Page transition method and device, electronic equipment, storage medium and program product

By integrating multi-frame sequence resources into a single texture map and combining it with parameter editing, the problem of rigid and inflexible transition effects of interface elements is solved, storage resources are reduced and debugging costs are lowered, and the flexibility and maintainability of interface transition effects are improved.

CN120823299APending Publication Date: 2025-10-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510950886.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-09
Publication Date
2025-10-21

AI Technical Summary

Technical Problem

The existing technology has rigid transition effects on interface elements and poor resource reusability, making it difficult to adapt to highly flexible interaction requirements.

Method used

By acquiring the transition texture map, multiple frame sequence resources are integrated into a single texture map, and combined with parameter editing operations, transition parameters are generated to achieve flexible transition processing of page elements.

Benefits of technology

It significantly reduces storage resource consumption, improves the flexibility and maintainability of the transition effect, reduces debugging costs, and supports flexible replacement and reuse of resources.

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Abstract

The invention discloses a page transition method and device, electronic equipment, a storage medium and a program product, and relates to the technical field of page processing.The method comprises the steps that a transition texture map for a to-be-transited target page is obtained, and the transition texture map is used for representing a transition format for switching the target page to another page; in response to a configuration operation of the number of transition frames of the target page and a parameter editing operation for the transition frames, generating transition parameters of the transition frames corresponding to the target page; and according to each transition parameter and the transition texture map, performing transition processing on page elements of the target page, and controlling the target page to be switched to another page according to the transition format. According to the technical scheme, the page switching effect is driven through the single transition texture map and the configurable frame parameters, and dynamic transition control is supported while resource reuse is achieved.
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Description

Technical Field

[0001] The present application relates to the field of page processing technology, and specifically to a page transition method, device, electronic device, storage medium, and program product. Background Art

[0002] In interactive interfaces such as games and applications, smooth transitions of interface elements can not only improve visual effects but also significantly enhance user experience.

[0003] However, currently, when implementing such transition effects, they usually rely on predefined fixed animation sequences or static textures. This implementation method has the limitations of rigid transition effects and poor resource reusability, making it difficult to adapt to highly flexible interaction requirements. Summary of the Invention

[0004] In view of this, the present application provides a page transition method, device, electronic device, storage medium and program product to solve the current problems of rigid and rigid transition effects of interface elements and poor resource reusability.

[0005] In the first aspect, the present application provides a page transition method, including: obtaining a transition texture map for a target page to be transitioned, the transition texture map being used to represent the transition format of the target page switching to another page; generating transition parameters for each transition frame corresponding to the target page in response to a configuration operation of the number of transition frames of the target page and a parameter editing operation for the transition frame; performing transition processing on the page elements of the target page according to each transition parameter and the transition texture map, and controlling the target page to switch to another page according to the transition format.

[0006] In some optional embodiments, obtaining a transition texture map for a target page to be transitioned includes: obtaining multiple initial texture frames for the target page to be transitioned; performing grayscale processing on each initial texture frame to obtain a grayscale image frame corresponding to each initial texture frame; and superimposing the multiple grayscale image frames in a preset order to generate a transition texture map.

[0007] In some optional implementations, superimposing multiple grayscale image frames in a preset order to generate a transition texture map includes: superimposing multiple grayscale image frames in reverse order to generate a transition texture map.

[0008] In some optional embodiments, multiple grayscale image frames are superimposed in a preset order to generate a transition texture map, including: obtaining a target transparency of each grayscale image frame in response to a transparency adjustment operation on each grayscale image frame; and superimposing multiple grayscale image frames in positive order according to the target transparency to generate a transition texture map.

[0009] In some optional embodiments, grayscale processing is performed on the initial texture frame to obtain a grayscale image frame corresponding to the initial texture frame, including: obtaining multiple color channel information of the initial texture frame; grayscale processing is performed on the initial texture frame based on the multiple color channel information to obtain a grayscale image frame with target color channel information; wherein the target color channel information is any one of the multiple color channel information.

[0010] In some optional embodiments, in response to a parameter editing operation on a transition frame, transition parameters of each transition frame corresponding to a target page are generated, including: in response to a first configuration operation on a transition first frame of a target page, a first dissolve parameter corresponding to the transition first frame is obtained, and in response to a second configuration operation on a transition end frame of a target page, a second dissolve parameter corresponding to the transition end frame is obtained; using the first dissolve parameter and the second dissolve parameter, a third dissolve parameter of the remaining transition frames except the transition first frame and the transition end frame is generated; wherein the transition parameters include a first dissolve parameter, a second dissolve parameter, and a third dissolve parameter.

[0011] In some optional embodiments, in response to the third configuration operation for the first transition frame, a first time parameter corresponding to the first transition frame is obtained, and in response to the fourth configuration operation for the end transition frame, a second time parameter corresponding to the end transition frame is obtained; using the first time parameter and the second time parameter, a third time parameter of the remaining transition frames except the first transition frame and the end transition frame is generated; wherein the transition parameters include the first time parameter, the second time parameter and the third time parameter.

[0012] In some optional implementations, in response to the fourth configuration operation on the target page, a static visual intensity parameter corresponding to the target page is obtained; wherein the transition parameter includes the static visual intensity parameter.

[0013] In some optional embodiments, the page elements of the target page are transition processed according to various transition parameters and transition texture maps, including: obtaining a page map corresponding to the target page; obtaining a target material corresponding to the target page in response to a material configuration operation for the target page; fusing the target material, transition parameters, transition texture map and page map to obtain material rendering parameters corresponding to the target page; and using the material rendering parameters to transition the page elements.

[0014] In some optional embodiments, the target material, transition parameters, transition texture map and page map are fused to obtain material rendering parameters corresponding to the target page, including: obtaining frame transition parameters corresponding to each transition frame; fusing each frame transition parameter with the target material, transition texture map and page map frame by frame to obtain target rendering parameters corresponding to each transition frame; wherein the material rendering parameters include target rendering parameters.

[0015] In some optional embodiments, the transition parameters include a dissolution intensity parameter and a dissolution threshold; performing transition processing on the page elements of the target page includes: performing data processing on the channel values ​​and dissolution intensity parameters corresponding to each pixel in the transition texture image to obtain a target transition value; for any target pixel among the pixels, comparing the target transition value corresponding to the target pixel with the dissolution threshold; if the target transition value corresponding to the target pixel is greater than the dissolution threshold, retaining the page element corresponding to the target pixel; if the target transition value corresponding to the target pixel is less than the dissolution threshold, hiding the page element corresponding to the target pixel.

[0016] In some optional embodiments, the page elements of the target page are subjected to transition processing according to various transition parameters and transition texture maps, and the method further includes: obtaining a noise disturbance map corresponding to the target page; performing texture disturbance on the transition texture map using the noise disturbance map to obtain a disturbed transition texture map; and performing transition processing on the page elements of the target page according to various transition parameters and the disturbed transition texture map.

[0017] In some optional embodiments, a noise disturbance map is used to perform texture perturbation on a transition texture map to obtain a perturbed transition texture map, including: obtaining texture perturbation parameters corresponding to the noise disturbance map in response to a parameter configuration operation on the noise disturbance map; and performing texture perturbation on the transition texture map using the texture perturbation parameters of the noise disturbance map to obtain a perturbed transition texture map.

[0018] In some optional embodiments, in response to a parameter adjustment operation on a texture perturbation parameter, a target texture perturbation parameter is obtained; and the target texture perturbation parameter of the noise perturbation image is used to perform texture perturbation on the transition texture image to obtain a perturbed transition texture image.

[0019] In the second aspect, the present application provides a page transition device, including: an acquisition module for acquiring a transition texture map for a target page to be transitioned, the transition texture map being used to represent the transition format of the target page switching to another page; a generation module for generating transition parameters for each transition frame corresponding to the target page in response to a configuration operation of the number of transition frames of the target page and a parameter editing operation for the transition frame; a transition module for performing transition processing on the page elements of the target page according to each transition parameter and the transition texture map, and controlling the target page to switch to another page according to the transition format.

[0020] In a third aspect, the present application provides an electronic device comprising: a memory and a processor, the memory and the processor being communicatively connected to each other, computer instructions being stored in the memory, and the processor executing the page transition method of the first aspect or any corresponding embodiment thereof by executing the computer instructions.

[0021] In a fourth aspect, the present application provides a computer-readable storage medium having computer instructions stored thereon, the computer instructions being used to enable a computer to execute the page transition method of the first aspect or any corresponding embodiment thereof.

[0022] In a fifth aspect, the present application provides a computer program product, comprising computer instructions, which are used to enable a computer to execute the page transition method of the above-mentioned first aspect or any corresponding embodiment thereof.

[0023] The page transition method provided in the embodiment of the present application uses a single transition texture map to uniformly represent the entire transition effect, replacing the traditional multi-frame sequence resources, thereby significantly reducing the number of maps and storage usage. At the same time, through parameter editing operations, the transition effect can be flexibly adjusted, and the style can be modified without reproducing the sequence frames, which improves the convenience of secondary editing and reduces debugging costs. The combination of transition texture maps and parameterized control enables this method to be reused as a universal template, supporting flexible resource replacement, thereby achieving reusability of the effect. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] In order to more clearly illustrate the specific implementation methods of this application or the technical solutions in related technologies, the following is a brief introduction to the drawings required for use in the specific implementation methods or related technical descriptions. Obviously, the drawings described below are some implementation methods of this application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0025] Figure 1 is a schematic diagram of an application scenario according to an embodiment of the present application;

[0026] Figure 2 is a schematic diagram of using multiple sequence frame Sprites to achieve a transition effect according to an embodiment of the present application;

[0027] Figure 3 This is a schematic diagram of adding a mask map to a Shader material to achieve a transition effect according to an embodiment of the present application;

[0028] Figure 4 This is a schematic diagram of a first flow chart of a page transition method according to an embodiment of the present application;

[0029] Figure 5 This is a second flow chart of the page transition method according to an embodiment of the present application;

[0030] Figure 6 is a schematic diagram of multiple grayscale image frames according to an embodiment of the present application;

[0031] Figure 7is a schematic diagram of a transition texture map according to an embodiment of the present application;

[0032] Figure 8 2 is a third flow chart of the page transition method according to an embodiment of the present application;

[0033] Figure 9 is a schematic diagram of a timeline according to an embodiment of the present application;

[0034] Figure 10 2 is a third flow chart of the page transition method according to an embodiment of the present application;

[0035] Figure 11 is a schematic diagram of transition parameters and Shader materials according to an embodiment of the present application;

[0036] Figure 12 is a schematic diagram of a dynamic transition effect according to an embodiment of the present application;

[0037] Figure 13 is a schematic diagram of a transition texture map, a page map, and a noise disturbance map according to an embodiment of the present application;

[0038] Figure 14 is a structural block diagram of a page transition device according to an embodiment of the present application;

[0039] Figure 15 Schematic diagram of the hardware structure of an electronic device according to an embodiment of the present application. DETAILED DESCRIPTION

[0040] To make the purpose, technical solutions, and advantages of the embodiments of the present application more clear, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative efforts shall fall within the scope of protection of this application.

[0041] It is understandable that before using the technical solutions disclosed in the embodiments of this application, the type, scope of use, usage scenarios, etc. of the personal information involved in this application should be informed to the user and the user's authorization should be obtained in an appropriate manner in accordance with relevant laws and regulations.

[0042] The terms "first" and "second" are used for descriptive purposes only and should not be understood to indicate or imply relative importance or implicitly specify the number of the technical features indicated. Therefore, a feature specified as "first" or "second" may explicitly or implicitly include one or more of the features. In the description of this application, "plurality" means two or more, unless otherwise specifically defined.

[0043] As an optional application scenario of the embodiment of this application, Figure 1 A schematic diagram of an application scenario of the page transition system is shown. Figure 1 As shown, the system may include at least one terminal device and at least one server. Figure 1 exemplarily shows that the system includes a computer 101 , a mobile terminal 102 and a server 103 , and the computer 101 , the mobile terminal 102 and other terminal devices are connected to the server 103 via a network 110 .

[0044] Specifically, the terminal device may be a smartphone, tablet computer, laptop computer, PDA, desktop computer, game console, smart TV, smart wearable device, vehicle-mounted terminal, VR (Virtual Reality) device, AR (Augmented Reality) device, etc. The server 103 may be an independent physical server, a server cluster or distributed system, or a cloud server providing cloud services. The network 110 may be a wired network or a wireless network, examples of which include but are not limited to the Internet, an intranet, a local area network, a wide area network, a mobile communication network, and combinations thereof.

[0045] Taking the 2D interface interaction scene of mobile games as an example, players trigger interface switching by clicking buttons, icons and other controls in the game, such as switching from the main game interface to the character development interface, from the copy selection interface to the battle preparation interface, from the battle end interface to the reward settlement interface, etc. The transition effects during the interface switching process (such as left and right wipes, dissolves, fades in and out, etc.) are important links in improving the player's interactive experience.

[0046] When a player performs an operation in a mobile game, such as clicking the "Backpack" button on the main interface, the client responds to the operation and triggers a switch from the main interface to the backpack interface. At this time, a transition effect is needed to make the switching process between the two interfaces smoother and more natural. For example, in a role-playing mobile game, when switching from the skill panel to the equipment panel, a "dissolve" transition effect may be required, where the original interface gradually becomes transparent and shows a dissolving edge, and the new interface is simultaneously revealed; in a strategy mobile game, when switching from the map interface to the mission details interface, a "wipe left and right" transition effect may be required, where the original interface is gradually covered by the new interface from left to right.

[0047] In the game or application interface of related technologies, the realization of these transition effects often has obvious limitations. If a sequence frame Sprite is used to realize the "dissolve" transition, dozens of sequence frame images with different dissolve degrees need to be produced, such as Figure 2As shown in the figure, these images will take up a lot of storage resources, resulting in an increase in the size of the game installation package. This will not only increase the player's download traffic and installation time, but may also affect the player's real-time interactive experience due to slow resource loading. If the "left and right wipe" transition is implemented by handwriting the Shader through program code, the developer needs to write complex Shader code, and the effect may vary on mobile terminals of different brands and models, such as jagged edges and inconsistent transition speeds. During debugging, the code needs to be repeatedly modified and tested on multiple devices, which is extremely inefficient. Figure 3 As shown, if a mask map is used to achieve a specific transition effect, when the developer wants to adjust the smoothness or edge style of the transition, the entire mask map needs to be remade, which cannot be achieved through simple parameter modifications, greatly slowing down the effect iteration speed.

[0048] Therefore, related technologies generally face the problems of high resource consumption, poor flexibility and maintainability, and low development and debugging efficiency. There is an urgent need for a page transition method that has low resource consumption, flexible configuration effects, and is easy to modify and debug.

[0049] In view of this, the technical solution of the present application integrates the transition information that originally required multiple sequence frames to store into a single texture map by obtaining a transition texture map, thereby greatly reducing the storage resource usage and avoiding problems such as increased installation package size and slow loading due to the large number of sequence frames. At the same time, by generating transition parameters in response to the configuration of the number of transition frames and the editing of transition frame parameters, developers can flexibly modify the smoothness, edge style, etc. of the transition effect by adjusting the parameters without having to re-make sequence frames or mask maps, which significantly improves the flexibility and maintainability of effect modification. Furthermore, the present application uses a transition texture map in combination with parameterized control to replace complex handwritten Shader code implementation, reducing dependence on code writing and multi-device debugging, reducing debugging costs and efficiency losses during the development process, and ultimately achieving a page transition effect with low resource usage, flexible effect configuration, and easy modification and debugging.

[0050] According to an embodiment of the present application, an embodiment of a page transition method is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0051] In this embodiment, a page transition method is provided, which can be used in electronic devices, such as the aforementioned computer 101, mobile terminal 102, etc. Figure 4 is a flow chart of a page transition method according to an embodiment of the present application. Figure 4 As shown, the process includes the following steps:

[0052] Step S401 : obtaining a transition texture map for a target page to be transitioned. The transition texture map is used to represent a transition format when the target page switches to another page.

[0053] The target page is the page that needs to be transitioned to, i.e., the starting page to be switched to another page. For example, in a 2D game interface, the currently displayed page needs to be transitioned to. The transition texture map is the texture map obtained by overlaying sequence frames. It represents the basic texture of the page transition and can be represented by disove_texture. The other page is the page displayed after the target page is switched, i.e., the end page of the transition effect. The transition format refers to the animation style or effect type during the page transition, such as left-right wipe, dissolve, ripple disturbance, and other specific forms of transition effects. Specifically, the content of the target page and the other page to be switched to is determined, such as the current displayed page and the new page after the switch in a 2D game interface. Sequence frames are created or selected for a specific transition format. These sequence frames are pre-designed to define the basic style of the transition animation. These sequence frames are then overlaid to generate a complete transition texture map, which stores the basic visual information of the transition process.

[0054] Step S402 : in response to the configuration operation of the number of transition frames of the target page and the parameter editing operation for the transition frames, generating transition parameters of each transition frame corresponding to the target page.

[0055] The number of transition frames refers to the total number of sequence frames required to achieve the transition effect of the target page. The transition frame refers to each single frame in the transition process, and is the basic unit of the transition animation. The transition parameters refer to the various parameters that control the transition effect, which are used to adjust the speed, intensity, disturbance effect, transparency, etc. of the transition. Specifically, the developer or designer will first set the total number of frames required to complete the entire transition effect, and set the relevant parameters of the transition frame. After receiving these operations, the electronic device will calculate the corresponding transition parameters for each transition frame (that is, each frame), or record the transition parameters set by the user.

[0056] Step S403 : performing transition processing on the page elements of the target page according to the various transition parameters and the transition texture map, and controlling the target page to switch to another page according to the transition format.

[0057] Page elements are user interface (UI) components within the target page, such as images and buttons, that require transition effects. Specifically, by combining the transition format represented by the transition texture and edited transition parameters, the visual representation of the page elements is dynamically adjusted, resulting in real-time rendering of continuous transition animations. Ultimately, the target page smoothly switches to another page using the specified transition format.

[0058] The page transition method provided in the embodiment of the present application uses a single transition texture map to uniformly represent the entire transition effect, replacing the traditional multi-frame sequence resources, thereby significantly reducing the number of maps and storage usage. At the same time, through parameter editing operations, the transition effect can be flexibly adjusted, and the style can be modified without reproducing the sequence frames, which improves the convenience of secondary editing and reduces debugging costs. The combination of transition texture maps and parameterized control enables this method to be reused as a universal template, supporting flexible resource replacement, thereby achieving reusability of the effect.

[0059] In this embodiment, a page transition method is provided, which can be used in electronic devices, such as the aforementioned computer 101, mobile terminal 102, etc. Figure 5 is a flow chart of a page transition method according to an embodiment of the present application. Figure 5 As shown, the process includes the following steps:

[0060] Step S501 : obtaining a transition texture map for a target page to be transitioned. The transition texture map is used to represent a transition format when the target page switches to another page.

[0061] Specifically, the above step S501 includes:

[0062] Step S5011: Acquire multiple initial texture frames for the target page to be transitioned.

[0063] Initial texture frames are frame-by-frame images of the designed page transition effect. Specifically, these frames are pre-created by the designer and are the original sequence of frames that make up the transition animation. These frames are provided as independent images, each corresponding to a specific time point effect in the transition animation (such as a dissolve, wipe, or other dynamic process). During implementation, these image files are directly read as input material through the resource loading interface.

[0064] Step S5012: grayscale processing is performed on each initial texture frame to obtain a grayscale image frame corresponding to each initial texture frame.

[0065] A grayscale image frame is an image obtained by grayscale processing the initial texture frame. Specifically, the color information of each pixel in the initial texture frame is converted into a grayscale value. In this way, the color information in each initial texture frame is converted into a grayscale image frame, so that the brightness information of the image is preserved while the color information is ignored.

[0066] In some optional implementations, the above step S5012 includes:

[0067] Step a1: Acquire multiple color channel information of the initial texture frame.

[0068] The multiple color channel information refers to the RGB three-channel data (R red, G green, B blue) of the original texture frame. Specifically, after loading the texture frame, the values ​​of the RGB three channels are accessed for each pixel. These values ​​are expressed in the range of 0-255 and constitute the basic color data of the texture.

[0069] Step a2: grayscale processing is performed on the initial texture frame based on multiple color channel information to obtain a grayscale image frame with target color channel information.

[0070] The target color channel information is any one of the multiple color channel information.

[0071] A single target channel, such as the R channel, is selected from the RGB channels and its value is directly mapped to a grayscale value. Other channel data are discarded, and a grayscale image frame containing only the target channel information is generated, such as Figure 6 shown.

[0072] In this implementation, grayscale image frames are directly generated by extracting a single color channel from the initial texture frame, achieving extremely lightweight processing of sequence frames with zero computational overhead. This method abandons traditional grayscale conversion algorithms and retains only the target color channel information as grayscale values. This improves grayscale processing efficiency and minimizes resource usage while fully preserving critical visual data.

[0073] Step S5013: superimpose multiple grayscale image frames in a preset order to generate a transition texture map.

[0074] The preset order refers to the pre-set arrangement order when merging grayscale frames. Specifically, the preset order can be determined according to the time sequence of the transition animation or the design requirements, such as the order from the 1st frame to the Nth frame. The pixel values ​​of each grayscale image frame are superimposed one by one according to the preset order to form the final transition texture map, such as Figure 7 shown.

[0075] In some optional implementations, the above step S5013 includes: superimposing multiple grayscale image frames in reverse order to generate a transition texture map.

[0076] After grayscale processing is performed on each initial texture frame to obtain the corresponding grayscale image frame, multiple grayscale image frames are stacked and arranged in reverse order (i.e., from the last frame to the first frame), and finally merged to form a transition texture map containing the transparency and grayscale information of the original sequence.

[0077] In some optional implementations, the above step S5013 includes:

[0078] Step b1: In response to the transparency adjustment operation on each grayscale image frame, a target transparency of each grayscale image frame is obtained.

[0079] Target transparency refers to the preset transparency value for each grayscale frame during forward overlay, controlling the intensity of pixel blending during overlay. Specifically, designers set the transparency for each grayscale image frame individually based on the desired effect. For example, during forward overlay, the transparency of all grayscale frames might be uniformly set to 10%. Transparency adjustments must be made to each frame before overlay to avoid loss of information from other layers caused by merging and then adjusting transparency. This ensures the target transparency for each grayscale image frame.

[0080] Step b2: superimpose multiple grayscale image frames in positive order according to target transparency to generate a transition texture map.

[0081] When multiple grayscale image frames are superimposed in positive order according to the target transparency to generate a transition texture map, first ensure that the target transparency of each grayscale image frame has been set according to the transparency adjustment operation, and then these grayscale image frames are superimposed in sequence in positive order (i.e., from the first frame to the last frame) so that the information of each frame (including transparency information) is retained, and finally merged to form a transition texture map containing the transition information of the original sequence.

[0082] In the above embodiment, multiple grayscale image frames are superimposed in reverse order or forward order to generate a transition texture map. The superposition method can be flexibly selected according to the effect requirements. Reverse order superposition can directly retain the sequence frame information, and forward order superposition combined with transparency adjustment can avoid the loss of layer information caused by adjusting the transparency after merging. Both methods can integrate multiple frames into a single transition texture map, effectively reducing resource usage, and facilitating subsequent modification of the transition effect and resource replacement.

[0083] Step S502: In response to the configuration operation of the number of transition frames of the target page and the parameter editing operation for the transition frames, the transition parameters of each transition frame corresponding to the target page are generated. Figure 4 Step S402 of the illustrated embodiment will not be described in detail here.

[0084] Step S503: Perform transition processing on the page elements of the target page according to the transition parameters and the transition texture map, and control the target page to switch to another page according to the transition format. Figure 4 Step S403 of the illustrated embodiment will not be described in detail here.

[0085] The page transition method provided in this application compresses a sequence frame animation into a single texture resource by grayscale processing multiple initial texture frames and sequentially overlaying them to generate a single transition texture image. This method uses a standardized process to convert sequence frames into a grayscale composite image, preserving the original animation information while reducing resource usage and completely resolving the technical drawback of traditional sequence frame solutions with excessive texture usage.

[0086] In this embodiment, a page transition method is provided, which can be used in electronic devices, such as the aforementioned computer 101, mobile terminal 102, etc. Figure 8 is a flow chart of a page transition method according to an embodiment of the present application. Figure 8 As shown, the process includes the following steps:

[0087] Step S801: Obtain a transition texture map for the target page to be transitioned. The transition texture map is used to represent the transition format when the target page switches to another page. Figure 5 Step S501 of the illustrated embodiment will not be described in detail here.

[0088] Step S802 : In response to the configuration operation of the number of transition frames of the target page and the parameter editing operation for the transition frames, generating transition parameters of each transition frame corresponding to the target page.

[0089] Specifically, the above step S802 includes:

[0090] Step S8021, in response to the first configuration operation for the transition first frame of the target page, obtain the first dissolve parameter corresponding to the transition first frame, and in response to the second configuration operation for the transition end frame of the target page, obtain the second dissolve parameter corresponding to the transition end frame.

[0091] The first frame of transition refers to the key frame corresponding to the beginning of the transition animation. The end frame of transition refers to the key frame corresponding to the end of the transition animation. The first dissolve parameter refers to the dissolve-related parameter corresponding to the first frame of transition, which is used to control the dissolve effect of the first frame of transition. The second dissolve parameter refers to the dissolve-related parameter corresponding to the end frame of transition, which is used to control the dissolve effect of the end frame of transition. Specifically, Figure 9 As shown, a timeline is created in the editor, such as defined as in, and the numerical changes of the animation within a certain time range are marked. The user's visual parameter configuration for the first and end frames of the transition is received through the editor interface. The user selects the first frame of the transition in the editor and sets its dissolution-related parameters (such as dissolution intensity disove_power, dissolution threshold ditorb_value, etc.) to obtain the first dissolution parameter corresponding to the first frame, for example, disove_power of the first frame = 0.

[0092] The user selects the transition end frame and similarly sets the above dissolve parameters to obtain the second dissolve parameter corresponding to the end frame, for example, disove_power=1 for the end frame.

[0093] Step S8022: Generate a third dissolve parameter for the remaining transition frames except the transition first frame and the transition end frame by using the first dissolve parameter and the second dissolve parameter.

[0094] The transition parameters include a first dissolution parameter, a second dissolution parameter, and a third dissolution parameter.

[0095] The remaining transition frames refer to all the intermediate frames between the first transition frame and the last transition frame, and are frames that connect the first frame and the last frame to make the transition effect continuous. The third dissolve parameter refers to the dissolve-related parameters corresponding to the remaining transition frames, and is used to control the dissolve effect of the intermediate frames. Specifically, the first dissolve parameter corresponding to the first frame and the second dissolve parameter corresponding to the last frame are used as the starting point and the end point, and the parameter values ​​of the intermediate frames are calculated by linear interpolation or other smooth interpolation algorithms to ensure that the dissolve effect transitions smoothly from the first frame to the last frame. For example, if the first frame disove_power=0, the last frame disove_power=1, and there are 18 frames in between, then the disove_power of the nth frame (1≤n≤18) is (1-0)×(n / 18).

[0096] In some optional implementations, the above step S802 further includes:

[0097] Step c1: in response to the third configuration operation for the transition first frame, obtain the first time parameter corresponding to the transition first frame, and in response to the fourth configuration operation for the transition end frame, obtain the second time parameter corresponding to the transition end frame.

[0098] The first time parameter refers to the time point corresponding to the first frame of the transition, marking the start of the transition, such as the time corresponding to frame 0. The second time parameter refers to the time point corresponding to the end frame of the transition, marking the end of the transition. Specifically, the user sets the time point of the first frame of the transition in the editor's Timeline as the first time parameter. The user sets the time point of the end frame of the transition as the second time parameter.

[0099] Step c2: using the first time parameter and the second time parameter, generate a third time parameter for the remaining transition frames except the transition first frame and the transition end frame.

[0100] The transition parameters include a first time parameter, a second time parameter, and a third time parameter.

[0101] The third time parameter refers to the time point parameter corresponding to the remaining transition frames, which is used to determine the specific moment of the intermediate frame within the transition time range. Specifically, the first frame time (i.e., the first time parameter) and the end frame time (i.e., the second time parameter) are used as the time interval, and the time parameter of the intermediate frame is the continuous time value within this interval. These time parameters will drive the dissolution parameters to change over time. The animation object and the node are bound through the set_ccs_animation(in) interface so that the parameters can be automatically updated according to the timeline. For example, if there is an object called Sprite, the CCanimate object (i.e., the in animation mentioned above) needs to be passed in at this time, and the value change is realized by obtaining the Timeline under Sprite. If the Timeline defines a range of 0 to 20 frames, the values ​​within this range will all change with playback (the 0th frame is the starting point and the 20th frame is the end point).

[0102] In some optional implementations, the above step S802 further includes: in response to the fourth configuration operation on the target page, obtaining a static visual intensity parameter corresponding to the target page; wherein the transition parameter includes the static visual intensity parameter.

[0103] Static visual intensity parameters refer to fixed parameters used to control the visual performance in transition effects. Specifically, the fourth configuration operation refers to the user's configuration operation of visual performance-related parameters (such as color intensity color_intensity and transparency intensity alpha_intensity) for the transition effect of the target page in the editor, such as manually setting the value through interactive controls such as sliders and input boxes. When the electronic device responds to this operation, it obtains the static visual intensity parameter configured by the user, which is a fixed value.

[0104] In the above implementation, independent configuration of static visual intensity parameters enabled unified control of the overall visual performance of the transition effect. This method adds a global control dimension beyond the dynamic sequence parameter framework, allowing for simultaneous influence of the visual intensity of the entire animation sequence with a single operation, significantly enhancing the centralization and efficiency of effect adjustment.

[0105] Step S803: Perform transition processing on the page elements of the target page according to the transition parameters and the transition texture map, and control the target page to switch to another page according to the transition format. Figure 5 Step S503 of the illustrated embodiment will not be described in detail here.

[0106] The page transition method provided in this application's embodiments enables rapid construction of transition parameters for the entire animation sequence through independent configuration of dissolve parameters for the first and last frames and automatic generation of parameters for intermediate frames. This method requires only two steps, the first and last frames, to derive the parameters for a complete animation sequence, significantly reducing the cost of debugging multi-frame effects while ensuring the consistency and controllability of parameter changes, completely avoiding the efficiency bottleneck of manual frame-by-frame configuration.

[0107] In this embodiment, a page transition method is provided, which can be used in electronic devices, such as the aforementioned computer 101, mobile terminal 102, etc. Figure 10 is a flow chart of a page transition method according to an embodiment of the present application. Figure 10 As shown, the process includes the following steps:

[0108] Step S1001: Obtain a transition texture map for the target page to be transitioned. The transition texture map is used to represent the transition format when the target page switches to another page. Figure 8 Step S801 of the illustrated embodiment will not be described in detail here.

[0109] Step S1002: In response to the configuration operation of the number of transition frames of the target page and the parameter editing operation for the transition frames, the transition parameters of each transition frame corresponding to the target page are generated. Figure 8 Step S802 of the illustrated embodiment will not be described in detail here.

[0110] Step S1003 : performing transition processing on the page elements of the target page according to various transition parameters and the transition texture map, and controlling the target page to switch to another page according to the transition format.

[0111] Specifically, the above step S1003 includes:

[0112] Step S1031: Obtain the page map corresponding to the target page.

[0113] The page texture refers to the base texture of the target page, that is, the original texture of the UI element, which can be represented by base_tex. Specifically, the page texture corresponding to the target page refers to the original base texture used by the UI elements (such as backgrounds, buttons, icons, etc.) on that page in the game engine. It can be provided by art resources. Developers load and obtain this texture through the engine's resource management interface (such as specifying a resource path) as the input source for shader rendering, used to display the content of the page itself.

[0114] Step S1032 , in response to the material configuration operation for the target page, obtaining a target material corresponding to the target page.

[0115] The target material refers to the shader material configured for the UI element. Specifically, the material configuration operation refers to assigning a specific shader material to the target page's UI object (such as a sprite) in the game editor. This operation is completed by selecting or creating a material resource and associating it with the UI object. The resulting target material is the preset shader program instance, which defines the rendering logic and has been associated with the necessary input interfaces (such as for receiving the base_tex page texture, disove_texture transition texture map, etc.).

[0116] Step S1033 , the target material, transition parameters, transition texture map and page map are merged to obtain material rendering parameters corresponding to the target page.

[0117] Material rendering parameters refer to the set of dynamic parameters required by the shader during runtime. Specifically, during shader execution, the engine takes the target material (shader program), dynamically passed transition parameters, statically bound transition textures, and page maps as input data. The shader then calculates the final color and transparency of each pixel in real time based on its internal algorithms. These calculation rules and the required set of dynamic parameters together constitute the material rendering parameters, which determine the specific appearance of the transition effect at a specific moment.

[0118] In some optional implementations, the above step S1033 includes:

[0119] Step d1: Obtain frame transition parameters corresponding to each transition frame.

[0120] Frame transition parameters refer to the specific parameter values ​​for each transition frame. Specifically, they are dynamic values ​​generated frame by frame through Timeline animation configuration in the editor. Keyframes are defined on the timeline (e.g., disove_power = 0 at frame 0, disove_power = 1 at frame 20), and the parameters of intermediate frames are automatically interpolated. Ultimately, a set of parameters arranged in a time series is formed to drive the changes in the shader effect.

[0121] Step d2: fuse the transition parameters of each frame with the target material, transition texture map and page map frame by frame to obtain the target rendering parameters corresponding to each transition frame.

[0122] Among them, the material rendering parameters include target rendering parameters.

[0123] The target rendering parameters are the final parameters passed into the shader after the frame transition parameters are combined with the target material, transition texture map, and page map. Specifically, the engine passes the frame transition parameters of the current frame into the target material, and the shader reads the statically bound texture maps, namely the base_tex page map and the disove_texture transition texture map. The pixel results are dynamically synthesized according to the shader's internal algorithm, and the dynamic data set output by this process is the target rendering parameters for the frame. The target rendering parameters are not stored data but are real-time rendering status.

[0124] In the above implementation, frame-by-frame fusion of frame transition parameters with the target material, transition texture map, and page map dynamically generates target rendering parameters for each frame, achieving refined frame-level control of the transition effect. This method breaks down the overall transition process into parameter-driven, single-frame granularity, ensuring the smoothness and consistency of the animation sequence. Furthermore, relying on a unified fusion process, it efficiently reuses core resources, significantly reducing the computational and storage overhead of multi-frame animations.

[0125] In some optional implementations, the transition parameters include a dissolve strength parameter and a dissolve threshold; and performing transition processing on page elements of the target page includes:

[0126] Step e1: performing data processing on the channel value and dissolve intensity parameter corresponding to each pixel in the transition texture image to obtain a target transition value.

[0127] The dissolve strength parameter refers to the parameter that controls the light and dark contrast of the grayscale image, which can be represented by disove_power. The dissolve threshold refers to the critical value that determines whether a pixel is dissolved, which can be represented by ditorb_value. The channel value refers to the channel grayscale value of each pixel in the transition texture image. The target transition value refers to the result after the channel value is adjusted by the dissolve strength parameter. Specifically, the channel value corresponding to each pixel in the transition texture image is multiplied by the dissolve strength parameter to obtain the target transition value corresponding to each pixel. For example, if the R channel value of a pixel is 0.8 and disove_power = 0.5, then the target transition value is 0.8×0.5 = 0.4.

[0128] In step e2, for any target pixel among the pixels, the target transition value corresponding to the target pixel is compared with the dissolution threshold. If the target transition value corresponding to the target pixel is greater than the dissolution threshold, the page element corresponding to the target pixel is retained; if the target transition value corresponding to the target pixel is less than the dissolution threshold, the page element corresponding to the target pixel is hidden.

[0129] Compare the target transition value with the dissolve threshold. If the target transition value is greater than the dissolve threshold ditorb_value, the page texture (base_tex) content corresponding to the pixel is retained. If the target transition value is less than or equal to the dissolve threshold ditorb_value, the pixel area is made transparent, thus achieving a pixel-level dissolve effect.

[0130] In the above implementation, a dual control mechanism of dissolve intensity parameters and dissolve thresholds is employed to perform channel value processing and threshold comparison on each pixel of the transition texture image, achieving pixel-by-pixel precise transitions. This method replaces traditional texture blending with mathematical operations, requiring only a single channel calculation and threshold determination to dynamically determine the visibility of page elements. This significantly reduces rendering complexity while ensuring a refined effect, resolving the technical dilemma of balancing resource usage with controllable effects.

[0131] In some optional implementations, the above step S1003 further includes:

[0132] Step f1: Obtain the noise perturbation map corresponding to the target page.

[0133] A noise perturbation map is a texture used to create irregular perturbations in the transition texture, represented by ditorb_texture. Specifically, a noise perturbation map is a pre-set procedurally generated texture, retrieved through the game engine's resource loading interface. Its purpose is to add random perturbations to the transition effect, storing the perturbation direction information in the RG channel.

[0134] Step f2: Using the noise disturbance image to perform texture disturbance on the transition texture image to obtain a disturbed transition texture image.

[0135] Determine the sampling position of the noise map, take the RG channel value of the noise map as the offset vector, and superimpose it on the original UV coordinates of the transition texture map, so that the originally regular dissolving edge is distorted, thereby obtaining the disturbed transition texture map.

[0136] In some optional implementations, the above step f2 includes:

[0137] Step f21 : In response to the parameter configuration operation on the noise disturbance map, obtaining texture disturbance parameters corresponding to the noise disturbance map.

[0138] Texture perturbation parameters refer to the specific parameters used to control the noise perturbation map to perturb the transition texture map. Specifically, manually set the noise control parameters in the editor interface, such as Figure 11As shown, including the movement speed of the noise map in the X / Y direction (distorb_x_speed, distorb_y_speed), the number of tiling of the noise map in the X / Y direction (distorb_x_tilling, distorb_y_tilling), the noise perturbation offset (distor_offset) and the overall noise perturbation intensity (distorb_intensity), these values ​​are saved as a texture perturbation parameter set.

[0139] Among them, the user can set the texture perturbation parameters to fixed values, or can also set the texture perturbation parameters of the first and end frames of the transition, and use linear interpolation or other smooth interpolation algorithms to calculate the texture perturbation parameters of the intermediate frames, which is not limited here.

[0140] Step f22: Using the texture perturbation parameters of the noise perturbation image, the texture perturbation is performed on the transition texture image to obtain a perturbed transition texture image.

[0141] The shader dynamically calculates the UV sampling coordinates of the noise perturbation map based on the time variable and texture perturbation parameters (such as velocity and tiling). It samples the RG channel values ​​of the noise perturbation map (representing the XY offset) and scales the perturbation intensity using the distorb_intensity parameter. The noise perturbation values ​​are then superimposed on the original UV coordinates of the transition texture (disove_texture) to generate the perturbed transition texture, creating an irregular, dynamic effect along the dissolve edge.

[0142] In the above implementation, the texture perturbation parameters of the noise perturbation map are dynamically controlled through parameter configuration, enabling real-time customization of the perturbation effect. This method transforms the noise perturbation process from a fixed algorithm to an adjustable interactive process, allowing developers to flexibly adjust the perturbation intensity, shape, and dynamic behavior without modifying the underlying texture resources, significantly improving the efficiency and expressive freedom of transition effect development.

[0143] In some optional implementations, the above step f2 further includes:

[0144] Step f23 : obtaining target texture disturbance parameters in response to the parameter adjustment operation on the texture disturbance parameters.

[0145] The target texture perturbation parameters are the parameters that, after user adjustment, ultimately drive the noise perturbation map to perturb the transition texture map. Specifically, developers can modify any texture perturbation parameters in real time while the editor is running, generating new target texture perturbation parameters that drive real-time recalculation of the shader.

[0146] Step f24: performing texture perturbation on the transition texture image using the target texture perturbation parameters of the noise perturbation image to obtain a perturbed transition texture image.

[0147] The shader re-executes the perturbation calculation process based on the updated target texture perturbation parameters. Specifically, it uses the target texture perturbation parameters to dynamically generate sampling coordinates for the noise perturbation map. The noise value is sampled and scaled by the new intensity. The offset is then applied to the transition texture's UVs, and the resulting perturbation is output, reflecting the effect of the parameter adjustments in real time.

[0148] Step f3: performing transition processing on the page elements of the target page according to the transition parameters and the disturbed transition texture map.

[0149] The current frame transition parameters, the perturbed transition texture (after noise offset processing), and the page map are input into the target material. The shader calculates the target transition value pixel by pixel, that is, multiplying the channel value of the perturbed texture with disove_power and comparing it with ditorb_value to decide whether to keep or hide the pixel. Finally, the dynamic transition effect is synthesized, such as Figure 12 As shown in the figure, the entire process is driven by Timeline animation to continuously change parameters.

[0150] In this implementation, a noise perturbation map is introduced to dynamically perturb the transition texture map, significantly enhancing the visual randomness and naturalness of the transition effect while maintaining the efficiency of single-texture resources. This method uses a reusable noise texture to drive perturbation calculations, avoiding the need for adding new sequence frames or custom masks to enrich the effect. This method, with zero incremental resource consumption, breaks through the mechanical feel of traditional dissolve effects, achieving a balance between artistic expression and resource efficiency.

[0151] Step S1034 , performing transition processing on the page elements using the material rendering parameters, and controlling the target page to switch to another page according to the transition format.

[0152] When rendering each frame, the target material bound to the target page UI object is executed, and the material rendering parameters at the current moment are passed in. Shader uses these parameters to decide whether each pixel should be retained (displaying the base_tex content) or hidden (achieving a dissolution effect), and can also superimpose noise disturbances to affect the edge shape. Through the Timeline, key parameters such as disove_power are controlled to change from the starting value (such as 0, the page is fully displayed) to the end value (such as 1, the page completely dissolves and disappears), driving Shader to continuously calculate, thereby dynamically presenting the sequence frame dissolution effect defined by the transition texture map on the screen, so that the target page can switch smoothly or disappear according to the predetermined transition format.

[0153] For example, Figure 11 As shown, in Figure 13 The transition texture map disove_texture, the page map base_tex, the noise disturbance map ditorb_texture and Figure 11 Based on multiple parameter values ​​in the

[15] , the page transition effect is achieved. Specifically, the grayscale channel value of the transition texture and the dissolution intensity parameter are fused through operation to obtain the target transition value. The noise perturbation map adjusts the texture perturbation parameters through multiplication and addition nodes, distorting the sampling law of the transition texture. The target transition value is compared and calculated with the threshold to simulate the dissolution threshold judgment logic (determine whether the pixel is retained or hidden). The entire network achieves dynamic switching effects such as dissolution and perturbation through the process of transition texture construction, parameter and noise fusion, and pixel-by-pixel threshold judgment.

[0154] The page transition method provided in this application's embodiments achieves decoupled control of transition effects from page elements by dynamically fusing target materials, transition parameters, transition textures, and page maps to generate material rendering parameters. This method allows for flexible adjustment of materials and parameters through configuration operations without modifying the underlying shader code or reproducing resources, significantly improving the reusability and customizability of transition effects. Furthermore, relying on a single transition texture map reduces resource usage and package size.

[0155] In the following, the page transition method will be described with an actual application example.

[0156] A designer designs a transition effect for a 2D interface (such as a dissolve effect that fades in and out) and generates a 20-frame sequence, with each frame corresponding to a state in the transition (for example, the intermediate state from fully visible to completely invisible). These sequence frames are grayscale processed (retaining only the R channel information and discarding the G and B channels) to ensure that only the required channel information is retained. The processed sequence frames are then stacked in reverse order (with the last transition frame at the bottom and the first frame at the top), merging them into a grayscale image (named disove_texture) that contains all the transition states. The R channel of the image stores the transparency and grayscale information of the original sequence frames.

[0157] Prepare the basic UI texture of the 2D interface (base_tex, static, without transition effects) as the original display content of the transition effect; at the same time, prepare a noise map (ditorb_texture, grayscale map) to perform UV perturbation on the merged grayscale map to produce a variety of transition edge effects (such as irregular dissolving edges). If a smooth transition is required, it can be omitted.

[0158] In the game engine, create a Sprite object that covers the interface's display area to carry the transition effects. Add a custom Shader material to the Sprite and bind the following resources in the material parameters: set base_tex to the interface's base UI texture, disove_texture to the merged grayscale image, and ditorb_texture to the noise map (if used). Initialize fixed parameters (such as color_intensity = 1.00, alpha_intensity = 1.00, etc.) and open adjustable parameters (such as distorb_value, disove_power, etc.).

[0159] Create a timeline in the editor, define it as "in," and define a transition time range (e.g., 0 to 2 seconds). Set keyframes in the timeline to record dynamic parameter changes: disove_power (which controls dissolve strength) linearly changes from 0 at 0 seconds (initial state, the interface fully displayed) to 1 at 1.5 seconds (end state, the interface completely disappears). If noise perturbation is enabled, set the noise parameters accordingly.

[0160] The timeline is bound to the Sprite object via the set_ccs_animation(in) API. When a transition event is triggered (such as a user-triggered hide command), the animation begins: within 0 to 2 seconds, the shader retrieves the current value of disove_power in real time based on the timeline, multiplies it by the R channel of disove_texture, and dynamically changes the grayscale value (from bright to dark), thereby controlling the interface's display state. Simultaneously, the noise map adjusts the transition edges through UV perturbation (based on parameters such as distorb_x_speed), creating a diverse effect. Ultimately, the interface transitions from appearing to disappearing as the grayscale changes.

[0161] In this embodiment, a page transition device is also provided, which is used to implement the above-mentioned embodiments and preferred implementations. Details that have already been described will not be repeated. As used below, the term "module" may refer to a combination of software and / or hardware that implements a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation using hardware, or a combination of software and hardware, is also possible and contemplated.

[0162] This embodiment provides a page transition device, such as Figure 14 As shown, including:

[0163] An acquisition module 1401 is configured to acquire a transition texture image for a target page to be transitioned, where the transition texture image is used to represent a transition format when the target page switches to another page.

[0164] A generating module 1402 is configured to generate transition parameters of each transition frame corresponding to the target page in response to a configuration operation of the number of transition frames of the target page and an editing operation of parameters of the transition frames;

[0165] The transition module 1403 is used to perform transition processing on the page elements of the target page according to various transition parameters and transition texture maps, and control the target page to switch to another page according to the transition format.

[0166] In some optional implementations, the acquisition module 1401 includes:

[0167] A first acquisition submodule is used to acquire a plurality of initial texture frames for a target page to be transitioned;

[0168] A first processing submodule is configured to perform grayscale processing on each initial texture frame to obtain a grayscale image frame corresponding to each initial texture frame;

[0169] The superposition submodule is used to superimpose multiple grayscale image frames in a preset order to generate a transition texture map.

[0170] In some optional embodiments, the superposition submodule includes:

[0171] The first superposition unit is used to superpose multiple grayscale image frames in reverse order to generate a transition texture map.

[0172] In some optional implementations, the superposition submodule further includes:

[0173] an adjusting unit, configured to obtain a target transparency of each grayscale image frame in response to a transparency adjustment operation on each grayscale image frame;

[0174] The second superposition unit is used to superpose the multiple grayscale image frames in positive order according to the target transparency to generate a transition texture map.

[0175] In some optional implementations, the processing submodule includes:

[0176] A first acquisition unit is used to acquire multiple color channel information of an initial texture frame;

[0177] a processing unit, configured to perform grayscale processing on the initial texture frame based on the multiple color channel information to obtain a grayscale image frame having target color channel information;

[0178] The target color channel information is any one of the multiple color channel information.

[0179] In some optional implementations, the generating module 1402 includes:

[0180] A first configuration submodule is configured to obtain a first dissolve parameter corresponding to the first transition frame in response to a first configuration operation on the first transition frame of the target page, and to obtain a second dissolve parameter corresponding to the last transition frame in response to a second configuration operation on the last transition frame of the target page;

[0181] A first generating submodule is configured to generate a third dissolve parameter for the remaining transition frames except the transition first frame and the transition end frame by using the first dissolve parameter and the second dissolve parameter;

[0182] The transition parameters include a first dissolution parameter, a second dissolution parameter, and a third dissolution parameter.

[0183] In some optional implementations, the generating module 1402 further includes:

[0184] The second configuration submodule is configured to obtain a first time parameter corresponding to the first transition frame in response to a third configuration operation on the first transition frame, and to obtain a second time parameter corresponding to the last transition frame in response to a fourth configuration operation on the last transition frame;

[0185] A second generating submodule is configured to generate a third time parameter for the remaining transition frames except the transition first frame and the transition end frame by using the first time parameter and the second time parameter;

[0186] The transition parameters include a first time parameter, a second time parameter, and a third time parameter.

[0187] In some optional implementations, the generating module 1402 further includes:

[0188] A third configuration submodule, configured to obtain a static visual intensity parameter corresponding to the target page in response to a fourth configuration operation on the target page;

[0189] The transition parameters include static visual intensity parameters.

[0190] In some optional implementations, the transition module 1403 includes:

[0191] The second acquisition submodule is used to obtain the page map corresponding to the target page;

[0192] a fourth configuration submodule, configured to obtain a target material corresponding to the target page in response to a material configuration operation on the target page;

[0193] The fusion submodule is used to fuse the target material, transition parameters, transition texture map and page map to obtain the material rendering parameters corresponding to the target page;

[0194] The second processing submodule is used to perform transition processing on page elements using material rendering parameters.

[0195] In some optional embodiments, the fusion submodule includes:

[0196] A second acquiring unit, configured to acquire frame transition parameters corresponding to each transition frame;

[0197] A fusion unit is used to fuse each frame transition parameter with the target material, transition texture map and page map frame by frame to obtain the target rendering parameters corresponding to each transition frame;

[0198] Among them, the material rendering parameters include target rendering parameters.

[0199] In some optional embodiments, the transition parameters include a dissolution strength parameter and a dissolution threshold; the transition module 1403 further includes:

[0200] The third processing submodule is used to process the channel value and dissolve intensity parameter corresponding to each pixel in the transition texture image to obtain the target transition value;

[0201] A first comparison submodule is configured to compare a target transition value corresponding to any target pixel among the pixels with a dissolution threshold, and if the target transition value corresponding to the target pixel is greater than the dissolution threshold, retain the page element corresponding to the target pixel;

[0202] The second comparison submodule is configured to hide the page element corresponding to the target pixel if the target transition value corresponding to the target pixel is less than the dissolution threshold.

[0203] In some optional implementations, the transition module 1403 further includes:

[0204] The third acquisition submodule is used to obtain the noise disturbance map corresponding to the target page;

[0205] A perturbation submodule is used to perform texture perturbation on the transition texture map using the noise perturbation map to obtain a perturbed transition texture map;

[0206] The transition submodule is used to perform transition processing on the page elements of the target page according to various transition parameters and the perturbed transition texture map.

[0207] In some optional embodiments, the perturbation submodule includes:

[0208] a configuration unit, configured to obtain texture disturbance parameters corresponding to the noise disturbance map in response to a parameter configuration operation on the noise disturbance map;

[0209] The first perturbation unit is configured to perform texture perturbation on the transition texture map using the texture perturbation parameters of the noise perturbation map to obtain a perturbed transition texture map.

[0210] In some optional embodiments, the perturbation submodule includes:

[0211] an adjusting unit, configured to obtain a target texture disturbance parameter in response to a parameter adjustment operation on the texture disturbance parameter;

[0212] The second perturbation unit is configured to perform texture perturbation on the transition texture map using the target texture perturbation parameter of the noise perturbation map to obtain a perturbed transition texture map.

[0213] The page transition device provided in the embodiment of the present application can execute the page transition method provided in any embodiment of the present application, and has the functional modules and beneficial effects corresponding to the execution method. The further functional description of each of the above modules and units is the same as that of the corresponding embodiment above, and will not be repeated here.

[0214] Figure 15 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application.

[0215] The following specific reference Figure 15 , which shows a schematic diagram of the structure of the electronic device suitable for implementing the embodiment of the present application. The electronic device may include a processor (such as a central processing unit, a graphics processing unit, etc.) 1501, which can perform various appropriate actions and processes according to the program stored in the read-only memory (ROM) 1502 or the program loaded from the memory 1508 into the random access memory (RAM) 1503. In the RAM 1503, various programs and data required for the operation of the electronic device are also stored. The processor 1501, ROM 1502 and RAM 1503 are connected to each other via a bus 1504. An input / output (I / O) interface 1505 is also connected to the bus 1504.

[0216] Typically, the following devices may be connected to the I / O interface 1505: an input device 1506 including, for example, a touch screen, a touchpad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 1507 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage device 1508 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 1509. The communication device 1509 may allow the electronic device to communicate with other devices wirelessly or by wire to exchange data. Although Figure 15 An electronic device having various devices is shown, but it should be understood that it is not required to implement or possess all of the devices shown, and more or fewer devices may be implemented or possessed instead.

[0217] In particular, according to an embodiment of the present application, the process described above with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a non-transitory computer-readable medium, and the computer program includes a program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from the network through the communication device 1509, or installed from the memory 1508, or installed from the ROM 1502. When the computer program is executed by the processor 1501, the above-mentioned functions defined in the page transition method of the embodiment of the present application are performed.

[0218] Figure 15 The electronic device shown is merely an example and should not limit the functions and scope of use of the embodiments of the present application.

[0219] The embodiments of the present application also provide a computer-readable storage medium. The above-mentioned method according to the embodiment of the present application can be implemented in hardware, firmware, or implemented as a computer code that can be recorded in a storage medium, or implemented as a computer code that is originally stored in a remote storage medium or a non-temporary machine-readable storage medium and downloaded through a network and will be stored in a local storage medium, so that the method described herein can be stored in such software processing on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. Among them, the storage medium can be a magnetic disk, an optical disk, a read-only storage memory, a random access memory, a flash memory, a hard disk or a solid-state drive, etc.; further, the storage medium can also include a combination of the above-mentioned types of memory. It can be understood that a computer, a processor, a microprocessor controller or programmable hardware includes a storage component that can store or receive software or computer code. When the software or computer code is accessed and executed by a computer, a processor or hardware, the page transition method shown in the above embodiment is implemented.

[0220] Part of the present application may be applied as a computer program product, such as a computer program instruction, which, when executed by a computer, can call or provide the method and / or technical solution according to the present application through the operation of the computer. Those skilled in the art should understand that the form in which the computer program instruction exists in a computer-readable medium includes but is not limited to a source file, an executable file, an installation package file, etc. Accordingly, the way in which the computer program instruction is executed by the computer includes but is not limited to: the computer directly executes the instruction, or the computer compiles the instruction and then executes the corresponding compiled program, or the computer reads and executes the instruction, or the computer reads and installs the instruction and then executes the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium that can be accessed by the computer.

[0221] Although the embodiments of the present application have been described with reference to the accompanying drawings, those skilled in the art may make various modifications and variations without departing from the spirit and scope of the present application, and such modifications and variations shall fall within the scope defined by the appended claims.

Claims

1. A page transition method, characterized in that: The method comprises: Acquire a transition texture map for a target page to be transitioned, wherein the transition texture map is used to represent a transition format when the target page switches to another page; In response to the configuration operation of the number of transition frames of the target page and the parameter editing operation for the transition frames, generating transition parameters of each of the transition frames corresponding to the target page; According to each of the transition parameters and the transition texture map, transition processing is performed on the page elements of the target page, and the target page is controlled to switch to another page according to the transition format.

2. The method according to claim 1, characterized in that The step of obtaining a transition texture map for a target page to be transitioned includes: Obtain multiple initial texture frames for the target page to be transitioned; Performing grayscale processing on each of the initial texture frames to obtain a grayscale image frame corresponding to each of the initial texture frames; The plurality of grayscale image frames are superimposed in a preset order to generate the transition texture map.

3. The method according to claim 2, characterized in that The step of superimposing the plurality of grayscale image frames in a preset order to generate the transition texture map includes: The plurality of grayscale image frames are superimposed in reverse order to generate the transition texture map.

4. The method according to claim 2, characterized in that The step of superimposing the plurality of grayscale image frames in a preset order to generate the transition texture map includes: In response to the transparency adjustment operation on each of the grayscale image frames, obtaining a target transparency of each of the grayscale image frames; The plurality of grayscale image frames are superimposed in positive order according to the target transparency to generate the transition texture map.

5. The method according to claim 2, characterized in that Performing grayscale processing on the initial texture frame to obtain a grayscale image frame corresponding to the initial texture frame includes: Acquire multiple color channel information of the initial texture frame; Performing grayscale processing on the initial texture frame based on the multiple color channel information to obtain a grayscale image frame having target color channel information; The target color channel information is any one of a plurality of color channel information.

6. The method according to claim 1, characterized in that In response to the parameter editing operation on the transition frame, generating transition parameters of each transition frame corresponding to the target page includes: In response to a first configuration operation on a transition first frame of the target page, a first dissolve parameter corresponding to the transition first frame is obtained; and in response to a second configuration operation on a transition end frame of the target page, a second dissolve parameter corresponding to the transition end frame is obtained; generating third dissolve parameters for the remaining transition frames except the transition first frame and the transition end frame by using the first dissolve parameter and the second dissolve parameter; The transition parameters include the first dissolution parameter, the second dissolution parameter, and the third dissolution parameter.

7. The method according to claim 6, characterized in that Also includes: In response to the third configuration operation for the transition first frame, a first time parameter corresponding to the transition first frame is obtained; and in response to the fourth configuration operation for the transition end frame, a second time parameter corresponding to the transition end frame is obtained; Generate third time parameters for the remaining transition frames except the transition first frame and the transition end frame by using the first time parameter and the second time parameter; The transition parameters include the first time parameter, the second time parameter and the third time parameter.

8. The method according to claim 6, characterized in that Also includes: In response to a fourth configuration operation on the target page, obtaining a static visual intensity parameter corresponding to the target page; Wherein, the transition parameter includes the static visual intensity parameter.

9. The method according to claim 1, characterized in that The step of performing transition processing on the page elements of the target page according to the transition parameters and the transition texture map includes: Obtaining a page map corresponding to the target page; In response to the material configuration operation for the target page, obtaining a target material corresponding to the target page; Fusing the target material, the transition parameters, the transition texture map, and the page map to obtain material rendering parameters corresponding to the target page; The page elements are subjected to transition processing using the material rendering parameters.

10. The method according to claim 9, characterized in that The step of fusing the target material, the transition parameters, the transition texture map, and the page map to obtain material rendering parameters corresponding to the target page includes: Obtaining frame transition parameters corresponding to each of the transition frames; Fusing each of the frame transition parameters with the target material, the transition texture map, and the page map frame by frame to obtain target rendering parameters corresponding to each of the transition frames; The material rendering parameters include the target rendering parameters.

11. The method according to claim 1 or 9, characterized in that The transition parameters include a dissolve strength parameter and a dissolve threshold; and the performing transition processing on the page elements of the target page includes: Performing data processing on the channel value corresponding to each pixel in the transition texture image and the dissolve intensity parameter to obtain a target transition value; For any target pixel among the pixels, compare the target transition value corresponding to the target pixel with the dissolution threshold; if the target transition value corresponding to the target pixel is greater than the dissolution threshold, retain the page element corresponding to the target pixel; If the target transition value corresponding to the target pixel is smaller than the dissolution threshold, the page element corresponding to the target pixel is hidden.

12. The method according to claim 9, characterized in that The step of performing transition processing on the page elements of the target page according to the transition parameters and the transition texture map further includes: Obtaining a noise disturbance map corresponding to the target page; Performing texture perturbation on the transition texture image using the noise perturbation image to obtain the perturbed transition texture image; According to the transition parameters and the disturbed transition texture map, transition processing is performed on the page elements of the target page.

13. The method according to claim 12, characterized in that The step of performing texture perturbation on the transition texture map by using the noise perturbation map to obtain the perturbed transition texture map includes: In response to a parameter configuration operation on the noise disturbance map, obtaining texture disturbance parameters corresponding to the noise disturbance map; The texture perturbation parameter of the noise perturbation image is used to perform texture perturbation on the transition texture image to obtain the perturbed transition texture image.

14. The method according to claim 13, characterized in that Also includes: In response to a parameter adjustment operation on the texture disturbance parameter, a target texture disturbance parameter is obtained; The target texture disturbance parameter of the noise disturbance image is used to perform texture disturbance on the transition texture image to obtain the disturbed transition texture image.

15. A page transition device, characterized in that: The device comprises: An acquisition module, configured to acquire a transition texture map for a target page to be transitioned, wherein the transition texture map is used to represent a transition format when the target page switches to another page; A generating module, configured to generate transition parameters of each transition frame corresponding to the target page in response to a configuration operation of the number of transition frames of the target page and a parameter editing operation for the transition frames; The transition module is used to perform transition processing on the page elements of the target page according to the transition parameters and the transition texture map, and control the target page to switch to another page according to the transition format.

16. An electronic device, characterized in that: include: A memory and a processor, wherein the memory and the processor are communicatively connected to each other, the memory stores computer instructions, and the processor executes the page transition method according to any one of claims 1 to 14 by executing the computer instructions.

17. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer instructions, and the computer instructions are used to enable a computer to execute the page transition method according to any one of claims 1 to 14.

18. A computer program product, characterized in that The method comprises computer instructions for causing a computer to execute the page transition method according to any one of claims 1 to 14.