Image rendering processing method, device and electronic equipment

By acquiring skeletal information from cloth and hair assets and simulating hair using Unreal Engine, the problems of low hair rendering efficiency and high hardware requirements were solved, achieving efficient image rendering processing and dynamic effects.

CN116115995BActive Publication Date: 2026-06-05BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD
Filing Date
2021-11-15
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Existing technologies for rendering hair on game character clothing require the computation of a large number of hair assets, resulting in low efficiency in real-time image rendering and high hardware requirements.

Method used

By acquiring cloth-resolved assets and unresolved hair assets of preset specifications, bone information and binding files are created, and hair simulation is performed using Unreal Engine, integrating the rendering effects of hair assets with the image rendering effects of cloth-resolved assets.

Benefits of technology

While ensuring rendering quality, it saves time and costs, improves the efficiency of real-time image rendering and processing, reduces the requirements for equipment hardware, and achieves good dynamic effects.

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Abstract

The application discloses an image rendering processing method and device and electronic equipment, and relates to the technical field of computers. The method comprises the following steps: firstly, obtaining cloth solving assets of cloth and preset-specification hair assets which are not solved; secondly, performing asset processing on the cloth solving assets to obtain bone information; thirdly, creating a binding file of the hair assets and the bone according to the bone information; and configuring specified information of the cloth solving assets, wherein the specified information comprises the hair assets and the binding file; in response to an image rendering instruction, performing rendering effect simulation on the hair assets, and integrating the simulated rendering effect of the hair assets and the image rendering effect of the cloth solving assets according to the specified information. The application integrates the cloth results solved externally and the hair results simulated in real time in real-time rendering, and performs real-time rendering on the cloth and the hair, so that good dynamic effects are achieved under the condition of guaranteeing the rendering quality and the rendering speed.
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Description

[0001] This application is a divisional application of Chinese patent application filed on November 15, 2021, with application number 202111350504.2 and title "Image Rendering Processing Method, Apparatus and Electronic Equipment". Technical Field

[0002] This application relates to the field of computer technology, and in particular to an image rendering processing method, apparatus and electronic device. Background Technology

[0003] As players' overall aesthetic appreciation of games improves, their demands for the art style and rendering effects of games are also increasing. In particular, because the material of the clothes worn by game characters plays an increasingly important role in the overall game presentation, players' requirements for the rendering effects of the clothes worn by game characters are also gradually rising.

[0004] Hair on clothing fabric is a huge asset in itself. Currently, solving hair dynamics requires a lot of time, which will affect the efficiency of real-time image rendering. Furthermore, the huge amount of hair assets also places relatively high demands on equipment hardware, which will increase the cost of equipment hardware. Summary of the Invention

[0005] In view of this, this application provides an image rendering processing method, apparatus and electronic device, the main purpose of which is to improve the technical problem in current real-time image rendering, which requires the calculation of a large number of hair assets, which not only affects the efficiency of real-time image rendering processing, but also increases the hardware requirements of the device.

[0006] According to one aspect of this application, an image rendering processing method is provided, the method comprising:

[0007] Obtain the fabric assets and the un-calculated hair assets of the preset specifications;

[0008] The fabric assets are processed to obtain skeletal information;

[0009] Based on the skeletal information, create a binding file between the hair assets and the skeleton;

[0010] Configure specified information for the fabric calculation asset, the specified information including the hair asset and the binding file;

[0011] In response to an image rendering command, the hair asset is simulated for rendering effects, and the simulated rendering effect of the hair asset is integrated with the image rendering effect of the cloth solution asset based on the specified information.

[0012] Optionally, the step of performing asset processing on the fabric computed asset to obtain skeletal information includes:

[0013] The fabric solution assets are imported through the point cache to obtain point cache data;

[0014] Convert the point cache data into a mixed space format;

[0015] The point cache data in the mixed spatial form is recorded frame by frame as keyframes, and the skeletal points of the cloth solution asset model are created. The cloth solution asset is then exported in a preset file format.

[0016] Optionally, converting the point cache data into a mixed-space format specifically includes:

[0017] Copy the models of frame 0 and frame 1 from the point cache data, and perform a mixed space processing on the two models of frame 0 and frame 1;

[0018] Copy the model of the second frame from the point cache data, and perform a mixed space processing on the two models of the second frame and the first frame;

[0019] By doing so, the last frame of the point cache data is processed sequentially to obtain point cache data in a mixed spatial form.

[0020] Optionally, the keyframes in the point cache data of the hybrid spatial form correspond one-to-one with the keyframes on the animation curve of the deformed target.

[0021] Optionally, creating the binding file between the hair asset and the skeleton based on the skeletal information includes:

[0022] The binding file is created based on the skeletal points. The binding file contains the hair asset and the bones that need to be bound to the hair asset.

[0023] The binding file is provided to the constraint asset slot of the hair asset in the scene.

[0024] Optionally, configuring the specified information of the fabric calculation asset includes:

[0025] Add components to the fabric solution asset;

[0026] The hair assets are configured into the corresponding slots on the fabric using the component.

[0027] Optionally, the step of simulating the rendering effect of the hair asset and integrating the simulated rendering effect of the hair asset with the image rendering effect of the cloth solution asset according to the specified information includes:

[0028] The hair assets are simulated using a pre-defined Unreal Engine.

[0029] According to the binding information between the hair asset and the skeleton in the binding file, the simulated rendering effect of the hair asset moves in sync with the image rendering effect of the cloth solution asset.

[0030] Optionally, the preset specification hair is hair with a length less than a preset length threshold and / or a hardness greater than a preset hardness threshold.

[0031] According to another aspect of this application, an image rendering processing apparatus is provided, the apparatus comprising:

[0032] The acquisition module is used to acquire fabric assets and un-accounted hair assets of preset specifications.

[0033] The processing module is used to process the fabric assets to obtain skeletal information;

[0034] A creation module is used to create a binding file between the hair assets and the skeleton based on the skeleton information;

[0035] A configuration module is used to configure specified information of the fabric calculation asset, the specified information including the hair asset and the binding file;

[0036] The rendering module is used to simulate the rendering effect of the hair asset in response to the image rendering command, and to integrate the simulated rendering effect of the hair asset with the image rendering effect of the cloth solution asset according to the specified information.

[0037] According to another aspect of this application, a storage medium is provided that stores a computer program thereon, which, when executed by a processor, implements the above-described image rendering processing method.

[0038] According to another aspect of this application, an electronic device is provided, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor executes the computer program to implement the above-described image rendering processing method.

[0039] By employing the above technical solution, the image rendering processing method, apparatus, and electronic device provided in this application, compared with the prior art, allows the engine to simulate hair assets of preset specifications without dynamic calculation, obtaining simulated rendering effects. While ensuring a certain level of rendering quality, this saves significant time costs, improves the efficiency of real-time image rendering processing, and reduces hardware dependence to a certain extent, lowering the requirements for device hardware. Specifically, firstly, the cloth calculation assets are processed to obtain skeletal information; then, based on this skeletal information, a binding file is created between the preset specifications of uncalculated hair assets and the skeleton, and specified information for the cloth calculation assets is configured, including the hair assets and the binding file. Thus, when image rendering is required, the rendering effect of the uncalculated hair assets can be simulated, and based on the specified information, the simulated rendering effect of the hair assets is integrated with the image rendering effect of the cloth calculation assets. By applying the technical solution of this application, the externally calculated cloth results and the real-time simulated hair results are integrated in real-time rendering, and the cloth and hair are rendered in real-time, achieving excellent dynamic effects while ensuring rendering quality and speed.

[0040] The above description is only an overview of the technical solution of this application. In order to better understand the technical means of this application and to implement it in accordance with the contents of the specification, and to make the above and other objects, features and advantages of this application more obvious and understandable, specific embodiments of this application are given below. Attached Figure Description

[0041] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0042] Figure 1 A schematic flowchart of an image rendering processing method provided in an embodiment of this application is shown;

[0043] Figure 2 A flowchart illustrating another image rendering processing method provided in an embodiment of this application is shown;

[0044] Figure 3 A flowchart illustrating an application example provided in an embodiment of this application is shown;

[0045] Figure 4 A schematic diagram of a mink sweater provided in an embodiment of this application is shown;

[0046] Figure 5 A schematic diagram of the structure of an image rendering processing apparatus provided in an embodiment of this application is shown. Detailed Implementation

[0047] The present application will be described in detail below with reference to the accompanying drawings and embodiments. It should be noted that, unless otherwise specified, the embodiments and features described in the embodiments of the present application can be combined with each other.

[0048] To address the technical challenges of real-time image rendering, which requires processing large amounts of hair assets, thus impacting both efficiency and hardware requirements, this embodiment provides an image rendering processing method. Figure 1 As shown, the method includes:

[0049] Step 101: Obtain the fabric assets and the un-calculated hair assets of the preset specifications.

[0050] The preset specifications for hair can be set in advance according to actual needs. In this embodiment, the preset specifications can be used to determine hair that is not physically complex. In terms of rendering effect, dynamics and time invested, it can be completely left to engine simulation, thereby saving a lot of time costs to achieve a good effect.

[0051] In this embodiment, the required hair assets and cloth simulation assets are created. The hair assets do not require dynamics calculation and are considered static assets; the cloth assets are simulation assets. For example, the required hair assets and cloth simulation assets are created in Digital Content Creation (DCC) software, while the cloth is simulationd in external DCC software. Considering that the simulation software is a more realistic physical system, the computational load is large and the time is long, but the corresponding effect is more realistic. Cloth simulation directly in Unreal Engine is only a simulation effect; therefore, the final cloth dynamics result differs greatly from the DCC simulation. Considering quality, the DCC simulation time is perfectly acceptable.

[0052] Step 102: Perform asset processing on the fabric assets to obtain skeleton information.

[0053] The skeletal information may include skeletal-related information created for the entire cloth solution asset. In this embodiment, the hair asset needs to be attached to this skeleton so that the hair can follow the movement of the cloth in real-time image rendering, thereby achieving good dynamic effects while ensuring rendering quality and speed. Therefore, the cloth solution asset needs to be processed to obtain the corresponding skeletal information.

[0054] Step 103: Based on the skeletal information, create a binding file for the hair assets and the skeleton.

[0055] The binding file may contain hair assets with pre-defined specifications that have not been resolved, as well as the skeleton that needs to be bound to the hair assets.

[0056] Step 104: Configure the specified information for the fabric calculation asset.

[0057] The specified information includes the hair assets and binding files of the hair in the preset specification that have not been resolved, and then the hair assets and binding files are specified on the cloth resolution assets.

[0058] Step 105: In response to the image rendering command, simulate the rendering effect of the hair asset, and integrate the simulated rendering effect of the hair asset with the image rendering effect of the cloth asset according to the specified information of the cloth asset.

[0059] In this embodiment, the rendering effect of hair assets can be simulated using Unreal Engine to obtain a simulated rendering effect. While ensuring a certain level of rendering quality, this saves significant time costs, improves the efficiency of real-time image rendering processing, and reduces hardware dependence, lowering the requirements for device hardware. Based on the specified information of the cloth solving asset, the simulated rendering effect of the hair asset is integrated with the image rendering effect of the cloth solving asset, so that in the scene, if the hair has a binding file, it can move with the cloth.

[0060] Currently, cloth and hair calculations are implemented in real-time rendering engines using point caching. However, point caching is relatively difficult to control, involves a large number of assets, and places certain hardware demands when loading assets. Furthermore, hair cannot be dynamically calculated in real-time following the point cache. The image rendering method provided in this embodiment, compared to existing technologies, allows the engine to simulate hair assets with preset specifications and no dynamic calculations, thereby achieving offline-level dynamic simulation in real-time rendering. Moreover, it integrates externally calculated cloth results and real-time simulated hair results in real-time rendering, rendering both cloth and hair in real time, achieving excellent dynamic effects while ensuring rendering quality and speed.

[0061] Furthermore, as a refinement and extension of the specific implementation methods of the above embodiments, and to fully illustrate the implementation methods of this embodiment, another image rendering processing method is provided, such as... Figure 2 As shown, the method includes:

[0062] Step 201: Obtain the fabric assets and the un-calculated hair assets of the preset specifications.

[0063] Optionally, the preset hair specifications are hairs with a length less than a preset length threshold and / or a hardness greater than a preset hardness threshold.

[0064] The preset length threshold and preset hardness threshold can be preset according to actual needs. They can be used to determine whether the hair is physically simple, such as short hair or stiff hair. Compared with the traditional method of dynamic calculation for such hair, which requires a lot of time and the large number of assets puts relatively high demands on the hardware, the method of this embodiment can let the Unreal Engine (such as Unreal Engine, UE) simulate such hair assets, so as to have good dynamic effects while ensuring rendering quality and rendering speed.

[0065] Step 202: Import the cloth solution asset through point cache to obtain point cache data.

[0066] To obtain accurate skeletal information for the cloth-rendered assets, this embodiment utilizes external 3D modeling and animation software for asset processing. For example, the cloth-rendered assets can be imported into Maya software using a point cache (.abc) file.

[0067] Step 203: Convert the point cache data into a mixed space format.

[0068] Optionally, step 203 may specifically include: first, copying the models of frame 0 and frame 1 from the point cache data of the cloth solution asset, and performing a blendspace processing on the two models of frame 0 and frame 1, i.e., blend deformation processing; then copying the model of frame 2 from the point cache data, and performing a blendspace processing on the two models of frame 2 and frame 1; and so on, until the last frame in the point cache data is obtained, thus obtaining point cache data in the form of blendspace.

[0069] For example, copy the models of frame 0 and frame 1 from the point cache (there are two models at this time), and perform a BlendSpace on these two models; then copy the model of frame 2 from the point cache, and perform a BlendSpace on it (the model of frame 2) and the model of frame 1; repeat this process until the last frame to obtain the entire BlendSpace. This process can be implemented by a plugin.

[0070] Step 204: Record keyframes frame by frame for the point cache data in the mixed space form, and create the skeleton points of the cloth solution asset model, and export the cloth solution asset in a preset file format.

[0071] All frames in the BlendSpace point cache data are keyframes, and the default file format can be .FBX. For example, when importing cloth solved assets into Maya via point cache, the plugin can keyframe the BlendSpace value after performing blend deformation; this process can also be done by the plugin. Then, a root bone point can be directly plugged in, and the entire model can be bound to this root point to create bone points for the entire asset. Finally, the cloth solved asset can be exported in .fbx format.

[0072] In this embodiment, recording keyframes frame-by-frame for the point cache data in mixed space format serves to determine the model used in each frame of the animation. Additionally, it corresponds to the curve of the MorphoTarget in Unreal Engine, ensuring the effect is identical to that in the point cache. Therefore, optionally, the keyframes in the point cache data in mixed space format correspond one-to-one with the keyframes on the MorphoTarget animation curve. For example, keyframes on the MorphoTarget animation curve correspond to keyframes in Maya's BlendSpace; this one-to-one correspondence is necessary to ensure that the effect of the point cache data converted in Maya and imported into Unreal Engine is consistent with the original point cache effect.

[0073] Step 205: Create a binding file for hair assets and bones based on skeletal points.

[0074] The binding file contains the hair assets that have not yet been dynamically solved, as well as the bones that need to be bound to the hair assets. For example, if the hair needs to follow the movement of the cloth, it needs to be bound to a bone. The binding file records the hair and the bones that need to be bound to the hair.

[0075] Step 206: Provide the binding file to the constraint asset slot of the hair asset in the scene.

[0076] For example, in Unreal Engine, select the hair asset, then create a binding file. In the binding file, select the hair and bones that need to be bound, and then assign the binding file to the binding asset slot of the hair in the scene. Since the hair in Maya is based on the model's position, the position of the hair on the model is the same as in Maya.

[0077] Step 207: Configure the specified information for the fabric calculation asset.

[0078] Optionally, step 207 may specifically include: adding a component to the cloth solver asset; and then using the component to configure the hair asset to the corresponding slot on the cloth. For example, you can directly "Add Component" - "groom" under the cloth and then directly place the hair into the corresponding slot.

[0079] Step 208: In response to the image rendering command, perform hair simulation on the unresolved hair assets using the default Unreal Engine.

[0080] Step 209: According to the binding information between the hair asset and the skeleton in the binding file, move the simulated rendering effect of the hair asset to follow the image rendering effect of the cloth solution asset.

[0081] For example, hair is simulated in real-time within Unreal Engine. This is because calculating hair in DCC is computationally intensive and time-consuming, and current versions of Unreal Engine do not support importing hair calculated in DCC via point cache (.abc). Therefore, hair is simulated and calculated within Unreal Engine. Unreal Engine uses its built-in physics engine for hair simulation. Specifically, in the hair asset's "Physics" options, check "Enable Simulate." Then, you can select the simulation mode in "NiagaraSolver." If the hair has a rigging file in the scene, it will move with the cloth.

[0082] This embodiment integrates externally calculated cloth results and real-time calculated hair results in real-time rendering. A specific integration example can be found as follows: Figure 3 As shown, the hair assets (without dynamics) and the cloth assets from the DCC tool are imported into Unreal Engine for integration, enabling the hair to follow the cloth movement based on the binding file.

[0083] To illustrate the specific implementation process of the above embodiments, the following application examples are given, but are not limited thereto:

[0084] For example, such as Figure 4 The image shows a model of a mink sweater, which game characters can wear for movement. Currently, to render this dynamic effect, both cloth and fur calculations need to be implemented in a real-time rendering engine using point caching. However, point caching is relatively difficult to control. The amount of mink fur assets is enormous, and loading these assets places certain demands on the hardware. Furthermore, the mink fur cannot be dynamically calculated in real-time following the point caching.

[0085] To address the aforementioned technical issues, the image rendering method proposed in this embodiment allows for simulation using Unreal Engine for physically simple objects such as mink fur, which has short, stiff hair. This approach ensures both rendering quality and speed while achieving excellent dynamic effects.

[0086] Specifically, the process begins by acquiring the mink fur assets and sweater fabric assets. At this stage, the fur assets do not require dynamics calculation and are considered static assets; the sweater fabric assets are calculated assets. The fabric assets are then imported into Maya software via a point cache to obtain point cache data, which is then converted to a blend space format. Next, keyframes are recorded frame-by-frame on the blend space point cache data, and the skeletal points of the fabric asset model are created. The sweater fabric assets are then exported in .FBX format. The purpose of recording keyframes frame-by-frame on the blend space point cache data is to determine the model used in each frame of the animation and to correspond to the curves of the deformation target in Unreal Engine, ensuring the effect is consistent with the point cache.

[0087] After the sweater fabric asset is processed, a binding file is created based on the skeletal points to bind the mink fur asset and the skeleton. This binding file is then assigned to the constraint asset slot of the mink fur asset in the scene, and the fur asset and binding file are specified on the sweater fabric asset. Finally, during image rendering, Unreal Engine is used to simulate mink fur on the unprocessed fur asset. According to the binding information between the fur asset and the skeleton in the binding file, the simulated rendering effect of the mink fur asset moves in sync with the image rendering effect of the sweater fabric asset. This achieves the effect of the mink fur following the movement of the sweater fabric (the mink sweater can move in sync with the game character's movement), resulting in a good dynamic rendering effect for the game image.

[0088] The image rendering method provided in this embodiment, compared with the prior art, hands over the hair assets with preset specifications and undynamically solved for hair dynamics to be simulated by the engine, thereby obtaining offline rendering-level dynamic simulation in real-time rendering. Furthermore, it integrates the externally solved cloth results and the real-time simulated hair results in real-time rendering, and renders the cloth and hair in real time, achieving excellent dynamic effects while ensuring rendering quality and rendering speed.

[0089] Furthermore, as Figures 1 to 2 The specific implementation of the method shown in this embodiment provides an image rendering processing device, such as... Figure 5 As shown, the device includes: an acquisition module 31, a processing module 32, a creation module 33, a configuration module 34, and a rendering module 35.

[0090] The acquisition module 31 is used to acquire the fabric calculation assets of the fabric and the hair assets of the preset specification that have not been calculated.

[0091] Processing module 32 is used to process the fabric assets to obtain skeletal information;

[0092] Module 33 is used to create a binding file between the hair asset and the skeleton based on the skeleton information;

[0093] Configuration module 34 is used to configure specified information of the fabric calculation asset, the specified information including the hair asset and the binding file;

[0094] The rendering module 35 is used to simulate the rendering effect of the hair asset in response to the image rendering command, and to integrate the simulated rendering effect of the hair asset with the image rendering effect of the cloth solution asset according to the specified information.

[0095] In a specific application scenario, the processing module 32 is specifically used to import the cloth solution asset through point cache to obtain point cache data; convert the point cache data into a mixed space form; record keyframes frame by frame for the mixed space form of point cache data, and create the skeleton points of the cloth solution asset model, and export the cloth solution asset in a preset file format.

[0096] In a specific application scenario, the processing module 32 is further used to copy the models of the 0th and 1st frames in the point cache data, and perform a mixed space processing on the two models of the 0th and 1st frames; copy the model of the 2nd frame in the point cache data, and perform a mixed space processing on the two models of the 2nd and 1st frames; and so on, until the last frame in the point cache data is obtained, thus obtaining point cache data in mixed space form.

[0097] In specific application scenarios, the keyframes in the point cache data of the hybrid spatial form correspond one-to-one with the keyframes on the animation curve of the deformed target.

[0098] In a specific application scenario, the creation module 33 is specifically used to create the binding file based on the skeleton points. The binding file contains the hair asset and the skeleton that needs to be bound to the hair asset. The binding file is then given to the constraint asset slot of the hair asset in the scene.

[0099] In a specific application scenario, the configuration module 34 is specifically used to add components to the fabric calculation assets; and to use the components to configure the hair assets onto the corresponding slots of the fabric.

[0100] In a specific application scenario, the rendering module 35 is specifically used to simulate hair on the hair asset using a preset Unreal Engine; according to the binding information between the hair asset and the skeleton in the binding file, the simulated rendering effect of the hair asset moves along with the image rendering effect of the cloth solution asset.

[0101] In specific application scenarios, the preset specification hair refers to hair with a length less than a preset length threshold and / or a hardness greater than a preset hardness threshold.

[0102] It should be noted that other corresponding descriptions of the functional units involved in the image rendering processing apparatus provided in this embodiment can be found in [reference needed]. Figures 1 to 2 The corresponding descriptions in [the document] will not be repeated here.

[0103] Based on the above, Figures 1 to 2 Accordingly, this embodiment also provides a storage medium storing a computer program, which, when executed by a processor, implements the above-described method. Figures 1 to 2 The image rendering processing method shown.

[0104] Based on this understanding, the technical solution of this application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as CD-ROM, USB flash drive, mobile hard drive, etc.) and includes several instructions to cause a computer device (such as personal computer, server, or network device, etc.) to execute the methods of various implementation scenarios of this application.

[0105] Based on the above, Figures 1 to 2 The method shown, and Figure 5 To achieve the above objectives, the present application also provides an electronic device, specifically a personal computer, laptop computer, smartphone, server, or other network device, as shown in the virtual device embodiment. This device includes a storage medium and a processor; the storage medium stores a computer program; the processor executes the computer program to achieve the above-described objectives. Figures 1 to 2 The image rendering processing method shown.

[0106] Optionally, the aforementioned physical devices may also include a user interface, a network interface, a camera, radio frequency (RF) circuitry, sensors, audio circuitry, a Wi-Fi module, etc. The user interface may include a display screen, input units such as a keyboard, etc., and optional user interfaces may also include USB interfaces, card reader interfaces, etc. The network interface may optionally include standard wired interfaces, wireless interfaces (such as Wi-Fi interfaces), etc.

[0107] Those skilled in the art will understand that the physical device structure provided in this embodiment does not constitute a limitation on the physical device, and may include more or fewer components, or combine certain components, or have different component arrangements.

[0108] The storage medium may also include an operating system and a network communication module. The operating system is a program that manages the hardware and software resources of the aforementioned physical device, supporting the operation of information processing programs and other software and / or programs. The network communication module is used to enable communication between the various components within the storage medium, as well as communication with other hardware and software in the information processing physical device.

[0109] Through the above description of the embodiments, those skilled in the art can clearly understand that this application can be implemented using software plus necessary general-purpose hardware platforms, or it can be implemented in hardware. By applying the solution of this embodiment, hair assets with preset specifications and no dynamic calculation are handed over to the engine for simulation, thereby obtaining offline rendering-level dynamic simulation in real-time rendering. Furthermore, the externally calculated cloth results and the real-time simulated hair results are integrated in real-time rendering, and the cloth and hair are rendered in real time, achieving excellent dynamic effects while ensuring rendering quality and rendering speed.

[0110] Those skilled in the art will understand that the accompanying drawings are merely schematic diagrams of a preferred embodiment, and the modules or processes shown in the drawings are not necessarily essential for implementing this application. Those skilled in the art will understand that the modules in the apparatus of the embodiment can be distributed within the apparatus of the embodiment as described, or can be modified to be located in one or more apparatuses different from this embodiment. The modules of the above-described embodiment can be combined into one module, or further divided into multiple sub-modules.

[0111] The serial numbers in this application are for descriptive purposes only and do not represent the superiority or inferiority of any particular implementation scenario. The above disclosures are merely a few specific implementation scenarios of this application; however, this application is not limited thereto, and any variations conceived by those skilled in the art should fall within the protection scope of this application.

Claims

1. An image rendering processing method, characterized in that, include: Obtain the fabric assets and the un-calculated hair assets of the preset specifications; The fabric simulation asset is processed to obtain skeletal information; wherein, the processing of the fabric simulation asset to obtain skeletal information includes: importing the fabric simulation asset through a point cache to obtain point cache data; converting the point cache data into a mixed space format; recording keyframes frame by frame for the mixed space format point cache data, creating skeletal points for the model of the fabric simulation asset, and exporting the fabric simulation asset in a preset file format; Create the skeletal points of the model of the cloth solution asset, and create the binding file of the hair asset and the skeleton based on the skeletal points; In the virtual engine, the binding file is assigned to the constraint asset slot of the hair asset in the scene; Configure specified information for the fabric calculation asset, the specified information including the hair asset and the binding file; In response to an image rendering command, the hair asset is simulated for rendering effects, and the simulated rendering effect of the hair asset is integrated with the image rendering effect of the cloth solution asset based on the specified information.

2. The method according to claim 1, characterized in that, The process of converting the point cache data into a mixed-space format specifically includes: Copy the models of frame 0 and frame 1 from the point cache data, and perform a mixed space processing on the two models of frame 0 and frame 1; Copy the model of the second frame from the point cache data, and perform a mixed space processing on the two models of the second frame and the first frame; By doing so, the last frame of the point cache data is processed sequentially to obtain point cache data in a mixed spatial form.

3. The method according to claim 1, characterized in that, The keyframes in the point cache data of the hybrid spatial form correspond one-to-one with the keyframes on the animation curve of the deformed target.

4. The method according to claim 1, characterized in that, The binding file contains the hair asset and the skeleton that needs to be bound to the hair asset.

5. The method according to claim 4, characterized in that, The specified information for configuring the fabric calculation asset includes: Add components to the fabric solution asset; The hair assets are configured into the corresponding slots on the fabric using the component.

6. The method according to claim 4, characterized in that, The step of simulating the rendering effect of the hair asset and integrating the simulated rendering effect of the hair asset with the image rendering effect of the cloth solution asset based on the specified information includes: The hair assets are simulated using a pre-defined Unreal Engine. According to the binding information between the hair asset and the skeleton in the binding file, the simulated rendering effect of the hair asset moves in sync with the image rendering effect of the cloth solution asset.

7. The method according to any one of claims 1 to 6, characterized in that, The preset specification hair refers to hair with a length less than a preset length threshold and / or a hardness greater than a preset hardness threshold.

8. An image rendering processing apparatus, characterized in that, include: The acquisition module is used to acquire fabric assets and un-accounted hair assets of preset specifications. The processing module is used to process the cloth simulation asset to obtain skeleton information; wherein, the processing module is used to import the cloth simulation asset through point cache to obtain point cache data; convert the point cache data into a mixed space form; record keyframes frame by frame on the mixed space form of the point cache data, and create skeleton points of the model of the cloth simulation asset, and export the cloth simulation asset in a preset file format; A creation module is used to create the skeletal points of the model of the cloth solution asset, and to create the binding file of the hair asset and the skeleton based on the skeletal points; The creation module is also used to provide the binding file to the constraint asset slot of the hair asset in the scene in the virtual engine; A configuration module is used to configure specified information of the fabric calculation asset, the specified information including the hair asset and the binding file; The rendering module is used to simulate the rendering effect of the hair asset in response to the image rendering command, and to integrate the simulated rendering effect of the hair asset with the image rendering effect of the cloth solution asset according to the specified information.

9. A storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method of any one of claims 1 to 7.

10. An electronic device comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, characterized in that, When the processor executes the computer program, it implements the method of any one of claims 1 to 7.