A multitasking management method for a three-dimensional animation production system
By processing the finished 3D animation data through multiple compression methods, the problem of slow transmission speed was solved, achieving efficient data transmission and storage, and improving the efficiency of the production process.
Patent Information
- Application Number
- CN202411959550.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-30
- Publication Date
- 2025-10-21
- Estimated Expiration
- 2044-12-30
AI Technical Summary
In the existing technology, the transmission speed of 3D animation finished product data is slow due to the large amount of data, which occupies too much network bandwidth, affecting the efficiency and progress of the production process. The existing compression method cannot fully tap the compressibility potential of the data.
The process employs a multi-stage compression method. First, the finished product data is converted to binary and initially compressed using the finished product compression unit. Then, the data is refined according to preset rules to generate a compression mapping array. Finally, the compression algorithm is used to compress the data again, and the data is restored and stored on a remote management platform.
Through multiple compressions, the amount of compression of the finished product data during transmission is significantly reduced, transmission efficiency is improved, and the quality and reliability of data transmission are ensured, providing technical support for 3D animation production tasks.
Smart Images

Figure CN119850795B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer technology, and in particular to a multi-task management method for a three-dimensional animation production system. Background Art
[0002] In today's 3D animation production field, with the continuous development of technology and the growing market demand, the scale and complexity of production are constantly increasing. Multi-task management has become a key link to ensure the efficient and smooth progress of the production process.
[0003] The 3D animation production process involves many different types of tasks, each with its own specific requirements and timeframes. To ensure the proper allocation of tasks and timely responses, it is crucial for production staff to upload finished product data as quickly as possible. However, the finished 3D animation data is often extremely large, containing a wealth of information such as images, models, materials, and animations. This data transmission consumes significant time and resources.
[0004] To address this issue, existing technologies often use compression algorithms to compress the binary data of finished product data. This approach reduces the data volume to a certain extent and improves transmission efficiency. However, existing compression methods have obvious limitations. They can often only compress the data once. For large amounts of finished 3D animation data, a single compression may not achieve the desired compression effect and cannot fully tap the data's compressibility potential. As a result, during the transmission process, problems such as slow transmission speeds and excessive network bandwidth usage may still occur due to the large amount of data, thus affecting the efficiency and progress of the entire production process.
[0005] In order to solve the above problems, the present invention proposes a solution. Summary of the Invention
[0006] The purpose of the present invention is to provide a multi-task management method for a three-dimensional animation production system in order to solve the problems raised in the above background technology;
[0007] The purpose of the present invention can be achieved through the following technical solutions:
[0008] A multi-task management method for a three-dimensional animation production system includes the following steps:
[0009] Step 1: The execution production unit obtains the task finished product data generated after the production personnel perform the 3D animation production task, converts the task finished product data into finished product base data by binary conversion, and transmits the finished product base data to the finished product compression unit;
[0010] Step 2: The finished product compression unit compresses the finished product binary data using a compression algorithm to obtain first finished product compressed data;
[0011] Step 3: compressing the first finished product compressed data according to a preset compression rule to obtain second finished product compressed data;
[0012] Step 4: compressing the second finished product compressed data using a compression algorithm to obtain task compressed data, and transmitting the task compressed data to a remote management platform;
[0013] Step 5: After receiving the transmitted compressed task data, the remote management platform restores the compressed task data to obtain the task finished product data, and stores and backs up the task finished product data.
[0014] Furthermore, the task finished product data includes model data, animation data, rendering data, post-synthesis data and other related data, wherein the model data includes but is not limited to character model data and scene model data.
[0015] Furthermore, the compression rules for the second finished compressed data obtained in step 3 are as follows:
[0016] S11: Create a first compressed circle and divide the interior of the first compressed circle into eight equally divided sectors, with the vertex of one sector being the center of the first compressed circle; with the pointer on a reference clock pointing to 12 o'clock, that is, due north, mark the eight equally divided sectors as A0, A1, ..., A7 in clockwise order;
[0017] Fill the four-bit binary number of the number 0 into the interior of the sector-shaped area A0 of the first compressed circle, fill the four-bit binary number of the number 1 into the interior of the sector-shaped area A1, and so on, and fill the four-bit binary numbers of the numbers 2, 3, ..., 7 into the interiors of the sector-shaped areas A2, A3, ..., A7 accordingly;
[0018] S12: Create a second compressed circle and divide the interior of the second compressed circle into eight equally divided sectors, with the vertex of one sector being the center of the first compressed circle; with the pointer on a reference clock pointing to 12 o'clock, that is, due north, mark the eight equally divided sectors in a clockwise direction as B0, B1, ..., B7;
[0019] Fill the four-bit binary number of the number 8 into the interior of the sector-shaped area B0 of the second compressed circle, fill the four-bit binary number of the number 9 into the interior of the sector-shaped area B1, and so on, and fill the four-bit binary numbers of the numbers 10, 11, ..., 15 into the interiors of the sector-shaped areas B2, B3, ..., B7 respectively;
[0020] S13: Specifying a cutting step size of 8 to cut the first finished compressed data in order from left to right to obtain a plurality of groups of refined base character strings, and marking the groups of refined base character strings as C1, C2, ..., Cc, from left to right according to the order of each group of refined base character strings in the first finished compressed data before cutting, where c ≥ 1;
[0021] S14: generating a compression mapping array of the refined base string C1 according to a preset generation rule;
[0022] S15: According to S14, the compression mapping arrays of the refined base strings C2, C3, ..., Cc are calculated in sequence, and the compression mapping arrays of the refined base strings C1, C2, ..., Cc are spliced in the order of the refined base strings C1, C2, ..., Cc to obtain the second finished compressed data.
[0023] Beneficial effects of the present invention:
[0024] (1) The present invention obtains the finished product binary data obtained by the production personnel when performing the three-dimensional animation production task through the execution production unit, and the finished product compression unit compresses the task finished product data three times to obtain task compressed data, which is stored and backed up by the remote management platform. In this way, the efficiency of the finished product binary data transmission is improved, the compression amount of the finished product binary data during the transmission process is greatly reduced, and the time resources during the transmission process are reduced;
[0025] (2) The present invention first compresses the data to obtain the first finished compressed data during the three compression processes, and then determines the region identification character, difference identification quantity, and composition mapping array based on the first compression circle and the second compression circle according to the pre-processing array and the post-processing array in each refined base character string in the first finished compressed data to obtain the second finished compressed data. At this time, the second finished compressed data is compressed again using the compression algorithm to obtain the task compressed data. In this process, the compression of the finished base data is performed again after the data is compressed by the first finished compressed data. Not only can the data be recompressed, but the characters constituting the data can also be reorganized through recompression so that they can be recompressed using the compression algorithm, thereby achieving more efficient recompression. In this way, the compressed data features in the first compressed data are further mined, which effectively guarantees the efficiency and quality of the entire compression process and provides a reliable technical guarantee for the transmission and storage of data in the three-dimensional animation production task. BRIEF DESCRIPTION OF THE DRAWINGS
[0026] The present invention will be further described below with reference to the accompanying drawings.
[0027] Figure 1 It is a system block diagram of the present invention. DETAILED DESCRIPTION
[0028] The following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making any creative efforts shall fall within the scope of protection of the present invention.
[0029] like Figure 1 As shown, a multi-task management method of a 3D animation production system is performed by a multi-task management system of the 3D animation production system, the system including a production end module and a remote management platform;
[0030] The production end module is used to manage the production files of the production personnel, and the production end module includes a production execution unit and a finished product compression unit;
[0031] The execution production unit pre-stores the 3D animation production tasks assigned to the production personnel by the remote management platform, wherein the 3D animation production tasks are production tasks assigned and planned by the 3D animation management personnel based on the production personnel's professional skills, expertise and specific project requirements;
[0032] The three-dimensional animation production task includes character modeling data, scene modeling data, material and texture task data, animation production task data, rendering task data, rendering area and layering information, post-synthesis task data, and synthesis script and shot sequence data;
[0033] In this application, character modeling data includes concept sketches and reference materials, bone structure data, size and proportion data;
[0034] Among them, concept sketches and reference materials refer to the concept sketches of the characters that the production staff will get. These sketches show the basic characteristics of the character's appearance, posture, style, etc. For example, if you are making an ancient warrior character, the sketch may depict the warrior's armor style, hairstyle, weapon shape, etc. At the same time, there will also be reference materials, such as detailed pictures of armor in history books, and reference videos of real people's body shapes and movements.
[0035] Bone structure data: This includes the number, position, and connection relationships of the bones of pre-created animated characters. For example, the bone structure of a human character, such as the connection method and range of motion of the skull, spine, and limb bones, helps to create reasonable character movements;
[0036] Size and proportion data include information such as the height and proportions between body parts of pre-created animated characters;
[0037] In this application, scene modeling data includes scene layout blueprints, architectural details and decoration references, terrain and environment data;
[0038] The scene layout blueprint includes the overall structure of the scene and the positional relationships of its various parts. For example, for an ancient palace scene, the blueprint would include the architectural layout of the palace, such as the location and size of the halls, corridors, gardens, etc.
[0039] Architectural details and decorative references include detailed information about architectural styles and decorative elements, such as the style of palace columns, wall murals, door and window shapes, and other reference images or text descriptions. These details can make the scene more realistic;
[0040] Terrain and environment data refers to the shape, slope, and vegetation distribution of the terrain within the scene. For example, to create a forest scene, you need to know the tree species, distribution density, and ground undulations.
[0041] In this application, material and texture task data includes material property descriptions, texture reference images, and material and texture mapping coordinates;
[0042] The material property description refers to the detailed description of the material properties for each model that needs to add a material. For example, for a metal object, its glossiness (high gloss metal or matte metal), reflectivity (the degree of light reflection), color (such as gold, silver, etc.) and other properties will be described; for organic objects, such as skin materials, there will be descriptions of parameters such as roughness, transparency (for example, the skin of parts such as ears has a certain degree of transparency), elasticity, etc.
[0043] Texture reference images include reference materials that provide textures. These materials can be photos, hand-drawn patterns, etc. For example, when adding textures to a piece of wooden furniture, there will be photos of real wood textures, including details such as wood rings and grain direction. If you are making a sci-fi style texture, there may be some abstract pattern materials as reference to create a futuristic texture effect.
[0044] Materials and texture mapping coordinates are used to tell developers how to correctly map textures to the surface of a model. This includes information such as the texture's scale, rotation, and offset. For example, to add a globe texture to a spherical model, you need to know how to adjust the texture mapping so that the texture wraps correctly around the sphere's surface without stretching or distortion.
[0045] In this application, animation task data includes animation scripts and storyboards, keyframe data, and timeline requirements;
[0046] The animation script is used to describe the animation's plot, dialogue, character movements, and other content in detail. For example, in an animated short, the script will explain the character's emotions, lines, and corresponding movements in each scene. The storyboard displays the animation's main plot and shot switching in the form of images. The production staff can use the storyboard to understand the composition of each shot, the character's position and movement changes, and other information. For some complex animations, there will also be an action decomposition script, which breaks down the character's complex movements into multiple simple action steps, making it easier for the production staff to understand and create the animation.
[0047] The keyframe data and timeline requirements specify the keyframe settings for the animation, including the location of the keyframes and the state of the character or object at the keyframe (such as position, rotation angle, scale, etc.). For example, when animating an object moving from point A to point B, the keyframe data will indicate that the object is at point A at the starting keyframe and at point B at the ending keyframe. The timeline requirements specify the duration of the animation, the frame rate (number of frames per second), and the time interval between each keyframe. For example, a 10-second animation has a frame rate of 24 frames per second. The animation creator needs to arrange the animation keyframes reasonably on the timeline according to these requirements to ensure smooth playback of the animation.
[0048] In this application, rendering task data includes rendering parameter settings, resolution and output format, lighting and shadow parameters, and material rendering properties;
[0049] Resolution and output format specify the resolution of the rendered image or video, such as 1920×1080 pixels, 4K (3840×2160 pixels), and the output format, such as common video formats such as AVI and MP4, or image formats such as PNG and JPEG.
[0050] Lighting and shadow parameters include the type of light source in the scene (such as point light, parallel light, spotlight, etc.), light intensity, color, shadow type (hard shadow or soft shadow), shadow blur, and other parameters. For example, in rendering an indoor scene, you need to set the intensity and color of sunlight coming through the window, as well as the distribution and intensity of the indoor lights, based on the actual lighting effect.
[0051] Material rendering properties: For previously added materials, there will be rendering-related property settings, such as the material's rendering mode (such as realistic rendering, cartoon rendering, etc.), transparency rendering effect (how to handle translucent objects), etc.
[0052] In this application, rendering area and layer information include rendering area division and layered rendering requirements. If the scene is large or needs to be rendered in parts, there will be rendering area division information. For example, for a large urban landscape scene, the city can be divided into several areas for rendering separately. This can improve rendering efficiency and facilitate later synthesis and adjustment. Layered rendering requirements refer to requiring production personnel to render the scene in layers, such as rendering the character layer, background layer, special effects layer, etc. separately. This allows for more flexible adjustment of the effects of each layer during later synthesis, such as adjusting the brightness of the character without affecting the background, or adding special effects to specific layers.
[0053] In this application, the post-compositing task data includes the rendering material list and special effect requirements and parameters;
[0054] The render asset list includes image and video files. The list will indicate the name, content (such as character animation clips, background scene rendering, etc.), corresponding rendering parameters and other information of each asset. For example, an asset list may list a video file named "Character Walking Animation - 4K - Realistic Rendering" and an image file named "Forest Background - 1920×1080 - Daytime Effect";
[0055] The visual effects requirements in the special effects requirements and parameters section describe in detail the visual effects that need to be added, such as lighting effects (such as lens flares and lightsaber effects), particle effects (such as snowflakes and flames), and distortion effects (such as water ripples and spatial distortion). For each effect, there will be corresponding parameter descriptions, such as the intensity, color, and position of lens flares, and the size, density, and falling speed of snowflake particles. The audio effects requirements section also describes audio effects requirements if the animation includes audio, such as background music mixing effects, echo or voice change effects for character dialogue, etc. For example, in a horror animation, you may need to add an echo effect to the character's footsteps to enhance the terrifying atmosphere.
[0056] The compositing script in the shot sequence data describes how to combine rendered assets and special effects to form the final animation. It includes the order of shots, the overlay method of assets in each shot (such as transparency blending, occlusion relationships, etc.), transition effects (such as fade-in, fade-out, rotation switching, etc.), etc. The shot sequence intuitively shows the arrangement and connection of each shot, and the production staff can use this information for post-compositing operations.
[0057] After the production personnel complete the 3D animation production task, the production execution unit obtains the task finished product data obtained after completing the 3D animation production task, wherein the task finished product data includes model data, animation data, rendering data, post-synthesis data and other related data, wherein the model data includes but is not limited to character model data and scene model data;
[0058] The character model contains information such as the character's vertex position, normal, texture coordinates, skeletal animation data, material information and texture maps. The material information is used to describe the properties of the character's surface, such as color, glossiness, reflectivity, transparency, etc. For example, skin materials may have a certain glossiness and translucency, while metal materials have a higher reflectivity. These material information combined with textures make the character more realistic. Texture maps include color textures, normal textures, roughness textures, etc. The color texture provides the basic color and pattern for the character, the normal texture is used to enhance the lighting effect of the surface details, and the roughness texture determines the degree of light scattering on the surface, together creating a more realistic visual experience;
[0059] The scene model contains three-dimensional models of scene elements such as buildings and terrain, as well as mesh data, material information and texture maps. For example, the model of the building will have precise structure and size, and the terrain model will show landform features such as mountains and rivers. The layout information of the scene, including the position, rotation angle and scale of each model in the scene, determines the spatial structure and mutual relationship of the entire scene as well as the lighting information. If the lighting effect in the scene is set during the production process, it may include the position, type (such as point light, spotlight, directional light, etc.), intensity, color and shadow parameters of the light source;
[0060] Animation data includes, but is not limited to, character animation sequences and scene animations. In addition to the skeletal animation data associated with the character model, character animation sequences also include complete animation sequences, which are a series of keyframe data arranged in chronological order and describe the continuous actions of a character over a period of time, such as a complete combat action flow or a plot-based performance animation. Animation curve data is used to control the speed and acceleration of animations to make movements smoother and more natural. For example, during a character's jump, the speed of ascent and descent can be finely adjusted using animation curves.
[0061] Scene animation refers to the possibility of some dynamic elements in the scene, such as fluttering flags, flowing water, etc. The data of these scene animations will also be included in the task finished data, including the object's motion trajectory, speed, rotation and other information. Camera animation: If there are camera movements and rotations in the animation, the camera animation data will also be recorded to determine the changes in the audience's perspective when watching the animation;
[0062] Rendering data includes the rendered image sequence and rendering settings. The rendered image sequence is generated according to the set resolution, frame rate and rendering quality. Each image represents the animation at a certain moment. If it is in video format, it is a complete video file synthesized from the image sequence.
[0063] The rendering settings record various parameter settings used during rendering, such as renderer type (such as common ray tracing renderer, rasterization renderer, etc.), resolution (such as 1920×1080, 4K, etc.), frame rate (such as 24fps, 30fps, etc.), anti-aliasing settings, shadow quality, lighting model, etc.
[0064] Post-production synthesis data includes but is not limited to synthesis layer information, special effects data and audio data. The synthesis layer information contains the content and order of each synthesis layer, for example, how the character layer, background layer, special effects layer, etc. are superimposed and combined together; each layer may have its own transparency, blending mode and other settings to achieve different visual effects; special effects data refers to the addition of various special effects in post-production synthesis, such as particle effects (such as flames, smoke, etc.), light and shadow effects (such as lens flares, flares, etc.), deformation effects, etc., the parameters and related data of these special effects will be included in the task finished product data; for example, the emission source position, speed, particle lifespan, color change and other parameters of particle effects; audio data refers to the audio part of the animation, including background music, sound effects (such as footsteps, object collision sounds, etc.), character dubbing, etc.; audio data may include the audio file itself and related audio settings, such as volume balance, audio fade-in and fade-out effects, etc.
[0065] The project's structure and settings are crucial for subsequent modifications and re-editing. For example, in some 3D animation software, the project file will record the reference relationships between all elements in the scene, the animation timeline settings, etc. Production documentation includes but is not limited to notes, technical specifications, and creative explanations during the production process. These documents help us understand the ideas and methods of the entire production process and provide references for subsequent project reviews and discussions.
[0066] Metadata includes but is not limited to the production date, identity information of the production personnel, production version, etc., where the production version is used to identify the number of times the 3D animation production task was performed;
[0067] The execution and production unit performs binary conversion on the task finished product data to obtain finished product base data, and transmits the finished product base data to the finished product compression unit;
[0068] After receiving the transmitted finished product binary data, the finished product compression unit compresses the finished product binary data using a compression algorithm to obtain first finished product compressed data, wherein the compression algorithm may be any one of Huffman coding and Lempel-Ziv-Welch (LZW) algorithm;
[0069] Then, the first finished compressed data is compressed according to a preset compression rule to obtain second finished compressed data. The compression rule is as follows:
[0070] S11: Create a first compressed circle and divide the interior of the first compressed circle into eight equally divided sectors, with the vertex of one sector being the center of the first compressed circle; with the pointer on a reference clock pointing to 12 o'clock, that is, due north, mark the eight equally divided sectors as A0, A1, ..., A7 in clockwise order;
[0071] Fill the four-bit binary number of the number 0 into the interior of the sector-shaped area A0 of the first compressed circle, fill the four-bit binary number of the number 1 into the interior of the sector-shaped area A1, and so on, and fill the four-bit binary numbers of the numbers 2, 3, ..., 7 into the interiors of the sector-shaped areas A2, A3, ..., A7 accordingly;
[0072] S12: Create a second compressed circle and divide the interior of the second compressed circle into eight equally divided sectors, with the vertex of one sector being the center of the first compressed circle; with the pointer on a reference clock pointing to 12 o'clock, that is, due north, mark the eight equally divided sectors in a clockwise direction as B0, B1, ..., B7;
[0073] Fill the four-bit binary number of the number 8 into the interior of the sector-shaped area B0 of the second compressed circle, fill the four-bit binary number of the number 9 into the interior of the sector-shaped area B1, and so on, and fill the four-bit binary numbers of the numbers 10, 11, ..., 15 into the interiors of the sector-shaped areas B2, B3, ..., B7 respectively;
[0074] S13: Specifying a cutting step of 8 and cutting the first finished compressed data in order from left to right to obtain a plurality of groups of refined base character strings, and sequentially labeling the groups of refined base character strings as C1, C2, ..., Cc, from left to right according to the order of each group of refined base character strings in the first finished compressed data before cutting, where c ≥ 1. It should be noted that the total number of characters constituting the refined base character strings C1, C2, ..., Cc-1 is 8, and the total number of characters constituting the refined base character string Cc is less than or equal to 8;
[0075] S14: Generate a compression mapping array of the refined base string C1 according to a preset generation rule. The generation rule is as follows:
[0076] S141: Extracting the first four characters constituting the refined base string C1 from left to right, marking the first four characters as a pre-processing array of the refined base string C1, and marking all remaining characters after the extraction as a post-processing array of the refined base string C1;
[0077] S142: Using formula Calculate and obtain the difference identification quantity E1 of the refined base string C1, where D1 and D2 are the decimal numbers corresponding to the pre-processing array and the post-processing array of the refined base string C1 respectively;
[0078] It should be noted that the difference identifier E1 is artificially defined to represent the difference identifier characteristics between the pre-processing array and the post-processing array in the refined base string C1 in the decimal domain.
[0079] S143: According to the pre-processing array, matching the fan-shaped areas P1 and P2 whose four-bit binary numbers are filled in from the first and second compression circles respectively is consistent with the pre-processing array and the post-processing array;
[0080] S144: If both the sector-shaped areas P1 and P2 are sector-shaped areas within the first compression circle, first determine that the area identification character of the refined base string C1 is 0, then obtain the subscript marked by the sector-shaped area P1, and determine the constituent mapping array of the refined base string C1 based on the subscript. The determination steps are as follows:
[0081] SS11: If the subscript is in the interval [0, 1], the first characteristic identifier of the refined base string C1 is determined to be 00. Further, if the subscript is 0, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 1, the second characteristic identifier of the refined base string C1 is determined to be 1.
[0082] SS12: If the subscript is in the interval [2, 3], the first characteristic identifier of the refined base string C1 is determined to be 01. Further, if the subscript is 2, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 3, the second characteristic identifier of the refined base string C1 is determined to be 1.
[0083] SS13: If the subscript is in the interval [4, 5], the first characteristic identifier of the refined base string C1 is determined to be 10. Further, if the subscript is 4, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 5, the second characteristic identifier of the refined base string C1 is determined to be 1.
[0084] SS14: If the subscript is within the interval [6, 7], the first characteristic identifier of the refined base string C1 is determined to be 01. Further, if the subscript is 6, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 7, the second characteristic identifier of the refined base string C1 is determined to be 1.
[0085] SS15: Concatenate the first feature identifier and the second feature identifier of the refined base string C1 in the order of the first feature identifier and the second feature identifier to obtain a constituent mapping array of the refined base string C1;
[0086] S145: If both the sector-shaped areas P1 and P2 are within the second compression circle, first determine that the area identification character of the refined base string C1 is 0, then obtain the subscript marked by the sector-shaped area P2, and determine the constituent mapping array of the refined base string C1 based on the subscript. The determination steps are the same as SS11-SS15:
[0087] S146: If the sectors P1 and P2 belong to different compression circles, first determine that the region identification character of the refined base string C1 is 1, then obtain the subscript marked by the sector P1, and determine the constituent mapping array of the refined base string C1 based on the subscript. The determination steps are the same as SS11-SS15.
[0088] S147: Concatenating the region identification character, the difference identification value, and the mapping array of the refined base string C1 in the order of the region identification character, the difference identification value, and the mapping array to obtain a compressed mapping array of the refined base string C1;
[0089] S15: Obtain compression mapping arrays of the refined base strings C2, C3, ..., Cc by sequential calculation according to S14, and concatenate the compression mapping arrays of the refined base strings C1, C2, ..., Cc in the order of the refined base strings C1, C2, ..., Cc to obtain second finished compressed data. It should be noted that if the total number of characters constituting the refined base string Cc is less than 8, the compression mapping array of the refined base string Cc is itself.
[0090] Compressing the second finished product compressed data using a compression algorithm to obtain task compressed data, and transmitting the task compressed data to a remote management platform;
[0091] The remote management platform is used to receive and store the task finished product data obtained after the production personnel perform the three-dimensional animation production task. After receiving the transmitted task compressed data, the remote management platform restores it to obtain the task finished product data, and stores and backs up the task finished product data;
[0092] Throughout the specification, references to terms such as "one embodiment," "example," or "specific example" indicate that the specific features, structures, materials, or characteristics described in conjunction with that embodiment or example are included in at least one embodiment or example of the present invention. In this specification, schematic representations of these terms do not necessarily refer to the same embodiment or example. Furthermore, the specific features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples.
[0093] The above contents are merely examples and explanations of the present invention. Those skilled in the art may make various modifications or additions to the described specific embodiments or replace them in similar ways. As long as they do not deviate from the scope defined by the invention, they should all fall within the scope of protection of the present invention.
[0094] The above is a detailed description of an embodiment of the present invention. However, the content described is only a preferred embodiment of the present invention and should not be considered to limit the scope of the present invention. All equivalent changes and improvements made within the scope of the present invention should still fall within the scope of the patent coverage of the present invention.
Claims
1. A multi-task management method for a 3D animation production system, characterized in that: The following steps are involved: Step 1: The execution production unit obtains the task finished product data generated after the production personnel perform the 3D animation production task, converts the task finished product data into finished product base data by binary conversion, and transmits the finished product base data to the finished product compression unit; Step 2: The finished product compression unit compresses the finished product binary data using a compression algorithm to obtain first finished product compressed data; Step 3: Compress the first finished compressed data according to a preset compression rule to obtain second finished compressed data. The compression rule for obtaining the second finished compressed data is as follows: S11: Create a first compressed circle and divide the interior of the first compressed circle into eight equally divided sectors, with the vertex of one sector being the center of the first compressed circle; with the pointer on a reference clock pointing to 12 o'clock, that is, due north, mark the eight equally divided sectors as A0, A1, ..., A7 in clockwise order; Fill the four-bit binary number of the number 0 into the interior of the sector-shaped area A0 of the first compressed circle, fill the four-bit binary number of the number 1 into the interior of the sector-shaped area A1, and so on, and fill the four-bit binary numbers of the numbers 2, 3, ..., 7 into the interiors of the sector-shaped areas A2, A3, ..., A7 accordingly; S12: Create a second compressed circle and divide the interior of the second compressed circle into eight equally divided sectors, with the vertex of one sector being the center of the first compressed circle; with the pointer on a reference clock pointing to 12 o'clock, that is, due north, mark the eight equally divided sectors in a clockwise direction as B0, B1, ..., B7; Fill the four-bit binary number of the number 8 into the interior of the sector-shaped area B0 of the second compressed circle, fill the four-bit binary number of the number 9 into the interior of the sector-shaped area B1, and so on, and fill the four-bit binary numbers of the numbers 10, 11, ..., 15 into the interiors of the sector-shaped areas B2, B3, ..., B7 respectively; S13: Specifying a cutting step of 8 and cutting the first finished compressed data in order from left to right to obtain a plurality of groups of refined base character strings, and marking all the groups of refined base character strings as C1, C2, ..., Cc, from left to right according to the order of each group of refined base character strings in the first finished compressed data before cutting, where c ≥ 1; S14: generating a compression mapping array of the refined base string C1 according to a preset generation rule; S15: sequentially calculating and obtaining the compression mapping arrays of the refined base strings C2, C3, ..., Cc according to S14, and concatenating the compression mapping arrays of the refined base strings C1, C2, ..., Cc in the order of the refined base strings C1, C2, ..., Cc to obtain second finished compressed data; Step 4: compressing the second finished product compressed data using a compression algorithm to obtain task compressed data, and transmitting the task compressed data to a remote management platform; Step 5: After receiving the transmitted compressed task data, the remote management platform restores the compressed task data to obtain the task finished product data, and stores and backs up the task finished product data.
2. The multi-task management method of a 3D animation production system according to claim 1, characterized in that: The 3D animation production task includes character modeling data, scene modeling data, material and texture task data, animation production task data, rendering task data, rendering area and layering information, post-synthesis task data, and synthesis script and shot sequence data.
3. The multi-task management method of a 3D animation production system according to claim 1, characterized in that: The finished task data includes model data, animation data, rendering data, post-synthesis data and other related data, where the model data includes but is not limited to character model data and scene model data.
4. The multi-task management method of a 3D animation production system according to claim 1, characterized in that: S14, generating a compression mapping array of the refined base string C1 according to the following rules: S141: Extracting the first four characters constituting the refined base string C1 from left to right, marking the first four characters as a pre-processing array of the refined base string C1, and marking all remaining characters after the extraction as a post-processing array of the refined base string C1; S142: Obtain a difference identifier E1 of the refined base string C1 using a formula, where D1 and D2 are the decimal numbers corresponding to the pre-processing array and the post-processing array of the refined base string C1, respectively; The difference identifier E1 is artificially defined to represent the difference identifier characteristics between the pre-processing array and the post-processing array in the refined base string C1 in the decimal domain; S143: According to the pre-processing array, matching the fan-shaped areas P1 and P2 whose four-bit binary numbers are filled in from the first and second compression circles respectively is consistent with the pre-processing array and the post-processing array; S144: If both the sector-shaped areas P1 and P2 are sector-shaped areas within the first compression circle, first determine that the area identification character of the refined base string C1 is 0, then obtain the subscript marked by the sector-shaped area P1, and determine the subscript to determine the constituent mapping array of the refined base string C1; S145: If both the sector-shaped areas P1 and P2 are sector-shaped areas within the second compression circle, first determine that the area identification character of the refined base string C1 is 0, then obtain the subscript marked by the sector-shaped area P2, and determine the constituent mapping array of the refined base string C1 based on the subscript: S146: If the sectors P1 and P2 belong to different compression circles, first determine that the region identification character of the refined base string C1 is 1, then obtain the subscript marked by the sector P1, and determine the subscript to determine the constituent mapping array of the refined base string C1; S147: Concatenate the region identification characters, the difference identification quantities, and the constituent mapping array of the refined base string C1 in the order of the region identification characters, the difference identification quantities, and the constituent mapping array to obtain a compressed mapping array of the refined base string C1.
5. The multi-task management method of a 3D animation production system according to claim 4, characterized in that: In S144, the steps of determining the mapping array of the refined base string C1 are as follows: SS11: If the subscript is in the interval [0, 1], the first characteristic identifier of the refined base string C1 is determined to be 00. Further, if the subscript is 0, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 1, the second characteristic identifier of the refined base string C1 is determined to be 1. SS12: If the subscript is in the interval [2, 3], the first characteristic identifier of the refined base string C1 is determined to be 01. Further, if the subscript is 2, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 3, the second characteristic identifier of the refined base string C1 is determined to be 1. SS13: If the subscript is in the interval [4, 5], the first characteristic identifier of the refined base string C1 is determined to be 10. Further, if the subscript is 4, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 5, the second characteristic identifier of the refined base string C1 is determined to be 1. SS14: If the subscript is within the interval [6, 7], the first characteristic identifier of the refined base string C1 is determined to be 01. Further, if the subscript is 6, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 7, the second characteristic identifier of the refined base string C1 is determined to be 1. SS15: Concatenate the first feature identifier and the second feature identifier of the refined base string C1 in the order of the first feature identifier and the second feature identifier to obtain a constituent mapping array of the refined base string C1.
Citation Information
Patent Citations
Method and device for managing three-dimensional model of browser
CN118656556A