Model rendering method and device, computer program product and electronic equipment

By generating matching UV coordinates and performing synchronous rendering based on pixel offset effects, the problem of development complexity and high computational resource consumption when rendering complex visual effects in existing technologies is solved. This achieves efficient and flexible rendering of various special effects, improving the coherence and realism of visual effects.

CN121837481APending Publication Date: 2026-04-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2025-12-30
Publication Date
2026-04-10

AI Technical Summary

Technical Problem

Existing technologies are complex to develop and consume a lot of computing resources when rendering complex visual effects. Furthermore, the limited support for single effects restricts the creative freedom of artists, leading to performance burdens and technical compatibility issues.

Method used

By generating a first UV coordinate that fits the target model and a second UV coordinate that fits the unfolded map, the second UV coordinate is offset based on the pixel offset effect, which drives the first UV coordinate to perform pixel offset, and the attribute map of the target model is sampled based on the first offset UV coordinate, so as to achieve synchronous rendering of multiple pixel offset effects.

Benefits of technology

It improves rendering efficiency and consistency, reduces model polygon count, reduces reliance on multiple independent effects processors, lowers performance burden, enhances visual coherence and realism, and improves the versatility and flexibility of the rendering system.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a model rendering method and device, a computer program product and electronic equipment, and relates to the technical field of computers. The method comprises the following steps: acquiring a target model, and generating a first UV coordinate and a second UV coordinate of the target model; determining a target pixel offset effect of the target model, performing pixel offset on the second UV coordinate according to the target pixel offset effect, and driving the first UV coordinate to perform pixel offset based on the pixel offset of the second UV coordinate to obtain a first offset UV coordinate; wherein the target pixel offset effect is at least one of distortion, dissolution, combustion and dripping; and sampling an attribute graph corresponding to the target model based on the first offset UV coordinate, and rendering the target model according to a sampling result. The integration of a plurality of pixel offset special effects is realized, and the universality and flexibility of rendering are improved.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a model rendering method and apparatus, computer program products, and electronic devices. Background Technology

[0002] When rendering pixel-shifting effects, such as distortion, light flow, disturbance, burning, and dripping, related technologies typically provide single-function support for specific visual effects. This singular effect support limits the artist's creative freedom, and in practical applications, it is necessary to integrate multiple single-function technologies to achieve complex visual effects. This not only increases development complexity but may also lead to performance burdens and technology compatibility issues. Furthermore, when implementing complex effects, related technologies require a large number of textures and samples, resulting in significant computational resource consumption and impacting rendering efficiency. Summary of the Invention

[0003] This disclosure provides a model rendering method to at least partially solve the problems of high development complexity and high computational resource consumption when implementing complex special effects in related technologies.

[0004] According to a first aspect of this disclosure, a model rendering method is provided, the method comprising: Obtain the target model and generate the first UV coordinates and the second UV coordinates of the target model; wherein the first UV coordinates are aligned with the target model and the second UV coordinates are aligned with the unfolded image of the target model; The target pixel offset effect of the target model is determined, and the second UV coordinate is offset by pixels according to the target pixel offset effect. The first UV coordinate is offset by pixels based on the pixel offset of the second UV coordinate to obtain the first offset UV coordinate; wherein, the target pixel offset effect is at least one of distortion, dissolution, burning, and dripping. The attribute map corresponding to the target model is sampled based on the first offset UV coordinates, and the target model is rendered based on the sampling results.

[0005] According to a second aspect of this disclosure, a model rendering apparatus is provided, the apparatus comprising: The UV coordinate generation module is used to acquire the target model and generate the first UV coordinates and the second UV coordinates of the target model; wherein the first UV coordinates are aligned with the target model and the second UV coordinates are aligned with the unfolded image of the target model. A pixel offset module is used to determine the target pixel offset effect of the target model, perform pixel offset on the second UV coordinates according to the target pixel offset effect, and drive the first UV coordinates to perform pixel offset based on the pixel offset of the second UV coordinates to obtain the first offset UV coordinates; wherein, the target pixel offset effect is at least one of distortion, dissolution, burning, and dripping; The model rendering module is used to sample the attribute map corresponding to the target model based on the first offset UV coordinates, and render the target model according to the sampling results.

[0006] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.

[0007] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.

[0008] This disclosure provides a model rendering method that involves acquiring a target model and generating first UV coordinates and second UV coordinates for the target model. The first UV coordinates are aligned with the target model, and the second UV coordinates are aligned with the unfolded image of the target model. A target pixel offset effect for the target model is determined. The second UV coordinates are then pixel-shifted based on the target pixel offset effect. The pixel offset of the second UV coordinates drives the pixel offset of the first UV coordinates, resulting in first offset UV coordinates. The target pixel offset effect is at least one of distortion, dissolution, burning, and dripping. The attribute map corresponding to the target model is sampled based on the first offset UV coordinates, and the target model is rendered based on the sampling results. On one hand, generating first UV coordinates aligned with the target model and second UV coordinates aligned with the unfolded image of the target model, using a local target pixel offset effect to pixel-shift the second UV coordinates, and driving the pixel offset of the first UV coordinates based on the pixel offset of the second UV coordinates ensures that all materials dependent on the mapping of the first UV coordinates maintain a consistent pixel offset effect, enhancing visual coherence and realism. On the other hand, pixel offset based on the second UV coordinate drives pixel offset of the first UV coordinate, resulting in the first offset UV coordinate. The attribute map of the target model is then sampled based on this first offset UV coordinate, simultaneously achieving multiple pixel offset effects. This reduces reliance on multiple independent effect processing programs, decreases the number of draw calls, improves rendering efficiency and consistency, reduces the model's polygon count, and enhances the versatility and flexibility of the rendering system. Furthermore, synchronously sampling the target model's attribute map based on this first offset UV coordinate avoids the performance burden of multiple texture sampling, further improving rendering efficiency. Attached Figure Description

[0009] Figure 1 A flowchart illustrating a model rendering method in this exemplary embodiment is shown; Figure 2 A schematic diagram showing a first UV coordinate and a texture corresponding to the first UV coordinate in this exemplary embodiment is provided. Figure 3 A schematic diagram showing a second UV coordinate and a texture corresponding to the second UV coordinate in this exemplary embodiment is provided. Figure 4 This exemplary embodiment shows a method for pixel offsetting the second UV coordinates based on the target pixel offset effect, driving the first UV coordinates to pixel offset based on the pixel offset of the second UV coordinates, and obtaining the first offset UV coordinates. Figure 5 A schematic diagram illustrating a distorted texture map in this exemplary embodiment is shown; Figure 6 This illustration shows a flowchart of a method for generating a soft-edge mask based on a dissolving mask in this exemplary embodiment; Figure 7 This diagram illustrates the effect of a semi-transparent tulle burning without twisting or deforming, with the edge of the burning flame lighting up and the edge breaking down in this exemplary embodiment. Figure 8 This diagram illustrates the twisting and disturbance effect of a silk fabric during burning, according to an exemplary embodiment of the present invention. Figure 9 This illustration shows a schematic diagram of a fashion garment with petal disturbance and flowing light effect in one of the exemplary embodiments of this invention; Figure 10 A schematic diagram illustrating the disturbance effect of fallen leaves on a water surface in this exemplary embodiment; Figure 11 A block diagram of a model rendering apparatus in this exemplary embodiment is shown; Figure 12 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0010] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0011] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0012] When rendering pixel-shifting effects, such as distortion, light flow, disturbance, burning, and dripping, related technologies typically provide single-function support for specific visual effects. This singular effect support limits the artist's creative freedom, and in practical applications, it is necessary to integrate multiple single-function technologies to achieve complex visual effects. This not only increases development complexity but may also lead to performance burdens and technology compatibility issues. Furthermore, when implementing complex effects, related technologies require a large number of textures and samples, resulting in significant computational resource consumption and impacting rendering efficiency.

[0013] In view of the above problems, an exemplary embodiment of this disclosure provides a model rendering method. Referring to 1, the model rendering method may include the following steps: Step S110: Obtain the target model and generate the first UV coordinates and the second UV coordinates of the target model; wherein, the first UV coordinates are aligned with the target model and the second UV coordinates are aligned with the unfolded image of the target model; Step S120: Determine the target pixel offset effect of the target model, perform pixel offset on the second UV coordinates according to the target pixel offset effect, and drive the first UV coordinates to perform pixel offset based on the pixel offset of the second UV coordinates to obtain the first offset UV coordinates; wherein, the target pixel offset effect is at least one of distortion, dissolution, burning, and dripping; Step S130: Sample the attribute map corresponding to the target model based on the first offset UV coordinates, and render the target model according to the sampling results.

[0014] In the above model rendering method, a target model is obtained, and a first UV coordinate and a second UV coordinate of the target model are generated. The first UV coordinate is aligned with the target model, and the second UV coordinate is aligned with the unfolded image of the target model. A target pixel offset effect of the target model is determined, and the second UV coordinate is pixel-shifted according to the target pixel offset effect. The pixel offset of the second UV coordinate drives the pixel offset of the first UV coordinate, resulting in a first offset UV coordinate. The target pixel offset effect is at least one of distortion, dissolution, burning, and dripping. The attribute map corresponding to the target model is sampled based on the first offset UV coordinate, and the target model is rendered based on the sampling results. On one hand, generating a first UV coordinate aligned with the target model and a second UV coordinate aligned with the unfolded image of the target model, using a local target pixel offset effect to pixel-shift the second UV coordinate, and driving the pixel offset of the first UV coordinate based on the pixel offset of the second UV coordinate ensures that all materials dependent on the mapping of the first UV coordinate maintain a consistent pixel offset effect, enhancing visual coherence and realism. On the other hand, pixel offset based on the second UV coordinate drives pixel offset of the first UV coordinate, resulting in the first offset UV coordinate. The attribute map of the target model is then sampled based on this first offset UV coordinate, simultaneously achieving multiple pixel offset effects. This reduces reliance on multiple independent effect processing programs, decreases the number of draw calls, improves rendering efficiency and consistency, reduces the model's polygon count, and enhances the versatility and flexibility of the rendering system. Furthermore, synchronously sampling the target model's attribute map based on this first offset UV coordinate avoids the performance burden of multiple texture sampling, further improving rendering efficiency.

[0015] The following will provide further explanation and description of steps S110-S130.

[0016] In step S110, a target model is obtained, and a first UV coordinate and a second UV coordinate of the target model are generated; wherein, the first UV coordinate is aligned with the target model, and the second UV coordinate is aligned with the unfolded image of the target model.

[0017] The target model can be a cloth model, clothing model, etc., and no specific limitation is made to the target model in this disclosure. Figure 2 The first UV coordinates and the texture corresponding to the first UV coordinates are shown. The coordinate distribution of the first UV coordinates is completely consistent with the three-dimensional topology of the target model. Figure 3 The diagram shows the second UV coordinates and the corresponding texture. The coordinate distribution of the second UV coordinates matches the 2D unfolded diagram of the target model. The 2D unfolded diagram of the target model is a 2D plane obtained by completely disassembling and flattening the 3D surface of the target model.

[0018] In this disclosure, the first UV coordinates that fit the target model ensure that the basic texture of the target model does not deviate from its own shape. The second UV coordinates that fit the unfolded image of the target model ensure that the texture sampling of dynamic effects is uniform and without blur, reduce redundant pixels in the texture, reduce the memory bandwidth usage of mobile GPUs, and avoid effect distortion caused by the three-dimensional structure of the model.

[0019] In step S120, the target pixel offset effect of the target model is determined, the second UV coordinate is offset according to the target pixel offset effect, and the first UV coordinate is offset based on the pixel offset of the second UV coordinate to obtain the first offset UV coordinate; wherein, the target pixel offset effect is at least one of distortion, dissolution, burning, and dripping.

[0020] The target pixel offset effect of the target model can be at least one of distortion, dissolution, burning, and dripping. Distortion, in computer graphics, refers to the phenomenon where the shape or position of an image or pixel changes after processing by a certain algorithm. In this disclosure, distortion involves dynamically adjusting pixel positions according to a physical lighting model to simulate the visual effects produced when light passes through different media in the real world. Dissolution is a dynamic visual technique that simulates the gradual breaking, melting, and disappearance of objects. Its core is to allow objects to smoothly transition from a complete state to a transparent or dissipated state through a controllable local disappearance process, avoiding abrupt disappearances. It is commonly used in games, movies, and animations for scene transitions, character skills (such as disappearance or summoning), and object damage. Burning effects in computer graphics are typically used to simulate the visual effects of objects catching fire or under the influence of heat. The burning effect in this disclosure may refer to using physical lighting calculations to simulate optical changes in the surface of a material due to high temperatures, such as color changes and gloss changes. The dripping effect refers to the visual phenomenon of simulating liquid moving along a solid surface and eventually dripping. In this disclosure, the dripping effect may involve the development of specific algorithms to render the dynamic effects of liquid flow and dripping on a material surface based on a physical lighting model.

[0021] In one implementation, reference Figure 4 As shown, when the target pixel offset effect of the target model is determined to be distortion, dissolution, burning, or dripping, the step of performing pixel offset on the second UV coordinate based on the target pixel offset effect, and driving the first UV coordinate to perform pixel offset based on the pixel offset of the second UV coordinate to obtain the first offset UV coordinate includes steps S410-S430: Step S410: Twist the second UV coordinates to obtain the second twisted UV coordinates, and sample the twisted texture map based on the second twisted UV coordinates to obtain the twist range.

[0022] In one implementation, distorting the second UV coordinates to obtain second distorted UV coordinates includes: The number of repetitions of the second UV coordinate on the surface of the target model is determined. Based on the number of repetitions and the burning rate of the target model, the second UV coordinate is distorted to obtain the second distorted UV coordinate.

[0023] Specifically, the tiling / repetition frequency of the second UV coordinates on the target model surface is determined. After determining the repetition density of the second UV coordinates, the burning rate, time, and offset of the target model are superimposed to achieve dynamic distortion of the second UV coordinates. This distortion of the second UV coordinates yields the second distorted UV coordinates, which can be represented as: .in, Represents the number of repetitions. Represents the second UV coordinate. Represents time, This represents the upward velocity of the flame when the target model is burning. This represents the offset.

[0024] In this embodiment, The larger the value, the more times the second UV coordinate map is repeated, resulting in denser details of burning and distortion. Then, by superimposing time, speed, and offset, the special effect of combustion flowing over time was achieved.

[0025] In one implementation, after distorting the second UV coordinates to obtain second distorted UV coordinates, the distorted texture map can be sampled based on the second UV coordinates to obtain the distortion range. Wherein, reference... Figure 5 As shown, the distorted texture map is a black and white noise map, where white areas represent distortion and black areas represent no distortion. The sampled distortion range can be represented as: , Represents a distorted texture map. Represents the sampler. The second distorted UV coordinate.

[0026] Step S420: Based on the distortion range and the second UV coordinates, obtain the dissolve UV coordinates; sample the preset texture based on the dissolve UV coordinates to obtain the dissolve mask; and generate a soft-edge mask based on the dissolve mask.

[0027] The dissolving effect can be achieved by dissolving UV coordinates and dissolving masks. When achieving a burning effect on the target model, a soft-edge mask can also be generated by dissolving the mask, and a natural soft-edge transition effect can be added to the burning edge of the target model based on this soft-edge mask.

[0028] In one implementation, after obtaining the distortion range, the method further includes: The distortion range is adjusted to obtain a distortion range mask.

[0029] Specifically, after obtaining the distortion range, the distortion range can be adjusted using variables to obtain a distortion range mask. ,in, Represents the range of distortion. Represents variables, The function is an exponentiation function, through which... The function further amplifies the white area within the distortion range and compresses the black area within the distortion range, achieving hierarchical changes in the target model during combustion through different distortion ratios.

[0030] In one embodiment, obtaining the dissolved UV coordinates based on the distortion range and the second UV coordinates includes: The intensity of the torsion range is controlled by the torsion intensity, and the intensity of the torsion range is superimposed on the second UV coordinate to obtain the dissolved UV coordinate.

[0031] Specifically, the intensity of each pixel within the distortion range is controlled by the variable distortion intensity. After obtaining the distortion intensity of each pixel, this distortion intensity is superimposed on the second UV coordinate to obtain the dissolved UV coordinate. This dissolved UV coordinate can be expressed as: ,in, Represents the torsion intensity variable. Represents the second UV coordinate. This represents the range of distortion. In this embodiment, the distortion intensity is superimposed on the originally regular second UV coordinates, causing the sampling position of the second UV coordinates to dynamically change with the distortion intensity. Ultimately, the more intense the distortion, the more obvious the dissolution effect.

[0032] In one embodiment, sampling a preset texture based on the dissolved UV coordinates to obtain a dissolved mask includes: The dissolved texture stored in the preset channel of the preset texture is sampled based on the dissolved UV coordinates to obtain the dissolved mask.

[0033] Specifically, a dissolution mask is obtained by sampling the dissolution texture stored in a preset channel of a preset texture map of the target model based on the dissolution UV coordinates. In this disclosure, different textures are stored in different channels of the preset texture map of the target model. For example, the R channel of the preset texture map can store a color-changing mask, the G channel can store a dissolution texture, the B channel can store a flashing mask, and the A channel can store a decal texture; this disclosure does not specifically limit this. The preset channel can be the G channel, and this disclosure does not specifically limit this preset channel. Integrating different textures through a single preset texture map reduces the number of textures and adapts to mobile device performance. The sampled dissolution mask can be represented as: ,in, Preset textures for the target model. The UV coordinates are used for dissolution. In this embodiment, the UV offset is driven by the torsion intensity, and the dissolution range is precisely controlled by sampling the texture through a preset channel.

[0034] In one embodiment, when achieving the dissolving effect in the combustion effect using a dissolving mask, a dripping effect can also be achieved. The method further includes: The dissolution dripping rate is determined based on the dissolution mask and the dissolution rate parameter. The degree of dissolution mask is obtained based on the dissolution mask, the dissolution dripping rate, and the distortion range mask.

[0035] Specifically, after obtaining the dissolution mask, the dissolution dripping rate can be dynamically controlled based on the dissolution mask and dissolution rate parameters. ,in, To dissolve the mask, For the dissolution rate parameter, through The difference function implements the change in the dissolution dripping effect with the dissolution mask; that is, the dripping speed is fast in the dissolved area and slow in the non-dissolved area. After obtaining the dissolution dripping speed, a dissolution degree mask (dissolve_mask) can be obtained based on the dissolution mask, the dissolution dripping speed, and the distortion range mask. This dissolution degree mask can be represented as dissolve_mask = saturate((dissolve_tex + distort_noise_mask)). half(u_dissolve_dropping_intensity)) (dissolve_speed). Among them... To dissolve the mask, For distorted range masking, For the solubility parameter, For distorted range masking, This represents the rate of dissolution and dripping. Within this dissolution level mask, the range is distorted during masking. This results in a stronger dissolution dripping in areas with greater distortion. By adding these elements together, the dissolution masking and distortion-driven dissolution are combined, ensuring that dissolution dripping only occurs in the distortion / combustion region. By multiplying by the dissolution dripping rate, the intensity of dissolution dripping is dynamically adjusted with the dissolution rate.

[0036] In one embodiment, after obtaining the solubility mask, the method further includes: Obtain the degree of dissolution parameter, compare the degree of dissolution of each pixel in the dissolution degree mask with the degree of dissolution parameter, and generate a transparency mask based on the comparison result.

[0037] Specifically, the dissolution degree parameter is obtained, and the dissolution degree of each pixel in the dissolution degree mask is compared with this parameter using the `step` function to generate a transparency mask. This transparency mask is used to control which pixels disappear and which pixels are retained during rendering. This transparency mask can be represented as... ,in, For the degree of solubility, This represents the degree of dissolution. By generating this transparency mask, a hard-edge effect is achieved where pixels in the dissolving droplet area gradually disappear.

[0038] In one implementation, reference Figure 6 As shown, generating a soft-edge mask based on the dissolved mask includes: Step S610: Invert the dissolution mask to obtain an inverted dissolution mask; Step S620: Obtain the soft edge strength, and adjust the soft edge strength according to the soft edge contrast and contrast mixing coefficient to obtain the adjusted soft edge strength; Step S630: Obtain the soft edge mask according to the adjusted soft edge strength, the reversed dissolve mask, and the soft edge strength.

[0039] The following will further explain and illustrate steps S610-S630. Specifically, after achieving dissolution and dripping based on the dissolution mask, the hard boundary of the dissolution dripping can be transformed into a natural soft edge to avoid harsh edges in the disappearance area. First, the dissolution mask is flipped to obtain an inverted dissolution mask. That is, in this inverted dissolve mask, the dissolved region = 0, and the non-dissolved region = 1. The soft edge strength is obtained, which is the width of the dissolved soft edge transitioning to the target model. After obtaining the soft edge strength, it is adjusted based on the soft edge strength, soft edge contrast, and contrast blending coefficient to obtain the adjusted soft edge strength, which can be expressed as... ,in, For soft edge strength, To adjust the contrast of the soft edges, increasing this setting will make the transition from light to dark in the soft edges steeper. This is the contrast mixing coefficient, which controls the degree to which contrast is effective. The function is used to adjust the contrast of the soft edges.

[0040] After adjusting the soft edge strength, a soft edge mask can be obtained based on the adjusted soft edge strength, the inverted dissolve mask, and the soft edge strength. This soft edge mask can be represented as soft_edge_mask=saturate ((reverted_dissolve_mask)). soft_edge - adjusts the strength of the soft edge reverted_dissolve_mask), where To invert the dissolve mask, use `reverted_dissolve_mask`. `soft_edge` is a contrast parameter that makes the soft edge intensity decrease as the non-dissolved area decreases, creating a gradient. Then, it is multiplied by the inverted dissolve mask to strengthen the soft edge so that it only appears at the edge of the non-dissolved area.

[0041] Step S430: Drive the first UV coordinates to be distorted based on the distortion range to obtain the first distorted UV coordinates, and use the soft edge mask to distort the first distorted UV coordinates to obtain the first offset UV coordinates.

[0042] In one implementation, the first UV coordinate can be distorted based on the distortion range. That is, the first UV coordinate carrying the base color and material is distorted synchronously to ensure that the color, gloss, etc. of the target model are aligned with the burning distortion, thus avoiding misalignment where the special effects are distorted but the model color is not distorted.

[0043] The distortion of the first UV coordinate can be expressed as: ,in, The first distorted UV coordinate, The distortion range is defined as follows: After obtaining the first distorted UV coordinates, a soft-edge mask is used to distort these first distorted UV coordinates to obtain the first offset UV coordinates, which can be represented as: This achieves the effect of distortion at the first UV coordinate only in the soft-edge area, avoiding the unsightly distortion of the entire target model, while ensuring complete synchronization of color / PBR / normal map distortion.

[0044] In step S130, the attribute map corresponding to the target model is sampled based on the first offset UV coordinates, and the target model is rendered according to the sampling results.

[0045] After determining the distortion of the first UV coordinates, the attribute map of the target model can be synchronously sampled according to the first offset UV coordinates to obtain the sampling result, and the target model can be rendered according to the sampling result. The attribute map of the target model may include the color map, PBR map, and normal map of the target model, which are not specifically limited in this disclosure.

[0046] In one implementation, sampling the attribute map corresponding to the target model based on the first offset UV coordinates, and rendering the target model according to the sampling results, includes: Based on the first offset UV coordinates, the color map, PBR map and normal map of the target model are sampled synchronously to obtain the first color, the first PBR attribute and the first normal. The lighting result of the target model is determined based on the first PBR attribute and the first normal. Obtain the soft edge color, and then superimpose the soft edge color with the first color based on the soft edge mask to obtain the target color; The target model is rendered based on the target color and the lighting results.

[0047] Specifically, the color map, PBR map, and normal map of the target model are simultaneously sampled using only the first offset UV coordinates of the soft-edge distortion to obtain the first color, first PBR attribute, and first normal. The PBR map includes information such as metallicity, roughness, ambient occlusion, and subsurface scattering. Metallicity defines whether the material is metallic or non-metallic; metallic materials have high reflectivity and specific color reflections. Roughness represents the smoothness of the material surface, affecting the dispersion of reflected light. Ambient occlusion simulates small-area shadows, enhancing the sense of local depth. Subsurface scattering simulates the effect of light entering and scattering within the material surface, commonly used for rendering materials such as skin, wax, and jade. After obtaining the first PBR attribute and first normal, the first normal can be combined with the original normals of the target model's vertices and converted into world space normals using a normal transformation matrix. After obtaining the world space normals, the lighting results of the target model can be calculated based on its material type, using the first PBR attribute and world space normals. Secondly, the soft edge color can be obtained, and based on the soft edge mask, this soft edge color is superimposed on the first color to obtain the target color: BaseColor=lerp(base_color_texture.rgb,base_color_texture.rgb The function `half3(u_soft_edge_color.rgb), soft_edge_mask)` is used, where `base_color_texture.rgb` is the base color, `u_soft_edge_color.rgb` is the soft edge color, and `soft_edge_mask` is the soft edge mask. Finally, the target model is rendered by combining the lighting results and the target color.

[0048] In related technologies, implementing complex special effects often requires a large number of textures and samples, which consumes significant computing resources and impacts rendering efficiency. This disclosure aims to optimize the rendering of special effects, effectively achieving complex physically based lighting effects while maintaining a priority in the number of textures and samples. This improves rendering efficiency and performance. The optimized texture sampling process reduces communication overhead between the CPU and GPU, lowers resource consumption during rendering, and thus enhances overall rendering performance.

[0049] In addition, a physically based rendering (PBR) lighting model is integrated into the material shader. By combining it with dynamically calculated UV coordinates, it ensures that the lighting response of the material still follows physical laws even after visual effects are applied, thereby enhancing the realism of the effects and bringing users a more realistic and high-quality visual experience.

[0050] In one implementation, the lighting model varies depending on the material of the target model. For example, the BRDF (Bidirectional Reflectance Distribution Function) basic lighting model describes the distribution function of light reflection on a material surface, enabling more accurate rendering of light reflection on different material surfaces. When the target model's material is silk or other materials with directional reflective properties, an anisotropic lighting model can be used to ensure the rendering effect reflects the material's unique luster and reflective characteristics. When the target model's material is crystal, skin, or other materials with translucent properties, the SSS lighting model can be used to render the scattering of light within the material. This disclosure does not specifically limit the choice of lighting model.

[0051] In one embodiment, the method further includes: Based on the color map of the target model, a first opacity value is obtained, and based on the first opacity value and the opacity mask, the target opacity is obtained; The target model is rendered based on the opacity.

[0052] Specifically, the 'a' channel of the target model's color map also includes the target model's transparency value. Therefore, after obtaining the first color from the color map, this first color also includes a first opacity value. This first opacity value is obtained, and based on this first opacity value and the transparency mask, the opacity of the target model is obtained as Opacity = opacity_mask. The base_color_texture.a file is used to render the target model, where opacity_mask is the transparency mask and base_color_texture.a is the first opacity value.

[0053] For example, refer to Figure 7 As shown, when the target model is a semi-transparent tulle, the above model rendering method can include: 1. Generate the first UV coordinates and the second UV coordinates of the semi-transparent tulle; 2. Determine the number of repetitions of the second UV coordinate. Based on the number of repetitions of the second UV coordinate, the burning speed of the semi-transparent tulle, and the time, distort the second UV coordinate to obtain the second distorted UV coordinate. Sample the distorted texture map based on the second UV coordinate to obtain the distortion range. 3. Control the twist intensity of the twist range, superimpose the twist intensity value on the second UV coordinate to obtain the dissolution UV coordinate when the tulle dissolves, sample the dissolution map based on the dissolution UV coordinate to obtain the dissolution mask, determine the dissolution degree mask based on the dissolution mask and the dissolution speed, and generate a transparency mask according to the dissolution degree of each pixel in the dissolution mask. 4. Reverse the dissolution mask to generate a soft-edged mask for the burning of the tulle. 5. Drive the first UV coordinate to be distorted based on the distortion range of the second UV coordinate, and use a soft edge mask to distort the first UV coordinate again to obtain the third distorted UV coordinate. Sample the property map of the semi-transparent gauze based on the third distorted UV coordinate, and render according to the sampling results. Finally, generate the effect of the gold thread of the fabric being distorted and deformed when the semi-transparent gauze is burning, as well as the bright edge and the dripping effect of the broken edge of the burning flame.

[0054] For example, to achieve Figure 8 When rendering the burning, twisting, and dynamic effects of the silk fabric shown, the above-mentioned model rendering method can be used, along with an anisotropic lighting model. To achieve this... Figure 9 The petal disturbance and flowing light effects on the fashion item shown are achieved not only through the dissolve function in the aforementioned model rendering method, but also through distortion, soft edges, and soft edge highlighting. To achieve this... Figure 10 The effect of fallen leaves disturbing the water surface shown can be achieved simply by using the distortion function in the model rendering method described above.

[0055] This disclosure integrates multiple functions such as distortion, light flow, perturbation, burning, and dripping to support a wider range of artistic creations and application scenarios, improving the versatility and flexibility of the rendering system. Furthermore, this multi-functional integrated solution enhances the compatibility and scalability of the technology, enabling different effects to be seamlessly integrated into various rendering platforms and projects.

[0056] Exemplary embodiments of this disclosure also provide a model rendering apparatus, with reference to Figure 11 As shown, it includes: The UV coordinate generation module 1110 is used to acquire a target model and generate a first UV coordinate and a second UV coordinate of the target model; wherein the first UV coordinate is aligned with the target model and the second UV coordinate is aligned with the unfolded image of the target model. The pixel offset module 1120 is used to determine the target pixel offset effect of the target model, perform pixel offset on the second UV coordinates according to the target pixel offset effect, and drive the first UV coordinates to perform pixel offset based on the pixel offset of the second UV coordinates to obtain the first offset UV coordinates; wherein, the target pixel offset effect is at least one of distortion, dissolution, burning, and dripping; The model rendering module 1130 is used to sample the attribute map corresponding to the target model based on the first offset UV coordinates, and render the target model according to the sampling results.

[0057] In one exemplary embodiment, the pixel offset module includes: The second UV coordinate offset module is used to distort the second UV coordinates to obtain the second distorted UV coordinates, and to sample the distorted texture map based on the second distorted UV coordinates to obtain the distortion range; The pixel offset effect calculation module is used to obtain the dissolved UV coordinates based on the distortion range and the second UV coordinates, sample the preset texture based on the dissolved UV coordinates to obtain the dissolved mask, and generate a soft edge mask based on the dissolved mask. The first UV coordinate offset module is used to drive the first UV coordinate to be distorted based on the distortion range to obtain the first distorted UV coordinate, and to use the soft edge mask to distort the first distorted UV coordinate to obtain the first offset UV coordinate.

[0058] In one exemplary embodiment, the second UV coordinate offset module includes: The second UV coordinate distortion module is used to determine the number of times the second UV coordinate is repeated on the surface of the target model, and to distort the second UV coordinate based on the number of repetitions and the burning rate of the target model to obtain the second distorted UV coordinate.

[0059] In one exemplary embodiment, the pixel offset effect calculation module includes: The dissolving UV determination module is used to control the intensity of the torsion range by the torsion intensity, and to superimpose the intensity of the torsion range into the second UV coordinate to obtain the dissolving UV coordinate.

[0060] In one exemplary embodiment, the pixel offset effect calculation module includes: The dissolve mask generation module is used to sample the dissolve map stored in the preset channel of the preset map based on the dissolve UV coordinates to obtain the dissolve mask.

[0061] In one exemplary embodiment, the pixel offset effect calculation module includes: The distortion range mask generation module is used to adjust the distortion range to obtain a distortion range mask.

[0062] In one exemplary embodiment, the pixel offset effect calculation module includes: The dissolution degree mask generation module is used to determine the dissolution dripping speed based on the dissolution mask and the dissolution speed parameter, and to obtain the dissolution degree mask according to the dissolution mask, the dissolution dripping speed and the distortion range mask.

[0063] In one exemplary embodiment, the pixel offset effect calculation module includes: The transparency mask generation module is used to obtain the dissolution degree parameter, compare the dissolution degree of each pixel in the dissolution degree mask with the dissolution degree parameter, and generate a transparency mask based on the comparison result.

[0064] In one exemplary embodiment, the pixel offset effect calculation module includes: The inverted dissolution mask generation module is used to invert the dissolution mask to obtain an inverted dissolution mask. The soft edge strength adjustment module is used to obtain the soft edge strength and adjust the soft edge strength according to the soft edge contrast and contrast mixing coefficient to obtain the adjusted soft edge strength. The soft-edge mask generation module is used to obtain the soft-edge mask based on the adjusted soft-edge strength, the inverted dissolve mask, and the soft-edge strength.

[0065] In one exemplary embodiment, the model rendering module includes: The synchronous sampling module is used to synchronously sample the color map, PBR map and normal map of the target model based on the first offset UV coordinates to obtain the first color, the first PBR attribute and the first normal. The lighting calculation module is used to determine the lighting result of the target model based on the first PBR attribute and the first normal. The target color determination module is used to obtain the soft edge color, and to superimpose the soft edge color with the first color based on the soft edge mask to obtain the target color; The rendering module is used to render the target model based on the target color and the lighting results.

[0066] In one exemplary embodiment, the model rendering module includes: The opacity calculation module is used to obtain a first opacity value based on the color map of the target model, and to obtain the target opacity based on the first opacity value and the opacity mask; An opacity rendering module is used to render the target model based on the opacity.

[0067] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0068] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0069] Furthermore, although the steps of the method in this invention are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.

[0070] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the above-described game processing method.

[0071] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0072] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

[0073] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0074] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various exemplary embodiments of this disclosure, such as the virtual object control method described above, which includes the following steps: Step S110: Obtain a target model and generate a first UV coordinate and a second UV coordinate of the target model; wherein, the first UV coordinate is aligned with the target model, and the second UV coordinate is aligned with the unfolded image of the target model; Step S120: Determine the target pixel offset effect of the target model, perform pixel offset on the second UV coordinate according to the target pixel offset effect, and drive the first UV coordinate to perform pixel offset based on the pixel offset of the second UV coordinate to obtain a first offset UV coordinate; wherein, the target pixel offset effect is at least one of distortion, dissolution, burning, and dripping; Step S130: Sample the attribute map corresponding to the target model based on the first offset UV coordinate, and render the target model according to the sampling result.

[0075] The above method steps are implemented through a computer program. On one hand, a first UV coordinate that fits the target model and a second UV coordinate that fits the unfolded map of the target model are generated. A local target pixel offset effect is applied to the second UV coordinate, and the pixel offset of the second UV coordinate drives the pixel offset of the first UV coordinate. This ensures that all materials that depend on the mapping of the first UV coordinate maintain a consistent pixel offset effect, enhancing visual coherence and realism. On the other hand, the pixel offset of the second UV coordinate drives the pixel offset of the first UV coordinate to obtain the first offset UV coordinate. The attribute map of the target model is sampled based on the first offset UV coordinate, simultaneously achieving multiple pixel offset effects. This reduces the dependence on multiple independent effect processing programs, reduces the number of drawing calls, improves rendering efficiency and consistency, reduces the model's polygon count, and enhances the versatility and flexibility of the rendering system. Furthermore, the attribute map of the target model is sampled synchronously based on this first offset UV coordinate, avoiding the performance burden caused by multiple texture sampling and improving rendering efficiency.

[0076] In an exemplary embodiment of the present invention, an electronic device capable of implementing the above-described method is also provided. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of the present disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0077] Those skilled in the art will understand that various aspects of the present invention can be implemented as systems, methods, or program products. Therefore, various aspects of the present invention can be specifically implemented in the following forms: entirely in hardware, entirely in software (including firmware, microcode, etc.), or in a combination of hardware and software, collectively referred to herein as “circuit,” “module,” or “system.”

[0078] The following reference Figure 12 To describe an electronic device 1200 according to this embodiment of the present invention. Figure 12 The electronic device 1200 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.

[0079] like Figure 12 As shown, the electronic device 1200 is manifested in the form of a general-purpose computing device. The components of the electronic device 1200 may include, but are not limited to: at least one processing unit 1210, at least one storage unit 1220, a bus 1230 connecting different system components (including storage unit 1220 and processing unit 1210), and a display unit 1240.

[0080] The storage unit stores program code that can be executed by the processing unit 1210, causing the processing unit 1210 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 1210 can perform, as follows: Figure 1 Step S110: Obtain the target model and generate the first UV coordinates and second UV coordinates of the target model; wherein the first UV coordinates are aligned with the target model and the second UV coordinates are aligned with the unfolded image of the target model; Step S120: Determine the target pixel offset effect of the target model, perform pixel offset on the second UV coordinates according to the target pixel offset effect, and drive the first UV coordinates to perform pixel offset based on the pixel offset of the second UV coordinates to obtain the first offset UV coordinates; wherein the target pixel offset effect is at least one of distortion, dissolution, burning, and dripping; Step S130: Sample the attribute map corresponding to the target model based on the first offset UV coordinates, and render the target model according to the sampling results.

[0081] Storage unit 1220 may include readable media in the form of volatile storage units, such as random access memory (RAM) 12201 and / or cache memory 12202, and may further include read-only memory (ROM) 12203.

[0082] Storage unit 1220 may also include a program / utility 12204 having a set (at least one) of program modules 12205, such program modules 12205 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.

[0083] Bus 1230 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.

[0084] Electronic device 1200 can also communicate with one or more external devices 1300 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 1200, and / or with any device that enables electronic device 1200 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1250. Furthermore, electronic device 1200 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1260. As shown, network adapter 1260 communicates with other modules of electronic device 1200 via bus 1230. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1200, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0085] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, portable hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the method according to the embodiments of the present invention.

[0086] In exemplary embodiments of the present invention, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the present invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.

[0087] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0088] Other embodiments of the invention will readily occur to those skilled in the art upon consideration of the specification and practice of the invention described herein. This application is intended to cover any variations, uses, or adaptations of the invention that follow the general principles of the invention and include common knowledge or customary techniques in the art not invented herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of the invention are indicated by the claims.

Claims

1. A model rendering method, characterized in that, The method includes: Obtain the target model and generate the first UV coordinates and the second UV coordinates of the target model; wherein the first UV coordinates are aligned with the target model and the second UV coordinates are aligned with the unfolded image of the target model; The target pixel offset effect of the target model is determined, and the second UV coordinate is offset by pixels according to the target pixel offset effect. The first UV coordinate is offset by pixels based on the pixel offset of the second UV coordinate to obtain the first offset UV coordinate; wherein, the target pixel offset effect is at least one of distortion, dissolution, burning, and dripping. The attribute map corresponding to the target model is sampled based on the first offset UV coordinates, and the target model is rendered based on the sampling results.

2. The method according to claim 1, characterized in that, When the target pixel offset effect of the target model is determined to be distortion, dissolution, burning, or dripping, the step of performing pixel offset on the second UV coordinate based on the target pixel offset effect, and driving the first UV coordinate to perform pixel offset based on the pixel offset of the second UV coordinate to obtain the first offset UV coordinate includes: The second UV coordinates are distorted to obtain the second distorted UV coordinates. The distorted texture map is sampled based on the second distorted UV coordinates to obtain the distortion range. Based on the distortion range and the second UV coordinates, the dissolve UV coordinates are obtained. The preset texture is sampled based on the dissolve UV coordinates to obtain a dissolve mask. A soft-edge mask is generated based on the dissolve mask. Based on the distortion range, the first UV coordinates are distorted to obtain the first distorted UV coordinates. The first distorted UV coordinates are then distorted using the soft-edge mask to obtain the first offset UV coordinates.

3. The method according to claim 2, characterized in that, The step of distorting the second UV coordinates to obtain the second distorted UV coordinates includes: The number of repetitions of the second UV coordinate on the surface of the target model is determined. Based on the number of repetitions and the burning rate of the target model, the second UV coordinate is distorted to obtain the second distorted UV coordinate.

4. The method according to claim 2, characterized in that, The process of obtaining the dissolved UV coordinates based on the distortion range and the second UV coordinates includes: The intensity of the torsion range is controlled by the torsion intensity, and the intensity of the torsion range is superimposed on the second UV coordinate to obtain the dissolved UV coordinate.

5. The method according to claim 2, characterized in that, The step of sampling the preset texture based on the dissolved UV coordinates to obtain the dissolved mask includes: The dissolved texture stored in the preset channel of the preset texture is sampled based on the dissolved UV coordinates to obtain the dissolved mask.

6. The method according to claim 2, characterized in that, After obtaining the distortion range, the method further includes: The distortion range is adjusted to obtain a distortion range mask.

7. The method according to claim 6, characterized in that, The method further includes: The dissolution dripping rate is determined based on the dissolution mask and the dissolution rate parameter. The degree of dissolution mask is obtained based on the dissolution mask, the dissolution dripping rate, and the distortion range mask.

8. The method according to claim 7, characterized in that, The method further includes: Obtain the degree of dissolution parameter, compare the degree of dissolution of each pixel in the dissolution degree mask with the degree of dissolution parameter, and generate a transparency mask based on the comparison result.

9. The method according to claim 2, characterized in that, The step of generating a soft-edge mask based on the dissolved mask includes: The dissolution mask is inverted to obtain an inverted dissolution mask; The soft edge strength is obtained, and the soft edge strength is adjusted according to the soft edge contrast and contrast mixing coefficient to obtain the adjusted soft edge strength; The soft edge mask is obtained by adjusting the soft edge strength, reversing the dissolve mask, and adjusting the soft edge strength.

10. The method according to claim 2, characterized in that, The step of sampling the attribute map corresponding to the target model based on the first offset UV coordinates and rendering the target model according to the sampling results includes: Based on the first offset UV coordinates, the color map, PBR map and normal map of the target model are sampled synchronously to obtain the first color, the first PBR attribute and the first normal. The lighting result of the target model is determined based on the first PBR attribute and the first normal. Obtain the soft edge color, and then superimpose the soft edge color with the first color based on the soft edge mask to obtain the target color; The target model is rendered based on the target color and the lighting results.

11. The method according to claim 10, characterized in that, The method further includes: Based on the color map of the target model, a first opacity value is obtained, and based on the first opacity value and the opacity mask, the target opacity is obtained; The target model is rendered based on the opacity.

12. A model rendering apparatus, characterized in that, The device includes: The UV coordinate generation module is used to acquire the target model and generate the first UV coordinates and the second UV coordinates of the target model; wherein the first UV coordinates are aligned with the target model and the second UV coordinates are aligned with the unfolded image of the target model. A pixel offset module is used to determine the target pixel offset effect of the target model, perform pixel offset on the second UV coordinates according to the target pixel offset effect, and drive the first UV coordinates to perform pixel offset based on the pixel offset of the second UV coordinates to obtain the first offset UV coordinates; wherein, the target pixel offset effect is at least one of distortion, dissolution, burning, and dripping; The model rendering module is used to sample the attribute map corresponding to the target model based on the first offset UV coordinates, and render the target model according to the sampling results.

13. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 11.

14. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 11 by executing the executable instructions.