Soluble special effect generation method and device, storage medium, equipment and program product

By automatically generating continuous UV layouts using the bounding box projection method, the problem of uneven noise distribution and seams caused by scattered UV layouts of the model is solved, thus improving the visual performance of the dissolving effect.

CN121731749APending Publication Date: 2026-03-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-16
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

In existing technologies, the scattered UV layout of the model leads to uneven distribution of noise textures on the model surface, resulting in obvious seam problems and affecting the visual performance of the dissolving effect.

Method used

A continuous UV layout is automatically generated using the bounding box projection method. Texture coordinates are calculated using the vertex coordinates and bounding box information of the target model. Combined with the dissolution direction processing information, dissolution materials are generated to avoid seam problems.

Benefits of technology

A continuous UV layout was achieved to create a dissolving effect, avoiding seam issues and improving visual appeal.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a dissolution special effect generation method and device, a storage medium, equipment and a program product. The method comprises the steps of obtaining a dissolution direction of a dissolution special effect for a target model and bounding box information of the target model; respectively determining vertex processing information corresponding to each vertex coordinate based on a difference value between each vertex coordinate of the target model and the reference position coordinate of the bounding box and a ratio of the size of the bounding box; calculating texture coordinates of the bounding box projected to the screen according to the vertex coordinates of the model and the corresponding vertex processing information; processing the vertex processing information based on the dissolution direction to obtain direction information; and based on the direction information and the texture coordinates, making a dissolution material for the target model, so that the target model generates a dissolution effect corresponding to the dissolution direction during rendering. According to the method, when the dissolution special effect is made by using the continuous UV coordinates and direction information, the problem of seams can be avoided, so that the visual expression effect of the dissolution special effect is improved.
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Description

Technical Field

[0001] This application relates to the field of model effects technology, specifically to a method, apparatus, storage medium, device, and program product for generating dissolving effects. Background Technology

[0002] Dissolving effects are a common visual effect used in games to simulate the gradual disappearance or dissolution of objects. This effect is often used to depict scenes of magic, chemical reactions, or the destruction of objects, enhancing the visual impact and immersion of the game. Dissolving effects are an important visual technique in modern games, and through various implementation methods, they can effectively improve the game's visual presentation.

[0003] Model artists typically need to manually unwrap the texture coordinates (UV coordinates) of a model to ensure a good UV distribution, thereby improving texture utilization. However, this manual unwrapping process often results in a fragmented UV layout. When these scattered UVs are used directly to apply a dissolve effect, the sampling of noise textures is affected, causing uneven noise distribution on the model's surface and potentially noticeable seams. This phenomenon limits the visual appeal of the dissolve effect, preventing it from achieving the desired result. Summary of the Invention

[0004] This application provides a method, apparatus, storage medium, device, and program product for generating dissolving effects. It utilizes a bounding box projection method to automatically generate a new UV layout with continuous UV coordinates. When applied to dissolving noise textures, it does not produce seam problems and can generate good visual effects.

[0005] In a first aspect, embodiments of this application provide a method for generating a dissolving effect, the method comprising: Obtain the dissolution direction of the dissolution effect on the target model and the bounding box information of the target model; Based on the difference between the coordinates of each vertex of the target model and the reference position coordinates of the bounding box, and the ratio of the difference to the size of the bounding box, the vertex processing information corresponding to each vertex coordinate is determined. The texture coordinates of the bounding box projected onto the screen are calculated based on the vertex coordinates of the model and the corresponding vertex processing information. The vertex processing information is processed based on the dissolution direction to obtain direction information; Based on the direction information and the texture coordinates, a dissolving material is created for the target model so that the target model produces a dissolving effect corresponding to the dissolving direction during rendering.

[0006] Secondly, embodiments of this application provide an apparatus for generating a dissolving effect, the apparatus comprising: The acquisition module is used to acquire the dissolution direction of the dissolution effect on the target model and the bounding box information of the target model; The determination module is used to determine the vertex processing information corresponding to each vertex coordinate based on the difference between the vertex coordinates of the target model and the reference position coordinates of the bounding box, and the ratio of the difference to the size of the bounding box. The calculation module is used to calculate the texture coordinates of the bounding box projected onto the screen based on the vertex coordinates of the model and the corresponding vertex processing information; The processing module is used to process the vertex processing information based on the dissolution direction to obtain direction information; The creation module is used to create a dissolving material for the target model based on the direction information and the texture coordinates, so that the target model produces a dissolving effect corresponding to the dissolving direction during rendering.

[0007] Thirdly, embodiments of this application provide a computer-readable storage medium storing a computer program adapted for loading by a processor to execute the method for generating the dissolving effect as described in any of the above embodiments.

[0008] Fourthly, embodiments of this application provide an electronic device, which includes a processor and a memory. The memory stores a computer program, and the processor executes the method for generating the dissolving effect as described in any of the above embodiments by calling the computer program stored in the memory.

[0009] Fifthly, embodiments of this application provide a computer program product, including computer instructions, which, when executed by a processor, implement the method for generating the dissolving effect as described in any of the above embodiments.

[0010] The dissolving effect generation method provided in this application obtains the dissolving direction and bounding box information of the target model. First, it uses the difference between the coordinates of each vertex of the target model and the reference position coordinates of the bounding box, and the size of the bounding box, to determine the vertex processing information corresponding to each vertex coordinate, facilitating the subsequent determination of the dissolving direction. Then, using the vertex coordinates and vertex processing information of the target model, it calculates the texture coordinates projected onto the screen from the bounding box, regenerating a new UV layout. Compared to manually unfolding texture coordinates, which often results in a fragmented UV layout, the UV coordinates generated in this application are continuous. Next, using a preset dissolving direction, the vertex processing information is processed to obtain direction information matching the dissolving direction. Finally, when creating the dissolving effect using continuous UV coordinates and direction information, seam problems can be avoided, thereby improving the visual performance of the dissolving effect. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 This is a schematic diagram of an example game system provided in an embodiment of this application.

[0013] Figure 2 This is a schematic diagram of the first process of the method for generating dissolution effects provided in the embodiments of this application.

[0014] Figure 3 This is a schematic diagram of the second process of the method for generating dissolution effects provided in the embodiments of this application.

[0015] Figure 4 This is a schematic diagram of the third process of the method for generating the dissolution effect provided in the embodiments of this application.

[0016] Figure 5 This is a schematic diagram of a scenario illustrating the method for generating dissolution effects provided in an embodiment of this application.

[0017] Figure 6 A schematic diagram of the structure of the apparatus for generating the dissolving effect provided in the embodiments of this application.

[0018] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0019] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0020] This application provides a method, apparatus, storage medium, device, and program product for generating dissolving effects. Specifically, the method for generating dissolving effects in this application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc. The terminal can also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.

[0021] For example, when the method for generating the dissolving effect runs on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present the game screen and receive commands generated by the player's actions on the game screen, and to display the dissolving effect in the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world in which virtual characters move. The processor is used to store the game application, run the game, generate the game screen, respond to commands, and control the display of the game screen on the display screen. When the player operates the game screen through the display screen, the game screen can control the local content of the terminal device in response to the received operation commands. The terminal device can provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's display screen, or presenting the graphical user interface through holographic projection.

[0022] For example, when the method for generating the dissolving effect runs on a server, it can be implemented and executed using a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The core of the game application and the core of the game screen presentation are separate; the storage and execution of the dissolving effect generation method are completed on the server. The game screen and the presentation of the dissolving effect are completed on the client. The client is mainly used for receiving and sending game data and for presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, or head-mounted display device. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.

[0023] It should be noted that, in this embodiment, the execution entity of the method for generating the dissolving effect can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of execution entity.

[0024] It is understood that in the specific implementation of this application, user object data, context data and other related data are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0025] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 1000 for implementing a method for generating dissolving effects, as provided in an embodiment of this application. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The user-held terminal 1001 can connect to different servers via the network. The terminal is any device with computing hardware capable of supporting and executing software applications corresponding to the game.

[0026] In the aforementioned game system 1000, terminal 1001 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 1001, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 1001 sends a login request to server 1002. Server 1002 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 1001. During the player's participation in the game through the game application, terminal 1001 and server 1002 exchange data. Terminal 1001 sends various information to server 1002. Server 1002 determines the display data for terminal 1001 based on the stored game mechanics and the received information, and sends the display data back to terminal 1001 so that terminal 1001 can display the display data sent by server 1002 to the player.

[0027] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing between "first" and "second", it can be understood that the terminals 1001 corresponding to virtual characters in the same game scene are served by the same server 1002.

[0028] Furthermore, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G, 3G, 4G, and 5G networks. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. Moreover, the system 100 can include multiple databases coupled to different servers, and can continuously store game-related information in the databases while different users are playing multiplayer games online.

[0029] It should be noted that in this embodiment, multiple terminal devices are running the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 directly sends game data to terminal device 2.

[0030] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0031] It should be noted that the triggering operations mentioned in the subsequent detailed description of the method for generating the dissolving effect provided in the embodiments of this application can all be regarded as triggering operations performed by the player through a finger or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet, or game console, the player can operate on the touch screen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop, the player can operate using an external device such as a mouse or keyboard.

[0032] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0033] In this embodiment of the application, a graphical user interface is provided through a terminal device. The graphical user interface includes at least a portion of the virtual scene and at least one virtual character.

[0034] The aforementioned virtual scene can be a game scene, which can be understood as a simulation of the real world within a game, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional virtual scenes. A virtual scene typically includes multiple scene elements, which are the various elements required to construct the virtual scene. For example, these may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. A virtual scene is a scenario where players control virtual characters to complete game logic.

[0035] As can be understood, a virtual character is a game character controlled by the player in a game. The player manipulates this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a 3D or 2D virtual model; this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of the following: virtual human, virtual animal, and virtual machine.

[0036] Please see Figure 2 , Figure 2 This is a flowchart illustrating a method for generating a dissolving effect according to an embodiment of this application. It should be noted that the steps shown may be executed in a different logical order than those shown in the flowchart. The method may include the following steps: Step 011: Obtain the dissolution direction of the dissolution effect for the target model and the bounding box information of the target model.

[0037] The dissolution direction is a preset direction. For example, the dissolution direction of the dissolution effect is from bottom to top by default. If the user configures it, the dissolution direction can be from top to bottom, from left to right, etc.

[0038] The target model can be a three-dimensional (3D) model. For a three-dimensional model, it exists in a space with x, y and z directions. The x, y and z directions are perpendicular to each other. Therefore, different positions of the three-dimensional model have x coordinates, y coordinates and z coordinates.

[0039] Vertex coordinates of the target model are the three-dimensional coordinate values ​​that define the spatial position of each vertex in the 3D model, and are the foundation for constructing the model's geometry. All complex 3D models (such as characters, buildings, props, etc.) are essentially composed of a large number of vertices connected to form triangular or polygonal faces, and vertex coordinates precisely describe the position of each vertex in space.

[0040] The direction information of vertex coordinates is generally defined by a normal vector, which describes the orientation of the surface on which the vertex is located. It is a key basis for rendering effects such as lighting calculation, shadow generation, and texture mapping. The normal vector is a unit vector (with a magnitude of 1) perpendicular to the surface of the model on which the vertex is located. It is usually represented by a three-dimensional vector (Nx, Ny, Nz) and points to the "outer normal direction" of the model surface (i.e., towards the outside of the model).

[0041] In 3D graphics, game engines and other fields, bounding boxes are virtual boundary bodies used to simplify the geometry of models. Their core function is to replace complex model triangles with "coarse bounding".

[0042] For example, the bounding box information of the target model can be determined based on its maximum x-coordinate, minimum x-coordinate, maximum y-coordinate, minimum y-coordinate, maximum z-coordinate, and minimum z-coordinate. If the bounding box is a rectangle, the corner coordinates of the rectangle are determined by the target model's maximum x-coordinate, minimum x-coordinate, maximum y-coordinate, minimum y-coordinate, maximum z-coordinate, and minimum z-coordinate, respectively, so that the bounding box perfectly encloses the target model.

[0043] Step 012: Based on the difference between the coordinates of each vertex of the target model and the reference position coordinates of the bounding box, and the ratio of the difference to the size of the bounding box, determine the vertex processing information corresponding to each vertex coordinate.

[0044] The reference position coordinates are the coordinates of the default reference position of the bounding box. For example, the lower left corner of the bounding box is the reference position.

[0045] Among them, the vertex processing information corresponding to the vertex coordinates is the normalized coordinates of the model vertex relative to its bounding box (the range is usually in [-1,1] or [0,1], representing the position and orientation of the vertex within the bounding box). Specifically, after obtaining the bounding box information of the target model, vertex processing information corresponding to the coordinates of each vertex of the target model can be generated based on the bounding box information of the target model.

[0046] The bounding box's dimensions can be calculated based on its maximum and minimum coordinates in the x, y, and z directions. For example, the bounding box's dimensions can be calculated as: maximum bounding box coordinates - minimum bounding box coordinates.

[0047] For example, the size information bBoxSzie of the bounding box can be calculated using the following formula: MaxBB =(BBXMax, BBYMax, BBZMax); MinBB =(BBXMin, BBYMin, BBZMin); bBoxSzie = MaxBB – MinBB; Where MaxBB is the maximum coordinate of the bounding box, BBXMax is the maximum x-coordinate of the bounding box, BBYMax is the maximum y-coordinate of the bounding box, and BBZMax is the maximum z-coordinate of the bounding box; MinBB is the minimum coordinate of the bounding box, BBXMin is the minimum x-coordinate of the bounding box, BBYMin is the minimum y-coordinate of the bounding box, and BBZMin is the minimum z-coordinate of the bounding box.

[0048] Then, based on the difference between the vertex coordinates of the target model and the reference position coordinates of the bounding box, and the ratio of the difference to the size of the bounding box, the vertex processing information corresponding to each vertex coordinate of the target model is determined.

[0049] Thus, based on the bounding box information of the target model, the vertex processing information of each vertex coordinate of the target model can be quickly calculated. Compared with storing vertex coordinates and vertex processing information in the vertex data of the target model at the same time, the vertex processing information of each vertex coordinate can be directly calculated based on the bounding box information, without storing vertex processing information in the vertex data, which can reduce the overall data volume of the target model.

[0050] In some embodiments, the y-direction is the height direction of the target model, and the reference position coordinates are determined based on the middle coordinates of the bounding box in the x-direction, the minimum coordinates in the y-direction, and the middle coordinates in the z-direction. The middle coordinates in the x-direction are the average of the maximum and minimum coordinates in the x-direction, and the middle coordinates in the z-direction are the average of the maximum and minimum coordinates in the z-direction; or the reference position coordinates are determined based on the minimum coordinates of the bounding box in the x-direction, y-direction, and z-direction.

[0051] It's understandable that different reference coordinates will affect the dissolution effect. When the reference coordinates are determined based on the middle coordinates of the bounding box in the x-direction, the minimum coordinates in the y-direction, and the middle coordinates in the z-direction, the dissolution effect of the target model is more symmetrical. When the reference coordinates are determined based on the minimum coordinates of the bounding box in the x, y, and z directions, the dissolution effect of the target model is less symmetrical. The appropriate method can be determined based on actual needs.

[0052] For example, the direction information localDir.xyz corresponding to the coordinates of each vertex can be calculated using the following formula: bBoxOrigin =((BBXMax + BBXMin)* 0.5, BBYMax, (BBZMax+ BBZMin)* 0.5); localDir.xyz= (localPosition.xyz–bBoxOrigin) / bBoxSize; Where bBoxOrigin is the reference position coordinate of the bounding box, and localPosition.xyz is the coordinate of any vertex of the target model.

[0053] In some embodiments, character models typically involve calculations such as skeletal skinning animation and world space transformations. While these calculations contribute to the character's dynamic performance and flexibility in 3D space, they can also introduce coordinate offsets, affecting subsequent projected UV calculations. Therefore, to ensure accurate subsequent image processing, the model's original local coordinates (i.e., vertex coordinates) need to be output in the vertex shader. These vertex coordinates will serve as the basis for subsequent pixel shader calculations, ensuring that projected UV calculations are unaffected by skeletal animation and space transformations.

[0054] Shaders are programs in computer graphics used to control the generation and processing of graphics during rendering. They run on a graphics processing unit (GPU) and can efficiently process large amounts of data. The main functions of shaders include calculating vertex positions, colors, lighting effects, and generating the final pixel colors. The vertex shader processes the attributes of each vertex (such as position, normals, and color) and is responsible for transforming vertex coordinates to screen space. The fragment shader calculates the final color of each pixel and handles texture mapping, lighting, and other effects.

[0055] Step 013: Calculate the texture coordinates of the bounding box projected onto the screen based on the vertex coordinates of the target model and the corresponding vertex processing information.

[0056] Texture coordinates, a crucial concept in computer graphics, describe the mapping relationship between two-dimensional textures and the surface of a three-dimensional model. UV mapping typically involves associating the vertices of a 3D model with their corresponding texture coordinates, assigning each vertex a specific point in the texture image. When the target model is rendered, the computer uses these UV coordinates to extract the appropriate color data from the texture image, thereby displaying the desired texture effect on the target model's surface.

[0057] The texture coordinates projected onto the screen (also known as screen-space texture coordinates) are a coordinate system used to locate texture pixels on the screen after the UV texture coordinates or vertex information of the 3D model have been transformed into the 2D screen coordinate system through the rendering pipeline. Its core function is to accurately map the texture of the 3D model's surface to the corresponding pixel position on the screen, ensuring that the rendering result is displayed correctly.

[0058] Specifically, after obtaining the vertex processing information of each vertex coordinate, the texture coordinates of the bounding box projected onto the screen can be calculated based on the vertex coordinates of the target model and the corresponding vertex processing information.

[0059] Please see Figure 3 In one optional embodiment, step 013 includes: Step 0131: Convert the vertex processing information corresponding to each vertex coordinate into homogeneous coordinates to obtain each first direction vector; Step 0132: Using the preset view matrix and projection matrix, convert each first direction vector into a second direction vector. The view matrix is ​​used to convert the local space of the target model to the view space, and the projection matrix is ​​used to convert the view space to the clipping space. The second direction vector is the direction vector in the clipping space. Step 0133: Based on a preset scaling factor, scale the x and y components of each second direction vector to obtain each texture coordinate within a preset texture coordinate range.

[0060] Specifically, the vertex processing information corresponding to each vertex coordinate can be converted into homogeneous coordinates (w=0). Here, w=0 indicates that this is a direction vector (not a position point). During projection transformation, the translation component will be ignored, and only the rotation and scaling will be retained to ensure the correctness of the direction.

[0061] Then, the direction vectors are transformed using the view projection matrix (ViewProj, which is the product of the view matrix View and the projection matrix Proj) to obtain the various first direction vectors.

[0062] Here, the view matrix (View) transforms the model's local space to the camera's view space (with the camera as the origin); the projection matrix (Proj) transforms the view space to the clipping space (homogeneous coordinates, typically in the range [-1,1]). The first direction vector is the direction vector (xyz components) in the clipping space.

[0063] Finally, the xy components (i.e., the components in the x and y directions) of the second direction vector in the clipping space are taken, and their range is usually in the range [-1, 1] (corresponding to the left-right and up-down directions of the screen). This step projects the 3D direction onto the 2D screen plane, resulting in a 2D coordinate system related to the screen space.

[0064] Then, the xy components of the second direction vector are scaled using a preset scaling factor to obtain the texture coordinates within the preset texture coordinate range, so as to ensure that the display ratio of the texture on the screen is more appropriate (avoiding it being too large or too small).

[0065] For example, if the preset scaling factor is 0.5, the UV range will be scaled from [-1,1] to [-0.5,0.5], and with subsequent offsets, it can be mapped to the [0,1] range commonly used for texture sampling.

[0066] In one example, the texture coordinates of the bounding box projected onto the screen can be determined by the following formula: GetPropjcetUV(float3 localDir) {float2 uv = float2(0.0,0.0); float3 localHPosition = MulMat4x4(ViewProj, float4(localDir, 0.0)).xyz; uv = localHPosition.xy * uvScale; return uv;} The GetProjectUV function calculates a UV coordinate system related to screen space based on the vertex processing information localDir of the target model. This UV coordinate system is typically used for sampling textures (such as dissolved textures, illuminated textures, etc.), and the texture display changes with the projection position of the target model on the screen, achieving a "bounding box-based projection" effect (e.g., making the texture fit the display area of ​​the target model on the screen).

[0067] The parameters and return value of the GetProjectUV function are as follows: Input parameter localDir: Vertex processing information for the target model.

[0068] Return value uv: The calculated 2D UV coordinates, which are the texture coordinates projected onto the screen by the bounding box. These coordinates are used for subsequent texture sampling to achieve the dissolve effect.

[0069] First, the 3D local orientation vector localDir is converted to homogeneous coordinates (w=0). MulMat4x4(ViewProj, ...): The homogeneous coordinates are transformed using the view projection matrix (ViewProj, i.e., the product of the view matrix View and the projection matrix Proj) to obtain the first orientation vector localHPosition.

[0070] Then, based on the preset scaling factor uvScale, the xy components of the first direction vector localHPosition are scaled to obtain the texture coordinates of the bounding box projected onto the screen.

[0071] The final localHPosition is the direction vector (xyz components) of localDir in the clipping space.

[0072] Step 014: Process vertex information based on the dissolution direction to obtain direction information.

[0073] Generally, the initial vertex processing information corresponds to the default dissolution direction. If the preset dissolution direction is different from the default dissolution direction, the vertex processing information needs to be processed to obtain direction information that matches the dissolution direction.

[0074] For example, direction information can be determined using the following formula: float dissolveDir = CalRotation(localDir); Here, dissolveDir contains direction information; localDir contains vertex processing information.

[0075] The CalRotation function converts vertex processing information into the intensity value dissolveDir based on the dissolution direction. Essentially, it uses vertex processing information to control the "spreading trend" of dissolution.

[0076] Step 015: Based on the orientation information and texture coordinates, create a dissolving material for the target model so that the target model produces a dissolving effect corresponding to the dissolving direction during rendering. Among them, material is a "digital material recipe" that defines the visual effect of the model's surface. Its core function is to tell the rendering engine how to represent the model's appearance features such as color, gloss, transparency, and texture, so that the model looks like objects in the real world (such as metal, plastic, and fabric).

[0077] Specifically, after obtaining the directional information of each vertex coordinate and the texture coordinate, you can start creating the material for the directional dissolve effect.

[0078] Please see Figure 3 In one optional embodiment, step 015 includes: Step 0151: Based on texture coordinates, sample the dissolution mask from the preset dissolution texture; Step 0152: Configure the dissolution progress. The dissolution progress is used to control the dissolution progress of the dissolution area. The larger the dissolution progress, the higher the degree of dissolution of the target model; the smaller the dissolution progress, the lower the degree of dissolution of the target model. Step 0153: Based on the dissolution mask, direction information, and preset dissolution color, generate a material with dissolution direction and dissolution color.

[0079] The dissolving texture can be a black and white noise texture (often called a dissolving mask), which controls the visibility of the target model. White areas of the noise represent complete visibility, while black areas represent complete transparency, and gray areas are between visible and invisible. By dynamically updating the noise texture, a gradual dissolving effect on the target model can be achieved.

[0080] Specifically, a dissolution mask can be obtained by sampling from a preset dissolution texture based on texture coordinates. The dissolution mask includes dissolution intensity information at various locations of the target model. The dissolution direction can be controlled by directional information. The color of the dissolution edge can be controlled by a preset dissolution color.

[0081] By using the dissolution mask, direction information, and dissolution color, a material with dissolution direction and color can be generated. Subsequently, the degree of dissolution can be controlled by controlling the dissolution progress, allowing the target model to achieve the dissolution effect.

[0082] In an optional embodiment, step 0153 includes: Step 01531: Overlay the dissolution mask and direction information to generate the first dissolution value; Step 01532: Based on the preset edge width, adjust the edge gradient range of the first dissolution value to generate the second dissolution value; Step 01533: Superimpose the second solubility value and the solubility color to generate the third solubility value; Step 01534: Adjust the transparency of the third dissolution value to obtain the material.

[0083] Specifically, when generating the material, a dissolution mask and direction information can be overlaid to generate a first dissolution value, introducing dissolution direction control. Based on a preset edge width, the edge gradient range of the first dissolution value is adjusted (e.g., by adjusting the contrast of the dissolution edge) to generate a second dissolution value, controlling the smooth transition of the dissolution edge. The second dissolution value and dissolution color are then overlaid to generate a third dissolution value, introducing the color of the dissolution edge. Finally, the transparency of the third dissolution value is adjusted to obtain the material, allowing the dissolution edge to have a semi-transparent transition, avoiding harsh cuts. In this way, a material with dissolution direction, dissolution edge color, smooth edges, and a semi-transparent transition can be obtained, improving the visual performance of the dissolution effect.

[0084] In one example, the material can be generated using the following formula: float dissolve = dissolveTexture.Sample(Sampler, uv).r; dissolve = dissolve * 2.0 – 1.0; / / Get the dissolution intensity from the texture and generate a dissolution mask. By introducing noise, the dissolution edges can be made irregular, and the dissolution effect can be more natural. At the same time, it is converted from the range of [0, 1] to [-1, 1], which is convenient for subsequent overlay of direction information.

[0085] dissolveDir = dissolveDir - cDissolveProcess*2.0; / / Subtract the dissolution progress (controls the overall dissolution progress). The dissolution progress parameter (0 = not dissolved, 1 = completely dissolved) is multiplied by 2.0 to match the previous range of [-1,1]. The subtraction allows the dissolution to gradually "erode" the target model as the progress increases.

[0086] float dissolveEdge = CheapContrast(dissolve + dissolveDir, cDissolveWidth); / / Finally, combine the dissolve value and direction information, adjust the contrast, and calculate the gradient range of the dissolve edge.

[0087] Among them, float CheapContrast(float inputScalar, float contrast) { float tempSub = 0 - inputScalar; float tempAdd = 1 + inputScalar; return saturate(lerp(tempSub, tempAdd, contrast)); / / Used to adjust the contrast of the input value. That is, to calculate the gradient range of the dissolved edge. The larger the contrast, the sharper the edge transition; the smaller the contrast, the softer the transition (the wider the gradient range).

[0088] float3 Color = dissolveEdge * cDissolveColor; / / Multiply by the color constant (i.e., the preset dissolve color (such as flame red, particle blue)) to get the material.

[0089] Alpha = dissolveEdge - 0.001; / / Transparency (opaque at the edges, completely transparent in the dissolved area). Areas with dissolveEdge of 0 are completely transparent (dissolved), areas with dissolveEdge of 1 retain the original model color, and intermediate values ​​display the edge color defined by cDissolveColor (such as the glowing edge when dissolving).

[0090] Thus, the above embodiments take into account both directionality and randomness, generating natural dissolution effects (such as dissolving upwards from the feet when a character dies, with sparking particle effects at the edges). Furthermore, the dissolution effect can be quickly adjusted, for example, by adjusting cDissolveProcess (dissolution progress), cDissolveWidth (edge ​​width), and cDissolveColor (dissolution edge color).

[0091] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.

[0092] The dissolving effect generation method provided in this application obtains the dissolving direction and bounding box information of the target model. First, it uses the difference between the coordinates of each vertex of the target model and the reference position coordinates of the bounding box, and the size of the bounding box, to determine the vertex processing information corresponding to each vertex coordinate, facilitating the subsequent determination of the dissolving direction. Then, using the vertex coordinates and vertex processing information of the target model, it calculates the texture coordinates projected onto the screen from the bounding box, regenerating a new UV layout. Compared to manually unfolding texture coordinates, which often results in a fragmented UV layout, the UV coordinates generated in this application are continuous. Next, using a preset dissolving direction, the vertex processing information is processed to obtain direction information matching the dissolving direction. Finally, when creating the dissolving effect using continuous UV coordinates and direction information, seam problems can be avoided, thereby improving the visual performance of the dissolving effect.

[0093] Please see Figure 4 , Figure 4 This is a flowchart illustrating a method for generating a dissolving effect according to an embodiment of this application. The method may further include the following step 016.

[0094] Step 016: Apply the generated material to the model and control the dissolution progress over time to generate dynamic dissolution effects.

[0095] Specifically, the material generated by the shader is applied to the model. By controlling the dissolution rate in the material, such as gradually changing the dissolution rate from 0 to 1 over time, the model gradually dissolves, achieving a dissolution effect.

[0096] like Figure 5As shown, a dynamic dissolving effect can be achieved. As the dissolving progress value gradually increases, the character will gradually blur and eventually disappear, creating a dissolving effect. Conversely, if the value is decreased, the character model will reappear, producing a restoration effect.

[0097] In one optional embodiment, the dissolution rate can vary according to a preset function, wherein the dependent variable of the preset function is the dissolution rate and the independent variable is time, and the preset function includes at least one of a sine wave function and a linear function.

[0098] In other words, the dissolution rate can change over time in a sinusoidal or linear manner, achieving a wider variety of dissolution effects.

[0099] To facilitate better implementation of the dissolving effect generation method of the embodiments of this application, the embodiments of this application also provide a dissolving effect generation apparatus. Please refer to... Figure 6 , Figure 6 This is a schematic diagram of the structure of the dissolving effect generation device provided in this application embodiment. The dissolving effect generation device 200 can provide a graphical user interface through a terminal device. The graphical user interface includes at least a partial virtual scene and at least one virtual character. The dissolving effect generation device 200 may include: The acquisition module 201 is used to acquire the dissolution direction of the dissolution effect on the target model and the bounding box information of the target model; The determination module 202 is used to determine the vertex processing information corresponding to each vertex coordinate based on the difference between the vertex coordinates of the target model and the reference position coordinates of the bounding box, and the ratio of the difference to the size of the bounding box. The calculation module 203 is used to calculate the texture coordinates of the bounding box projected onto the screen based on the vertex coordinates of the model and the corresponding vertex processing information. Processing module 204 is used to process vertex processing information based on the dissolution direction to obtain direction information; Module 205 is used to create a dissolve material for the target model based on orientation information and texture coordinates, so that the target model produces a dissolve effect corresponding to the dissolve direction during rendering.

[0100] Each unit in the aforementioned dissolving effect generation device can be implemented entirely or partially through software, hardware, or a combination thereof. These units can be embedded in or independent of the processor in an electronic device, or stored in the memory of the electronic device in software form, so that the processor can call and execute the operations corresponding to each unit.

[0101] The device 200 for generating the dissolving effect can be integrated into a terminal or server that has storage and a processor and thus computing power, or the device 200 for generating the dissolving effect can be the terminal or server.

[0102] Optionally, this application also provides an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above-described method embodiments.

[0103] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device may be a terminal or a server. Figure 7 As shown, the electronic device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figures does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0104] The processor 301 is the control center of the electronic device 300. It connects various parts of the electronic device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it executes various functions of the electronic device 300 and processes data, thereby performing overall processing of the electronic device 300.

[0105] Optional, such as Figure 7 As shown, the electronic device 300 also includes: a display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 7 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0106] The display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, and transmits the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to the processor 301, and can receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel according to the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the display screen 303 can also be used as part of the input unit 306 to achieve input functions.

[0107] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0108] Audio circuitry 305 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and then processed by processor 301 before being transmitted via radio frequency circuitry 304 to, for example, another electronic device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.

[0109] The input unit 306 can be used to receive input numbers, characters, or object feature information (such as fingerprints, irises, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0110] Power supply 307 is used to supply power to various components of electronic device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0111] although Figure 7 As not shown in the diagram, the electronic device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0112] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to an electronic device, and the computer program causes the electronic device to execute the corresponding processes in the method for generating the dissolving effect in the embodiments of this application; for the sake of brevity, these will not be elaborated further here.

[0113] This application also provides a computer program product including computer instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the corresponding process in the dissolving effect generation method described in the embodiments of this application. For simplicity, further details are omitted here.

[0114] This application also provides a computer program comprising computer instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the corresponding process in the method for generating the dissolving effect described in this application; for brevity, further details are omitted here.

[0115] It should be understood that the processor in this application may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method embodiments can be completed by integrated logic circuits in the processor's hardware or by instructions in software form. The processor described above can be a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. This storage medium is located in memory, and the processor reads information from the memory and, in conjunction with its hardware, completes the steps of the above method.

[0116] It is understood that the memory in the embodiments of this application can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory used in the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.

[0117] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.

[0118] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0119] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0120] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0121] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0122] In addition, the functional units in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0123] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause an electronic device (which may be a personal computer or a server) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.

[0124] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for generating a solvated effect, characterized by, The method comprises: obtaining a dissolving direction of a dissolving special effect for a target model and bounding box information of the target model; determining, based on a difference between each vertex coordinate of the target model and a reference position coordinate of the bounding box and a ratio of a size of the bounding box, vertex processing information corresponding to each vertex coordinate; calculating, according to the vertex coordinate of the model and the corresponding vertex processing information, a texture coordinate of the bounding box projected onto a screen; processing the vertex processing information based on the dissolving direction to obtain direction information; based on the direction information and the texture coordinate, generating a dissolving material for the target model to generate a dissolving effect corresponding to the dissolving direction when the target model is rendered.

2. The generation method of claim 1, wherein, The bounding box information comprises maximum coordinates and minimum coordinates in x, y and z directions, the x, y and z directions are perpendicular to each other, and the size of the bounding box is determined based on the maximum coordinates and the minimum coordinates in the x, y and z directions.

3. The generation method of claim 2, wherein, The y direction is the height direction of the target model, and the reference position coordinate is determined based on the intermediate coordinate of the bounding box in the x direction, the minimum coordinate of the bounding box in the y direction and the intermediate coordinate of the bounding box in the z direction, the intermediate coordinate of the bounding box in the x direction is the average of the maximum coordinate and the minimum coordinate of the bounding box in the x direction, and the intermediate coordinate of the bounding box in the z direction is the average of the maximum coordinate and the minimum coordinate of the bounding box in the z direction; or the reference position coordinate is determined based on the minimum coordinates of the bounding box in the x, y and z directions.

4. The generation method of claim 2, wherein, Further comprising: storing the vertex processing information and the vertex coordinate of the target model into the output of a vertex shader.

5. The method of generating according to any of claims 1-4, characterized in that, The calculation of the texture coordinate of the bounding box projected onto the screen according to the vertex coordinate of the model and the corresponding vertex processing information comprises: converting the vertex processing information corresponding to each vertex coordinate into homogeneous coordinates to obtain a first direction vector respectively; converting each first direction vector into a second direction vector through a preset view matrix and a projection matrix, the view matrix is used to convert the local space of the target model into a view space, the projection matrix is used to convert the view space into a clipping space, and the second direction vector is a direction vector in the clipping space; scaling the x component and the y component in each second direction vector based on a preset scaling factor to obtain each texture coordinate within a preset texture coordinate range.

6. The generation method of claim 1, wherein, The generation of the dissolving material for the target model based on the direction information and the texture coordinate to generate a dissolving effect corresponding to the dissolving direction when the target model is rendered comprises: sampling a dissolving mask from a preset dissolving texture based on the texture coordinate; configuring a dissolving progress, the dissolving progress is used to control the dissolving progress of the dissolving area, the larger the dissolving progress is, the higher the dissolving degree of the target model is, and the smaller the dissolving progress is, the lower the dissolving degree of the target model is; generating a material with a dissolving direction and a dissolving color based on the dissolving mask, the direction information and a preset dissolving color.

7. The generation method of claim 6, wherein, The generating a material with a dissolving direction and a dissolving color based on the dissolving mask, the direction information and a preset dissolving color comprises: Superimposing the dissolving mask and the direction information to generate a first dissolving value; Adjusting an edge fade range of the first dissolving value based on a preset edge width to generate a second dissolving value; Superimposing the second dissolving value and the dissolving color to generate a third dissolving value; Adjusting a transparency of the third dissolving value to obtain the material.

8. The generation method of claim 6, wherein, Further comprising: Using the generated material for a target model and controlling the dissolving progress to change over time to generate a dynamic dissolving special effect.

9. The generation method of claim 8, wherein, The controlling the dissolving progress to change over time to generate a dynamic dissolving special effect comprises: Controlling the dissolving progress to change according to a preset function, a dependent variable of the preset function being the dissolving progress and an independent variable of the preset function being time, the preset function including at least one of a sine wave function and a linear function.

10. A device for generating a solvated effect, characterized in that Comprising: An acquisition module configured to acquire a dissolving direction of a dissolving special effect for a target model and bounding box information of the target model; A determination module configured to determine vertex processing information corresponding to each vertex coordinate of the target model based on a difference between the vertex coordinate and a reference position coordinate of the bounding box and a ratio of a size of the bounding box; A calculation module configured to calculate a texture coordinate of a projection of the bounding box to a screen according to the vertex coordinate and the corresponding vertex processing information; A processing module configured to process the vertex processing information based on the dissolving direction to obtain direction information; A production module configured to produce a dissolving material for the target model based on the direction information and the texture coordinate, so that the target model produces a dissolving effect corresponding to the dissolving direction when rendered.

11. A computer readable storage medium, characterized in that, The computer readable storage medium stores a computer program, and the computer program is adapted to be loaded by a processor to execute the generating method of the dissolving special effect according to any one of claims 1-9.

12. An electronic device, comprising: The electronic device comprises a processor and a memory, and the memory stores a computer program, and the processor is configured to execute the generating method of the dissolving special effect according to any one of claims 1-9 by calling the computer program stored in the memory.

13. A computer program product comprising computer instructions, characterized in that, The computer instructions are executed by the processor to implement the generating method of the dissolving special effect according to any one of claims 1-9.