Sky ball distortion effect method and system based on mobile platform

By setting sky ball texture on the mobile platform and obtaining distortion parameters, combining cloud texture and distortion texture sampling to calculate the distorted and disturbed cloud color, the problem of high computing resources for sky ball distortion effect on the mobile platform is solved, and efficient and realistic sky ball distortion effect is achieved.

CN119579754APending Publication Date: 2025-03-07FUJIAN TQ DIGITAL
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Patent Information

Application Number
CN202311136646.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-09-05
Publication Date
2025-03-07

AI Technical Summary

Technical Problem

When the prior art achieves efficient sky ball distortion effect on mobile platforms, computing resources consume a lot and complex algorithms require high requirements, resulting in poor performance in environments with limited resources.

Method used

By setting the sky ball texture CloudMap on the mobile platform, obtaining distortion parameters during the graphics rendering process, calculating the cloud texture coordinates, sampling the sky ball texture and distortion texture, combining the distortion intensity parameters to calculate the distortion color of the cloud, and finally adding it to the sky ball color to achieve the sky ball distortion effect.

Benefits of technology

Reduced computing burden, allowing mobile devices to achieve realistic sky ball distortion effects at lower costs, suitable for resource-constrained environments, with higher real-time and performance efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a sky ball distortion effect method and system based on a mobile platform. The method comprises the following steps: step 1, setting a sky ball texture on the mobile platform; 2, in the graphic rendering process, distortion parameters are obtained; step 3, obtaining coordinates of the cloud texture; 4, sampling the cloud layer color, namely, combining the coordinates of the cloud layer texture into texture coordinates to sample the sky ball texture to obtain the sky ball color, and combining the distortion parameters into texture coordinates to sample the distorted sky ball texture to obtain distortion information DistortionInfo; step 5, according to the distortion information DistortionInfo and the set distortion strength parameter, calculating to obtain a cloud layer color of distortion disturbance; and step 6, adding the distorted and disturbed cloud layer color and the sky ball color obtained by sampling to obtain a final cloud layer color, and using the cloud layer color to render a scene so as to achieve a distortion effect.
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Description

Technical Field

[0001] The present invention relates to the technical field of image processing, and in particular to a method and system for creating a sky ball distortion effect based on a mobile platform. Background Art

[0002] Skyboxes are often used in 3D games, and there are usually skybox components in 3D engines for developers to use directly. A skybox is a cube placed in the scene, usually composed of six faces, and often moves with the viewpoint. The skybox will depict the scenery of extremely far away places that people cannot reach. The sky sphere is to directly replace the skybox with a sphere.

[0003] Existing technologies have some limitations in achieving efficient sky sphere distortion effects on mobile platforms. Traditional methods for achieving sky sphere distortion effects require a lot of computing resources and complex algorithms to achieve realistic sky sphere distortion effects. However, these methods may not perform well in resource-limited environments such as mobile devices. Summary of the invention

[0004] To overcome the above problems, the purpose of the present invention is to provide a sky ball distortion effect method based on a mobile platform, which reduces the computational burden and enables the mobile platform to achieve a realistic sky ball distortion effect at a lower cost.

[0005] The present invention is implemented by the following scheme: a method for sky ball distortion effect based on a mobile platform, the method comprising the following steps: step 1, setting a sky ball texture CloudMap on the mobile platform, the sky ball texture CloudMap serving as the basis of the distortion effect, and performing graphic rendering on the scene;

[0006] Step 2: During the graphics rendering process, a distortion parameter is obtained, and the distortion parameter will be used to distort the sky sphere texture;

[0007] Step 3: Get the coordinates of the cloud texture so as to obtain the cloud color information from the sky ball texture;

[0008] Step 4, sampling the cloud color, that is, sampling the sky sphere texture CloudMap through the cloud texture coordinates to obtain the sky sphere color cloudColor, and sampling the distorted sky sphere texture through the distortion parameters to obtain the distortion information DistortionInfo;

[0009] Step 5, calculate the color of the cloud layer with distortion disturbance through the distortion information DistortionInfo and the set distortion strength parameter;

[0010] Step 6. Add the distorted cloud color to the sampled sky sphere color cloudColor to get the final cloud color, which is used to render the scene to achieve the distortion effect.

[0011] Furthermore, the calculation method of the distortion parameter in step 2 is as follows: the lateral component of the distortion parameter panner_x, the longitudinal component of the distortion parameter panner_y:

[0012] panner_x=(time*1+(uvx*DistortionTile));

[0013] panner_y=(time*0+((uvy*2.0-1.0)*DistortionTile));

[0014] in:

[0015] time: the time that passes between two frames of distorted rendering;

[0016] uvx: the lateral component of the sky sphere texture coordinate;

[0017] uvy: the vertical component of the sky sphere texture coordinate;

[0018] DistortionTile: Used to control the texture tiling degree of the distortion effect, how many times the distortion map is tiled, this value is the set value.

[0019] Furthermore, the coordinates of the cloud layer texture are obtained in step 3, specifically: the horizontal component of the cloud layer texture coordinate cloud_x, the vertical component of the cloud layer texture coordinate cloud_y,

[0020] cloud_x=(uvx+CloudMapOffsetX);

[0021] cloud_y=((uvy*2.0-1.0)+CloudMapOffsetY);

[0022] in:

[0023] uvx: the lateral component of the sky sphere texture coordinate;

[0024] uvy: the vertical component of the sky sphere texture coordinate;

[0025] CloudMapOffsetX: The horizontal component offset of the input texture coordinates;

[0026] CloudMapOffsetY: The vertical component offset of the input texture coordinates.

[0027] Furthermore, the step 4 is specifically as follows: using cloud_x and cloud_y to form a texture coordinate to sample the sky sphere texture CloudMap to obtain the sky sphere color cloudColor;

[0028] Use panner_x and panner_y to form texture coordinates to sample the distorted sky sphere texture DistortionTex to obtain distortion information DistortionInfo; the map of the distorted sky sphere texture DistortionTex contains the r channel of the DistortionTex map, the g channel of the DistortionTex map, and the b channel of the DistortionTex map; the r channel, g channel, and b channel data respectively store the distortion information of the disturbance x, y, and z directions.

[0029] Furthermore, the step 5 is specifically as follows: applying the distortion intensity parameter DistortionAmount, and calculating the cloud color cloudColorOffset of the distortion disturbance through the distortion information DistortionInfo:

[0030] cloudColorOffset=DistortionInfo*0.002*_DistortionAmount

[0031] in:

[0032] DistortionInfo: Distortion information obtained by sampling the distortion texture DistortionTex;

[0033] cloudColorOffset: Distorts the cloud color.

[0034] The present invention also provides a sky ball distortion effect system based on a mobile platform, the system comprising a sky ball texture setting module, a distortion parameter setting module, a cloud texture coordinate acquisition module, a cloud color sampling module, a disturbed cloud color acquisition module, and a distortion effect rendering module;

[0035] The sky ball texture setting module sets a sky ball texture CloudMap on the mobile platform, and the sky ball texture CloudMap serves as the basis of the distortion effect and performs graphic rendering on the scene;

[0036] The distortion parameter setting module obtains distortion parameters during the graphics rendering process, and the distortion parameters are used to distort the sky sphere texture;

[0037] The cloud layer texture coordinate acquisition module acquires the coordinates of the cloud layer texture so as to obtain the cloud layer color information from the sky sphere texture;

[0038] The cloud color sampling module samples the cloud color, that is, by combining the coordinates of the cloud texture into texture coordinates to sample the sky sphere texture CloudMap to obtain the sky sphere color cloudColor, and by combining the distortion parameters into texture coordinates to sample the distorted sky sphere texture to obtain the distortion information DistortionInfo;

[0039] The disturbed cloud color acquisition module calculates the color of the cloud layer disturbed by the distortion through the distortion information DistortionInfo and the set distortion strength parameter;

[0040] The distortion effect rendering module adds the distorted cloud color to the sampled sky sphere color cloudColor to obtain the final cloud color, which is used to render the scene to achieve the distortion effect.

[0041] Furthermore, the distortion parameters in the distortion parameter setting module are calculated as follows: the lateral component of the distortion parameter panner_x, and the longitudinal component of the distortion parameter panner_y:

[0042] panner_x=(time*1+(uvx*DistortionTile));

[0043] panner_y=(time*0+((uvy*2.0-1.0)*DistortionTile));

[0044] in:

[0045] time: the time that passes between two frames of distorted rendering;

[0046] uvx: the lateral component of the sky sphere texture coordinate;

[0047] uvy: the vertical component of the sky sphere texture coordinate;

[0048] DistortionTile: Used to control the texture tiling degree of the distortion effect, how many times the distortion map is tiled, this value is the set value.

[0049] Furthermore, the cloud layer texture coordinate acquisition module acquires the coordinates of the cloud layer texture, specifically: the horizontal component of the cloud layer texture coordinate cloud_x, the vertical component of the cloud layer texture coordinate cloud_y,

[0050] cloud_x=(uvx+CloudMapOffsetX);

[0051] cloud_y=((uvy*2.0-1.0)+CloudMapOffsetY);

[0052] in:

[0053] uvx: the lateral component of the sky sphere texture coordinate;

[0054] uvy: the vertical component of the sky sphere texture coordinate;

[0055] CloudMapOffsetX: The horizontal component offset of the input texture coordinates;

[0056] CloudMapOffsetY: The vertical component offset of the input texture coordinates.

[0057] Furthermore, the cloud color sampling module specifically uses cloud_x and cloud_y to combine into texture coordinates to sample the sky sphere texture CloudMap to obtain the sky sphere color cloudColor;

[0058] Use panner_x and panner_y to form texture coordinates to sample the distorted sky sphere texture DistortionTex to obtain distortion information DistortionInfo; the map of the distorted sky sphere texture DistortionTex contains the r channel of the DistortionTex map, the g channel of the DistortionTex map, and the b channel of the DistortionTex map; the r channel, g channel, and b channel data respectively store the distortion information of the disturbance x, y, and z directions.

[0059] Furthermore, the disturbed cloud color acquisition module specifically applies the distortion intensity parameter DistortionAmount and calculates the cloud color cloudColorOffset of the distorted disturbance through the distortion information DistortionInfo:

[0060] cloudColorOffset=DistortionInfo*0.002*_DistortionAmount

[0061] in:

[0062] DistortionInfo: Distortion information obtained by sampling the distortion texture DistortionTex;

[0063] cloudColorOffset: Distorts the cloud color.

[0064] The beneficial effects of the present invention are as follows: the present invention simulates the distortion effect in the atmosphere during the sky rendering process; the present invention combines pre-calculation and simplification techniques to achieve efficient sky ball distortion effect on mobile platforms. This method can reduce the computational burden, enabling mobile devices to achieve realistic sky ball distortion effect at a lower cost. Compared with traditional methods, this solution is more suitable for resource-constrained environments and has higher real-time performance and performance efficiency. BRIEF DESCRIPTION OF THE DRAWINGS

[0065] Figure 1 It is a schematic flow chart of the method of the present invention.

[0066] Figure 2 It is a framework diagram of the system of the present invention. DETAILED DESCRIPTION

[0067] The present invention will be further described below in conjunction with the accompanying drawings.

[0068] like Figure 1 As shown, a method for sky ball distortion effect based on a mobile platform comprises the following steps: Step 1, setting a sky ball texture CloudMap on the mobile platform, wherein the sky ball texture CloudMap serves as a basis for the distortion effect and performs graphic rendering on the scene;

[0069] Step 2: During the graphics rendering process, a distortion parameter is obtained, and the distortion parameter will be used to distort the sky sphere texture;

[0070] Step 3: Get the coordinates of the cloud texture so as to obtain the cloud color information from the sky ball texture;

[0071] Step 4, sampling the cloud color, that is, sampling the sky sphere texture CloudMap through the cloud texture coordinates to obtain the sky sphere color cloudColor, and sampling the distorted sky sphere texture through the distortion parameters to obtain the distortion information DistortionInfo;

[0072] Step 5, calculate the color of the cloud layer with distortion disturbance through the distortion information DistortionInfo and the set distortion strength parameter;

[0073] Step 6. Add the distorted cloud color to the sampled sky sphere color cloudColor to get the final cloud color, which is used to render the scene to achieve the distortion effect.

[0074] The present invention will be further described below in conjunction with a specific embodiment:

[0075] The present invention provides a method for creating a sky ball distortion effect based on a mobile platform, the method comprising:

[0076] 1) Setting a sky sphere texture CloudMap on the mobile platform, the sky sphere texture CloudMap serves as the basis of the distortion effect and performs graphics rendering on the scene;

[0077] Before implementing the skybox distortion effect, you first need to prepare a sky sphere texture CloudMap. This sky sphere texture will serve as the basis for the distortion effect. The sky sphere texture usually contains the background image of the sky and information related to the sky sphere texture coordinates;

[0078] The storage format of the distorted sky sphere texture DistortionTex map is as follows: the distorted sky sphere texture DistortionTex map contains the r channel of the DistortionTex map, the g channel of the DistortionTex map, and the b channel of the DistortionTex map; the r channel, g channel, and b channel data respectively store the distortion information of the disturbance x, y, and z directions.

[0079] 2) During the graphics rendering process, a distortion parameter is obtained, and the distortion parameter will be used to distort the sky sphere texture;

[0080] Distortion parameter calculation. During the graphics rendering process, it is necessary to calculate the distortion parameters, which will be used to distort the sky sphere texture. The calculation of the distortion parameters is as follows:

[0081] Calculate the horizontal component of the distortion parameter panner_x and the vertical component of the distortion parameter panner_y:

[0082] panner_x=(time*1+(uvx*DistortionTile));

[0083] panner_y=(time*0+((uvy*2.0-1.0)*DistortionTile));

[0084] in:

[0085] time: the time that passes between two frames of distorted rendering;

[0086] uvx: the lateral component of the sky sphere texture coordinate;

[0087] uvy: the vertical component of the sky sphere texture coordinate;

[0088] DistortionTile: Used to control the texture tiling degree of the distortion effect, how many times the distortion map is tiled

[0089] 3) Calculation of cloud texture coordinates. Next, the coordinates of the cloud texture need to be calculated in order to obtain the cloud color information from the skybox texture. The calculation of the cloud texture coordinates is as follows:

[0090] Calculate the horizontal component cloud_x of the cloud layer texture coordinates and the vertical component cloud_y of the texture coordinates

[0091] cloud_x=(uvx+CloudMapOffsetX);

[0092] cloud_y=((uvy*2.0-1.0)+CloudMapOffsetY);

[0093] in:

[0094] uvx: the lateral component of the sky sphere texture coordinate;

[0095] uvy: the vertical component of the sky sphere texture coordinate;

[0096] CloudMapOffsetX: The horizontal component offset of the input texture coordinates;

[0097] CloudMapOffsetY: The vertical component offset of the input texture coordinates;

[0098] 4) Cloud color sampling:

[0099] Use cloud_x and cloud_y to form texture coordinates to sample the sky sphere texture CloudMap, thereby obtaining the sky sphere color cloudColor.

[0100] Use panner_x and panner_y to form texture coordinates to sample the distorted sky sphere texture DistortionTex to obtain the distortion information DistortionInfo.

[0101] 5) Calculation of disturbed cloud color. Using the calculated distortion information (DistortionInfo) and distortion intensity parameter (DistortionAmount), calculate the disturbed cloud color (cloudColorOffset):

[0102] Apply the distortion strength parameter DistortionAmount and use the distortion information DistortionInfo to calculate the disturbed cloud color cloudColorOffset:

[0103] cloudColorOffset=DistortionInfo*0.002*_DistortionAmount

[0104] The format of DistortionTex map stores the color offset of RGB channels. The information sampled by the distortion map is DistortionInfo, which is also in RGB format and has 3 components. CloudColorOffset = DistortionInfo*0.002*_DistortionAmount is used to calculate the offset of the 3 components.

[0105] in:

[0106] DistortionInfo: Distortion information obtained by sampling the distortion texture DistortionTex

[0107] cloudColorOffset: Distorted cloud color;

[0108] 6) Final cloud color output: Add the disturbed cloud color (cloudColorOffset) to the sampled cloud color (cloudColor) to get the final cloud color, which is used to render the scene.

[0109] Output cloud color = cloudColor + cloudColorOffset.

[0110] like Figure 2 As shown, the present invention also provides a sky ball distortion effect system based on a mobile platform, the system comprising a sky ball texture setting module, a distortion parameter setting module, a cloud texture coordinate acquisition module, a cloud color sampling module, a disturbed cloud color acquisition module, and a distortion effect rendering module;

[0111] The sky ball texture setting module sets a sky ball texture CloudMap on the mobile platform, and the sky ball texture CloudMap serves as the basis of the distortion effect and performs graphic rendering on the scene;

[0112] The distortion parameter setting module obtains distortion parameters during the graphics rendering process, and the distortion parameters are used to distort the sky sphere texture;

[0113] The calculation method of the distortion parameter in the distortion parameter setting module is as follows: the lateral component of the distortion parameter panner_x, the longitudinal component of the distortion parameter panner_y:

[0114] panner_x=(time*1+(uvx*DistortionTile));

[0115] panner_y=(time*0+((uvy*2.0-1.0)*DistortionTile));

[0116] in:

[0117] time: the time that passes between two frames of distorted rendering;

[0118] uvx: the lateral component of the sky sphere texture coordinate;

[0119] uvy: the vertical component of the sky sphere texture coordinate;

[0120] DistortionTile: Used to control the texture tiling degree of the distortion effect, how many times the distortion map is tiled, this value is the set value.

[0121] The cloud layer texture coordinate acquisition module acquires the coordinates of the cloud layer texture so as to obtain the cloud layer color information from the sky sphere texture;

[0122] The cloud texture coordinate acquisition module acquires the coordinates of the cloud texture, specifically: the horizontal component of the cloud texture coordinate cloud_x, the vertical component of the cloud texture coordinate cloud_y,

[0123] cloud_x=(uvx+CloudMapOffsetX);

[0124] cloud_y=((uvy*2.0-1.0)+CloudMapOffsetY);

[0125] in:

[0126] uvx: the lateral component of the sky sphere texture coordinate;

[0127] uvy: the vertical component of the sky sphere texture coordinate;

[0128] CloudMapOffsetX: The horizontal component offset of the input texture coordinates;

[0129] CloudMapOffsetY: The vertical component offset of the input texture coordinates.

[0130] The cloud color sampling module samples the cloud color, that is, by combining the coordinates of the cloud texture into texture coordinates to sample the sky sphere texture CloudMap to obtain the sky sphere color cloudColor, and by combining the distortion parameters into texture coordinates to sample the distorted sky sphere texture to obtain the distortion information DistortionInfo;

[0131] The cloud color sampling module specifically uses cloud_x and cloud_y to combine into texture coordinates to sample the sky sphere texture CloudMap to obtain the sky sphere color cloudColor;

[0132] Use panner_x and panner_y to form texture coordinates to sample the distorted sky sphere texture DistortionTex to obtain distortion information DistortionInfo; the map of the distorted sky sphere texture DistortionTex contains the r channel of the DistortionTex map, the g channel of the DistortionTex map, and the b channel of the DistortionTex map; the r channel, g channel, and b channel data respectively store the distortion information of the disturbance x, y, and z directions.

[0133] The disturbed cloud color acquisition module calculates the color of the cloud layer disturbed by the distortion through the distortion information DistortionInfo and the set distortion strength parameter;

[0134] The disturbed cloud color acquisition module specifically applies the distortion intensity parameter DistortionAmount and calculates the distorted cloud color cloudColorOffset through the distortion information DistortionInfo:

[0135] cloudColorOffset=DistortionInfo*0.002*_DistortionAmount

[0136] The format of DistortionTex map stores the color offset of RGB channels. The information sampled by the distortion map is DistortionInfo, which is also in RGB format and has 3 components. CloudColorOffset = DistortionInfo*0.002*_DistortionAmount is used to calculate the offset of the 3 components.

[0137] in:

[0138] DistortionInfo: Distortion information obtained by sampling the distortion texture DistortionTex;

[0139] cloudColorOffset: Distorts the cloud color.

[0140] The distortion effect rendering module adds the distorted cloud color to the sampled sky sphere color cloudColor to obtain the final cloud color, which is used to render the scene to achieve the distortion effect.

[0141] Output cloud color = cloudColor + cloudColorOffset.

[0142] Scene: The sunset effect in the game sky

[0143] 1. Changes in the sky:

[0144] First, consider an open world in a game. Players can freely explore this virtual environment. At different times in the game, the color and appearance of the sky will gradually change. During the day, the sky may appear bright blue, and as the sun gradually sets, the sky will begin to show red clouds.

[0145] 2. Application of distortion parameters:

[0146] When rendering the sky, a distortion parameter was applied to simulate the refraction and distortion effects in the atmosphere. This distortion gave the sky a soft gradient of colors, adding a mysterious feel to the sunset.

[0147] In the calculation of the distortion parameters, the time factor is taken into account. As time passes, the horizontal component of the distortion parameter (panner_x) is increased, which causes the distortion of the colors in the sky. At the same time, the vertical component (panner_y) is set to 0 to ensure that the main distortion effect is horizontal.

[0148] 3. Clouds and red clouds:

[0149] In the game's sky, realistic clouds have been added. These clouds not only float in the sky, but also reflect the red color of the sunset. The color of the clouds is also affected by the distortion parameters, so the red color in the clouds will be more obvious at sunset.

[0150] 4. Application of distorted texture:

[0151] Use the distortion parameters (panner_x and panner_y) to generate texture coordinates, and then sample the distortion information (DistortionInfo) from the distortion texture (DistortionTex). This information is used during the rendering process to simulate the distortion of light in the atmosphere, so that the sky color presents a realistic red effect.

[0152] 5. Disturbed Cloud Colors:

[0153] Using the distortion information (DistortionInfo) and the distortion strength parameter (DistortionAmount), the disturbed cloud color (cloudColorOffset) is calculated. This disturbed color is added to the basic color of the clouds at sunset to simulate the red glow in the sky.

[0154] 6. Game experience:

[0155] In the game, players can watch the sky transition from bright daytime to red sunset and finally to night. This transition is gradual, fully simulating the changes in the sky in the real world. Players can choose to explore the game world in different time periods, and each time period will present a different sky view and red sunset effect.

[0156] 7. Visual Appeal:

[0157] This sky glow sunset effect not only adds to the visual appeal of the game, but also enhances the sense of immersion. Players can feel the reality of the game world, especially at sunset, the realistic glow and distortion effects make the game more vivid and fascinating.

[0158] In summary, by combining the warp parameters, cloud texture, warp texture, and warp strength parameters, an excellent sky sunset effect can be achieved in the game. This effect adds visual depth and emotional experience to the game, making the player more immersed in the virtual world of the game. The application of this technology provides game developers with powerful tools for creating realistic game environments and scenes. The sky sphere warp method is a versatile visual effect that can increase immersion, visual appeal, and emotional expression, while also being used to create special effects and optimize performance. These beneficial effects make the sky sphere warp an important tool in virtual environment and game development.

[0159] The above description is only a preferred embodiment of the present invention. All equivalent changes and modifications made according to the scope of the patent application of the present invention should fall within the scope of the present invention.

Claims

1. A method for creating a sky ball distortion effect based on a mobile platform, characterized in that: The method comprises the following steps: Step 1: Setting a sky sphere texture CloudMap on the mobile platform, wherein the sky sphere texture CloudMap serves as the basis of the distortion effect and performs graphics rendering on the scene; Step 2: During the graphics rendering process, a distortion parameter is obtained, and the distortion parameter will be used to distort the sky sphere texture; Step 3: Get the coordinates of the cloud texture so as to obtain the cloud color information from the sky ball texture; Step 4, sampling the cloud color, that is, sampling the sky sphere texture CloudMap through the cloud texture coordinates to obtain the sky sphere color cloudColor, and sampling the distorted sky sphere texture through the distortion parameters to obtain the distortion information DistortionInfo; Step 5, calculate the color of the cloud layer with distortion disturbance through the distortion information DistortionInfo and the set distortion strength parameter; Step 6. Add the distorted cloud color to the sampled sky sphere color cloudColor to get the final cloud color, which is used to render the scene to achieve the distortion effect.

2. The method for creating a sky ball distortion effect based on a mobile platform according to claim 1, characterized in that: The calculation method of the distortion parameter in step 2 is as follows: the horizontal component of the distortion parameter panner_x, the vertical component of the distortion parameter panner_y: panner_x=(time*1+(uvx*DistortionTile)); panner_y=(time*0+((uvy*2.0-1.0)*DistortionTile)); in: time: the time that passes between two frames of distorted rendering; uvx: the lateral component of the sky sphere texture coordinate; uvy: the vertical component of the sky sphere texture coordinate; DistortionTile: Used to control the texture tiling degree of the distortion effect, how many times the distortion map is tiled, this value is the set value.

3. The method for creating a sky ball distortion effect based on a mobile platform according to claim 2, characterized in that: The coordinates of the cloud texture are obtained in step 3, specifically: the horizontal component of the cloud texture coordinate cloud_x, the vertical component of the cloud texture coordinate cloud_y, cloud_x=(uvx+CloudMapOffsetX); cloud_y=((uvy*2.0-1.0)+CloudMapOffsetY); in: uvx: the lateral component of the sky sphere texture coordinate; uvy: the vertical component of the sky sphere texture coordinate; CloudMapOffsetX: The horizontal component offset of the input texture coordinates; CloudMapOffsetY: The vertical component offset of the input texture coordinates.

4. The method for creating a sky ball distortion effect based on a mobile platform according to claim 3, characterized in that: The step 4 is specifically as follows: using cloud_x and cloud_y to form a texture coordinate to sample the sky sphere texture CloudMap to obtain the sky sphere color cloudColor; Use panner_x and panner_y to form texture coordinates to sample the distorted sky sphere texture DistortionTex to obtain distortion information DistortionInfo; the map of the distorted sky sphere texture DistortionTex contains the r channel of the DistortionTex map, the g channel of the DistortionTex map, and the b channel of the DistortionTex map; the r channel, g channel, and b channel data respectively store the distortion information of the disturbance x, y, and z directions.

5. The method for creating a sky ball distortion effect based on a mobile platform according to claim 1, characterized in that: The step 5 is specifically as follows: applying the distortion intensity parameter DistortionAmount, and calculating the cloud color cloudColorOffset of the distortion disturbance through the distortion information DistortionInfo: cloudColorOffset=DistortionInfo*0.002*_DistortionAmount in: DistortionInfo: Distortion information obtained by sampling the distortion texture DistortionTex; cloudColorOffset: Distorts the cloud color.

6. A sky ball distortion effect system based on a mobile platform, characterized by: The system includes a sky ball texture setting module, a distortion parameter setting module, a cloud texture coordinate acquisition module, a cloud color sampling module, a disturbed cloud color acquisition module, and a distortion effect rendering module; The sky ball texture setting module sets a sky ball texture CloudMap on the mobile platform, and the sky ball texture CloudMap serves as the basis of the distortion effect and performs graphic rendering on the scene; The distortion parameter setting module obtains distortion parameters during the graphics rendering process, and the distortion parameters are used to distort the sky sphere texture; The cloud layer texture coordinate acquisition module acquires the coordinates of the cloud layer texture so as to obtain the cloud layer color information from the sky sphere texture; The cloud color sampling module samples the cloud color, that is, by combining the coordinates of the cloud texture into texture coordinates to sample the sky sphere texture CloudMap to obtain the sky sphere color cloudColor, and by combining the distortion parameters into texture coordinates to sample the distorted sky sphere texture to obtain the distortion information DistortionInfo; The disturbed cloud color acquisition module calculates the color of the cloud layer disturbed by the distortion through the distortion information DistortionInfo and the set distortion strength parameter; The distortion effect rendering module adds the distorted cloud color to the sampled sky sphere color cloudColor to obtain the final cloud color, which is used to render the scene to achieve the distortion effect.

7. The sky ball distortion effect system based on a mobile platform according to claim 6, characterized in that: The calculation method of the distortion parameter in the distortion parameter setting module is as follows: the lateral component of the distortion parameter panner_x, the longitudinal component of the distortion parameter panner_y: panner_x=(time*1+(uvx*DistortionTile)); panner_y=(time*0+((uvy*2.0-1.0)*DistortionTile)); in: time: the time that passes between two frames of distorted rendering; uvx: the lateral component of the sky sphere texture coordinate; uvy: the vertical component of the sky sphere texture coordinate; DistortionTile: Used to control the texture tiling degree of the distortion effect, how many times the distortion map is tiled, this value is the set value.

8. The sky ball distortion effect system based on a mobile platform according to claim 7, characterized in that: The cloud texture coordinate acquisition module acquires the coordinates of the cloud texture, specifically: the horizontal component of the cloud texture coordinate cloud_x, the vertical component of the cloud texture coordinate cloud_y, cloud_x=(uvx+CloudMapOffsetX); cloud_y=((uvy*2.0-1.0)+CloudMapOffsetY); in: uvx: the lateral component of the sky sphere texture coordinate; uvy: the vertical component of the sky sphere texture coordinate; CloudMapOffsetX: The horizontal component offset of the input texture coordinates; CloudMapOffsetY: The vertical component offset of the input texture coordinates.

9. The sky ball distortion effect system based on a mobile platform according to claim 8, characterized in that: The cloud color sampling module specifically uses cloud_x and cloud_y to combine into texture coordinates to sample the sky sphere texture CloudMap to obtain the sky sphere color cloudColor; Use panner_x and panner_y to form texture coordinates to sample the distorted sky sphere texture DistortionTex to obtain distortion information DistortionInfo; the map of the distorted sky sphere texture DistortionTex contains the r channel of the DistortionTex map, the g channel of the DistortionTex map, and the b channel of the DistortionTex map; the r channel, g channel, and b channel data respectively store the distortion information of the disturbance x, y, and z directions.

10. The sky ball distortion effect system based on a mobile platform according to claim 6, characterized in that: The disturbed cloud color acquisition module specifically applies the distortion intensity parameter DistortionAmount and calculates the distorted cloud color cloudColorOffset through the distortion information DistortionInfo: cloudColorOffset=DistortionInfo*0.002*_DistortionAmount in: DistortionInfo: Distortion information obtained by sampling the distortion texture DistortionTex; cloudColorOffset: Distorts the cloud color.