Methods, devices, electronic equipment, and storage media for rendering highlights in character eyes
By combining static and dynamic specular attributes to obtain specular parameters, the shape and dynamic effect of the virtual character's eye specular highlights are controlled, solving the problem of poor eye agility and achieving efficient and realistic specular rendering effects.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (SHANGHAI) NETWORK CO LTD
- Filing Date
- 2026-03-23
- Publication Date
- 2026-06-30
AI Technical Summary
In existing technologies, rendering based on fixed specular maps results in poor eye movement for virtual characters, making it impossible to express strong emotional changes.
By obtaining the parameter configuration information of the target animation and combining static and dynamic specular attributes, static and dynamic specular parameters can be obtained to control the shape, size, and dynamic effects of eye specular highlights. This avoids the use of dedicated specular skeletons, simplifies operations, and saves performance.
It improves the agility of virtual characters' eyes, simplifies the rendering process, saves time and performance, and enhances the efficiency and realism of specular rendering.
Smart Images

Figure CN122312451A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of specular rendering technology, specifically to a method, apparatus, electronic device, and storage medium for specular rendering of character eyes. Background Technology
[0002] Currently, when rendering the eyes of virtual characters, specular highlights are typically added to the eyes.
[0003] In related technologies, when rendering the eyes of a virtual character, a fixed specular map is obtained, and then the fixed specular map is rendered and displayed in the eyes of the virtual character.
[0004] However, in the aforementioned related technologies, rendering based on fixed specular maps results in poor eye movement for virtual characters. Summary of the Invention
[0005] In view of this, this application provides a method, apparatus, electronic device and storage medium for rendering the specular highlights of a character's eyes, in order to solve the problem of poor specular highlight rendering effect for a character's eyes.
[0006] Firstly, this application provides a method for rendering the specular highlights of a character's eyes, including: Obtain the target animation and the parameter configuration information of the target animation; wherein, the parameter configuration information is used to characterize the correspondence between time points and rendering parameters, and the rendering parameters include specular parameters; For a target frame in the target animation that contains a virtual character, the target highlight parameters corresponding to the virtual character are obtained from the parameter configuration information based on the target time point corresponding to the target frame. Based on the target specular parameters and combined with preset static specular attributes, the static specular parameters corresponding to the target frame are obtained; wherein, the static specular parameters are used to control the shape and size of the specular highlights in the eyes of the virtual character; Based on the target highlight parameters and combined with preset dynamic highlight attributes, the highlight dynamic parameters corresponding to the target frame are obtained; wherein, the highlight dynamic parameters are used to control the dynamic effect of the highlight of the virtual character's eyes; Based on the static and dynamic specular parameters, specular rendering is performed on the eyes of the virtual character in the target frame.
[0007] Secondly, this application provides a specular rendering apparatus for a character's eyes, comprising: A configuration acquisition module is used to acquire the target animation and the parameter configuration information of the target animation; wherein, the parameter configuration information is used to characterize the correspondence between time points and rendering parameters, and the rendering parameters include specular parameters; The parameter acquisition module is used to obtain the target highlight parameters corresponding to the virtual character from the parameter configuration information based on the target time point corresponding to the target frame in the target animation. The static acquisition module is used to acquire the static specular parameters corresponding to the target frame based on the target specular parameters and in combination with preset static specular attributes; wherein, the static specular parameters are used to control the shape and size of the specular highlights in the eyes of the virtual character; The dynamic acquisition module is used to acquire the dynamic specular parameters corresponding to the target frame based on the target specular parameters and in combination with preset dynamic specular attributes; wherein, the dynamic specular parameters are used to control the dynamic effect of the specular highlights of the virtual character's eyes; The specular rendering module is used to perform specular rendering on the eyes of the virtual character in the target frame based on the specular static parameters and the specular dynamic parameters.
[0008] Thirdly, this application provides an electronic device, including: a memory and a processor, which are communicatively connected to each other. The memory stores computer instructions, and the processor executes the computer instructions to perform the character eye highlight rendering method described in the first aspect or any corresponding embodiment.
[0009] Fourthly, this application provides a computer-readable storage medium storing computer instructions for causing a computer to execute the character eye highlight rendering method described in the first aspect or any corresponding embodiment.
[0010] Fifthly, this application provides a computer program product, including computer instructions for causing a computer to execute the character eye highlight rendering method described in the first aspect or any corresponding embodiment.
[0011] The specular rendering method for character eyes provided in this application obtains static specular parameters by combining target specular parameters with static specular attributes, and then controls the shape and size of the eye specular highlights based on the static specular parameters. It also obtains dynamic specular parameters by combining target specular parameters with dynamic specular attributes, and then controls the dynamic effect of the eye specular highlights based on the dynamic specular parameters. This adds a dynamic effect to the shape and size of the eye specular highlights, improving the agility of the virtual character's eyes. Furthermore, the specular parameters are included in the rendering parameters, and the parameter configuration information is used to characterize the correspondence between time points and rendering parameters. Associating specular parameters as a rendering parameter with time points simplifies operation, saves time, and improves the rendering efficiency of eye specular highlights. The simplified specular rendering process also helps save performance consumption. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the specific embodiments or related technologies of this application, the drawings used in the description of the specific embodiments or related technologies will be briefly introduced below. Obviously, the drawings described below are some embodiments of this application. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 This is a schematic diagram illustrating an application scenario according to an embodiment of this application; Figure 2 This is a flowchart illustrating a method for rendering the specular highlights of a character's eyes according to an embodiment of this application; Figure 3 An example diagram of a material animation curve is shown; Figure 4 An exemplary diagram illustrates the correspondence between specular texture maps, size weights, and specular maps; Figure 5 An example diagram of a specular noise map is shown; Figure 6 An exemplary schematic diagram of a highlight display is shown; Figure 7 This is a structural block diagram of a specular rendering apparatus for a character's eyes according to an embodiment of this application; Figure 8 This is a schematic diagram of the hardware structure of an electronic device according to an embodiment of this application. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, 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, 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.
[0015] It should be noted that the information (including but not limited to user input information, such as information entered by the user into input boxes), data (including but not limited to data used for analysis, stored data, and displayed data, such as context code, all code of the current project, the service pressure corresponding to operations performed on all code of the current project, and the code development status of the current project), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with relevant laws, regulations, and standards. For example, the context code, operations performed on all code of the current project, the corresponding service pressure, and the code development status involved in this application were all obtained with full authorization.
[0016] The terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of technical features indicated. Therefore, a feature defined as "first" or "second" may explicitly or implicitly include one or more of that feature. In the description of this application, "multiple" means two or more, unless otherwise explicitly specified.
[0017] As one optional application scenario in the embodiments of this application, such as Figure 1 As shown, the system may include at least one terminal device and at least one server. Figure 1 The system is illustrated in the example, which includes a computer 101, a mobile terminal 102, and a server 103, and the terminal devices such as the computer 101 and the mobile terminal 102 are connected to the server 103 through a network 110.
[0018] Specifically, the terminal device can be a smartphone, tablet, laptop, PDA, desktop computer, game console, smart TV, smart wearable device, in-vehicle terminal, VR (Virtual Reality) device, AR (Augmented Reality) device, etc. Server 103 can be a standalone physical server, a server cluster, a distributed system, or a cloud server providing cloud services. Network 110 can be a wired or wireless network, examples of which include, but are not limited to, the Internet, corporate intranet, local area network, wide area network, mobile communication network, and combinations thereof.
[0019] For example, the terminal device includes an application. This application can be one that requires downloading and installation, or it can be an application that is available immediately upon clicking. For example, the application can be any application with eye-catching display capabilities, such as a video application, a game application, etc.
[0020] For example, the server is the backend server of the application.
[0021] In related technologies, when rendering the eyes of a virtual character, a fixed specular map is obtained and then rendered and displayed in the virtual character's eyes. However, rendering based on a fixed specular map, where different expressions use the same specular map, fails to convey strong emotional expressions, resulting in poor eye movement. To improve the liveliness of the virtual character's eyes, the eye highlights are usually linked to facial expression animation. First, a specular model piece is created based on the facial expression animation, then a dedicated specular skeleton is created for the specular model piece. The specular skeleton is then set frame-by-frame based on the facial expression animation, allowing subsequent rendering of the eye highlights to be based on the pre-set specular skeleton. However, creating a dedicated specular skeleton and setting it frame-by-frame requires binding as many bones as there are specular points, which is inconvenient, and the specular skeleton incurs additional performance overhead during the specular rendering process.
[0022] Furthermore, to address the problems existing in the aforementioned related technologies, in this embodiment, static specular parameters are obtained by combining target specular parameters with static specular attributes. The shape and size of the eye specular highlights are then controlled based on these static specular parameters. Similarly, dynamic specular parameters are obtained by combining target specular parameters with dynamic specular attributes. The dynamic effects of the eye specular highlights are then controlled based on these dynamic parameters. This adds a dynamic effect to the shape and size of the eye specular highlights, preventing the use of the same specular map for different expressions from failing to convey strong emotional expressions and improving the liveliness of the virtual character's eyes. Moreover, the specular parameters are included in the rendering parameters, and the parameter configuration information is used to characterize the correspondence between time points and rendering parameters. Associating specular parameters as a rendering parameter with time points eliminates the need to create dedicated specular skeletons, simplifying the operation, saving time, improving the rendering efficiency of eye specular highlights, and reducing the additional performance consumption caused by specular skeletons during specular rendering.
[0023] According to an embodiment of this application, a method for rendering the highlights of a character's eyes is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0024] This embodiment provides a method for rendering the specular highlights of a character's eyes, which can be used in the aforementioned terminal devices and / or servers (hereinafter collectively referred to as electronic devices). Figure 2 This is a flowchart of a method for rendering the specular highlights of a character's eyes according to an embodiment of this application, such as... Figure 2 As shown, the process includes the following steps: Step S201: Obtain the target animation and the parameter configuration information of the target animation.
[0025] In this embodiment of the application, when rendering specular highlights on a character's eyes, the electronic device acquires the target animation and the parameter configuration information of the target animation. The parameter configuration information is used to characterize the correspondence between time points and rendering parameters, including specular parameters.
[0026] For example, the target animation is a video composed of multiple animation frames. One point in time corresponds to one animation frame.
[0027] In one possible implementation, the target animation is a preset animation for a virtual character, meaning different virtual objects correspond to different target animations. For example, the electronic device, in response to a rendering instruction for a virtual character, acquires the target animation and its parameter configuration information. Optionally, when the target animation is a preset animation for a virtual character, each animation frame in the target animation includes a virtual character, and the rendering parameters include, but are limited to, rendering parameters specific to the virtual character.
[0028] For example, eye highlights are related to the expression of a virtual character, and target animation refers to the facial expression animation of the virtual character.
[0029] In another possible implementation, the target animation is a preset animation for a virtual scene, meaning the target animation includes at least one character to be rendered. This at least one character to be rendered includes a virtual character. Exemplarily, the electronic device, in response to a rendering instruction for the virtual scene, acquires the target animation and its parameter configuration information. Optionally, when the target animation is a preset animation for the virtual scene, the target animation includes a target frame containing a virtual character and other frames that do not contain a virtual character, and the rendering parameters include rendering parameters for the virtual character and rendering parameters for the other characters to be rendered. These other characters to be rendered refer to characters in the virtual scene other than the virtual character.
[0030] Optionally, the virtual character can be a human figure, an animal, a cartoon character, or other forms; this application embodiment does not limit this. Optionally, the virtual character can be displayed in three-dimensional or two-dimensional form; this application embodiment does not limit this. Optionally, the virtual scene refers to the activity scene of the virtual character. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual character is a three-dimensional model created based on animation skeletal technology.
[0031] Step S202: For a target frame in the target animation that contains a virtual character, obtain the target highlight parameters corresponding to the virtual character from the parameter configuration information based on the target time point corresponding to the target frame.
[0032] In this embodiment, after obtaining the target animation and the parameter configuration information, for a target frame in the target animation that contains a virtual character, the electronic device obtains the target highlight parameters corresponding to the virtual character from the parameter configuration information based on the target time point corresponding to the target frame. The target frame is the animation frame containing the virtual character.
[0033] In one possible implementation, after acquiring the target animation and parameter configuration information, the electronic device automatically performs rendering operations on each animation frame. For example, after acquiring the target animation and parameter configuration information, the electronic device automatically acquires the rendering parameters for each animation frame frame by frame. During this process, for target frames in the target animation that contain virtual characters, based on the target time point corresponding to the target frame, the target rendering parameters corresponding to the virtual character are obtained from the parameter configuration information. These target rendering parameters include target specular parameters.
[0034] In another possible implementation, after acquiring the target animation and parameter configuration information, the electronic device waits for the corresponding rendering instruction to render a certain animation frame. For example, after acquiring the target animation and parameter configuration information, the electronic device, in response to the rendering instruction for the target frame, retrieves the target rendering parameters corresponding to the virtual character from the parameter configuration information based on the target time point corresponding to the target frame. These target rendering parameters include target specular parameters. For example, the electronic device generates the rendering instruction for the target frame after the preceding adjacent frame has finished playing. Here, the preceding adjacent frame refers to the adjacent frame in the target animation that plays before the target frame.
[0035] Optionally, in the embodiments of this application, the parameter configuration information is a material animation curve, the rendering parameters are material parameters, that is, the specular parameter is a material parameter, and the material animation curve is used to characterize the correspondence between time points and material parameters.
[0036] Step S203: Based on the target specular parameters and combined with the preset static specular attributes, obtain the static specular parameters corresponding to the target frame.
[0037] In this embodiment, after obtaining the target highlight parameters, the electronic device, based on these target highlight parameters and combined with preset static highlight attributes, obtains the static highlight parameters corresponding to the target frame. These static highlight parameters are used to control the shape and size of the highlight in the virtual character's eyes.
[0038] For example, the static highlight attributes of different virtual characters may be the same or different, and this application embodiment does not limit this.
[0039] Step S204: Based on the target specular parameters and combined with preset dynamic specular attributes, obtain the dynamic specular parameters corresponding to the target frame.
[0040] In this embodiment, after obtaining the target highlight parameters, the electronic device, based on the target highlight parameters and combined with preset dynamic highlight attributes, obtains the dynamic highlight parameters corresponding to the target frame. These dynamic highlight parameters are used to control the dynamic effect of the highlight on the virtual character's eyes.
[0041] For example, the dynamic highlight attributes of different virtual characters may be the same or different, and this application embodiment does not limit this.
[0042] Step S205: Based on the static and dynamic specular parameters, perform specular rendering on the eyes of the virtual character in the target frame.
[0043] In this embodiment of the application, after obtaining the above-mentioned static specular parameters and dynamic specular parameters, the electronic device performs specular rendering on the eyes of the virtual character in the target frame based on the static specular parameters and dynamic specular parameters.
[0044] Optionally, in this embodiment, the specular parameter is positively correlated with the specular size, and the specular parameter is positively correlated with the intensity of the specular dynamic effect. For example, the larger the specular parameter, the larger the specular size, and the more intense the specular dynamic effect; conversely, the smaller the specular parameter, the smaller the specular size, and the milder the specular dynamic effect. That is, for the target frame, the larger the target specular parameter, the larger the size of the eye specular highlight, and the more intense the dynamic effect of the eye specular highlight; conversely, the smaller the target specular parameter, the smaller the size of the eye specular highlight, and the milder the dynamic effect of the eye specular highlight.
[0045] Optionally, in this embodiment, the highlight parameter is positively correlated with the intensity of the emotion represented by the character's expression. For example, the stronger the emotion represented by the character's expression, the larger the highlight parameter, the larger the highlight size, and the more intense the highlight dynamic effect; conversely, the calmer the emotion represented by the character's expression, the smaller the highlight parameter, the smaller the highlight size, and the milder the highlight dynamic effect. That is, for the target frame, the stronger the emotion represented by the character's expression, the larger the target highlight parameter, the larger the size of the eye highlight, and the more intense the eye highlight dynamic effect; conversely, the calmer the emotion represented by the character's expression, the smaller the target highlight parameter, the smaller the size of the eye highlight, and the milder the eye highlight dynamic effect.
[0046] Taking the target animation as the facial expression animation of a virtual character, and the parameter configuration information as a material animation curve, as an example, Figure 3As shown, based on the character's facial expression contained in the target frame, the intensity of emotion is determined. Further, based on the intensity of emotion, the highlight parameters corresponding to the target time point are configured in the material animation curve. In one possible implementation, a staff member configures the highlight parameters corresponding to the target time point in the material animation curve based on the intensity of emotion. In another possible implementation, the electronic device obtains the highlight parameters corresponding to the intensity of emotion based on a pre-set mapping relationship, and then configures the highlight parameters corresponding to the target time point in the material animation curve.
[0047] The specular rendering method for character eyes provided in this embodiment obtains static specular parameters by combining target specular parameters with static specular attributes, and then controls the shape and size of the eye specular highlights based on the static specular parameters. It also obtains dynamic specular parameters by combining target specular parameters with dynamic specular attributes, and then controls the dynamic effect of the eye specular highlights based on the dynamic specular parameters. This adds a dynamic effect to the shape and size of the eye specular highlights, improving the agility of the virtual character's eyes. Furthermore, the specular parameters are included in the rendering parameters, and the parameter configuration information is used to represent the correspondence between time points and rendering parameters. Associating specular parameters as a rendering parameter with time points simplifies operation, saves time, and improves the rendering efficiency of eye specular highlights. The simplified specular rendering process also helps to save performance consumption.
[0048] In addition, the parameter configuration information is the material animation curve, the rendering parameters are the material parameters, and the specular parameters are classified as material parameters. The eye specular is rendered based on the material rendering, without the need to set up a new rendering process for the eye specular. The operation is simple and helps to save human resources.
[0049] In addition, the highlight parameters are positively correlated with the highlight size, and the highlight parameters are also positively correlated with the intensity of the highlight dynamic effect. That is, for eye highlights, the larger the highlight parameters and the larger the highlight size, the more intense the highlight dynamic effect. While improving the agility of the virtual character's eyes, the combination of highlight size and dynamic effect makes the final displayed highlight effect more realistic.
[0050] In addition, the highlight parameters are positively correlated with the intensity of the emotions represented by the character's expression. That is, for eye highlights, the more intense the emotion, the larger the highlight parameters, the larger the highlight size, and the more intense the highlight dynamic effect. While improving the agility of the virtual character's eyes, the combination of expression and highlight further enhances the realism of the virtual character's eyes.
[0051] In an exemplary embodiment, step S203 includes: Step S2031: Obtain the first value range from the static highlight attribute.
[0052] In this embodiment of the application, when obtaining the static specular parameters, the electronic device obtains a first value range from the aforementioned static specular attributes.
[0053] Step S2032: Based on the target highlight parameters, obtain the size weight of the eye highlight.
[0054] In this embodiment of the application, after obtaining the target highlight parameters, the electronic device obtains the size weight of the eye highlight based on the target highlight parameters.
[0055] In one possible implementation, the target specular parameter is the size weight. In another possible implementation, the target specular parameter includes the size weight.
[0056] Step S2033: Based on size weight, obtain the specular static parameters from the first value range.
[0057] In this embodiment of the application, after obtaining the above-mentioned size weight, the electronic device obtains the specular static parameters from the first value range based on the size weight.
[0058] For example, the electronic device inverts the size weight and adds one to obtain a first intermediate value; further, if the first intermediate value is within a first value range, the first intermediate value is determined as the specular static parameter; if the first intermediate value is greater than a first maximum value, the first maximum value is determined as the specular static parameter; if the first intermediate value is less than a first minimum value, the first minimum value is determined as the specular static parameter. Here, the first maximum value refers to the maximum value represented by the first value range, and the first minimum value refers to the minimum value represented by the first value range.
[0059] For example, the formula for calculating the static parameter Highlight is: Highlight = clamp(1-HighlightSize1,A1,A2); Here, HighlightSize1 refers to the size weight, A1 refers to the first minimum value, and A2 refers to the first maximum value. For example, HighlightSize1 takes the value [0,1], A1=0.05, and A2=0.95.
[0060] For example, during specular rendering, the electronic device renders based on the formula step(HighlightTexture, Highlight). Here, HighlightTexture refers to the specular texture map.
[0061] For example, the size weight is positively correlated with the size of the eye highlight; that is, the larger the size weight, the larger the size of the eye highlight, and vice versa. Taking a size weight of [0,1] as an example... Figure 4 As shown, when the size weight is 0.1, a specular map 41 is obtained based on the specular texture map 40; when the size weight is 0.5, a specular map 42 is obtained based on the specular texture map 40; when the size weight is 0.75, a specular map 43 is obtained based on the specular texture map 40; and when the size weight is 1, a specular map 44 is obtained based on the specular texture map 40.
[0062] This embodiment provides a method for rendering the highlights of a character's eyes. A first value range is obtained through static highlight attributes, and a size weight is obtained through target highlight parameters. Then, based on the size weight, static highlight parameters are obtained from the first value range. That is, the size of the eye highlight can be adjusted according to the size weight during highlight rendering. The diverse and variable highlight sizes help improve the dynamism of the virtual character's eye highlights.
[0063] For example, the above-mentioned highlight dynamic parameters include highlight perturbation parameters and highlight oscillation parameters; correspondingly, the above-mentioned dynamic effects include perturbation effects and oscillation effects. In an exemplary embodiment, the above-mentioned step S204 includes: Step S2041: Obtain highlight noise information, highlight disturbance speed, and highlight oscillation speed from the dynamic highlight attributes.
[0064] In this embodiment, when acquiring the dynamic parameters of the specular highlight, the electronic device acquires specular noise information, specular perturbation velocity, and specular oscillation velocity from the aforementioned dynamic specular highlight attributes. Specifically, the specular noise information is used to characterize the multi-channel noise texture of the eye's specular highlight, the specular perturbation velocity is used to characterize the first offset velocity of the eye's specular highlight, and the specular oscillation velocity is used to characterize the second offset velocity of the eye's specular highlight.
[0065] For example, specular noise information refers to a specular noise map. Optionally, multi-channel refers to RGBA (Red-Green-Blue-Alpha) four channels, such as... Figure 5 As shown, the specular noise map 50 includes an R-channel noise texture 51, a G-channel noise texture 52, a B-channel noise texture 53, and an A-channel noise texture 54. The A-channel corresponds to transparency.
[0066] Step S2042: Based on the target specular parameters, combined with specular noise information and specular perturbation velocity, obtain specular perturbation parameters.
[0067] In this embodiment, the electronic device obtains the specular perturbation parameters based on the target specular parameters, combined with specular noise information and specular perturbation velocity. These specular perturbation parameters are used to control the perturbation effect on the eye's specular highlights.
[0068] Specifically, step S2042 includes: Step S2042a1: Obtain the initial random weights for the multi-channel system.
[0069] In one possible implementation, the initial random weights of the multi-channels are incorporated into the aforementioned dynamic specular attributes. In another possible implementation, the initial random weights of the multi-channels are randomly generated by the electronic device.
[0070] Step S2042a2: Based on the target time point and the high-light perturbation velocity, the initial random weights of the multi-channel are superimposed to obtain the dynamic random weights of the multi-channel.
[0071] For example, the electronic device multiplies the target time point and the high light perturbation velocity to obtain a second intermediate value; further, it superimposes the second intermediate value on the initial random weights of the multi-channel to obtain a third intermediate value of the multi-channel; further, it performs range mapping on the third intermediate value of the multi-channel to obtain a fourth intermediate value of the multi-channel; further, it normalizes the fourth intermediate value of the multi-channel to obtain the dynamic random weights of the multi-channel.
[0072] Step S2042a3: Based on the dynamic random weights of multiple channels, the high-light noise information is weighted and mixed to obtain the target noise value.
[0073] For example, the electronic device performs weighted mixing of high-light noise information based on multi-channel dynamic random weights to obtain an intermediate noise value; further, the intermediate noise value is thresholded to obtain a target noise value.
[0074] Step S2042a4: Based on the target highlight parameters, obtain the perturbation weights of the eye highlight.
[0075] In one possible implementation, the target specular parameter is both the aforementioned size weight and perturbation weight. In another possible implementation, the target specular parameter includes both size weight and perturbation weight.
[0076] Step S2042a5: Based on the perturbation weight, obtain the specular perturbation intensity from the preset second value range; For example, the second value range is included in the above-mentioned dynamic highlight attribute.
[0077] For example, the electronic device subtracts one from twice the perturbation weight to obtain a fifth intermediate value; further, if the fifth intermediate value is within a second value range, the fifth intermediate value is determined as the specular perturbation parameter; if the fifth intermediate value is greater than a second maximum value, the second maximum value is determined as the specular perturbation parameter; if the fifth intermediate value is less than a second minimum value, the second minimum value is determined as the specular perturbation parameter. Here, the second maximum value refers to the maximum value represented by the second value range, and the second minimum value refers to the minimum value represented by the second value range.
[0078] Step S2042a6: Based on the target noise value and the intensity of the high-light perturbation, the high-light perturbation parameters are obtained.
[0079] For example, the electronic device multiplies the target noise value and the specular disturbance intensity to obtain specular disturbance parameters.
[0080] For example, the formula for calculating the dynamic random weights Random in a multi-channel system is as follows: ; Where Time refers to the target time point, NoiseSpeed refers to the specular perturbation speed, and (B2,B3,B4,B5) refers to the initial random weights of the multi-channel. For example, B2=0.13, B3=0.37, B4=0.61, B5=0.89; B1=0.5, B1×(cos()+1) is used to map the third intermediate value of the multi-channel to the range [0,1]; dot(1,) is used to normalize the fourth intermediate value of the multi-channel.
[0081] For example, the formula for calculating the highlight noise parameter is: HighlightNoise=(dot(Random,HighlightNoisetexture)-B6)×clamp(HighlightSize2×2-1,B7,B8); Here, `HighlightNoisetexture` refers to the specular noise texture, `HighlightSize2` refers to the perturbation weight, `B7` refers to the second minimum value, and `B8` refers to the second maximum value. For example, `dot(Random,HighlightNoiseTexture)` is used to weight and mix specular noise information based on dynamic random weights across multiple channels; `B6=0.5` is used to threshold-shift the intermediate noise value, moving its range from [0,1] to [-0.5,+0.5], ensuring symmetrical specular perturbation during subsequent specular rendering, allowing for perturbation to either the left or right without bias; `B7=0`; `B8=1`.
[0082] Step S2043: Based on the target highlight parameters and combined with the highlight oscillation speed, obtain the highlight oscillation parameters.
[0083] In this embodiment, the electronic device obtains the highlight oscillation parameter based on the target highlight parameter and the highlight oscillation speed. The highlight oscillation parameter is used to control the highlight oscillation effect of the eye.
[0084] Specifically, step S2043 includes: Step S2043b1: Obtain initial swing parameters based on the target time point and the highlight swing speed.
[0085] For example, the electronic device multiplies the target time point and the specular oscillation speed to obtain a sixth intermediate value; further, the sixth intermediate value is mapped to the range of [-1, 1] to obtain the initial oscillation parameters.
[0086] Step S2043b2: Based on the target highlight parameters, obtain the swing weight of the eye highlight.
[0087] In one possible implementation, the target specular parameter is a combination of the aforementioned size weight, the aforementioned perturbation weight, and the wobbling weight. In another possible implementation, the target specular parameter includes size weight, perturbation weight, and wobbling weight.
[0088] Step S2043b3: Based on the swing weight, obtain the highlight swing intensity from the preset third value range.
[0089] For example, the third value range is included in the above dynamic highlight attribute.
[0090] For example, the electronic device subtracts one from twice the oscillation weight to obtain a seventh intermediate value; further, if the seventh intermediate value is within a third value range, the seventh intermediate value is determined as the highlight oscillation parameter; if the seventh intermediate value is greater than the third maximum value, the third maximum value is determined as the highlight oscillation parameter; if the seventh intermediate value is less than the third minimum value, the third minimum value is determined as the highlight oscillation parameter. Here, the third maximum value refers to the maximum value represented by the third value range, and the third minimum value refers to the minimum value represented by the third value range.
[0091] Step S2043b4: Based on the initial oscillation parameters and the highlight oscillation intensity, the highlight oscillation parameters are obtained.
[0092] For example, the electronic device multiplies the initial oscillation parameter and the specular oscillation intensity to obtain the specular oscillation parameter.
[0093] For example, the formula for calculating the highlight offset parameter HighlightOffset is: HighlightOffset=sine(Time×OffsetSpeed)×clamp(HighlightSize3×2-1,C1,C2); Here, OffsetSpeed refers to the highlight oscillation speed, HighlightSize3 refers to the oscillation weight, C1 refers to the third minimum value, and C2 refers to the third maximum value. For example, sine() is used to map the sixth intermediate value to the range [-1,1]; C1=0, C2=1.
[0094] The specular rendering method for character eyes provided in this embodiment determines specular perturbation parameters by combining target specular parameters with specular noise information and specular perturbation speed, and determines specular sway parameters by combining target specular parameters with specular sway speed. The dynamic effect of the specular highlights of the virtual character's eyes is controlled by the two dynamic effects of perturbation and sway, which further improves the agility of the specular highlights of the virtual character's eyes.
[0095] In addition, the basic target noise value is obtained by using the target time point and specular noise information. The perturbation weight is determined by the target specular parameters, and then the specular perturbation intensity is determined based on the perturbation weight. The target noise is then processed based on the specular perturbation intensity to obtain the specular perturbation parameters. That is, the perturbation intensity of the eye specular can be adjusted according to the perturbation weight during specular rendering. The diverse and varied perturbation effects further improve the dynamism of the virtual character's eye specular. Moreover, different target time points in the target animation process can correspond to different target noise values, which improves the dynamism of the virtual character's eye specular from the overall time dimension.
[0096] In addition, the initial oscillation parameters are obtained by using the target time point and the specular oscillation speed. The oscillation weight is determined by the target specular parameters, and then the specular oscillation intensity is determined based on the perturbation weight. The initial oscillation parameters are then processed based on the specular oscillation intensity to obtain the specular oscillation parameters. That is, the oscillation intensity of the eye specular can be adjusted according to the oscillation weight during specular rendering. The diverse and varied oscillation effects further improve the dynamism of the virtual character's eye specular. Moreover, different target time points in the target animation process can correspond to different initial oscillation parameters, which improves the dynamism of the virtual character's eye specular from the overall time dimension.
[0097] In an exemplary embodiment, step S205 includes: Step S2051: Obtain the preset initial sampling coordinates and highlight texture information of the eye highlight.
[0098] In this embodiment of the application, when rendering the eye highlights, the electronic device acquires preset initial sampling coordinates and highlight texture information of the eye highlights. Exemplarily, the highlight texture information includes a highlight texture map.
[0099] Optionally, in this embodiment, when obtaining the initial sampling coordinates, the electronic device obtains the first sampling coordinates of the first eye, the character's eyes include a first eye and a second eye, and the first eye and the second eye are symmetrical about the model's central axis; further, based on a preset model central axis, the first sampling coordinates are horizontally flipped to obtain the second sampling coordinates of the second eye. The initial sampling coordinates include both the first and second sampling coordinates.
[0100] Step S2052: Based on the specular static parameters, obtain the specular map of the eye specular highlights from the specular texture information.
[0101] In this embodiment of the application, after obtaining the above-mentioned specular static parameters and specular texture information, the electronic device obtains the specular map of the eye specular highlights from the specular texture information based on the specular static parameters.
[0102] For example, the electronic device extracts a specular map from the specular texture information based on the above step() function and the specular static parameters.
[0103] Step S2053: Based on the hyperbola dynamic parameters, the initial sampling coordinates are dynamically offset to obtain the final sampling coordinates.
[0104] In this embodiment of the application, after obtaining the above-mentioned specular dynamic parameters and the above-mentioned initial sampling coordinates, the electronic device dynamically offsets the initial sampling coordinates based on the specular dynamic parameters to obtain the final sampling coordinates.
[0105] For example, the electronic device swings the initial sampling coordinates based on the specular swing parameter to obtain the intermediate sampling coordinates; further, it perturbs the intermediate sampling coordinates based on the specular perturbation parameter to obtain the final sampling coordinates.
[0106] For example, for the first sampling coordinate, the electronic device performs a swing offset on the first sampling coordinate based on the specular oscillation parameter to obtain the third sampling coordinate; further, based on the specular perturbation parameter, it performs a perturbation offset on the third sampling coordinate to obtain the fourth sampling coordinate. Similarly, for the second sampling coordinate, the electronic device performs a swing offset on the second sampling coordinate based on the specular oscillation parameter to obtain the fifth sampling coordinate; further, based on the specular perturbation parameter, it performs a perturbation offset on the fifth sampling coordinate to obtain the sixth sampling coordinate. The final sampling coordinate includes both the fourth and sixth sampling coordinates.
[0107] Step S2054: Sample the specular map based on the final sampling coordinates to display eye highlights in the character's eyes.
[0108] In this embodiment of the application, after obtaining the final sampling coordinates and the specular map, the electronic device samples the specular map based on the final sampling coordinates, so that the eye highlights are displayed in the character's eyes.
[0109] For example, the electronic device samples the specular map based on a fourth sampling coordinate, causing a first specular highlight to be displayed in a first eye. Similarly, the electronic device samples the specular map based on a sixth sampling coordinate, causing a second specular highlight to be displayed in a second eye. The eye specular highlight includes both the first and second specular highlights.
[0110] In addition, such as Figure 6 As shown, if the first sampling coordinates are not horizontally flipped based on the model's central axis, the character's eye 60 will be rendered with highlights 61, which will not have symmetry. If the first sampling coordinates are horizontally flipped based on the model's central axis, the character's eye 60 will be rendered with highlights 62, which will have a certain degree of symmetry.
[0111] The specular rendering method for character eyes provided in this embodiment obtains a specular map by sampling from specular texture information using static specular parameters, and obtains the final sampling coordinates by dynamically offsetting the initial sampling coordinates using dynamic specular parameters. Then, the specular map is sampled based on the final sampling coordinates to achieve the rendering of eye specular highlights. In other words, by dynamically adjusting the sampling coordinates, the specular highlights displayed based on the static specular map sampling have a dynamic effect, improving the agility of the virtual character's eye specular highlights. Moreover, the static specular map and the dynamic sampling coordinates work together to achieve the dynamic specular effect. There is no need to create a specular skeleton, making the operation simple and saving performance.
[0112] In addition, taking into account the symmetry of the character's eyes, the second sampling coordinates are obtained by horizontally flipping the first sampling coordinates, so that the highlights displayed by subsequent sampling have a certain degree of symmetry, which improves the realism of the highlights of the virtual character's eyes.
[0113] This embodiment also provides a specular highlight rendering device for a character's eyes, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0114] This embodiment provides a specular highlight rendering device for a character's eyes, such as... Figure 7 As shown, it includes: The configuration acquisition module 701 is used to acquire the target animation and the parameter configuration information of the target animation; wherein, the parameter configuration information is used to represent the correspondence between time points and rendering parameters, and the rendering parameters include specular parameters; The parameter acquisition module 702 is used to obtain the target highlight parameters of the virtual character from the parameter configuration information based on the target time point corresponding to the target frame containing the virtual character in the target animation. The static acquisition module 703 is used to acquire the static specular parameters corresponding to the target frame based on the target specular parameters and in combination with the preset static specular attributes; wherein, the static specular parameters are used to control the shape and size of the specular highlights of the virtual character's eyes; The dynamic acquisition module 704 is used to acquire the dynamic specular parameters corresponding to the target frame based on the target specular parameters and in combination with the preset dynamic specular attributes; wherein, the dynamic specular parameters are used to control the dynamic effect of the specular highlight of the virtual character's eyes. The specular rendering module 705 is used to perform specular rendering on the eyes of the virtual character in the target frame based on specular static parameters and specular dynamic parameters.
[0115] In some optional implementations, the parameter configuration information is the material animation curve, and the rendering parameters are the material parameters.
[0116] In some alternative implementations, the highlight parameters are positively correlated with the highlight size and the intensity of the highlight dynamics effect.
[0117] In some alternative implementations, the highlight parameters are positively correlated with the intensity of the emotion represented by the character's facial expression.
[0118] In some optional implementations, the static acquisition module 703 is used for: Obtain the first value range from the static highlight property; Based on the target highlight parameters, obtain the size weight of the eye highlight; Based on size weights, specular static parameters are obtained from the first range of values.
[0119] In some optional implementations, the dynamic acquisition module 704 includes: The information acquisition unit is used to acquire specular noise information, specular perturbation speed and specular oscillation speed from dynamic specular attributes; wherein, specular noise information is used to characterize the multi-channel noise texture of eye specular, specular perturbation speed is used to characterize the first offset speed of eye specular, and specular oscillation speed is used to characterize the second offset speed of eye specular. The perturbation acquisition unit is used to acquire the specular perturbation parameters based on the target specular parameters, combined with specular noise information and specular perturbation velocity; wherein, the specular perturbation parameters are used to control the perturbation effect of the eye's specular highlights; The oscillation acquisition unit is used to acquire highlight oscillation parameters based on the target highlight parameters and the highlight oscillation speed; wherein, the highlight oscillation parameters are used to control the oscillation effect of the eye highlight; Among them, the highlight dynamic parameters include highlight perturbation parameters and highlight oscillation parameters.
[0120] In some alternative implementations, the disturbance acquisition unit is used for: Obtain the initial random weights for multiple channels; Based on the target time point and the high light perturbation velocity, the initial random weights of the multiple channels are superimposed to obtain the dynamic random weights of the multiple channels; Based on the dynamic random weights of multiple channels, the highlight noise information is weighted and mixed to obtain the target noise value; Based on the target highlight parameters, obtain the perturbation weights of the eye highlight; Based on the perturbation weight, the intensity of the high-light perturbation is obtained from the preset second value range; The high-light perturbation parameters are obtained based on the target noise value and the intensity of the high-light perturbation.
[0121] In some alternative implementations, the oscillation acquisition unit is used for: Based on the target time point and the specular oscillation speed, obtain the initial oscillation parameters; Based on the target highlight parameters, obtain the swing weight of the eye highlight; Based on the oscillation weight, the highlight oscillation intensity is obtained from the preset third value range; The highlight oscillation parameters are obtained based on the initial oscillation parameters and the highlight oscillation intensity.
[0122] In some alternative implementations, the specular rendering module 705 includes: Coordinate-symmetric units are used to obtain the initial sampling coordinates and specular texture information of the preset eye specular highlights; The texture acquisition unit is used to acquire the specular map of the eye specular highlights from the specular texture information based on the specular static parameters; The coordinate offset unit is used to dynamically offset the initial sampling coordinates based on the specular dynamic parameters to obtain the final sampling coordinates; The coordinate sampling unit is used to sample the specular map based on the final sampled coordinates, so that the eye specular highlight is displayed in the character's eyes.
[0123] In some alternative implementations, coordinate symmetric elements are used for: Obtain the first sampling coordinates of the first eye; wherein, the character's eyes include the first eye and the second eye, and the first eye and the second eye are symmetrical about the model's central axis based on the character's eyes; Based on the preset model center axis, the first sampling coordinates are horizontally flipped to obtain the second sampling coordinates of the second eye; The initial sampling coordinates include the first sampling coordinates and the second sampling coordinates.
[0124] The specular rendering apparatus for character eyes provided in this application can execute the specular rendering method for character eyes provided in any embodiment of this application, and has the corresponding functional modules and beneficial effects for executing the method. Further functional descriptions of the above modules and units are the same as those in the corresponding embodiments described above, and will not be repeated here.
[0125] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application.
[0126] The following is a detailed reference. Figure 8 The diagram illustrates a structural schematic suitable for implementing the electronic device described in the embodiments of this application. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 801, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 802 or a program loaded from memory 808 into random access memory (RAM) 803. The RAM 803 also stores various programs and data required for the operation of the electronic device. The processor 801, ROM 802, and RAM 803 are interconnected via a bus 804. An input / output (I / O) interface 805 is also connected to the bus 804.
[0127] Typically, the following devices can be connected to I / O interface 805: input devices 806 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 807 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; memory devices 808 including, for example, magnetic tapes, hard disks, etc.; and communication devices 809. Communication device 809 allows electronic devices to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 8 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.
[0128] Specifically, according to embodiments of this application, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this application include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication device 809, or installed from a memory 808, or installed from a ROM 802. When the computer program is executed by the processor 801, it performs the functions defined in the character eye highlight rendering method of embodiments of this application.
[0129] Figure 8 The electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of this application.
[0130] This application also provides a computer-readable storage medium. The methods described above according to this application can be implemented in hardware or firmware, or implemented as computer code that can be recorded on a storage medium, or implemented as computer code downloaded via a network and originally stored on a remote storage medium or a non-transitory machine-readable storage medium and then stored on a local storage medium. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium can also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code. When the software or computer code is accessed and executed by the computer, processor, or hardware, the specular rendering method for the character's eyes shown in the above embodiments is implemented.
[0131] A portion of this application can be applied as a computer program product, such as computer program instructions, which, when executed by a computer, can invoke or provide the methods and / or technical solutions according to this application through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, installation package files, etc. Correspondingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions, or the computer compiling the instructions and then executing the corresponding compiled program, or the computer reading and executing the instructions, or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.
[0132] Although embodiments of this application have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of this application, and all such modifications and variations fall within the scope defined by the appended claims.
Claims
1. A method for rendering highlights in a character's eyes, characterized in that, The method includes: Obtain the target animation and the parameter configuration information of the target animation; wherein, the parameter configuration information is used to characterize the correspondence between time points and rendering parameters, and the rendering parameters include specular parameters; For a target frame in the target animation that contains a virtual character, the target highlight parameters corresponding to the virtual character are obtained from the parameter configuration information based on the target time point corresponding to the target frame. Based on the target specular parameters and combined with preset static specular attributes, the static specular parameters corresponding to the target frame are obtained; wherein, the static specular parameters are used to control the shape and size of the specular highlights in the eyes of the virtual character; Based on the target highlight parameters and combined with preset dynamic highlight attributes, the highlight dynamic parameters corresponding to the target frame are obtained; wherein, the highlight dynamic parameters are used to control the dynamic effect of the highlight of the virtual character's eyes; Based on the static and dynamic specular parameters, specular rendering is performed on the eyes of the virtual character in the target frame.
2. The method according to claim 1, characterized in that, The parameter configuration information is the material animation curve, and the rendering parameters are the material parameters.
3. The method according to claim 1, characterized in that, The highlight parameters are positively correlated with the highlight size, and the highlight parameters are positively correlated with the intensity of the highlight dynamic effect.
4. The method according to claim 1 or 3, characterized in that, The highlight parameters are positively correlated with the intensity of the emotions represented by the character's facial expressions.
5. The method according to claim 1, characterized in that, The step of obtaining the static specular parameters corresponding to the target frame based on the target specular parameters and in combination with preset static specular attributes includes: Obtain the first value range from the static highlight attribute; Based on the target highlight parameters, obtain the size weight of the eye highlight; Based on the size weight, the specular static parameters are obtained from the first value range.
6. The method according to claim 1, characterized in that, The step of obtaining the dynamic specular parameters corresponding to the target frame based on the target specular parameters and in combination with preset dynamic specular attributes includes: From the dynamic specular attributes, specular noise information, specular perturbation speed, and specular oscillation speed are obtained; wherein, the specular noise information is used to characterize the multi-channel noise texture of the eye specular highlight, the specular perturbation speed is used to characterize the first offset speed of the eye specular highlight, and the specular oscillation speed is used to characterize the second offset speed of the eye specular highlight; Based on the target highlight parameters, and combined with the highlight noise information and the highlight perturbation velocity, highlight perturbation parameters are obtained; wherein, the highlight perturbation parameters are used to control the perturbation effect of the eye highlight; Based on the target highlight parameters and combined with the highlight oscillation speed, highlight oscillation parameters are obtained; wherein, the highlight oscillation parameters are used to control the oscillation effect of the eye highlight; The specular dynamic parameters include the specular perturbation parameters and the specular oscillation parameters.
7. The method according to claim 6, characterized in that, The step of obtaining the specular perturbation parameters based on the target specular parameters, combined with the specular noise information and the specular perturbation velocity, includes: Obtain the initial random weights for multiple channels; Based on the target time point and the high-light perturbation velocity, the initial random weights of the multi-channel are superimposed to obtain the dynamic random weights of the multi-channel. Based on the dynamic random weights of the multi-channel, the high-light noise information is weighted and mixed to obtain the target noise value; Based on the target highlight parameters, obtain the perturbation weights of the eye highlight; Based on the perturbation weight, the intensity of the high-light perturbation is obtained from a preset second value range; The high-light perturbation parameters are obtained based on the target noise value and the high-light perturbation intensity.
8. The method according to claim 6, characterized in that, The process of obtaining the highlight oscillation parameters based on the target highlight parameters and the highlight oscillation speed includes: Based on the target time point and the specular oscillation speed, the initial oscillation parameters are obtained; Based on the target highlight parameters, obtain the swing weight of the eye highlight; Based on the swing weight, the highlight swing intensity is obtained from a preset third value range; The highlight oscillation parameters are obtained based on the initial oscillation parameters and the highlight oscillation intensity.
9. The method according to claim 1, characterized in that, The step of performing specular rendering on the eyes of the virtual character in the target frame based on the static specular parameters and the dynamic specular parameters includes: Obtain the preset initial sampling coordinates and specular texture information of the eye specular highlights; Based on the aforementioned static specular parameters, the specular map of the eye specular highlights is obtained from the specular texture information; Based on the aforementioned specular dynamic parameters, the initial sampling coordinates are dynamically offset to obtain the final sampling coordinates; The specular map is sampled based on the final sampling coordinates, so that eye highlights are displayed in the character's eyes.
10. The method according to claim 9, characterized in that, The step of obtaining the preset initial sampling coordinates of the eye highlight includes: Obtain the first sampling coordinates of the first eye; wherein the character's eyes include a first eye and a second eye, and the first eye and the second eye are symmetrical about the model center axis of the character's eyes; Based on the preset model center axis, the first sampling coordinates are horizontally flipped to obtain the second sampling coordinates of the second eye; The initial sampling coordinates include the first sampling coordinates and the second sampling coordinates.
11. A specular highlight rendering device for a character's eyes, characterized in that, The device includes: A configuration acquisition module is used to acquire the target animation and the parameter configuration information of the target animation; wherein, the parameter configuration information is used to characterize the correspondence between time points and rendering parameters, and the rendering parameters include specular parameters; The parameter acquisition module is used to obtain the target highlight parameters corresponding to the virtual character from the parameter configuration information based on the target time point corresponding to the target frame in the target animation. The static acquisition module is used to acquire the static specular parameters corresponding to the target frame based on the target specular parameters and in combination with preset static specular attributes; wherein, the static specular parameters are used to control the shape and size of the specular highlights in the eyes of the virtual character; The dynamic acquisition module is used to acquire the dynamic specular parameters corresponding to the target frame based on the target specular parameters and in combination with preset dynamic specular attributes; wherein, the dynamic specular parameters are used to control the dynamic effect of the specular highlights of the virtual character's eyes; The specular rendering module is used to perform specular rendering on the eyes of the virtual character in the target frame based on the specular static parameters and the specular dynamic parameters.
12. An electronic device, characterized in that, include: A memory and a processor are communicatively connected, the memory storing computer instructions, and the processor executing the computer instructions to perform the highlight rendering method for character eyes as described in any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions for causing a computer to perform a method for rendering the specular highlights of a character's eyes as described in any one of claims 1 to 10.
14. A computer program product, characterized in that, Includes computer instructions for causing a computer to perform a method for rendering the specular highlights of a character's eyes as described in any one of claims 1 to 10.