Rendering method and device for simulating surface reflection effect of goggles
By calculating and utilizing the normal direction of the goggle model in the vertex and cell shaders, sampling and mixing rainbow gradients and environment maps, the problem of difficulty in rendering the optical phenomenon of ski goggles on the mobile side in real time is solved, and a real and efficient rendering effect is achieved.
Patent Information
- Application Number
- CN202510044862.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-10
- Publication Date
- 2025-05-16
AI Technical Summary
The prior art is difficult to calculate the optical phenomena of ski goggles and other equipment in real time on the mobile terminal, resulting in the unreal rendering effect of three-dimensional games.
In the vertex shader, calculate the custom normal direction and regular normal direction of the goggle model surface, and use these normals for calculation in the cell shader, sample the rainbow gradient map and the three-dimensional environment map respectively, and finally mix and superimpose the sampled colors to obtain the rendering effect of the goggle model surface.
It avoids complex real-time ray tracing calculations, creates real visual effects, and maintains a good performance balance, suitable for three-dimensional applications on mobile terminals.
Smart Images

Figure CN120014141A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of computer graphics rendering, and in particular to a rendering method and device for simulating the reflection effect of the surface of goggles, a computing device, and a computer-readable storage medium. Background Art
[0002] In the production process of ski goggles or similar devices, special multi-layer film materials and coating technologies are used. The different refractive indices of these film materials will produce interference effects, resulting in rainbow-like spectral reflections on the lens surface. In addition, the curved design of the lens will also cause light to reflect and refract when passing through the lens, resulting in a slight distortion effect. In 3D game applications, there is a need to render the optical phenomena of such devices to improve the realism of the game and user experience, but the amount of physical calculations required according to traditional computer graphics calculation methods is too large to be calculated in real time on mobile devices. Summary of the invention
[0003] In view of this, the embodiments of the present application provide a rendering method and apparatus, a computing device, and a computer-readable storage medium for simulating the reflection effect of the surface of goggles to solve the technical defects existing in the prior art.
[0004] According to a first aspect of an embodiment of the present application, a rendering method for simulating the reflection effect of a goggles surface is provided, comprising:
[0005] Calculate the custom normal direction and regular normal direction of the goggles model surface in the vertex shader and pass them to the fragment shader;
[0006] The two normals are used to perform calculations in a fragment shader, and the first color and the second color are obtained after sampling the first texture and the second texture respectively;
[0007] The first color and the second color are mixed and superimposed to obtain a rendering effect on the surface of the goggles model.
[0008] According to a second aspect of an embodiment of the present application, a rendering device for simulating the reflection effect of a goggles surface is provided, comprising:
[0009] A calculation unit, used to calculate the custom normal direction and the conventional normal direction of the surface of the goggles model in the vertex shader and pass them to the fragment shader;
[0010] A sampling unit, used to perform calculations in a fragment shader using the two normals, and to obtain a first color and a second color after sampling the first texture and the second texture respectively;
[0011] A mixing unit is used to mix and superimpose the first color and the second color to obtain a rendering effect on the surface of the goggles model.
[0012] According to a third aspect of an embodiment of the present application, a computing device is provided, comprising a memory, a processor, and computer instructions stored in the memory and executable on the processor, wherein when the processor executes the instructions, the steps of a rendering method for simulating the reflection effect of the surface of goggles are implemented.
[0013] According to a fourth aspect of an embodiment of the present application, a computer-readable storage medium is provided, which stores computer instructions, and when the instructions are executed by a processor, the steps of a rendering method for simulating the reflection effect of the surface of goggles are implemented.
[0014] Through the method provided in the embodiment of the present application, two sets of normal directions are calculated in the vertex shader according to the characteristics of the goggles model, one set of normal directions is the custom normal direction, and the other set is the conventional normal direction of the model; then the above normal data is used in the fragment shader to sample the rainbow gradient map and the three-dimensional environment map respectively, and finally the two sampled colors are mixed and superimposed to obtain the final rendering effect. The solution of the present application avoids complex real-time ray tracing calculations, creates a realistic visual effect, and maintains a good performance balance, which is suitable for mobile 3D applications. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] Figure 1 is a structural block diagram of a computing device provided in an embodiment of the present application;
[0016] Figure 2 It is a flowchart of a rendering method for simulating the reflection effect of the surface of goggles provided in an embodiment of the present application;
[0017] Figure 3 This is a schematic diagram of the effect of a pre-made rainbow gradient map provided in an embodiment of the present application;
[0018] Figure 4a This is a schematic diagram of the effect after sampling according to the custom normal provided in the embodiment of the present application;
[0019] Figure 4b This is another schematic diagram of the effect after sampling according to the custom normal provided in an embodiment of the present application;
[0020] Figure 5a This is a schematic diagram of the effect after sampling according to conventional normals provided in an embodiment of the present application;
[0021] Figure 5b This is another schematic diagram of the effect after sampling according to conventional normals provided in an embodiment of the present application;
[0022] Figure 6aThis is a schematic diagram of the effect of goggles with environmental reflection and rainbow coating achieved according to the method provided in the embodiment of the present application;
[0023] Figure 6b It is a schematic diagram of another goggles effect with environmental reflection and rainbow coating realized according to the method provided in the embodiment of the present application;
[0024] Figure 7 It is a structural schematic diagram of a rendering device for simulating the reflection effect of the surface of goggles provided in an embodiment of the present application. DETAILED DESCRIPTION
[0025] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.
[0026] The terms used in one or more embodiments of the present application are only for the purpose of describing specific embodiments, and are not intended to limit one or more embodiments of the present application. The singular forms of "a", "said" and "the" used in one or more embodiments of the present application and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used in one or more embodiments of the present application refers to and includes any or all possible combinations of one or more associated listed items.
[0027] It should be understood that, although the terms first, second, etc. may be used to describe various information in one or more embodiments of the present application, these information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of the present application, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "in response to determination".
[0028] In the present application, a rendering method and apparatus, a computing device and a computer-readable storage medium for simulating the reflection effect of the surface of goggles are provided, which will be described in detail one by one in the following embodiments.
[0029] Figure 1 The structure block diagram of a computing device 100 according to an embodiment of the present application is shown. The components of the computing device 100 include but are not limited to a memory 110 and a processor 120. The processor 120 is connected to the memory 110 via a bus 130, and the database 150 is used to store data.
[0030] The computing device 100 also includes an access device 140 that enables the computing device 100 to communicate via one or more networks 160. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 140 may include one or more of any type of network interface (e.g., a network interface card (NIC)) whether wired or wireless, such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a World Wide Interoperability for Microwave Access (Wi-MAX) interface, an Ethernet interface, a universal serial bus (USB) interface, a cellular network interface, a Bluetooth interface, a near field communication (NFC) interface, and the like.
[0031] In one embodiment of the present application, the above components of the computing device 100 and Figure 1 Other components not shown in the figure may also be connected to each other, for example, via a bus. It should be understood that Figure 1 The computing device structure block diagram shown is only for the purpose of illustration, and is not intended to limit the scope of the present application. Those skilled in the art may add or replace other components as needed.
[0032] Computing device 100 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, etc.), a mobile phone (e.g., a smartphone), a wearable computing device (e.g., a smart watch, smart glasses, etc.), or other type of mobile device, or a stationary computing device such as a desktop computer or PC.
[0033] In the embodiments of the present application, Figure 2 A flow chart of a rendering method for simulating the reflection effect of the surface of goggles provided in the present application is shown, including steps 202 to 206.
[0034] In order to better understand these steps, let's briefly introduce a few important concepts:
[0035] Vertex Shader: In the graphics rendering pipeline, the vertex shader is responsible for processing each vertex, including coordinate transformation and vertex attribute calculation (such as normal, color, etc.).
[0036] Normal: A normal is a vector perpendicular to a surface and is often used in lighting calculations to determine how light interacts with a surface.
[0037] Fragment Shader: The fragment shader processes the fragments generated after rasterization and determines the color of each pixel.
[0038] Tangent space: A local coordinate system used for lighting calculations that makes it easier to work with detail maps (such as normal maps).
[0039] UV mapping: UV mapping is a technique for attaching a two-dimensional image (texture) to the surface of a three-dimensional object. The UV coordinate range is usually (0,0) to (1,1).
[0040] Step 202: Calculate the custom normal and the regular normal direction of the surface of the goggles model in the vertex shader and pass them to the fragment shader.
[0041] In this step, the vertex shader calculates the normal direction of each vertex and passes this information to the fragment shader.
[0042] First, the vertex shader calculates a custom normal direction for each vertex by calculating a simulated smooth spherical normal.
[0043] Specifically, each time the vertex shader processes a vertex, it calculates a custom normal direction vector based on the vertex position v.vertex and a predefined sphere center position _CustomCenterPos:
[0044] float3 customNormal=normalize(v.vertex-_CustomCenterPos);
[0045] v.vertex-_CustomCenterPos calculates the direction vector from the center of the sphere to the vertex; normalize normalizes the direction vector.
[0046] Furthermore, the custom normal direction is converted to the tangent space. The calculated custom normal customNormal is converted to the tangent space to facilitate the lighting calculation. In a feasible embodiment, the UNITY_MATRIX_IT_MV matrix provided by Unity is used, which is the inverse transposed model view matrix:
[0047] o.NtoV.x=mul(UNITY_MATRIX_IT_MV[0],customNormal);
[0048] o.NtoV.y=mul(UNITY_MATRIX_IT_MV[1],customNormal);
[0049] The UNITY_MATRIX_IT_MV matrix is used to transform normals from model view space to tangent space.
[0050] The mul function represents the matrix and vector multiplication operation.
[0051] o.NtoV is the output variable used to pass the calculation results to the fragment shader.
[0052] Second, the vertex shader calculates the model's own normal direction and transforms it to world space.
[0053] Specifically, the vertex shader also needs to process the model's own normals, which describe the local features of the model's surface and can better simulate the phenomenon of light distortion in the subsequent simulation. Use the UnityObjectToWorldNormal function provided by Unity to convert the normals from object space to world space:
[0054] o.normal_world=UnityObjectToWorldNormal(v.normal);
[0055] v.normal is the model's own normal.
[0056] The UnityObjectToWorldNormal function converts a normal from object space to world space.
[0057] o.normal_world is used to store the transformed normals and pass them to the fragment shader.
[0058] Step 204: In the fragment shader, two normals are used to perform calculations respectively, and different maps are sampled to obtain the first color and the second color.
[0059] In this step, the fragment shader performs texture sampling according to the two normals obtained from step 202 to obtain two different colors.
[0060] Among them, firstly, the first map is sampled according to the obtained custom normal, and the first map is a pre-made rainbow gradient map, such as Figure 3 shown.
[0061] Specifically, the range of the custom normal direction is converted from -1-1 to 0-1 and used as the uv coordinate for sampling:
[0062] float2 uv = i.NtoV*0.5+0.5; / / Convert the range of custom normal direction to 0-1;
[0063] Use the mapped uv coordinates to sample the first map to get the first color:
[0064] fixed3 RainbowCol=tex2D(_texture1,uv)*_textureInt;
[0065] The tex2D function uses the obtained UV coordinates to sample the first texture _texture1 to obtain the corresponding color. _textureInt is an intensity factor used to adjust the brightness or intensity of the sampled color. Through this sampling calculation, the rainbow range of the goggles will change when the character turns, such as Figure 4a and Figure 4b shown.
[0066] Secondly, the normal line of sight of the model is used to calculate the direction of sight, which is used to sample the second map to obtain the second color, i.e. the distorted environment reflection, including:
[0067] (1) Calculate the normalized vector in the normal direction:
[0068] float3 normal_dir = normalize(i.normal_world); / / i.normal_world is the model's built-in normal vector passed from the vertex shader. This vector has been converted to world space.
[0069] (2) Calculate the normalized vector of the sight direction:
[0070] float3 view_dir=normalize(_WorldSpaceCameraPos.xyz-i.posWS);
[0071] Among them, _WorldSpaceCameraPos is the position of the camera in the world space; i.posWS is the position of the current fragment in the world space; _WorldSpaceCameraPos.xyz-i.posWS calculates the direction vector from the fragment to the camera; the normalize function normalizes the direction vector to obtain the unit vector view_dir in the direction of sight.
[0072] (3) Calculate the reflection direction:
[0073] float3 reflect_dir=reflect(-view_dir,normal_dir);
[0074] The reflect function calculates the reflection vector of the view direction view_dir relative to the normal direction normal_dir; -view_dir means the opposite direction of the view direction, because the direction of the incident light is needed for reflection calculation.
[0075] (4) Use the reflection direction to sample the second map to obtain the distorted environment reflection, i.e. the second color:
[0076] fixed4 color_cubemap=texCUBE(_CubeMap,reflect_dir);
[0077] The texCUBE function uses the reflection direction reflect_dir as the sampling coordinate, from the second map
[0078] _CubeMap; reflect_dir indicates the reflection direction, which determines the point sampled from the second map. The second map _CubeMap is a cube map describing the surrounding environment. The sampling result is as follows Figure 5a and Figure 5b shown.
[0079] Preferably, when the second map also contains HDR information, HDR environment map color decoding is also required:
[0080] fixed3 env_color=DecodeHDR(color_cubemap,_CubeMap_HDR)*
[0081] _cubemapInt;
[0082] The DecodeHDR function is used to decode the color of an HDR (high dynamic range) image. color_cubemap is the color value sampled from the cubemap; _CubeMap_HDR is the extended information of the HDR image, which may contain exposure values, etc.; env_color is the decoded environment color;
[0083] _cubemapInt is an intensity factor that adjusts the overall brightness or intensity of the environment color.
[0084] Step 206: The first color and the second color are mixed and superimposed to obtain a rendering effect on the surface of the goggles model.
[0085] In this step, the first color and the second color obtained in step 204 are mixed and superimposed to create a ski goggles effect with environmental reflection and rainbow coating, so as to enhance the visual quality and sense of reality of the user.
[0086] In a feasible implementation, the first color and the second color are mixed according to the Fresnel effect, which describes the changing law of the ratio of reflection and transmission when light interacts with a surface at different angles; when the line of sight is perpendicular to the surface of the object, there is less reflection, and when the line of sight is parallel to the surface of the object, there is more reflection.
[0087] Specifically, mixing the first color and the second color according to the Fresnel phenomenon includes:
[0088] (1) Calculate the Fresnel coefficient:
[0089] half fresnel=pow(saturate(1.0-dot(normal_dir,view_dir)),_fresnelPow);
[0090] Among them, normal_dir is the normal direction of the model surface.
[0091] view_dir is the view direction, a vector pointing towards the observer.
[0092] dot(normal_dir,view_dir): Calculates the dot product of the normal direction and the view direction to describe the angle between the two.
[0093] saturate(1.0-dot(normal_dir,view_dir)) : Limit the result to [0,1]. The general saturate(x) function will limit any value to this range. When the line of sight is parallel to the normal (or nearly parallel), the dot product is close to 1, so 1.0-dot(normal_dir,view_dir) is close to 0, and there is less reflection. When the line of sight is perpendicular to the normal (or nearly perpendicular), the dot product is close to 0, so 1.0-dot(normal_dir,view_dir) is close to 1, and there is more reflection.
[0094] pow(...,_fresnelPow): Adjusts the Fresnel coefficients by exponentiation to make them more consistent with the desired rate of change. _fresnelPow is a tuning parameter that controls the intensity of reflectivity.
[0095] (2) Mix the two colors to get the rendering effect of the goggles model surface
[0096] fixed3 finalCol=lerp(env_color,RainbowCol,fresnel);
[0097] Among them, lerp(a,b,t) is a linear interpolation function, which returns the value a+t*(ba), returns a when t=0, and returns b when t=1;
[0098] RainbowCol: Rainbow color is the first color;
[0099] env_color: environment color, i.e. the second color;
[0100] fresnel: The calculated Fresnel coefficient.
[0101] When fresnel is 0, finalCol is close to env_color, indicating that the environment reflection is less in the parallel case; when fresnel is 1, finalCol is close to RainbowCol, indicating that the environment reflection is more in the vertical case, such as Figure 6a-6b shown.
[0102] In the above embodiment of the present application, in order to efficiently simulate the goggles effect with environmental reflection and rainbow coating on the mobile terminal, and ensure that the rendering result is as realistic as possible without consuming too many hardware resources, two sets of normal directions are calculated in the vertex shader according to the characteristics of the goggles model, and then the above normal data is used in the fragment shader to sample the rainbow gradient map and the environment map respectively, and finally the two sampled colors are mixed and superimposed to obtain the final rendering effect. It avoids complex real-time ray tracing calculations, creates a realistic visual effect, and maintains a good performance balance, which is suitable for mobile 3D applications.
[0103] Corresponding to the above method embodiment, the present application also provides an embodiment of a rendering device for simulating the reflection effect of the surface of goggles, such as Figure 7 As shown, the device comprises:
[0104] A calculation unit, used to calculate the custom normal direction and the conventional normal direction of the surface of the goggles model in the vertex shader and pass them to the fragment shader;
[0105] A sampling unit, used to perform calculations in a fragment shader using the two normals, and to obtain a first color and a second color after sampling the first texture and the second texture respectively;
[0106] A mixing unit is used to mix and superimpose the first color and the second color to obtain a rendering effect on the surface of the goggles model.
[0107] The above is a schematic scheme of a rendering device for simulating the reflection effect of the goggles surface of this embodiment. It should be noted that the technical scheme of the rendering device for simulating the reflection effect of the goggles surface and the technical scheme of the rendering method for simulating the reflection effect of the goggles surface belong to the same concept, and the details not described in detail in the technical scheme of the rendering device for simulating the reflection effect of the goggles surface can be referred to the description of the technical scheme of the rendering method for simulating the reflection effect of the goggles surface.
[0108] In one embodiment of the present application, a computing device is also provided, including a memory, a processor, and computer instructions stored in the memory and executable on the processor. When the processor executes the instructions, the steps of the rendering method for simulating the reflection effect of the surface of goggles are implemented.
[0109] The above is a schematic scheme of a computing device of this embodiment. It should be noted that the technical scheme of the computing device and the technical scheme of the rendering method for simulating the reflection effect of the goggles surface described above are of the same concept, and the details not described in detail in the technical scheme of the computing device can be found in the description of the technical scheme of the rendering method for simulating the reflection effect of the goggles surface described above.
[0110] An embodiment of the present application also provides a computer-readable storage medium storing computer instructions, which, when executed by a processor, implement the steps of the rendering method for simulating the reflection effect of the goggles surface as described above.
[0111] The above is a schematic scheme of a computer-readable storage medium of this embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the rendering method for simulating the reflection effect of the goggles surface described above belong to the same concept, and the details not described in detail in the technical scheme of the storage medium can be referred to the description of the technical scheme of the rendering method for simulating the reflection effect of the goggles surface described above.
[0112] The above describes specific embodiments of the present application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the accompanying drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0113] The computer instructions include computer program codes, which may be in source code form, object code form, executable files or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of legislation and patent practice in the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.
[0114] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described action sequence, because according to the present application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.
[0115] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0116] The preferred embodiments of the present application disclosed above are only used to help explain the present application. The optional embodiments do not describe all the details in detail, nor do they limit the invention to the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of the present application. The present application selects and specifically describes these embodiments in order to better explain the principles and practical applications of the present application, so that those skilled in the art can understand and use the present application well. The present application is only limited by the claims and their full scope and equivalents.
Claims
1. A rendering method for simulating the reflection effect of the surface of goggles, characterized in that: include: Calculate the custom normal direction and regular normal direction of the goggles model surface in the vertex shader and pass them to the fragment shader; The two normals are used to perform calculations in a fragment shader, and the first color and the second color are obtained after sampling the first texture and the second texture respectively; The first color and the second color are mixed and superimposed to obtain a rendering effect on the surface of the goggles model.
2. The method according to claim 1, wherein: The method of calculating the custom normal direction and the conventional normal direction of the surface of the goggles model in the vertex shader includes: Whenever the vertex shader processes a vertex, the custom normal direction is calculated according to the position of the vertex and the predefined center position of the sphere, and then the custom normal direction is converted to the tangent space; and the conventional normal of the goggles model is converted to the world space.
3. The method according to claim 2, wherein: The fragment shader uses the two normals to perform calculations respectively, and samples the first texture and the second texture to obtain the first color and the second color; Using the custom normal direction as a UV coordinate, and using the UV coordinate to sample a first map to obtain a first color, wherein the first map is a pre-made rainbow gradient map; The sight direction is calculated using the conventional normals of the goggles model to sample the second map to obtain the second color, where the second map is a cube map describing the surrounding environment.
4. The method according to claim 3, wherein: Using the custom normal direction as a UV coordinate and using the UV coordinate to sample the first map to obtain a first color includes: The range of the custom normal direction is mapped from -1-1 to 0-1 and used as uv coordinates, the mapped uv coordinates are used to sample the first map, and the brightness or intensity of the sampled color is adjusted using an intensity factor.
5. The method according to claim 3, wherein: The conventional normal of the goggles model is used to calculate the sight direction, which is used to sample the second map to obtain the second color, including: Calculate the normalized vector in the direction of the general normal; Calculate the normalized vector of the sight direction; Calculate the reflection vector of the view direction relative to the normal direction; Use the reflection direction to sample the second map to get the second color.
6. The method according to claim 1, wherein: The using the reflection direction to sample the second map to obtain the second color also includes: When the second map contains HDR information, HDR environment map color decoding is also required.
7. The method according to claim 1, wherein: The first color and the second color are mixed and superimposed to obtain the rendering effect of the surface of the goggles model, including: The first color and the second color are mixed according to the Fresnel phenomenon, including: calculating the Fresnel coefficient, and performing linear interpolation on the first color, the second color and the Fresnel coefficient to obtain a rendering effect.
8. A rendering device for simulating the reflection effect of the surface of goggles, characterized in that: include: A calculation unit, used to calculate the custom normal direction and the conventional normal direction of the surface of the goggles model in the vertex shader and pass them to the fragment shader; A sampling unit, used to perform calculations in a fragment shader using the two normals, and to obtain a first color and a second color after sampling the first texture and the second texture respectively; A mixing unit is used to mix and superimpose the first color and the second color to obtain a rendering effect on the surface of the goggles model.
9. A computing device comprising a memory, a processor, and computer instructions stored in the memory and executable on the processor, characterized in that: When the processor executes the instructions, the steps of the method according to any one of claims 1 to 7 are implemented.
10. A computer-readable storage medium storing computer instructions, characterized in that: When the instruction is executed by a processor, the steps of the method described in any one of claims 1 to 7 are implemented.