Animation scene rendering method and system

By extracting the gaze feature objects in the anime scene and performing panoramic rendering preprocessing, the problem of waste of resources and difficulty of real-time rendering in the anime scene rendering is solved, and efficient and timely rendering effects are achieved.

CN118537450BActive Publication Date: 2025-02-14广州乐艺动漫文化有限公司
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
CN202410519299.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-04-28
Publication Date
2025-02-14
Estimated Expiration
2044-04-28

AI Technical Summary

Technical Problem

The existing technology has problems of waste of resources and difficult real-time rendering in animation scene rendering, especially in scenarios where rendering needs are difficult to meet.

Method used

By obtaining the basic data of the animation scene, extracting the gaze feature objects and forming the gaze feature data, performing panoramic rendering preprocessing, preparing the rendering result data in advance, reducing the workload of real-time rendering, and selectively extracting the required rendering scenes based on real-time perspective information.

Benefits of technology

It realizes efficient animation scene rendering while saving resources, improves the timeliness of rendering and the expressiveness of the picture, and reduces the rendering workload.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN118537450B_ABST
    Figure CN118537450B_ABST
Patent Text Reader

Abstract

The present invention provides an animation scene rendering method and system, and relates to the technical field of scene rendering. The method comprises acquiring target animation scene data, performing extraction analysis based on gaze feature objects, and forming scene gaze feature data; performing scene rendering processing based on perspective according to the scene gaze feature data, and forming scene rendering pre-stored data; acquiring target perspective information, and performing perspective analysis to determine the target perspective scene area; performing rendering selection processing according to the target perspective scene area and in combination with the scene rendering pre-stored data, and forming target display rendering scene data. The method improves the rendering effect of gaze features in real-time scenes while performing reasonable panoramic rendering with full resource conservation to achieve the real-time performance of efficient rendering and the expressiveness of the picture.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the technical field of scene rendering, and in particular to a method and system for rendering an animation scene. Background Art

[0002] Anime rendering is a key step in realizing creativity and pre-design concepts, and directly determines the visual effects of anime works. High-level rendering can show material textures and lighting effects in detail, making the image more vivid and realistic. With the advancement of technology, the rendering of anime scenes has become more and more mature, and the effects achieved by rendering have become more and more realistic, greatly improving the level of animation production and the effect of animation expression.

[0003] However, currently, the rendering of animation scenes is mainly done by performing panoramic depth rendering of the scene or rendering the current viewing angle range in real-time. On the one hand, panoramic depth rendering consumes a lot of experience and is not efficient, especially when the rendering needs to be completed in a short time. It is difficult to meet the demand. At the same time, panoramic rendering will cause unnecessary waste of resources for backgrounds with low attention. On the other hand, timely rendering based on real-time perspective has high requirements for equipment implementation, and the data processing required for timely rendering is a difficult focus to ensure the real-time performance of rendering.

[0004] Therefore, designing an animation scene rendering method and system to improve the rendering effect of gaze features in real-time scenes while fully saving resources for reasonable panoramic rendering to achieve real-time and expressiveness of efficient rendering is an urgent problem to be solved. Summary of the invention

[0005] The purpose of the present invention is to provide a method for rendering an animation scene, which extracts the object of the gaze feature by acquiring the basic data of the animation scene to be rendered to form the gaze feature data, so as to provide accurate regional reference data for the subsequent efficient real-time rendering of the gaze feature area. When the gaze feature object is divided, the rendering preprocessing of the non-gaze feature and the rendering preprocessing of the gaze feature are respectively performed on the whole scene, and the rendering result data required for the animation scene is fully and as far as possible prepared in advance, and the workload of the real-time gaze feature rendering is also greatly reduced, and the timeliness of the rendering is effectively guaranteed. In addition, the rendering scene required by the perspective is selectively extracted from the rendering preprocessing data according to the target perspective information that changes in real time. On the one hand, the rendering scene can be quickly and efficiently obtained for the non-gaze feature area within the perspective, which greatly improves the timeliness of the scene formation. On the other hand, the real-time rendering of part of the scene is performed on the gaze feature area in the queue, which greatly reduces the rendering workload, but guarantees the rendering effect, and effectively and reasonably displays the scene picture.

[0006] The present invention also aims to provide an animation scene rendering system, which can provide sufficient data storage space for the animation scene data to be rendered through a storage unit, so as to facilitate efficient and fast data calling and searching during rendering. The pre-stored data processing unit performs non-real-time advance rendering processing on the scene to form basic data for extracting rendering data when the real-time scene is displayed. At the same time, the target rendering analysis unit performs efficient and fast depth rendering mainly for objects with gaze features based on the gaze perspective in real time. The various units of the entire system provide interconnected rendering data, and the data between the three are closely connected, which provides an important material basis for reasonably, accurately and efficiently displaying the rendering scene data under the real-time perspective, and effectively ensures the normal rendering of the animation scene.

[0007] In a first aspect, the present invention provides an animation scene rendering method, comprising acquiring target animation scene data, performing extraction and analysis based on gaze feature objects, and forming scene gaze feature data; performing scene rendering processing based on perspective according to the scene gaze feature data, and forming scene rendering pre-stored data; acquiring target perspective information, and performing perspective analysis to determine a target perspective scene area; performing rendering selection processing according to the target perspective scene area and in combination with the scene rendering pre-stored data, and forming target display rendering scene data.

[0008] In the present invention, the method extracts the object of the gaze feature by acquiring the basic data of the animation scene to be rendered to form the gaze feature data, so as to provide accurate regional reference data for the subsequent efficient real-time rendering of the gaze feature area. When the gaze feature object is divided, the rendering preprocessing of the non-gaze feature and the rendering preprocessing of the gaze feature are respectively performed on the whole scene, and the rendering result data required for the animation scene is fully and as far as possible prepared in advance, and at the same time, the workload of the real-time gaze feature rendering is greatly reduced, and the timeliness of the rendering is effectively guaranteed. In addition, the rendering scene required by the perspective is selectively extracted from the rendering preprocessing data according to the target perspective information that changes in real time. On the one hand, the rendering scene can be quickly and efficiently obtained for the non-gaze feature area within the perspective, which greatly improves the timeliness of the scene formation. On the other hand, the real-time rendering of part of the scene is performed on the gaze feature area in the queue, which greatly reduces the rendering workload, but guarantees the rendering effect, and effectively and reasonably displays the scene picture.

[0009] As a possible implementation method, target animation scene data is obtained, and extraction and analysis based on gaze feature objects are performed to form scene gaze feature data, including: determining all gaze feature objects in the scene based on the target animation scene data; performing a range analysis on each gaze feature object based on the overall change of its own position to determine the object coverage area corresponding to the gaze feature object; obtaining the scene time information of the target animation scene, and determining the corresponding relationship between the change of its own position of each gaze feature object in the scene and the scene time based on the scene time information to form object-time data; obtaining all object-time data, and collaboratively associating all object-time data based on the scene time to form feature object collaborative data.

[0010] In the present invention, in order to ensure that the information of the gaze object obtained can meet the rendering scene expression requirements under different real-time conditions of the whole scene, the information extraction of the gaze object mainly considers the reasonable range of change of the gaze object in the time period of the scene, so as to provide important and accurate real-time rendering data information for the subsequent real-time rendering of the scene. It is understandable that the gaze feature object in the animation scene is usually not less than 1. If different gaze feature objects are displayed together in the real-time perspective scene in the later stage, it is necessary to determine the correspondence between the states of different gaze feature objects. Therefore, when extracting the data of the gaze feature object, the extracted different gaze feature objects are subjected to mutual actions based on the time dimension and other formed connections, which can effectively determine the simultaneity of actions between different gaze feature objects, and provide important and real-time synchronized basic data for subsequent rendering.

[0011] As a possible implementation method, according to the scene gaze feature data, a viewpoint-based scene rendering process is performed to form scene rendering pre-stored data, including: determining the object coverage area corresponding to each gaze feature object, and determining the backend scene coverage range of each object coverage area within the allowed viewpoint range to form backend scene coverage range data; performing rendering analysis on each backend scene coverage range to form backend scene rendering pre-stored data; determining the non-feature scene range according to the backend scene coverage range data, and performing rendering processing on the non-feature scene range based on rendering requirements to form non-feature scene rendering pre-stored data; combining the backend scene rendering pre-stored data and the non-feature scene rendering prediction data to form the scene rendering pre-stored data.

[0012] In the present invention, most of the gaze features in the animation scene are dynamic objects. Therefore, when performing the rendering process for the gaze features, the scene background area blocked by the gaze feature object within the allowed viewing angle range is first determined. Here, it is considered that different viewing angle positions will cause the dynamic activity area of ​​the gaze feature object to move and expand to a certain extent due to the angle of the viewing angle. Therefore, it is necessary to determine the scene background area blocked by the gaze feature object under the allowed angle of the gaze feature object corresponding to the viewing angle. After obtaining the scene background area covered by the gaze feature object in the scene, the remaining area within the viewing angle range is the non-attention feature area that causes low attention. Considering the difference in the gaze features of the area covered by the gaze feature object and the non-attention feature area, it is necessary to distinguish and perform rendering in different ways, so as to reasonably and efficiently provide a rendering scene that meets the needs and visual experience when the scene of the corresponding area is obtained in real time in the subsequent process.

[0013] As a possible implementation method, the object coverage area corresponding to each gaze feature object is determined, and the backend scene coverage range of each object coverage area is determined within the allowed viewing angle range to form backend scene coverage range data, including: for each gaze feature object, the minimum occlusion range limited by the boundary of the object coverage area within the allowed viewing angle range is determined to form a basic backend occlusion range area; for each gaze feature object, the maximum occlusion range limited by the boundary of the object coverage area within the allowed viewing angle range is determined to form a maximum backend occlusion range area; for each gaze feature object, the corresponding basic backend occlusion range area is subtracted from the maximum backend occlusion range area to obtain the angle-varying backend occlusion range area.

[0014] In the present invention, the rendering process is performed for the scene area covered and blocked by the gaze feature object, taking into account that the range area covers the maximum occlusion range area that can be formed under the influence of the change in viewing angle, and the change in viewing angle needs to be combined with the position of the viewing angle in the scene, and its position has a greater impact on the change in the occlusion range. Therefore, it is necessary to distinguish the area where the occlusion range changes due to the change in viewing angle from the area that can always be directly blocked by the gaze feature object. This provides a reasonable data processing basis for the subsequent rendering method that is more adaptive and accurate for the area that can always be directly blocked and the occlusion area that changes due to the change in viewing angle. Here, the difference operation is the range portion belonging to the maximum back-end occlusion range area except for the basic back-end occlusion range area contained in the maximum back-end occlusion range area.

[0015] As a possible implementation method, rendering analysis is performed on each back-end scene coverage area to form back-end scene rendering pre-stored data, including: for each basic back-end occlusion range area, full-area rendering of the corresponding gaze feature object based on scene time is performed to form object basic area rendering data of the gaze feature object that changes with scene time in the basic back-end occlusion range area; for each angle-changing back-end occlusion range area, the position-time-viewing angle relationship data of the gaze feature object that continuously changes based on scene time and the allowed viewing angle range is determined for the corresponding gaze feature object; depth rendering of the scene is performed on all basic back-end occlusion range areas and all angle-changing back-end occlusion range areas to form occlusion area background depth rendering data; and the object basic area rendering data, position-time-viewing angle relationship data and occlusion area background depth rendering data are collected to form back-end scene rendering pre-stored data.

[0016] In the present invention, when rendering the divided basic back-end occlusion range area and the angle-changing back-end occlusion range area, different rendering scene data of the area that changes with the scene time is established for the basic back-end occlusion range area, ensuring that after each scene time is determined, accurate rendering scene data can be extracted from the rendering scene data based on the position information of the gaze feature object under the current time conditions, providing a data basis for the subsequent selection of rendering scenes. When rendering the angle-changing thickness according to the range area, the different positions of the gaze feature object in the area at different scene times are considered, and at the same position, the range of the gaze feature object occlusion in the area will also be different due to different viewing angles. Therefore, it is necessary to first determine the relationship between the position of the gaze feature object in the range area and the scene time and viewing angle information, so as to quickly determine the part covered by the gaze feature object in the area after obtaining the viewing angle data in real time. It is worth noting that rendering in the angle-changing back-end occlusion range area is mainly to consider the situation where the gaze feature object occludes the scene background, and then make reasonable rendering processing. In order to complete as much rendering processing as possible in advance, so as to reduce the rendering workload in the real-time perspective and ensure the efficiency of scene rendering, the background depth rendering of the whole area is directly performed on the area. After the area occluded by the gaze feature object is determined in the subsequent real-time state, the rendered background can be reasonably selected based on the occlusion range according to the information of the occlusion area, thereby avoiding the situation of full-area depth rendering in the real-time state. Of course, for the rendering of the basic back-end occlusion range area, it is also considered that the position of the gaze feature object in the area changes with the scene time. Therefore, the whole area rendering of the scene background is performed in advance, so that after the position of the gaze feature object in the area is determined in the subsequent real-time state, the background rendering selection of the non-occluded part can be directly performed, thereby avoiding the situation of full-area background depth rendering in the real-time state, thereby improving the efficiency and accuracy of the rendering processing.

[0017] As a possible implementation method, the non-feature scene range is determined according to the back-end scene coverage data, and the non-feature scene range is rendered based on the rendering requirements to form non-feature scene rendering pre-stored data, including: obtaining depth rendering requirements to determine non-feature rendering requirement relationship data between rendering depth and position within the non-feature scene range; performing depth rendering on the non-feature scene range according to the non-feature rendering requirement relationship data to form non-feature scene rendering prediction data.

[0018] In the present invention, the depth rendering processing of the non-feature scene range can be performed according to the rendering requirements. On the one hand, it is considered that the attention caused by this range area is weaker than that of the attention on the feature object. Therefore, during the depth processing, appropriate depth rendering can be performed based on the rendering requirements. On the other hand, reasonable rendering according to the rendering requirements can effectively avoid the waste of rendering resources. After all, it is very costly and resource-intensive to perform the same depth rendering of the entire scene as the attention feature object, and it also takes time, and has no reasonable practical application significance.

[0019] As a possible implementation method, target perspective information is obtained, and perspective analysis is performed to determine the target perspective scene area, including: extracting target perspective position information and target perspective angle information from the target perspective information; determining the target scene range limited by the target perspective based on the target perspective position information and the target perspective angle information; extracting the target perspective time from the target perspective information, and time-calibrating the target scene range to form a target perspective scene area.

[0020] In the present invention, after the scene is divided into regions, the rendering processing of the regions is completed as much as possible in order to quickly display the rendered scene within the visual angle range after the real-time viewing angle is determined. Therefore, after the rendering processing prediction of the partitioned scene, it is necessary to obtain the real-time viewing angle information to complete the rendering data selection and the rendering of the gaze feature object within the angle change back-end occlusion range area, as well as the selection of the gaze feature object rendering data and the unobstructed scene background rendering data within the basic back-end occlusion range area. In order to fully confirm the position information of the gaze feature objects, especially in different areas, in order to accurately select the rendering, it is necessary to extract the angle information, position information and time information of the target viewing angle.

[0021] As a possible implementation method, rendering selection processing is performed according to the target perspective scene area and in combination with the scene rendering pre-stored data to form the target display rendering scene data, including: according to the target perspective scene area, determining the basic back-end occlusion range area in the scene rendering pre-stored data that is in the target perspective scene area to form the target basic back-end occlusion range area; according to the target perspective scene area, determining the angle change back-end occlusion range area in the scene rendering pre-stored data that is in the target perspective scene area to form the target angle change back-end occlusion range area; according to the target perspective scene area, determining the non-feature scene range in the scene rendering pre-stored data that is in the target perspective scene area to form the target non-feature scene range area; extracting the rendering data of the target non-feature scene range area from the non-feature scene rendering prediction data to form the target non-feature scene rendering data; according to the target perspective time and the target perspective angle information, selecting and extracting the rendering data of the target basic back-end occlusion range area from the back-end scene rendering pre-stored data to form the target back-end occlusion scene rendering data; combining the target non-feature scene rendering data and the target back-end occlusion scene rendering data to form the target display rendering scene data.

[0022] In the present invention, the rendering selection process mainly determines the corresponding basic back-end occlusion range area, angle change back-end occlusion range area and non-feature scene range area under the target viewing angle range. Then, the corresponding pre-stored rendering data is extracted and selectively rendered for the three different range areas, and the results of the extraction and selective rendering are displayed, that is, accurate and efficient line of sight rendering processing of the scene under the target viewing angle range.

[0023] As a possible implementation method, according to the target viewing time, the rendering data of the target basic backend occlusion range area is selected and extracted from the pre-stored data of the backend scene rendering to form the target backend occlusion scene rendering data, including: according to the target viewing time, determining the gaze feature object to be coordinated, and according to the object-time data, determining the position of the corresponding gaze feature object in the target basic backend occlusion range area to form the basic gaze feature object position information; according to the basic gaze feature object position information, obtaining the target basic object rendering data in the target basic backend occlusion range area from the object basic area rendering data; according to the basic gaze feature object position information, obtaining the rendering data of the range in the target basic backend occlusion range area that is not occluded by the corresponding gaze feature object from the occlusion area background depth rendering data to form the target basic background rendering data; according to the position - time-viewing angle relationship data, and combined with the target viewing angle time and the target viewing angle information, determine the position of the corresponding gaze feature object in the target angle change rear end occlusion range area, and form the angle gaze feature object position information; according to the angle gaze feature object position information, perform depth rendering based on the gaze feature object on the gaze feature object position in the target angle change rear end occlusion range area, and form the target angle object rendering data; according to the angle gaze feature object position information, obtain the rendering data of the range that is not occluded by the corresponding gaze feature object in the target angle change rear end occlusion range area from the occlusion area background depth rendering data, and form the target angle background rendering data; combine the target basic object rendering data, the target basic background rendering data, the target angle object rendering data and the target angle background rendering data to form the target rear end occlusion scene rendering data.

[0024] In the present invention, for the target base rear end occlusion range area, the real-time position of the gaze feature object is first determined based on the time information of the gaze feature object, and then the area occluded by the gaze feature object and the area not occluded by the gaze feature object in the area are determined, and then the rendering data of the gaze feature object is obtained based on the object base rendering data, and the rendering data of the scene background is obtained from the background depth rendering data of the occluded area, and the two are combined to complete the scene rendering of the target base rear end occlusion range area. For the target angle change rear end occlusion range area, the part occluded by the gaze feature object is first determined based on the time and position information of the viewing angle and combined with the position-time-viewing angle relationship data, and then the part is rendered for the gaze feature object, and then the unoccluded scene background range is determined to extract the pre-stored scene rendering data, and the two are combined to complete the scene rendering of the target angle change rear end occlusion range area.

[0025] In a second aspect, the present invention provides an animation scene rendering system, which is applied to an animation scene rendering method mentioned in the first aspect, and includes a scene basic data storage unit, which is used to store target animation scene data to be rendered; a pre-stored data processing unit, which is used to obtain the target animation scene data stored in the scene basic data storage unit, perform scene rendering processing based on perspective, and form scene rendering pre-stored data; a target rendering analysis unit, which is used to obtain target perspective information, and perform rendering selection processing in combination with the scene rendering pre-stored data formed by the pre-stored data processing unit, to form target display rendering scene data.

[0026] In the present invention, the system can provide sufficient data storage space for the animation scene data to be rendered through the storage unit, which is convenient for efficient and fast data calling and searching during rendering. The pre-stored data processing unit performs non-real-time advance rendering processing on the scene to form basic data for rendering data extraction when the real-time scene is displayed. At the same time, the target rendering analysis unit performs efficient and fast depth rendering mainly for objects with gaze features based on the gaze perspective in real time. The various units of the entire system provide interconnected rendering data, and the data between the three are closely connected, which provides an important material basis for the reasonable, accurate and efficient display of rendering scene data under real-time perspective, and effectively ensures the normal rendering of animation scenes.

[0027] The beneficial effects of the animation scene rendering method and system provided by the present invention are as follows:

[0028] The method obtains the basic data of the animation scene to be rendered, extracts the object of the gaze feature, and forms the gaze feature data, so as to provide accurate regional reference data for the subsequent efficient real-time rendering of the gaze feature area. When the gaze feature object is divided, the rendering preprocessing of the non-gaze feature and the rendering preprocessing of the gaze feature are respectively performed on the whole scene, so that the rendering result data required for the animation scene is fully and as far as possible prepared in advance, and at the same time, the workload of the real-time gaze feature rendering is greatly reduced, and the timeliness of the rendering is effectively guaranteed. In addition, the rendering scene required by the view angle is selectively extracted from the rendering preprocessing data according to the target view angle information that changes in real time. On the one hand, the rendering scene can be quickly and efficiently obtained for the non-gaze feature area within the view angle, which greatly improves the timeliness of the scene formation. On the other hand, the real-time rendering of part of the scene in the gaze feature area is performed, which greatly reduces the rendering workload, but guarantees the rendering effect, and effectively and reasonably displays the scene picture.

[0029] The system can provide sufficient data storage space for the animation scene data to be rendered through the storage unit, which is convenient for efficient and fast data call and search during rendering. The pre-stored data processing unit performs non-real-time pre-rendering processing on the scene to form basic data for rendering data extraction when the real-time scene is displayed. At the same time, the target rendering analysis unit performs efficient and fast depth rendering mainly for objects with gaze features based on the gaze perspective in real time. The various units of the entire system provide interconnected rendering data, and the data between the three are closely connected, which provides an important material basis for the reasonable, accurate and efficient display of rendering scene data from a real-time perspective, and effectively ensures the normal 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 rendering 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] Anime rendering is a key step in realizing creativity and pre-design concepts, and directly determines the visual effects of anime works. High-level rendering can show material textures and lighting effects in detail, making the image more vivid and realistic. With the advancement of technology, the rendering of anime scenes has become more and more mature, and the effects achieved by rendering have become more and more realistic, greatly improving the level of animation production and the effect of animation expression.

[0034] However, currently, the rendering of animation scenes is mainly done by performing panoramic depth rendering of the scene or rendering the current viewing angle range in real-time. On the one hand, panoramic depth rendering consumes a lot of experience and is not efficient, especially when the rendering needs to be completed in a short time. It is difficult to meet the demand. At the same time, panoramic rendering will cause unnecessary waste of resources for backgrounds with low attention. On the other hand, timely rendering based on real-time perspective has high requirements for equipment implementation, and the data processing required for timely rendering is a difficult focus to ensure the real-time performance of rendering.

[0035] refer to Figure 1The embodiment of the present invention provides a method for rendering an animation scene. The method extracts the object of the gaze feature by acquiring the basic data of the animation scene to be rendered to form the gaze feature data, so as to provide accurate regional reference data for the subsequent efficient real-time rendering of the gaze feature area. When the gaze feature object is divided, the rendering preprocessing of the non-gaze feature and the rendering preprocessing of the gaze feature are respectively performed on the whole scene, so that the rendering result data required for the animation scene is fully and as far as possible prepared in advance, and at the same time, the workload of the real-time gaze feature rendering is greatly reduced, and the timeliness of the rendering is effectively guaranteed. In addition, the rendering scene required by the view angle is selectively extracted from the rendering preprocessing data according to the target view angle information that changes in real time. On the one hand, the rendering scene can be quickly and efficiently obtained for the non-gaze feature area within the view angle, which greatly improves the timeliness of the scene formation. On the other hand, the real-time rendering of part of the scene is performed on the gaze feature area in the queue, which greatly reduces the rendering workload, but guarantees the rendering effect, and effectively and reasonably displays the scene picture.

[0036] The animation scene rendering method specifically includes the following steps:

[0037] S1: Obtain target animation scene data, perform extraction and analysis based on gaze feature objects, and form scene gaze feature data.

[0038] Obtain target animation scene data, perform extraction and analysis based on gaze feature objects, and form scene gaze feature data, including: determining all gaze feature objects in the scene based on the target animation scene data; performing a range analysis based on the overall change of the position of each gaze feature object to determine the object coverage area corresponding to the gaze feature object; obtaining the scene time information of the target animation scene, and determining the corresponding relationship between the position change of each gaze feature object in the scene and the scene time based on the scene time information to form object-time data; obtaining all object-time data, and collaboratively associating all object-time data based on the scene time to form feature object collaborative data.

[0039] In order to ensure that the information of the gaze object obtained here can meet the rendering scene expression requirements under different real-time conditions of the whole scene, the information extraction of the gaze object mainly considers the reasonable change range of the gaze object in the time period of the scene, thereby providing important and accurate real-time rendering data information for the subsequent real-time rendering of the scene. It is understandable that the gaze feature object in the animation scene is usually not less than 1. If different gaze feature objects are displayed together in the real-time perspective scene in the later stage, it is necessary to determine the correspondence between the states of different gaze feature objects. Therefore, when extracting the data of the gaze feature object, the extracted different gaze feature objects are subjected to mutual actions based on the time dimension and other formed connections, which can effectively determine the simultaneity of actions between different gaze feature objects, and provide important and real-time synchronized basic data for subsequent rendering.

[0040] S2: Performing perspective-based scene rendering processing according to the scene gaze feature data to form scene rendering pre-stored data.

[0041] According to the scene gaze feature data, the viewpoint-based scene rendering processing is performed to form the scene rendering pre-stored data, including: determining the object coverage area corresponding to each gaze feature object, and determining the backend scene coverage range of each object coverage area within the allowed viewpoint range to form the backend scene coverage range data; performing rendering analysis on each backend scene coverage range to form the backend scene rendering pre-stored data; determining the non-feature scene range according to the backend scene coverage range data, and performing rendering processing on the non-feature scene range based on rendering requirements to form the non-feature scene rendering pre-stored data; combining the backend scene rendering pre-stored data and the non-feature scene rendering prediction data to form the scene rendering pre-stored data.

[0042] Most of the gaze features in the animation scene are dynamic objects. Therefore, when rendering the gaze features, the first step is to determine the scene background area blocked by the gaze feature object within the allowed viewing angle range. Here, it is considered that different viewing angles will cause the dynamic activity area of ​​the gaze feature object to move and expand to a certain extent due to the angle of the viewing angle. Therefore, it is necessary to determine the scene background area blocked by the gaze feature object under the fully determined allowed angle of the gaze feature object corresponding to the viewing angle. After obtaining the scene background area covered by the gaze feature object in the scene, the remaining area within the viewing angle is the non-gaze feature area that causes low gaze. Considering the differences in the gaze features of the area covered by the gaze feature object and the non-gaze feature area, it is necessary to distinguish and render in different ways to reasonably and efficiently provide a rendering scene that meets the needs and visual experience when the scene of the corresponding area is obtained in real time.

[0043] Among them, the object coverage area corresponding to each gaze feature object is determined, and the backend scene coverage range of each object coverage area is determined within the allowed viewing angle range to form backend scene coverage range data, including: for each gaze feature object, the minimum occlusion range limited by the boundary of the object coverage area within the allowed viewing angle range is determined to form a basic backend occlusion range area; for each gaze feature object, the maximum occlusion range limited by the boundary of the object coverage area within the allowed viewing angle range is determined to form a maximum backend occlusion range area; for each gaze feature object, the corresponding basic backend occlusion range area is subtracted from the maximum backend occlusion range area to obtain the angle-varying backend occlusion range area.

[0044] Rendering is performed on the scene area covered and occluded by the gaze feature object. Considering that this range covers the maximum occlusion range that can be formed under the influence of the change in perspective, and the change in perspective needs to be combined with the position of the perspective in the scene, and its position has a greater impact on the change in the occlusion range, it is necessary to distinguish the area where the occlusion range changes due to the change in the perspective angle from the area that can always be directly occluded by the gaze feature object. This provides a reasonable data processing basis for the subsequent more adaptive and accurate rendering of the area that can always be directly occluded and the occlusion area that changes due to the change in perspective. Here, the difference operation is the range part of the maximum backend occlusion range area remaining after deducting the basic backend occlusion range area contained in the maximum backend occlusion range area.

[0045] Perform rendering analysis on each backend scene coverage area to form backend scene rendering pre-stored data, including: for each basic backend occlusion range area, perform full-area rendering of the corresponding gaze feature object based on scene time to form object basic area rendering data of the gaze feature object that changes with scene time in the basic backend occlusion range area; for each angle-varying backend occlusion range area, determine the position-time-viewing angle relationship data of the corresponding gaze feature object based on scene time and the gaze feature object that allows continuous changes in the viewing angle range; perform scene depth rendering on all basic backend occlusion range areas and all angle-varying backend occlusion range areas to form occlusion area background depth rendering data; aggregate object basic area rendering data, position-time-viewing angle relationship data and occlusion area background depth rendering data to form backend scene rendering pre-stored data.

[0046] When rendering the divided basic back-end occlusion range area and angle-changing back-end occlusion range area, different rendering scene data of the basic back-end occlusion range area that changes with the scene time is established to ensure that after each scene time is determined, accurate rendering scene data can be extracted from the rendering scene data based on the position information of the gaze feature object under the current time conditions, providing a data basis for the subsequent selection of rendering scenes. When rendering the angle-changing thickness according to the range area, the different positions of the gaze feature object in the area at different scene times are considered, and at the same position, the range of occlusion of the gaze feature object in the area will also be different due to different viewing angles. Therefore, it is necessary to first determine the relationship between the position of the gaze feature object in the range area and the scene time and viewing angle information, so as to quickly determine the part covered by the gaze feature object in the area after obtaining the viewing angle data in real time. It is worth noting that rendering in the angle-changing back-end occlusion range area is mainly to consider the situation where the gaze feature object occludes the scene background, and then make reasonable rendering processing. In order to complete as much rendering processing as possible in advance, so as to reduce the rendering workload in the real-time perspective and ensure the efficiency of scene rendering, the background depth rendering of the whole area is directly performed on the area. After the area occluded by the gaze feature object is determined in the subsequent real-time state, the rendered background can be reasonably selected based on the occlusion range according to the information of the occlusion area, thereby avoiding the situation of full-area depth rendering in the real-time state. Of course, for the rendering of the basic back-end occlusion range area, it is also considered that the position of the gaze feature object in the area changes with the scene time. Therefore, the whole area rendering of the scene background is performed in advance, so that after the position of the gaze feature object in the area is determined in the subsequent real-time state, the background rendering selection of the non-occluded part can be directly performed, thereby avoiding the situation of full-area background depth rendering in the real-time state, thereby improving the efficiency and accuracy of the rendering processing.

[0047] According to the back-end scene coverage data, the non-feature scene range is determined, and the non-feature scene range is rendered based on the rendering requirements to form non-feature scene rendering pre-stored data, including: obtaining depth rendering requirements, determining non-feature rendering requirement relationship data of rendering depth and position within the non-feature scene range; according to the non-feature rendering requirement relationship data, depth rendering is performed on the non-feature scene range to form non-feature scene rendering prediction data.

[0048] The depth rendering processing of the non-feature scene range can be performed according to the rendering requirements. On the one hand, the attention caused by this range area is weaker than that of the attention on the feature object. Therefore, during the depth processing, appropriate depth rendering can be performed based on the rendering requirements. On the other hand, reasonable rendering according to the rendering requirements can effectively avoid the waste of rendering resources. After all, it is very costly and resource-intensive to perform the same depth rendering of the entire scene as the attention feature object, and it also takes time, and has no reasonable practical application significance.

[0049] S3: Obtain target perspective information, perform perspective analysis, and determine the target perspective scene area.

[0050] Obtain target perspective information, perform perspective analysis, and determine the target perspective scene area, including: extracting target perspective position information and target perspective angle information from the target perspective information; determining the target scene range limited by the target perspective based on the target perspective position information and the target perspective angle information; extracting the target perspective time from the target perspective information, and time-calibrating the target scene range to form a target perspective scene area.

[0051] After the scene is divided into regions, the rendering of the regions is completed as much as possible in order to quickly display the rendered scene within the visual field after the real-time viewing angle is determined. Therefore, after the rendering processing prediction of the partitioned scene, it is necessary to obtain the real-time viewing angle information to complete the real-time rendering data selection and the rendering of the gaze feature objects within the angle change back-end occlusion range area, as well as the selection of the gaze feature object rendering data and the unobstructed scene background rendering data within the basic back-end occlusion range area. In order to fully confirm the position information of the gaze feature objects, especially in different areas, in order to accurately select the rendering, it is necessary to extract the angle information, position information and time information of the target viewing angle.

[0052] S4: Perform rendering selection processing according to the target viewing angle scene area and in combination with the pre-stored scene rendering data to form target display rendering scene data.

[0053] According to the target perspective scene area, and in combination with the scene rendering pre-stored data, rendering selection processing is performed to form target display rendering scene data, including: according to the target perspective scene area, determining the basic back-end occlusion range area in the scene rendering pre-stored data that is in the target perspective scene area to form the target basic back-end occlusion range area; according to the target perspective scene area, determining the angle change back-end occlusion range area in the scene rendering pre-stored data that is in the target perspective scene area to form the target angle change back-end occlusion range area; according to the target perspective scene area, determining the non-feature scene range in the scene rendering pre-stored data that is in the target perspective scene area to form the target non-feature scene range area; extracting the rendering data of the target non-feature scene range area from the non-feature scene rendering prediction data to form the target non-feature scene rendering data; according to the target perspective time and the target perspective angle information, selecting and extracting the rendering data of the target basic back-end occlusion range area from the back-end scene rendering pre-stored data to form the target back-end occlusion scene rendering data; combining the target non-feature scene rendering data and the target back-end occlusion scene rendering data to form the target display rendering scene data.

[0054] The rendering selection process mainly determines the corresponding basic backend occlusion range area, angle change backend occlusion range area and non-feature scene range area under the target viewing angle range. Then, the corresponding pre-stored rendering data is extracted and selected for rendering for the three different range areas, and the results of extraction and selection rendering are displayed, that is, accurate and efficient line of sight rendering processing of the scene under the target viewing angle range.

[0055] According to the target viewing time, the rendering data of the target basic backend occlusion range area is selected and extracted from the pre-stored data of the backend scene rendering to form the target backend occlusion scene rendering data, including: according to the target viewing time, determining the gaze feature object to be coordinated, and according to the object-time data, determining the position of the corresponding gaze feature object in the target basic backend occlusion range area to form the basic gaze feature object position information; according to the basic gaze feature object position information, obtaining the target basic object rendering data in the target basic backend occlusion range area from the object basic area rendering data; according to the basic gaze feature object position information, obtaining the rendering data of the range in the target basic backend occlusion range area that is not occluded by the corresponding gaze feature object from the occlusion area background depth rendering data to form the target basic background rendering data; according to the position-time-viewing angle According to the relationship data, the position of the corresponding gaze feature object in the target angle change rear end occlusion range area is determined in combination with the target view time and the target view angle information to form the angle gaze feature object position information; according to the angle gaze feature object position information, the position of the gaze feature object in the target angle change rear end occlusion range area is depth rendered based on the gaze feature object to form the target angle object rendering data; according to the angle gaze feature object position information, the rendering data of the range that is not occluded by the corresponding gaze feature object in the target angle change rear end occlusion range area is obtained from the occlusion area background depth rendering data to form the target angle background rendering data; the target basic object rendering data, the target basic background rendering data, the target angle object rendering data and the target angle background rendering data are combined to form the target rear end occlusion scene rendering data.

[0056] For the target-based back-end occlusion range area, the real-time position of the gaze feature object is first determined based on the time information of the gaze feature object, and then the area occluded by the gaze feature object and the area not occluded by the gaze feature object in the area are determined. Then, on the one hand, the rendering data of the gaze feature object is obtained based on the object-based rendering data, and on the other hand, the rendering data of the scene background is obtained from the background depth rendering data of the occluded area. The two are combined to complete the scene rendering of the target-based back-end occlusion range area. For the target angle-changing back-end occlusion range area, the part occluded by the gaze feature object is first determined based on the time and position information of the viewing angle and combined with the position-time-viewing angle relationship data, and then the part is rendered for the gaze feature object, and then the unoccluded scene background range is determined to extract the pre-stored scene rendering data. The two are combined to complete the scene rendering of the target angle-changing back-end occlusion range area.

[0057] The present invention also provides an animation scene rendering system, which adopts the animation scene rendering method provided by the present invention, including a scene basic data storage unit, which is used to store target animation scene data to be rendered; a pre-stored data processing unit, which is used to obtain the target animation scene data stored in the scene basic data storage unit, perform scene rendering processing based on the perspective, and form scene rendering pre-stored data; a target rendering analysis unit, which is used to obtain target perspective information, and perform rendering selection processing in combination with the scene rendering pre-stored data formed by the pre-stored data processing unit, to form target display rendering scene data.

[0058] The system can provide sufficient data storage space for the animation scene data to be rendered through the storage unit, which is convenient for efficient and fast data call and search during rendering. The pre-stored data processing unit performs non-real-time pre-rendering processing on the scene to form basic data for rendering data extraction when the real-time scene is displayed. At the same time, the target rendering analysis unit performs efficient and fast depth rendering mainly for objects with gaze features based on the gaze perspective in real time. The various units of the entire system provide interconnected rendering data, and the data between the three are closely connected, which provides an important material basis for the reasonable, accurate and efficient display of rendering scene data from a real-time perspective, and effectively ensures the normal rendering of animation scenes.

[0059] In summary, the animation scene rendering method and device provided by the embodiments of the present invention have the following beneficial effects:

[0060] The method obtains the basic data of the animation scene to be rendered, extracts the object of the gaze feature, and forms the gaze feature data, so as to provide accurate regional reference data for the subsequent efficient real-time rendering of the gaze feature area. When the gaze feature object is divided, the rendering preprocessing of the non-gaze feature and the rendering preprocessing of the gaze feature are respectively performed on the whole scene, so that the rendering result data required for the animation scene is fully and as far as possible prepared in advance, and at the same time, the workload of the real-time gaze feature rendering is greatly reduced, and the timeliness of the rendering is effectively guaranteed. In addition, the rendering scene required by the view angle is selectively extracted from the rendering preprocessing data according to the target view angle information that changes in real time. On the one hand, the rendering scene can be quickly and efficiently obtained for the non-gaze feature area within the view angle, which greatly improves the timeliness of the scene formation. On the other hand, the real-time rendering of part of the scene in the gaze feature area is performed, which greatly reduces the rendering workload, but guarantees the rendering effect, and effectively and reasonably displays the scene picture.

[0061] The system can provide sufficient data storage space for the animation scene data to be rendered through the storage unit, which is convenient for efficient and fast data call and search during rendering. The pre-stored data processing unit performs non-real-time pre-rendering processing on the scene to form basic data for rendering data extraction when the real-time scene is displayed. At the same time, the target rendering analysis unit performs efficient and fast depth rendering mainly for objects with gaze features based on the gaze perspective in real time. The various units of the entire system provide interconnected rendering data, and the data between the three are closely connected, which provides an important material basis for the reasonable, accurate and efficient display of rendering scene data from a real-time perspective, and effectively ensures the normal rendering of animation scenes.

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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 rendering an animation scene, characterized in that: include: Obtain target animation scene data, perform extraction and analysis based on gaze feature objects, and form scene gaze feature data; According to the scene gaze feature data, performing scene rendering processing based on the viewing angle to form scene rendering pre-stored data; Obtain target perspective information, perform perspective analysis, and determine the target perspective scene area; According to the target viewing angle scene area, and in combination with the pre-stored scene rendering data, rendering selection processing is performed to form target display rendering scene data; The target animation scene data is obtained, and the gaze feature object-based extraction and analysis is performed to form scene gaze feature data, including: According to the target animation scene data, determining all gaze feature objects in the scene; Performing a range analysis on each of the gaze feature objects based on the overall change of its position to determine the object coverage area corresponding to the gaze feature object; Acquire scene time information of the target animation scene, and determine the corresponding relationship between the position change of each of the gaze feature objects in the scene and the scene time according to the scene time information to form object-time data; Acquire all the object-time data, and collaboratively associate all the object-time data based on scene time to form feature object collaborative data; According to the scene gaze feature data, scene rendering processing based on the viewing angle is performed to form scene rendering pre-stored data, including: Determine the object coverage area corresponding to each of the gaze feature objects, and determine the backend scene coverage range of each of the object coverage areas within the allowed viewing angle range to form backend scene coverage range data; Performing rendering analysis on the coverage of each backend scene to form pre-stored backend scene rendering data; Determine the non-feature scene range according to the back-end scene coverage data, and perform rendering processing on the non-feature scene range based on rendering requirements to form non-feature scene rendering pre-stored data; Combining the backend scene rendering pre-stored data and the non-feature scene rendering prediction data to form the scene rendering pre-stored data; According to the target viewing angle scene area, and in combination with the pre-stored scene rendering data, rendering selection processing is performed to form target display rendering scene data, including: According to the target viewing angle scene area, determining a basic backend occlusion range area in the scene rendering pre-stored data that is in the target viewing angle scene area, to form a target basic backend occlusion range area; According to the target viewing angle scene area, determining the angle change rear end occlusion range area in the scene rendering pre-stored data that is in the target viewing angle scene area, to form a target angle change rear end occlusion range area; According to the target viewing angle scene area, determining the non-feature scene range in the scene rendering pre-stored data that is in the target viewing angle scene area, to form a target non-feature scene range area; Extracting rendering data of the target non-feature scene range area from the non-feature scene rendering prediction data to form target non-feature scene rendering data; According to the target viewing angle time and the target viewing angle information, the rendering data of the target basic back-end occlusion range area is selected and extracted from the pre-stored back-end scene rendering data to form the target back-end occlusion scene rendering data; The target non-feature scene rendering data and the target back-end occlusion scene rendering data are combined to form the target display rendering scene data.

2. The method for rendering an animation scene according to claim 1, characterized in that: The determining of the object coverage area corresponding to each of the gaze feature objects and determining the backend scene coverage range of each of the object coverage areas within the allowed viewing angle range to form backend scene coverage range data includes: For each of the gaze feature objects, determine the minimum occlusion range defined by the boundary of the object coverage area within the allowed viewing angle range to form a basic back-end occlusion range area; For each of the gaze feature objects, determining a maximum occlusion range defined by a boundary of the object coverage area within an allowable viewing angle range, to form a maximum rear end occlusion range area; For each of the gaze feature objects, a difference operation is performed between the corresponding basic rear end occlusion range area and the maximum rear end occlusion range area to obtain an angle-varying rear end occlusion range area.

3. The method for rendering an animation scene according to claim 2, characterized in that: The performing rendering analysis on the coverage range of each backend scene to form backend scene rendering pre-stored data includes: For each of the basic backend occlusion range areas, performing full-area rendering of the corresponding gaze feature object based on scene time, to form object basic area rendering data of the gaze feature object in the basic backend occlusion range area that changes with scene time; For each of the angle-changing rear-end occlusion range areas, determining the position-time-viewing angle relationship data of the corresponding gaze feature object based on the scene time and the gaze feature object that allows the viewing angle range to continuously change; Performing scene depth rendering on all the basic back-end occlusion range areas and all the angle-varying back-end occlusion range areas to form occlusion area background depth rendering data; The object base area rendering data, the position-time-viewing angle relationship data and the occluded area background depth rendering data are collected to form the back-end scene rendering pre-stored data.

4. The method for rendering an animation scene according to claim 3, characterized in that: The determining of the non-feature scene range according to the back-end scene coverage range data, and performing rendering processing on the non-feature scene range based on rendering requirements to form non-feature scene rendering pre-stored data includes: Acquire depth rendering requirements, and determine non-feature rendering requirement relationship data between rendering depth and position within the non-feature scene range; According to the non-feature rendering demand relationship data, depth rendering is performed on the non-feature scene range to form non-feature scene rendering prediction data.

5. The method for rendering an animation scene according to claim 4, characterized in that: The step of obtaining target viewing angle information and performing viewing angle analysis to determine the target viewing angle scene area includes: Extracting target viewing angle position information and target viewing angle information from the target viewing angle information; Determining a target scene range defined by a target viewing angle according to the target viewing angle position information and the target viewing angle information; The target viewing angle time in the target viewing angle information is extracted, and the target scene range is time-calibrated to form a target viewing angle scene area.

6. The method for rendering an animation scene according to claim 5, characterized in that: The step of extracting the rendering data of the target basic backend occlusion range area from the backend scene rendering pre-stored data according to the target viewing angle time and the target viewing angle information to form the target backend occlusion scene rendering data includes: Determine the gaze feature object to be coordinated according to the target viewing angle time, and determine the position of the gaze feature object corresponding to the target basic back-end occlusion range according to the object-time data to form basic gaze feature object position information; According to the basic fixation feature object position information, acquiring target basic object rendering data in the target basic backend occlusion range area from the object basic area rendering data; According to the position information of the basic gaze feature object, the rendering data of the range not blocked by the corresponding gaze feature object in the target basic back-end occlusion range area is obtained from the occlusion area background depth rendering data to form the target basic background rendering data; According to the position-time-viewing angle relationship data, and in combination with the target viewing angle time and the target viewing angle information, the position of the gaze feature object corresponding to the target angle change rear end occlusion range is determined to form angle gaze feature object position information; According to the angle fixation feature object position information, the fixation feature object position within the target angle change rear end occlusion range area is subjected to depth rendering based on the fixation feature object to form target angle object rendering data; According to the position information of the angle fixation feature object, the rendering data of the range not blocked by the corresponding fixation feature object in the target angle change rear end blocking range area is obtained from the blocking area background depth rendering data to form the target angle background rendering data; The target back-end occlusion scene rendering data is formed by combining the target basic object rendering data, the target basic background rendering data, the target angle object rendering data and the target angle background rendering data.

7. An animation scene rendering system, using the animation scene rendering method according to any one of claims 1 to 6, characterized in that: include: A scene basic data storage unit, used for storing target animation scene data to be rendered; A pre-stored data processing unit, used to obtain the target animation scene data stored in the scene basic data storage unit, perform scene rendering processing based on the viewing angle, and form scene rendering pre-stored data; The target rendering analysis unit is used to obtain target viewing angle information, and perform rendering selection processing in combination with the scene rendering pre-stored data formed by the pre-stored data processing unit to form target display rendering scene data.

Citation Information

Patent Citations

  • Method and device for determining rendering object in virtual scene, and electronic device

    CN108470368A