A method and system for real-time rendering of animation scenes
By tracking the head perspective and partitioning the feature of gaze, animation rendering technology solves the problems of wasted viewing angle-wide rendering resources and high performance requirements in the existing technology, achieving efficient and resource-saving rendering effects, and improving picture experience and real-timeness.
Patent Information
- Application Number
- CN202410519307.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-04-28
- Publication Date
- 2025-03-21
- Estimated Expiration
- 2044-04-28
AI Technical Summary
The existing anime rendering technology performs rendering without targets within the perspective range, resulting in large workload, waste of resources and high equipment performance requirements, reducing the real-time and experience of picture display.
By tracking the head perspective in real time, the real-time perspective range is determined, and partitioning is performed based on the gaze feature to form different types of rendering areas and render targeted.
It greatly reduces the rendering workload, saves resources, improves the picture experience and real-timeness, and ensures the timeliness and effect of real-time scene display.
Smart Images

Figure CN118429487B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of scene rendering, and in particular to a method and system for real-time rendering of an animation scene. Background Art
[0002] Animation rendering is one of the core links of animation production. It is based on a complete set of programs for calculation, so as to transform the animation design into a specific image through the combination of models, light, materials, shadows and other elements. There are also various ways to render animation. Considering the cost and visual requirements, the rendering can be the rendering of the whole scene or the rendering of the gaze feature.
[0003] Currently, most animation rendering methods provide real-time rendering within the scene range covered by the viewing angle. However, the rendering within the viewing angle range is basically rendering without a target and at the same depth within the entire range. On the one hand, the rendering workload is large, and rendering a large number of areas without gaze features greatly wastes the resources required for rendering, causing the cost of scene rendering to rise. On the other hand, due to the large workload of rendering, real-time rendering places higher demands on the performance of the device, while also reducing the real-time performance of the scene display, which is not conducive to improving the experience of the scene.
[0004] Therefore, designing a real-time rendering method and system for animation scenes, which can reasonably partition the rendering scenes within the viewing angle range to achieve efficient, resource-saving animation scene rendering effects that fully guarantee the picture experience, is an urgent problem to be solved. Summary of the invention
[0005] The purpose of the present invention is to provide a method for real-time rendering of an animation scene, by tracking the real-time changes of the head perspective in the animation scene, the real-time perspective range of the animation scene covered by the head perspective in the real-time state is determined, and then the scene is rendered in the scene area limited by the range for the determined real-time perspective range, which can greatly reduce the rendering workload compared to the overall rendering of the scene, and effectively ensure the picture experience of the animation scene within the perspective range. At the same time, considering the gaze features of the scene area under the real-time perspective range, reasonable partition processing is performed to form partition data for different feature situations, so as to provide important partition division information for subsequent targeted and efficient partition rendering. Based on the partition processing of the gaze feature to render the scene, on the one hand, it can highlight the rendering effect of the gaze feature object within the real-time perspective range, so as to achieve the effect of improving the picture sense of the animation scene, and on the other hand, it avoids the unnecessary consumption of rendering resources caused by the unified deep rendering, effectively saves the rendering resources while fully meeting the rendering requirements, and also further improves the rendering effect, ensuring the timeliness and effect of the real-time scene display.
[0006] The present invention also aims to provide a real-time rendering system for anime scenes, which effectively stores basic scene data for rendering through a scene data storage unit. The view tracking and analysis unit tracks the view position in real time based on the aggregate scene basic data, accurately determines the position of the head view in real time, and then determines the scene area limited by the head view in real time based on the scene data information. Then, the scene rendering partition processing unit is used to perform partition processing on the determined real-time view area to form different types of rendering areas. The real-time rendering processing unit is used to perform targeted rendering on the different divided rendering areas. Each unit of the entire rendering system has an efficient and dedicated data processing function, which is combined with each other to form a closely connected scene real-time rendering processing system. On the one hand, it can effectively ensure efficient and timely rendering of scenes within the real-time view range, and on the other hand, it also provides an important material basis for real-time rendering of anime scenes.
[0007] In a first aspect, the present invention provides a method for real-time rendering of an animation scene, comprising acquiring basic data of the animation scene, and tracking the head perspective in real time to form real-time perspective tracking information; partitioning the real-time perspective range based on gaze features according to the real-time perspective tracking information to form perspective rendering partition data; performing scene rendering on the real-time perspective range according to the perspective rendering partition data to form real-time scene rendering data.
[0008] In the present invention, the method determines the real-time viewing angle range of the animation scene covered by the head viewing angle in the real-time state by tracking the real-time changes of the head viewing angle in the animation scene, and then renders the scene in the scene area limited by the range for the determined real-time viewing angle range, which can greatly reduce the rendering workload compared to rendering the scene as a whole, and effectively ensure the picture experience of the animation scene within the viewing angle range. At the same time, considering the gaze features of the scene area under the real-time viewing angle range, reasonable partition processing is performed to form partition data for different feature conditions, so as to provide important partition division information for subsequent targeted and efficient partition rendering. Based on the partition processing of the gaze feature to render the scene, on the one hand, it can highlight the rendering effect of the gaze feature object within the real-time viewing angle range, so as to achieve the effect of improving the picture sense of the animation scene, and on the other hand, it avoids the unnecessary consumption of rendering resources caused by the unified deep rendering, effectively saves the rendering resources while fully meeting the rendering requirements, and further improves the rendering effect, ensuring the timeliness and effect of the real-time scene display.
[0009] As a possible implementation method, basic data of the animation scene is obtained, and the head perspective is tracked in real time to form real-time perspective tracking information, including: obtaining basic data of the animation scene, determining the initial position and initial perspective angle of the head perspective in the scene; collecting the real-time movement distance of the head perspective, and combining it with the initial position to determine the real-time position of the head perspective in the scene; collecting the real-time change value of the perspective angle, and combining it with the initial perspective angle to determine the real-time perspective angle of the head perspective in the scene; combining the real-time position and the real-time perspective angle to determine the real-time perspective range of the head perspective in the scene.
[0010] In the present invention, the real-time tracking of the head perspective in the animation scene to obtain the tracking information in the real-time state mainly obtains two aspects of data information. One is the position data of the head perspective in the animation scene. Considering the depth of field information, the different positions of the head perspective in the scene will directly affect the scene perspective range limited by the head perspective. The other is the perspective angle change data of the head perspective. The perspective angle change of the head perspective can directly affect the change of the scene under the perspective range. On the basis of fully determining the position data and perspective angle change data of the head perspective, combined with the initial position data and perspective angle data of the head perspective and the scene information, the real-time perspective range limited by the head perspective in the real-time state can be determined, and then the scene area range that needs to be rendered in the current real-time state can be determined, providing a basic and accurate rendering range reference for the real-time rendering of the scene.
[0011] As a possible implementation method, according to the real-time information of viewpoint tracking, the real-time viewpoint range is partitioned based on the gaze feature to form viewpoint rendering partition data, including: determining the gaze feature object of the scene within the real-time viewpoint range; obtaining the scene depth information, and determining the scene area covered by the gaze feature object in combination with the position of the head viewpoint relative to the gaze feature object to form a real-time gaze feature area; performing an extension analysis on the real-time gaze feature area based on rendering efficiency to determine the real-time gaze feature extension area; determining the real-time non-gaze feature area based on the real-time gaze feature area and in combination with the real-time viewpoint range; and forming the viewpoint rendering partition data by combining the real-time gaze feature area, the real-time gaze feature extension area and the real-time non-gaze feature area.
[0012] In the present invention, the partitioning process based on the gaze feature within the real-time viewing angle range is performed in full consideration of the actual situation of real-time processing, and the scene within the real-time viewing angle range is divided into a real-time gaze feature area, a real-time gaze feature extension area, and a real-time non-gaze feature area. It should be noted that the real-time gaze feature area is the scene area covered by the gaze feature object under the viewing angle of the head viewing angle. The real-time non-gaze feature area is the scene area remaining under the real-time viewing angle range after excluding the real-time gaze feature area. As for the real-time gaze feature extension area, it is a collection of areas formed by the next step of regional occlusion that may be performed in the case of real-time rendering, in the case of fully predicting and analyzing the position change of the gaze feature object itself in the scene and the position change of the head viewing angle. This area range is basically a larger area range than the current gaze feature area formed around the gaze feature, and the area range is mainly rendered in advance in the real-time rendering state, and provides preliminary data for the rendering result formed after the occlusion is directly correspondingly provided after the occlusion area change of the gaze feature object in the subsequent real-time state, so as to ensure the timeliness of the real-time rendering operation.
[0013] As a possible implementation method, an extended analysis based on rendering efficiency is performed on the real-time gaze feature area to determine the real-time gaze feature extended area, including: extracting boundary information of the real-time gaze feature area to form a real-time gaze feature boundary; obtaining a view angle change speed limit V of the head view angle; view and the effective rendering rate V of the scene rend , and determine the expansion width H according to the following formula: Wherein, α represents a width adjustment coefficient; according to the extension width H, the real-time gaze feature boundary is extended to form a real-time gaze feature extension boundary; and the area between the real-time gaze feature boundary and the real-time gaze feature extension boundary is determined as the real-time gaze feature extension area.
[0014] In the present invention, a method for determining the width of the area of the real-time gaze feature extension area is provided. Considering that the real-time gaze feature extension area is to timely provide a part of the pre-rendering data for the new scene occlusion that may be formed in the future based on the gaze feature object in the current state, so as to ensure the timeliness of the rendering effect, it is necessary to consider that after providing this part of the pre-rendered scene data, the rendering update of other positions performed synchronously can keep up with the speed of the rendering to be displayed, so the width of the extension area needs to be determined according to the rendering speed and the angle change speed of the head perspective. After all, the rendering of this part of the pre-scene occlusion is the result of the combined effect of the angle change of the head perspective and the position change of the gaze feature object. Here, the view change speed limit is determined by the maximum angle change speed allowed by the view in the straight direction. The rendering speed is also determined by the number of pixels that can be rendered in the straight direction per unit time. As for the width adjustment coefficient, it is determined according to the actual rendering needs, which plays a role in adjusting the rendering amount to fully ensure the timeliness of the rendering effect display.
[0015] As a possible implementation method, the head angle change speed limit V view Obtained by: Determine the maximum moving speed V of the head perspective mov ; Determine the minimum depth of field L within the real-time viewing angle range; Determine the maximum viewing angle change speed V of the head viewing angle ang ; According to the maximum moving speed V mov , minimum depth of field L and maximum viewing angle change speed V ang , determine the angle change speed limit V view , where: V view =V mov +L*tan(V ang ).
[0016] In the present invention, since the maximum moving speed of the head perspective is also related to the position of the head perspective in the scene, the speed limit of the angle change of the head perspective should be the speed limit under the real-time perspective range. That is, the established maximum rotation speed of the head perspective is scaled based on the trigonometric ratio of the depth of field in consideration of the depth of field, and the actual speed of the scene rendering under the perspective gaze under the real-time perspective range is obtained.
[0017] As a possible implementation method, scene rendering is performed on the real-time viewing range according to the viewing angle rendering partition data to form real-time scene rendering data, including: obtaining a real-time gaze feature area, and performing a deduplicated depth rendering process on the real-time gaze feature area to form real-time gaze feature area rendering data; obtaining a real-time gaze feature extension area, and performing a deduplicated depth rendering on the real-time gaze feature extension area to form real-time gaze feature extension area rendering data; obtaining a real-time non-gaze feature area, and performing a rendering gradient-based depth rendering on the real-time non-gaze feature area to form real-time non-gaze feature area rendering data; pre-storing the real-time gaze feature extension area rendering data, and combining the real-time gaze feature area rendering data and the real-time non-gaze feature area rendering data to form real-time viewing scene rendering data.
[0018] In the present invention, after obtaining the rendering partition data of the real-time viewing angle range, the rendering of the real-time gaze feature area is, on the one hand, the depth rendering of the gaze feature object to ensure that the gaze feature object can meet the requirements of the visual picture sense, and on the other hand, the deduplication of the occluded part of the scene to reduce the rendering workload and improve the rendering efficiency. The rendering processing of the real-time gaze feature extension area is to perform deduplication rendering processing under the condition of predicting the position of the gaze feature object. The rendering processing of the real-time non-gaze feature area is to consider the rendering processing with the gradient change of the rendering depth to obtain the best visual picture sense and ensure the rationality of the rendering workload, saving the resources consumed by the rendering. Here, the rendering of the real-time gaze extension area is realized under the subsequent position prediction of the gaze feature object, so the rendering result of the real-time gaze extension area is not directly displayed in the scene in the current real-time state, but is temporarily stored as the preparatory data for the subsequent scene changes, providing the initial rendering data mainly including the gaze feature object for the subsequent rendering, and improving the timeliness of the subsequent scene rendering.
[0019] As a possible implementation method, a real-time gaze feature area is obtained, and a deduplicated depth rendering process is performed on the real-time gaze feature area to form real-time gaze feature area rendering data, including: determining the backend area of the scene blocked by the real-time gaze feature object according to the real-time viewing angle range, and removing the scene information of the backend area of the scene; performing depth rendering on the corresponding real-time gaze feature object on the real-time gaze feature area to form real-time gaze feature area rendering data.
[0020] In the present invention, de-duplication rendering of the real-time gaze feature area is to screen out the back-end scene when the scene area blocked behind the gaze feature object is determined, and perform depth rendering on the gaze feature object.
[0021] As a possible implementation method, a real-time gaze feature extension area is obtained, and a deduplication depth rendering is performed on the real-time gaze feature extension area to form real-time gaze feature extension area rendering data, including: performing a predicted change analysis on the real-time viewing angle range to form different predicted viewing angle ranges; performing an occlusion analysis on the gaze feature object in the real-time gaze feature extension area based on different predicted viewing angle ranges predicted changes to form different predicted change occlusion ranges; for the real-time gaze feature extension area, performing a deduplication analysis on each predicted change occlusion range to form an extended occlusion sub-area and an extended scene expression sub-area corresponding to the predicted viewing angle range; for each predicted viewing angle range, removing the scene information occluded by the extended occlusion sub-area in the real-time gaze feature extension area, and performing a depth rendering of the gaze feature object on the extended occlusion sub-area to form the corresponding extended gaze feature sub-area rendering data under the predicted viewing angle range; for each predicted viewing angle range, performing a depth rendering of the extended scene expression sub-area to form the extended scene expression sub-area rendering data corresponding to the predicted viewing angle range; associating the extended gaze feature sub-area rendering data and the extended scene expression sub-area rendering data corresponding to the predicted viewing angle range to form the predicted extended rendering data; and combining all the predicted extended rendering data to form the real-time gaze feature extension area rendering data.
[0022] In the present invention, the rendering of the extended area of the real-time gaze feature is performed under the condition of predicting the subsequent position change of the gaze feature object, and there are multiple possibilities for the subsequent position change of the gaze feature object, thus forming multiple different occlusion situations in the extended area of the real-time gaze feature. Therefore, when performing the rendering process, the gaze feature object used for occlusion is deeply rendered at the predicted position while deduplicating each occlusion situation.
[0023] As a possible implementation method, a real-time non-attention feature area is obtained, and depth rendering based on a rendering gradient is performed on the real-time non-attention feature area to form real-time non-attention feature area rendering data, including: setting a rendering gradient, starting from the boundary of the real-time attention feature extension area and performing depth rendering outward according to the rendering gradient, until the rendering is extended to the boundary of the real-time viewing angle range or intersects with the extension range of the depth rendering performed outward according to the rendering gradient from the boundary of other real-time attention feature extension areas; the depth rendering is completed when the extension of the depth rendering reaches the entire range of the real-time non-attention feature area.
[0024] In the present invention, the range of the real-time non-attention feature area is considered to account for the largest proportion, and these scene areas are not the most important positions that can cause the focus of the perspective, so a reasonable depth rendering can be performed relative to the attention feature area. Here, the perspective is considered to have a regional range, so the gradient change value of the rendering depth is set to perform a rendering method in which the rendering depth gradually decreases from close to the boundary of the real-time attention feature area to away from the boundary of the real-time attention feature area to achieve the rendering of the real-time non-attention feature area. This can reduce the rendering workload and reasonably utilize rendering resources on the one hand, and on the other hand, it fully guarantees the reasonable supplement of the rendering of this area to the sense of picture.
[0025] In a second aspect, the present invention provides a real-time rendering system for an animation scene, which is applied to a real-time rendering method for an animation scene as described in the first aspect, and includes a scene data storage unit for storing basic data of the animation scene to be rendered; a viewpoint tracking and analysis unit for retrieving the basic data of the animation scene stored in the scene data storage unit, and performing real-time tracking of the head viewpoint to form real-time viewpoint tracking information in the animation scene; a scene rendering partition processing unit for obtaining the real-time viewpoint tracking information formed by the viewpoint tracking and analysis unit, and performing partition processing based on the real-time viewpoint tracking information to form viewpoint rendering partition data; a real-time rendering processing unit for obtaining the viewpoint rendering analysis data formed by the scene rendering partition processing unit, and performing real-time rendering processing on the animation scene according to the viewpoint rendering partition data.
[0026] In the present invention, the system effectively stores scene basic data for rendering through a scene data storage unit. The view tracking and analysis unit performs real-time tracking of the view position based on the aggregate scene basic data, accurately determines the position of the head view in real time, and then determines the scene area limited by the head view in real time based on the scene data information. Then, the scene rendering partition processing unit is used to perform partition processing on the determined real-time view area to form different types of rendering areas. The real-time rendering processing unit is used to perform targeted rendering on the different divided rendering areas. Each unit of the entire rendering system has an efficient and dedicated data processing function, and is combined with each other to form a closely connected scene real-time rendering processing system. On the one hand, it can effectively ensure efficient and timely rendering of scenes within the real-time view range, and on the other hand, it also provides an important material basis for real-time rendering of animation scenes.
[0027] The beneficial effects of the method and system for real-time rendering of animation scenes provided by the present invention are as follows:
[0028] The method tracks the real-time changes of the head perspective in the animation scene to determine the real-time perspective range of the animation scene covered by the head perspective in the real-time state, and then renders the scene in the scene area limited by the range for the determined real-time perspective range. Compared with rendering the scene as a whole, it can greatly reduce the rendering workload and effectively ensure the picture experience of the animation scene within the perspective range. At the same time, considering the gaze features of the scene area under the real-time perspective range, reasonable partition processing is performed to form partition data for different feature conditions, so as to provide important partition division information for subsequent targeted and efficient partition rendering. Based on the partition processing of the gaze feature to render the scene, on the one hand, it can highlight the rendering effect of the gaze feature object within the real-time perspective range, so as to achieve the effect of improving the picture sense of the animation scene, and on the other hand, it avoids the unnecessary consumption of rendering resources caused by the unified deep rendering, effectively saves rendering resources while fully meeting the rendering requirements, and further improves the rendering effect, ensuring the timeliness and effect of the real-time scene display.
[0029] The system effectively stores basic scene data for rendering through a scene data storage unit. The perspective tracking and analysis unit tracks the perspective position in real time based on the collected scene basic data, accurately determines the position of the head perspective in real time, and then determines the scene area limited by the head perspective in real time based on the scene data information. Then, the scene rendering partition processing unit is used to perform rendering partition processing on the determined real-time perspective area to form different types of rendering areas. The real-time rendering processing unit is used to perform targeted rendering on the different divided rendering areas. Each unit of the entire rendering system has an efficient and dedicated data processing function, which is combined with each other to form a closely connected scene real-time rendering processing system. On the one hand, it can effectively ensure efficient and timely rendering of scenes within the real-time perspective range, and on the other hand, it also provides an important material basis for real-time rendering of animation scenes. BRIEF DESCRIPTION OF THE DRAWINGS
[0030] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for use in the embodiments of the present invention are briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without creative work.
[0031] Figure 1 A step diagram of a method for real-time rendering of an animation scene provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0032] The technical solutions in the embodiments of the present invention will be described below in conjunction with the accompanying drawings in the embodiments of the present invention.
[0033] Animation rendering is one of the core links of animation production. It is based on a complete set of programs for calculation, so as to transform the animation design into a specific image through the combination of models, light, materials, shadows and other elements. There are also various ways to render animation. Considering the cost and visual requirements, the rendering can be the rendering of the whole scene or the rendering of the gaze feature.
[0034] Currently, most animation rendering methods provide real-time rendering within the scene range covered by the viewing angle. However, the rendering within the viewing angle range is basically rendering without a target and at the same depth within the entire range. On the one hand, the rendering workload is large, and rendering a large number of areas without gaze features greatly wastes the resources required for rendering, causing the cost of scene rendering to rise. On the other hand, due to the large workload of rendering, real-time rendering places higher demands on the performance of the device, while also reducing the real-time performance of the scene display, which is not conducive to improving the experience of the scene.
[0035] refer to Figure 1 The embodiment of the present invention provides a method for real-time rendering of an animation scene. The method determines the real-time viewing angle range of the animation scene covered by the head viewing angle in the real-time state by tracking the real-time changes of the head viewing angle in the animation scene, and then renders the scene in the scene area limited by the range for the determined real-time viewing angle range. Compared with rendering the scene as a whole, the rendering workload can be greatly reduced, and the picture experience of the animation scene within the viewing angle range can be effectively guaranteed. At the same time, the gaze features of the scene area under the real-time viewing angle range are considered to perform reasonable partition processing, and partition data for different feature conditions is formed to provide important partition division information for subsequent targeted and efficient partition rendering. Scene rendering based on the partition processing of the gaze feature can, on the one hand, highlight the rendering effect of the gaze feature object within the real-time viewing angle range, so as to achieve the effect of improving the picture sense of the animation scene, and on the other hand, avoid the unnecessary consumption of rendering resources caused by the unified deep rendering, effectively save the rendering resources while fully meeting the rendering requirements, and further improve the rendering effect, so as to ensure the timeliness and effect of the real-time scene display.
[0036] The animation scene real-time rendering method specifically includes the following steps:
[0037] S1: Obtain basic data of the animation scene and track the head perspective in real time to form real-time perspective tracking information.
[0038] Obtain basic data of the animation scene, and track the head perspective in real time to form real-time perspective tracking information, including: obtaining basic data of the animation scene, determining the initial position and initial perspective angle of the head perspective in the scene; collecting the real-time moving distance of the head perspective, and combining it with the initial position to determine the real-time position of the head perspective in the scene; collecting the real-time change value of the perspective angle, and combining it with the initial perspective angle to determine the real-time perspective angle of the head perspective in the scene; combining the real-time position and the real-time perspective angle to determine the real-time perspective range of the head perspective in the scene.
[0039] Real-time tracking of the head perspective in an animation scene to obtain tracking information in real time mainly involves obtaining two aspects of data information. One is the position data of the head perspective in the animation scene. Considering the depth of field information, the different positions of the head perspective in the scene will directly affect the scene perspective range limited by the head perspective. The other is the perspective angle change data of the head perspective. The perspective angle change of the head perspective can directly affect the change of the scene under the perspective range. On the basis of fully determining the position data and perspective angle change data of the head perspective, combined with the initial position data and perspective angle data of the head perspective and the scene information, the real-time perspective range limited by the head perspective in the real-time state can be determined, and then the scene area range that needs to be rendered in the current real-time state can be determined, providing a basic and accurate rendering range reference for the real-time rendering of the scene.
[0040] S2: According to the real-time information of the viewing angle tracking, the real-time viewing angle range is partitioned based on the gaze feature to form viewing angle rendering partition data.
[0041] According to the real-time information of view tracking, the real-time view range is partitioned based on the gaze feature to form view rendering partition data, including: determining the gaze feature object of the scene within the real-time view range; obtaining the scene depth information, and determining the scene area covered by the gaze feature object in combination with the position of the head view relative to the gaze feature object to form a real-time gaze feature area; performing an extension analysis on the real-time gaze feature area based on rendering efficiency to determine the real-time gaze feature extension area; determining the real-time non-gaze feature area based on the real-time gaze feature area and in combination with the real-time view range; and forming the view rendering partition data by combining the real-time gaze feature area, the real-time gaze feature extension area and the real-time non-gaze feature area.
[0042] The partitioning process based on the gaze feature within the real-time viewing angle range fully considers the actual situation of real-time processing, and divides the scene within the real-time viewing angle range into a real-time gaze feature area, a real-time gaze feature extension area, and a real-time non-gaze feature area. It should be noted that the real-time gaze feature area is the scene area covered by the gaze feature object under the viewing angle of the head viewing angle. The real-time non-gaze feature area is the scene area remaining under the real-time viewing angle range after excluding the real-time gaze feature area. As for the real-time gaze feature extension area, it is a collection of areas formed by the next possible regional occlusion in the case of real-time rendering, in the case of fully predicting and analyzing the position change of the gaze feature object itself in the scene and the position change of the head viewing angle. This area range is basically a larger area range than the current gaze feature area formed around the gaze feature. This area range is mainly rendered in advance in the real-time rendering state, and provides preliminary data for the rendering result formed after the occlusion is directly corresponding to the accurate determination of the gaze feature object in the subsequent real-time state, so as to ensure the timeliness of the real-time rendering operation.
[0043] The real-time gaze feature area is subjected to an extended analysis based on rendering efficiency to determine the real-time gaze feature extended area, including: extracting boundary information of the real-time gaze feature area to form a real-time gaze feature boundary; obtaining a view angle change speed limit V of the head view angle view and the effective rendering rate V of the scene rend , and determine the expansion width H according to the following formula: Wherein, α represents a width adjustment coefficient; according to the extension width H, the real-time gaze feature boundary is extended to form a real-time gaze feature extension boundary; and the area between the real-time gaze feature boundary and the real-time gaze feature extension boundary is determined as the real-time gaze feature extension area.
[0044] Here, a method for determining the width of the extended area of the real-time gaze feature is provided. Considering the extended area of the real-time gaze feature is to timely provide a part of the pre-rendering data for the new scene occlusion that may be formed based on the gaze feature object in the current state, so as to ensure the timeliness of the rendering effect. Therefore, it is necessary to consider that after providing this part of the pre-rendered scene data, the rendering updates of other positions performed synchronously can keep up with the speed of the rendering to be displayed. Therefore, the width of the extended area needs to be determined according to the rendering speed and the angle change speed of the head perspective. After all, the rendering of this part of the pre-scene occlusion is the result of the combined effect of the angle change of the head perspective and the position change of the gaze feature object. Here, the view change speed limit is determined by the maximum angle change speed allowed by the view in the straight direction. Similarly, the rendering speed is determined by the number of pixels that can be rendered in the straight direction per unit time. The width adjustment coefficient is determined according to the actual rendering needs, which plays a role in adjusting the rendering amount to fully ensure the timeliness of the rendering effect display.
[0045] Head viewing angle change speed limit V view Obtained by: Determine the maximum moving speed V of the head perspective mov ; Determine the minimum depth of field L within the real-time viewing angle range; Determine the maximum viewing angle change speed V of the head viewing angle ang ; According to the maximum moving speed V mov , minimum depth of field L and maximum viewing angle change speed V ang , determine the angle change speed limit V view , where: V view =V mov +L*tan(V ang ).
[0046] Since the maximum moving speed of the head perspective is also related to the position of the head perspective in the scene, the speed limit for the angle change of the head perspective should be the speed limit within the real-time perspective range. That is, taking the depth of field into consideration, the established maximum rotation speed of the head perspective is scaled based on the triangle ratio of the depth of field to obtain the actual speed of the scene rendering under the perspective gaze within the real-time perspective range.
[0047] S3: Perform scene rendering on the real-time viewing angle range according to the viewing angle rendering partition data to form real-time scene rendering data.
[0048] The real-time viewing angle range is subjected to scene rendering according to the viewing angle rendering partition data to form real-time scene rendering data, including: obtaining a real-time gaze feature area, and performing a deduplicated depth rendering process on the real-time gaze feature area to form real-time gaze feature area rendering data; obtaining a real-time gaze feature extension area, and performing a deduplicated depth rendering process on the real-time gaze feature extension area to form real-time gaze feature extension area rendering data; obtaining a real-time non-gaze feature area, and performing a rendering gradient-based depth rendering process on the real-time non-gaze feature area to form real-time non-gaze feature area rendering data; pre-storing the real-time gaze feature extension area rendering data, and combining the real-time gaze feature area rendering data and the real-time non-gaze feature area rendering data to form real-time viewing angle scene rendering data.
[0049] After obtaining the rendering partition data of the real-time viewing angle range, the rendering of the real-time gaze feature area is, on the one hand, the depth rendering of the gaze feature object to ensure that the gaze feature object can meet the requirements of the visual picture sense, and on the other hand, the deduplication of the occluded part of the scene to reduce the rendering workload and improve the rendering efficiency. The rendering processing of the real-time gaze feature extension area is to perform deduplication rendering processing under the condition of predicting the position of the gaze feature object. The rendering processing of the real-time non-gaze feature area is to consider the rendering processing with the gradient change of the rendering depth to obtain the best visual picture sense and ensure the rationality of the rendering workload, saving the resources consumed by the rendering. Here, the rendering of the real-time gaze extension area is realized under the subsequent position prediction of the gaze feature object, so the rendering result of the real-time gaze extension area is not directly displayed in the scene in the current real-time state, but is temporarily stored as the preparatory data for the subsequent scene changes, providing the initial rendering data mainly including the gaze feature object for the subsequent rendering, and improving the timeliness of the subsequent scene rendering.
[0050] A real-time gaze feature area is obtained, and a deduplicated depth rendering process is performed on the real-time gaze feature area to form real-time gaze feature area rendering data, including: determining a scene backend area blocked by a real-time gaze feature object according to a real-time viewing angle range, and removing scene information of the scene backend area; and performing depth rendering on a corresponding real-time gaze feature object on the real-time gaze feature area to form real-time gaze feature area rendering data.
[0051] The de-duplication rendering of the real-time gaze feature area is to screen out the back-end scene after determining the scene area blocked behind the gaze feature object, and perform depth rendering on the gaze feature object.
[0052] Acquire a real-time gaze feature extension area, and perform deduplication depth rendering on the real-time gaze feature extension area to form real-time gaze feature extension area rendering data, including: performing a predicted change analysis on the real-time viewing angle range to form different predicted viewing angle ranges; performing an occlusion analysis on the gaze feature object in the real-time gaze feature extension area based on the predicted changes of different predicted viewing angle ranges to form different predicted change occlusion ranges; for the real-time gaze feature extension area, perform deduplication analysis on each predicted change occlusion range to form an extended occlusion sub-area and an extended scene expression sub-area corresponding to the predicted viewing angle range; for each predicted viewing angle range, remove the scene information occluded by the extended occlusion sub-area in the real-time gaze feature extension area, and perform depth rendering on the gaze feature object in the extended occlusion sub-area to form the extended gaze feature sub-area rendering data corresponding to the predicted viewing angle range; for each predicted viewing angle range, perform depth rendering on the extended scene expression sub-area to form the extended scene expression sub-area rendering data corresponding to the predicted viewing angle range; associate the extended gaze feature sub-area rendering data and the extended scene expression sub-area rendering data corresponding to the predicted viewing angle range to form the predicted extended rendering data; combine all the predicted extended rendering data to form the real-time gaze feature extension area rendering data.
[0053] The rendering of the extended area of the real-time gaze feature is performed under the condition of predicting the subsequent position change of the gaze feature object, and there are multiple possibilities for the subsequent position change of the gaze feature object, thus forming multiple different occlusion situations in the extended area of the real-time gaze feature. Therefore, when performing the rendering process, each occlusion situation is deduplicated and the gaze feature object used for occlusion is deeply rendered at the predicted position.
[0054] A real-time non-attention feature area is obtained, and depth rendering based on a rendering gradient is performed on the real-time non-attention feature area to form rendering data of the real-time non-attention feature area, including: setting a rendering gradient, starting from the boundary of the real-time attention feature extension area and performing depth rendering outward according to the rendering gradient, until the rendering is extended to the boundary of the real-time viewing angle range or intersects with an extended range of the depth rendering performed outward according to the rendering gradient from the boundary of other real-time attention feature extension areas; the depth rendering is completed when the extension of the depth rendering reaches the entire range of the real-time non-attention feature area.
[0055] Considering that the real-time non-attention feature area accounts for the largest proportion, and these scene areas are not the most important positions that can attract the focus of the view, it is possible to render with a reasonable depth relative to the attention feature area. Here, considering that the view has a regional range, the gradient change value of the rendering depth is set to render the real-time non-attention feature area in a way that the rendering depth gradually decreases from the boundary of the real-time attention feature area to the boundary of the real-time attention feature area. This can reduce the rendering workload and make rational use of rendering resources on the one hand, and fully ensure the reasonable supplement of the rendering of this area to the sense of the picture on the other hand.
[0056] The present invention also provides a real-time rendering system for an animation scene. The system adopts the real-time rendering method for an animation scene provided by the present invention, and includes a scene data storage unit for storing basic data of the animation scene to be rendered; a viewpoint tracking and analysis unit for retrieving the basic data of the animation scene stored in the scene data storage unit, and performing real-time tracking of the head viewpoint to form real-time viewpoint tracking information in the animation scene; a scene rendering partition processing unit for obtaining the real-time viewpoint tracking information formed by the viewpoint tracking and analysis unit, and performing partition processing based on the real-time viewpoint tracking information to form viewpoint rendering partition data; a real-time rendering processing unit for obtaining the viewpoint rendering analysis data formed by the scene rendering partition processing unit, and performing real-time rendering processing on the animation scene according to the viewpoint rendering partition data.
[0057] The system effectively stores basic scene data for rendering through a scene data storage unit. The perspective tracking and analysis unit tracks the perspective position in real time based on the collected scene basic data, accurately determines the position of the head perspective in real time, and then determines the scene area limited by the head perspective in real time based on the scene data information. Then, the scene rendering partition processing unit is used to perform rendering partition processing on the determined real-time perspective area to form different types of rendering areas. The real-time rendering processing unit is used to perform targeted rendering on the different divided rendering areas. Each unit of the entire rendering system has an efficient and dedicated data processing function, which is combined with each other to form a closely connected scene real-time rendering processing system. On the one hand, it can effectively ensure efficient and timely rendering of scenes within the real-time perspective range, and on the other hand, it also provides an important material basis for real-time rendering of animation scenes.
[0058] In summary, the method and device for real-time rendering of animation scenes provided by the embodiments of the present invention have the following beneficial effects:
[0059] The method tracks the real-time changes of the head perspective in the animation scene to determine the real-time perspective range of the animation scene covered by the head perspective in the real-time state, and then renders the scene in the scene area limited by the range for the determined real-time perspective range. Compared with rendering the scene as a whole, it can greatly reduce the rendering workload and effectively ensure the picture experience of the animation scene within the perspective range. At the same time, considering the gaze features of the scene area under the real-time perspective range, reasonable partition processing is performed to form partition data for different feature conditions, so as to provide important partition division information for subsequent targeted and efficient partition rendering. Based on the partition processing of the gaze feature to render the scene, on the one hand, it can highlight the rendering effect of the gaze feature object within the real-time perspective range, so as to achieve the effect of improving the picture sense of the animation scene, and on the other hand, it avoids the unnecessary consumption of rendering resources caused by the unified deep rendering, effectively saves rendering resources while fully meeting the rendering requirements, and further improves the rendering effect, ensuring the timeliness and effect of the real-time scene display.
[0060] The system effectively stores basic scene data for rendering through a scene data storage unit. The perspective tracking and analysis unit tracks the perspective position in real time based on the collected scene basic data, accurately determines the position of the head perspective in real time, and then determines the scene area limited by the head perspective in real time based on the scene data information. Then, the scene rendering partition processing unit is used to perform rendering partition processing on the determined real-time perspective area to form different types of rendering areas. The real-time rendering processing unit is used to perform targeted rendering on the different divided rendering areas. Each unit of the entire rendering system has an efficient and dedicated data processing function, which is combined with each other to form a closely connected scene real-time rendering processing system. On the one hand, it can effectively ensure efficient and timely rendering of scenes within the real-time perspective range, and on the other hand, it also provides an important material basis for real-time rendering of animation scenes.
[0061] In the present invention, "at least one" means one or more, and "more than one" means two or more. "At least one of the following" or similar expressions refers to any combination of these items, including any combination of single or plural items. For example, at least one of a, b, or c can be represented by: a, b, c, ab, ac, bc, or abc, where a, b, c can be single or multiple.
[0062] It should be understood that in various embodiments of the present invention, the size of the serial numbers of the above-mentioned processes does not mean the order of execution. The execution order of each process should be determined by its function and internal logic, and should not constitute any limitation on the implementation process of the embodiments of the present invention.
[0063] Those of ordinary skill in the art will appreciate that the units and method steps of each example described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professional and technical personnel can use different methods to implement the described functions for each specific application, but such implementation should not be considered to be beyond the scope of the present invention.
[0064] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0065] In the several embodiments provided by the present invention, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0066] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0067] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0068] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention can be essentially or partly embodied in the form of a software product that contributes to the prior art. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0069] The technical features of the above embodiments may be combined arbitrarily. To make the description concise, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.
[0070] The above embodiments only express several implementation methods of the present invention, and the descriptions thereof are relatively specific and detailed, but they cannot be understood as limiting the scope of the invention patent. It should be pointed out that, for those of ordinary skill in the art, several variations and improvements can be made without departing from the concept of the present invention, and these all belong to the protection scope of the present invention. Therefore, the protection scope of the patent of the present invention shall be subject to the attached claims.
Claims
1. A method for real-time rendering of an animation scene, characterized in that: include: Obtain basic data of animation scenes and track the head perspective in real time to form real-time perspective tracking information; According to the real-time viewing angle tracking information, the real-time viewing angle range is partitioned based on the gaze feature to form viewing angle rendering partition data; Performing scene rendering on the real-time viewing angle range according to the viewing angle rendering partition data to form real-time scene rendering data; According to the real-time viewing angle tracking information, the real-time viewing angle range is partitioned based on the gaze feature to form viewing angle rendering partition data, including: Determine a gaze feature object of the scene within the real-time viewing angle; Acquire scene depth information, and determine the scene area covered by the gaze feature object in combination with the position of the head perspective relative to the gaze feature object, to form a real-time gaze feature area; Performing an extension analysis on the real-time gaze feature area based on rendering efficiency to determine a real-time gaze feature extension area; Determine a real-time non-attention feature area according to the real-time attention feature area and in combination with the real-time viewing angle range; Combining the real-time gaze feature area, the real-time gaze feature extension area, and the real-time non-gaze feature area to form the perspective rendering partition data; Performing scene rendering on the real-time viewing angle range according to the viewing angle rendering partition data to form real-time scene rendering data includes: Acquire the real-time gaze feature area, and perform deduplication depth rendering processing on the real-time gaze feature area to form real-time gaze feature area rendering data; Acquire the real-time gaze feature extension area, and perform deduplication depth rendering on the real-time gaze feature extension area to form real-time gaze feature extension area rendering data; Acquire the real-time non-attention feature area, and perform depth rendering based on a rendering gradient on the real-time non-attention feature area to form real-time non-attention feature area rendering data; Pre-storing the real-time gaze feature extended area rendering data, and combining the real-time gaze feature area rendering data with the real-time non-gaze feature area rendering data to form real-time perspective scene rendering data; Acquiring the real-time gaze feature extension area, and performing deduplication depth rendering on the real-time gaze feature extension area to form real-time gaze feature extension area rendering data, including: Performing a predicted change analysis on the real-time viewing angle range to form different predicted viewing angle ranges; Performing an occlusion analysis on the gaze feature object in the real-time gaze feature extension area based on the predicted changes of different predicted viewing angle ranges to form different predicted change occlusion ranges; For the real-time gaze feature extended area, performing deduplication analysis on each predicted change occlusion range to form an extended occlusion sub-area and an extended scene expression sub-area corresponding to the predicted viewing angle range; For each of the predicted viewing angle ranges, removing the scene information blocked by the extended occlusion sub-region in the real-time gaze feature extended region, and performing depth rendering of the gaze feature object on the extended occlusion sub-region to form extended gaze feature sub-region rendering data corresponding to the predicted viewing angle range; For each of the predicted viewing angle ranges, performing depth rendering of the extended scene expression sub-region to form extended scene expression sub-region rendering data corresponding to the predicted viewing angle range; Associating the extended gaze feature sub-region rendering data and the extended scene expression sub-region rendering data corresponding to the predicted viewing angle range to form predicted extended rendering data; All the predicted extended rendering data are combined to form the real-time gaze feature extended area rendering data.
2. The method for real-time rendering of an animation scene according to claim 1, characterized in that: The acquisition of animation scene basic data and real-time tracking of the head perspective to form perspective tracking real-time information includes: Obtaining basic data of the animation scene, and determining an initial position and an initial viewing angle of the head perspective in the scene; Collecting the real-time moving distance of the head perspective, and combining it with the initial position, determining the real-time position of the head perspective in the scene; Collecting the real-time change value of the viewing angle, and combining it with the initial viewing angle, determining the real-time viewing angle of the head viewing angle in the scene; The real-time viewing angle range of the head viewing angle in the scene is determined in combination with the real-time position and the real-time viewing angle.
3. The method for real-time rendering of an animation scene according to claim 2, characterized in that: The performing an extension analysis on the real-time gaze feature area based on rendering efficiency to determine the real-time gaze feature extension area includes: Extracting boundary information of the real-time gaze feature area to form a real-time gaze feature boundary; Get the view angle change speed limit of the head view angle and the effective rendering rate of the scene , and determine the expansion width H according to the following formula: , wherein α represents a width adjustment coefficient; according to the expansion width H, the real-time gaze feature boundary is expanded to form a real-time gaze feature expansion boundary; and the area between the real-time gaze feature boundary and the real-time gaze feature expansion boundary is determined as the real-time gaze feature expansion area.
4. The method for real-time rendering of an animation scene according to claim 3, characterized in that: The speed limit of the angle change of the head viewing angle Obtained by: Determining the maximum moving speed of the head perspective ; Determine the minimum depth of field L within the real-time viewing angle range; determine the maximum viewing angle change speed of the head viewing angle ; According to the maximum moving speed , the minimum depth of field L and the maximum viewing angle change speed , determine the angle change speed limit in: .
5. The method for real-time rendering of an animation scene according to claim 4, characterized in that: The acquiring the real-time gaze feature area and performing a deduplication depth rendering process on the real-time gaze feature area to form real-time gaze feature area rendering data includes: Determine, according to the real-time viewing angle range, a scene back-end area blocked by the real-time gaze feature object, and remove scene information of the scene back-end area; Depth rendering is performed on the real-time gaze feature object corresponding to the real-time gaze feature area to form rendering data of the real-time gaze feature area.
6. The method for real-time rendering of an animation scene according to claim 5, characterized in that: The acquiring the real-time non-attention feature area and performing depth rendering on the real-time non-attention feature area based on a rendering gradient to form real-time non-attention feature area rendering data includes: A rendering gradient is set, and depth rendering is performed outward from the boundary of the real-time gaze feature extension area according to the rendering gradient until the rendering is extended to the boundary of the real-time viewing angle range or stops when the extended range of the depth rendering is intersected with the extended range of other real-time gaze feature extension area boundaries according to the rendering gradient; the depth rendering is completed when the extension of the depth rendering reaches the entire range of the real-time non-attention feature area.
7. A real-time rendering system for an animation scene, using the real-time rendering method for an animation scene according to any one of claims 1 to 6, characterized in that: include: A scene data storage unit, used to store basic data of the animation scene to be rendered; A perspective tracking and analysis unit, used to retrieve the basic data of the animation scene stored in the scene data storage unit, and to track the head perspective in real time to form real-time perspective tracking information in the animation scene; A scene rendering partition processing unit, used for acquiring the view tracking real-time information formed by the view tracking analysis unit, and performing partition processing based on the view tracking real-time information to form view rendering partition data; The real-time rendering processing unit is used to obtain the viewing angle rendering analysis data formed by the scene rendering partition processing unit, and perform real-time rendering processing on the animation scene according to the viewing angle rendering partition data.
Citation Information
Patent Citations
Image rendering method and device
CN109766011A
Virtual reality system for viewing point cloud volumes while maintaining a high point cloud graphical resolution
US20190088007A1