Method, device and equipment for producing animation sequence frames using particle time recombination
Through particle time recombination technology, three-dimensional carriers and particle births are generated, and flexible control of animation sequence frames is achieved, which solves the flexibility and controllability of animation suppression methods and improves the efficiency and quality of animation production.
Patent Information
- Application Number
- CN202510193051.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-21
- Publication Date
- 2025-08-22
- Estimated Expiration
- 2045-02-21
AI Technical Summary
The existing animation image suppression methods lack flexibility and controllability, which limits the wide application of animation image suppression technology and affects user experience and diversity of effects.
By using particle time recombination technology, by generating three-dimensional carriers and particle birth and time recombination, we can achieve detailed control of animation sequence frames, break the concepts of time and space, and improve the flexibility and efficiency of animation image production.
It significantly improves the efficiency and quality of animation production, adapts to different application needs, optimizes the running speed and rendering effect, and solves the shortcomings of traditional coding methods.
Smart Images

Figure CN119693509B_ABST
Abstract
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] Currently, mainstream coding solutions for animated images are rare, often requiring programming. However, existing methods offer limited control over the methods and parameters for GIF compression, lacking sufficient flexibility and adjustability in the compression process and results. This not only limits the widespread application of GIF compression technology but also negatively impacts 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 using particle time reconstruction, 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 excels 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 using particle time recombination, comprising:
[0005] Obtaining animation sequence frames to be processed, performing data preprocessing based on the number of frames 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 number of frames of the animation sequence frames;
[0006] Controlling particle birth based on the position information of each cube in the three-dimensional carrier until the number of born particles reaches the number of frames in the animation sequence, so as to associate the animation frame corresponding to each particle with the cube in which it was born; wherein the particles correspond one to one to the animation frames in the animation sequence;
[0007] Particle time reorganization is performed on each cube in the three-dimensional carrier to obtain a target animation based on animation frames associated with the cube after particle time reorganization.
[0008] In one embodiment, 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:
[0009] Determine the number of rows and columns of the three-dimensional carrier based on the number of frames of the animation sequence;
[0010] Generate cubes that are consistent with the number of frames in the animation sequence according to the preset cube spacing, cube size, and number of rows and columns of the three-dimensional carrier;
[0011] The array of cubes is used as the three-dimensional carrier corresponding to the animation sequence frames.
[0012] In one embodiment, controlling particle birth based on position information of each cube in a three-dimensional carrier includes:
[0013] Traverse each cube in the three-dimensional carrier in a specified order and perform the following operations on each cube: if no particle is generated in the cube, generate a particle in the cube based on the position information corresponding to the specified point in the cube;
[0014] Each particle is born only in one cube in the three-dimensional carrier, and only one particle is generated in each cube.
[0015] In one embodiment, generating particles in the cube based on position information corresponding to a specified point in the cube further includes:
[0016] According to the 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 orientation, particle size and particle shape, the particle orientation is the virtual camera screen angle of view, the particle size is the preset value, and the particle shape is a sheet shape.
[0017] In one embodiment, performing particle time reorganization on each cube in a three-dimensional vector includes:
[0018] Determine the material time corresponding to the particle. The material time is used to limit the time reorganization order and / or time sampling rate.
[0019] 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 picture at the same time.
[0020] In one embodiment, obtaining a target animated image based on animation frames associated with the cube after particle time reorganization includes:
[0021] Turn on the self-illumination channel of the animation frame associated with the cube after particle time reorganization;
[0022] Based on the enabled self-luminous channel, the animation frames associated with the cube after particle time reorganization are rendered, compressed, and format converted to obtain the target animation.
[0023] In one embodiment, each particle has a unique particle identifier.
[0024] In a second aspect, the present invention further provides a device for producing animation sequence frames using particle time recombination, comprising:
[0025] 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;
[0026] The 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 born particles 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;
[0027] The particle time reorganization module is used to perform particle time reorganization on each cube in the three-dimensional carrier to obtain a target animation based on the animation frames associated with the cube after the particle time reorganization.
[0028] 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.
[0029] 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.
[0030] The present invention provides a method, device and equipment for producing animation sequence frames using particle time recombination. 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. 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, particle birth is controlled until the number of born particles reaches the frame number of the animation sequence frames, so that the animation frame corresponding to each particle is associated with the cube where the particle is born, and the particles have a one-to-one correspondence with the animation frames in the animation sequence frames. Finally, particle time recombination is performed on each cube in the three-dimensional carrier to obtain a target animation based on the animation frames associated with the cubes after particle time recombination. 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 of the three-dimensional carrier corresponding to the animation sequence frame, and the animation frame corresponding to the particle is associated with the cube where it is born. Finally, the compressed target animation is obtained through particle time reorganization. The present invention not only has the ability to perform detailed and flexible control on the compression of animation to adapt to different application requirements, but also excels in running speed, rendering effect and physical control, thereby significantly improving the production efficiency and quality of animation.
[0031] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0032] 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
[0033] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0034] Figure 1 A flow chart of a method for producing animation sequence frames using particle time recombination provided by an embodiment of the present invention;
[0035] Figure 2 A technical framework diagram of a method for producing animation sequence frames using particle time recombination provided by an embodiment of the present invention;
[0036] Figure 3 A schematic diagram of the structure of a device for producing animation sequence frames using particle time recombination provided by an embodiment of the present invention;
[0037] Figure 4 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0038] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below in conjunction with the embodiments. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. All other embodiments obtained by ordinary technicians in this field based on the embodiments of the present invention without making any creative efforts shall fall within the scope of protection of the present invention.
[0039] Currently, existing methods for GIF compression have low controllability over compression methods and parameters, and the compression process and results lack sufficient flexibility and adjustability. This not only limits the widespread application of GIF compression technology, but also adversely affects the user experience and diversity of effects. Based on this, the present invention provides a method, device, and equipment for producing animation sequence frames using particle time reconstruction. These methods not only have the ability to provide detailed and flexible control over GIF compression to meet different application requirements, but also excel in terms of running speed, rendering effects, and physical control, thereby significantly improving the efficiency and quality of GIF production.
[0040] To facilitate understanding of this embodiment, a method for producing animation sequence frames by using particle time recombination disclosed in an embodiment of the present invention is first described in detail. Figure 1 The flowchart of a method for producing animation sequence frames by using particle time recombination is shown. The method mainly includes the following steps S102 to S106:
[0041] Step S102 : obtaining 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.
[0042] The 3D carrier is an array of multiple cubes, the number of which corresponds to the number of frames in the animation sequence. The 3D carrier, also known as a normalized matrix, serves as the particle birth medium, enabling macro-control of animation specifications to meet diverse requirements. In one example, the number of rows and columns of the 3D carrier can be set based on the number of frames in the animation sequence, and an array of multiple cubes can be generated using pre-set cube spacing and cube sizes.
[0043] 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.
[0044] Particles correspond one-to-one to animation frames in an animation sequence. In one example, after traversing a cube in a three-dimensional carrier in a specified order to determine whether a particle has been generated, and if it is determined that no particle has been generated in the current cube, the particle birth behavior is used to control the particle's birth at its center point, thereby associating the animation frame corresponding to the born particle with the current cube. The particle birth behavior includes: each particle is born at a specified point in the cube (such as the center point), for example, using the position information of the center point of the cube as an example of birth position information, each particle is born only in one cube in the three-dimensional carrier, and only one particle is generated in each cube.
[0045] Step S106 , performing particle time reorganization on each cube in the three-dimensional carrier, so as to obtain a target animated image based on animation frames associated with the cube after the particle time reorganization.
[0046] 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 animation.
[0047] The method for producing animation sequence frames 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, thereby adapting to meet different application requirements; at the same time, the method performs excellently in terms of running speed, rendering effect and volume control, significantly improving the production efficiency and quality of dynamic images. Furthermore, the embodiments of the present invention not only make up for the shortcomings of the existing technology, 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 animated image production. The embodiments of the present invention are of great significance for optimizing the production and application of animated images; furthermore, traditional encoding methods may face greater challenges for the real-time playback function of AR applets. For example, if the file is too large, it may cause playback jams and affect the user experience, while if the file is too small, it may result in insufficient clarity and fail to meet the quality requirements of the animation effect, significantly affecting the animation and visual effect performance. 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.
[0048] To facilitate understanding, let's first explain the principle of the present invention: based on the activity and controllability of three-dimensional particles, the concepts of time and space are broken, and a breakthrough and reconstruction of time and space is achieved through time reorganization. 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 using particle time reorganization to produce animation sequence frames, including particle birth (matching the particle birth medium), particle reorganization (normalizing the particle birth behavior), instance morphology definition (definition of particle size, size, spacing, angle...), particle time reorganization, and animated image integration output.
[0049] 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.
[0050] In step S102, after obtaining the animation sequence frames to be processed, data preprocessing is performed to interpret and express the frame numbers of the animation sequence frames in a three-dimensional space, preparing 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:
[0051] Step 1: Determine the number of rows and columns of the 3D carrier based on the number of frames in the animation sequence. Step 2: Generate cubes that match the number of frames in the animation sequence according to the preset cube spacing, cube size, and number of rows and columns of the 3D carrier. Step 3: Use the array of cubes as the 3D carrier corresponding to the animation sequence. For example, a 256-frame animation sequence is constructed in 3D space (the cube mentioned above). The cube dimensions are 512×512×512, the cube spacing is 0, and the number of rows and columns of the 3D carrier is 32 rows and 8 columns (i.e., 8 boxes per row), forming a 2n-th power array. This array is the 3D carrier.
[0052] 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 animation sequence frame, it is necessary to ensure that the output size is 2n (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 animation. (2) Particle reorganization and arrangement: The birth of particles can be random or according to specified requirements. Each particle has a unique particle identifier (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, shape, etc.
[0053] Based on this, the following steps can be followed 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: 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.
[0054] In one example, particles are born in the form of boxes, each attached to an object, and each particle born at the center of the entire object. Furthermore, particles are born in a standardized pattern at 256 locations, from left to right and from top to bottom. The logic is that particles are born only once at a given location (i.e., the center of the object), and the "control particle birth" operation is performed once at each location. Particle birth is defined along the X and Y axes, with the first one born serving as the origin. Counting stops when the required number of particles at the birth point matches the number of frames in the animation sequence. This process ensures that particles are generated within each box, resulting in a particle matrix arrangement.
[0055] The embodiment of the present invention further provides an implementation method for generating particles within the cube based on the position information corresponding to a specified point within the cube. Particles can be generated within the cube according to a pre-set particle presentation form, with the position information corresponding to the specified point within the cube as the birth position information; wherein the particle presentation form includes particle orientation, particle size, and particle form, wherein 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, particles are born in the form of points, the particle form is defined as a sheet form, and the orientation of the example is 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.
[0056] 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 the traditional time sequence, 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 manipulation 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 image is compressed while protecting its relative quality.
[0057] 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:
[0058] Step a: determine 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). 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.
[0059] Step b: performing particle time reorganization on each cube in the three-dimensional carrier according to the material time, so that animation frames associated with the cubes corresponding to the particle time reorganization are presented in the same screen at the same time.
[0060] In actual implementation, when a particle is born, the particle material time is triggered, converting the threshold value of 1-10 to the material time of 1-256, breaking the non-sequential order of time and simultaneously retrieving the sequence frames. The particle will sort the existing sequence frames in order, so that 256 frames are presented simultaneously on a single screen. The corresponding particle ID controls the display time and location of the entire screen.
[0061] 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.
[0062] Step c: Open the self-luminous channel of the animation frame associated with the cube after particle time reorganization.
[0063] When assigning a material, select Sequence Frames. Turn on the self-illumination channel for the corresponding cube's animation frame, setting it to 100%. Render Sampling can be set to Ultra Fine for detailed animations, but the default setting is generally sufficient.
[0064] Step d: Based on the enabled 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 animation.
[0065] In specific implementation, in order to preserve the color of the material, the embodiment of the present invention retains 32-bit sequence frames during rendering, then compresses and converts them into 8-bit data format, adopts PNG channel format, and compresses the volume as small as possible while ensuring clarity, achieving an optimized balance between high quality and low volume.
[0066] In summary, the embodiments of the present invention have at least the following features:
[0067] 1. This embodiment of the present invention achieves high-precision control of animation output frames through innovative particle reorganization time technology. This enables refined adjustments to animation effects, including flexible adjustments to the position, size, and arrangement of each output animation, thus providing powerful support for animation production, post-production support, and the visual effects of AR applets.
[0068] 2. This embodiment of the present invention uses advanced position matching technology to achieve high-precision pixel-level control, allowing each pixel to be precisely regulated. This precise control provides powerful technical support for the visual effects of animated images and AR applets.
[0069] 3. By using a normalization matrix, this embodiment of the present invention enables macro-control of animation specifications to meet diverse animation requirements. By simply adjusting a few parameters, animation outputs of various sizes, such as 128, 256, and 512, can be easily achieved, significantly simplifying the animation production process and improving production efficiency.
[0070] Based on the above embodiment, the present invention provides a device for producing animation sequence frames by using particle time recombination. Figure 3 The schematic diagram of the structure of a device for producing animation sequence frames using particle time recombination is shown. The device mainly includes the following parts:
[0071] A preprocessing module 302 is configured to obtain animation sequence frames to be processed and perform data preprocessing based on the number of frames in the animation sequence to generate a three-dimensional vector corresponding to the animation sequence frames; wherein the three-dimensional vector is an array of multiple cubes, and the number of cubes is consistent with the number of frames in the animation sequence;
[0072] The particle birth module 304 is configured to control particle birth based on the position information of each cube in the three-dimensional carrier until the number of born particles reaches the number of frames in the animation sequence, thereby associating the animation frame corresponding to each particle with the cube in which it was born; wherein the particles correspond one to one to the animation frames in the animation sequence;
[0073] The particle time reorganization module 306 is used to perform particle time reorganization on each cube in the three-dimensional carrier, so as to obtain a target animation based on the animation frames associated with the cube after the particle time reorganization.
[0074] The device for producing animation sequence frames using particle time reorganization provided by an embodiment of the present invention breaks the concepts of time and space based on the activity and controllability of particles, 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 of the three-dimensional carrier corresponding to the animation sequence frame, and the animation frame corresponding to the particle is associated with the cube in which it is born. Finally, the compressed target animation is obtained through particle time reorganization. The present invention not only has the ability to perform detailed and flexible control on the compression of animation 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 animation.
[0075] The device provided in the embodiment of the present invention has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference can be made to the corresponding content in the aforementioned method embodiment.
[0076] 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 embodiments.
[0077] Figure 4 This is 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. 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.
[0078] 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. The instructions included in the program code can be used to execute the method described in the previous method embodiment. The specific implementation can be referred to the previous method embodiment and will not be repeated here.
[0079] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention shall be subject to the scope of protection of the claims.
Claims
1. A method for producing animation sequence frames using particle time recombination, characterized in that: include: Obtaining an animation sequence frame to be processed, and performing data preprocessing based on the frame number of the animation sequence frame to generate a three-dimensional carrier corresponding to the animation sequence frame; 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 frame; Controlling particle birth 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 in which it is born; wherein the particles correspond one-to-one to the animation frames in the animation sequence, and the position information of the center point of the cube is used as the birth position information of the particle, each particle is born only in one cube in the three-dimensional carrier, and only one particle is generated in each cube; Performing particle time reorganization on each of the cubes in the three-dimensional carrier to obtain a target motion picture based on the animation frames associated with the cubes after the particle time reorganization, including: determining the material time corresponding to the particles, the material time being used to limit the time reorganization order and / or the time sampling ratio; performing particle time reorganization on each of the cubes in the three-dimensional carrier 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; turning on the self-luminous channel of the animation frame associated with the cube after the particle time reorganization; rendering, compressing and format conversion of the animation frame associated with the cube after the particle time reorganization based on the turned-on self-luminous channel to obtain a target motion picture.
2. The method for producing animation sequence frames using particle time recombination according to claim 1, characterized in that: Performing data preprocessing based on the number of frames of the animation sequence to generate a three-dimensional carrier corresponding to the animation sequence frame 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 a preset cube spacing, 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 using particle time recombination according to claim 1, characterized in that: Controlling particle birth based on position information of each cube in the three-dimensional carrier, comprising: 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 position information corresponding to a specified point in the cube; Each particle is born only in 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 using particle time recombination according to claim 3, characterized in that: Generating the particle in the cube based on the position information corresponding to the designated point in the cube further includes: According to a preset particle presentation form, the 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 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.
5. The method for producing animation sequence frames using particle time recombination according to any one of claims 1 to 4, characterized in that: Each of the particles has a unique particle identification.
6. A device for producing animation sequence frames using particle time recombination, characterized in that: include: a preprocessing module, configured to obtain animation sequence frames to be processed and perform data preprocessing based on the number of frames 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 of multiple cubes, the number of the cubes being consistent with the number of frames of the animation sequence frames; a particle birth module, configured to control particle birth 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 in which it is born; wherein the particles correspond one-to-one to the animation frames in the animation sequence, the position information of the center point of the cube is used as the birth position information of the particle, each particle is born only in one cube in the three-dimensional carrier, and only one particle is generated in each cube; a particle time reorganization module, configured 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; The particle time reorganization module is specifically used for: Determine the material time corresponding to the particle, where the material time is used to limit a time reorganization order and / or a time sampling rate; Performing particle time reorganization on each cube in the three-dimensional carrier 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; Turning on the self-luminous channel of the animation frame associated with the cube after particle time reorganization; Based on the turned-on self-luminous channel, the animation frames associated with the cube after particle time reorganization are rendered, compressed, and format-converted to obtain a target animated image.
7. 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 5.
8. A computer-readable storage medium, characterized in that The computer-readable storage medium 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 the method according to any one of claims 1 to 5.
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