Method, device and equipment for making animation sequence frame by using particle time recombination

Through particle time recombination technology, the problem of insufficient controllability of existing animation image suppression technology is solved, the flexibility and efficiency of animation image production are achieved, and the quality and application breadth of animation image are significantly improved.

CN119693509AActive Publication Date: 2025-03-25BEIJING AEROSPACE HONGTU INFORMATION TECH +1

Patent Information

Application Number
CN202510193051.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-21
Publication Date
2025-03-25
Estimated Expiration
2045-02-21

AI Technical Summary

Technical Problem

The existing animated image suppression technology has low controllability in modes and parameters, lacks flexibility and adjustability, which limits the wide application of animated image suppression technology and affects the diversity of user experience and effects.

Method used

By using particle time recombination technology, by obtaining the animation sequence frames to be processed, the corresponding three-dimensional carrier is generated, the particle birth is controlled and time recombined is performed, so as to correlate the animation frames and generate the target animation map.

Benefits of technology

It realizes meticulous and flexible control of animation suppression, improves the efficiency and quality of animation production, adapts to different application needs, and performs excellently in operating speed, rendering effect and physical fitness control.

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Abstract

The invention provides a method, a device and equipment for making animation sequence frames by using particle time recombination, and relates to the technical field of image processing, comprising the following steps: acquiring animation sequence frames to be processed, and performing data preprocessing based on the frame number of the animation sequence frames to generate a three-dimensional carrier corresponding to the animation sequence frames; controlling the birth of the particles based on the position information of each cube in the three-dimensional carrier until the number of the birth particles reaches the frame number of the animation sequence frames, so as to associate the animation frame corresponding to each particle with the cube where the particle is located when the particle is birth; and performing particle time recombination on each cube in the three-dimensional carrier so as to obtain a target dynamic graph based on animation frames associated with the cubes after particle time recombination. The method not only has the capability of carefully and flexibly controlling the dynamic graph pressing to adapt to different application requirements, but also has excellent performance in the aspects of running speed, rendering effect and physique control, so that the manufacturing efficiency and quality of the dynamic graph are remarkably improved.
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Description

Technical Field

[0001] The present invention relates to the field of image processing technology, and in particular to a method, device and equipment for producing animation sequence frames by using particle time recombination. Background Art

[0002] At present, mainstream coding rarely has solutions for animated images, and usually requires programming. However, the existing methods have low controllability of the methods and parameters for animated image compression, and the compression process and results lack sufficient flexibility and adjustability. This not only limits the widespread application of animated image compression technology, but also has an adverse impact on user experience and the diversity of effects. Summary of the invention

[0003] In view of this, the purpose of the present invention is to provide a method, device and equipment for producing animation sequence frames by using particle time recombination, which not only has the ability to perform detailed and flexible control on the compression of dynamic images to adapt to different application requirements, but also has excellent performance in running speed, rendering effect and physical control, thereby significantly improving the production efficiency and quality of dynamic images.

[0004] In a first aspect, the present invention provides a method for producing animation sequence frames by using particle time recombination, comprising: Obtaining the animation sequence frames to be processed, and performing data preprocessing based on the frame number of the animation sequence frames to generate a three-dimensional carrier corresponding to the animation sequence frames; wherein the three-dimensional carrier is an array composed of a plurality of cubes, and the number of the cubes is consistent with the frame number of the animation sequence frames; Based on the position information of each cube in the three-dimensional carrier, the birth of particles is controlled until the number of particles born reaches the number of frames of the animation sequence, so as to associate the animation frame corresponding to each particle with the cube where it is born; wherein the particles correspond to the animation frames in the animation sequence one by one; Particle time reorganization is performed on each cube in the three-dimensional carrier to obtain a target animated image based on animation frames associated with the cube after particle time reorganization.

[0005] In one implementation, data preprocessing is performed based on the number of frames of the animation sequence to generate a three-dimensional carrier corresponding to the animation sequence frame, including: Determine the number of rows and columns of the three-dimensional carrier based on the number of frames of the animation sequence; Generate a cube that is consistent with the number of frames of the animation sequence according to the preset cube interval, cube size and number of rows and columns of the three-dimensional carrier; The array of cubes is used as the three-dimensional carrier corresponding to the animation sequence frames.

[0006] In one embodiment, controlling the birth of particles based on the position information of each cube in the three-dimensional carrier includes: Traversing each cube in the three-dimensional carrier in a specified order, and performing the following operations on each cube: if no particle is generated in the cube, generating a particle in the cube based on the position information corresponding to the specified point in the cube; Each particle is born in only one cube in the three-dimensional carrier, and only one particle is generated in each cube.

[0007] In one embodiment, generating particles in the cube based on position information corresponding to a specified point in the cube further includes: According to a preset particle presentation form, particles are generated in the cube with the position information corresponding to the specified point in the cube as the birth position information; wherein the particle presentation form includes particle direction, particle size and particle shape, the particle direction is the virtual camera screen angle of view, the particle size is a preset value, and the particle shape is a sheet shape.

[0008] In one embodiment, performing particle time reorganization on each cube in the three-dimensional vector includes: Determine the material time corresponding to the particle, the material time is used to limit the time reorganization order and / or time sampling multiplier; The particle time of each cube in the three-dimensional carrier is reorganized according to the material time, so that the animation frames associated with the cubes corresponding to the particle time reorganization are presented in the same screen at the same time.

[0009] In one embodiment, obtaining a target animated image based on the animation frames associated with the cube after the particle time reorganization includes: Turn on the self-illumination channel of the animation frame associated with the cube after particle time reorganization; Based on the opened self-luminous channel, the animation frames associated with the cube after the particle time reorganization are rendered, compressed and format converted to obtain the target dynamic image.

[0010] In one embodiment, each particle has a unique particle identification.

[0011] In a second aspect, the present invention further provides a device for producing animation sequence frames by using particle time recombination, comprising: A preprocessing module is used to obtain the animation sequence frames to be processed, and perform data preprocessing based on the frame number of the animation sequence frames to generate a three-dimensional carrier corresponding to the animation sequence frames; wherein the three-dimensional carrier is an array composed of multiple cubes, and the number of cubes is consistent with the frame number of the animation sequence frames; A particle birth module is used to control the birth of particles based on the position information of each cube in the three-dimensional carrier until the number of particles born reaches the number of frames in the animation sequence, so as to associate the animation frame corresponding to each particle with the cube where it is born; wherein the particles correspond to the animation frames in the animation sequence one by one; The particle time reorganization module is used to perform particle time reorganization on each cube in the three-dimensional carrier, so as to obtain a target animated image based on the animation frames associated with the cube after the particle time reorganization.

[0012] In a third aspect, the present invention further provides an electronic device, comprising a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement any one of the methods provided in the first aspect.

[0013] In a fourth aspect, the present invention further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement any one of the methods provided in the first aspect.

[0014] The present invention provides a method, device and equipment for producing animation sequence frames by using particle time reorganization. First, the animation sequence frames to be processed are obtained, and data preprocessing is performed based on the frame number of the animation sequence frames to generate a three-dimensional carrier corresponding to the animation sequence frames, wherein the three-dimensional carrier is an array composed of multiple cubes, and the number of cubes is consistent with the frame number of the animation sequence frames; then, based on the position of each cube in the three-dimensional carrier, the birth of particles is controlled until the number of particles born reaches the frame number of the animation sequence frames, so as to associate the animation frame corresponding to each particle with the cube where it is born, and the particles correspond to the animation frames in the animation sequence frames one by one; finally, particle time reorganization is performed on each cube in the three-dimensional carrier, so as to obtain a target animated image based on the animation frame associated with the cube after particle time reorganization. The above method is based on the activity and controllability of particles, breaks the concepts of time and space, and realizes the process of breaking through and reconstructing time and space through time reorganization. On this basis, the particles are controlled to be born in the cube in the three-dimensional carrier corresponding to the animation sequence frame, so as to realize the association between the animation frame corresponding to the particle and the cube where it is born. Finally, the suppressed target dynamic image is obtained through particle time reorganization. The present invention not only has the ability to perform detailed and flexible control on the suppression of dynamic images to meet different application requirements, but also excels in running speed, rendering effect and physical control, thereby significantly improving the production efficiency and quality of dynamic images.

[0015] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0016] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.

[0018] Figure 1 A flow chart of a method for producing animation sequence frames by using particle time recombination provided by an embodiment of the present invention; Figure 2 A technical framework diagram of a method for producing animation sequence frames by using particle time recombination provided by an embodiment of the present invention; Figure 3 A schematic diagram of the structure of a device for producing animation sequence frames by using particle time recombination provided by an embodiment of the present invention; Figure 4 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0019] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described in combination with the embodiments below. Obviously, the described embodiments are 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 creative work are within the scope of protection of the present invention.

[0020] At present, the existing dynamic image compression methods have low controllability in the compression mode and parameters, and the compression process and results lack sufficient flexibility and adjustability, which not only limits the wide application of dynamic image compression technology, but also has an adverse impact on the diversity of user experience and effects. Based on this, the present invention implements a method, device and equipment for producing animation sequence frames using particle time recombination, which not only has the ability to perform detailed and flexible control on dynamic image compression to adapt to different application requirements, but also performs well in running speed, rendering effect and physical control, thereby significantly improving the production efficiency and quality of dynamic images.

[0021] To facilitate understanding of this embodiment, firstly, a method for producing animation sequence frames by using particle time recombination disclosed in an embodiment of the present invention is described in detail, see Figure 1 The flowchart of a method for producing animation sequence frames by using particle time recombination is shown, and the method mainly includes the following steps S102 to S106: Step S102: Obtain the animation sequence frames to be processed, and perform data preprocessing based on the frame numbers of the animation sequence frames to generate a three-dimensional carrier corresponding to the animation sequence frames.

[0022] The three-dimensional carrier is an array composed of multiple cubes, and the number of cubes is consistent with the number of frames in the animation sequence. As a particle birth medium, the three-dimensional carrier can also be called a normalized matrix, which can perform macro-control on the specifications of the animation to meet different animation specification requirements. In one example, the number of rows and columns of the three-dimensional carrier can be set according to the number of frames in the animation sequence, and an array composed of multiple cubes can be generated according to the preset cube spacing and cube size.

[0023] Step S104, controlling the birth of particles based on the position information of each cube in the three-dimensional carrier until the number of particles born reaches the number of frames of the animation sequence, so as to associate the animation frame corresponding to each particle with the cube where it is born.

[0024] Among them, particles correspond one to one with animation frames in the animation sequence frames. In one example, after traversing the cube in the three-dimensional carrier in a specified order to determine whether particles have been generated, and controlling the birth of particles at their center points based on the particle birth behavior when it is determined that particles have not been generated in the current cube, the animation frames corresponding to the born particles can be associated with the current cube. The particle birth behavior includes: each particle is born at a specified point (such as the center point) in the cube, for example, the position information of the center point of the cube is used as the birth position information of the example, each particle is born only in one cube in the three-dimensional carrier, and only one particle is generated in each cube.

[0025] Step S106, performing particle time reorganization on each cube in the three-dimensional carrier, so as to obtain a target animated image based on the animation frames associated with the cube after the particle time reorganization.

[0026] In one example, the material time of the example can be set, and the material time is used to limit the time reorganization order and / or the time sampling ratio. Then, the particle time is reorganized for each cube in the three-dimensional carrier according to the time reorganization order and / or the time sampling ratio, and the self-luminous channel of the animation frame associated with the cube after the particle time reorganization is turned on. On this basis, the animation frame associated with the cube after the particle time reorganization is rendered, compressed and format converted to obtain the target dynamic image.

[0027] The method for producing animation sequence frames by using particle time reorganization provided in an embodiment of the present invention can be used to solve the problem of dynamic image compression. The method has the ability to finely and flexibly control various compression parameters of dynamic images, including the form, size, spacing and duration of compression, so as to adapt to meet different application requirements; at the same time, the method performs well in terms of running speed, rendering effect and volume control, and significantly improves the production efficiency and quality of dynamic images. Furthermore, the embodiments of the present invention not only make up for the shortcomings of the prior art, but also provide an efficient, flexible and controllable method for compressing animated images, which expands more possibilities in the way and effect of visual communication. Therefore, the embodiments of the present invention have significant practical value and broad application prospects, and are suitable for various fields that require the production of animated images. The embodiments of the present invention are of great significance for optimizing the production and application of animated images; furthermore, the traditional encoding method may face great challenges for the real-time playback function of the AR applet. For example, a file that is too large may cause playback jams and affect the user experience, while a file that is too small may result in insufficient clarity and fail to meet the quality requirements of the animation effects, significantly affecting the performance of the animation and visual effects. For carriers that require high clarity and relatively small size, the above-mentioned technical problems can be significantly improved by compressing the animated image and then playing it using the method provided by the embodiments of the present invention.

[0028] For ease of understanding, the application principle of the embodiment of the present invention is first explained: based on the activity and controllability of three-dimensional particles, the concepts of time and space are broken, and the process of breaking through and reconstructing time and space is achieved through time reorganization. The embodiment of the present invention regards time as a resource that can be manipulated and rearranged, and uses the activity and controllability of particles to provide an effective technical means to achieve this operation. Figure 2 The technical framework diagram of a method for producing animation sequence frames using particle time reorganization is shown, including particle birth (matching of particle birth medium), particle reorganization (normalization of particle birth behavior), definition of example morphology (definition of particle size, size, spacing, angle...), particle time reorganization, animated image integration output and other processes.

[0029] Based on the above technical framework, an embodiment of the present invention provides a specific implementation of a method for producing animation sequence frames using particle time recombination.

[0030] For the aforementioned step S102, after obtaining the animation sequence frames to be processed, the frame numbers of the animation sequence frames are interpreted and expressed in three-dimensional space through data preprocessing to prepare for subsequent particle position events. Specifically, data preprocessing based on the frame numbers of the animation sequence frames can be performed according to the following steps 1 to 3 to generate a three-dimensional carrier corresponding to the animation sequence frames: Step 1: Determine the number of rows and columns of the three-dimensional carrier based on the number of frames of the animation sequence; Step 2: Generate a cube that is consistent with the number of frames of the animation sequence according to the preset cube spacing, cube size and number of rows and columns of the three-dimensional carrier; Step 3: Use the array of cubes as the three-dimensional carrier corresponding to the animation sequence. Taking the 256-frame animation sequence as an example, a box (that is, the aforementioned cube) is constructed in three-dimensional space, the cube size is 512×512×512, the cube spacing is 0, and the number of rows and columns of the three-dimensional carrier is 32 rows and 8 columns (that is, 8 boxes per row), forming a 2n-th power array, which is the three-dimensional carrier.

[0031] The aforementioned step S104 involves processes such as particle position technology, particle reorganization and arrangement, and particle morphology definition. First, the above process is explained: (1) Particle position technology: For a 256-frame animated sequence frame, it is necessary to ensure that the output size is 2 to the power of n (such as 128, 256, 512, etc.) to match the MAPS (map) standard. During calculation, it is necessary to carefully design the particle spacing, reasonably divide the grid, and accurately determine the particle birth position to ensure the high-quality visual effect and smooth movement of the animated image. (2) Particle reorganization and arrangement: The birth of particles can be random or according to specified requirements. Each particle has a unique particle identification (ID) to ensure the uniqueness of the particle, which serves as a certificate and carrier of spatial existence. To ensure the uniqueness of each particle, each particle can be freely manipulated through dynamic properties. (3) Particle morphology definition: Define the particle presentation method, including angle (direction), size, morphology, etc.

[0032] Based on this, the birth of particles can be controlled based on the position information of each cube in the three-dimensional carrier until the number of particles born reaches the number of frames in the animation sequence, so as to associate the animation frame corresponding to each particle with the cube where it is born: traverse each cube in the three-dimensional carrier in the specified order, and perform the following operations on each cube: if no particles are generated in the cube, generate particles in the cube based on the position information corresponding to the specified point in the cube; continue to traverse the next cube, and stop controlling the birth of particles when the number of particles at the birth point is consistent with the number of frames in the animation sequence.

[0033] In one example, when particles are born, they take the form of boxes. Each box is attached to an object, and each particle is born at the center of the entire object. Furthermore, when particles are born, they should appear in a standardized manner at 256 positions, that is, from left to right and from top to bottom. The logic is that particles are born only once at a specified position (that is, the center of the object), and the "control particle birth" operation is performed once at each position. The X and Y axes limit the birth of particles. The first one born is the counting origin. After meeting the requirements (that is, the number of particles at the birth point is consistent with the number of frames in the animation sequence), the counting stops. Through this step, particles can be generated in each box, and a particle matrix arrangement can be obtained.

[0034] The embodiment of the present invention further provides an implementation method for generating particles in the cube based on the position information corresponding to the specified point in the cube. The particles can be generated in the cube according to a preset particle presentation form, with the position information corresponding to the specified point in the cube as the birth position information; wherein the particle presentation form includes particle orientation, particle size and particle form, the particle orientation is the virtual camera screen angle of view, the particle size is a preset value, and the particle form is a sheet form. In a specific application example, the particle is born in the form of a point, and the particle form is defined as a sheet form. At the same time, the orientation of the example will be the camera screen angle of view, that is, when the screen view is there, the particle face will always face the screen, and the particle size is set to 512.

[0035] The aforementioned step S106 involves processes such as particle time reorganization and data optimization. First, the above process is explained: (1) Particle time reorganization is one of the core concepts of the embodiment of the present invention. In the traditional method, a 1S movie has 24 pictures, which has a time concept. When the non-editing software is output, it will use the order of front and back as the time sequence. The embodiment of the present invention uses the freedom of particles to break the limitations of traditional time series, so that events that originally need to occur in chronological order can be presented at the same time point, and at the same time, the occurrence position, order and events of time can be freely controlled, thereby realizing a new control and reorganization of the time axis. (2) Data optimization is used to optimize the volume of the output single animated image. In this process, the characteristics of 8-bit, 16-bit and 32-bit data formats are mainly considered, so that the relative quality of the image is protected while compressing the image.

[0036] Based on this, the particle time reorganization of each cube in the three-dimensional carrier can be performed according to the following steps a to d, and the target animation can be obtained based on the animation frames associated with the cube after the particle time reorganization: Step a, determining the material time corresponding to the particle, the material time is used to limit the time reorganization order and / or the time sampling ratio, for example, the time reorganization order is to reorganize the boxes in the order of the array from left to right (or from right to left, or from top to bottom, or from bottom to top, or from the middle to both sides, or from both sides to the middle), and the time sampling ratio is to sample the corresponding boxes from the three-dimensional carrier at a sampling ratio of 1 / 2, or 1 / 4, or 1 / 8, or 1 / 16.

[0037] Step b: reorganize the particles of each cube in the three-dimensional carrier in time according to the material time, so that the animation frames associated with the cubes corresponding to the particle time reorganization are presented in the same screen at the same time.

[0038] In the specific implementation, when a particle is born, the particle material time is triggered, and the threshold 1-10 is converted into the material time 1-256, breaking the non-edited time sequence, and calling the sequence frame at the same time. The particle will sort the existing sequence frames in order, so that 256 frames are presented on one screen at the same time. When the entire screen is displayed and what is displayed at that position are all globally controlled by the corresponding particle ID.

[0039] Furthermore, the size of the virtual camera can be set so that the safety frame of the virtual camera tightly wraps the particle block, and the size and spacing of each particle are adjusted accordingly according to the actual animation.

[0040] Step c, turn on the self-luminous channel of the animation frame associated with the cube after the particle time reorganization.

[0041] In the specific implementation, when assigning the material, check the sequence frame, and turn on the self-luminous channel of the animation frame associated with the corresponding cube, and turn the self-luminous to 100%. The rendering sampling can be turned to very fine when rendering animations with more details, and the default setting is generally sufficient.

[0042] Step d, based on the opened self-luminous channel, the animation frames associated with the cube after the particle time reorganization are rendered, compressed and format converted to obtain the target animated image.

[0043] In the specific implementation, in order to preserve the color of the material, the embodiment of the present invention retains 32-bit sequence frames during rendering, and then compresses and converts them into 8-bit data format, adopts PNG channel format, and minimizes the volume as much as possible while ensuring clarity, thereby achieving an optimized balance between high quality and low volume.

[0044] In summary, the embodiments of the present invention have at least the following features: 1. The embodiment of the present invention realizes high-precision control of animation output frames through innovative particle reorganization time technology. This makes it possible to fine-tune the effects of animated images, including flexible adjustment of each position, size and arrangement of the output animated images, thereby providing strong support for animated image production, post-production support and visual effects of AR applets.

[0045] 2. The embodiment of the present invention adopts advanced position matching technology to achieve high-precision pixel-level control, so that each pixel can be accurately regulated. This precise control provides powerful technical support for the visual effects of animated images and AR applets.

[0046] 3. The embodiment of the present invention can perform macro-control on the dynamic image specifications by using a normalized matrix to meet different dynamic image specification requirements. By simply adjusting a few parameters, dynamic image outputs of different specifications such as 128, 256 and 512 can be easily achieved, thereby significantly simplifying the dynamic image production process and improving production efficiency.

[0047] Based on the above embodiments, the present invention provides a device for producing animation sequence frames by using particle time recombination, see Figure 3 The schematic diagram of the structure of a device for producing animation sequence frames by using particle time recombination is shown in FIG. The device mainly includes the following parts: The preprocessing module 302 is used to obtain the animation sequence frames to be processed, and perform data preprocessing based on the frame number of the animation sequence frames to generate a three-dimensional carrier corresponding to the animation sequence frames; wherein the three-dimensional carrier is an array composed of a plurality of cubes, and the number of cubes is consistent with the frame number of the animation sequence frames; The particle birth module 304 is used to control the birth of particles based on the position information of each cube in the three-dimensional carrier until the number of particles born reaches the number of frames of the animation sequence, so as to associate the animation frame corresponding to each particle with the cube where it is born; wherein the particles correspond to the animation frames in the animation sequence one by one; The particle time reorganization module 306 is used to perform particle time reorganization on each cube in the three-dimensional carrier to obtain a target animated image based on the animation frames associated with the cube after the particle time reorganization.

[0048] The device for producing animation sequence frames by using particle time recombination provided by the embodiment of the present invention breaks the concepts of time and space based on the activity and controllability of particles, realizes the process of breaking through and reconstructing time and space through time recombination, and on this basis controls the birth of particles in the cube in the three-dimensional carrier corresponding to the animation sequence frame, realizes the association between the animation frame corresponding to the particle and the cube where it is born, and finally obtains the suppressed target dynamic image through particle time recombination. The present invention not only has the ability to perform detailed and flexible control on the suppression of dynamic images to meet different application requirements, but also excels in running speed, rendering effect and physical control, thereby significantly improving the production efficiency and quality of dynamic images.

[0049] The device provided in the embodiment of the present invention has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.

[0050] An embodiment of the present invention provides an electronic device. Specifically, the electronic device includes a processor and a storage device. The storage device stores a computer program, and when the computer program is executed by the processor, it executes the method described in any one of the above-mentioned implementation methods.

[0051] Figure 4 A structural diagram of an electronic device provided in an embodiment of the present invention, the electronic device 100 includes: a processor 40, a memory 41, a bus 42 and a communication interface 43, wherein the processor 40, the communication interface 43 and the memory 41 are connected via the bus 42; the processor 40 is used to execute an executable module stored in the memory 41, such as a computer program.

[0052] The computer program product of the readable storage medium provided in the embodiment of the present invention includes a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be referred to the previous method embodiments, which will not be repeated here.

[0053] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims

1. A method for producing animation sequence frames using particle time recombination, characterized in that: include: Acquire the animation sequence frames to be processed, and perform data preprocessing based on the frame number of the animation sequence frames to generate a three-dimensional carrier corresponding to the animation sequence frames; wherein the three-dimensional carrier is an array composed of a plurality of cubes, and the number of the cubes is consistent with the frame number of the animation sequence frames; Controlling the birth of particles based on the position information of each cube in the three-dimensional carrier until the number of the particles born reaches the number of frames of the animation sequence, so as to associate the animation frame corresponding to each particle with the cube where it is located when it is born; wherein the particles correspond one to one to the animation frames in the animation sequence; Particle time reorganization is performed on each of the cubes in the three-dimensional carrier to obtain a target animated image based on the animation frames associated with the cubes after particle time reorganization.

2. The method for producing animation sequence frames by using particle time recombination according to claim 1, characterized in that: Performing data preprocessing based on the frame number of the animation sequence frames to generate a three-dimensional carrier corresponding to the animation sequence frames includes: Determining the number of rows and columns of the three-dimensional carrier based on the number of frames of the animation sequence; Generate a cube that is consistent with the number of frames of the animation sequence according to the preset cube interval, cube size and the number of rows and columns of the three-dimensional carrier; The array formed by the cubes is used as a three-dimensional carrier corresponding to the animation sequence frames.

3. The method for producing animation sequence frames by using particle time recombination according to claim 1, characterized in that: Controlling particle birth based on position information of each of the cubes in the three-dimensional carrier comprises: Traversing each of the cubes in the three-dimensional carrier in a specified order, and performing the following operations on each of the cubes: if no particle is generated in the cube, generating the particle in the cube based on the position information corresponding to the specified point in the cube; Each particle is born in only one of the cubes in the three-dimensional carrier, and only one particle is generated in each of the cubes.

4. The method for producing animation sequence frames by using particle time recombination according to claim 3, characterized in that: Based on the position information corresponding to the designated point in the cube, the particle is generated in the cube, further comprising: According to a preset particle presentation form, the particles are generated in the cube with the position information corresponding to the designated point in the cube as the birth position information; wherein the particle presentation form includes particle orientation, particle size and particle form, the particle orientation is the virtual camera screen viewing angle, the particle size is a preset value, and the particle form is a sheet form.

5. The method for producing animation sequence frames by using particle time recombination according to claim 1, characterized in that: Performing particle time reorganization on each of the cubes in the three-dimensional carrier comprises: Determine the material time corresponding to the particle, wherein the material time is used to limit a time reorganization order and / or a time sampling multiplier; Particle time is reorganized for each cube in the three-dimensional carrier according to the material time, so that the animation frames associated with the cube corresponding to the particle time reorganization are presented in the same screen at the same time.

6. The method for producing animation sequence frames by using particle time recombination according to claim 1, characterized in that: Obtaining a target animated image based on the animation frame associated with the cube after particle time reorganization, including: Open the self-luminous channel of the animation frame associated with the cube after particle time reorganization; Based on the opened self-luminous channel, the animation frame associated with the cube after the particle time reorganization is rendered, compressed and format converted to obtain a target animated image.

7. The method for producing animation sequence frames by using particle time recombination according to any one of claims 1 to 6, characterized in that: Each of the particles has a unique particle identification.

8. A device for producing animation sequence frames using particle time recombination, characterized in that: include: A preprocessing module, used for obtaining the animation sequence frames to be processed, and performing data preprocessing based on the frame number of the animation sequence frames to generate a three-dimensional carrier corresponding to the animation sequence frames; wherein the three-dimensional carrier is an array composed of a plurality of cubes, and the number of the cubes is consistent with the frame number of the animation sequence frames; A particle birth module, used for controlling the birth of particles based on the position information of each cube in the three-dimensional carrier, until the number of the particles born reaches the number of frames of the animation sequence, so as to associate the animation frame corresponding to each particle with the cube where it is born; wherein the particles correspond one to one to the animation frames in the animation sequence; The particle time reorganization module is used to perform particle time reorganization on each of the cubes in the three-dimensional carrier, so as to obtain a target animated image based on the animation frames associated with the cubes after particle time reorganization.

9. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 7.

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