Special effect generation method and device, electronic equipment and computer program product

By generating target maps and noise maps in SLG large scene games, the roughness and normals of the special effect area are automatically identified and adjusted, and the problem of low efficiency of rain special effects in the existing technology is solved, and efficient and real-time special effects generation is achieved.

CN119810282APending Publication Date: 2025-04-11GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Application Number
CN202411896500.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-20
Publication Date
2025-04-11

AI Technical Summary

Technical Problem

When the existing technology realizes raining effects in SLG large-scene games, it is necessary to manually draw the roughness and normals of the material, resulting in high time cost and inability to achieve real-time changes and low efficiency.

Method used

By obtaining the game map and the target rainfall area and generating the target map, we determine the target area of ​​the special effect; randomly generate a noise map, adjust the roughness and normal of the first area in the target area, generate the first special effect, and superimpose the special effect map in the area to obtain the target special effect.

Benefits of technology

Automatic identification and real-time calculation of rainy special effects areas is realized, the efficiency of special effects generation is improved, and the workload of art personnel is reduced.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to a special effect generation method, a special effect generation device, electronic equipment and a computer program product, and relates to the technical field of computers.The method comprises the steps that a game map is obtained, a target map is generated according to the game map and a target rainfall area, and a target area for generating a special effect in a game scene is determined based on the target map; obtaining a target noise map, determining a first region in the target region based on the target noise map, adjusting the roughness and the normal of the first region, and generating a first special effect in the first region; and superposing a special effect map in the first area to obtain a target special effect. The implementation efficiency of the target special effect is improved, and the implementation cost is reduced.
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Description

Background Art

[0002] In SLG large-scene games, players see more areas than in traditional games, including snow, desert, rivers, etc. The technical solution for wetting the ground when it rains needs to wet the ground according to the area where it rains.

[0003] In the related art, a smooth wet effect can be obtained by making a material specifically for wetness, setting the roughness of the material to 0, and changing the base color of the material to black. However, if the entire material is set, the entire material will be wet. In order to solve this problem, a mask can be made by vertex color drawing. After the mask is made, only the vertices that have been drawn will have a wet effect, and the vertices that have not been drawn will not have a wet effect.

[0004] In the production of traditional game art products, on the one hand, the materials of objects are detailed and complex in structure. Drawing them using the above two methods requires a high time cost, and the finished materials may not be usable. On the other hand, the above two methods require manual drawing by artists, and real-time changes cannot be achieved. When there are many objects in the scene, manual drawing will result in low efficiency.

[0005] Therefore, it is necessary to provide a new special effect generation method.

[0006] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present invention, and therefore may include information that does not constitute prior art known to ordinary technicians in the field. Summary of the invention

[0007] The present disclosure provides a special effect generation method, a special effect generation device, a computer-readable storage medium and an electronic device, thereby overcoming, at least to a certain extent, the problems of high time cost and inability to achieve real-time changes due to limitations and defects of related technologies.

[0008] According to one aspect of the present disclosure, a special effect generation method is provided, comprising:

[0009] Acquire a game map, generate a target map according to the game map and the target rainfall area, and determine a target area for generating special effects in the game scene based on the target map;

[0010] Acquire a target noise map, determine a first region in the target region based on the target noise map, adjust the roughness and normal of the first region, and generate a first special effect in the first region;

[0011] A special effect map is superimposed on the first area to obtain a target special effect.

[0012] In an exemplary embodiment of the present disclosure, the acquiring of a game map, generating a target map according to the game map and a target rainfall area, and determining a target area for generating special effects in a game scene based on the target map include:

[0013] Acquire the game map, and generate a map texture corresponding to the game map;

[0014] In the map texture, the color of the target rainfall area is set to a first color to obtain the target texture;

[0015] An area in the target map having the first color is determined as the target area.

[0016] In an exemplary embodiment of the present disclosure, after obtaining the target map, the method further includes:

[0017] The target map is interpolated based on the colors in the target map.

[0018] In an exemplary embodiment of the present disclosure, acquiring a target noise map, determining a first area in the target area based on the target noise map, adjusting the roughness and normal of the first area, and generating a first special effect in the first area includes:

[0019] randomly generating the target noise map, acquiring a first part of the target noise map, and determining a first area corresponding to the first part in the target area;

[0020] The roughness of the first area is set to a preset roughness, and the normal of the first area is set to a target vector, and a first special effect of surface water accumulation is formed in the first area based on the target vector.

[0021] In an exemplary embodiment of the present disclosure, after setting the roughness of the first area to a preset roughness, the method further includes:

[0022] Acquire a second area in the target area and the surface roughness of the second area; wherein the second area is an area in the target area excluding the first area;

[0023] An interpolation process is performed on the roughness of the first area and the second area in the target area.

[0024] In an exemplary embodiment of the present disclosure, setting the normal of the first area as a target vector and forming a first special effect of surface water accumulation in the first area based on the target vector includes:

[0025] Acquire a surface normal vector of the first region, and update the surface normal vector of the first region to the target vector;

[0026] Based on the target vector, a first special effect of surface water accumulation is formed in the first area.

[0027] In an exemplary embodiment of the present disclosure, after setting the surface normal of the first area as the target vector, the method further includes:

[0028] Acquire a surface normal vector of a second region in the target region;

[0029] The surface normals of the first region and the second region are subjected to transition processing by interpolation.

[0030] In an exemplary embodiment of the present disclosure, superimposing a special effect map on the first area to obtain a target special effect includes:

[0031] Obtain a water wave map and a current game time, input the water wave map and the current game time into an objective function, and obtain a water wave diffusion map corresponding to the water wave map;

[0032] Acquire a normal line of the water wave diffusion map, and generate a three-dimensional normal line of the water wave diffusion map based on the normal line;

[0033] Superimposing the three-dimensional normal line on the water wave diffusion map to obtain a three-dimensional water wave diffusion map corresponding to the water wave map;

[0034] The three-dimensional water wave diffusion image is superimposed on the first area to obtain the target special effect.

[0035] According to one aspect of the present disclosure, there is provided a special effect generating device, comprising:

[0036] A target area determination module is used to obtain a game map, generate a target map according to the game map and the target rainfall area, and determine a target area for generating special effects in the game scene based on the target map;

[0037] A first special effect generating module, configured to obtain a target noise map, determine a first region in the target region based on the target noise map, adjust the roughness and normal of the first region, and generate a first special effect in the first region;

[0038] The target special effect generation module is used to superimpose a special effect map on the first area to obtain a target special effect.

[0039] According to one aspect of the present disclosure, a computer storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the special effect generation method described in any of the above exemplary embodiments is implemented.

[0040] According to one aspect of the present disclosure, there is provided an electronic device, including:

[0041] A processor; and a memory for storing executable instructions of the processor;

[0042] The processor is configured to execute the special effect generation method described in any of the above exemplary embodiments by executing the executable instructions.

[0043] According to one aspect of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the special effect generating method described in any one of the above exemplary embodiments is implemented.

[0044] A special effect generation method provided by the disclosed embodiment includes obtaining a game map, generating a target map based on the game map and the target rainfall area, and determining a target area for generating special effects in the game scene based on the target map; obtaining a target noise map, determining a first area in the target area based on the target noise map, adjusting the roughness and normal of the first area, and generating a first special effect in the first area; and superimposing a special effect map on the first area to obtain a target special effect. On the one hand, after obtaining the game map, a target map is generated based on the game map and the target rainfall area, and during the running of the game, the target area for rain in the game scene is determined based on the target map, thereby realizing automatic identification of the area for realizing the target special effect and improving the efficiency of realizing the target special effect. On the other hand, after determining the target area, a target noise map is obtained, and the target noise map is used to determine the first area in the target area for generating the target special effect. After determining the first area, the roughness and normal of the first area are adjusted to generate the first special effect in the first area. After obtaining the first special effect, a special effect map is superimposed in the first area to generate the target special effect. This solves the problem in related technologies that art needs to be used to draw the roughness of the material to achieve the target special effect, realizes real-time calculation and realization of the target special effect, and improves the efficiency of artists in producing assets.

[0045] 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 invention. BRIEF DESCRIPTION OF THE DRAWINGS

[0046] The accompanying drawings herein are incorporated into and constitute a part of the specification, illustrate embodiments consistent with the present invention, and together with the specification are used to explain the principles of the present invention. Obviously, the accompanying drawings described below are only some embodiments of the present invention, and for those of ordinary skill in the art, other accompanying drawings can be obtained based on these accompanying drawings without creative work.

[0047] Figure 1 The following schematically shows a flow chart of a special effect generation method according to an exemplary embodiment of the present disclosure.

[0048] Figure 2 A flow chart schematically illustrates a method for determining a target area for generating special effects in a game scene based on the target map according to an exemplary embodiment of the present disclosure.

[0049] Figure 3 A flowchart of a method for determining a first area in the target area based on the target noise map, adjusting the roughness and normal of the first area, and generating a first special effect in the first area according to an exemplary embodiment of the present disclosure is schematically shown.

[0050] Figure 4 A schematic diagram schematically illustrates a target noise map according to an example embodiment of the present disclosure.

[0051] Figure 5 A flowchart of a method for generating special effects after setting the roughness of the first area to a preset roughness according to an exemplary embodiment of the present disclosure is schematically shown.

[0052] Figure 6 A flowchart of a method for setting a normal of the first area as a target vector and forming a first special effect of surface water accumulation in the first area based on the target vector according to an example embodiment of the present disclosure is schematically shown.

[0053] Figure 7 A flowchart of a method for generating special effects after setting a surface normal of a first area as a target vector according to an exemplary embodiment of the present disclosure is schematically output.

[0054] Figure 8 A flowchart of a method for superimposing a special effect map on the first area to obtain a target special effect according to an exemplary embodiment of the present disclosure is schematically shown.

[0055] Fig. 9 The following is a block diagram schematically showing a special effect generating device according to an exemplary embodiment of the present disclosure.

[0056] Fig.10 An electronic device for implementing a special effect generating method according to an exemplary embodiment of the present invention is schematically shown. DETAILED DESCRIPTION

[0057] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as being limited to the examples set forth herein; on the contrary, these embodiments are provided so that the present invention will be more comprehensive and complete, and the concept of the example embodiments will be fully conveyed to those skilled in the art. The described features, structures, or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present invention. However, those skilled in the art will appreciate that the technical solutions of the present invention may be practiced while omitting one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present invention.

[0058] In addition, the accompanying drawings are only schematic illustrations of the present invention and are not necessarily drawn to scale. The same reference numerals in the figures represent the same or similar parts, and their repeated description will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or implemented in one or more hardware modules or integrated circuits, or implemented in different networks and / or processor devices and / or microcontroller devices.

[0059] In this example implementation, a special effect generation method is first provided. Figure 1 As shown, the special effect generation method may include the following steps:

[0060] Step S110. Obtain a game map, generate a target map according to the game map and the target rainfall area, and determine a target area for generating special effects in the game scene based on the target map;

[0061] Step S120: Acquire a target noise map, determine a first region in the target region based on the target noise map, adjust the roughness and normal of the first region, and generate a first special effect in the first region;

[0062] Step S130: superimpose a special effect map on the first area to obtain a target special effect.

[0063] The above-mentioned special effect generation method obtains a game map, generates a target map based on the game map and the target rainfall area, and determines the target area for generating special effects in the game scene based on the target map; obtains a target noise map, determines a first area in the target area based on the target noise map, adjusts the roughness and normal of the first area, and generates a first special effect in the first area; and superimposes a special effect map on the first area to obtain the target special effect. On the one hand, after obtaining the game map, a target map is generated based on the game map and the target rainfall area, and during the game operation, the target area for rain in the game scene is determined based on the target map, thereby realizing automatic identification of the area for realizing the target special effect and improving the efficiency of realizing the target special effect. On the other hand, after determining the target area, a target noise map is obtained, and the target noise map is used to determine the first area in the target area for generating the target special effect. After determining the first area, the roughness and normal of the first area are adjusted to generate the first special effect in the first area. After obtaining the first special effect, a special effect map is superimposed in the first area to generate the target special effect. This solves the problem in related technologies that art needs to be used to draw the roughness of the material to achieve the target special effect, realizes real-time calculation and realization of the target special effect, and improves the efficiency of artists in producing assets.

[0064] Hereinafter, each step involved in the special effect generation method according to the exemplary embodiment of the present disclosure is explained and illustrated in detail.

[0065] In step S110, a game map is obtained, a target map is generated according to the game map and the target rainfall area, and a target area for generating special effects in the game scene is determined based on the target map.

[0066] In this example embodiment, the game map obtained is a map in the big world game, which includes the planned districts, counties and other areas in the game, and may also include various terrains. In this example embodiment, the game map is not specifically limited. The target rainfall area can be determined according to the range of dark clouds in the game scene. After the game map is obtained, the target map can be generated according to the game map and the target rainfall area. Figure 2 As shown, a game map is obtained, a target map is generated according to the game map and the target rainfall area, and a target area for generating special effects in the game scene is determined based on the target map, including:

[0067] Step S210. Obtain the game map and generate a map texture corresponding to the game map;

[0068] Step S220. Setting the color of the target rainfall area in the map texture to a first color to obtain the target texture;

[0069] Step S230: Determine the area in the target map whose color is the first color as the target area.

[0070] Below, step S210-step S230 will be further explained and illustrated. Specifically, a map of the game world is obtained, and a corresponding map texture is generated according to the obtained game map, wherein the default color in the generated map texture is black. After the map texture is generated, the color of the target rainfall area in the map texture is set to the first color, wherein the first color can be white, and the first color is different from the default color of the map texture. In this example embodiment, the first color is not specifically limited. After the color of the target rainfall area is set to the first color, a target texture is generated. During the game operation, when the color of a certain area in the target texture is read as the first color, the area with the first color is determined as the target area. The target area is the area in the game where it is required to rain.

[0071] In this example embodiment, after obtaining the target map, the special effect generation method further includes:

[0072] The target map is interpolated based on the colors in the target map.

[0073] Specifically, the colors of each area in the target map can be obtained, and the target map can be interpolated using the colors of each area to achieve a fade-in and fade-out effect of the target map, so that when the surface in the game scene is wet, not all scenes are wet at the same time, thereby improving the authenticity of the surface wetting effect.

[0074] Furthermore, after determining the target area, a preset map may be superimposed in the target area to generate a special effect of water on the ground surface due to rainfall in the target area, wherein the preset map may be a water surface map, and the preset map is not specifically limited in this example embodiment.

[0075] In this example embodiment, the target map can be generated to control the raining area, which can include the wetted surface area and the shadow area of ​​dark clouds, which is not specifically limited in this example embodiment. The target map is generated to improve the efficiency of generating the wetted surface effect.

[0076] In step S120, a target noise map is acquired, a first region in the target region is determined based on the target noise map, roughness and normal of the first region are adjusted, and a first special effect is generated in the first region.

[0077] In this example embodiment, after the target area where the target special effect needs to be achieved is confirmed according to the target map during game operation, a preset target noise map can be obtained, wherein the noise map is randomly generated, and the target noise map is used to determine the first area where the first special effect needs to be generated in the target area. In addition, if the roughness is directly set for the entire surface, the entire surface will be wetted, and the difference between the wetted surface caused by rain in the real scene is large. Therefore, the range of the roughness in the target area can be further controlled by the range of the target noise map to achieve a more realistic wetted surface effect.

[0078] refer to Figure 3 As shown, the acquiring of the target noise map, determining a first region in the target region based on the target noise map, adjusting the roughness and the normal of the first region, and generating a first special effect in the first region include:

[0079] Step S310: randomly generate the target noise map, obtain a first part of the target noise map, and determine a first area corresponding to the first part in the target area;

[0080] Step S320. Set the roughness of the first area to a preset roughness, and set the normal of the first area to a target vector, and form a first special effect of surface water accumulation in the first area based on the target vector.

[0081] In the following, step S310 and step S320 will be further explained and illustrated. Specifically, a target noise map is generated, which is a randomly generated black and white image. The size of the target noise map matches the target area, and the target noise map can be tiled into the target area. In this example embodiment, the method for generating the noise map is not specifically limited. The generated noise map can refer to Figure 4 As shown. After the preset map is superimposed on the target area, in order to generate the special effect of water accumulation on the surface, it is necessary to adjust the roughness and normal of some areas in the target area. The first area in the target area can be determined by the first part of the target noise map, that is, the part of the target noise map with white color can be determined as the first part. After obtaining the first part of the target noise map, the first area corresponding to the first part of the target noise map is determined in the target area, and the roughness of the first area in the target area is set to the preset roughness. The preset roughness can be 0, and there is no specific limitation on this in the present example embodiment. After the roughness of the first area is set to the preset roughness, when there is water accumulation on the ground, there is no uneven change in the water accumulation area. Therefore, the vector of the first area can also be set to the target vector. After the vector of the first area is set to the first vector, the first special effect of surface water accumulation is formed in the first area.

[0082] For further reference, Figure 5 As shown, after the roughness of the first area is set to a preset roughness, the method further includes:

[0083] Step S510. Acquire a second area in the target area and the surface roughness of the second area; wherein the second area is an area in the target area excluding the first area;

[0084] Step S520: Perform interpolation processing on the roughness of the first area and the second area in the target area.

[0085] In the following, step S510 and step S520 are further explained and illustrated. Specifically, a second area in the target area is obtained, and the second area is an area in the target area other than the first area. After the second area is obtained, the surface roughness of the second area can also be obtained, and the roughness of the first area and the second area are interpolated to achieve the transition of the roughness between the first area and the second area, so as to ensure the smoothness of the roughness between different areas in the target area.

[0086] In this example embodiment, reference Figure 6 As shown, the step of setting the normal of the first area as a target vector and forming a first special effect of surface water accumulation in the first area based on the target vector includes:

[0087] Step S610. Obtain the surface normal vector of the first region, and update the surface normal vector of the first region to the target vector;

[0088] Step S620: Based on the target vector, a first special effect of surface water accumulation is formed in the first area.

[0089] Below, step S610 and step S620 will be further explained and illustrated. Specifically, after the roughness adjustment of the first area is completed, since there is no uneven change on the surface when there is water accumulation on the surface, the normal of the first area can be set to indicate that the first area is a water accumulation area. Get the surface normal vector of the first area, and update the surface normal vector to the target vector, where the target vector can be (0,0,1). After setting the surface normal of the first area of ​​the target area to the target vector, the first area will not show uneven changes, that is, a water accumulation special effect is generated in the first area.

[0090] In this example embodiment, the surface normal of the second area in the target area may be the normal of the terrain material, and the second area is the area other than the first area in the target area. After the surface normal of the first area in the target area is set as the target vector, the normals in the first area and the second area in the target area may be transitioned. Figure 7 As shown, the method also includes:

[0091] Step S710. Obtaining the surface normal of the second area in the target area;

[0092] Step S720: Perform transition processing on the surface normals of the first area and the second area by interpolation.

[0093] In the following, step S710 and step S720 are further explained and illustrated. Specifically, the surface normal of the second area in the target area is obtained, wherein the surface normal of the second area is the normal of the terrain material in the second area. After obtaining the surface normal of the second area, the surface normal vectors of the first area and the second area can be interpolated to achieve a smooth transition of the surface normal from the first area to the second area.

[0094] Furthermore, after the water accumulation special effect is realized in the first area of ​​the target area through the target vector, a special effect map can be superimposed in the first area to realize the target special effect. Figure 8 As shown, a special effect map is superimposed on the first area to obtain a target special effect, including:

[0095] Step S810. Obtain a water wave map and a current game time, input the water wave map and the current game time into an objective function, and obtain a water wave diffusion map corresponding to the water wave map;

[0096] Step S820: acquiring a normal line of the water wave diffusion map, and generating a three-dimensional normal line of the water wave diffusion map based on the normal line;

[0097] Step S830: superimposing the three-dimensional normal line on the water wave diffusion map to obtain a three-dimensional water wave diffusion map corresponding to the water wave map;

[0098] Step S840: superimpose the three-dimensional water wave diffusion image on the first area to obtain the target special effects of the target area.

[0099] Below, step S810-step S840 will be further explained and illustrated. Specifically, a preset water wave map is obtained, wherein the preset water wave map can be a circular map, and the circular map contains normals and diffusion transition information. During the game running process, it is also necessary to obtain the current game time in the game, and input the water wave map and the current game time into the objective function, wherein the objective function can be a trigonometric function, and the trigonometric function can be a sine function or a cosine function. In this example embodiment, the objective function is not specifically limited. The absolute value of the value obtained by the objective function is taken, and the water wave diffusion map corresponding to the water wave map is obtained through the objective function. After obtaining the water wave diffusion map, since the water wave map contains normal information, the normal information of the water wave diffusion map can be obtained. The normal information is two-dimensional normal information. After obtaining the normal information of the water wave diffusion map, a three-dimensional normal can be obtained according to the normal information of the water wave diffusion map. After obtaining the three-dimensional normal, the three-dimensional normal information is superimposed on the water wave diffusion map to obtain a three-dimensional water wave diffusion map corresponding to the water wave map. After obtaining the three-dimensional water wave diffusion map, the three-dimensional water wave diffusion map can be superimposed on the first special effect of surface water accumulation formed in the first area, so as to wet the surface of the target area, form surface water in the first area of ​​the target area, and have the effect of water ripple diffusion.

[0100] In an exemplary embodiment of the present disclosure, the wetted area can also be recorded by vertex color and the area can be wetted. When drawing the color of the vertex, the color of the vertex can be drawn directly in the UE engine. The brush and the color of the brush can be selected in the engine, and the color of the vertex can be interpolated. The color of the vertex obtained can be regarded as the noise map recorded in the above embodiment.

[0101] The special effects generation method provided by the example embodiment of the present disclosure has at least the following advantages: on the one hand, after obtaining the game map, a target map is generated according to the game map and the target rainfall area, and the target area for rain in the game scene is determined according to the target map during the game operation, thereby realizing automatic identification of the area for realizing the target special effects and improving the efficiency of realizing the target special effects. On the other hand, after determining the target area, a target noise map is obtained, and the first area for generating the target special effects in the target area is determined by using the target noise map. After determining the first area, the roughness and normal of the first area are adjusted, and the first special effect is generated in the first area. After obtaining the first special effect, the special effect map is superimposed in the first area to generate the target special effect, which solves the problem in the related art that the roughness of the material needs to be drawn by art to realize the target special effect, realizes real-time calculation and realization of the target special effect, and improves the efficiency of artists in producing assets.

[0102] The exemplary embodiment of the present disclosure also provides a special effect generating device, referring to Fig. 9 As shown, it may include: a target area determination module 910, a first special effect generation module 920 and a target special effect generation module 930. Among them:

[0103] The target area determination module 910 is used to obtain a game map, generate a target map according to the game map and the target rainfall area, and determine a target area for generating special effects in the game scene based on the target map;

[0104] A first special effect generating module 920, configured to obtain a target noise map, determine a first region in the target region based on the target noise map, adjust the roughness and normal of the first region, and generate a first special effect in the first region;

[0105] The target special effect generating module 930 is used to superimpose a special effect map on the first area to obtain a target special effect.

[0106] The specific details of each module in the above-mentioned special effect generation device have been described in detail in the corresponding special effect generation method, so they will not be repeated here.

[0107] In an exemplary embodiment of the present disclosure, the target area determination module includes:

[0108] A map texture generation module, used to obtain the game map and generate a map texture corresponding to the game map;

[0109] A target map generation module, used for setting the color of the target rainfall area in the map map to a first color to obtain the target map;

[0110] The first region determining module is used to determine a region in the target map whose color is the first color as the target region.

[0111] In an exemplary embodiment of the present disclosure, the target area determination module further includes:

[0112] The first interpolation processing module is used to perform interpolation processing on the target map based on the colors in the target map.

[0113] In an exemplary embodiment of the present disclosure, the first special effect generation module includes:

[0114] A first region determination module, configured to randomly generate the target noise map, obtain a first part of the target noise map, and determine a first region corresponding to the first part in the target region;

[0115] The adjustment module is used to set the roughness of the first area to a preset roughness, and set the normal of the first area to a target vector, so as to form a first special effect of surface water accumulation in the first area based on the target vector.

[0116] In an exemplary embodiment of the present disclosure, the first special effect generation module includes:

[0117] A second region determination module, used to obtain a second region in the target region and the surface roughness of the second region; wherein the second region is a region in the target region excluding the first region;

[0118] The smoothing module is used to perform interpolation processing on the roughness of the first area and the second area in the target area.

[0119] In an exemplary embodiment of the present disclosure, the first special effect generation module includes:

[0120] A surface normal setting module, used for obtaining the surface normal vector of the first area, and updating the surface normal vector of the first area to the target vector;

[0121] The first special effect forming module is used to form a first special effect of surface water accumulation in the first area based on the target vector.

[0122] In an exemplary embodiment of the present disclosure, the first special effect generation module includes:

[0123] A surface normal acquisition module, used to acquire a surface normal vector of a second area in the target area;

[0124] The normal smoothing module is used to perform transition processing on the surface normals of the first area and the second area by interpolation.

[0125] In an exemplary embodiment of the present disclosure, the target special effect generation module includes:

[0126] A surface normal acquisition module, used for acquiring a surface normal of a second area in the target area;

[0127] A surface normal smoothing processing module is used to perform transition processing on the surface normals of the first area and the second area by interpolation based on the noise of the target noise map.

[0128] In an exemplary embodiment of the present disclosure, the target special effect generation module further includes:

[0129] A water wave diffusion module is used to obtain a water wave map and a current game time, input the water wave map and the current game time into an objective function, and obtain a water wave diffusion map corresponding to the water wave map;

[0130] A three-dimensional normal determination module is used to obtain a normal of the water wave diffusion map and generate a three-dimensional normal of the water wave diffusion map based on the normal;

[0131] A water wave diffusion forming module, used for superimposing the three-dimensional normal line on the water wave diffusion map to obtain a three-dimensional water wave diffusion map corresponding to the water wave map;

[0132] The water wave diffusion map superposition module is used to superimpose the three-dimensional water wave diffusion map on the first area to obtain the target special effect.

[0133] It should be noted that, although several modules or units of the equipment for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to an embodiment of the present invention, the features and functions of two or more modules or units described above can be embodied in one module or unit. On the contrary, the features and functions of one module or unit described above can be further divided into being embodied by multiple modules or units.

[0134] In addition, although the steps of the method of the present invention are described in a specific order in the drawings, this does not require or imply that the steps must be performed in this specific order, or that all the steps shown must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps, etc.

[0135] In an exemplary embodiment of the present invention, an electronic device capable of implementing the above method is also provided.

[0136] It will be appreciated by those skilled in the art that various aspects of the present invention may be implemented as a system, method or program product. Therefore, various aspects of the present invention may be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or a combination of hardware and software, which may be collectively referred to herein as a "circuit", "module" or "system".

[0137] Refer to the following Fig.10 The electronic device 1000 according to this embodiment of the present invention will be described. Fig.10 The electronic device 1000 shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present invention.

[0138] like Fig.10As shown, the electronic device 1000 is in the form of a general computing device. The components of the electronic device 1000 may include, but are not limited to: the at least one processing unit 1010, the at least one storage unit 1020, a bus 1030 connecting different system components (including the storage unit 920 and the processing unit 1010), and a display unit 1040.

[0139] The storage unit stores program codes, which can be executed by the processing unit 1010, so that the processing unit 1010 performs the steps according to various exemplary embodiments of the present invention described in the above “Exemplary Method” section of this specification. For example, the processing unit 1010 can perform the following steps: Figure 1 Step S110 shown in: obtaining a game map, generating a target map according to the game map and the target rainfall area, and determining a target area for generating special effects in the game scene based on the target map; S120: obtaining a target noise map, determining a first area in the target area based on the target noise map, adjusting the roughness and normal of the first area, and generating a first special effect in the first area; S130: superimposing a special effect map on the first area to obtain a target special effect.

[0140] The storage unit 1020 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 10201 and / or a cache storage unit 10202 , and may further include a read-only storage unit (ROM) 10203 .

[0141] The storage unit 1020 may also include a program / utility 10204 having a set (at least one) of program modules 10205, such program modules 10205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.

[0142] Bus 1030 may represent one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.

[0143] The electronic device 1000 may also communicate with one or more external devices 1100 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), may also communicate with one or more devices that enable a user to interact with the electronic device 1000, and / or communicate with any device that enables the electronic device 1000 to communicate with one or more other computing devices (e.g., routers, modems, etc.). Such communication may be performed via an input / output (I / O) interface 1050. In addition, the electronic device 1000 may also communicate with one or more networks (e.g., local area networks (LANs), wide area networks (WANs), and / or public networks, such as the Internet) via a network adapter 1060. As shown, the network adapter 1060 communicates with other modules of the electronic device 1000 via a bus 1030. It should be understood that, although not shown in the figure, other hardware and / or software modules may be used in conjunction with the electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID (Redundant Arrays of Independent Disks, independent redundant disk array) systems, tape drives, and data backup storage systems.

[0144] Through the description of the above implementation, it is easy for those skilled in the art to understand that the example implementation described here can be implemented by software, or by software combined with necessary hardware. Therefore, the technical solution according to the implementation of the present invention can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the implementation of the present invention.

[0145] In an exemplary embodiment of the present invention, a computer-readable storage medium is also provided, on which a program product capable of implementing the above method of this specification is stored. In some possible implementations, various aspects of the present invention can also be implemented in the form of a program product, which includes a program code, and when the program product is run on a terminal device, the program code is used to enable the terminal device to perform the steps according to various exemplary embodiments of the present invention described in the above "Exemplary Method" section of this specification.

[0146] The program product for implementing the above method according to an embodiment of the present invention may adopt a portable compact disk read-only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto, and in this document, a readable storage medium may be any tangible medium containing or storing a program, which may be used by or in combination with an instruction execution system, apparatus, or device.

[0147] The program product may use any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples (non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.

[0148] Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable medium other than a readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0149] The program code contained on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF (Radio Frequency), etc., or any suitable combination of the above.

[0150] Program code for performing the operations of the present invention may be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java, C++, etc., and conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., through the Internet using an Internet service provider).

[0151] In addition, the above-mentioned figures are only schematic illustrations of the processes included in the method according to an exemplary embodiment of the present invention, and are not intended to be limiting. It is easy to understand that the processes shown in the above-mentioned figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.

[0152] Other embodiments of the invention will readily occur to those skilled in the art after considering the specification and practicing the invention invented herein. This application is intended to cover any variations, uses or adaptations of the invention that follow the general principles of the invention and include common knowledge or customary techniques in the art that are not invented by the present invention. The specification and examples are to be considered exemplary only, and the true scope and spirit of the invention are indicated by the claims.

Claims

1. A special effect generation method, characterized in that: include: Acquire a game map, generate a target map according to the game map and the target rainfall area, and determine a target area for generating special effects in the game scene based on the target map; Acquire a target noise map, determine a first region in the target region based on the target noise map, adjust the roughness and normal of the first region, and generate a first special effect in the first region; A special effect map is superimposed on the first area to obtain a target special effect.

2. The method according to claim 1, characterized in that The obtaining of the game map, generating a target map according to the game map and the target rainfall area, and determining a target area for generating special effects in the game scene based on the target map, comprises: Acquire the game map, and generate a map texture corresponding to the game map; In the map texture, the color of the target rainfall area is set to a first color to obtain the target texture; An area in the target map having the first color is determined as the target area.

3. The method according to claim 2, characterized in that After obtaining the target map, the method further includes: The target map is interpolated based on the colors in the target map.

4. The method according to claim 1, characterized in that The acquiring a target noise map, determining a first region in the target region based on the target noise map, adjusting the roughness and the normal of the first region, and generating a first special effect in the first region, comprises: randomly generating the target noise map, acquiring a first part of the target noise map, and determining a first area corresponding to the first part in the target area; The roughness of the first area is set to a preset roughness, and the normal of the first area is set to a target vector, and a first special effect of surface water accumulation is formed in the first area based on the target vector.

5. The method according to claim 4, characterized in that After setting the roughness of the first area to a preset roughness, the method further includes: Acquire a second area in the target area and the surface roughness of the second area; wherein the second area is an area in the target area excluding the first area; An interpolation process is performed on the roughness of the first area and the second area in the target area.

6. The method according to claim 4, characterized in that The step of setting the normal of the first area as a target vector and forming a first special effect of surface water accumulation in the first area based on the target vector includes: Acquire a surface normal vector of the first region, and update the surface normal vector of the first region to the target vector; Based on the target vector, a first special effect of surface water accumulation is formed in the first area.

7. The method according to claim 6, characterized in that After setting the surface normal of the first region to the target vector, the method further includes: Acquire a surface normal vector of a second region in the target region; The surface normals of the first region and the second region are subjected to transition processing by interpolation.

8. The method according to claim 1, characterized in that The step of superimposing a special effect map on the first area to obtain a target special effect includes: Obtain a water wave map and a current game time, input the water wave map and the current game time into an objective function, and obtain a water wave diffusion map corresponding to the water wave map; Acquire a normal line of the water wave diffusion map, and generate a three-dimensional normal line of the water wave diffusion map based on the normal line; Superimposing the three-dimensional normal line on the water wave diffusion map to obtain a three-dimensional water wave diffusion map corresponding to the water wave map; The three-dimensional water wave diffusion image is superimposed on the first area to obtain the target special effect.

9. A special effect generating device, characterized in that: include: A target area determination module is used to obtain a game map, generate a target map according to the game map and the target rainfall area, and determine a target area for generating special effects in the game scene based on the target map; A first special effect generating module, configured to obtain a target noise map, determine a first region in the target region based on the target noise map, adjust the roughness and normal of the first region, and generate a first special effect in the first region; The target special effect generation module is used to superimpose a special effect map on the first area to obtain a target special effect.

10. An electronic device, characterized in that: include: Processing unit; A storage unit, used to store executable instructions of the processing unit; Wherein, the processing unit is configured to perform the method of any one of claims 1-8 by executing the executable instructions.

11. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 8 is implemented.