Special effect rendering method and device
Special effects rendering requests are processed through grouping and cropping strategies, which solves the problem of difficulty in controlling the quantity and quality of special effects on the same screen, achieving stable game frame rates and improved game experience.
Patent Information
- Application Number
- CN202411418062.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-11
- Publication Date
- 2025-01-21
AI Technical Summary
The existing technology is difficult to effectively control the quantity and quality of the same-screen special effects, resulting in large fluctuations in the game frame rate, affecting the player's operational fluctuation and visual experience.
By obtaining special effects rendering requests, based on special effects information information group special effects, obtain special effects cutting strategies, and process the special effects group based on the strategy processing special effects group to show the virtual picture.
Effectively reduce the performance pressure brought by the complex special effects of the same screen, stabilize the frame rate of the game, avoid the fluctuation of frame rate, and improve the overall game experience of the player.
Smart Images

Figure CN119327106A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present specification relate to the field of computer technology, and in particular to a special effects rendering method. Background Art
[0002] With the development of multiplayer games, the number and complexity of skill special effects in games have increased significantly, bringing richer visual effects and immersion. However, these special effects have also become a key factor affecting game performance, especially in combat scenes, where the frequent appearance of special effects leads to a significant increase in performance consumption.
[0003] Currently, the method of cutting out special effects that do not appear in the player's field of view still cannot effectively control the number and quality of special effects on the same screen, and thus still cannot solve the problem of large fluctuations in game frame rate caused by complex special effects on the same screen. Therefore, in order to solve the above shortcomings, a special effects rendering method is needed. Summary of the invention
[0004] In view of this, an embodiment of this specification provides a special effect rendering method. One or more embodiments of this specification also relate to a special effect rendering device, a computing device, a computer-readable storage medium and a computer program product to solve the technical defects existing in the prior art.
[0005] According to a first aspect of an embodiment of this specification, a special effects rendering method is provided, including: Obtaining a special effect rendering request, wherein the special effect rendering request includes at least one initial special effect data, and the initial special effect data includes at least one special effect attribute information; Based on the special effect attribute information corresponding to each initial special effect data, obtaining at least one initial special effect group; Acquire the special effect clipping strategies corresponding to each initial special effect group, and process the initial special effect groups corresponding to each special effect clipping strategy according to each special effect clipping strategy to determine at least one target special effect data; Render each target special effect data to display the virtual picture corresponding to the special effect rendering request.
[0006] According to a second aspect of an embodiment of this specification, a special effects rendering device is provided, including: An acquisition module is configured to acquire a special effect rendering request, wherein the special effect rendering request includes at least one initial special effect data, and the initial special effect data includes at least one special effect attribute information; A grouping module, configured to obtain at least one initial special effect group based on special effect attribute information corresponding to each initial special effect data; A cutting module is configured to obtain a special effect cutting strategy corresponding to each initial special effect group, and process the initial special effect group corresponding to each special effect cutting strategy according to each special effect cutting strategy to determine at least one target special effect data; The rendering module is configured to render each target special effect data to display the virtual picture corresponding to the special effect rendering request.
[0007] According to a third aspect of an embodiment of this specification, a computing device is provided, including: Memory and processor; The memory is used to store computer executable instructions, and the processor is used to execute the computer executable instructions. When the computer executable instructions are executed by the processor, the steps of the above-mentioned special effects rendering method are implemented.
[0008] According to a fourth aspect of the embodiments of this specification, a computer-readable storage medium is provided, which stores computer-executable instructions, and when the instructions are executed by a processor, the steps of the special effects rendering method are implemented.
[0009] According to a fifth aspect of the embodiments of this specification, a computer program product is provided, including a computer program / instruction, which implements the steps of the above-mentioned special effects rendering method when executed by a processor.
[0010] An embodiment of the present specification implements obtaining a special effect rendering request, wherein the special effect rendering request includes at least one initial special effect data, and the initial special effect data includes at least one special effect attribute information; based on the special effect attribute information corresponding to each initial special effect data, obtaining at least one initial special effect group; obtaining a special effect cropping strategy corresponding to each initial special effect group, and processing the initial special effect group corresponding to each special effect cropping strategy according to each special effect cropping strategy to determine at least one target special effect data; rendering each target special effect data to display a virtual picture corresponding to the special effect rendering request.
[0011] Applying the solutions of the embodiments of this specification can effectively solve the problem that traditional methods are difficult to control the number and quality of special effects on the same screen, ensure that special effects outside the player's field of view are intelligently cropped, and significantly reduce the performance pressure caused by complex special effects on the same screen, thereby stabilizing the game frame rate, avoiding frame rate fluctuations caused by the simultaneous rendering of a large number of complex special effects, and improving the player's overall gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] Figure 1 is a flow chart of a special effects rendering method provided by an embodiment of this specification; Figure 2 is a process flow chart of a game screen rendering method provided by an embodiment of this specification; Figure 3It is a structural schematic diagram of a special effects rendering device provided by an embodiment of this specification; Figure 4 It is a structural block diagram of a computing device provided by an embodiment of this specification. DETAILED DESCRIPTION
[0013] Many specific details are described in the following description to facilitate a full understanding of this specification. However, this specification can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of this specification, so this specification is not limited to the specific implementation disclosed below.
[0014] The terms used in one or more embodiments of this specification are only for the purpose of describing specific embodiments, and are not intended to limit one or more embodiments of this specification. The singular forms of "a", "said" and "the" used in one or more embodiments of this specification and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used in one or more embodiments of this specification refers to and includes any or all possible combinations of one or more associated listed items.
[0015] It should be understood that although the terms first, second, etc. may be used to describe various information in one or more embodiments of this specification, this information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of this specification, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".
[0016] In addition, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in one or more embodiments of this specification are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and provide corresponding operation entrances for users to choose to authorize or refuse.
[0017] First, the terms involved in one or more embodiments of this specification are explained.
[0018] Particle Effects (PE) is a visual effect commonly used to simulate natural phenomena, such as fire, smoke, explosion, rain and snow, etc. It is composed of a large number of tiny particles, and complex visual effects are achieved by controlling the behavior, color, size, speed and other properties of these particles. Particle effects are widely used in games and movies, and can enhance the realism and dynamic expression of the scene.
[0019] Post-Processing Effects (PPE) refers to the special effects that are applied to the final image after the scene rendering is completed. Such special effects include depth of field, bloom, color correction, anti-aliasing, etc., which can enhance the visual effect of the image and make it more refined and artistic. Post-Processing Effects are an indispensable part of modern game and film and television production.
[0020] Lighting Effects (LE) simulate the interaction between light sources and objects to increase the realism and layering of the scene. Such effects include dynamic shadows, global illumination, ambient occlusion, etc., which make objects present different visual effects under different lighting conditions. Lighting effects are an important technology for achieving realistic picture effects.
[0021] Transparency Effects (TE) refers to special effects that process the transparency of an object to make it appear semi-transparent or fully transparent. This type of special effect is widely used to express elements such as glass, water, and smoke. By adjusting the transparency parameters, visual effects such as light penetration and refraction can be achieved, improving the delicacy of the scene.
[0022] Physics Effects (PE) are based on physical simulation technology and show the movement and interaction of objects in the real world. For example, the fluttering of cloth, broken glass, rigid body collision, etc. Physics effects add realism to the scene by simulating physical phenomena such as gravity, wind, friction, etc., making it easier for the audience to immerse themselves in the virtual world.
[0023] In this specification, a special effects rendering method is provided. This specification also relates to a special effects rendering device, a computing device, a computer-readable storage medium, and a computer program product, which are described in detail one by one in the following embodiments.
[0024] Special effects are a key factor affecting game performance, especially in multiplayer games with complex graphics. Taking the mecha project as an example, the battle scenes in this type of game are full of a large number of skill special effects, each of which may produce a large number of particle effects, such as explosions, sparks, smoke, etc., and these particles need to be physically calculated and updated in real time in each frame, including properties such as position, speed, color, and transparency. In addition, most of these particle effects are presented in a translucent manner, which requires complex mixed calculations, further increasing the complexity of rendering. Since multiple special effects may appear on the same screen at the same time, and each special effect contains a large number of dynamically changing particles, the overall performance consumption is extremely high. Traditional optimization methods, such as simple frustum culling or distance clipping, often cannot effectively control the number and quality of special effects on the same screen, and cannot avoid special effects overload in high-intensity combat scenes, which in turn causes significant fluctuations in the game frame rate, seriously affecting the player's operation smoothness and visual experience.
[0025] See also Figure 1 , Figure 1 A flowchart of a special effects rendering method provided according to an embodiment of the present specification is shown, which specifically includes the following steps.
[0026] Step 102: Obtain a special effect rendering request, wherein the special effect rendering request includes at least one initial special effect data, and the initial special effect data includes at least one special effect attribute information.
[0027] In actual applications, special effects rendering requests are instructions issued for generating and displaying special effects; initial special effects data refers to the relevant information required to render special effects included in the special effects rendering request; special effects attribute information is a set of parameters in the special effects data that specifically describes the special effects behavior, appearance and its influencing factors.
[0028] A special effects rendering request can be understood as an instruction issued to the special effects system at a specific moment in any virtual scene such as games and video rendering, to start generating and displaying all special effects on the same screen. A special effects rendering request contains the necessary information for the system to process special effects. For example, in a large-scale battle, a special effects rendering request may include the light effects released by character skills, the explosion effects of enemies being hit, and the fire and smoke in the environment. This request integrates all the special effects that need to be displayed at the same time and submits them to the special effects rendering system to ensure that these special effects are generated, processed, and displayed in the same frame, thereby achieving the visual effect of the overall scene.
[0029] The initial special effect data can be understood as the relevant information required to render a single special effect contained in the special effect rendering request, which describes the status and properties of a specific special effect. Each initial special effect data corresponds to a special effect, including the type, position, size, color, transparency, animation trajectory and other properties of the special effect. For example, in a game scene, when a character releases a skill special effect, the initial special effect data will define in detail the shape, color, duration and movement trajectory of the skill light effect. This data ensures that the special effect system can accurately generate and display the special effect during the rendering process, reflecting the expected visual effect.
[0030] Special effect attribute information can be understood as a set of parameters that describe the various components of a special effect and its behavior, usually including specific characteristics of the special effect such as color, size, transparency, life cycle, speed, position, etc. For example, the attribute information of a flame special effect may include the color gradient of the flame (from red to orange to yellow), the duration of burning, the height of the flame, etc. In the game, different types of special effects will show different visual effects based on their attribute information. Taking the character skill special effect as an example, the attribute information may determine the shape, brightness, diffusion range, and duration of the light effect when the skill is released. Special effect attribute information directly affects the final performance of the special effect and the player's visual experience.
[0031] Step 104: Based on the special effect attribute information corresponding to each initial special effect data, obtain at least one initial special effect group.
[0032] In practical applications, the initial special effect group is a special effect group that classifies and integrates a group of special effect data with the same characteristics or attributes according to the attribute information of the initial special effect data.
[0033] The initial special effects group can be understood as a collection formed by integrating multiple initial special effects data through attribute classification. The special effects in each special effects group have the same characteristics, such as the same attribution information, the same importance level, the same duration or the same volume size, etc. This grouping method helps to manage and optimize special effects more effectively. For example, in a multiplayer game, the system may classify all skill special effects from the same character into one initial special effects group, and classify environmental special effects such as fire and explosion into another special effects group. Such grouping can make the special effects system more targeted when executing the clipping strategy, such as giving priority to rendering special effects belonging to the protagonist player, while clipping less important special effects according to the importance level, optimizing system performance and improving visual effects. By reasonably grouping the initial special effects data, the number and quality of special effects on the same screen can be better controlled, performance bottlenecks can be avoided, and the smoothness of the game experience can be ensured.
[0034] Further, based on the special effect attribute information corresponding to each initial special effect data, at least one initial special effect group is obtained, including: Determine second initial special effect data, wherein the second initial special effect data is any one of the initial special effect data; Determine main attribute information from each special effect attribute information corresponding to the second initial special effect data; An initial special effect group corresponding to the second initial special effect data is determined according to the main attribute information.
[0035] In practical applications, the main attribute information is the special effect attribute information that best represents the special effect characteristics in the initial special effect data. The main attribute information can be understood as the key attributes that best reflect the special effect characteristics and affect its importance in the initial special effect data. These attributes are usually used for the classification and priority judgment of special effects, such as the attribution information, duration, range size and importance level of special effects. In multiplayer games, some special effects may have a higher priority, such as the character's skill special effects, while some short-lived and small-sized special effects may be considered less important. Through the main attribute information, special effects can be effectively grouped and cropped to ensure that important special effects are rendered first.
[0036] Exemplarily, determining the main attribute information in each special effect attribute information corresponding to the second initial special effect data can be understood as identifying the most representative and influential attribute on the special effect performance from the various attributes of the special effect. The specific method can be to determine the special effect attribute category corresponding to each special effect attribute information, and determine which attributes are more critical to the rendering result according to the special effect influence weights of these categories; it can also be based on the real-time performance of the special effect, by dynamically monitoring the degree of influence of the special effect in the scene, and selecting those attributes that are most visually prominent or have the most significant performance consumption; it can also be combined with the special effect priority in game design, for example, according to the special effect importance level label pre-set by the planner, such as the special effect with a large range and long duration has a high priority, automatically filter out the main attribute information in the special effect, etc. This manual does not impose any restrictions on this.
[0037] By determining the main attribute information to divide the initial special effects group to which the special effects data belongs, the special effects data can be organized and managed more effectively, thereby optimizing the special effects rendering process, ensuring that important special effects are processed and rendered with priority, and improving the overall expressiveness of the game screen. At the same time, it reduces unnecessary resource consumption, improves system performance, and avoids frame rate fluctuations caused by too many complex special effects on the same screen, providing players with a smoother and more stable gaming experience.
[0038] Furthermore, main attribute information is determined in each special effect attribute information corresponding to the second initial special effect data, including: Determine the special effect attribute category corresponding to each special effect attribute information; According to the special effect influence weight corresponding to each special effect attribute category, the special effect influence weight represents the importance of the special effect attribute category to the rendered virtual picture; The main attribute information is determined according to the special effect influence weight corresponding to each special effect attribute information.
[0039] In practical applications, the special effect attribute category is used to classify the various attributes of the special effect according to different characteristics and functions; the special effect influence weight is a value that measures the importance of the special effect attribute category to the final rendering result or virtual image.
[0040] Effect attribute categories can be understood as a way to categorize the various attributes of an effect during the rendering process in order to effectively manage and process the effect. Different effect attribute categories can include attribution categories, rendering category colors, feedback categories, and so on. For example, the attributes of a fire effect may include color changes belonging to the rendering category, burning height, transparency, and light intensity belonging to the feedback category, and so on. By categorizing these attributes into different categories, the rendering system can optimize and tailor the effects in a targeted manner, thereby ensuring effective management of performance and visual effects.
[0041] The special effect impact weight is a value used to evaluate the importance of each special effect attribute category to the final rendered image. This weight value determines which attributes should be prioritized and which can be simplified or ignored during the optimization and rendering process. For example, in a skill special effect, the light effect and range size may be given a higher weight because they directly affect the player's visual experience; while the color gradient may be given a lower weight because it has less impact on the overall effect.
[0042] By assigning special effects influence weights, the rendering system can better select the most representative categories of special effects data, ensuring that the special effects data is grouped with higher accuracy, and thus can process and optimize key special effects in a limited manner. While ensuring the quality of important special effects, it effectively reduces resource allocation to unimportant special effects, thereby improving rendering efficiency, reducing system performance burden, avoiding frame rate fluctuations, and providing players with a smoother and more stable gaming experience.
[0043] Step 106: obtaining the special effect clipping strategies corresponding to each initial special effect group, and processing the initial special effect groups corresponding to each special effect clipping strategy according to each special effect clipping strategy to determine at least one target special effect data.
[0044] In practical applications, the special effects clipping strategy is a rule and method for optimizing rendering performance and screening and processing special effects; the target special effects data is the special effects data determined after screening by the special effects clipping strategy.
[0045] Special effects clipping strategies can be understood as one or more rules for optimizing special effects, aiming to reduce rendering burden and improve performance. Through these strategies, the number of special effects can be selectively reduced or the complexity of special effects can be reduced to ensure that there will be no performance bottlenecks in the same screen. Common clipping strategies include frustum clipping, distance clipping, quantity clipping, etc. For example, the frustum clipping strategy determines whether the special effect is within the player's field of view, and special effects beyond the field of view will be eliminated; the distance clipping strategy determines whether the special effect needs to be rendered based on the distance between the special effect and the player, and special effects at a long distance may be simplified or even not rendered. By using these strategies reasonably, the number and quality of special effects on the same screen can be effectively controlled to ensure the smooth operation of the game.
[0046] The target special effects data is the special effects data that has been filtered through the special effects clipping strategy, which can be understood as the special effects that are finally determined to be required to be rendered. The target special effects data represents the most important or representative special effects in the current scene and situation, and is presented to the player after being processed by the rendering system. For example, in a fierce battle, the target special effects data filtered out by the clipping strategy may include the key skill light effects released by the character, the explosion effects when the enemy is attacked, etc., while some less important environmental special effects may be clipped. The determination of the target special effects data ensures that in complex special effects scenes on the same screen, key special effects are rendered first, thereby effectively improving game performance and ensuring player experience.
[0047] Further, the initial special effect groups corresponding to the special effect cutting strategies are processed according to the special effect cutting strategies to determine at least one target special effect data, including: Determine a first initial special effect group, and a special effect clipping strategy corresponding to the first initial special effect group, wherein the first initial special effect group is any one of the initial special effect groups, and the special effect clipping strategy includes at least one special effect clipping sub-strategy; The first initial special effect group is processed based on each special effect clipping sub-strategy to determine at least one target special effect data.
[0048] In practical applications, the special effects clipping sub-strategy is a specific rule in the special effects clipping strategy, which is used to screen and process the special effects in more detail to determine which special effects can be retained or clipped.
[0049] Exemplarily, the special effects clipping sub-strategy can be understood as the detailed rules in the special effects clipping strategy, which are used to perform targeted optimization processing on special effects in different situations. Each sub-strategy focuses on specific special effects attributes or scene conditions, and determines which special effects need to be retained and which can be clipped through a series of judgments and processing methods. For example, the cone clipping sub-strategy judges whether the special effects are within the player's field of view. If the special effects are outside the field of view, they will be clipped to save performance; the distance clipping sub-strategy makes a judgment based on the distance between the special effects and the player. For special effects far away from the player, their complexity can be reduced or not rendered at all; there is also a quantity clipping sub-strategy, which limits the number of similar special effects, and special effects that exceed the preset quantity threshold will be clipped first, etc. This manual does not make any restrictions on this.
[0050] By combining and applying these cropping sub-strategies, the quantity and quality of special effects on the same screen can be more finely controlled to ensure the optimization of system performance and the smoothness of the game screen.
[0051] Further, the first initial special effect group is processed based on each special effect clipping sub-strategy to determine at least one target special effect data, including: Determine first initial special effect data, wherein the first initial special effect data is any one of the initial special effect data in the first initial special effect group; Obtain the cropping attribute category and cropping attribute threshold corresponding to each special effect cropping sub-strategy; According to each cropping attribute category, obtaining each cropping attribute information of the first initial special effect data for each cropping attribute category; Based on the cropping attribute information and the cropping attribute threshold corresponding to each cropping attribute category, it is determined whether the first initial special effect data is the target special effect data.
[0052] In actual applications, the cropping attribute category is the category to which the special effect attribute information used for cropping judgment belongs in the special effect attributes; the cropping attribute threshold is the numerical benchmark used to determine whether to perform cropping; and the cropping attribute information is the special effect attribute information used for cropping judgment during the cropping process.
[0053] The clipping attribute category can be understood as the classification criteria used by the special effect attribute information during the clipping process, which is used to identify and judge the specific attributes of the special effect that need to be considered during the clipping process. These categories can cover a variety of special effect characteristics, such as distance, size, transparency, duration, etc. For example, if the clipping attribute category is distance, then the system will focus on the distance attribute between the special effect and the player during the clipping process as the basis for clipping judgment.
[0054] The Clipping Attribute Threshold is a numerical benchmark set for the Clipping Attribute Class, which is used to determine whether an effect needs to be clipped during the clipping process. When an attribute of an effect is compared with the set threshold, if the attribute exceeds or falls below the threshold, the clipping condition will be triggered. For example, in a distance clipping attribute class, the clipping attribute threshold can be set to a specific distance, and when the distance between the effect and the player is greater than this threshold, the effect will be clipped.
[0055] It should be noted that judging whether the first initial special effect data is the target special effect data based on the cropping attribute information and the cropping attribute threshold corresponding to each cropping attribute category can be understood as determining whether the special effect should be retained by comparing the special effect attribute information with the preset threshold. Specifically, when the cropping attribute category is quantity and the cropping attribute information is sorting, the special effect data whose sorting attribute is greater than the corresponding cropping attribute threshold is cropped; when the cropping attribute category is distance, the cropping attribute information is the distance between the special effect and the player, and if the special effect distance exceeds the cropping attribute threshold, it is cropped; when the cropping attribute category is transparency, the cropping attribute information is the transparency value of the special effect, and when the transparency is lower than the set threshold, the special effect is considered unimportant and cropped, etc. This manual does not impose any restrictions on this.
[0056] By using each cropping sub-strategy to crop the data in each special effects group, the allocation of rendering resources can be effectively optimized to ensure that important special effects are retained and rendered first, thereby reducing the performance burden of the system, reducing the interference of irrelevant or minor special effects on the overall picture effect, avoiding frame rate drops caused by too many special effects on the same screen, and improving the smoothness of the game and the player's visual experience.
[0057] Step 108: Render each target special effect data to display the virtual picture corresponding to the special effect rendering request.
[0058] In practical applications, virtual images refer to visual effects generated by computer graphics technology, which are digital scenes displayed to users in games or virtual environments.
[0059] Exemplarily, a virtual screen can be understood as a dynamic or static visual image generated by a computer through rendering technology, which contains various elements in the scene, such as characters, environment, light and shadow effects, special effects, etc. Taking games as an example, virtual screens are formed by combining various models, materials, and special effects data through real-time rendering, presenting a vivid virtual world to players. Taking architectural visualization as an example, virtual screens are transformed into realistic three-dimensional scenes by rendering elements such as architectural models, material textures, and lighting effects, presenting customers or designers with an intuitive preview of architectural effects. Taking virtual reality training as an example, virtual screens simulate real environments and interactive operations to display teaching content, tools, and processes in a visual form, providing trainees with an immersive learning experience.
[0060] It should be noted that rendering each target special effect data to display the virtual picture corresponding to the special effect rendering request can be understood as rendering the special effect data that has been screened according to its attributes and categories to ensure that these special effects are accurately presented in the picture. The specific method can be to directly render according to the special effect category information of each target special effect data to display the details and effects of various special effects in the picture; or further screen the special effect data of the same category according to the preset threshold of the number of special effects of the same category, and render these special effects without exceeding the system performance range to ensure that the number of special effects of the same category on the same screen is in a controllable state; the target special effect data can also be optimized, such as reusing the special effect data that has been rendered, and obtaining the rendering information of similar special effects to reduce unnecessary resource overhead, maintain the continuity and overall effect of the picture, etc. This manual does not impose any restrictions on this.
[0061] By rendering the filtered target special effects data to generate a virtual picture, the rendering efficiency can be effectively improved, ensuring that key special effects are processed and presented first, reducing resource consumption on secondary special effects, thereby optimizing the overall system performance, avoiding unnecessary performance overhead, maintaining the visual quality and smoothness of the picture, and providing users with a more immersive and stable experience.
[0062] Considering the performance bottleneck and visual confusion that may be caused by too many special effects of the same type on the same screen, after processing the initial special effect groups corresponding to each special effect clipping strategy according to each special effect clipping strategy and determining at least one target special effect data, the method further includes: Obtain special effect category information corresponding to each target special effect data; Determine at least one special effect data to be rendered based on a preset special effect same type quantity threshold and special effect category information corresponding to each target special effect data; Render each special effect data to be rendered to display the virtual picture corresponding to the special effect rendering request.
[0063] In actual applications, the special effect category information is a description in the special effect attribute information used to classify and identify the special effect type, and is used to distinguish the nature and functions of different special effects; the special effect data to be rendered is data further filtered out from the target special effect data, and is used for the final rendered special effect set.
[0064] Special effect category information can be understood as features extracted from special effect attribute information, which is used to classify and identify special effects. It focuses on the overall function and performance of special effects, such as whether it is flame, smoke, light effect or explosion, which is different from the specific details of special effect attribute information. Special effect attribute information describes in detail the various characteristics of special effects, such as color, size, duration, etc., while special effect category information is a higher level of abstraction used to quickly determine the type of special effects. For example, in a game, special effect category information can classify all skill special effects, environmental special effects and particle special effects separately, so that they can be optimized and tailored according to category in subsequent processing.
[0065] The special effects data to be rendered can be understood as special effects data that are further screened out from the target special effects data and are ultimately presented in the virtual screen. The target special effects data are the special effects that are initially screened out after being processed by the special effects clipping strategy, but not all of them are necessarily rendered; the special effects data to be rendered are the parts selected from the target special effects data after considering factors such as the number of similar special effects and performance requirements. For example, in a scene, the target special effects data that have been determined include a variety of lighting effects and particle effects, but due to the number restrictions on the same screen and performance optimization, the system further screens out the special effects data to be rendered, which may only include a part of the special effects that are most critical to visual performance, in order to ensure the stability and smoothness of the picture.
[0066] Further, based on a preset special effect category quantity threshold and special effect category information corresponding to each target special effect data, at least one special effect data to be rendered is determined, including: Determine at least one special effect group of the same category and the number of special effects of the same category corresponding to each special effect group of the same category according to the special effect category information corresponding to each target special effect data; When the number of special effects of the same category corresponding to the reference special effects group of the same category is greater than the special effects group of the same category threshold, determining at least one special effects data to be rendered in the reference special effects group of the same category according to the special effects group of the same category threshold, wherein the reference special effects group of the same category is any one of the reference special effects groups of the same category; When the number of special effects of the same category corresponding to the reference special effects group of the same category is less than or equal to the special effects same category number threshold, each target special effects data in the reference special effects group of the same category is determined as the special effects data to be rendered.
[0067] In actual applications, the same category special effects group is a collection of special effects with the same special effects category grouped together according to the special effects category information; the number of special effects of the same category refers to the total number of special effects data existing in the same category special effects group; the special effects same category number threshold is a numerical value used to limit the upper limit of the number of special effects in the same category special effects group, so as to control the complexity of the special effects on the same screen.
[0068] The same category special effect group can be understood as a group of special effect data with the same special effect category information, which is easier to handle during management and rendering. For example, in the game, all target special effect data belonging to the fire special effect can be classified into the same category special effect group, so that they can be managed uniformly. When rendering, all special effects in this group can be processed as a whole as needed, optimizing performance and ensuring that special effects of the same type do not occupy excessive rendering resources.
[0069] The number of special effects of the same category can be understood as the number of special effects that actually exist in the special effects group of the same category. This number directly affects the performance of the system, because the more special effects there are on the same screen, the greater the rendering burden. For example, in a battle scene, if the special effects group of the same category contains ten fire special effects, then the number of special effects of the same category is ten. The number determines whether the special effects of the same category need to be further trimmed to maintain a stable frame rate.
[0070] The threshold for the number of special effects of the same type can be understood as the number limit set for special effects groups of the same type, which is used to control the maximum number of special effects of the same type on the same screen. This threshold ensures that the performance of special effects of the same type in the scene will not be degraded due to the excessive number. For example, if the threshold for the number of special effects of the same type is set to five, then when the number of special effects of the same type exceeds five, the system will cut or reuse the redundant special effects of fire to reduce rendering pressure and ensure the smoothness of the picture.
[0071] By setting a threshold for the number of special effects of the same type, you can effectively prevent similar special effects from being over-rendered on the same screen, avoiding performance bottlenecks and visual confusion.
[0072] Further, determining at least one special effect data to be rendered in the reference special effect group of the same category according to the special effect same category quantity threshold includes: Determine at least one special effect data to be multiplexed and at least one special effect data to be rendered according to the special effect same type quantity threshold; Obtain special effect rendering information corresponding to the reference special effect group of the same category; Process each special effect data to be multiplexed according to the special effect rendering information to obtain at least one special effect data to be rendered.
[0073] In actual applications, the special effects data to be reused are those special effects data that already exist and can be reused using previous special effects rendering information for rendering; special effects rendering information refers to detailed information related to the special effects rendering of this category, including the properties, position, status, etc. of the special effects, which are used to render the same category of data to be reused.
[0074] Special effects data to be reused can be understood as when the number of similar special effects reaches a certain limit, the system chooses to reuse existing special effects to avoid creating new special effects. By reusing previous special effects rendering information, these special effects data can be rendered again in new scenes. For example, in a battle, the generated spark special effects have reached the upper limit. At this time, the system can select some of the sparks that no longer need to be displayed as special effects data to be reused, and use the previous special effects rendering information to reposition and adjust these sparks to make them look like new special effects. This method not only saves resources, but also improves rendering efficiency, ensuring rich picture effects without dragging down performance.
[0075] Special effect rendering information can be understood as all the details related to the rendering process of a specific category of special effects, including the properties, location, status and other information of the special effects. It is used to guide the rendering of the special effects data of the same category to be reused, so that these special effects can be accurately presented in the new scene. For example, for smoke special effects, the rendering information may include the concentration of smoke, color changes, diffusion speed, and interaction with wind direction. By using special effect rendering information, the system can re-render the special effects data to be reused so that it still meets the scene requirements in the new environment, ensuring the overall consistency and expressiveness of the picture.
[0076] Exemplarily, processing each special effect data to be reused according to the special effect rendering information and obtaining at least one special effect data to be rendered can be understood as adjusting and optimizing the reusable special effect data by utilizing the existing special effect rendering information so as to render it in the new scene. The specific method can be to reset the position and adjust the direction of the special effect to be reused according to the position and direction in the previous rendering information, so that it presents a new visual effect in the new scene; it can also use the attributes in the special effect rendering information, such as color, size and transparency, to adjust the attributes of the special effect data to be reused to ensure that it conforms to the visual style of the current scene in the new environment; it can also replay the animation or reset the state of the special effect to be reused according to the animation state in the rendering information, so that it looks like a new special effect is happening, etc. This manual does not impose any restrictions on this.
[0077] By determining a large number of special effects of the same category for reuse in rendering, we can effectively reduce the consumption of system resources and avoid repeatedly creating similar special effects, thereby improving rendering efficiency and reducing performance overhead. At the same time, we ensure the richness and consistency of the picture effects, so that similar special effects can be presented more naturally in the scene without affecting the overall visual quality, ultimately providing players with a smoother gaming experience.
[0078] By applying the solution of the embodiments of this specification, it is possible to comprehensively parse and classify the special effect attribute information, divide the special effects into multiple initial special effect groups, and combine a variety of clipping strategies, including cone clipping, distance clipping, proportion clipping, and quantity clipping, etc., to ensure the refined management of the quantity and quality of the special effects on the same screen from multiple dimensions. In the special effect generation stage, by configuring the priority, importance level, and attribution information of the special effects, the allocation of special effects in the tag pool is optimized to ensure that key special effects are retained first. In this way, unnecessary special effect rendering is effectively reduced, and special effects that have the greatest impact on the player experience are rendered first, reducing the impact of irrelevant special effects on system performance, avoiding performance bottlenecks caused by too many complex special effects on the same screen, thereby achieving a smoother frame rate in the game screen, solving the problem of a surge in the number of special effects that cannot be controlled by the traditional method of relying solely on field of view clipping, and greatly improving the player's visual experience and game fluency.
[0079] The following combination Figure 2 , taking the application of the special effects rendering method provided in this specification in game screen rendering as an example, the special effects rendering method is further described. Figure 2 A processing flow chart of a special effect rendering method provided by an embodiment of the present specification is shown, which specifically includes the following steps.
[0080] Step 202: Obtain a special effect rendering request, which includes at least one initial special effect data, and the initial special effect data includes special effect attribute information.
[0081] Step 204: parse the special effect attribute information to determine the attribution information, importance level, duration, size and other characteristics of the special effect.
[0082] Step 206: Allocate the special effects to corresponding special effects pools according to their characteristics.
[0083] Step 208: Read the special effect configuration parameters and strategies, and determine the upper limit of the number of special effect pools and the trimming strategy.
[0084] Step 210: According to the special effect pool division rule, obtain the marking information of the special effects in each special effect pool.
[0085] Step 212: Get the number of special effects in the current special effects pool and compare it with the configured upper limit.
[0086] Step 214: Determine whether the number of special effects exceeds the upper limit, and if so, execute the cropping strategy.
[0087] Step 216: Execute a clipping strategy for special effects that exceed the upper limit and update the special effects pool.
[0088] Step 218: Acquire the special effect data in each special effect pool and determine the target special effect data.
[0089] Step 220: finally render the target special effect data and display the corresponding game screen.
[0090] The solution of the embodiments of this specification can effectively solve the problem of the difficulty in controlling the number and quality of special effects on the same screen, which is currently faced by only cutting special effects that are not in the player's field of view. This method allocates special effects to corresponding special effects pools by analyzing and classifying special effect attribute information, and flexibly configures the upper limit of the number and cutting strategy of different special effects pools in combination with the cutting mechanism of the tag pool to achieve refined management of special effects on the same screen. This not only greatly reduces the total number of special effects on the same screen, but also ensures that important special effects with high priority are retained, thereby reducing the performance pressure brought by complex special effects, significantly reducing the fluctuation of the game frame rate, improving the smoothness of the overall picture, and providing players with a more stable visual experience.
[0091] Corresponding to the above method embodiment, this specification also provides a special effects rendering device embodiment, Figure 3 FIG. 1 is a schematic diagram showing the structure of a special effects rendering device provided by an embodiment of the present specification. Figure 3 As shown, the device comprises: The acquisition module 302 is configured to acquire a special effect rendering request, wherein the special effect rendering request includes at least one initial special effect data, and the initial special effect data includes at least one special effect attribute information; The grouping module 304 is configured to obtain at least one initial special effect group based on the special effect attribute information corresponding to each initial special effect data; The cutting module 306 is configured to obtain the special effect cutting strategies corresponding to each initial special effect group, and process the initial special effect groups corresponding to each special effect cutting strategy according to each special effect cutting strategy to determine at least one target special effect data; The rendering module 308 is configured to render each target special effect data to display the virtual picture corresponding to the special effect rendering request.
[0092] Optionally, the grouping module 304 is further configured to: Determine second initial special effect data, wherein the second initial special effect data is any one of the initial special effect data; Determine main attribute information from each special effect attribute information corresponding to the second initial special effect data; An initial special effect group corresponding to the second initial special effect data is determined according to the main attribute information.
[0093] Optionally, the grouping module 304 is further configured to: Determine the special effect attribute category corresponding to each special effect attribute information; According to the special effect influence weight corresponding to each special effect attribute category, the special effect influence weight represents the importance of the special effect attribute category to the rendered virtual picture; The main attribute information is determined according to the special effect influence weight corresponding to each special effect attribute information.
[0094] Optionally, the rendering module 308 is further configured to: Determine a first initial special effect group, and a special effect clipping strategy corresponding to the first initial special effect group, wherein the first initial special effect group is any one of the initial special effect groups, and the special effect clipping strategy includes at least one special effect clipping sub-strategy; The first initial special effect group is processed based on each special effect clipping sub-strategy to determine at least one target special effect data.
[0095] Optionally, the rendering module 308 is further configured to: Determine first initial special effect data, wherein the first initial special effect data is any one of the initial special effect data in the first initial special effect group; Obtain the cropping attribute category and cropping attribute threshold corresponding to each special effect cropping sub-strategy; According to each cropping attribute category, obtaining each cropping attribute information of the first initial special effect data for each cropping attribute category; Based on the cropping attribute information and the cropping attribute threshold corresponding to each cropping attribute category, it is determined whether the first initial special effect data is the target special effect data.
[0096] Optionally, the special effects rendering device further includes a multiplexing module, and the multiplexing module is configured as follows: Obtain special effect category information corresponding to each target special effect data; Determine at least one special effect data to be rendered based on a preset special effect same type quantity threshold and special effect category information corresponding to each target special effect data; Render each special effect data to be rendered to display the virtual picture corresponding to the special effect rendering request.
[0097] Optionally, the multiplexing module is further configured as follows: Determine at least one special effect group of the same category and the number of special effects of the same category corresponding to each special effect group of the same category according to the special effect category information corresponding to each target special effect data; When the number of special effects of the same category corresponding to the reference special effects group of the same category is greater than the special effects group of the same category threshold, determining at least one special effects data to be rendered in the reference special effects group of the same category according to the special effects group of the same category threshold, wherein the reference special effects group of the same category is any one of the reference special effects groups of the same category; When the number of special effects of the same category corresponding to the reference special effects group of the same category is less than or equal to the special effects same category number threshold, each target special effects data in the reference special effects group of the same category is determined as the special effects data to be rendered.
[0098] Optionally, the multiplexing module is further configured as follows: Determine at least one special effect data to be multiplexed and at least one special effect data to be rendered according to the special effect same type quantity threshold; Obtain special effect rendering information corresponding to the reference special effect group of the same category; Process each special effect data to be multiplexed according to the special effect rendering information to obtain at least one special effect data to be rendered.
[0099] By applying the scheme of the embodiments of this specification, special effect rendering requests can be effectively managed in a refined manner, and the modules can work together to form a complete special effect rendering process. The acquisition module is responsible for receiving special effect rendering requests and extracting the initial special effect data and its attribute information; the grouping module uses this attribute information to classify the special effects and construct an initial special effect group; the cropping module processes each initial special effect group according to a preset cropping strategy to determine the target special effect data that needs to be retained; finally, the rendering module renders these target special effect data to ensure that important special effects are displayed first and reduce the impact of minor special effects on the overall performance, thereby effectively controlling the number and quality of special effects on the same screen, significantly reducing the frame rate fluctuations caused by complex special effects, and providing a stable and smooth visual experience. In addition, the reuse module further optimizes special effect management, and by reasonably reusing similar special effects, it prevents too many special effects from existing at the same time and occupying a large amount of resources, further improving the operating efficiency of the system.
[0100] The above is a schematic scheme of a special effects rendering device of this embodiment. It should be noted that the technical scheme of the device and the technical scheme of the above method belong to the same concept, and the details not described in detail in the technical scheme of the device can be referred to the description of the technical scheme of the above method.
[0101] Figure 4 The block diagram of a computing device 400 according to one embodiment of the present specification is shown. The components of the computing device 400 include but are not limited to a memory 410 and a processor 420. The processor 420 is connected to the memory 410 via a bus 430, and the database 450 is used to store data.
[0102] The computing device 400 also includes an access device 440 that enables the computing device 400 to communicate via one or more networks 460. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 440 may include one or more of any type of network interface (e.g., a network interface card (NIC)) that is wired or wireless, such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a world-wide interoperability for microwave access (Wi-MAX) interface, an Ethernet interface, a universal serial bus (USB) interface, a cellular network interface, a Bluetooth interface, and a near field communication (NFC).
[0103] In one embodiment of the present specification, the above components of the computing device 400 and Figure 4 Other components not shown in the figure may also be connected to each other, for example, via a bus. It should be understood that Figure 4 The computing device structure block diagram shown is only for the purpose of illustration, and is not intended to limit the scope of this specification. Those skilled in the art can add or replace other components as needed.
[0104] The computing device 400 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, etc.), a mobile phone (e.g., a smart phone), a wearable computing device (e.g., a smart watch, smart glasses, etc.), or other types of mobile devices, or a stationary computing device such as a desktop computer or a personal computer (PC). The computing device 400 may also be a mobile or stationary server.
[0105] The processor 420 is used to execute the following computer executable instructions, which implement the steps of the above method when executed by the processor.
[0106] The above is a schematic scheme of a computing device of this embodiment. It should be noted that the technical scheme of the computing device and the technical scheme of the above method belong to the same concept, and the details not described in detail in the technical scheme of the computing device can be referred to the description of the technical scheme of the above method.
[0107] An embodiment of the present specification further provides a computer-readable storage medium storing computer-executable instructions, which can implement the steps of the above method when executed by a processor.
[0108] The above is a schematic scheme of a computer-readable storage medium of this embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the above method belong to the same concept, and the details not described in detail in the technical scheme of the storage medium can be referred to the description of the technical scheme of the above method.
[0109] An embodiment of the present specification also provides a computer program product, including a computer program / instruction, which implements the steps of the above method when executed by a processor.
[0110] The above is an illustrative solution of a computer program of this embodiment. It should be noted that the technical solution of the computer program and the technical solution of the above method belong to the same concept, and the details not described in detail in the technical solution of the computer program can be referred to the description of the technical solution of the above method.
[0111] The above is a description of a specific embodiment of the specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0112] The computer instructions include computer program codes, which may be in source code form, object code form, executable files or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of patent practice. For example, in some regions, according to patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.
[0113] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the embodiments of this specification are not limited by the order of the actions described, because according to the embodiments of this specification, some steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the embodiments of this specification.
[0114] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0115] The preferred embodiments of this specification disclosed above are only used to help explain this specification. The optional embodiments do not describe all the details in detail, nor do they limit the invention to only the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of the embodiments of this specification. This specification selects and specifically describes these embodiments in order to better explain the principles and practical applications of the embodiments of this specification, so that technicians in the relevant technical field can well understand and use this specification. This specification is only limited by the claims and their full scope and equivalents.
Claims
1. A special effects rendering method, characterized in that: include: Obtaining a special effect rendering request, wherein the special effect rendering request includes at least one initial special effect data, and the initial special effect data includes at least one special effect attribute information; Based on the special effect attribute information corresponding to each initial special effect data, obtaining at least one initial special effect group; Acquire the special effect clipping strategies corresponding to each initial special effect group, and process the initial special effect groups corresponding to each special effect clipping strategy according to each special effect clipping strategy to determine at least one target special effect data; Render each target special effect data to display the virtual picture corresponding to the special effect rendering request.
2. The method according to claim 1, characterized in that Processing the initial special effect groups corresponding to the special effect cutting strategies according to the special effect cutting strategies to determine at least one target special effect data includes: Determine a first initial special effect group, and a special effect clipping strategy corresponding to the first initial special effect group, wherein the first initial special effect group is any one of the initial special effect groups, and the special effect clipping strategy includes at least one special effect clipping sub-strategy; The first initial special effect group is processed based on each special effect clipping sub-strategy to determine at least one target special effect data.
3. The method according to claim 2, characterized in that Processing the first initial special effect group based on each special effect clipping sub-strategy to determine at least one target special effect data includes: Determine first initial special effect data, wherein the first initial special effect data is any one of the initial special effect data in the first initial special effect group; Obtain the cropping attribute category and cropping attribute threshold corresponding to each special effect cropping sub-strategy; According to each cropping attribute category, obtaining each cropping attribute information of the first initial special effect data for each cropping attribute category; Based on the cropping attribute information and the cropping attribute threshold corresponding to each cropping attribute category, it is determined whether the first initial special effect data is the target special effect data.
4. The method according to claim 1, characterized in that Based on the special effect attribute information corresponding to each initial special effect data, at least one initial special effect group is obtained, including: Determine second initial special effect data, wherein the second initial special effect data is any one of the initial special effect data; Determine main attribute information from each special effect attribute information corresponding to the second initial special effect data; An initial special effect group corresponding to the second initial special effect data is determined according to the main attribute information.
5. The method according to claim 4, characterized in that The main attribute information is determined in each special effect attribute information corresponding to the second initial special effect data, including: Determine the special effect attribute category corresponding to each special effect attribute information; According to the special effect influence weight corresponding to each special effect attribute category, the special effect influence weight represents the importance of the special effect attribute category to the rendered virtual picture; The main attribute information is determined according to the special effect influence weight corresponding to each special effect attribute information.
6. The method according to claim 1, characterized in that After processing the initial special effect groups corresponding to the special effect cutting strategies according to the special effect cutting strategies and determining at least one target special effect data, the method further includes: Obtain the special effect category information corresponding to each target special effect data; Determine at least one special effect data to be rendered based on a preset special effect same type quantity threshold and special effect category information corresponding to each target special effect data; Render each special effect data to be rendered to display the virtual picture corresponding to the special effect rendering request.
7. The method according to claim 6, characterized in that Based on a preset special effect category quantity threshold and special effect category information corresponding to each target special effect data, at least one special effect data to be rendered is determined, including: Determine at least one special effect group of the same category and the number of special effects of the same category corresponding to each special effect group of the same category according to the special effect category information corresponding to each target special effect data; When the number of special effects of the same category corresponding to the reference special effects group of the same category is greater than the special effects group of the same category threshold, determining at least one special effects data to be rendered in the reference special effects group of the same category according to the special effects group of the same category threshold, wherein the reference special effects group of the same category is any one of the reference special effects groups of the same category; When the number of special effects of the same category corresponding to the reference special effects group of the same category is less than or equal to the special effects same category number threshold, each target special effects data in the reference special effects group of the same category is determined as the special effects data to be rendered.
8. The method according to claim 7, characterized in that Determining at least one special effect data to be rendered in the reference special effect group of the same category according to the special effect same category quantity threshold includes: Determine at least one special effect data to be multiplexed and at least one special effect data to be rendered according to the special effect same type quantity threshold; Obtain special effect rendering information corresponding to the reference special effect group of the same category; Process each special effect data to be multiplexed according to the special effect rendering information to obtain at least one special effect data to be rendered.
9. A special effects rendering device, characterized in that: include: An acquisition module is configured to acquire a special effect rendering request, wherein the special effect rendering request includes at least one initial special effect data, and the initial special effect data includes at least one special effect attribute information; A grouping module, configured to obtain at least one initial special effect group based on special effect attribute information corresponding to each initial special effect data; A cutting module is configured to obtain a special effect cutting strategy corresponding to each initial special effect group, and process the initial special effect group corresponding to each special effect cutting strategy according to each special effect cutting strategy to determine at least one target special effect data; The rendering module is configured to render each target special effect data to display the virtual picture corresponding to the special effect rendering request.
10. A computing device, characterized in that: include: Memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer programs / instructions are executed by the processor, the steps of the method described in any one of claims 1 to 8 are implemented.
11. A computer-readable storage medium storing a computer program / instruction, characterized in that: When the computer program / instructions are executed by a processor, the steps of the method according to any one of claims 1 to 8 are implemented.
12. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method according to any one of claims 1 to 8 are implemented.
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Special effect generation method, computing device, storage medium and computer program product
CN121102881A