[go: up one dir, main page]

CN112669437B - Role model coloring method, coloring device, equipment and storage medium - Google Patents

Role model coloring method, coloring device, equipment and storage medium Download PDF

Info

Publication number
CN112669437B
CN112669437B CN202011596080.3A CN202011596080A CN112669437B CN 112669437 B CN112669437 B CN 112669437B CN 202011596080 A CN202011596080 A CN 202011596080A CN 112669437 B CN112669437 B CN 112669437B
Authority
CN
China
Prior art keywords
coloring
character model
red
parallel light
angle
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN202011596080.3A
Other languages
Chinese (zh)
Other versions
CN112669437A (en
Inventor
朱晓阳
耿硕培
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tomorrow World Shanghai Network Technology Co ltd
Original Assignee
Tomorrow World Shanghai Network Technology Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tomorrow World Shanghai Network Technology Co ltd filed Critical Tomorrow World Shanghai Network Technology Co ltd
Priority to CN202011596080.3A priority Critical patent/CN112669437B/en
Publication of CN112669437A publication Critical patent/CN112669437A/en
Application granted granted Critical
Publication of CN112669437B publication Critical patent/CN112669437B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Landscapes

  • Image Generation (AREA)

Abstract

The application provides a role model coloring method, a coloring device, equipment and a storage medium, wherein the role model coloring method comprises the following steps: acquiring the positive direction of parallel light in a game scene; multiplying the positive direction of the parallel light with the normal angle point of the character model in the game scene to obtain the angle and the threshold value of the change of the illumination brightness relation of the character model in the game scene; calculating to obtain a red compensation value according to the angle of the change of the illumination brightness and the threshold value and the red color value; and coloring the role model according to the red compensation value. The role model can be colored to achieve the sub-surface reflection effect of the role model, and therefore skin texture can be simulated.

Description

Role model coloring method, coloring device, equipment and storage medium
Technical Field
The application relates to the technical field of 3D rendering, in particular to a role model coloring method, a coloring device, equipment and a storage medium.
Background
At present, shaders for shading character models have defects in function and performance, that is, the existing character model shaders cannot meet the deep requirements of users, for example, the sub-surface reflection effect of the character model cannot be realized, and further the skin texture cannot be simulated.
Disclosure of Invention
The application aims to provide a role model coloring method, a coloring device, equipment and a storage medium, which are used for coloring a role model so as to realize the sub-surface reflection effect of the role model and simulate the skin texture.
To this end, a first aspect of the present application discloses a character model coloring method, including:
acquiring the positive direction of parallel light in a game scene;
multiplying the positive direction of the parallel light with the normal angle point of the character model in the game scene to obtain the angle and the threshold value of the change of the illumination brightness relation of the character model in the game scene;
calculating to obtain a red compensation value according to the angle of the change of the illumination brightness and the threshold value and the red color value;
and coloring the role model according to the red compensation value.
In this application first aspect, through the positive direction of obtaining the parallel light in the recreation scene, and then can with the positive direction of parallel light with the normal angle point multiplication of the character model in the recreation scene obtains the character model is in angle and the threshold value that the illumination light and shade relation in the recreation scene changes, and then can be according to angle and threshold value that the illumination light and shade relation changes and red color value calculate and obtain red compensation value, thereby can be according to red compensation value is to the character model is painted. Compared with a shader provided by Untiy, the method and the device have the advantages that the sub-surface reflection effect of the character model can be realized, and further the character model can simulate the real skin texture of a human body.
In the first aspect of the present application, as an optional implementation manner, the calculating a red compensation value according to the angle of the illumination brightness variation and the threshold and the color value of red includes:
calculating the opposite direction of the parallel light according to the angle and a threshold value;
and multiplying the opposite direction of the parallel light by the color value point of the red to obtain the red compensation value.
In this optional embodiment, the opposite direction to the parallel light can be calculated according to the angle and the threshold, and the red compensation value can be obtained by dot-multiplying the opposite direction of the parallel light by the color value of the red.
In the second aspect of the present application, as an optional implementation, the method further includes:
acquiring a coloring area control map;
and coloring the character model according to the red compensation value, including
Determining a coloring area of the character model according to the coloring area control map;
and coloring the coloring area of the character model according to the red compensation value.
In this optional embodiment, the coloring area of the character model can be determined according to the coloring area control map, and further, the coloring area of the character model can be colored according to the red compensation value.
In the second aspect of the present application, as an optional implementation manner, after the coloring area of the character model according to the red compensation value, the method further includes:
acquiring a coloring map combination;
and coloring the character model according to the coloring map combination.
In this alternative embodiment, by obtaining a coloring map combination, the character model can be further colored according to the coloring map combination.
In the second aspect of the present application, as an optional implementation manner, the color map combination includes at least one of a light overillumination map, a color map of a character, a highlight control map, a normal map, a light influence control map, and a cube map.
A second aspect of the present application discloses a character model shader, the character model shader comprising:
the first acquisition module is used for acquiring the positive direction of the parallel light in the game scene;
the first calculation module is used for multiplying the positive direction of the parallel light with the normal angle point of the character model in the game scene to obtain the angle and the threshold value of the change of the illumination brightness relation of the character model in the game scene;
the second calculation module is used for calculating to obtain a red compensation value according to the angle of the change of the illumination brightness and the threshold value and the red color value;
and the coloring module is used for coloring the role model according to the red compensation value.
The shader of this application second aspect is through the positive direction of obtaining the parallel light in the recreation scene, and then can with the positive direction of parallel light with the normal angle point of the character model in the recreation scene multiplies, obtains the character model is in angle and the threshold value that the illumination light and shade relation in the recreation scene changes, and then can be according to angle and threshold value that the illumination light and shade relation changes and red color value calculate and obtain red compensation value, thereby can be according to red compensation value is to the character model is colorized. Compared with a shader provided by Untiy, the method and the device have the advantages that the sub-surface reflection effect of the character model can be realized, and further the character model can simulate the real skin texture of a human body.
In the second aspect of the present application, as an optional implementation manner, the second computing module includes:
the first calculation submodule is used for calculating the direction opposite to the parallel light according to the angle and the threshold value;
and the second calculation submodule is used for multiplying the reverse direction of the parallel light by the red color value to obtain the red compensation value.
In this optional embodiment, the red compensation value can be obtained by calculating the opposite direction to the parallel light according to the angle and the threshold value, and further multiplying the opposite direction to the parallel light by the red color value point.
A third aspect of the present application discloses a character model shading device, comprising:
a processor;
a memory configured to store machine readable instructions that, when executed by the processor, perform the character model shading method of the second aspect of the present application.
The role model coloring device of the third aspect of the application is through the positive direction of obtaining the parallel light in the recreation scene, and then can with the positive direction of parallel light with the normal angle point multiplication of the role model in the recreation scene obtains the role model is in the angle and the threshold value that the illumination light and shade relation in the recreation scene changes, and then can be according to the angle and the threshold value that the illumination light and shade relation changes and red color value calculate and obtain red compensation value, thereby can be according to red compensation value is to the role model is colored. Compared with a shader provided by Untiy, the method and the device have the advantages that the sub-surface reflection effect of the character model can be realized, and further the character model can simulate the real skin texture of a human body.
A fourth aspect of the present application discloses a storage medium storing a computer program for executing the character model shading method of the first aspect of the present application by a processor.
The storage medium of this application third aspect is through the positive direction of obtaining the parallel light in the recreation scene, and then can with the positive direction of parallel light with the normal angle point multiplication of the character model in the recreation scene obtains the character model is in angle and the threshold value that the illumination light and shade relation in the recreation scene changes, and then can be according to angle and threshold value that the illumination light and shade relation changes and red color value calculate and obtain red compensation value, thereby can be according to red compensation value is to the character model is colorized. Compared with a shader provided by Untiy, the method and the device have the advantages that the sub-surface reflection effect of the character model can be realized, and further the character model can simulate the real skin texture of a human body.
Drawings
To more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments of the present application will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and that those skilled in the art can also obtain other related drawings based on the drawings without inventive efforts.
FIG. 1 is a schematic flow chart diagram of a role model coloring method disclosed in an embodiment of the present application;
FIG. 2 is a schematic structural diagram of a role model coloring structure disclosed in an embodiment of the present application;
fig. 3 is a schematic structural diagram of a character model coloring device disclosed in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be described below with reference to the drawings in the embodiments of the present application.
It should be noted that, in the environment provided by the role model shading method and the shader running Unity software according to the embodiments of the present application, please refer to the prior art for Unity.
Example one
Referring to fig. 1, fig. 1 is a schematic flow chart illustrating a role model coloring method according to an embodiment of the present application. As shown in fig. 1, the method of the embodiment of the present application includes the steps of:
101. acquiring the positive direction of parallel light in a game scene;
102. multiplying the positive direction of the parallel light by the normal angle point of the character model in the game scene to obtain the angle and the threshold value of the change of the illumination brightness relation of the character model in the game scene;
103. calculating according to the angle of the change of the illumination brightness and darkness relation, the threshold value and the red color value to obtain a red compensation value;
104. and coloring the character model according to the red compensation value.
In the embodiment of the application, the positive direction of the parallel light in the game scene is obtained, and then the positive direction of the parallel light can be multiplied by the normal angle of the character model in the game scene to obtain the angle and the threshold value of the change of the illumination brightness relation of the character model in the game scene, and then the red compensation value can be obtained according to the angle and the threshold value of the change of the illumination brightness relation and the red color value, so that the character model can be colored according to the red compensation value. Compared with a shader provided by Untiy, the method and the device have the advantages that the sub-surface reflection effect of the character model can be achieved, and then the character model can simulate real skin texture of a human body.
In the embodiment of the present application, the positive direction of the parallel light is represented by a vector, and the normal angle of the character model is also represented by a vector, so that the positive direction of the parallel light can be point-multiplied by the normal angle of the character model.
In the embodiment of the application, the angle and the threshold value of the change of the illumination brightness relation of the character model in the game scene represent
In the embodiment of the application, the part of the character model facing the light direction is calculated to be the brightest part, the part facing away from the light direction is processed to be the darkest part, and the angle of the change of the lighting brightness relation of the character model in the game scene can be determined according to the brightest part and the darkest part. On the other hand, the threshold value of the change of the illumination brightness relation of the character model in the game scene, namely the brightness value of the change of the illumination brightness relation of the character model in the game scene is determined according to the brightness change map, wherein the value of the number from left to right of the brightness change map changes, the brightness value of the leftmost pixel of the map is adopted to draw the brightness value of the brightest part of the character model, and the brightness value of the rightmost pixel of the map is adopted to draw the brightness value of the darkest part of the character model.
In this embodiment of the present application, as an optional implementation manner, calculating a red compensation value according to an angle of a change of an illumination brightness and a threshold value and a red color value, includes:
calculating the direction opposite to the parallel light according to the angle and the threshold value;
and multiplying the opposite direction of the parallel light by the red color value point to obtain a red compensation value.
In this alternative embodiment, the opposite direction to the parallel light can be calculated from the angle and the threshold, and the red compensation value can be obtained by multiplying the opposite direction of the parallel light by the color value point of red.
In the embodiment of the present application, as an optional implementation manner, calculating the opposite direction to the parallel light according to the angle and the threshold includes:
in the second aspect of the present application, as an optional implementation manner, the method of the embodiment of the present application further includes:
acquiring a coloring area control map;
and coloring the character model according to the red compensation value, including
Determining a coloring area of the character model according to the coloring area control map;
and coloring the coloring area of the character model according to the red compensation value.
In this optional embodiment, the rendering area of the character model can be determined from the rendering area control map, and the rendering area of the character model can be further rendered according to the red compensation value.
In this alternative embodiment, the colored region control map is used to control the colored regions of the character model.
In this embodiment, as an optional implementation manner, after the coloring the colored region of the character model according to the red compensation value, the method of this embodiment further includes the steps of:
acquiring a coloring map combination;
and coloring the character model according to the coloring map combination.
In this alternative embodiment, the character model can be further colored according to the coloring map combination by obtaining the coloring map combination.
In the embodiment of the present application, as an optional implementation manner, the color map combination includes at least one of a light overillumination map, a color map of a character, a highlight control map, a normal map, a light influence control map, and a cube map.
In the embodiment of the present application, the illumination transition map is used to control the illumination brightness change of the character model, wherein different illumination effects, such as a high contrast effect, a low contrast effect, a cartoon effect, etc., can be realized by changing the parameter of the illumination transition map.
In the embodiment of the present application, the color map of the character is used to draw the color texture of the skin and clothing of the character model, wherein different color textures can be drawn by setting the RGB attributes of the color map of the character.
In the embodiment of the present application, the highlight control map is used to control the highlight of the RBG channel, for example, the process of the R channel from black to white can be controlled, and the highlight intensity of the R channel is from weak to strong.
In the embodiment of the present application, the light influence control map is used to control the regions where the R channel generates the backlight effect, the G channel generates the self-luminous region, and the B channel generates the SSS (flesh tone) region.
In the embodiment of the application, the normal map is used for controlling the detail texture of the character model. Cube maps, on the other hand, are used to simulate the reflective content of metallic specular reflections.
In this optional implementation manner, multiple rendering effects of the character model can be achieved by using one shader without using multiple material balls, and therefore, compared with the prior art, the embodiment of the present application further has the advantages of reducing performance consumption and reducing program performance pressure.
For further details of the overlighting map, the color map of the character, the highlight control map, the normal map, the light influence control map, and the cube map, reference is made to the prior art.
Example two
Referring to fig. 2, fig. 2 is a schematic structural diagram of a character model shader according to an embodiment of the present disclosure. As shown in fig. 2, the character model shader according to the embodiment of the present application includes:
a first obtaining module 201, configured to obtain a positive direction of parallel light in a game scene;
the first calculation module 202 is configured to multiply the positive direction of the parallel light by a normal angle point of the character model in the game scene to obtain an angle and a threshold value of a change of illumination brightness relation of the character model in the game scene;
the second calculating module 203 is configured to calculate a red compensation value according to the angle of the change of the illumination brightness relationship, the threshold value, and the red color value;
and the coloring module 204 is used for coloring the character model according to the red compensation value.
The shader of the embodiment of the application can multiply the positive direction of the parallel light with the normal angle of the character model in the game scene by the positive direction of the parallel light in the game scene, so that the angle and the threshold value of the change of the illumination brightness relation of the character model in the game scene are obtained, and then the red compensation value can be obtained according to the angle and the threshold value of the change of the illumination brightness relation and the red color value, so that the character model can be colored according to the red compensation value. Compared with a shader provided by Untiy, the method and the device have the advantages that the sub-surface reflection effect of the character model can be realized, and further the character model can simulate the real skin texture of a human body.
In this embodiment, as an optional implementation manner, the second calculating module 203 includes:
the first calculation submodule is used for calculating the direction opposite to the parallel light according to the angle and the threshold value;
and the second calculation submodule is used for multiplying the reverse direction of the parallel light by the red color value point to obtain a red compensation value.
In this alternative embodiment, the inverse direction of the parallel light is calculated from the angle and the threshold, and the inverse direction of the parallel light can be further multiplied by the color value point of red to obtain the red compensation value.
In this embodiment of the present application, as an optional implementation manner, the apparatus of this embodiment of the present application further includes:
the second acquisition module is used for acquiring the coloring area control map;
and the specific way for the coloring module 204 to color the character model according to the red compensation value is as follows:
determining a coloring area of the character model according to the coloring area control map;
and coloring the coloring area of the character model according to the red compensation value.
In this optional embodiment, the rendering area of the character model can be determined from the rendering area control map, and the rendering area of the character model can be further rendered according to the red compensation value.
In this alternative embodiment, the colored region control map is used to control the colored regions of the character model.
In this embodiment of the present application, as an optional implementation manner, the apparatus of this embodiment of the present application further includes:
the third acquisition module is used for acquiring a coloring map combination;
and the shading module 204 is further configured to shade the character model according to the shading map combination.
In this alternative embodiment, by obtaining a coloring map combination, the character model can be further colored according to the coloring map combination.
In the embodiment of the present application, as an optional implementation manner, the coloring map combination includes at least one of an over-illumination map, a color map of a character, a highlight control map, a normal map, a light influence control map, and a cube map.
In the embodiment of the present application, the illumination transition map is used to control the illumination brightness change of the character model, wherein different illumination effects, such as a high contrast effect, a low contrast effect, a cartoon effect, etc., can be realized by changing the parameter of the illumination transition map.
In the embodiment of the present application, the color map of the character is used to draw the color texture of the skin and clothing of the character model, wherein different color textures can be drawn by setting the RGB attributes of the color map of the character.
In the embodiment of the present application, the highlight control map is used to control the highlight of the RBG channel, for example, the process of the R channel from black to white can be controlled, and the highlight intensity of the R channel is from weak to strong.
In the embodiment of the present application, the light influence control map is used to control the regions where the R channel generates the backlight effect, the G channel generates the self-luminous region, and the B channel generates the SSS (flesh tone) region.
In the embodiment of the application, the normal map is used for controlling the detail texture of the character model. Cube maps, on the other hand, are used to simulate the reflective content of metallic specular reflections.
In this optional implementation manner, multiple rendering effects of the character model can be achieved by using one shader without using multiple material balls, and therefore, compared with the prior art, the embodiment of the present application further has the advantages of reducing performance consumption and reducing program performance pressure.
For further details of the overlighting map, the color map of the character, the highlight control map, the normal map, the light influence control map, and the cube map, reference is made to the prior art.
EXAMPLE III
Referring to fig. 3, fig. 3 is a schematic structural diagram of a character model rendering device according to an embodiment of the present application. As shown in fig. 3, the character model coloring apparatus according to the embodiment of the present application includes:
a processor 301;
the memory 302 is configured to store machine readable instructions, which when executed by the processor 301, perform the role model coloring method according to the first embodiment of the present application.
The role model coloring device of the embodiment of the application can multiply the positive direction of the parallel light with the normal angle of the role model in the game scene by obtaining the positive direction of the parallel light in the game scene to obtain the angle and the threshold value of the change of the illumination brightness relation of the role model in the game scene, and then can calculate the red compensation value according to the angle and the threshold value of the change of the illumination brightness relation and the red color value, so that the role model can be colored according to the red compensation value. Compared with a shader provided by Untiy, the method and the device have the advantages that the sub-surface reflection effect of the character model can be realized, and further the character model can simulate the real skin texture of a human body.
Example four
The embodiment of the application discloses a storage medium, wherein a computer program is stored in the storage medium, and the computer program is executed by a processor to execute the role model coloring method in the first embodiment of the application.
The storage medium of this application embodiment is through the positive direction of obtaining the parallel light in the recreation scene, and then can multiply the positive direction of parallel light and the normal angle point of the role model in the recreation scene, obtains the angle and the threshold value that the illumination light and shade relation of role model in the recreation scene changes, and then can be according to the angle and the threshold value that the illumination light and shade relation changes and red color value calculate and obtain red compensation value, thereby can be according to red compensation value is to the role model is colorized. Compared with a shader provided by Untiy, the method and the device have the advantages that the sub-surface reflection effect of the character model can be realized, and further the character model can simulate the real skin texture of a human body.
EXAMPLE five
The embodiment of the application discloses a computer product, wherein a computer program is stored in the computer product and is used for executing a role model coloring method in the first embodiment of the application.
The computer product of this application embodiment is through the positive direction that acquires the parallel light in the recreation scene, and then can multiply the positive direction of parallel light and the normal angle point of the role model in the recreation scene, obtains the angle and the threshold value that the illumination light and shade relation of role model in the recreation scene changes, and then can be according to the angle and the threshold value that illumination light and shade relation changes and red color value calculation obtain red offset value, thereby can be according to red offset value is to the role model is painted. Compared with a shader provided by Untiy, the method and the device have the advantages that the sub-surface reflection effect of the character model can be realized, and further the character model can simulate the real skin texture of a human body.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of 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 of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
In addition, 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 network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
Furthermore, the functional modules in the embodiments of the present application may be integrated together to form an independent part, or each module may exist separately, or two or more modules may be integrated to form an independent part.
It should be noted that, if the functions are implemented in the form of software functional modules and sold or used as independent products, the functions may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including 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 application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
In this document, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions.
The above description is only an example of the present application and is not intended to limit the scope of the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (8)

1. A method for coloring a character model, the method comprising:
acquiring the positive direction of parallel light in a game scene;
multiplying the positive direction of the parallel light with the normal angle point of the character model in the game scene to obtain the angle and the threshold value of the change of the illumination brightness relation of the character model in the game scene;
calculating to obtain a red compensation value according to the angle of the change of the illumination brightness and the threshold value and the red color value;
coloring the character model according to the red compensation value;
and calculating to obtain a red compensation value according to the angle and the threshold value of the illumination brightness change and the red color value, wherein the method comprises the following steps:
calculating the opposite direction of the parallel light according to the angle and a threshold value;
and multiplying the opposite direction of the parallel light by the red color value to obtain the red compensation value.
2. The method of claim 1, wherein the method further comprises:
acquiring a coloring area control map;
and coloring the character model according to the red compensation value, including
Determining a coloring area of the character model according to the coloring area control map;
and coloring the coloring area of the character model according to the red compensation value.
3. The method of claim 2, wherein after the coloring the colored region of the character model according to the red compensation value, the method further comprises:
acquiring a coloring map combination;
and coloring the character model according to the coloring map combination.
4. The method of claim 3, wherein the shading map combination comprises at least one of a hyperillumination map, a color map of a character, a highlight control map, a normal map, a light impact control map, and a cube map.
5. A character model shader, the character model shader comprising:
the first acquisition module is used for acquiring the positive direction of the parallel light in the game scene;
the first calculation module is used for multiplying the positive direction of the parallel light with the normal angle point of the character model in the game scene to obtain the angle and the threshold value of the change of the illumination brightness relation of the character model in the game scene;
the second calculation module is used for calculating to obtain a red compensation value according to the angle of the change of the illumination brightness and the threshold value and the red color value;
the coloring module is used for coloring the role model according to the red compensation value;
and the second calculation module is specifically configured to:
calculating the opposite direction of the parallel light according to the angle and a threshold value;
and multiplying the opposite direction of the parallel light by the color value point of the red to obtain the red compensation value.
6. The character model shader of claim 5, wherein the second computation module comprises:
the first calculation submodule is used for calculating the direction opposite to the parallel light according to the angle and the threshold value;
and the second calculation submodule is used for multiplying the reverse direction of the parallel light by the red color value point to obtain the red compensation value.
7. A character model shading device, characterized in that the character model shading device comprises:
a processor;
a memory configured to store machine readable instructions that, when executed by the processor, perform the character model shading method of any of claims 1-4.
8. A storage medium, characterized in that the storage medium stores a computer program which is executed by a processor to perform the character model coloring method according to any one of claims 1 to 4.
CN202011596080.3A 2020-12-29 2020-12-29 Role model coloring method, coloring device, equipment and storage medium Active CN112669437B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202011596080.3A CN112669437B (en) 2020-12-29 2020-12-29 Role model coloring method, coloring device, equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202011596080.3A CN112669437B (en) 2020-12-29 2020-12-29 Role model coloring method, coloring device, equipment and storage medium

Publications (2)

Publication Number Publication Date
CN112669437A CN112669437A (en) 2021-04-16
CN112669437B true CN112669437B (en) 2023-01-24

Family

ID=75410118

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202011596080.3A Active CN112669437B (en) 2020-12-29 2020-12-29 Role model coloring method, coloring device, equipment and storage medium

Country Status (1)

Country Link
CN (1) CN112669437B (en)

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102314704A (en) * 2011-09-21 2012-01-11 北京航空航天大学 BRDF (bidirectional reflectance distribution function) -based real-time subsurface scattering rendering method
CN104484896A (en) * 2014-10-30 2015-04-01 无锡梵天信息技术股份有限公司 Physical method based on environment mapping for simulating human skin subsurface scattering
CN112053423A (en) * 2020-09-18 2020-12-08 网易(杭州)网络有限公司 Model rendering method and device, storage medium and computer equipment

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US11534688B2 (en) * 2018-04-02 2022-12-27 Take-Two Interactive Software, Inc. Method and apparatus for enhanced graphics rendering in a video game environment

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102314704A (en) * 2011-09-21 2012-01-11 北京航空航天大学 BRDF (bidirectional reflectance distribution function) -based real-time subsurface scattering rendering method
CN104484896A (en) * 2014-10-30 2015-04-01 无锡梵天信息技术股份有限公司 Physical method based on environment mapping for simulating human skin subsurface scattering
CN112053423A (en) * 2020-09-18 2020-12-08 网易(杭州)网络有限公司 Model rendering method and device, storage medium and computer equipment

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
精密制造中复杂反光表面三维测量技术;赵慧洁等;《航空精密制造技术》;20200812(第04期);全文 *

Also Published As

Publication number Publication date
CN112669437A (en) 2021-04-16

Similar Documents

Publication Publication Date Title
CN111009026B (en) Object rendering method and device, storage medium and electronic device
CN112316420B (en) Model rendering method, device, equipment and storage medium
WO2022116759A1 (en) Image rendering method and apparatus, and computer device and storage medium
CN112215934B (en) Game model rendering method and device, storage medium and electronic device
US11276227B2 (en) Object rendering method and apparatus, storage medium, and electronic device using a simulated pre-integration map
CN112116692B (en) Model rendering method, device and equipment
CN111899325B (en) Spar model rendering method and device, electronic equipment and storage medium
CN111476851B (en) Image processing method, device, electronic equipment and storage medium
CN112446943A (en) Image rendering method and device and computer readable storage medium
CN113888398B (en) Hair rendering method and device and electronic equipment
CN116363288A (en) Rendering method and device of target object, storage medium and computer equipment
KR20040024550A (en) Painting method
Card et al. Non-photorealistic rendering with pixel and vertex shaders
CN112465941B (en) Volume cloud processing method and device, electronic equipment and storage medium
US11804008B2 (en) Systems and methods of texture super sampling for low-rate shading
CN112669437B (en) Role model coloring method, coloring device, equipment and storage medium
Li et al. real-time rendering of 3D animal models in Chinese ink painting style
US20180005432A1 (en) Shading Using Multiple Texture Maps
CN114367105A (en) Model shading methods, apparatus, devices, media and procedural products
CN115845369A (en) Cartoon style rendering method and device, electronic equipment and storage medium
KR100900076B1 (en) Texturing System and Method for Border Lins is Natural
CN116524102A (en) Cartoon second-order direct illumination rendering method, device and system
CN117333603A (en) Virtual model rendering method, device, equipment and storage medium
CN119027561A (en) Screen generation method, storage medium, electronic device and computer program product
CN117496035A (en) Texture map generation method and device, storage medium and electronic device

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant