Image processing method, system, device and computer program product

By obtaining the dynamic change parameters of the virtual scene display screen, dynamic water drop particles are generated and post-processed on the dynamic rendering target, the problem of unreal dynamic water drop effects in the existing technology is solved, and more realistic dynamic water drop effects are achieved, enhancing the user's immersion.

CN119832133AActive Publication Date: 2025-04-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411898648.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-20
Publication Date
2025-04-15
Estimated Expiration
2044-12-20

AI Technical Summary

Technical Problem

The prior art is difficult to realize realistic simulation of dynamic water drop motion states in computer animation, resulting in the dynamic water drop effect appearing unreal and vivid in the display screen.

Method used

By obtaining the dynamic change parameters of the virtual scene display screen, dynamic water drop particles are generated related to the changes in the display screen content, and post-processing is performed on the dynamic rendering target, adjusting the normal information of the water drop particles, performing blur processing and masking processing to generate a more realistic dynamic water drop effect.

Benefits of technology

It realizes a more realistic and dynamic water drop effect in computer animation, enhancing the realism of the display screen and the immersion of the user.

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Abstract

The invention provides an image processing method, system and device and a computer program product, and relates to the technical field of computer animation, and the image processing method comprises the steps: obtaining a dynamic change parameter of a virtual scene display picture; dynamic water drop particles are generated based on the dynamic change parameters, and the motion trails of the dynamic water drop particles are associated with the content change of the display picture; obtaining a dynamic rendering target containing dynamic water drop particles; and performing post-processing on the dynamic rendering target, and generating a display picture superposed with the dynamic water drop effect.
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Description

Technical Field

[0001] The present invention relates to the field of computer animation technology, and in particular to an image processing method, system, device and computer program product. Background Art

[0002] Screen water drops are a visual effect used to simulate the appearance of water drops falling on the screen. This effect is commonly seen in movies, video games, and graphical user interfaces to increase visual realism. Screen water drops can simulate the shape, size, and movement of water drops, making them look like real water drops, and have the same light and shadow effects as real water drops. They can reflect or refract light to increase the three-dimensionality and realism of the displayed image, giving users a better viewing experience.

[0003] Some embodiments of the present specification provide an image processing method that can further optimize the simulation of the motion state of dynamic water droplets, so that the dynamic water droplet effect presented in the display image can be presented more realistically and vividly. Summary of the invention

[0004] One or more embodiments of the present specification provide an image processing method, which may specifically include: obtaining dynamically changing parameters of a virtual scene display screen; generating dynamic water droplet particles based on the dynamically changing parameters, wherein the motion trajectory of the dynamic water droplet particles is associated with the content changes of the display screen; obtaining a dynamic rendering target containing the dynamic water droplet particles; and performing post-processing on the dynamic rendering target to generate a display screen with a superimposed dynamic water droplet effect.

[0005] According to the method described in one or more embodiments of the present specification, obtaining the dynamic change parameters of the virtual scene display screen includes: obtaining the motion parameters of the virtual object in the virtual scene display screen in the virtual scene; wherein the motion parameters include the motion direction of the virtual object and / or the motion speed of the virtual object.

[0006] According to the method described in one or more embodiments of the present specification, generating dynamic water droplet particles based on dynamically changing parameters includes: determining the force information of the dynamic water droplet particles based on the motion parameters; the movement direction of the dynamic water droplet particles is offset based on the force information, so that the movement trajectory of the dynamic water droplet particles changes based on the movement of the virtual objects in the display screen.

[0007] According to the method described in one or more embodiments of the present specification, the force information of the dynamic water droplet particles includes the force direction and / or force value of the dynamic water droplet particles; based on the movement direction of the virtual object, the force direction of the dynamic water droplet particles is determined; based on the movement speed of the virtual object in the movement direction, the force value of the dynamic water droplet particles in the force direction is determined.

[0008] According to the method described in one or more embodiments of the present specification, based on the motion parameters, determining the force information of the dynamic water droplet particles includes: when the virtual object is in a stationary state in the virtual scene, the force information of the dynamic water droplet particles includes the dynamic water droplet particles' own gravity; when the virtual object is in motion in the virtual scene, the force information of the dynamic water droplet particles includes the dynamic water droplet particles' own gravity, the steering force exerted on the dynamic water droplet particles and / or the forward force exerted on the dynamic water droplet particles; wherein the direction of the steering force is opposite to the steering direction of the virtual object in the virtual scene; and the magnitude of the forward force is positively correlated with the forward speed of the virtual object in the virtual scene.

[0009] According to the method described in one or more embodiments of the present specification, obtaining a dynamic rendering target containing dynamic water drop particles includes: photographing the dynamic water drop particles in the display screen based on a preset virtual camera to obtain the dynamic rendering target; wherein the number of dynamic water drop particles contained in the dynamic rendering target is less than or equal to the number of dynamic water drop particles generated.

[0010] According to the method described in one or more embodiments of the present specification, the dynamic rendering target includes normal information of dynamic water droplet particles; post-processing the dynamic rendering target includes: adjusting the normal information of the dynamic water droplet particles in the dynamic rendering target based on a first preset parameter; the first preset parameter is used to characterize the ideal refraction range of the water droplet particles in the virtual scene corresponding to the display screen, wherein the value of the first preset parameter is positively correlated with the refraction range.

[0011] According to the method described in one or more embodiments of the present specification, performing post-processing on a dynamic rendering target includes: performing blur processing on water drop particles in the dynamic rendering target.

[0012] According to the method described in one or more embodiments of the present specification, blurring the water drop particles in the dynamic rendering target includes at least one of the following: box blurring the water drop particles; Gaussian blurring the water drop particles; or box blurring and Gaussian blurring the water drop particles in sequence.

[0013] According to the method described in one or more embodiments of the present specification, post-processing is performed on a dynamic rendering target, including: forming a mask area based on a second preset parameter to mask at least part of the water droplet particles in the dynamic rendering target; the second preset parameter includes at least one of the following: the position of the mask area relative to the display screen, the shape of the mask area, the coverage area of ​​the mask area, the distribution of soft mask sub-areas in the mask area, and the softness of the soft mask sub-areas.

[0014] According to the method described in one or more embodiments of the present specification, post-processing is performed on the dynamic rendering target, including: adjusting the refraction brightness of dynamic water droplet particles in the dynamic rendering target based on a third preset parameter; the third preset parameter is used to characterize the ideal refraction brightness of the water droplet particles in the virtual scene corresponding to the display screen.

[0015] According to the method described in one or more embodiments of the present specification, post-processing is performed on the dynamic rendering target, including: based on a fourth preset parameter, adjusting the refraction range of dynamic water droplet particles in the dynamic rendering target; the fourth preset parameter is used to characterize the ideal fusion degree of the water droplet particles in the virtual scene corresponding to the display screen, and the value of the ideal fusion degree is positively correlated with the refraction range.

[0016] According to the method described in one or more embodiments of the present specification, post-processing of a dynamic rendering target includes: determining whether there is a highlighted display area in the display image whose display brightness is greater than a preset threshold; if so, expanding the refraction range of dynamic water droplet particles in the dynamic rendering target located in the highlighted display area.

[0017] Some embodiments of the present specification also provide an image processing system, which may specifically include: an acquisition unit, used to acquire dynamically changing parameters of a virtual scene display screen; a water droplet particle generation unit, used to generate dynamic water droplet particles based on the dynamically changing parameters, wherein the motion trajectory of the dynamic water droplet particles is associated with the content changes of the display screen; a rendering target acquisition unit, used to acquire a dynamic rendering target containing dynamic water droplet particles; and a post-processing unit, used to perform post-processing on the dynamic rendering target to generate a display screen with a superimposed dynamic water droplet effect.

[0018] Some embodiments of the present specification also provide an image processing device, including a processor and a storage medium, wherein the storage medium is used to store computer instructions, and the processor is used to execute at least part of the computer instructions to implement the image processing method provided by the aforementioned embodiments.

[0019] Some embodiments of the present specification also provide a computer program product, including computer instructions or a computer program, which, when at least part of the computer instructions or the computer program is executed by a processor, can implement the image processing method provided in the aforementioned embodiments. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] This specification will be further explained by way of exemplary embodiments, which will be described in detail by way of the accompanying drawings. The same numbers in the drawings represent the same structures or steps.

[0021] Figure 1 It is a schematic diagram of a water droplet normal map according to some embodiments of this specification.

[0022] Figure 2 It is a flowchart of an image processing method shown in some embodiments of this specification.

[0023] Figure 3 It is a schematic diagram of a display screen simulating a vehicle driving in a virtual scene according to some embodiments of this specification.

[0024] Figure 4 It is a schematic diagram of a process of generating dynamic water droplet particles based on dynamically changing parameters according to some embodiments of this specification.

[0025] Figure 5 It is a schematic diagram of the force acting on a dynamic water droplet particle according to some embodiments of this specification.

[0026] Figure 6 It is a schematic diagram of photographing dynamic water drop particles based on a preset virtual camera according to some embodiments of this specification.

[0027] Figure 7 It is a schematic diagram of recording normal information of a dynamic water droplet particle according to some embodiments of this specification.

[0028] Figure 8a and Figure 8b According to some embodiments of the present specification, schematic diagrams of display screens of simulated vehicles driving in virtual scenes under different mask processing are respectively shown.

[0029] Figure 9a and Figure 9b According to some embodiments of the present specification, schematic diagrams of display screens of simulated vehicles driving in virtual scenes under different refraction range adjustments are respectively shown.

[0030] Fig.10a and Fig.10b According to some embodiments of the present specification, schematic diagrams of display screens of simulated vehicles driving in virtual scenes under different scaling factor adjustments are respectively shown.

[0031] Fig.11 It is a structural schematic diagram of an image processing system according to some embodiments of this specification. DETAILED DESCRIPTION

[0032] In order to more clearly illustrate the technical solutions of the embodiments of this specification, the embodiments will be described in detail below with reference to the accompanying drawings. Obviously, the contents described below are some examples or embodiments of this specification. For ordinary technicians in this field, without paying creative work, the technical solutions or means disclosed in this specification can also be applied to other scenarios based on these technical contents.

[0033] It should be understood that the "system", "device", "unit" and / or "module" used in this specification is a method for distinguishing different components, elements, parts, portions or assemblies at different levels. However, if other words can achieve the same purpose, the above words can be replaced by other expressions.

[0034] Unless otherwise specified, technical terms used in this specification to describe components, elements, etc. do not refer to the singular, but may also include the plural. Generally speaking, terms such as "include", "comprise", etc. only indicate that the steps, elements, or components that have been clearly identified are included, and these steps, elements, and components do not constitute an exclusive list, such as the method or device described may also include other steps or components.

[0035] Flowcharts are used in this specification to illustrate the operation steps performed by the device or system of the relevant embodiments, but unless otherwise specified, the order used to describe these steps should not be understood as a limitation on the order in which the steps are performed. A person of ordinary skill in the art can adjust the order in which these steps are performed based on the knowledge and information conveyed by the embodiments of this specification, and the above adjustment includes but is not limited to swapping the order, merging multiple steps, and splitting a certain step.

[0036] Image processing technology is a technology that uses computing devices to analyze and process the display images that need to be presented by the terminal device to obtain the desired visual images. It is widely used in the development and production of movie special effects, virtual reality, animation, and video games (or simply games).

[0037] In some embodiments, the visualization scenes of applications such as movie stunts, virtual reality, and games can be referred to as virtual scenes. For games, virtual scenes can also be referred to as game scenes. Virtual scenes can be presented through a graphical user interface (GUI), which may include virtual environments, characters, buildings, machinery, props, and other elements, thereby restoring at least part of the virtual world. In order to make the presentation effect of the virtual world in the visual picture close, some image processing technologies can be used.

[0038] For ease of explanation, in the embodiments provided in this specification, the virtual scenes of games are used as the main examples for explanation, but it should be understood that the methods and technical means disclosed in the embodiments of this specification are also applicable to things other than games, such as in the production process of movie special effects, virtual reality, animation, etc., and are not limited here.

[0039] Taking games as an example, in some embodiments of this specification, in order to simulate the common weather environment of "raining" in a virtual scene, a post-processing shader can be used to implement the simulation and rendering of dynamic water drop effects. Figure 1 is a schematic diagram of a water droplet normal map according to some embodiments of this specification. Figure 1 As shown, the water droplet normal map includes a plurality of different water droplet path channels 110, each of which includes a preset water droplet sliding path 111. By giving different added values ​​over time, the water droplets in each water droplet path channel 110 slide down along the water droplet sliding path 111 in a random cycle, so as to achieve a dynamic water drop effect of water droplets sliding down. Since the normal map of each water droplet path channel 110 is relatively fixed, the dynamic process of each water droplet sliding down is also a fixed cycle, and does not support dynamic adjustment of the sliding trajectory according to changes in the display screen; if the user observes the display screen for a long time, it is easy to observe the dynamic change law of the water droplets, which leads to the loss of randomness and affects the user's experience.

[0040] In order to further optimize the motion simulation and presentation effect of dynamic water droplets, make the presentation of dynamic water droplets in the display screen more realistic, and achieve the user's ideal visual effect, one or more embodiments of the present specification provide an image processing method that can optimize the simulation of the motion state of dynamic water droplets, so that the dynamic water droplet effect presented in the display screen is more realistic and vivid.

[0041] Figure 2 is a flowchart of an image processing method according to some embodiments of this specification. In some embodiments, Figure 2 The process 200 shown can be executed by a computing device, for example, it can be implemented by an image processing system 1100 deployed on the computing device. Specifically, in some embodiments, the computing device can be a desktop computer, a laptop computer, a mobile phone, a VR device, a tablet computer, etc.; in some embodiments, the computing device can be a user-end device, or a server-end device or a cloud device; part of the process 200 can be executed by a computing device as a user end, and another part can be executed by a computing device as a server end, which is not limited here. Figure 2 As shown, the process 200 corresponding to the image processing method may include the following steps.

[0042] Step 210: Obtain dynamic change parameters of the virtual scene display screen.

[0043] In some embodiments, the virtual scene may be a digital scene drawn by a computer, mobile phone, tablet computer or other computing device through digital technology. Taking a racing game as an example, the virtual scene may be a track scene for racing. In some embodiments, the virtual scene display screen may include at least a portion of the content of the virtual scene, and present it to the user through a graphical user interface provided by the computing device. In some embodiments, compared to the technical solution of using a fixed water droplet normal map to simulate dynamic water droplets, in order to further optimize the motion simulation and presentation effect of dynamic water droplets, the motion state of the dynamic water droplets may be associated with the change of the displayed content in the virtual scene display screen, so that the movement of the dynamic water droplets changes in real time with the change of the displayed content in the virtual scene display screen. To this end, it is necessary to obtain the dynamic change parameters that characterize the change of the displayed content in the virtual scene display screen.

[0044] In some embodiments of the present specification, the acquisition of the dynamic change parameters of the display screen in the above step 210 may include acquiring the motion parameters of the virtual object in the display screen in the virtual scene corresponding to the display screen, wherein the motion parameters may include the motion direction of the virtual object and / or the motion speed of the virtual object. In some embodiments, the virtual scene may include one or more virtual objects, and the one or more virtual objects may be controlled by a user or a computer, such as a robot with an artificial intelligence (AI) algorithm, to replace a real player to control the virtual object to perform actions and other interactive behaviors in the virtual scene. In some embodiments, the virtual object corresponding to the motion parameters to be acquired may be a virtual object in a main position in the virtual scene display screen. Exemplary, Figure 3 is a schematic diagram of a display screen simulating a vehicle driving in a virtual scene according to some embodiments of this specification. Figure 3 As shown in the figure, the display screen shows the driving status of the vehicle in the virtual scene. In the entire display screen, there are multiple virtual objects, such as clouds moving in the sky, flags fluttering in the wind on both sides of the track, etc. However, the movement of these virtual objects does not affect the change of the display content of the entire display screen. Only when the vehicle in the center of the screen is constantly moving forward or turning, the display content of the entire display screen will change accordingly. Therefore, in the example Figure 3 In the scene shown, obtaining the motion parameters of the virtual object in the display screen in the virtual scene corresponding to the display screen may be obtaining the motion parameters of the vehicle in the screen.

[0045] In some embodiments of the present specification, the display screen can be obtained by shooting a virtual scene with a virtual lens, wherein the virtual lens is used to track the changes in the motion state of the virtual object in the display screen in the virtual scene. Since the dynamic water drop effect simulates the dynamic movement and presentation effect of water droplets on the screen, according to the physical laws in the real world, the dynamic water droplets will produce corresponding movements with the movement of the virtual lens; and when the motion state of the virtual object changes, the position of the virtual lens in the virtual scene will also change accordingly, thereby causing the dynamic water droplets to move on the screen. Therefore, there is a correlation between the movement of the dynamic water droplets and the changes in the motion state of the virtual object in the display screen, and the motion state of the dynamic water droplets can be obtained by real-time acquisition of the dynamic change parameters of the display screen.

[0046] Step 220: Generate dynamic water drop particles based on the dynamic change parameters, wherein the movement trajectory of the dynamic water drop particles is associated with the content change of the display screen.

[0047] In the field of computer image processing technology, particles are the basic units of particle effects, usually composed of some small and simple two-dimensional objects or three-dimensional objects. For example, two-dimensional objects can be circular, rectangular or other custom-shaped patches, and three-dimensional objects can be cubes, spheres or other custom-shaped three-dimensional geometric bodies. Each particle can be configured to have independent attributes or parameters, such as size, color, position, speed, life, etc. These parameters can affect the appearance, motion state and life cycle of the particles, thereby controlling the particles to change according to the set parameters during the life cycle. In addition, the appearance of particles can also be changed through texture mapping. Rendering is an important technology that is indispensable for generating particle effects. Simply put, rendering refers to the process of generating visual images based on three-dimensional data on a computer. Through rendering technology, three-dimensional data on a computer can be turned into vivid animation scenes and presented to users through display screens or aerial imaging technology. In some embodiments, dynamic water drop particles can be generated by a particle emitter (or particle system) of a game engine. For example, the Niagara particle system in Unreal Engine can be used to generate dynamic water drop particles, which is not limited here.

[0048] Figure 4 FIG. 1 is a flow chart of generating dynamic water drop particles based on dynamically changing parameters according to some embodiments of this specification. Figure 4 As shown, process 400 may include the following steps.

[0049] Step 410: Determine the force information of the dynamic water droplet particles based on the motion parameters.

[0050] In some embodiments, the force information of the dynamic water droplet particles includes the force direction and / or force value of the dynamic water droplet particles. The force direction of the dynamic water droplet particles can be determined by the movement direction of the virtual object, and the force value of the dynamic water droplet particles in the force direction can be determined by the movement speed of the virtual object. Specifically, Figure 5 FIG. 1 is a schematic diagram of the force acting on a dynamic water droplet particle according to some embodiments of this specification. Figure 5 As shown in FIG. 1 , when the virtual object is in a stationary state in the virtual scene, the force information of the dynamic water droplet particles includes the dynamic water droplet particles' own gravity G; and when the virtual object is in a moving state in the virtual scene, the force information of the dynamic water droplet particles includes the dynamic water droplet particles' own gravity G, the steering force F2 and / or the forward force F1. Figure 3 Taking the display screen of the vehicle driving simulation shown as an example, when the vehicle turns left in the virtual scene, the dynamic water droplet particles are subjected to a rightward steering force F2 due to the effect of inertia, that is, the direction of the steering force applied to the dynamic water droplet particles is opposite to the steering direction of the virtual object in the virtual scene; and when the vehicle moves forward in the virtual scene, the dynamic water droplet particles are subjected to a backward forward force F1 due to the effect of inertia, the faster the vehicle moves forward in the virtual scene, the greater the forward force F1 applied to the dynamic water droplet particles, that is, the magnitude of the forward force applied to the dynamic water droplet particles is positively correlated with the forward speed of the virtual object in the virtual scene.

[0051] Step 420: The movement direction of the dynamic water droplet particles is offset based on the force information, so that the movement trajectory of the dynamic water droplet particles changes based on the movement of the virtual object in the display screen. It can be understood that based on the relevant description of the above-mentioned embodiment, when the virtual object is in a static state, the dynamic water droplet particles are only affected by their own gravity and move; when the virtual object is in motion, the dynamic water droplet particles are not only affected by their own gravity, but also by the steering force and the forward force. At this time, the movement direction of the dynamic water droplet particles will be offset according to the force information, so that the movement trajectory of the dynamic water droplet particles changes with the movement of the virtual object in the display screen.

[0052] In some embodiments, Figure 3Taking the display screen shown in the figure about vehicle driving simulation as an example, the motion parameters of the virtual object in the display screen, that is, the vehicle, can be directly obtained through the program. That is to say, the motion parameters obtained by the program can be directly input into the particle generator provided in the aforementioned embodiment to automatically generate dynamic water drop particles associated with the content changes of the display screen. There is no need to manually preset the water drop normal map, and the generated dynamic water drop particles can actively adjust the motion trajectory according to the content changes of the display screen, which can be closer to the actual water drop sliding effect, so that the dynamic water drop effect obtained in the subsequent display screen is more real and realistic.

[0053] Step 230: Get a dynamic rendering target containing dynamic water drop particles.

[0054] A dynamic render target is a mutable frame buffer that allows its contents to be updated when rendering each frame of a display screen. A dynamic render target is generally used to store the results of rendering a display screen for use in subsequent rendering processes or post-processing effects. In some embodiments, a dynamic render target containing dynamic water drop particles can store the results of adding dynamic water drop effects to a display screen.

[0055] In some embodiments of the present specification, the process of obtaining a dynamic rendering target including dynamic water drop particles may include: photographing the dynamic water drop particles in the display screen based on a preset virtual camera to obtain the dynamic rendering target. Figure 6 FIG. 1 is a schematic diagram of photographing dynamic water drop particles based on a preset virtual camera according to some embodiments of this specification. Figure 6 As shown, by using a preset virtual camera 600 to shoot the dynamic water drop particles 601 generated in the particle generation space, the dynamic water drop particles 601 generated in the three-dimensional particle generation space can be captured, and the captured dynamic water drop particles 601 are placed in a two-dimensional dynamic rendering target for recording. The shooting direction of the virtual camera 600 can be preset and fixed. The number of dynamic water drop particles contained in the dynamic rendering target captured by the virtual camera is less than or equal to the number of dynamic water drop particles generated in the particle generation space.

[0056] Step 240: Post-processing is performed on the dynamic rendering target to generate a display screen with a dynamic water drop effect superimposed thereon.

[0057] In some embodiments of the present specification, after obtaining a dynamic rendering target including dynamic water drop particles based on the aforementioned step 230, the dynamic rendering target can be used to render a display screen with a dynamic water drop effect and generate a display screen with a superimposed dynamic water drop effect.

[0058] It is understandable that, after the related processing and operation of the aforementioned steps 210 to 230, although the water droplet motion trajectory is unified and simulated with the changes in the display screen content, since the dynamic water droplet particles are automatically generated according to the preset parameters in the general engine, the presentation style of each dynamic water droplet particle itself is unified in morphology, and no targeted adjustment is made according to the different virtual scenes in the display screen, and it is also impossible to achieve a good integration with the virtual scene in the display screen, which easily gives the user a visual sense of separation between the dynamic water droplets and the virtual scene, and thus cannot bring the user an ideal presentation effect and immersion. Therefore, in some embodiments of the present specification, post-processing can be further performed on the dynamic rendering target, so that the display screen with the superimposed dynamic water droplet effect obtained after post-processing can be closer to the performance in the actual scene, and the presentation effect is more realistic and real.

[0059] In some embodiments of this specification, post-processing refers to the process of further processing the image to achieve a specific visual effect after completing the basic rendering of the scene. Common post-processing effects include: High Dynamic Range Imaging (HDR, including increasing the brightness range of the image, maintaining the details of the bright and dark parts, etc.), color correction (including adjusting the color balance, contrast and saturation of the image, etc.), blur processing (including achieving depth of field, motion blur and other effects through Gaussian blur or other blur algorithms), adding floodlight effects (including simulating the halo effect of a strong light source, etc.), etc. The following will be combined with some embodiments of this specification to specifically explain and illustrate the specific processing content and post-processing implementation methods included in the above post-processing.

[0060] In some embodiments, performing post-processing on a dynamic rendering target may include adjusting normal information of dynamic water droplet particles in the dynamic rendering target based on a first preset parameter, wherein the first preset parameter is used to characterize an ideal refraction range of the water droplet particles in a virtual scene corresponding to a display screen, and the value of the first preset parameter is positively correlated with the refraction range.

[0061] In some embodiments of the present specification, it can be understood that the dynamic rendering target including the dynamic water droplet particles obtained based on the aforementioned step 230 includes the normal information of the dynamic water droplet particles. Figure 7 FIG. 1 is a schematic diagram of recording normal information of a dynamic water droplet particle according to some embodiments of this specification. Figure 7As shown, the normal information of the dynamic water droplet particles includes the normal direction data of each pixel, and these normal direction data are usually encoded as color values, and the corresponding normal vector can be obtained by decoding. In order to control the degree of influence of the normal information of the dynamic water droplets on the final display effect of the display screen, the first preset parameter can be set as a scalar value for adjustment. In some embodiments of the present specification, the first preset parameter can be the water droplet normal strength, which is used to characterize the ideal refraction range of the water droplet particles in the virtual scene corresponding to the display screen. Increasing the water droplet normal strength will make the concave and convex effect of the water droplet surface more obvious, enhance the changes affected by lighting and the refraction range of the dynamic water droplets; while reducing the water droplet normal strength will make the presentation effect of the dynamic water droplets smoother and softer. The first preset parameter can be designed and configured by the developer according to the virtual scene corresponding to the display screen, and can make different adjustments according to the different display effect requirements of different virtual scenes to present the ideal dynamic water drop refraction range, which is not limited here.

[0062] In some embodiments of the present specification, in the process of performing post-processing on the dynamic rendering target, it is also possible to include blurring the dynamic water drop particles in the dynamic rendering target. Figure 3 Taking the display screen of the vehicle driving simulation as an example, since the display screen presents the shooting screen obtained by tracking and shooting the movement of the vehicle in the virtual scene through a virtual lens from a third-person perspective, superimposing the dynamic water drop effect on the display screen is equivalent to adding moving water droplets on the virtual lens. It can be understood that based on the physical laws of the real world, when water droplets move on the lens of the shooting screen, additional light refraction and reflection due to the presence of water droplets are captured by the shooting lens, resulting in a certain degree of blurriness in the captured image. The purpose of blurring the dynamic water drop particles is to simulate the above visual effect in the shooting screen obtained by the virtual lens, making the display screen presentation more realistic.

[0063] In some embodiments of the present specification, blurring the dynamic water drop particles in the dynamic rendering target may include at least one of the following: box blurring the water drop particles; Gaussian blurring the water drop particles; or box blurring and Gaussian blurring the water drop particles in sequence. It is understandable that Gaussian blurring is a commonly used blurring method in the field of image post-processing, which is usually used to reduce image noise and detail levels of the display screen, as well as to blur the image presented on the display screen. The visual effect is like observing the image through a translucent screen, which can better simulate the effect of adding moving water droplets to the virtual lens. Box blurring, also known as box blurring, is also a commonly used blurring method in the field of image post-processing. It achieves a blurring effect by averaging each pixel in the image within a rectangular area of ​​a fixed size. Compared with Gaussian blur, box blur is simple to calculate, fast, and has a more uniform blurring effect, but the edges are not natural enough. Gaussian blur uses a Gaussian function to perform weighted averaging on pixels, so the weight of pixels farther from the center is smaller. Its blurring effect is smoother and more natural than box blur, but its calculation complexity is also higher, and the blurring processing time is also relatively longer. Technical personnel in this field can choose the appropriate blurring processing method according to actual needs, and no limitation is made here.

[0064] In some embodiments of the present specification, performing post-processing on a dynamic rendering target may further include performing masking processing on a portion of dynamic water droplets appearing in a display screen.

[0065] Masking is a post-processing method that can define and control which areas of the display screen need to be affected by a specific rendering effect and the specific degree of the effect. Figure 3 Taking the display screen of the vehicle driving simulation as an example, since the display screen presents the shooting screen obtained by tracking and shooting the movement of the vehicle in the virtual scene through a virtual lens of a third-person perspective, the vehicle is Figure 3In the display screen shown, in most cases, they are located in the lower center area of ​​the display screen, and occupy a certain area range in the display screen. When the dynamic rendering target provided in the embodiment is not masked, the presentation and movement of dynamic water droplets in the display screen are not affected by the occlusion; because the dynamic water droplet particles are randomly generated in the preset virtual space, the distribution of the corresponding dynamic water droplets in the display screen is also random, and some dynamic water droplets will appear in, or move to the area where the vehicle is located in the display screen over time, thereby blocking the display of the vehicle in the display screen, thereby affecting the user's visual viewing effect and / or affecting the user's interactive control of the vehicle's driving. Therefore, the area where the vehicle is located in the display screen can be masked to prevent dynamic water droplets from appearing in or moving from other positions and entering the area where the vehicle is located in the display screen, thereby improving the user's viewing experience and interactive experience of the display screen.

[0066] In some embodiments of the present specification, performing post-processing on a dynamic rendering target may include: forming a mask area based on a second preset parameter to mask at least part of the dynamic water drop particles in the dynamic rendering target, wherein the second preset parameter may be designed and configured by a developer according to a virtual scene corresponding to a display screen, and may be adjusted differently according to different display effect requirements of different virtual scenes. The second preset parameter may include a combination of one or more of the position of the mask area relative to the display screen, the shape of the mask area, and the coverage area of ​​the mask area, which are not limited here.

[0067] In some embodiments of the present specification, in actual application, the mask area can be represented by a mask image that has the same shape as the display screen and is expressed in grayscale. The white area in the mask image represents the complete mask area, and the dynamic water drop particles in the complete mask area will be completely blocked, so that they will not appear in the display screen finally presented to the user; and the black area in the mask image represents the non-mask area, and the dynamic water drop particles in the non-mask area will not be affected by the mask processing. Figure 3Taking the display screen of vehicle driving simulation as an example, in order to prevent dynamic water droplets from appearing or entering the area where the vehicle is located in the display screen, the mask image used to characterize the mask area can be configured as a "black outside and white inside" style, that is, the part of the mask image corresponding to the area where the vehicle is located in the display screen is configured as a white area, and the other parts corresponding to the virtual environment scene in the display screen are configured as black areas, so that some dynamic water drop particles that appear or move to the area where the vehicle is located in the display screen over time are blocked by the white area. When the user watches the display screen processed by the mask, he can feel that the vehicle is driving in a rainy scene through the dynamic water droplets that appear on the surrounding parts of the display screen, which enhances the user's viewing and interactive immersion; and he will not perceive the occlusion of the vehicle, the main target object in the display screen, by the dynamic water droplets, so that the user can more clearly perceive the driving conditions of the vehicle in the virtual scene and give corresponding control interaction instructions.

[0068] In some embodiments of the present specification, one or more soft mask sub-areas may be further set in the mask area to enhance the masking effect of dynamic water droplets in the display screen. It is understandable that in a display screen that changes continuously over multiple frames, when dynamic water droplets move from a non-masked area to a masked area, the dynamic water droplets will present a display effect of "suddenly" disappearing completely in the display screen; and when dynamic water droplets move from a masked area to a non-masked area, the dynamic water droplets will present a display effect of "suddenly" appearing in the display screen, which makes the appearance and disappearance of dynamic water droplets in the display screen appear very abrupt and unnatural. In order to enhance the presentation effect of dynamic water droplets in the display screen, in an embodiment of the present specification, one or more soft mask sub-areas may be set in the mask area. The soft mask sub-area represents a partial mask area. The dynamic water drop particles in the soft mask sub-area will be partially blocked, and the degree of partial blocking depends on the softness of the soft mask sub-area. In some embodiments, the soft mask sub-region corresponds to the gray region in the mask image. The darker the gray region, the softer the soft mask sub-region is, and the weaker the shielding effect on the dynamic water drop particles is. The lighter the gray region, the softer the soft mask sub-region is, and the stronger the shielding effect on the dynamic water drop particles is. By setting the soft mask sub-region near the boundary between the mask region and the non-mask region, the dynamic water droplets can be naturally transitioned from the original presentation state to the mask disappearance state in the display screen.

[0069] In some embodiments of the present specification, the second preset parameter may also include a distribution of soft mask sub-areas in the mask area and a combination of one or more of the softness of the soft mask sub-areas. Specifically, in the embodiments of the present specification, the soft mask sub-areas include a mask area that may contain multiple soft mask sub-areas with different softness levels. The dynamic water droplets passing through these soft mask sub-areas with different softness levels can more naturally present the dynamic change process from the original presentation state to the mask disappearance state in the display screen. In some embodiments, the soft mask sub-areas can also cover the entire mask area, that is, a partially blocked mask effect is used instead of a completely blocked mask effect, which can improve the naturalness of the display of dynamic water droplets while avoiding the dynamic water droplets from blocking the display screen, and be closer to the real scene.

[0070] For example, Figure 8a and Figure 8b According to some embodiments of this specification, schematic diagrams of display screens of simulated vehicles driving in virtual scenes under different mask processing are respectively shown. Figure 8a In the schematic diagram shown, the value of the soft radius in the mask processing is 0.65; Figure 8b In the schematic diagram shown, the value of the soft radius in the mask processing is 0.2, where the soft radius is the negative value of the distance between the UV coordinates of the current pixel and the center position of the spherical mask after the distance normalization processing is performed by the inverse radius of the spherical mask when the mask area is a spherical mask, which is used to generate the mask effect. Figure 8a and Figure 8b It can be seen that the larger the value of the soft radius, the larger the range covered by the dynamic raindrops in the display screen, and the presentation effect of the dynamic raindrops becomes less obvious. Users can adjust the above parameters according to the needs of the actual virtual scene to adaptively adjust the masking of dynamic raindrops, and there is no limitation here.

[0071] In some embodiments of the present specification, post-processing of a dynamic rendering target may further include adjusting the refraction brightness of dynamic water droplet particles, wherein the refraction brightness refers to the brightness refracted by the dynamic water droplets in the display screen relative to the virtual scene. It is understandable that, for the dynamic water droplet particles generated in the aforementioned step 220, although they can simulate the refraction effect of water droplets on ambient light in a real scene, they do not support adaptive adjustment of the refraction effect according to changes in the virtual scene. At this time, no matter how the virtual scene corresponding to the display screen changes, the refraction brightness shown by the dynamic water droplets in the display screen finally presented to the user is the same. For example, the refraction brightness shown by the dynamic water droplets when the environment corresponding to the virtual scene is raining at night is the same as the refraction brightness shown by the dynamic water droplets when the environment corresponding to the virtual scene is raining during the day, which is inconsistent with the actual water droplet performance effect observed by the human eye in the real scene.

[0072] In an embodiment of the present specification, in order to further improve the simulation degree of the dynamic water drop presentation effect in the display screen and enhance the user's viewing immersion, performing post-processing on the dynamic rendering target may include: adjusting the refraction brightness of the dynamic water drop particles in the dynamic rendering target based on the third preset parameter, wherein the third preset parameter is used to characterize the ideal refraction brightness of the water drop particles in the virtual scene corresponding to the display screen. For example, when the environment corresponding to the virtual scene is raining at night, the refraction brightness of the dynamic water droplets in the display screen can be appropriately lowered to match the ambient brightness of the virtual scene; for another example, when the environment corresponding to the virtual scene is raining during the day, the refraction brightness of the dynamic water droplets in the display screen can be appropriately increased according to the ambient brightness. In some embodiments, the third preset parameter can be designed and configured by the developer according to the virtual scene corresponding to the display screen, and can be adjusted differently according to different display effect requirements of different virtual scenes, which is not limited here. In some embodiments, the third preset parameter corresponding to different virtual scenes can be the same or different, so that the refraction brightness of the dynamic water droplets can be adjusted in a targeted manner according to the virtual scene corresponding to the display screen, further improving the presentation effect of the dynamic water droplets.

[0073] In some embodiments of the present specification, post-processing of a dynamic rendering target may further include adjusting the refraction range of dynamic water drop particles. It is understandable that, for the dynamic water drop particles generated in the aforementioned step 220, although they can simulate the refraction effect of water droplets on ambient light in a real scene, they do not support adaptive adjustment of the refraction range of a single dynamic water drop particle according to the depth of field change of the virtual scene. At this time, no matter how the depth of field of the virtual scene corresponding to the display screen changes, the refraction range of the dynamic water droplets in the display screen finally presented to the user is the same. For example, in a scene where the display screen presents a shot obtained by tracking and shooting the movement of a vehicle in a virtual scene through a virtual lens from a third-person perspective, the refraction range of dynamic water droplets at a position closer to the virtual lens is the same as that of dynamic water droplets at a position farther from the virtual lens, which is inconsistent with the actual water drop performance effect observed by the human eye in the real scene.

[0074] In the embodiments of the present specification, in order to further improve the degree of simulation of the dynamic water drop presentation effect in the display screen and enhance the user's viewing immersion, the refraction range of the dynamic water drop can be adjusted based on the degree of fusion between the dynamic water drop and the virtual scene corresponding to the display screen, so as to achieve different presentation effects with different focal lengths. In some embodiments, performing post-processing on the dynamic rendering target may include: adjusting the refraction range of the dynamic water drop particles in the dynamic rendering target based on a fourth preset parameter, wherein the fourth preset parameter is used to characterize the ideal fusion degree of the water drop particles in the virtual scene corresponding to the display screen, and the value of the ideal fusion degree is positively correlated with the refraction range.

[0075] In some embodiments, in the process of integrating and presenting dynamic water droplet particles with the virtual scene corresponding to the display screen, the corresponding texture coordinates can be first used to obtain the water droplet color and the scene color from the water droplet texture resource and the scene color texture resource respectively, wherein the water droplet texture resource is a water droplet texture resource in the dynamic rendering target, which is used to store image data of the dynamic water droplet particle effect, which can specifically include one or more combinations of shape information, color information and transparency information of the dynamic water droplet particles; when sampling, it can provide visual effect data of dynamic water droplets for mixing with the scene color; the scene color texture resource is used to provide basic color data of the virtual scene in the display screen.

[0076] In some embodiments, the brightness of the water drop color can be further adjusted by preset brightness parameters, and the saturate function can be used to ensure that the RGB value of the water drop color is within the range of [0, 1]. For the preset brightness parameters, reference can be made to the relevant description of the third preset parameter in the aforementioned embodiment, which will not be repeated here. On the basis of completing the adjustment of the brightness of the water drop color, the lerp function can be used to perform linear interpolation between the scene color and the water drop color according to the value of the fourth preset parameter, wherein the fourth preset parameter is used to represent the fusion ratio of the refraction range of the dynamic water drop particles and the original state of the virtual scene in the display screen, which can be designed and configured by the developer according to the virtual scene corresponding to the display screen, and can make different adjustments according to the different display effect requirements of different virtual scenes, which is not limited here. In some embodiments, the value of the fourth preset parameter can be in the range of [0, 1]: when the value of the fourth preset parameter is 0, it means that the dynamic water droplet particles in the display screen are not refracted, and the virtual scene state of the dynamic water droplet particles before refraction is fully displayed in the display screen; when the value of the fourth preset parameter is 1, it means that the dynamic water droplet particles in the display screen are completely refracted, and the virtual scene state of the dynamic water droplet particles after refraction is fully displayed in the display screen.

[0077] In some embodiments, in the process of using the lerp function to perform linear interpolation between the scene color and the water drop color according to the value of the fourth preset parameter, the transparency information of the dynamic water drop can be used as a weight to affect the contribution of the scene color. It can be understood that the transparency information of the dynamic water drop can be used to control the transparency of the dynamic water drop and the degree of mixing of the dynamic water drop with the background scene, helping to achieve a more realistic visual effect.

[0078] In some embodiments, after the water drop color is obtained by linear interpolation, the water drop color can be mixed with the scene color to obtain the final presentation color of the display screen, wherein the transparency information of the dynamic water drop is also used to perform weighted adjustment on the scene color.

[0079] For example, Figure 9a and Figure 9b According to some embodiments of this specification, schematic diagrams of display screens of simulated vehicles driving in virtual scenes under different refraction range adjustments are respectively shown. Figure 9a In the schematic diagram shown, the value of the fourth preset parameter is 0.2; Figure 9b In the schematic diagram shown, the value of the fourth preset parameter is 0.87. Figure 9a and Figure 9bIt can be seen that the larger the fourth preset parameter is, the larger the refraction range of the dynamic raindrops in the display image is, and the more obvious the refraction effect of the dynamic raindrops is. The user can adjust the above parameters according to the needs of the actual virtual scene to adaptively adjust the refraction range of the dynamic raindrops, which is not limited here.

[0080] In some embodiments of the present specification, performing post-processing on a dynamic rendering target may further include: determining whether there is a highlighted display area in the display screen whose display brightness is greater than a preset threshold, and if so, expanding the refraction range of dynamic water drop particles in the dynamic rendering target located in the highlighted display area. It is understandable that when there is a highlighted display area in the display screen, the refraction range of dynamic water drop particles can be optimized by adding a floodlight effect in image post-processing, and the refraction effect of dynamic raindrops in the highlighted display area can be enhanced by expanding the refraction range, which is closer to the refraction of water droplets in real scenes.

[0081] In some embodiments of the present specification, the texture coordinates corresponding to the display screen can be scaled using a scaling factor to expand the refraction range of the dynamic water droplet particles in the highlighted display area, wherein the scaling factor is used to determine the size of the texture coordinate scaling. In some embodiments, the value of the scaling factor can be in the range of [0, 1]: when the value of the scaling factor is closer to 1, the scaling effect is more obvious. In some embodiments, the texture coordinates can be reduced or enlarged by multiplying the scaling factor with the texture coordinates, and the scaled texture coordinates can be offset using the scaling factor so that the scaling center is at the center of the texture coordinates.

[0082] For example, Fig.10a and Fig.10b According to some embodiments of this specification, schematic diagrams of display screens of simulated vehicles driving in virtual scenes under different scaling factors are shown. Fig.10a In the schematic diagram shown, the scaling factor is 0.25; Fig.10b In the schematic diagram shown, the scaling factor is 0. Fig.10a and Fig.10b It can be seen that after the scaling factor is increased to adjust the dynamic raindrops, the refraction range of the dynamic raindrops near the highlighted display area of ​​the car lights in the display screen is larger, the refraction effect is more obvious, and the display effect is more realistic. The user can adjust the above parameters according to the needs of the actual virtual scene to adaptively adjust the scaling factor of the dynamic raindrops in the highlighted display area, which is not limited here.

[0083] Fig.11 is a schematic diagram of the structure of an image processing system according to some embodiments of this specification. Fig.11As shown, in some embodiments, the image processing system 1100 may include.

[0084] The acquisition unit 1110 is used to acquire the dynamic change parameters of the virtual scene display screen.

[0085] The water drop particle generation unit 1120 is used to generate dynamic water drop particles based on the dynamic change parameters, wherein the movement trajectory of the dynamic water drop particles is associated with the content change of the display screen.

[0086] The rendering target acquisition unit 1130 is used to acquire a dynamic rendering target including dynamic water drop particles.

[0087] The post-processing unit 1140 is used to perform post-processing on the dynamic rendering target to generate a display screen with a superimposed dynamic water drop effect.

[0088] For the specific implementation of each functional module from the acquisition unit 1110 to the post-processing unit 1140, please refer to Figure 2 , Figure 4 The relevant description of will not be repeated here. It should be understood that Figure 2 and Figure 4 The system and its modules shown can be implemented in various ways. For example, in some embodiments, the system and its modules can be implemented by hardware, software, or a combination of software and hardware. Among them, the hardware part can be implemented using dedicated logic; the software part can be stored in a memory and executed by an appropriate instruction execution system, such as a microprocessor or dedicated design hardware. Those skilled in the art will understand that the above methods and systems can be implemented using computer executable instructions and / or control codes contained in a processor, such as a disk, CD or DVD-ROM, etc., and such codes are provided in a carrier medium or a memory of a programmable device. The system and its modules of this specification can not only be implemented by hardware circuits such as ultra-large-scale integrated circuits or gate arrays, semiconductors such as logic chips, transistors, etc., or programmable hardware devices such as field programmable gate arrays, programmable logic devices, etc., but can also be implemented by software executed by various types of processors, and can also be implemented by a combination of the above hardware circuits and software (e.g., firmware).

[0089] It should be noted that the above description of the system and its modules is only for convenience of description and does not limit this specification to the scope of the embodiments. It is understandable that for those skilled in the art, after understanding the principle of the system, it is possible to arbitrarily combine the modules without deviating from this principle to form a subsystem connected to other modules. Or some modules may be split to obtain more modules or multiple units under the module. Such variations are all within the scope of the disclosure of this specification.

[0090] Some embodiments of the present specification also provide an image processing device, which includes a processor and a storage medium, wherein the storage medium stores computer program instructions, and the processor is used to execute at least part of the computer program instructions to implement the image processing method provided in the aforementioned embodiments of the present specification.

[0091] Some embodiments of the present specification also provide a computer program product, including computer instructions or a computer program. When at least part of the computer instructions or the computer program is executed by a processor, the image processing method provided in the aforementioned embodiments of the present specification can be implemented.

[0092] In some embodiments, the processor may be a combination of one or more of the following processors: a central processing unit (CPU), an application specific integrated circuit (ASIC), an application specific instruction set processor (ASIP), a graphics processing unit (GPU), a physical processing unit (PPU), a digital signal processor (DSP), a field programmable gate array (FPGA), a programmable logic device (PLD), a programmable logic controller (PLC), a reduced instruction set computer (RISC), and a microprocessor.

[0093] The beneficial effects that may be brought about by the embodiments of this specification include but are not limited to: (1) by generating dynamic water drop particles according to the changes in the content of the display screen in the display screen, the movement trajectory of the dynamic water drop particles can be dynamically adjusted following the movement of the virtual objects in the display screen, which can provide a more realistic and variable dynamic water drop effect; (2) supporting a variety of different post-processing configurations for dynamic water droplets, and being able to adjust the presentation effect of dynamic raindrops according to the virtual scene in the display screen, thereby giving users a better visual experience and a better sense of immersion. It should be noted that different embodiments may produce different beneficial effects. In different embodiments, the beneficial effects that may be produced may be any one or a combination of the above, or any other possible beneficial effects.

[0094] The basic concepts have been described above. Obviously, for those skilled in the art, the above detailed disclosure is only for example and does not constitute a limitation of this specification. Although not explicitly stated here, those skilled in the art may make various modifications, improvements and corrections to this specification. Such modifications, improvements and corrections are taught in this specification, so such modifications, improvements and corrections still belong to the spirit and scope of the exemplary embodiments of this specification.

Claims

1. An image processing method, characterized in that: The method comprises: Obtaining dynamic change parameters of the virtual scene display screen; Based on the dynamic change parameter, a dynamic water drop particle is generated, wherein the motion trajectory of the dynamic water drop particle is associated with the content change of the display screen; Obtain a dynamic rendering target containing the dynamic water droplet particles; Post-processing is performed on the dynamic rendering target to generate a display picture with a superimposed dynamic water drop effect.

2. The method according to claim 1, characterized in that The method of obtaining the dynamic change parameters of the virtual scene display screen includes: Acquire motion parameters of the virtual object in the display screen in the virtual scene; The motion parameter includes a motion direction of the virtual object and / or a motion speed of the virtual object.

3. The method according to claim 2, characterized in that The generating of dynamic water droplet particles based on the dynamically changing parameters comprises: Based on the motion parameters, determining force information of the dynamic water droplet particles; The movement direction of the dynamic water droplet particles is offset based on the force information, so that the movement trajectory of the dynamic water droplet particles changes based on the movement of the virtual object in the display screen.

4. The method according to claim 3, characterized in that The force information of the dynamic water droplet particle includes the force direction and / or force value of the dynamic water droplet particle; Determining the force direction of the dynamic water droplet particles based on the movement direction of the virtual object; Based on the movement speed of the virtual object in the movement direction, the force value of the dynamic water droplet particle in the force direction is determined.

5. The method according to claim 4, characterized in that The determining, based on the motion parameter, the force information of the dynamic water droplet particle comprises: When the virtual object is in a stationary state in the virtual scene, the force information of the dynamic water droplet particle includes the self-gravity of the dynamic water droplet particle; When the virtual object is in motion in the virtual scene, the force information of the dynamic water droplet particles includes the gravity of the dynamic water droplet particles, the steering force applied to the dynamic water droplet particles, and / or the forward force applied to the dynamic water droplet particles; Wherein, the direction of the steering force is opposite to the steering direction of the virtual object in the virtual scene; The magnitude of the forward force is positively correlated with the forward speed of the virtual object in the virtual scene.

6. The method according to claim 1, characterized in that The obtaining of the dynamic rendering target including the dynamic water droplet particles comprises: photographing the dynamic water droplet particles in the display screen based on a preset virtual camera to obtain the dynamic rendering target; The number of dynamic water drop particles contained in the dynamic rendering target is less than or equal to the number of generated dynamic water drop particles.

7. The method according to claim 1, characterized in that The dynamic rendering target includes normal information of the dynamic water droplet particles; The performing post-processing on the dynamic rendering target comprises: Based on the first preset parameter, adjusting the normal information of the dynamic water droplet particles in the dynamic rendering target; The first preset parameter is used to characterize an ideal refraction range of a water droplet particle in a virtual scene corresponding to the display screen, wherein the value of the first preset parameter is positively correlated with the refraction range.

8. The method according to claim 1, characterized in that The performing post-processing on the dynamic rendering target comprises: The dynamic water drop particles in the dynamic rendering target are blurred.

9. The method according to claim 8, characterized in that The blurring of the dynamic water drop particles in the dynamic rendering target includes at least one of the following: Performing box-shaped blur processing on the dynamic water droplet particles; Performing Gaussian blur processing on the dynamic water droplet particles; or The box blur processing and the Gaussian blur processing are sequentially performed on the dynamic water drop particles.

10. The method according to claim 1, characterized in that The performing post-processing on the dynamic rendering target includes: forming a mask area based on a second preset parameter to perform mask processing on at least part of the dynamic water drop particles in the dynamic rendering target; The second preset parameter includes at least one of the following: the position of the mask area relative to the display screen, the shape of the mask area, the coverage area of ​​the mask area, the distribution of soft mask sub-areas in the mask area, and the softness of the soft mask sub-areas.

11. The method according to claim 1, characterized in that: The performing post-processing on the dynamic rendering target includes: Based on a third preset parameter, adjusting the refraction brightness of the dynamic water droplet particles in the dynamic rendering target; The third preset parameter is used to characterize the ideal refraction brightness of the water droplet particles in the virtual scene corresponding to the display screen.

12. The method according to claim 1, characterized in that The performing post-processing on the dynamic rendering target includes: Based on a fourth preset parameter, adjusting the refraction range of the dynamic water droplet particles in the dynamic rendering target; The fourth preset parameter is used to characterize the ideal fusion degree of the water droplet particles in the virtual scene corresponding to the display screen, and the value of the ideal fusion degree is positively correlated with the refraction range.

13. The method according to claim 1 or 12, characterized in that: The performing post-processing on the dynamic rendering target comprises: It is determined whether there is a highlighted display area in the display image whose display brightness is greater than a preset threshold value. If so, the refraction range of the dynamic water droplet particles in the dynamic rendering target located in the highlighted display area is expanded.

14. An image processing system, characterized in that: The system comprises: An acquisition unit, used to acquire dynamic change parameters of a virtual scene display screen; A water drop particle generating unit, configured to generate dynamic water drop particles based on the dynamic change parameter, wherein the motion trajectory of the dynamic water drop particles is associated with the content change of the display screen; A rendering target acquisition unit, used to acquire a dynamic rendering target including the dynamic water droplet particles; A post-processing unit is used to perform post-processing on the dynamic rendering target to generate a display picture with a superimposed dynamic water drop effect.

15. An image processing device, comprising a processor and a storage medium, wherein the storage medium is used to store computer instructions, and the processor is used to execute at least part of the computer instructions to implement the image processing method according to any one of claims 1 to 13.

16. A computer program product, comprising computer instructions or a computer program, wherein when at least part of the computer instructions or the computer program is executed by a processor, the image processing method according to any one of claims 1 to 13 can be implemented.

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