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CN113706683A - Shadow processing method and device of virtual three-dimensional model and electronic device - Google Patents

Shadow processing method and device of virtual three-dimensional model and electronic device Download PDF

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Publication number
CN113706683A
CN113706683A CN202110904390.5A CN202110904390A CN113706683A CN 113706683 A CN113706683 A CN 113706683A CN 202110904390 A CN202110904390 A CN 202110904390A CN 113706683 A CN113706683 A CN 113706683A
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virtual
dimensional model
shadow
cast
texture
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CN113706683B (en
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曾灏
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/60Shadow generation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6646Methods for processing data by generating or executing the game program for rendering three dimensional images for the computation and display of the shadow of an object or character

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Graphics (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)
  • Image Generation (AREA)

Abstract

The invention discloses a shadow processing method and a shadow processing device of a virtual three-dimensional model and an electronic device. Wherein, the method comprises the following steps: acquiring shadow cast texture, wherein the shadow cast texture is a cast shadow generated by irradiating a first virtual three-dimensional model in a target area by using a virtual light source in a game scene; and setting the shadow cast texture as a cast shadow generated by a second virtual three-dimensional model in the target area under the irradiation of the virtual light source, wherein the shape of the second virtual three-dimensional model is the same as that of the first virtual three-dimensional model, and the number of patches of the second virtual three-dimensional model is lower than that of the first virtual three-dimensional model. The invention solves the technical problems of lower face number, lower shadow precision of the plant model in the related technology.

Description

Shadow processing method and device of virtual three-dimensional model and electronic device
Technical Field
The invention relates to the technical field of computers, in particular to a shadow processing method, a shadow processing device and an electronic device of a virtual three-dimensional model.
Background
In a game scene, the 'stereoscopic impression' of an object is realized by adding shadows to the illuminated object, and better visual experience is further provided for a player. Among the correlation technique, produce the shadow through the sheltering from of plant model to the light that the engine was taken certainly, in the higher plant model of face number, the model can be abundanter to the sheltering from of light production, and the precision of shadow can be higher, however, in the lower plant model of face number, the model is simpler to the sheltering from of light production, and the shadow precision is relatively poor, and then leads to the third dimension of low-profile plant model relatively poor.
Aiming at the problem that the shadow precision is low in the plant model with low surface number in the related technology, an effective solution is not provided at present.
Disclosure of Invention
The embodiment of the invention provides a shadow processing method, a shadow processing device and an electronic device of a virtual three-dimensional model, which are used for at least solving the technical problems of low shadow precision of a plant model with low surface number in the related technology.
According to an aspect of the embodiments of the present invention, there is provided a shadow processing method of a virtual three-dimensional model, including: acquiring shadow cast texture, wherein the shadow cast texture is a cast shadow generated by irradiating a first virtual three-dimensional model in a target area by using a virtual light source in a game scene; and setting the shadow cast texture as a cast shadow generated by a second virtual three-dimensional model in the target area under the irradiation of the virtual light source, wherein the shape of the second virtual three-dimensional model is the same as that of the first virtual three-dimensional model, and the number of patches of the second virtual three-dimensional model is lower than that of the first virtual three-dimensional model.
Further, obtaining shadow cast texture includes: acquiring a first virtual three-dimensional model corresponding to a second virtual three-dimensional model; setting the first virtual three-dimensional model and the second virtual three-dimensional model at a target position in a target area; and controlling the virtual light source to irradiate the target position from the preset direction to obtain shadow cast textures.
Further, controlling the virtual light source to illuminate the target position from the preset direction to obtain the shadow cast texture includes: controlling a virtual light source to irradiate a target position from a preset direction, and determining a partial patch for receiving a drop shadow in a first virtual three-dimensional model; and performing rendering-to-texture operation on the partial surface slice to obtain shadow cast texture.
Further, the setting of the first virtual three-dimensional model and the second virtual three-dimensional model at the target position within the target area comprises: the first virtual three-dimensional model and the second virtual three-dimensional model are set at the same position within the target region.
Further, the shadow processing method of the virtual three-dimensional model further comprises the following steps: and adjusting the object attribute of the first virtual three-dimensional model to enable the first virtual three-dimensional model to be in an invisible state in the visual field range of the virtual camera in the game scene.
Further, the shadow processing method of the virtual three-dimensional model further comprises the following steps: and adjusting the object attribute of the second virtual three-dimensional model to cancel the drop shadow generated by the second virtual three-dimensional model under the irradiation of the virtual light source.
Further, shadow cast textures are obtained using the first game engine and multiplexed to the second game engine.
According to another aspect of the embodiments of the present invention, there is also provided a shadow processing apparatus of a virtual three-dimensional model, including: the system comprises an acquisition module, a processing module and a processing module, wherein the acquisition module is used for acquiring shadow cast texture, and the shadow cast texture is a cast shadow generated by irradiating a first virtual three-dimensional model in a target area by using a virtual light source in a game scene; and the processing module is used for setting the shadow cast texture as a cast shadow generated by a second virtual three-dimensional model in the target area under the irradiation of the virtual light source, wherein the shape of the second virtual three-dimensional model is the same as that of the first virtual three-dimensional model, and the number of patches of the second virtual three-dimensional model is lower than that of the first virtual three-dimensional model.
According to another aspect of the embodiments of the present invention, there is also provided a computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to execute the shadow processing method of the virtual three-dimensional model in any one of the above items when running.
According to another aspect of the embodiments of the present invention, there is also provided an electronic apparatus, including a memory in which a computer program is stored, and a processor configured to execute the computer program to perform the shadow processing method of the virtual three-dimensional model in any one of the above.
In the embodiment of the invention, the shadow cast texture is obtained, wherein the shadow cast texture is a cast shadow generated by irradiating a first virtual three-dimensional model in a target area by using a virtual light source in a game scene, the shadow cast texture is set as a cast shadow generated by irradiating a second virtual three-dimensional model in the target area by using the virtual light source, by separately producing a first virtual three-dimensional model with a high number of panels corresponding to shadow casting textures, and is used for setting the second virtual three-dimensional model with low surface number, thereby realizing the visual effect that the second virtual three-dimensional model with low surface number has high-precision shadow in the game scene, enhancing the third dimension of the second virtual three-dimensional model with low surface number, and further, the visual experience of the game scene is improved, and the technical problems of low face number of the plant models and low shadow precision in the related technology are solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
FIG. 1a is a schematic diagram of a shadow processing method according to the related art;
FIG. 1b is a schematic diagram of a shadow processing method according to the related art;
FIG. 2 is a flow chart of a method of shadow processing of a virtual three-dimensional model according to an embodiment of the invention;
FIG. 3 is a schematic illustration of drop shadows of a second virtual three-dimensional model according to embodiments of the invention;
FIG. 4 is a diagram of shadow casting textures of a low-surface plant model according to an embodiment of the invention;
FIG. 5 is a diagram of shadow casting textures of a high-facet plant model according to an embodiment of the invention;
FIG. 6 is a diagram of rendering shadow cast textures in accordance with an embodiment of the invention;
FIG. 7 is a diagram of rendering shadow cast textures in accordance with an embodiment of the invention;
FIG. 8 is a schematic diagram of adjusting object properties of a first virtual three-dimensional model, according to an embodiment of the invention;
FIG. 9 is a schematic diagram of adjusting object properties of a second virtual three-dimensional model, according to an embodiment of the invention;
FIG. 10 is a schematic diagram of shadow cast textures displayed in a game engine according to an embodiment of the invention;
FIG. 11 is a diagram of a shadow processing device for a virtual three-dimensional model according to an embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
In accordance with an embodiment of the present invention, there is provided an embodiment of a method for shadow processing of a virtual three-dimensional model, it being noted that the steps illustrated in the flowchart of the drawings may be performed in a computer system such as a set of computer-executable instructions and that while a logical order is illustrated in the flowchart, in some cases the steps illustrated or described may be performed in an order different than here.
The method for processing the shadow of the virtual three-dimensional model in one embodiment of the disclosure can be operated on a terminal device or a server. The terminal device may be a local terminal device. When the shadow processing method of the virtual three-dimensional model runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and a client device.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In the related art, the Shadow can be generated by a Shadow mapping (Shadow mapping) method, that is, all objects that can be seen from the light source position are in the light, and the objects behind the objects are in the Shadow. Another method for generating shadows is a Ray tracing (Ray tracing) method, which traces rays emitted from eyes instead of an external light source based on a special rendering algorithm in three-dimensional computer graphics, and has a more accurate simulation effect on reflection and refraction, so that the efficiency is very high, and a higher-quality effect can be realized. Fig. 1a is a schematic diagram of a Shadow processing method according to the related art, as shown in fig. 1a, a scene is rendered by using light of an engine, a surface depth of a visible object 12 is saved, a Shadow Map 11 (i.e., Shadow Map) is obtained, each point in a normal scene is compared with the Shadow Map 11, and whether each point in the scene can be seen by the light is judgedSo that the rendering of a normal scene is performed, point P in FIG. 1a is the point at which object 12 is shaded, and depth Z at which point P is locatedBGreater than the corresponding depth Z on the shadow map 11A. FIG. 1b is a schematic diagram of a shadow processing method according to the related art, in which when a point P is not a point at which an object 12 is shadowed, the point P is located at a depth Z as shown in FIG. 1bBEqual to the corresponding depth Z on the shadow map 11AAnd determining the shaded points in the scene according to the comparison between the depth of each point in the scene and the shadow map 11. The method can be applied to the manufacturing of the game scene, for example, the shadow of the plant is manufactured, the three-dimensional effect of the plant is enhanced, however, the shadow in the game scene is determined according to the shielding of the light, in the plant model with the higher number of faces, the shielding of the model on the light is richer, the precision of the shadow is higher, for the plant model with the lower number of faces, the shielding of the light is simpler, the precision of the shadow is poorer, and the three-dimensional effect of the scene is poorer.
In view of the above problem, according to an embodiment of the present invention, there is provided a method for processing a shadow of a virtual three-dimensional model, and fig. 2 is a flowchart of the method for processing a shadow of a virtual three-dimensional model according to an embodiment of the present invention, as shown in fig. 2, the method includes the following steps:
step S202, obtaining shadow cast texture, wherein the shadow cast texture is a cast shadow generated by irradiating the first virtual three-dimensional model in the target area by using a virtual light source in the game scene.
The target area is an area in a game scene where a shadow needs to be made, the target area may include one or more first virtual three-dimensional models, and a plurality of corresponding shadow cast textures may be made corresponding to the plurality of first virtual three-dimensional models. For example, the first virtual three-dimensional model may be a plant three-dimensional model, the target area of the game scene may be an area (e.g., a forest area) including a plurality of plants, different plants correspond to different first virtual three-dimensional models so as to represent plants having different shapes in the game scene, and a plurality of shadow cast textures corresponding to different plant three-dimensional models may be obtained after the target area is illuminated with a virtual light source in the game scene.
The shadow cast texture may be produced by a preset game engine according to the first virtual three-dimensional model, for example, the preset game engine may be 3DSMAX software, the first virtual three-dimensional model may be irradiated by a virtual light source in the 3DSMAX software, and a cast shadow may be generated according to the shielding of the first virtual three-dimensional model from the illumination of the virtual light source.
Step S204, the shadow cast texture is set as a cast shadow generated by a second virtual three-dimensional model in the target area under the irradiation of a virtual light source, wherein the shape of the second virtual three-dimensional model is the same as that of the first virtual three-dimensional model, and the number of patches of the second virtual three-dimensional model is lower than that of the first virtual three-dimensional model.
Since the number of patches of the second virtual three-dimensional model is lower than that of the first virtual three-dimensional model, the first virtual three-dimensional model can be considered as a low-surface-number virtual three-dimensional model, and the second virtual three-dimensional model is considered as a high-surface-number virtual three-dimensional model. Due to the fact that the high-surface-number virtual three-dimensional model has rich sheltering on the irradiation of the virtual light source, the accuracy of the cast shadow obtained based on the irradiation of the virtual light source is high, the obtained shadow cast texture of the high-surface-number virtual three-dimensional model is used in the game scene with the low-surface-number virtual three-dimensional model, the shadow accuracy of the low-surface-number virtual three-dimensional model can be improved, and the stereoscopic impression of the low-surface-number virtual three-dimensional model is improved.
The same shape may be the same appearance structure of the second virtual three-dimensional model and the first virtual three-dimensional model, for example, the second virtual three-dimensional model may be a low-surface plant model in a game scene, the first virtual three-dimensional model may be a high-surface plant model, the shapes of the low-surface plant model and the high-surface plant model are the same, and the shapes of the low-surface plant model and the high-surface plant model may be the same, and the shapes of the branches and the stems may be the same, the number of branches and leaves may be the same, and the extending directions of the branches and the leaves may be the same, so that the appearances of the low-surface plant model and the high-surface plant model are the same.
In an alternative embodiment, fig. 3 is a schematic diagram of a shadow cast by a second virtual three-dimensional model according to an embodiment of the present invention, as shown in fig. 3, the second virtual three-dimensional model may be a low-surface plant model in a game scene, the first virtual three-dimensional model may be a high-surface plant model in the game scene, in a 3d sdma software interface, a virtual light source 31 may be disposed at an upper right corner position in fig. 3, the virtual light source emits parallel light to illuminate a target area 32, the target area 32 includes a plurality of low-surface plant models 33, and a shadow cast texture is obtained by casting a shadow on the ground of the target area 32 by illumination. Fig. 4 is a schematic diagram of shadow cast textures of a low-surface-count plant model according to an embodiment of the present invention, and as shown in fig. 4, the shadow cast textures 41 of the low-surface-count plant model are thinner and have a poor stereoscopic effect. The high-surface-number plant model can be irradiated by a virtual light source in a 3d max software interface to obtain a cast shadow, fig. 5 is a schematic diagram of shadow cast textures of the high-surface-number plant model according to the embodiment of the invention, as shown in fig. 5, the high-surface-number plant model has rich shielding of light beams, high-precision shadow cast textures 51 can be generated, the high-precision shadow cast textures 51 replace the shadow cast textures 41 of the low-surface-number plant model in fig. 4, the low-surface-number plant model can have high-precision shadow cast textures, and the stereoscopic impression of the low-surface-number plant model is improved.
In this embodiment, shadow cast textures are obtained, where the shadow cast textures are set as cast shadows generated by a first virtual three-dimensional model in a target region illuminated by a virtual light source in a game scene, and the shadow cast textures corresponding to a first virtual three-dimensional model with a high number of facets are separately manufactured and used for setting a second virtual three-dimensional model with a low number of facets, so that a visual effect that the second virtual three-dimensional model with a low number of facets has high-precision shadows is achieved, a stereoscopic impression of the second virtual three-dimensional model with a low number of facets is enhanced, visual experience of the game scene is further improved, and the technical problems of a plant model with a low number of facets and low shadow precision in the related art are solved.
In an alternative embodiment, obtaining shadow cast textures comprises: acquiring a first virtual three-dimensional model corresponding to a second virtual three-dimensional model; setting the first virtual three-dimensional model and the second virtual three-dimensional model at a target position in a target area; and controlling the virtual light source to irradiate the target position from the preset direction to obtain shadow cast textures.
The first virtual three-dimensional model is the virtual three-dimensional model which has the same structure as the second virtual three-dimensional model and is provided with more patches. It should be noted that a plurality of second virtual three-dimensional models may be set in the target area, different second virtual three-dimensional models may have different shapes, the obtained first virtual three-dimensional model corresponds to the original second virtual three-dimensional model one to one, and the obtained first virtual three-dimensional model is placed at the original position (i.e., the target position) of the second virtual three-dimensional model.
The first virtual three-dimensional model and the second virtual three-dimensional model can be placed on the target position at the same time, or the second virtual three-dimensional model can be placed first and then the first virtual three-dimensional model can be placed, and the placing sequence of the first virtual three-dimensional model and the second virtual three-dimensional model is not limited.
In an alternative embodiment, placing the first virtual three-dimensional model and the second virtual three-dimensional model at a target location within the target area comprises: the first virtual three-dimensional model and the second virtual three-dimensional model are set at the same position within the target region.
The first virtual three-dimensional model and the second virtual three-dimensional model are placed at the same position, and the same virtual light source is used for irradiation, so that shadow cast textures of the first virtual three-dimensional model can be obtained, namely, a shadow with higher precision can be obtained.
For example, the second virtual three-dimensional model may be a low-count vegetation model in a game scene, and the first virtual three-dimensional model may be a high-count vegetation model in a game scene, as shown in fig. 3, in the 3DSMAX software interface, a plurality of low-surface plant models 33 in the target area are expressed as plants with different shapes, the obtained high-surface plant models correspond to the original low-surface plant models 33 one by one, the high-surface plant model with the same shape is placed at the original positions of the low-surface plant models 33, the same virtual light source 31 is used for illumination, the shadow cast by the high-surface plant model can be obtained, because the low-surface plant model and the high-surface plant model are the same in shape and placement position, the obtained cast shadow of the high-surface plant model can be used for the low-surface plant model, so that the effect that the low-surface plant model has high-precision shadow in a game scene is realized.
In an alternative embodiment, a first virtual three-dimensional model with a high number of patches may be manufactured first, and a second virtual three-dimensional model with a low number of patches may be obtained by a topology face reduction method, where the second virtual three-dimensional model is only the reduced number of patches but has the same shape as the first virtual three-dimensional model. It should be noted that, because many engines and game environments limit the number of patches of the virtual three-dimensional model, especially the number of patches displayed on the same screen is strictly limited, the virtual model with rich modeling often has a huge number of patches, and cannot be directly used in the game, and needs to be used after the number of patches is reduced, so as to ensure the performance of the game.
As an alternative embodiment, controlling the virtual light source to illuminate the target position from a preset direction, and obtaining the shadow cast texture includes: controlling a virtual light source to irradiate a target position from a preset direction, and determining a partial patch for receiving a drop shadow in a first virtual three-dimensional model; and performing rendering-to-texture operation on the partial surface slice to obtain shadow cast texture.
The first virtual three-dimensional model is a virtual three-dimensional model with a high number of patches, due to the fact that the number of patches is high, the shielding degree of virtual light source illumination is rich, a part of patches in the first virtual three-dimensional model can receive projection, rendering to texture operation is carried out on the part of patches receiving the drop shadow, and shadow drop texture is extracted.
Fig. 6 is a schematic diagram of obtaining shadow cast textures through rendering according to an embodiment of the present invention, and as shown in fig. 6, the first virtual three-dimensional model may be a high-surface plant model, and in an interface of 3DSMAX software, a partial surface patch receiving a cast shadow may be selected, rendering to a texture may be performed, and baking and extracting shadow cast textures of the first virtual three-dimensional model may be achieved by adding an element CompleteMap (i.e., a complete map). Fig. 7 is a schematic diagram of rendering a shadow cast texture according to an embodiment of the invention, and as shown in fig. 7, the shadow cast texture of the high-surface plant model extracted by baking has a richer form and can be used to set the shadow of the low-surface plant model, compared with the shadow of the low-surface plant model.
As an alternative embodiment, the method for processing the shadow of the virtual three-dimensional model further includes: and adjusting the object attribute of the first virtual three-dimensional model to enable the first virtual three-dimensional model to be in an invisible state in the visual field range of the virtual camera in the game scene.
The virtual camera is used for determining the production visual angle of the virtual three-dimensional model, namely the visual angle of the virtual camera is the same as the visual angle seen by a user in a game scene. When the mapping shadow of the second virtual three-dimensional model is made, only the shadow cast texture of the first virtual three-dimensional model needs to be extracted, the first virtual three-dimensional model does not need to be seen in a game scene, and the object attribute of the first virtual three-dimensional model is adjusted to make the first virtual three-dimensional model invisible to the virtual camera.
For example, the second virtual three-dimensional model may be a low-surface plant model in a game scene, the first virtual three-dimensional model may be a high-surface plant model in a game scene, as shown in fig. 3, in a 3d max software interface, a plurality of low-surface plant models 33 in a target area are represented as plants with different shapes, high-surface plant models with the same shape are placed at original positions of the plurality of low-surface plant models 33, and are irradiated by the same virtual light source 31, so as to obtain a cast shadow of the high-surface plant model, fig. 8 is a schematic diagram of adjusting object attributes of the first virtual three-dimensional model according to an embodiment of the present invention, as shown in fig. 8, the high-surface plant model is only used for making a high-precision shadow cast texture, and does not need to show the high-surface plant model in the game scene, so as attributes of the high-surface plant model can be set, and (3) entering an object attribute interface of the high-surface plant model, deselecting a visible camera option, and keeping other options of rendering control unchanged to ensure that the high-surface plant model can normally cast shadows.
As an alternative embodiment, the method for processing the shadow of the virtual three-dimensional model further includes: and adjusting the object attribute of the second virtual three-dimensional model to cancel the drop shadow generated by the second virtual three-dimensional model under the irradiation of the virtual light source.
When the mapping shadow of the second virtual three-dimensional model is manufactured, the final display effect is the shadow casting texture of the first virtual three-dimensional model, the actual mapping shadow of the second virtual three-dimensional model does not need to be displayed, and the casting shadow generated by the second virtual three-dimensional model under the irradiation of the virtual light source can be cancelled by adjusting the object attribute of the second virtual three-dimensional model.
For example, the second virtual three-dimensional model may be a low-count plant model in a game scene, the first virtual three-dimensional model may be a high-count plant model in a game scene, fig. 9 is a schematic diagram of adjusting object properties of a second virtual three-dimensional model according to an embodiment of the invention, as shown in fig. 9, in the 3DSMAX software interface, because the shadow cast texture of the high-surface plant model is obtained and is used as the cast shadow of the low-surface plant model, the method can set the object attribute of the low-surface plant model, specifically, enter the 'object attribute' interface of the low-surface plant model, deselect the 'cast shadow' option, and keep the other options of 'render control' unchanged, so that the low-surface plant model is in a visible state in the visual field range of the virtual camera in the game scene, but the shadow baking is not carried out.
Through the steps, the projection shadows which are extracted by baking the second virtual three-dimensional model and the first virtual three-dimensional model are displayed in the visual angle of the virtual camera, the shadow of the second virtual three-dimensional model is not baked, and the first virtual three-dimensional model is invisible to the virtual camera, so that the shadow of the second virtual three-dimensional model with lower precision is replaced by the projection of the first virtual three-dimensional model with higher precision, and the stereoscopic impression of the second virtual three-dimensional model with lower patch number is enhanced.
As an alternative embodiment, shadow cast textures are obtained using a first game engine and multiplexed to a second game engine.
The first game engine may be configured to produce a first virtual three-dimensional model of a high patch count, and the second game engine may be configured to produce a virtual three-dimensional model of a low patch count. In an alternative embodiment, the first game engine may be 3d sma software, and the second game engine may be any one of the production environments such as Neox, unity, unireal, etc.
It should be noted that, by using the shadow cast texture of the first virtual three-dimensional model obtained by the first game engine, the second virtual three-dimensional model may be replaced in the first game engine itself, for example, by placing the first virtual three-dimensional model and the second virtual three-dimensional model at the same target position through the above steps, and by setting cancellation of the projection of the first virtual three-dimensional model to the virtual camera, and setting cancellation of the projection of the second virtual three-dimensional model, the shadow of the second virtual three-dimensional model may be replaced in the first game engine by using the cast shadow of the first virtual three-dimensional model. After the shadow of the first virtual three-dimensional model obtained by the first game engine is baked and extracted, the shadow of the second virtual three-dimensional model is replaced in the second game engine, so that the three-dimensional visual effect of the virtual three-dimensional model in various game engines is improved, and the method can be suitable for various different game engines.
Since most games (especially hand games) have high requirements on the performance of the game, the high requirements on the patch number of the model, for example, the high patch number, require a high-performance game terminal, and may cause the terminal to operate in a stuck state. Shadow cast textures with higher precision are obtained in the first game engine and are multiplexed into the second game engine, so that the performance of a game and the stereoscopic effect of a scene can be considered, and high-quality experience of game performance and visual effect is brought to players.
In an alternative embodiment, the first virtual three-dimensional model may be a three-dimensional model of a plant with a high aspect, shadow cast textures of the three-dimensional model of the high-surface plant are made in 3DSMAX software, as shown in FIG. 7, after the shadow cast textures of the three-dimensional model of the baked high-surface plant are extracted, replacing shadows of the three-dimensional model of the lower plant in the second game engine described above, FIG. 10 is a schematic illustration of a shadow cast texture displayed in the game engine according to an embodiment of the present invention, as shown in fig. 10, the shadow casting texture of the three-dimensional model of the high-level plant of fig. 7 is multiplexed into the second game engine, the method shows the cast shadow with higher precision, improves the three-dimensional effect of the low-surface plant three-dimensional model in the second game engine, realizes the manufacture of shadow cast texture with higher precision in the low-surface plant three-dimensional model of the second game engine, and gives consideration to game performance and scene visual experience.
In an alternative embodiment, the second virtual three-dimensional model may be a low-surface plant model in a game scene, the first virtual three-dimensional model may be a high-surface plant model in the game scene, and the first game engine may be 3DSMAX software, and a high-precision shadow of the low-surface plant model may be created based on the 3DSMAX software, specifically, the shadow processing method for the virtual three-dimensional model may include the following steps:
s1, placing a low-surface plant model in the 3DSMAX software interface, and placing a high-surface plant model with the same shape at the position of the low-surface plant model, wherein the low-surface plant model can be obtained by a method of reducing the surface of the high-surface plant model in a topological mode and the like.
S2, setting the object attribute of the high-surface plant model, entering an object attribute interface of the high-surface plant model as shown in FIG. 8, and canceling the selection of the visible-to-camera option to realize that the high-surface plant model is canceled to be visible to the virtual camera of the 3DSMAX software.
S3, setting the object attribute of the low-surface plant model, entering the 'object attribute' interface of the low-surface plant model and canceling the shadow cast by the low-surface plant model as shown in FIG. 9.
And S4, controlling the virtual light source to irradiate the high-surface-number plant model from the preset direction to obtain the shadow cast texture of the high-surface-number plant model.
Through the steps, the shadow effect of the plant model shown in the figure 10 can be obtained by obtaining the shadow cast texture of the plant model with high surface number and replacing the shadow cast texture with the shadow of the plant model with low surface number, on one hand, the performance of game operation is ensured because the plant model with low surface number is still adopted, and on the other hand, the shadow of the plant model with low surface number is replaced by the shadow cast texture of the plant model with high surface number, so that the plant model with strong stereoscopic impression is displayed in a game scene, and the visual experience of the scene is improved.
According to an embodiment of the present invention, there is provided an embodiment of a shadow processing apparatus for a virtual three-dimensional model, and fig. 11 is a schematic diagram of a shadow processing apparatus for a virtual three-dimensional model according to an embodiment of the present invention, as shown in fig. 11, the apparatus includes:
an obtaining module 1101, configured to obtain a shadow cast texture, where the shadow cast texture is a cast shadow generated by illuminating a first virtual three-dimensional model in a target area with a virtual light source in a game scene; the processing module 1102 is configured to set the shadow cast texture as a cast shadow generated by a second virtual three-dimensional model in the target area under the irradiation of the virtual light source, where the shape of the second virtual three-dimensional model is the same as that of the first virtual three-dimensional model, and the number of patches of the second virtual three-dimensional model is lower than that of the first virtual three-dimensional model.
In this embodiment, the obtaining module obtains a shadow cast texture, where the shadow cast texture is a cast shadow generated by illuminating a first virtual three-dimensional model in a target area with a virtual light source in a game scene, the processing module sets the shadow cast texture as a cast shadow generated by a second virtual three-dimensional model in the target area under the illumination of the virtual light source, by separately producing a first virtual three-dimensional model with a high number of panels corresponding to shadow casting textures, and is used for setting the second virtual three-dimensional model with low surface number, thereby realizing the visual effect that the second virtual three-dimensional model with low surface number has high-precision shadow in the game scene, enhancing the third dimension of the second virtual three-dimensional model with low surface number, and further, the visual experience of a game scene is improved, and the technical problems of low face number of the plant models and low shadow precision in the related technology are solved.
As an optional embodiment, the obtaining module is further configured to: acquiring a first virtual three-dimensional model corresponding to a second virtual three-dimensional model; simultaneously setting the first virtual three-dimensional model and the second virtual three-dimensional model at a target position in a target area; and controlling the virtual light source to irradiate the target position from the preset direction to obtain shadow cast textures.
As an optional embodiment, the obtaining module is further configured to: controlling a virtual light source to irradiate a target position from a preset direction, and determining a partial patch for receiving a drop shadow in a first virtual three-dimensional model; and performing rendering-to-texture operation on the partial surface slice to obtain shadow cast texture.
As an optional embodiment, the obtaining module is further configured to: and setting the first virtual three-dimensional model and the second virtual three-dimensional model at the same position in the target area.
As an alternative embodiment, the shadow processing apparatus for a virtual three-dimensional model further includes: and the first adjusting module is used for adjusting the object attribute of the first virtual three-dimensional model so as to enable the first virtual three-dimensional model to be in an invisible state in the visual field range of the virtual camera in the game scene.
As an alternative embodiment, the shadow processing apparatus for a virtual three-dimensional model further includes: and the second adjusting module is used for adjusting the object attribute of the second virtual three-dimensional model so as to cancel the cast shadow generated by the second virtual three-dimensional model under the irradiation of the virtual light source.
As an alternative embodiment, shadow cast textures are obtained using a first game engine and multiplexed to a second game engine.
It should be noted that, for alternative or preferred embodiments of the present embodiment, reference may be made to the related description in the method embodiment, and details are not described herein again.
According to another aspect of the embodiments of the present invention, there is also provided a computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to execute the shadow processing method of the virtual three-dimensional model in any one of the above items when running.
The computer readable storage medium is arranged to store program code for performing the steps of: acquiring shadow cast texture, wherein the shadow cast texture is a cast shadow generated by irradiating a first virtual three-dimensional model in a target area by using a virtual light source in a game scene; and setting the shadow cast texture as a cast shadow generated by a second virtual three-dimensional model in the target area under the irradiation of the virtual light source, wherein the shape of the second virtual three-dimensional model is the same as that of the first virtual three-dimensional model, and the number of patches of the second virtual three-dimensional model is lower than that of the first virtual three-dimensional model.
According to another aspect of the embodiments of the present invention, there is also provided a processor for executing a program, wherein the program is configured to execute the shadow processing method of the virtual three-dimensional model in any one of the above items when running.
In this embodiment, the processor may be configured to execute the following steps by a computer program: acquiring shadow cast texture, wherein the shadow cast texture is a cast shadow generated by irradiating a first virtual three-dimensional model in a target area by using a virtual light source in a game scene; and setting the shadow cast texture as a cast shadow generated by a second virtual three-dimensional model in the target area under the irradiation of the virtual light source, wherein the shape of the second virtual three-dimensional model is the same as that of the first virtual three-dimensional model, and the number of patches of the second virtual three-dimensional model is lower than that of the first virtual three-dimensional model.
According to another aspect of the embodiments of the present invention, there is also provided an electronic apparatus, including a memory in which a computer program is stored, and a processor configured to execute the computer program to perform the shadow processing method of the virtual three-dimensional model in any one of the above.
The electronic device may further include a transmission device and an input/output device, wherein the transmission device is connected to the processor, and the input/output device is connected to the processor.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units may be a logical division, and in actual implementation, there may be another division, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (10)

1. A shadow processing method of a virtual three-dimensional model is characterized by comprising the following steps:
acquiring shadow cast texture, wherein the shadow cast texture is a cast shadow generated by irradiating a first virtual three-dimensional model in a target area by using a virtual light source in a game scene;
and setting the shadow cast texture as a cast shadow of a second virtual three-dimensional model in the target area under the irradiation of the virtual light source, wherein the shape of the second virtual three-dimensional model is the same as that of the first virtual three-dimensional model, and the number of patches of the second virtual three-dimensional model is lower than that of the first virtual three-dimensional model.
2. The method of claim 1, wherein obtaining the shadow casting texture comprises:
acquiring the first virtual three-dimensional model corresponding to the second virtual three-dimensional model;
setting the first virtual three-dimensional model and the second virtual three-dimensional model at a target location within the target region;
and controlling the virtual light source to irradiate the target position from a preset direction to obtain the shadow cast texture.
3. The method of claim 2, wherein controlling the virtual light source to illuminate the target location from the predetermined direction to obtain the shadow cast texture comprises:
controlling the virtual light source to irradiate the target position from the preset direction, and determining a partial patch receiving a drop shadow in the first virtual three-dimensional model;
and performing rendering-to-texture operation on the partial patch to obtain the shadow cast texture.
4. The method of claim 2, wherein the positioning the first virtual three-dimensional model and the second virtual three-dimensional model at a target location within the target region comprises:
and setting the first virtual three-dimensional model and the second virtual three-dimensional model at the same position in the target area.
5. The method of claim 1, further comprising:
adjusting object properties of the first virtual three-dimensional model to make the first virtual three-dimensional model invisible within a field of view of a virtual camera in the game scene.
6. The method of claim 1, further comprising:
and adjusting the object attribute of the second virtual three-dimensional model to cancel the drop shadow generated by the second virtual three-dimensional model under the irradiation of the virtual light source.
7. The method of claim 1, wherein the shadow cast texture is obtained using a first game engine and multiplexed to a second game engine.
8. A shadow processing apparatus for a virtual three-dimensional model, comprising:
the system comprises an acquisition module, a processing module and a processing module, wherein the acquisition module is used for acquiring shadow cast texture, and the shadow cast texture is a cast shadow generated by irradiating a first virtual three-dimensional model in a target area by using a virtual light source in a game scene;
and the processing module is used for setting the shadow cast texture as a cast shadow generated by a second virtual three-dimensional model in the target area under the irradiation of the virtual light source, wherein the shape of the second virtual three-dimensional model is the same as that of the first virtual three-dimensional model, and the number of patches of the second virtual three-dimensional model is lower than that of the first virtual three-dimensional model.
9. A computer-readable storage medium, in which a computer program is stored, wherein the computer program is arranged to execute a method of shadow processing of a virtual three-dimensional model as claimed in any one of claims 1 to 7 when executed.
10. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, and wherein the processor is configured to execute the computer program to perform a method of shadow processing of a virtual three-dimensional model as claimed in any one of claims 1 to 7.
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