Optical information processing method and device of virtual character, electronic equipment and storage medium
By adjusting the light information of virtual characters and filling light processing, the problem of inconsistent lighting effects of virtual characters in the existing technology is solved, and the lighting unity and aesthetic improvement in different scenarios is achieved.
Patent Information
- Application Number
- CN202411548445.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-31
- Publication Date
- 2025-03-14
AI Technical Summary
The prior art is difficult to achieve unified and precise control of the lighting effects of virtual characters in games, especially when the character's area and the camera position change randomly, it is difficult to ensure the artistic effect of the characters.
By displaying the virtual character on the scene display page and adjusting the light information of the virtual scene where the virtual character is located, if the light information of the virtual character does not meet the preset requirements, use the preset range lighting effect information to perform fill light processing to ensure that the light information of the virtual character meets the preset standards.
It realizes the fill-up light effect of characters that can be met in any lens environment, improves the lighting consistency and aesthetics of virtual characters in different scenes, and enhances the overall quality of the game.
Smart Images

Figure CN119625153A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of Internet technology, and in particular to a method, device, electronic device, and storage medium for processing optical information of a virtual character. Background Art
[0002] In reality, the lighting in nature cannot be changed, so in film and television, in order to compensate for insufficient light, directors will adopt different fill-light strategies for different shots, and this is even more true in games.
[0003] Due to the limitations of existing hardware and technology, the default scene lighting cannot fully reflect the artistic effect of the characters, so fill lighting is even more necessary. Unlike film and television, in games, apart from pre-designed display interfaces and fixed shots, the character's location and camera position are mostly completely random and controlled by the player. In order to achieve a satisfactory fill lighting effect for characters in any camera environment, the separation lighting technology of game characters becomes even more important. Summary of the Invention
[0004] The present disclosure provides a method, device, electronic device, and storage medium for processing optical information of a virtual character. The technical solutions of the present disclosure are as follows:
[0005] According to a first aspect of an embodiment of the present disclosure, a method for processing light information of a virtual character is provided, comprising:
[0006] Display dynamic or static virtual characters on the scene display page;
[0007] Adjusting the light information of the virtual scene where the virtual character is located to obtain an adjusted virtual scene; the light information in the adjusted virtual scene satisfies the preset scene light information;
[0008] If the light information of the virtual character included in the adjusted virtual scene does not meet the preset character light information, fill-light processing is performed on the virtual character using the preset range lighting effect information to obtain a virtual character after fill-lighting.
[0009] In some possible embodiments, if the light information of the virtual character included in the adjusted virtual scene does not meet the preset character light information, fill-light processing is performed on the virtual character using the preset range lighting effect information to obtain the virtual character after fill-lighting, including:
[0010] If the light information of the clothes worn by the virtual character included in the adjusted virtual scene does not meet the preset clothing light information, fill light processing is performed on the clothes worn by the virtual character using the preset range of lighting effect information to obtain the virtual character after fill light processing;
[0011] The light information of the clothing worn by the virtual character after the fill light satisfies the preset clothing light information.
[0012] In some possible embodiments, using the preset range lighting effect information to perform fill-light processing on the clothing worn by the virtual character to obtain the virtual character after fill-lighting includes:
[0013] Performing fill-light processing on the clothes and skin of the virtual character using the lighting effect information in a preset range to obtain a virtual character after fill-light processing;
[0014] If the light information of the skin of the virtual character after the fill-in light does not meet the preset skin light information, the skin of the virtual character after the fill-in light is fill-in lighted using parallel light information to obtain the target virtual character.
[0015] In some possible embodiments, adjusting light information of a virtual scene where a virtual character is located to obtain an adjusted virtual scene includes:
[0016] determining an adjustment region of at least one level in the virtual scene based on pixel association information in the virtual scene;
[0017] In a case where the at least one level of adjustment area includes a first level of adjustment area and a second level of adjustment area, determining an inclusion relationship between the first level of adjustment area and the second level of adjustment area, a first adjustment parameter of the first level of adjustment area, and a second adjustment parameter of the second level of adjustment area;
[0018] Light information of the virtual scene is adjusted based on the inclusion relationship between the first-level adjustment area and the second-level adjustment area and the first adjustment parameter and the second adjustment parameter to obtain an adjusted virtual scene; the first adjustment parameter and the second adjustment parameter are both adjustment parameters for indirect light.
[0019] In some possible embodiments, adjusting light information of a virtual scene where a virtual character is located to obtain an adjusted virtual scene includes:
[0020] In response to the first adjustment operation, determining a first-level adjustment area in the virtual scene and a first adjustment parameter corresponding to the first-level adjustment area;
[0021] In response to the second adjustment operation, determining a second adjustment parameter corresponding to a second-level adjustment region in the first-level adjustment region;
[0022] In response to the adjustment determination operation, adjusting light information of an area outside the second level adjustment area in the first level adjustment area based on the first adjustment parameter;
[0023] Light information of the adjustment area of the second level is adjusted based on the second adjustment parameter to obtain an adjusted virtual scene; the first adjustment parameter and the second adjustment parameter are both adjustment parameters of indirect light.
[0024] In some possible embodiments, adjusting light information of a virtual scene where a virtual character is located to obtain an adjusted virtual scene includes:
[0025] Using optical channel identification to mark the virtual character so as to separate the virtual character from the virtual scene where the virtual character is located;
[0026] Determining first light information, and adjusting light information of a virtual scene where the virtual character is located using the first light information, wherein the first light information represents light information of direct light;
[0027] determining second light information based on the first light information and the character weight information;
[0028] adjusting light information of the virtual character using the second light information;
[0029] The virtual scene where the adjusted virtual character is located and the adjusted virtual character constitute the adjusted virtual scene.
[0030] In some possible embodiments,
[0031] The preset range lighting effect information comes from the high dynamic range image HDRI;
[0032] Virtual characters are created based on three-dimensional character models.
[0033] In some possible embodiments,
[0034] The materials of the clothing worn by the virtual characters include metal and silk;
[0035] The skin of the virtual character includes facial skin and hand skin.
[0036] According to a second aspect of an embodiment of the present disclosure, there is provided an optical information processing device for a virtual character, comprising:
[0037] A scene display module is configured to display a dynamic or static virtual character on a scene display page;
[0038] The first light information adjustment module is configured to perform light information adjustment on the virtual scene where the virtual character is located to obtain an adjusted virtual scene; the light information in the adjusted virtual scene satisfies the preset scene light information;
[0039] The second light information adjustment module is configured to perform fill-light processing on the virtual character using the preset range lighting effect information if the light information of the virtual character included in the adjusted virtual scene does not meet the preset character light information, so as to obtain the virtual character after fill-light processing.
[0040] In some possible embodiments, the second optical information adjustment module is configured to perform:
[0041] If the light information of the clothes worn by the virtual character included in the adjusted virtual scene does not meet the preset clothing light information, fill light processing is performed on the clothes worn by the virtual character using the preset range of lighting effect information to obtain the virtual character after fill light processing;
[0042] The light information of the clothing worn by the virtual character after the fill light satisfies the preset clothing light information.
[0043] In some possible embodiments, the second optical information adjustment module is configured to perform:
[0044] Performing fill-light processing on the clothes and skin of the virtual character using the lighting effect information in a preset range to obtain a virtual character after fill-light processing;
[0045] If the light information of the skin of the virtual character after the fill-in light does not meet the preset skin light information, the skin of the virtual character after the fill-in light is fill-in lighted using parallel light information to obtain the target virtual character.
[0046] In some possible embodiments, the first light information adjustment module is configured to perform:
[0047] determining an adjustment region of at least one level in the virtual scene based on pixel association information in the virtual scene;
[0048] In a case where the at least one level of adjustment area includes a first level of adjustment area and a second level of adjustment area, determining an inclusion relationship between the first level of adjustment area and the second level of adjustment area, a first adjustment parameter of the first level of adjustment area, and a second adjustment parameter of the second level of adjustment area;
[0049] Light information of the virtual scene is adjusted based on the inclusion relationship between the first-level adjustment area and the second-level adjustment area and the first adjustment parameter and the second adjustment parameter to obtain an adjusted virtual scene; the first adjustment parameter and the second adjustment parameter are both adjustment parameters for indirect light.
[0050] In some possible embodiments, the first light information adjustment module is configured to perform:
[0051] In response to the first adjustment operation, determining a first-level adjustment area in the virtual scene and a first adjustment parameter corresponding to the first-level adjustment area;
[0052] In response to the second adjustment operation, determining a second adjustment parameter corresponding to a second-level adjustment region in the first-level adjustment region;
[0053] In response to the adjustment determination operation, adjusting light information of an area outside the second level adjustment area in the first level adjustment area based on the first adjustment parameter;
[0054] Light information of the adjustment area of the second level is adjusted based on the second adjustment parameter to obtain an adjusted virtual scene; the first adjustment parameter and the second adjustment parameter are both adjustment parameters of indirect light.
[0055] In some possible embodiments, the first light information adjustment module is configured to perform:
[0056] Using optical channel identification to mark the virtual character so as to separate the virtual character from the virtual scene where the virtual character is located;
[0057] Determining first light information, and adjusting light information of a virtual scene where the virtual character is located using the first light information, wherein the first light information represents light information of direct light;
[0058] determining second light information based on the first light information and the character weight information;
[0059] adjusting light information of the virtual character using the second light information;
[0060] The virtual scene where the adjusted virtual character is located and the adjusted virtual character constitute the adjusted virtual scene.
[0061] In some possible embodiments,
[0062] The preset range lighting effect information comes from the high dynamic range image HDRI;
[0063] Virtual characters are created based on three-dimensional character models.
[0064] In some possible embodiments,
[0065] The materials of the clothing worn by the virtual characters include metal and silk;
[0066] The skin of the virtual character includes facial skin and hand skin.
[0067] According to a third aspect of an embodiment of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing processor-executable instructions; wherein the processor is configured to execute instructions to implement a method as described in any one of the first aspects above.
[0068] According to a fourth aspect of an embodiment of the present disclosure, a computer-readable storage medium is provided. When instructions in the computer-readable storage medium are executed by a processor of an electronic device, the electronic device is enabled to execute any one of the methods in the first aspect of the embodiment of the present disclosure.
[0069] According to a fifth aspect of an embodiment of the present disclosure, a computer program product is provided, which includes a computer program, the computer program is stored in a readable storage medium, and at least one processor of a computer device reads and executes the computer program from the readable storage medium, so that the computer device performs any one of the methods in the first aspect of the embodiment of the present disclosure.
[0070] The technical solutions provided by the embodiments of the present disclosure bring at least the following beneficial effects:
[0071] A dynamic or static virtual character is displayed on a scene display page, and the lighting information of the virtual scene in which the virtual character resides is adjusted to obtain an adjusted virtual scene. The lighting information in the adjusted virtual scene satisfies the preset scene lighting information. If the lighting information of the virtual character included in the adjusted virtual scene does not satisfy the preset character lighting information, fill lighting is performed on the virtual character using the preset range of lighting effect information to obtain a filled-light virtual character. In the embodiment of the present application, by adjusting the lighting information of the separated virtual scene and virtual character, the lighting information of each object presented on the page can be made more realistic, thereby improving the integrity of the entire work.
[0072] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0073] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0074] Figure 1 is a schematic diagram showing an application environment of a method for processing light information of a virtual character according to an exemplary embodiment;
[0075] Figure 2 is a flow chart showing a method for processing light information of a virtual character according to an exemplary embodiment;
[0076] Figure 3 is a flow chart showing a method for processing light information of a virtual scene according to an exemplary embodiment;
[0077] Figure 4 is a flow chart showing a method for processing light information of a virtual scene according to an exemplary embodiment;
[0078] Figure 5 is a schematic diagram showing an adjustment area of a virtual scene according to an exemplary embodiment;
[0079] Figure 6 is a flow chart showing a method for processing light information of a virtual scene according to an exemplary embodiment;
[0080] Figure 7 is a flow chart showing a method for processing light information of a virtual character according to an exemplary embodiment;
[0081] Figure 8 The figure is a block diagram of an electronic device for processing light information of a virtual character according to an exemplary embodiment. DETAILED DESCRIPTION
[0082] The following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making any creative efforts shall fall within the scope of protection of the present invention.
[0083] It should be noted that the terms "first," "second," and the like in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar first objects and are not necessarily used to describe a specific order or precedence. It should be understood that the numbers used in this manner are interchangeable where appropriate so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present disclosure. Instead, they are merely examples of devices and methods consistent with certain aspects of the present disclosure as detailed in the appended claims.
[0084] 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 display, data for analysis, etc.) involved in this disclosure are all information and data authorized by the user or fully authorized by all parties.
[0085] See also Figure 1 , Figure 1 FIG. 1 is a schematic diagram showing an application environment of a method for processing light information of a virtual character according to an exemplary embodiment. Figure 1 As shown, the application environment may include a server 011 and a client 012 .
[0086] In some possible embodiments, the server 011 may include an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. The operating system running on the server may include, but is not limited to, Android, iOS, Linux, Windows, Unix, etc. Server 011 can display a virtual scene on a scene display page, where the virtual scene includes a first object and a second object. If the first object and / or the second object is detected to be moving in the virtual scene, the position information in the position coordinate linked list is updated based on the movement of the first object and / or the movement of the second object, wherein the position coordinate linked list includes a first coordinate linked list and a second coordinate linked list, the first coordinate linked list includes the first position information of all objects in the virtual scene after sorting, and the second coordinate linked list includes the second position information of all objects in the virtual scene after sorting. During the movement of the first object and / or the second object, if the gap between the first position information of the first object and the first position information of the second object meets the first preset gap, and the gap between the second position information of the first object and the second position information of the second object meets the first preset gap, it is determined that a collision occurs between the first object and the second object. In an embodiment of the present application, by comparing the gaps between the position information in the linked list, the comparison of each frame caused by the grid management-style collision detection in the space can be reduced, thereby reducing collision detection.
[0087] In some possible embodiments, the client 012 may include, but is not limited to, smartphones, desktop computers, tablet computers, laptop computers, smart speakers, digital assistants, augmented reality (AR) / virtual reality (VR) devices, smart wearable devices, and other image-based clients. It may also be software running on the client, such as an application or applet. Optionally, the operating system running on the client may include, but is not limited to, Android, iOS, Linux, Windows, Unix, and the like.
[0088] In some possible embodiments, the second client 013 may include, but is not limited to, smartphones, desktop computers, tablet computers, laptop computers, smart speakers, digital assistants, augmented reality (AR) / virtual reality (VR) devices, smart wearable devices, and other image-based clients. It may also be software running on the above-mentioned clients, such as applications and applets. Optionally, the operating system running on the client may include, but is not limited to, Android, iOS, Linux, Windows, Unix, and the like.
[0089] In some possible embodiments, the server 011 and the client 012 display a dynamic or static virtual character on a scene display page, adjust the light information of the virtual scene where the virtual character is located, and obtain an adjusted virtual scene. The light information in the adjusted virtual scene satisfies the preset scene light information. If the light information of the virtual character included in the adjusted virtual scene does not meet the preset character light information, the virtual character is filled with light using the preset range of lighting effect information to obtain a virtual character after filling with light. In the embodiment of the present application, by adjusting the light information of the separated virtual scene and virtual character, the light information of each object presented on the page can be made more consistent with reality, thereby improving the integrity of the entire work.
[0090] In one exemplary embodiment, the databases corresponding to the client and server can both be node devices in a blockchain system, capable of sharing acquired and generated information with other node devices in the blockchain system, enabling information sharing among multiple node devices. Multiple node devices in a blockchain system can be configured with the same blockchain, which is composed of multiple blocks, with adjacent blocks having an associated relationship. This allows any tampering of data in any block to be detected by the next block, thereby preventing tampering of the blockchain data and ensuring the security and reliability of the blockchain data.
[0091] Figure 2 It is a flowchart of a method for processing light information of a virtual character according to an exemplary embodiment. It should be noted that this specification provides method operation steps as described in the embodiment or flowchart, but may include more or fewer operation steps based on conventional or non-creative labor. The order of steps listed in the embodiment is only one way of executing the steps among many steps, and does not represent the only execution order. When the actual system or product is executed, it can be executed in sequence or in parallel (for example, in a parallel processor or multi-threaded processing environment) according to the method shown in the embodiment or the accompanying drawings. Specifically, Figure 2 As shown, the flow chart includes at least the following steps S201-S205:
[0092] In step S201, a dynamic or static virtual character is displayed on a scene display page.
[0093] In the embodiment of the present application, the scene display page can be a page in an application or a web page in a website. Optionally, the application can be a short video application, a music application, a social application, a game application, or the like. Similarly, the website can be a short video website, a music website, a social website, a game website, or the like.
[0094] In the embodiments of the present application, a virtual scene generally refers to a world composed of computer-generated images, sounds and other elements that simulate a real environment or a non-real environment. The collection of these elements can be real objects or fictional creatures, or even inanimate objects, which present a vivid and attractive visual experience through sophisticated design and rendering technology. This design approach is very useful in some specific applications, such as game development, film production, or user interface design. It can provide rich interactive possibilities and diverse storylines, bringing an immersive experience to users. The embodiments of the present application are not limited to virtual scenes and can include virtual scenes in games.
[0095] In the embodiment of the present application, the virtual scene may include a virtual character, a stationary entity in the virtual scene, an edge in the virtual scene, etc.
[0096] In the embodiments of this application, a virtual character refers to a fictitious situation that does not or does not necessarily conform to reality. It means a technological character that simulates or is a real object, which is realized by high-tech technology. It can also be interpreted as a persona that does not exist in reality, such as a fictional character in a TV series, movie, comic, or creative work.
[0097] Assuming the virtual scene is a virtual scene within a game, a virtual character can optionally refer to a user-created player character. This character can engage in various communication activities, including buying and selling, making transactions, playing games, and chatting, essentially acting like a real person. They also have a name like a human, and can participate in various activities within the game according to the game's rules or perform a series of actions based on received instructions. Alternatively, a virtual character can be a non-player character created by the developer.
[0098] Optionally, the virtual character can be in human or animal form. Optionally, the virtual character in the scene can be static or dynamic. Optionally, the virtual character can be created based on a three-dimensional character model. Optionally, the virtual character can be a two-dimensional character.
[0099] In the embodiment of the present application, a stationary entity refers to an entity that always stays in one position in a virtual scene, such as buildings (including houses, shops, sculptures), plants, etc. in the virtual scene.
[0100] In the embodiment of the present application, the edge in the virtual scene may be the edge of the map represented by the virtual scene.
[0101] In the embodiment of the present application, the client can display dynamic or static virtual characters on the scene display page.
[0102] In step S203, light information of the virtual scene where the virtual character is located is adjusted to obtain an adjusted virtual scene; the light information in the adjusted virtual scene meets the preset scene light information.
[0103] In an embodiment of the present application, light information of a virtual scene where a virtual character is located may be adjusted to obtain an adjusted virtual scene. Optionally, the light information in the adjusted virtual scene satisfies preset scene light information.
[0104] In the embodiment of the present application, adjusting the virtual scene mainly involves adjusting two types of light, including direct light and indirect light. Direct light and indirect light are introduced below.
[0105] In the embodiments of the present application, direct light refers to light that directly shines on the target object, and the light is concentrated and has high brightness. This lighting method is usually used in scenes that require high-brightness lighting, such as stage lighting or scenes that need to emphasize specific objects. Direct light can determine the color and amount of light that reaches the surface of the object from the light source, but ignores the light that reaches the surface of the object by other means, such as reflected or refracted light. Direct light has high brightness and is suitable for emphasizing specific objects. However, because the light is concentrated, it may cause local overbrightness or overdarkness.
[0106] In the embodiment of the present application, indirect light illuminates the object by reflection or scattering, and the light distribution is more uniform with fewer shadows. This lighting method is usually used in environments that require uniform lighting, such as indoor lighting or scenes that need to reduce the impact of direct light. Indirect lighting refers to light that is reflected from the surface of an object and then illuminates other objects. This lighting method determines the color and amount of all other light that reaches the surface of the object. Indirect light is evenly distributed and reduces shadows, making it suitable for environments that require uniform lighting. However, its lighting effect is relatively weak, and more light sources may be required to achieve the ideal lighting effect.
[0107] In the embodiments of the present application, when direct light or indirect light, or when direct light and indirect light are used to perform light processing on a virtual scene, if the virtual scene contains a virtual character, it will have an impact on the virtual character, that is, adjusting the light information in the virtual scene will also adjust the light on the virtual character.
[0108] In some possible embodiments, light information of direct light may be adjusted for the virtual scene where the virtual character is located to obtain an adjusted virtual scene, where light information in the adjusted virtual scene satisfies preset scene light information.
[0109] Figure 3 FIG. 1 is a flow chart showing a method for processing light information of a virtual scene according to an exemplary embodiment. Figure 3 Said, including:
[0110] In step S301, the virtual character is marked with an optical channel identifier to separate the virtual character from the virtual scene where the virtual character is located.
[0111] In some possible embodiments, the virtual scene may be marked with an optical channel identifier to separate the virtual character from the virtual scene where the virtual character is located.
[0112] In some other possible embodiments, the virtual character in the virtual scene may be marked with an optical channel identifier, so as to separate the virtual character from the virtual scene in which the virtual character resides.
[0113] In some scenes, lighting can overexpose the avatar. Therefore, it is possible to separate the virtual scene from the avatar within it. Alternatively, the 012 data in the original UE light channel can be used to mark the avatar that needs to be processed separately and insert it into the GBUffer.
[0114] In step S303, first light information is determined, and light information of the virtual scene where the virtual character is located is adjusted using the first light information; the first light information represents light information of direct light.
[0115] In an embodiment of the present application, first light information can be determined. Optionally, the first light information is light information about direct light, that is, the first light information is the scene direct light color (DirectionLightSceneColor). Then, the first light information can be used to adjust the light information of the virtual scene where the virtual character is located.
[0116] In step S305 , second light information is determined based on the first light information and the character weight information.
[0117] Optionally, role weight information may be determined, wherein the role weight information may be referred to as scene direct light intensity weight information (DirectionLightIntensitySceneWeight). In the embodiment of the present application, the second light information may be determined based on the product of the first light information and the role weight information.
[0118] In step S307, light information of the virtual character is adjusted using the second light information, and the virtual scene where the adjusted virtual character is located and the adjusted virtual character form an adjusted virtual scene.
[0119] Optionally, the second light information may be used to adjust the light information of the virtual character in the virtual scene. In this way, the virtual scene where the adjusted virtual character is located and the adjusted virtual character constitute the entire adjusted virtual scene.
[0120] Optionally, you can configure the influence of different copies of scene lights on the direct light intensity weight TOD tool as needed.
[0121] In the embodiment of the present application, for mobile phones and computer delay pipelines with higher configurations, the character's mark, that is, the light channel identifier mentioned above, can be obtained in the LightPass for dynamic light source rendering, and then the virtual character is multiplied by the intensity weight separately. As for the forward rendering pipeline used in mobile phones with lower configurations, the rendering of the virtual character is submitted to the meshbatch separately, and does not need to be separated by the light channel identifier. In this way, the present application can directly use the vacant LightChannel to help separate the virtual scene and the virtual character in the virtual scene, so that when direct light is illuminated, it can be processed based on different weights, without the need to add additional physical light sources of different LightChannels, which can reduce management costs.
[0122] In some other possible embodiments, light information of indirect light may be adjusted for the virtual scene where the virtual character is located to obtain an adjusted virtual scene, where the light information of the adjusted virtual scene meets preset scene light information.
[0123] Figure 4 FIG. 1 is a flow chart showing a method for processing light information of a virtual scene according to an exemplary embodiment. Figure 4 Said, including:
[0124] In step S401 , at least one level of adjustment region in the virtual scene is determined based on pixel association information in the virtual scene.
[0125] Generally, the Lightmap baking lighting technology can be used in the virtual scene of the copy. The embodiment of the present application can adjust the baking lighting emphasis function for different areas of the virtual scene.
[0126] Optionally, at least one level of adjustment area in the virtual scene may be determined based on pixel association information in the virtual scene.
[0127] Optionally, pixel association information represents entity association features between entities in the virtual scene. For example, assuming the virtual scene includes a meadow, a lake in the middle of the meadow, and a small house next to the lake, the virtual scene can be divided into three adjustment regions based on the pixel association information: the meadow region, the lake region in the middle of the meadow, and the small house region next to the lake.
[0128] In step S403, when at least one level of adjustment area includes a first level of adjustment area and a second level of adjustment area, the inclusion relationship between the first level of adjustment area and the second level of adjustment area, the first adjustment parameter of the first level of adjustment area and the second adjustment parameter of the second level of adjustment area are determined.
[0129] Optionally, assuming that at least one level of adjustment area includes multiple levels of adjustment areas, for example, two levels of adjustment areas, namely, a first-level adjustment area and a second-level adjustment area, the inclusion relationship between the first-level adjustment area and the second-level adjustment area, as well as the first adjustment parameter of the first-level adjustment area and the second adjustment parameter of the second-level adjustment area can be determined.
[0130] In the embodiments of the present application, the first-level adjustment area may include the second-level adjustment area, or the second-level adjustment area may include the first-level adjustment area.
[0131] In an embodiment of the present application, the inclusion relationship between the first-level adjustment area and the second-level adjustment area can be used to determine the adjustment priority between the areas. Optionally, if the first-level adjustment area includes the second-level adjustment area, the adjustment priority of the second-level adjustment area can be greater than the adjustment priority of the first-level adjustment area.
[0132] Figure 5 is a schematic diagram showing an adjustment area of a virtual scene according to an exemplary embodiment. Figure 5 The aforementioned adjustment areas include a first-level adjustment area, a second-level adjustment area, and a third-level adjustment area. The second-level adjustment area includes the third-level adjustment area, and the first-level adjustment area includes the second-level adjustment area. Optionally, the adjustment priority of the third-level adjustment area may be greater than the adjustment priority of the second-level adjustment area, and the adjustment priority of the second-level adjustment area may be greater than the adjustment priority of the first-level adjustment area.
[0133] In step S405, light information of the virtual scene is adjusted based on the inclusion relationship between the first-level adjustment area and the second-level adjustment area and the first adjustment parameter and the second adjustment parameter to obtain an adjusted virtual scene; the first adjustment parameter and the second adjustment parameter are both adjustment parameters of indirect light.
[0134] In the embodiment of the present application, light information of the virtual scene can be adjusted based on the inclusion relationship between the first-level adjustment area and the second-level adjustment area and the first adjustment parameter and the second adjustment parameter to obtain an adjusted virtual scene.
[0135] Specifically, if the first-level adjustment area includes the second-level adjustment area, the adjustment priority of the second-level adjustment area may be higher than the adjustment priority of the first-level adjustment area. Based on this, the first adjustment parameter can be used to perform indirect light adjustment on the first-level adjustment area, and the second adjustment parameter can be used to perform indirect light adjustment on the second-level adjustment area to obtain the overall virtual scene. That is, when the second adjustment parameter is used to adjust the light of the second-level adjustment area, the previous light adjustment of the first adjustment parameter on the second-level adjustment area can be directly overwritten.
[0136] Figure 6 FIG. 1 is a flow chart showing a method for processing light information of a virtual scene according to an exemplary embodiment. Figure 6 Said, including:
[0137] In step S601 , in response to a first adjustment operation, a first-level adjustment region in a virtual scene and a first adjustment parameter corresponding to the first-level adjustment region are determined.
[0138] Generally, the Lightmap baking lighting technology can be used in the virtual scene of the copy. The embodiment of the present application can adjust the baking lighting emphasis function for different areas of the virtual scene.
[0139] In the embodiment of the present application, in response to the first adjustment operation, a first-level adjustment area in the virtual scene and a first adjustment parameter corresponding to the first-level adjustment area may be determined.
[0140] In step S603 , in response to the second adjustment operation, a second adjustment parameter corresponding to the second-level adjustment area in the first-level adjustment area is determined.
[0141] In the embodiment of the present application, in response to the second adjustment operation, the second adjustment parameter corresponding to the second adjustment area of the first adjustment area and the second adjustment area can be determined.
[0142] In step S605 , in response to the adjustment determination operation, light information adjustment is performed on an area outside the second level adjustment area in the first level adjustment area based on the first adjustment parameter.
[0143] In the embodiment of the present application, in response to the second adjustment operation, light information adjustment may be performed on an area outside the second level adjustment area in the first level adjustment area based on the first adjustment parameter.
[0144] In step S607 , light information of the adjustment area of the second level is adjusted based on the second adjustment parameter to obtain an adjusted virtual scene; the first adjustment parameter and the second adjustment parameter are both adjustment parameters of indirect light.
[0145] In the embodiment of the present application, light information of the second-level adjustment area can be adjusted based on the second adjustment parameter to obtain an adjusted virtual scene, thereby achieving adjustment of light information in all areas of the first-level adjustment area.
[0146] In the embodiment of the present application, the first adjustment parameter and the second adjustment parameter are both adjustment parameters for indirect light. The above description only describes two levels of adjustment areas. In actual applications, there may be more levels of adjustment areas and corresponding multiple adjustment parameters.
[0147] Optionally, the multiple adjustment areas may include virtual characters.
[0148] In an embodiment of the present application, the adjustment parameters include the color and intensity ratio of the indirect light on the virtual character, the hue and intensity ratio of the skylight on the virtual character, the ratio of the indirect highlight IBL on the virtual character, priority settings, area range and transition parameters, etc.
[0149] In this way, through the adjustment areas and adjustment parameters of various levels, fine light information control can be achieved for each angle on the scene display page, while also ensuring compatibility with newspaper platform configurations.
[0150] In step S205 , if the light information of the virtual character included in the adjusted virtual scene does not meet the preset character light information, fill-light processing is performed on the virtual character using the preset range lighting effect information to obtain a virtual character after fill-lighting.
[0151] In the embodiment of the present application, the preset range lighting effect information comes from the high dynamic range image HDRI.
[0152] HDRI stands for High Dynamic Range Imaging, a technique used in the fields of photography and computer graphics to capture and process significant dynamic range in images. Dynamic range refers to the range of brightness levels in an image, from the darkest shadows to the highest highlights. In computer graphics, HDRI images can be used to create realistic lighting and reflection effects. By using HDRI images as light sources, 3D scenes can be presented in a more realistic way. Because HDRI can accurately capture lighting information in the real world, when rendering computer-generated images, the lighting effects that appear in the displayed world can be more accurately simulated. In addition, HDRI can also be used to create environment maps and has a wide range of applications in virtual reality and game development.
[0153] In an optional embodiment, HDRI image baking can be implemented on the server, laying the foundation for subsequent use of HDRI images for fill lighting of virtual characters, resulting in a fully lit virtual character. Optionally, this HDRI image baking function is editable in real time within the editor. Within the editor, self-luminous spheres can be placed as light sources for the fill lighting environment, using SceneCapture to capture CubeTextureRT. To enable HDRI calculations within the material editor, the engine textures are extended with GGXMipmap functionality to provide resources for subsequent IBL calculations. Furthermore, the engine Blueprint functionality is expanded to implement skylight capture within the Blueprint. By enqueuing a render queue for calculating SH spherical harmonics data, the ringing issue of SH is resolved. Furthermore, through the UE material editor, all HDRI fill lighting calculations are placed within the Basepass, creating a separate output material node to receive the fill lighting data. This data is then merged with the hue of VLM, skylight, and PRT data within the Basepass, and finally added to the EmissiveColor, achieving a fill lighting HDRI function that can accept the hue of ambient light.
[0154] For HDRI calculations, we have developed algorithms for different situations based on different materials and shading models, supporting special highlight calculations such as anisotropy and hair. In addition, we have added camera direction tracking so that highlights can follow the camera's movement, increasing the sense of fluidity of highlights. In addition, we have also designed supporting parameters such as the Debug mode.
[0155] In the embodiment of the present application, if the light information of the clothing worn by the virtual character in the adjusted virtual scene does not meet the preset clothing light information, the clothing worn by the virtual character can be filled with light using the HDRI image baked above to obtain the virtual character after filling with light. The light information of the clothing worn by the virtual character after filling with light meets the preset clothing light information.
[0156] Optionally, the material of the clothing worn by the virtual character includes metal material and silk material.
[0157] Optionally, the baked HDRI image can match the ambient light color in the virtual scene. Therefore, on the one hand, when the light intensity becomes darker after the scene light information adjustment involved in step S203, the HDRI image can be used to supplement the brightness of the virtual character in the virtual scene to a certain extent. At the same time, the special HDRI image can also supplement the light for the metal materials worn by the virtual character and other materials that require obvious highlight reflections, thereby improving the texture of the clothing.
[0158] Optionally, the real-time HDRI can include preset parameters for adjusting some of the HDRI effects, including intensity, hue, ambient hue saturation, etc. Among them, ambient hue saturation allows the color of the fill light to change with the surrounding scene.
[0159] In some possible embodiments, even if the light supplement of the virtual character is performed by HDRI technology to provide the texture of some clothing, there may still be problems with the three-dimensional authenticity of some parts of the virtual character or some clothing of the virtual character.
[0160] Based on this, in an embodiment of the present application, after using HDRI images to fill in the light of the clothes worn by the virtual character and the skin of the virtual character to obtain the virtual character after filling in the light, if the light information of the skin of the virtual character after filling in the light does not meet the preset skin light information, the parallel light information can be used to fill in the light of the skin of the virtual character after filling in the light to obtain the target virtual character.
[0161] Alternatively, the clothing worn by the virtual character and the skin of the virtual character are filled with light to obtain the virtual character after the filling of light. If the light information of the skin of the virtual character after the filling of light does not meet the preset skin light information, and the light information of part of the clothing of the virtual character does not meet the preset clothing light information, the skin and part of the clothing of the virtual character after the filling of light are filled with light using parallel light information to obtain the target virtual character.
[0162] Optionally, the skin of the avatar includes facial skin and hand skin. The material of some clothing includes silk.
[0163] In summary, unlike some lighting methods that forcibly separate characters, it is impossible to achieve scene integration, or to use a single technical point to perform fill lighting for specific scenes and virtual characters, which cannot achieve the same coverage as this solution. The embodiment of the present application combines multiple fill lighting solutions to re-decompose the character lighting into different lighting components: scene dynamic light, ambient light, HDRI fill lighting, and parallel light secondary fill lighting. This makes it possible to achieve a fill lighting effect suitable for all virtual characters in different scenes by adjusting the parameters of a limited number of different components.
[0164] Secondly, unlike existing solutions that typically adjust the overall intensity of a character but cannot precisely adjust it to every corner, this embodiment of the application implements the character weight adjustment function for dynamic light and global illumination, enabling precise control of the effect of scene lighting on the character in every corner of different scenes.
[0165] Furthermore, the editor baking of the HDRI image and the influence of the ambient light hue make the fill lighting process without the help of external software. The baking data is directly aligned with the UE engine algorithm. In addition, adding the influence of the ambient light hue can make the HDRI fill lighting more compatible with the scene.
[0166] Unlike existing solutions that generally use the original function of LightChannel to fill light a limited number of important characters such as the protagonist, and cannot fill light all characters, the embodiment of the present application can perform secondary fill light calculations on the characters for parallel light, rely on LightChannel data bits to mark the characters, and complete dynamic fill light for all characters in a single LightPass. In this way, platform compatibility issues can be maintained and overcome.
[0167] Figure 7 This is a block diagram of a light information processing device for a virtual character according to an exemplary embodiment. It has the function of implementing the data processing method in the above method embodiment. The function can be implemented by hardware or by hardware executing corresponding software. Figure 7 The device includes a scene display module 701, a first light information adjustment module 702 and a second light information adjustment module 703:
[0168] A scene display module is configured to display a dynamic or static virtual character on a scene display page;
[0169] The first light information adjustment module is configured to perform light information adjustment on the virtual scene where the virtual character is located to obtain an adjusted virtual scene; the light information in the adjusted virtual scene satisfies the preset scene light information;
[0170] The second light information adjustment module is configured to perform fill-light processing on the virtual character using the preset range lighting effect information if the light information of the virtual character included in the adjusted virtual scene does not meet the preset character light information, so as to obtain the virtual character after fill-light processing.
[0171] In some possible embodiments, the second optical information adjustment module is configured to perform:
[0172] If the light information of the clothes worn by the virtual character included in the adjusted virtual scene does not meet the preset clothing light information, fill light processing is performed on the clothes worn by the virtual character using the preset range of lighting effect information to obtain the virtual character after fill light processing;
[0173] The light information of the clothing worn by the virtual character after the fill light satisfies the preset clothing light information.
[0174] In some possible embodiments, the second optical information adjustment module is configured to perform:
[0175] Performing fill-light processing on the clothes and skin of the virtual character using the lighting effect information in a preset range to obtain a virtual character after fill-light processing;
[0176] If the light information of the skin of the virtual character after the fill-in light does not meet the preset skin light information, the skin of the virtual character after the fill-in light is fill-in lighted using parallel light information to obtain the target virtual character.
[0177] In some possible embodiments, the first light information adjustment module is configured to perform:
[0178] determining an adjustment region of at least one level in the virtual scene based on pixel association information in the virtual scene;
[0179] In a case where the at least one level of adjustment area includes a first level of adjustment area and a second level of adjustment area, determining an inclusion relationship between the first level of adjustment area and the second level of adjustment area, a first adjustment parameter of the first level of adjustment area, and a second adjustment parameter of the second level of adjustment area;
[0180] Light information of the virtual scene is adjusted based on the inclusion relationship between the first-level adjustment area and the second-level adjustment area and the first adjustment parameter and the second adjustment parameter to obtain an adjusted virtual scene; the first adjustment parameter and the second adjustment parameter are both adjustment parameters for indirect light.
[0181] In some possible embodiments, the first light information adjustment module is configured to perform:
[0182] In response to the first adjustment operation, determining a first-level adjustment area in the virtual scene and a first adjustment parameter corresponding to the first-level adjustment area;
[0183] In response to the second adjustment operation, determining a second adjustment parameter corresponding to a second-level adjustment region in the first-level adjustment region;
[0184] In response to the adjustment determination operation, adjusting light information of an area outside the second level adjustment area in the first level adjustment area based on the first adjustment parameter;
[0185] Light information of the adjustment area of the second level is adjusted based on the second adjustment parameter to obtain an adjusted virtual scene; the first adjustment parameter and the second adjustment parameter are both adjustment parameters of indirect light.
[0186] In some possible embodiments, the first light information adjustment module is configured to perform:
[0187] Using optical channel identification to mark the virtual character so as to separate the virtual character from the virtual scene where the virtual character is located;
[0188] Determining first light information, and adjusting light information of a virtual scene where the virtual character is located using the first light information, wherein the first light information represents light information of direct light;
[0189] determining second light information based on the first light information and the character weight information;
[0190] adjusting light information of the virtual character using the second light information;
[0191] The virtual scene where the adjusted virtual character is located and the adjusted virtual character constitute the adjusted virtual scene.
[0192] In some possible embodiments,
[0193] The preset range lighting effect information comes from the high dynamic range image HDRI;
[0194] Virtual characters are created based on three-dimensional character models.
[0195] In some possible embodiments,
[0196] The materials of the clothing worn by the virtual characters include metal and silk;
[0197] The skin of the virtual character includes facial skin and hand skin.
[0198] It should be noted that the apparatus provided in the above embodiments, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0199] Figure 8 FIG3 is a block diagram of an apparatus 3000 for processing optical information of a virtual character according to an exemplary embodiment. For example, the apparatus 3000 may be a mobile phone, a computer, a digital broadcast terminal, a messaging device, a game console, a tablet device, a medical device, a fitness device, a personal digital assistant, etc.
[0200] Reference Figure 8 , the device 3000 may include one or more of the following components: a processing component 3002 , a memory 3004 , a power component 3006 , a multimedia component 3008 , an audio component 3010 , an input / output (I / O) interface 3012 , a sensor component 3014 , and a communication component 3016 .
[0201] The processing component 3002 generally controls the overall operation of the device 3000, such as operations associated with display, phone calls, data communications, camera operation, and recording operations. The processing component 3002 may include one or more processors 3020 to execute instructions to perform all or part of the steps of the above-described method. In addition, the processing component 3002 may include one or more modules to facilitate interaction between the processing component 3002 and other components. For example, the processing component 3002 may include a multimedia module to facilitate interaction between the multimedia component 3008 and the processing component 3002.
[0202] The memory 3004 is configured to store various types of data to support operations on the device 3000. Examples of such data include instructions for any application or method operating on the device 3000, contact data, phone book data, messages, pictures, videos, etc. The memory 3004 can be implemented by any type of volatile or non-volatile storage device, or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic disk, or optical disk.
[0203] The power supply component 3006 provides power to the various components of the device 3000. The power supply component 3006 may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power to the device 3000.
[0204] The multimedia component 3008 includes a screen that provides an output interface between the device 3000 and the user. In some embodiments, the screen may include a liquid crystal display (LCD) and a touch panel (TP). If the screen includes a touch panel, the screen can be implemented as a touch screen to receive input signals from the user. The touch panel includes one or more touch sensors to sense touches, slides, and gestures on the touch panel. The touch sensor can not only sense the boundaries of the touch or slide action, but also detect the duration and pressure associated with the touch or slide operation. In some embodiments, the multimedia component 3008 includes a front camera and / or a rear camera. When the device 3000 is in an operating mode, such as a shooting mode or a video mode, the front camera and / or the rear camera can receive external multimedia data. Each front camera and rear camera can be a fixed optical lens system or have a focal length and optical zoom capability.
[0205] The audio component 3010 is configured to output and / or input audio signals. For example, the audio component 3010 includes a microphone (MIC) that is configured to receive external audio signals when the device 3000 is in an operating mode, such as a call mode, a recording mode, and a voice recognition mode. The received audio signal can be further stored in the memory 3004 or transmitted via the communication component 3016. In some embodiments, the audio component 3010 also includes a speaker for outputting audio signals.
[0206] I / O interface 3012 provides an interface between processing component 3002 and peripheral interface modules, such as a keyboard, click wheel, buttons, etc. These buttons may include but are not limited to: a home button, volume buttons, a start button, and a lock button.
[0207] The sensor assembly 3014 includes one or more sensors for providing various aspects of the status assessment of the device 3000. For example, the sensor assembly 3014 can detect the open / closed state of the device 3000, the relative positioning of components, such as the display and keypad of the device 3000. The sensor assembly 3014 can also detect changes in the position of the device 3000 or a component of the device 3000, the presence or absence of user contact with the device 3000, the orientation or acceleration / deceleration of the device 3000, and changes in the temperature of the device 3000. The sensor assembly 3014 can include a proximity sensor configured to detect the presence of nearby objects without any physical contact. The sensor assembly 3014 can also include an optical sensor, such as a CMOS or CCD image sensor, for use in imaging applications. In some embodiments, the sensor assembly 3014 can also include an accelerometer, a gyroscope, a magnetic sensor, a pressure sensor, or a temperature sensor.
[0208] The communication component 3016 is configured to facilitate wired or wireless communication between the device 3000 and other devices. The device 3000 can access a wireless network based on a communication standard, such as WiFi, an operator network (such as 2G, 3G, 4G or 5G), or a combination thereof. In an exemplary embodiment, the communication component 3016 receives a broadcast signal or broadcast-related information from an external broadcast management system via a broadcast channel. In an exemplary embodiment, the communication component 3016 also includes a near field communication (NFC) module to facilitate short-range communication. For example, the NFC module can be implemented based on radio frequency identification (RFID) technology, infrared data association (IrDA) technology, ultra-wideband (UWB) technology, Bluetooth (BT) technology and other technologies.
[0209] In an exemplary embodiment, the apparatus 3000 may be implemented by one or more application-specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), field programmable gate arrays (FPGAs), controllers, microcontrollers, microprocessors, or other electronic components to perform the above-described method.
[0210] An embodiment of the present invention also provides a computer-readable storage medium, which can be set in an electronic device to store at least one instruction or at least one program related to a method for processing optical information of a virtual character. The at least one instruction or the at least one program is loaded and executed by the processor to implement the method for processing optical information of a virtual character provided by the above-mentioned method embodiment.
[0211] In an exemplary embodiment, a storage medium including instructions is also provided, such as a memory 3004 including instructions, and the instructions can be executed by the processor 3020 of the apparatus 3000 to perform the above method. Alternatively, the storage medium can be a non-transitory computer-readable storage medium, such as a ROM, a random access memory (RAM), a CD-ROM, a magnetic tape, a floppy disk, an optical data storage device, etc.
[0212] An embodiment of the present invention further provides a computer-readable storage medium, which, when instructions in the computer-readable storage medium are executed by a processor of an electronic device, enables the electronic device to execute any method in the first aspect of the embodiment of the present disclosure.
[0213] An embodiment of the present invention also provides a computer program product, which includes a computer program, the computer program is stored in a readable storage medium, and at least one processor of a computer device reads and executes the computer program from the readable storage medium, so that the computer device performs any method of the first aspect of the embodiment of the present disclosure.
[0214] It should be noted that the order in which the embodiments of the present invention are presented is for illustrative purposes only and does not represent the superiority or inferiority of the embodiments. Furthermore, the foregoing description is of specific embodiments of this specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps described 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 accompanying drawings do not necessarily require the specific order or sequential order shown to achieve the desired results. In some embodiments, optical information processing and parallel processing of virtual characters are also possible or may be advantageous.
[0215] The various embodiments in this specification are described in a progressive manner. Similar parts between the various embodiments can be referred to in conjunction with each other. Each embodiment focuses on the differences from other embodiments. In particular, the device embodiments are generally similar to the method embodiments, so the description is relatively simple. For relevant parts, refer to the description of the method embodiments.
[0216] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0217] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present invention should be included in the scope of protection of the present invention.
Claims
1. A method for processing optical information of a virtual character, characterized in that: include: Display dynamic or static virtual characters on the scene display page; Adjusting light information of a virtual scene where the virtual character is located to obtain an adjusted virtual scene; The light information in the adjusted virtual scene meets the preset scene light information; If the light information of the virtual character included in the adjusted virtual scene does not meet the preset character light information, fill-in light processing is performed on the virtual character using the preset range lighting effect information to obtain a virtual character after fill-in light processing.
2. The method for processing optical information of a virtual character according to claim 1, characterized in that: If the light information of the virtual character included in the adjusted virtual scene does not meet the preset character light information, fill-in light processing is performed on the virtual character using the preset range lighting effect information to obtain the virtual character after fill-in light processing, including: If the light information of the clothes worn by the virtual character included in the adjusted virtual scene does not meet the preset clothing light information, fill-in light processing is performed on the clothes worn by the virtual character using the preset range lighting effect information to obtain the virtual character after fill-in light processing; The light information of the clothing worn by the virtual character after the fill light satisfies the preset clothing light information.
3. The method for processing optical information of a virtual character according to claim 2, characterized in that: The method of using the preset range lighting effect information to perform fill-in light processing on the clothing worn by the virtual character to obtain the virtual character after fill-in light processing includes: Performing fill-light processing on the clothes worn by the virtual character and the skin of the virtual character by using the preset range lighting effect information to obtain the virtual character after fill-light processing; If the light information of the skin of the virtual character after the fill-in light does not meet the preset skin light information, the skin of the virtual character after the fill-in light is fill-in-lighted using parallel light information to obtain the target virtual character.
4. The method for processing optical information of a virtual character according to any one of claims 1 to 3, characterized in that: The step of adjusting light information of a virtual scene where the virtual character is located to obtain an adjusted virtual scene includes: determining an adjustment region of at least one level in the virtual scene based on pixel association information in the virtual scene; In a case where the at least one level of adjustment area includes a first level of adjustment area and a second level of adjustment area, determining an inclusion relationship between the first level of adjustment area and the second level of adjustment area, a first adjustment parameter of the first level of adjustment area, and a second adjustment parameter of the second level of adjustment area; Based on the inclusion relationship between the adjustment area of the first level and the adjustment area of the second level and the first adjustment parameter and the second adjustment parameter, the light information of the virtual scene is adjusted to obtain an adjusted virtual scene; the first adjustment parameter and the second adjustment parameter are both adjustment parameters of indirect light.
5. The method for processing optical information of a virtual character according to any one of claims 1 to 3, characterized in that: The step of adjusting light information of a virtual scene where the virtual character is located to obtain an adjusted virtual scene includes: In response to a first adjustment operation, determining a first level adjustment area in the virtual scene and a first adjustment parameter corresponding to the first level adjustment area; In response to a second adjustment operation, determining an adjustment region of a second level in the adjustment region of the first level and a second adjustment parameter corresponding to the adjustment region of the second level; In response to the adjustment determination operation, adjusting light information of an area outside the adjustment area of the second level in the adjustment area of the first level based on the first adjustment parameter; The light information of the adjustment area of the second level is adjusted based on the second adjustment parameter to obtain the adjusted virtual scene; the first adjustment parameter and the second adjustment parameter are both adjustment parameters of indirect light.
6. The method for processing optical information of a virtual character according to any one of claims 1 to 3, characterized in that: The step of adjusting light information of a virtual scene where the virtual character is located to obtain an adjusted virtual scene includes: Marking the virtual character with an optical channel marker so as to separate the virtual character from the virtual scene where the virtual character is located; Determine the first light information, and use the first light information to adjust the light information of the virtual scene where the virtual character is located; the first light information represents the light information of direct light; determining the second light information based on the first light information and the role weight information; Using the second light information, adjusting light information of the virtual character; The virtual scene where the adjusted virtual character is located and the adjusted virtual character constitute the adjusted virtual scene.
7. The method for processing optical information of a virtual character according to any one of claims 1 to 3, characterized in that: The preset range lighting effect information comes from a high dynamic range image HDRI; The virtual character is established based on a three-dimensional character model.
8. The method for processing optical information of a virtual character according to claim 1, characterized in that: The material of the clothing worn by the virtual character includes metal material and silk material; The skin of the virtual character includes facial skin and hand skin.
9. An optical information processing device for a virtual character, characterized in that: include: A scene display module is configured to display a dynamic or static virtual character on a scene display page; A first light information adjustment module is configured to perform light information adjustment on the virtual scene where the virtual character is located to obtain an adjusted virtual scene; the light information in the adjusted virtual scene satisfies the preset scene light information; The second light information adjustment module is configured to perform fill-light processing on the virtual character using preset range lighting effect information to obtain a virtual character after fill-lighting if the light information of the virtual character included in the adjusted virtual scene does not meet the preset character light information.
10. An electronic device, characterized in that: include: processor; a memory for storing instructions executable by the processor; The processor is configured to execute the instructions to implement the light information processing method of the virtual character as described in any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that: When the instructions in the computer-readable storage medium are executed by a processor of an electronic device, the electronic device is enabled to execute the optical information processing method for a virtual character as claimed in any one of claims 1 to 8.
12. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the optical information processing method of a virtual character according to any one of claims 1 to 8 is implemented.