Visual resource rendering system and method

By using a visual resource rendering system and methods, combined with rendering plugins and game engines, and applying 3D-to-2D rendering technology and the Blinn-Phong model, the problem of low rendering efficiency caused by the high difficulty of hand-drawn textures was solved, achieving efficient rendering effects and improved user experience.

CN120983901APending Publication Date: 2025-11-21CHENGDU JINSHAN INTERACTIVE ENTERTAINMENT TECH CO LTD
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Patent Information

Application Number
CN202511121049.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2024-08-09
Filing Date
2025-08-11
Publication Date
2025-11-21

AI Technical Summary

Technical Problem

In existing technologies, the high difficulty of hand-drawn texture creation leads to low rendering efficiency for game characters and scenes.

Method used

This paper presents a visual resource rendering system that combines rendering plugins and game engines to determine resource types and apply corresponding processing rules to process resource models. It utilizes techniques such as 3D-to-2D rendering, Blinn-Phong models, and SDF textures to achieve non-intrusive rendering pipeline improvements, reducing processing difficulty and increasing rendering efficiency.

Benefits of technology

Without modifying the game engine, it improves the visual effects and rendering efficiency of game characters and scenes, enhances the user experience, and reduces the learning cost and time for developers.

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Abstract

The invention provides a visual resource rendering system and method.The visual resource rendering system comprises a rendering plug-in and a game engine; the rendering plug-in is used for determining a to-be-processed resource model and a resource type of the to-be-processed resource model, determining a resource processing rule matched with the resource type, processing the to-be-processed resource model according to the resource processing rule, determining a to-be-rendered resource model according to a processing result, and rendering the to-be-rendered resource model according to the processing result. Sending the to-be-rendered resource model to the game engine; and the game engine is used for rendering the to-be-rendered resource model to obtain a target visual resource corresponding to the rendering request. By means of the system, processing of the to-be-processed resource model can be completed based on the rendering plug-in on the premise that a game engine is not modified, the processing difficulty of the to-be-processed resource model is lowered, and the rendering efficiency of visual resources is improved.
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Description

[0001] The present disclosure claims priority to the Chinese patent application No. 202411094545.3, filed on August 9, 2024, and entitled “Visual resource rendering system and method”, the entire content of which is incorporated herein by reference. TECHNICAL FIELD

[0002] The present application relates to the technical field of computer, in particular to a visual resource rendering system and method. BACKGROUND

[0003] In game development, character and scene rendering plays an indispensable role. It injects unique vitality into game characters and scenes with its lively visual effects.

[0004] In order to achieve the rendering effect, two main ways are usually adopted in the industry. The first way is to draw light and shadow, color, reflection and other information on the map by hand, and then to paste the map on the model in the form of no light to realize the special effect of game characters and scenes. However, the high difficulty of hand-drawn map drawing leads to low rendering efficiency in subsequent resource rendering. Therefore, an effective visual resource rendering system is needed to solve the above problems. SUMMARY

[0005] Therefore, the embodiments of the present application provide a visual resource rendering system to solve the technical defects in the prior art. The embodiments of the present application also provide a visual resource rendering method, a rendering plug-in, a computing device, a computer readable storage medium and a computer program product.

[0006] According to a first aspect of the embodiments of the present application, a visual resource rendering system is provided, comprising a rendering plug-in and a game engine; The rendering plug-in is configured to determine a to-be-processed resource model and a resource type of the to-be-processed resource model, determine a resource processing rule matched with the resource type, process the to-be-processed resource model according to the resource processing rule, determine a to-be-rendered resource model according to a processing result, and send the to-be-rendered resource model to the game engine; The game engine is configured to render the to-be-rendered resource model, and obtain a target visual resource corresponding to the rendering request.

[0007] According to a second aspect of the embodiments of the present application, a visual resource rendering method is provided, comprising: determining a to-be-processed resource model and a resource type of the to-be-processed resource model; determining a resource processing rule matched with the resource type, and processing the to-be-processed resource model according to the resource processing rule; determine a to-be-rendered resource model according to a processing result, wherein the to-be-rendered resource model is used for rendering into a target visual resource by the game engine.

[0008] According to a third aspect of the embodiments of the present application, a rendering plug-in is provided, which is obtained based on updating a rendering pipeline of a game engine. The rendering plug-in is configured to determine a to-be-processed resource model and a resource type of the to-be-processed resource model, determine a resource processing rule matched with the resource type, process the to-be-processed resource model according to the resource processing rule, determine a to-be-rendered resource model according to a processing result, and use the to-be-rendered resource model to render into a target visual resource by the game engine.

[0009] According to a fourth aspect of the embodiments of the present application, a computing device is provided, comprising: a memory and a processor; The memory is configured to store computer executable instructions, and the processor is configured to execute the computer executable instructions to implement the steps of the visual resource rendering method.

[0010] According to a fifth aspect of the embodiments of the present application, a computer readable storage medium is provided, which stores computer executable instructions, and the instructions are executed by a processor to implement the steps of the visual resource rendering method.

[0011] According to a sixth aspect of the embodiments of the present application, a chip is provided, which stores a computer program, and the computer program is executed by the chip to implement the steps of the visual resource rendering method.

[0012] According to a seventh aspect of the embodiments of the present application, a computer program product is provided, which comprises a computer program / instruction, and the computer program / instruction is executed by a processor to implement the steps of the visual resource rendering method.

[0013] The visual resource rendering system provided by the present application comprises a rendering plug-in and a game engine. The rendering plug-in is configured to determine a to-be-processed resource model and a resource type of the to-be-processed resource model, determine a resource processing rule matched with the resource type, process the to-be-processed resource model according to the resource processing rule, determine a to-be-rendered resource model according to a processing result, and send the to-be-rendered resource model to the game engine. The game engine is configured to render the to-be-rendered resource model to obtain a target visual resource corresponding to the rendering request.

[0014] Through the visual resource rendering system, the processing of the to-be-processed resource model can be completed based on the rendering plug-in without modifying the game engine, the processing difficulty of the to-be-processed resource model is reduced, and the rendering efficiency of the visual resource is improved. In the game development scene, the visual effect of the game character and the game scene is improved, and the user experience is improved. BRIEF DESCRIPTION OF DRAWINGS

[0015] Figure 1 is a structural schematic diagram of a visual resource rendering system provided by an embodiment of the present application; Figure 2 is a processing flow schematic diagram of a visual resource rendering system provided by an embodiment of the present application; Figure 3 is an illumination schematic diagram of a visual resource rendering system provided by an embodiment of the present application; Figure 4 is a face map schematic diagram of a visual resource rendering system provided by an embodiment of the present application; Figure 5 is an object illumination schematic diagram of a visual resource rendering system provided by an embodiment of the present application; Figure 6 is a flow of a visual resource rendering method provided by an embodiment of the present application; Figure 7 is a resource processing schematic diagram of a rendering plug-in provided by an embodiment of the present application; Figure 8 is a structural block diagram of a computing device provided by an embodiment of the present application. DETAILED DESCRIPTION

[0016] In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. However, the present application can be practiced without the specific details, other than those described in this description, and it is understood that the scope of the present application is not limited to the details of the description.

[0017] The terminology used in this description of one or more embodiments of the application is for the purpose of describing particular embodiments only and is not intended to limit the one or more embodiments of the application. As used in this description of one or more embodiments of the application and the accompanying claims, the singular forms "a", "an" and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.

[0018] It should be understood that although the terms first, second, etc. may be employed in describing various information in one or more embodiments of the present application, these information should not be limited to these terms. These terms are only used to distinguish one type of information from another type of information. For example, without departing from the scope of one or more embodiments of the present application, first can also be referred to as second, and similarly, second can also be referred to as first.

[0019] It should be noted that the user information (including but not limited to user equipment information, user personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in the present application are all information and data authorized by the user or authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards in the relevant region, and provide corresponding operation portal for user to choose authorization or refusal.

[0020] First, the terms involved in one or more embodiments of the present application are explained.

[0021] Shader code: A special program code used to process graphics data on a graphics rendering pipeline.

[0022] Blinn-Phong model: A high-level lighting model widely used in computer graphics, which combines Lambert's diffuse reflection part and standard highlight reflection to calculate the lighting effect of object surfaces.

[0023] Lambert diffuse reflection: It refers to the phenomenon that light reflected in different directions on rough surfaces. When a parallel incident light beam hits a rough surface, due to the unevenness of the surface, the normal direction of each point is different, resulting in the reflection of light in different directions in a random manner, which is called "diffuse reflection" or "diffuse reflection".

[0024] Three-dimensional two-dimensional technology (3D2): A technology used in game development, aiming to achieve better game experience by balancing high performance and visual effects. This technology combines elements of three-dimensional rendering and two-dimensional rendering to improve game performance and visual effects. In this technology, some elements in the game (such as characters, special effects, etc.) use more traditional three-dimensional rendering technology, while other elements (such as background, UI interface, etc.) use two-dimensional rendering technology.

[0025] SDF map: Signed Distance Field (SDF) map, an image processing technology that records the distance information between each pixel in the image and its nearest object boundary, rather than traditional color information. This technology is widely used in graphics rendering, physical simulation, font rendering and other fields.

[0026] BackFace hatching: a method of hatching a single object, which can specify the object and area that needs to be hatched, and can be conveniently customized. The idea of this hatching method is very simple, that is, the model is drawn twice, the model is normally drawn on the front, and the model is expanded outward after the normal is reversed on the back, so that a continuous hatching effect can be obtained.

[0027] In the present application, a visual resource rendering system is provided, and the present application also relates to a visual resource rendering method, a computing device, a computer readable storage medium and a computer program product, which are described in detail one by one in the following embodiments.

[0028] Referring to Figure 1 , Figure 1 The structure schematic diagram of the visual resource rendering system provided by an embodiment of the present application is shown, as Figure 1 shown, the visual resource rendering system comprises a rendering plug-in 102 and a game engine 104; The rendering plug-in 102 is used for determining a to-be-processed resource model and a resource type of the to-be-processed resource model, determining a resource processing rule matched with the resource type, processing the to-be-processed resource model according to the resource processing rule, determining a to-be-rendered resource model according to a processing result, and sending the to-be-rendered resource model to the game engine 104. The Unreal Engine game engine 104 is used for rendering the to-be-rendered resource model, and obtaining a target visual resource corresponding to the rendering request.

[0029] The game engine can be an Unreal Engine. The rendering plug-in is an plug-in obtained by plug-in processing on a rendering pipeline in the virtual engine, and the rendering pipeline of the Unreal Engine is modified in a non-intrusive manner. The modification process of the rendering pipeline is substantially improved. The rendering pipeline is modified in a plug-in form, the learning and use cost of the project is reduced, the developer can pay more attention to artistic expression and game development itself. By using the conditional compilation macro feature of the Unreal Engine, the switch of the macro is controlled by the material custom expression node, the structure of the code is controlled by the macro in the process of compiling the Shader code, therefore, by modifying the Shader code, the addition of the custom shading model can be realized, which is equivalent to skipping the modification of the engine C++ part, and a large amount of repetitive work is reduced. The additional advantage of this method is that the source code version engine does not need to be switched, and the modification can be directly performed on the release version engine, thereby saving the time of switching the engine for the game team. More importantly, this method is also conducive to the upgrading and maintenance of the engine. Since the source code is not modified, only the updated Shader code needs to be checked during upgrading, and the maintenance work can be reduced.

[0030] In the specific embodiments of the present application, in the scene of completing picture rendering by using the rendering plug-in and the game engine, the rendering process is as shown in Figure 2 Specifically, first, the game engine starts the process, and the rendering plug-in performs resource inspection, shader compilation, and rendering model preparation through code injection. The rendering plug-in provides an engine editor to complete custom material nodes, determine material functions, and color models, and finally perform picture rendering.

[0031] For example, the game engine is Unreal Engine, and when rendering a game character, the rendering plug-in determines a to-be-processed character model, determines the type of the to-be-processed character model, and determines the processing rule of the to-be-processed character model according to the type. The processing rule includes subsurface scattering of the character skin, isotropic highlight of the character clothing, scattering effect of the character hair, and shadow control of the character face. After processing the character skin, clothing, hair, and face respectively, a to-be-rendered character model is obtained. The to-be-rendered character model is rendered by the Unreal Engine to obtain a rendered character picture.

[0032] In the present application, the technical method of tri-linear-to-bilinear is to change the basic color of a three-dimensional object into a flat color, so that the object is more inclined to a two-dimensional picture in rendering performance, while the perspective effect of three-dimensional space is also retained. Unlike traditional rendering, the lighting model used by tri-linear-to-bilinear technology is a non-realistic lighting model. Unlike traditional smooth lighting, which calculates lighting for each pixel individually, tri-linear-to-bilinear lighting records the results of multiple pixels as the same, thereby obtaining a completely different stepped lighting result from smooth lighting. In order to obtain the effect of tri-linear-to-bilinear in Unreal Engine, it is necessary to analyze the picture characteristics of tri-linear-to-bilinear and make some modifications to the rendering pipeline of Unreal Engine according to the needs.

[0033] The most prominent feature of tri-linear-to-bilinear pictures is the very obvious light-dark boundary, which weakens the three-dimensional sense of the model, the highlight is obvious, and the projection is clean. Therefore, we need to obtain the data information of the direct lighting in the scene and the data information of the model surface, obtain the data information we need through specific calculation, and determine the light-dark boundary according to the needs of the art style.

[0034] Specifically, the lighting information of the model surface is obtained by the model normal and the scene lighting direction, and the light-dark boundary of the object surface is obtained according to a fixed value, so that the bright part and the dark part of the model can be obtained. By coloring the parts in the bright part and the parts in the dark part respectively, the effect of clear stepped coloring can be obtained. Figure 3 In FIG. (a), l represents the lighting direction (the incident direction of the light); θ represents the included angle between the lighting and the normal; α represents the included angle between the reflection direction and the line of sight direction; n represents the normal direction (the normal of the object surface); v represents the line of sight direction; and r represents the lighting reflection direction. The lighting intensity of the model surface can be calculated by the following formula (1):

[0035] where I d represents the surface light intensity; k d represents the diffuse reflection coefficient of the object surface, used to adjust the influence of diffuse reflection light on the object surface; L d represents the intensity of a directional light source (such as sunlight); represents the normal vector of the object surface; represents the incident direction vector of the light.

[0036] In order to express the stylized cartoon highlights, the Blinn-Phong model is adopted in the present application, according to the view direction, the normal direction and the light direction, a smooth highlight area is obtained, and then according to the type of the material surface, the clipping and transition effect of the highlight area is controlled, so that the stylized highlight effect is obtained. For example, as shown in (b) of FIG. 8, in the figure, l represents the light direction; n represents the normal direction; v represents the view direction; h is the intermediate vector of the light direction l and the view direction v, and a1 is the included angle between n and h. Figure 3

[0037] For example, the type of the material surface is metal material and cloth material respectively, and the highlight performance of the metal material and the cloth material is different in the real world, in which the highlight of the metal material is relatively strong, and the highlight of the cloth material is relatively weak. When performing stylized shading, the different highlight performances of the metal material and the cloth material should be strengthened, so that the highlight L s (mirror light intensity of the light source) is obtained through the Blinn-Phong model, for the metal material, the value of the highlight L s is enhanced, so that the highlight with larger range and brightness is obtained; and for the cloth material, the value of the highlight L s is reduced, so that the highlight with smaller range and brightness is obtained.

[0038] In order to obtain clean projection, the rendering pipeline can be modified, when the rendering pipeline proceeds to the shadow projection stage, the calculation of the light source contribution is added at the position of calculating the influence of the light source on the surface shading, according to the brightness of the light source at the current pixel and the normal direction of the object surface towards the light source direction, the light source contribution value L s is calculated, only when L s is greater than a fixed value, the point is considered to be illuminated, so that the shadow with very clear edge is obtained. The mirror light intensity of the light source can be calculated through the following formula (2):

[0039] where L s represents the mirror light intensity of the light source; K s ​α represents the specular reflection coefficient of the object's surface, used to adjust the effect of specular light on the object's surface; r represents the distance from the light source to the point on the object's surface; α represents the angle between the viewing direction and the ideal direction of specular reflection; p represents the sharpness parameter of the highlight, used to control the highlight area; I represents the intensity of the light source, representing the original brightness of the light emitted by the light source itself; h represents the midpoint vector between the illumination direction l and the viewing direction v.

[0040] In one specific embodiment provided in this application, the rendering plugin is used to determine, based on the resource processing rules, a role processing rule matching the role type when the resource type is determined to be a role type, and to process the resource model to be processed according to the role processing rule.

[0041] Specifically, when the resource type is a character type, the character processing rules for matching the character type include character skin processing rules, character clothing processing rules, character hair processing rules, and character face processing rules.

[0042] Specifically, regarding the rules for handling character skin and clothing, the skin and clothing areas need to enhance the distinction between bright and dark areas by weakening the transition between light and dark to improve the cartoon effect. Therefore, Half-Lambert diffuse reflection is used to calculate the light intensity on the object's surface, and a binarization method is used to distinguish between bright and dark areas. For the highlights, the Blinn-Phong model is used, which can obtain circular highlights based on the direction of the light and the viewing angle.

[0043] Regarding the rules for handling character hair, in the diffuse part, the effect of cartoon hair is similar to that of clothing, and Half-Lambert lighting can be calculated based on the normal and the direction of the light source. However, there are significant differences between the two in the specular calculation. Specifically, the Blinn-Phong model calculates isotropic specular highlights, which are visually represented as circular highlights on a sphere. However, this differs significantly from realistic hair highlights because hair is actually anisotropic, and the specular highlight effect is called an angel ring. Therefore, a different calculation method is needed. Thus, the Kajiya-Kay model is used. This is an empirical formula for simulating anisotropic highlights, which treats the hair as segments of cylinders and calculates the specular highlight based on the tangent of each hair strand at its current position. Figure 3 As shown in (c), T is the tangent direction of the hair, H is a unit vector along half the angle between the ray and the line of sight, l is the illumination vector, N is the normal to the hair, and v is the line of sight. The formula for calculating the intensity of the highlight is given in formula (3) below:

[0044] Where T represents the tangent direction of the hair strand; H represents a unit vector along half the angle between the ray and the line of sight; S specularHigh light intensity, specularly represents a controllable parameter high light degree.

[0045] For the role face processing rule, since the effect to be achieved by the face is mainly reflected in the distinction between bright and dark parts, if the model default normal is used to calculate the light with the light source, the face shadow distribution will be very chaotic, which does not meet the needs of the cartoon picture. Therefore, the SDF map is used to control the shadow of the model face in the present application, and the bright and dark parts of the role face can be calculated by the direction of the role face and the direction of the light source, so as to realize the control of light and shadow.

[0046] As shown in Figure 4 , the style of the SDF map is a black and white map. When calculating, the included angle between the current direction of the role and the direction of the light source is calculated, the included angle is normalized by dot multiplication, and the value is compared with the size of the SDF map. It is considered that the part with an included angle value greater than the map is bright, and the part with an included angle value less than the map is dark.

[0047] In specific implementation, different effects are made according to different parts (skin, hair, face). The skin and clothing parts need to increase the cartoon effect by weakening the transition between light and dark and enhancing the distinction between bright and dark parts. Therefore, the Half_Lambert diffuse reflection is used to calculate the light intensity of the object surface, and the binary method is used to distinguish the bright and dark parts. For the highlight part, the Blinn-Phong model is used, and the circular highlight can be obtained according to the direction of the light and the direction of the view. In realistic rendering, the transition between the bright part and the dark part of the object is soft (as shown in the left part of Figure 5 ), and the transition from the bright part to the dark part is very uniform. By changing the calculation rule of the dark part, the dark part is separated from the bright part (as shown in the right part of Figure 5 ), and the visual effect of the cartoon is enhanced.

[0048] In a specific embodiment provided by the present application, the rendering plug-in is used to determine the environment processing rule matched with the environment type based on the resource processing rule in a case where the resource type is the environment type, and process the resource model to be processed according to the environment processing rule.

[0049] Specifically, in a case where the resource type is the environment type, the environment processing rule matched with the environment type includes an environment stylization processing rule and an environment pixelation processing rule. The rendering of the environment object is to weaken the transition between light and dark, enhance the distinction between bright and dark parts, and increase the cartoon effect.

[0050] The application can also produce different versions of pixelated picture effects according to needs while implementing the three-to-two technology. The pixelated style is obvious pixel blocks and limited color range, giving a retro and simple feeling. The specific implementation process is to pixelate the originally continuous image by discretization when post-processing sampling, thereby creating a retro feeling.

[0051] While implementing the pixelated image, a suitable edge drawing method for the pixelated picture can also be produced according to the picture characteristics of the pixelated picture. Specifically, the width of the edge drawing pixel can be adjusted according to the current pixel size of the pixelated picture, and the edge thickness is adjusted to the size consistent with the current picture pixel block, thereby achieving the harmony and unity of the edge drawing and the object.

[0052] In a specific embodiment provided by the application, the rendering plug-in is configured to, in a case where the resource type is an edge type, determine an edge processing rule matched with the edge type based on the resource processing rule, and process the to-be-processed resource model according to the edge processing rule.

[0053] Specifically, in a case where the resource type is an edge type, the edge processing rule matched with the edge type includes a post-processing edge drawing processing rule and a single-object edge drawing processing rule. The single-object edge drawing is BackFace edge drawing.

[0054] The edge drawing technology also plays an extremely important role in cartoon rendering, which is used to simulate the sketching effect of the object edge when hand drawing, that is, a kind of modification of the object, and can also display the object from the environment. The edge drawing is divided into two kinds: object-by-object edge drawing and post-processing edge drawing. The BackFace edge drawing in the application is a method of drawing a single object, which can specify the object and area to be drawn, thereby facilitating customization. When specifically implemented, the model is drawn twice, the model is normally drawn on the front side, and the model is expanded outward after reversing the normal of the back side, so that a continuous edge drawing effect can be obtained. The advantage of this is that the area to be drawn can be conveniently controlled, and the object can be optimized according to its characteristics.

[0055] Further, the implementation method of the post-processing of the contouring is to find the point of information mutation and then find the edge by detecting the image of the current frame picture. The edge detection has the methods based on depth, normal and edge detection operator. In the present application, the advantage of the post-processing of the contouring is that the screen space can be detected as a whole, so that the edge on the screen can be extracted, and consistency is achieved. The depth-based algorithm refers to accessing the scene depth buffer and calculating the gradient of the depth value, and the area with obvious depth change is the edge of the detected object. The normal-based checking algorithm is similar to the depth-based algorithm, and the difference is that the scene normal buffer is detected and the direction difference of the normal is calculated to find the edge. The method based on the edge detection operator is to optimize the algorithm for calculating the depth gradient based on the above two methods to obtain smoother edges.

[0056] In summary, the visual resource rendering system provided by an embodiment of the present application uses the technical method of three-to-two rendering to give the 3D object an approximate 2D feeling, so that the global illumination, dynamic shadow and other technologies of the engine can be used, and part of the texture of the 2D image is also retained, the advantages of the two can be combined, and a beautiful cartoon rendering effect can be achieved. By implementing stylized rendering, a unique visual style is given to the game, and the attractiveness of the game is improved. At the same time, the engine rendering pipeline is modified in a non-intrusive manner, and the rendering pipeline is replaced in a plug-in form, which reduces the learning cost of the developers, so that they can focus on artistic expression and game development itself, thereby saving development time and reducing labor cost.

[0057] In a specific embodiment provided by the present application, the rendering plug-in includes an engine editor; the engine editor is further configured to determine model material information and shading information of the to-be-rendered resource model, and send the model material information and the shading information to the game engine, so as to render the target visual resource.

[0058] Figure 6 A flow of a visual resource rendering method provided by an embodiment of the present application is shown, and specifically includes the following steps: Step 602: determining a to-be-processed resource model and a resource type of the to-be-processed resource model; Step 604: determining a resource processing rule matched with the resource type, and processing the to-be-processed resource model according to the resource processing rule; Step 606: determining a to-be-rendered resource model according to the processing result, wherein the to-be-rendered resource model is used to render a target visual resource through a game engine.

[0059] An embodiment of this application also provides a rendering plugin, which is obtained by updating the rendering pipeline of a game engine; the rendering plugin is used to determine a resource model to be processed and the resource type of the resource model to be processed, determine a resource processing rule matching the resource type, process the resource model to be processed according to the resource processing rule, and determine a resource model to be rendered based on the processing result, wherein the resource model to be rendered is used to render a target visualization resource through the game engine.

[0060] In practical applications, rendering plugins can process game character resource models, as well as stylize and pixelate game environments. They can also add outline effects to resource models. For example... Figure 7 As shown, rendering plugins can be used to process game characters and game environments. Outlining effects can also be added to objects. For characters, skin, clothing, hair, and face can be processed. Hair uses subsurface scattering; clothing uses isotropic specular highlights and half-Lambert lighting; scattering effects and anisotropic specular highlights can be added to hair; and SDF shadow control is applied to the face. For the environment, stylization and pixelation can be implemented. Stylization includes stylized diffuse and stylized specular highlights; pixelation includes pixel shading and pixelated outlines. For object outlining, backface outlining and post-processing outlining can be implemented. Backface outlining is a custom outlining based on model vertices, while post-processing outlining corresponds to image processing algorithms, depth-based outlining, and normal-based outlining.

[0061] Figure 8 A structural block diagram of a computing device 800 according to an embodiment of this application is shown. The components of the computing device 800 include, but are not limited to, a memory 810 and a processor 820. The processor 820 is connected to the memory 810 via a bus 830, and a database 850 is used to store data.

[0062] The computing device 800 also includes an access device 840 that enables the computing device 800 to communicate via one or more networks 860. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or combinations of these and / or other types of networks that are suitable for the communication of data intended for the computing device 800. The access device 840 can include one or more of any type of network interface (for example, a network interface card (NIC)) of either a wired or wireless nature, such as an IEEE 802.11 Wireless Local Area Network (WLAN) wireless interface, a Worldwide Interoperability for Microwave Access (Wi-MAX) interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC) interface, and / or the like.

[0063] In one embodiment of the present application, the above-described components of the computing device 800, as well as other components not shown in FIG. 8, can be connected to one another by a bus. It should be understood that Figure 8 the computing device structure diagram shown is for purposes of example only, and that other components can be added or substituted in the computing device 800 as needed. Figure 8 It should be understood that the computing device structure diagram shown is for purposes of example only, and that other components can be added or substituted in the computing device 800 as needed.

[0064] The computing device 800 can be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (for example, a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, and / or the like), a mobile phone (for example, a smartphone), a wearable computing device (for example, a smart watch, smart glasses, and / or the like), or other type of mobile device, or a stationary computing device such as a desktop computer or PC. The computing device 800 can also be a mobile or stationary server.

[0065] The processor 820 is configured to execute instructions for the visual resource rendering method.

[0066] The above is a schematic scheme of the computing device of the embodiment. It should be noted that the technical scheme of the computing device and the technical scheme of the visualization resource rendering method described above belong to the same concept, and the details of the technical scheme of the computing device that are not described in detail can be referred to the description of the technical scheme of the visualization resource rendering method.

[0067] An embodiment of the present application further provides a computer readable storage medium, which stores computer instructions, and the instructions are executed by a processor to implement the visualization resource rendering method.

[0068] The above is a schematic scheme of the computer readable storage medium of the embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the visualization resource rendering method described above belong to the same concept, and the details of the technical scheme of the storage medium that are not described in detail can be referred to the description of the technical scheme of the visualization resource rendering method.

[0069] An embodiment of the present application further provides a chip, which stores a computer program, and the computer program is executed by the chip to implement the steps of the visualization resource rendering method.

[0070] An embodiment of the present application further provides a computer program product, which comprises computer program / instructions, and the computer program / instructions are executed by a processor to implement the steps of the visualization resource rendering method.

[0071] The above is a schematic scheme of the computer program product of the embodiment. It should be noted that the technical scheme of the computer program product and the technical scheme of the visualization resource rendering method described above belong to the same concept, and the details of the technical scheme of the computer program product that are not described in detail can be referred to the description of the technical scheme of the visualization resource rendering method.

[0072] The above describes specific embodiments of the present application. Other embodiments are within the scope of the appended claims. In some cases, the acts or steps recited in the claims can be performed in a different order and still accomplish desirable results. Also, the processes depicted in the figures do not necessarily require the particular order shown or sequential order to achieve desirable results. In certain implementations, multitasking and parallel processing can be advantageous.

[0073] The computer readable medium can include any entity or apparatus capable of carrying the computer program code, recording medium, U disk, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signal, telecommunication signal, software distribution medium, etc. It should be noted that the computer readable medium can include appropriate additions or deletions according to the requirements of patent practice, for example, according to the patent practice in some regions, the computer readable medium does not include electrical carrier signals and telecommunication signals.

[0074] It should be noted that, for the foregoing method embodiments, in order to facilitate description, they are all expressed as a combination of a series of actions, but those skilled in the art should know that the present application is not limited by the order of the actions described, because according to the present application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should know that the embodiments described in the specification all belong to preferred embodiments, and the actions and modules involved are not necessarily essential to the present application.

[0075] In the above embodiments, the description of each embodiment has its own focus, and the parts not described in detail in a certain embodiment can be referred to the related description of other embodiments.

[0076] The preferred embodiments of the present application disclosed above are only used to help explain the present application. The alternative embodiments do not describe all the details and do not limit the present application to the specific embodiments described. Obviously, according to the content of the present application, many modifications and changes can be made. The present application selects and describes these embodiments in order to better explain the principles and practical applications of the present application, so that those skilled in the art can well understand and utilize the present application. The present application is limited by the claims and their entire scope and equivalents.

Claims

1. A visualization resource rendering system, characterized in that, Including rendering plugins and game engines; The rendering plugin is used to determine the resource model to be processed and the resource type of the resource model to be processed, determine the resource processing rules that match the resource type, process the resource model to be processed according to the resource processing rules, determine the resource model to be rendered based on the processing result, and send the resource model to be rendered to the game engine. The game engine is used to render the resource model to be rendered and obtain the target visualization resource corresponding to the rendering request.

2. The visualization resource rendering system according to claim 1, characterized in that, The rendering plugin is used to determine, when the resource type is determined to be a character type, a character processing rule matching the character type based on the resource processing rule, and to process the resource model to be processed according to the character processing rule.

3. The visualization resource rendering system according to claim 1, characterized in that, The rendering plugin is used to determine an environment processing rule that matches the environment type based on the resource processing rule when the resource type is determined to be an environment type, and to process the resource model to be processed according to the environment processing rule.

4. The visualization resource rendering system according to claim 1, characterized in that, The rendering plugin is used to determine an edge processing rule that matches the edge type based on the resource processing rule when the resource type is determined to be an edge type, and to process the resource model to be processed according to the edge processing rule.

5. The visualization resource rendering system according to claim 1, characterized in that, The rendering plugin includes an engine editor; The engine editor is also used to determine the model material information and shading information of the resource model to be rendered, and send the model material information and shading information to the game engine for rendering the target visualization resource.

6. A method for rendering visual resources, characterized in that, include: Determine the resource model to be processed and the resource type of the resource model to be processed; Determine the resource processing rules that match the resource type, and process the resource model to be processed according to the resource processing rules; The resource model to be rendered is determined based on the processing results, wherein the resource model to be rendered is used to render the target visualization resource through the game engine.

7. A rendering plugin, characterized in that, The rendering plugin is obtained by updating the game engine's rendering pipeline; The rendering plugin is used to determine the resource model to be processed and the resource type of the resource model to be processed, determine the resource processing rules that match the resource type, process the resource model to be processed according to the resource processing rules, and determine the resource model to be rendered based on the processing result. The resource model to be rendered is used to render the target visualization resource through the game engine.

8. A computing device, characterized in that, include: Memory and processor; The memory is used to store computer-executable instructions, and the processor is used to execute the computer-executable instructions to implement the steps of the method of claim 6.

9. A computer-readable storage medium storing computer instructions, characterized in that, When executed by the processor, this instruction implements the steps of the method of claim 6.

10. A computer program product comprising a computer program / instructions, characterized in that, When the computer program / instructions are executed by the processor, they implement the steps of the method of claim 6.