots are push-pull-push, push-pull-move-push, pull-pull-follow-down, and rise-rise-rock respectively.
[0275] For the dynamic style, based on the ratios calculated in step S1040 above, the total score of this style can be obtained: 0.3 * 0.667 + 0.2 * 0.500 + 0.2 * 0 + 0.3 * 0 = 0.3001;
[0276] For the distant style, based on the ratios calculated in step S1040 above, the total score for this style can be obtained: 0.3 * 0.333 + 0.2 * 0.250 + 0.2 * 0.667 + 0.3 * 0 = 0.2833;
[0277] For the dream style, based on the ratios calculated in step S1040 above, the total score for this style can be obtained: 0.3 * 0 + 0.2 * 0 + 0.2 * 0 + 0.3 * 0.667 = 0.2001;
[0278] For other styles, the total score for each style can be calculated according to the above method, and the music corresponding to the style with the highest total score is matched to this video. Assume that the total score of the energetic style is the highest, then the music corresponding to the energetic style can be matched to this video.
[0279] 3) Assume that a certain synthesized video is divided into 3 groups of shots, among which, these 3 groups of shots are push-pull-push, push-pull-pan, and tilt-tilt-pan respectively.
[0280] For the energetic style, based on the ratios calculated in step S1040 above, the total score for this style can be obtained: 0.3 * 0.667 + 0.2 * 0.333 + 0.2 * 0.333 + 0.3 * 0 = 0.3333;
[0281] For the distant style, based on the ratios calculated in step S1040 above, the total score for this style can be obtained: 0.3 * 0.333 + 0.2 * 0.333 + 0.2 * 0.333 + 0.3 * 0 = 0.2331;
[0282] For the dream style, based on the ratios calculated in step S1040 above, the total score for this style can be obtained: 0.3 * 0 + 0.2 * 0 + 0.2 * 0 + 0.3 * 0.667 = 0.2001;
[0283] For other styles, the total score for each style can be calculated according to the above method, and the music corresponding to the style with the highest total score is matched to this video. Assume that the total score of the time style is the highest, then the music corresponding to the time style can be matched to this video.
[0284] 4) Assume that a certain synthesized video is divided into 2 groups of shots, among which, these 2 groups of shots are push-pull-push, and tilt-tilt-pan respectively.
[0285] For the energetic style, based on the ratios calculated in step S1040 above, the total score for this style can be obtained: 0.3 * 0.667 + 0.2 * 0 + 0.2 * 0 + 0.3 * 0 = 0.2001;
[0286] For the distant style, based on the ratio calculated in step S1040 above, the total score for this style can be obtained: 0.3 * 0.333 + 0.2 * 0 + 0.2 * 0 + 0.3 * 0 = 0.0999;
[0287] For the dream style, based on the ratio calculated in step S1040 above, the total score for this style can be obtained: 0.3 * 0 + 0.2 * 0 + 0.2 * 0 + 0.3 * 0.667 = 0.2001;
[0288] For other styles, the total score for each style can be calculated according to the above method, and the music corresponding to the style with the highest total score can be matched to this video. Suppose the total score of the city style is the highest, then the music corresponding to the city style can be matched to this video.
[0289] It should be understood that the numerical values shown in the above embodiments are only for illustrative purposes and can also be other numerical values, which should not impose special limitations on the embodiments of the present application.
[0290] The solution provided by the embodiments of the present application can further improve the user experience by determining the style corresponding to the synthesized video according to the camera movement combination of the synthesized video and associating the music corresponding to this style.
[0291] It can be understood that in order for the electronic device to implement the above functions, it includes the corresponding hardware and / or software modules for executing each function. Combining the algorithm steps of each example described in the embodiments disclosed in this article, the present application can be implemented in the form of hardware or a combination of hardware and computer software. Whether a certain function is executed in the way of hardware or computer software driving the hardware depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application in combination with the embodiments, but such implementation should not be considered to exceed the scope of the embodiments of the present application.
[0292] In this embodiment, the electronic device can be divided into functional modules according to the above method examples. For example, each functional module can be divided corresponding to each function, or two or more functions can be integrated into one processing module. The above integrated module can be implemented in the form of hardware. It should be noted that the division of modules in this embodiment is illustrative, only a logical function division, and there can be other division methods in actual implementation.
[0293] In the case of dividing each functional module corresponding to each function, the electronic device involved in the above embodiments may include: an acquisition module, a determination module, and a synthesis module.
[0294] Among them, the acquisition module can be used to support the electronic device to execute the above step S1010, etc., and / or for other processes of the technology described in this article.
[0295] The determination module can be used to support the electronic device to execute the above-mentioned step S1020, etc., and / or other processes of the technologies described herein.
[0296] The synthesis module can be used to support the electronic device to execute the above-mentioned step S1021, etc., and / or other processes of the technologies described herein.
[0297] It should be noted that all relevant contents of each step involved in the above method embodiments can be cited in the function descriptions of the corresponding functional modules, and will not be elaborated here.
[0298] The electronic device provided in this embodiment is used to execute the method of the embodiment of the present application above, so the same effects as those of the above implementation method can be achieved.
[0299] In the case of adopting an integrated unit, the electronic device may include a processing module, a storage module, and a communication module. Among them, the processing module can be used to control and manage the actions of the electronic device. For example, it can be used to support the electronic device to execute the steps performed by the above-mentioned respective units. The storage module can be used to support the electronic device to execute storing program codes and data, etc. The communication module can be used to support the communication between the electronic device and other devices.
[0300] Among them, the processing module can be a processor or a controller. It can implement or execute various exemplary logic blocks, modules, and circuits described in combination with the disclosed content of the embodiment of the present application. The processor can also be a combination that realizes computing functions, such as a combination including one or more microprocessors, a combination of a digital signal processing (DSP) and a microprocessor, and so on. The storage module can be a memory. The communication module can specifically be a device for interacting with other electronic devices such as a radio frequency circuit, a Bluetooth chip, a Wi-Fi chip, etc.
[0301] In one embodiment, when the processing module is a processor and the storage module is a memory, the electronic device involved in this embodiment can be a device with Figure 1 the structure shown.
[0302] Figure 11 Another possible composition schematic diagram of the electronic device 800 involved in the above embodiment is shown, as Figure 11 shown, the electronic device 800 may include a communication unit 810, an input unit 820, a processing unit 830, an output unit (or can also be called a display unit) 840, a peripheral interface 850, a storage unit 860, a power supply 870, a video decoder 880, and an audio decoder 890.
[0303] The communication unit 810 is used to establish a communication channel for the electronic device 800 to connect to a remote server via the communication channel and download media data from the remote server. The communication unit 810 may include communication modules such as a WLAN module, a Bluetooth module, an NFC module, and a baseband module, as well as the corresponding radio frequency (RF) circuits for the communication modules, which are used for wireless local area network communication, Bluetooth communication, NFC communication, infrared communication, and / or cellular communication system communication, such as wideband code division multiple access (W-CDMA) and / or high speed downlink packet access (HSDPA). The communication module 810 is used to control the communication of each component in the electronic device and may support direct memory access.
[0304] The input unit 820 can be used to implement the interaction between the user and the electronic device and / or input information into the electronic device. In the specific embodiment of the present invention, the input unit may be a touch panel, or other human-computer interaction interfaces, such as physical input keys, microphones, etc., or other external information acquisition devices, such as cameras, etc.
[0305] The processing unit 830 is the control center of the electronic device. It can connect various parts of the entire electronic device through various interfaces and lines, and execute various functions of the electronic device and / or process data by running or executing software programs and / or modules stored in the storage unit, as well as calling data stored in the storage unit.
[0306] The output unit 840 includes but is not limited to an image output unit and a sound output unit. The image output unit is used to output text, pictures, and / or videos. In the specific embodiment of the present invention, the touch panel used in the above input unit 820 can also be used as the display panel of the output unit 840. For example, when the touch panel detects a touch or proximity gesture operation on it, it is transmitted to the processing unit to determine the type of touch event, and then the processing unit provides a corresponding visual output on the display panel according to the type of touch event. Although in Figure 11 In, the input unit 820 and the output unit 840 are implemented as two independent components to realize the input and output functions of the electronic device, but in some embodiments, the touch panel and the display panel can be integrated to realize the input and output functions of the electronic device. For example, the image output unit can display various graphical user interfaces as virtual control components, including but not limited to windows, scroll bars, icons, and clipboards, for the user to operate by touch.
[0307] The storage unit 860 can be used to store software programs and modules. By running the software programs and modules stored in the storage unit, the processing unit can execute various functional applications of the electronic device and implement data processing.
[0308] This embodiment also provides a computer storage medium, in which computer instructions are stored. When the computer instructions run on the electronic device, the electronic device is enabled to execute the above-related method steps to implement the method in the above embodiment.
[0309] This embodiment also provides a computer program product. When the computer program product runs on a computer, the computer is enabled to execute the above-related steps to implement the method in the above embodiment.
[0310] In addition, an embodiment of the present application also provides a device, which may specifically be a chip, a component or a module. The device may include a processor and a memory connected to each other. The memory is used to store computer execution instructions. When the device runs, the processor may execute the computer execution instructions stored in the memory, so that the chip executes the methods in the above method embodiments.
[0311] Among them, the electronic device, the computer storage medium, the computer program product or the chip provided in this embodiment are all used to execute the corresponding method provided above. Therefore, the beneficial effects that can be achieved can refer to the beneficial effects in the corresponding method provided above, and will not be elaborated here.
[0312] Through the description of the above embodiments, those skilled in the art can understand that for the convenience and simplicity of description, only the above division of each functional module is used as an example. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
[0313] In several embodiments provided in the present application, it should be understood that the disclosed device and method can be implemented in other ways. For example, the device embodiments described above are only illustrative. For example, the division of modules or units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another device, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection to each other can be through some interfaces. The indirect coupling or communication connection of the device or unit can be in an electrical, mechanical or other form.
[0314] The unit described as a separation component may or may not be physically separated. The component displayed as a unit may be a single physical unit or multiple physical units, that is, it may be located in one place or distributed to multiple different places. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0315] In addition, each functional unit in various embodiments of the present application may be integrated in a processing unit, may exist independently as individual physical units, or two or more units may be integrated in one unit. The above-mentioned integrated units can be implemented in the form of hardware or in the form of software functional units.
[0316] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a readable storage medium. Based on such an understanding, the technical solution of the embodiments of the present application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. The software product is stored in a storage medium and includes several instructions for causing a device (which can be a single-chip microcomputer, a chip, etc.) or a processor to execute all or part of the steps of the methods in various embodiments of the present application. The aforementioned storage medium includes: USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs and other various media that can store program codes.
[0317] The above content is only the specific implementation manner of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art can easily think of changes or substitutions within the technical scope disclosed by the present application, and all of them should be covered by the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. A method for producing a video, characterized in that, The method is applied to an electronic device and includes: Obtaining video materials, where the video materials at least include a first video and a second video; Determining a transition method when switching from the first video to the second video according to a first camera movement in the first video and a second camera movement in the second video, where the first camera movement is the last camera movement in the first video, and the second camera movement is the first camera movement in the second video; Synthesizing the first video and the second video into a synthesized video based on the transition method. In the synthesized video, the first video is adjacent to the second video, and the first video is located before the second video; The method further includes: Matching music of corresponding styles according to the camera movements in the synthesized video, where the music includes m styles; The matching of music of corresponding styles according to the camera movements in the synthesized video includes: Dividing the camera movements into n groups in the order of camera movements included in the synthesized video, where n is an integer greater than or equal to 2; For the i-th style among the m styles, calculating the proportion of the target camera movement types of each group of camera movements in the n groups of camera movements, and summing up the proportions of the target camera movement types of each group of camera movements in the n groups of camera movements to obtain a value corresponding to the i-th style, where the target camera movement type is the camera movement type corresponding to the i-th style, 1 ≤ i ≤ m; Matching the music corresponding to the style with the highest value among the m styles to the synthesized video.
2. The method according to claim 1, characterized in that, The determining of the transition method when switching from the first video to the second video according to the first camera movement in the first video and the second camera movement in the second video includes: If the camera movement types of the first camera movement and the second camera movement are the same, determining the transition method when switching from the first video to the second video as maintaining the same transition direction as the first camera movement or the second camera movement.
3. The method according to claim 1, wherein The determining of the transition method when switching from the first video to the second video according to the first camera movement in the first video and the second camera movement in the second video includes: If the camera movement types of the first camera movement and the second camera movement are opposite, determining the transition method when switching from the first video to the second video as playing the first camera movement or the second camera movement in reverse; or, If the camera movement types of the first camera movement and the second camera movement are opposite, determining the transition method when switching from the first video to the second video as using a slow-motion connection method.
4. The method according to claim 1, characterized in that, The determining of the transition method when switching from the first video to the second video according to the first camera movement in the first video and the second camera movement in the second video includes: If the camera movement types of the first camera movement and the second camera movement are not in the same direction, determining the transition method when switching from the first video to the second video as maintaining the same direction as a third camera movement, where the third camera movement is the second camera movement, or the camera movement with stronger change among the first camera movement and the second camera movement.
5. The method according to claim 1, characterized in that The determining of the transition method when switching from the first video to the second video according to the first camera movement in the first video and the second camera movement in the second video includes: If the first camera movement or the second camera movement is stationary, determine that the transition method when switching from the first video to the second video is to be consistent with the direction of the fourth camera movement, where the fourth camera movement is the non-stationary one among the first camera movement and the second camera movement; or, If the first camera movement or the second camera movement is stationary, determine that the transition method when switching from the first video to the second video is to use the slow-motion connection method.
6. The method according to any one of claims 1 to 5, characterized in that, The method further includes: Assign corresponding weights to the ratios, where the weights of the first group of camera movements and the nth group of camera movements among the n groups of camera movements are higher than the weights of the other groups of camera movements among the n groups of camera movements; The summing of the ratios of the target camera movement types of each group of camera movements among the n groups of camera movements includes: Summing the products of the ratios of the target camera movement types of each group of camera movements among the n groups of camera movements and their corresponding weights.
7. An electronic device, characterized in that, Includes: One or more processors; One or more memories; The one or more memories store one or more computer programs, and the one or more computer programs include instructions that, when executed by the one or more processors, cause the electronic device to execute the method according to any one of claims 1 to 6.
8. A computer storage medium, characterized in that, Includes computer instructions that, when running on an electronic device, cause the electronic device to execute the method according to any one of claims 1 to 6.
9. A computer program product, characterized in that, When the computer program product runs on a computer, cause the computer to execute the method according to any one of claims 1 to 6.
Citation Information
Patent Citations
Video producing method, video producing device, and communication terminal
CN105516618A