CN106780677A - The method that three-dimensional animation visual effect is simulated by camera motion background layered shaping - Google Patents

The method that three-dimensional animation visual effect is simulated by camera motion background layered shaping Download PDF

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CN106780677A
CN106780677A CN201611162675.1A CN201611162675A CN106780677A CN 106780677 A CN106780677 A CN 106780677A CN 201611162675 A CN201611162675 A CN 201611162675A CN 106780677 A CN106780677 A CN 106780677A
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background
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background picture
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camera lens
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CN106780677B (en
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王涵
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NANJING ODQOO SOFTWARE Co Ltd
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    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
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    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2200/00Indexing scheme for image data processing or generation, in general
    • G06T2200/32Indexing scheme for image data processing or generation, in general involving image mosaicing

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Abstract

The invention discloses a kind of method that three-dimensional animation visual effect is simulated by camera motion background layered shaping, stratification drawing background picture first, measure each background picture camera lens it is placed in the middle, the depth of field is placed in the middle when coordinate in picture, then according to camera lens under different focal, different motion state, calculate the scaling and splicing coordinate of each layer background picture, after scaling each layer background picture, successively by each layer background picture, overlay on corresponding coordinate, a transition frames for two-dimensional background are obtained, continuous transition frames of playing obtain dynamic background animation.The present invention calculate camera lens it is different push away, draw, shake, the motion state such as move in Each point in time under all layers of scaling and splicing coordinate of background picture, the transition frames of the two-dimensional background for obtaining are scaled and spliced accordingly, realize the visual effect of three-dimensional animation when camera lens is moved when continuously playing these transition frames by two-dimension picture.

Description

The method that three-dimensional animation visual effect is simulated by camera motion background layered shaping
Technical field
The invention belongs to animation design technique field, and in particular to one kind passes through background layered shaping mould in computer animation The method for intending 3D visual effect.
Background technology
Cartoon has a wide range of applications field, including education, advertisement, amusement etc..Traditional cartoon makes and is divided into: The key step such as plot design, detailed design, the recording of sound, key frame is drawn, transition frames are drawn, background drafting.Traditional 2D The characteristics of background Making programme of cartoon determines cartoon be:Background frame is directly stacked, in performance video camera It is overall to scale background picture, move integrally background picture during motion, scaling, the sliding effect of background picture are thus produced, i.e.,: Conventional animated background is 2D visual effects during camera motion.Can if the technology such as rendering with 3D to realize 3-D effect Cause that fabrication cycle is long, cost of manufacture is high, it is impossible to large-scale promotion application.
The content of the invention
To solve the above problems, background layered shaping simulates three-dimensional animation during the invention discloses one kind by camera motion The method of visual effect, in the various focal lengths of camera lens, various motion states, by each background scenery for calculating different background layer Size of the picture in different time points, position and splice the transition frames for obtaining each layer picture, it is continuous play after realize it is three-dimensional Visual effect.
In order to achieve the above object, the present invention provides following technical scheme:
A kind of method that three-dimensional animation visual effect is simulated by camera motion background layered shaping, is comprised the following steps:
Step A, stratification drawing background picture, background picture is at least two-layer;
Step B, measure each background picture camera lens it is placed in the middle, the depth of field is placed in the middle when coordinate in picture;
Step C, according to camera lens under different focal, different motion state, each layer, each seat is calculated by following formula The scaling and splicing coordinate of target background picture, splicing obtain each layer background picture:
Step a, focal length is panorama, camera lens is translated from left to right with the speed of Vy Pix/S, at t seconds, certain layer of Background The scaling of piece is Ai, and the coordinate of the background picture is:
X=Xi-Vy*t*Ai%
Y=Yi
Xi, Yi are splicing coordinate of the background picture in previous frame;When camera lens is reversely translated from right to left, Y-axis is sat Mark formula is constant, and X-axis coordinate formula is:X=Xi+Vy*t*Ai%
Step b, initial focal length be panorama, camera lens with Vt%/S speed from far to it is near, advance towards picture central point, at t seconds When, the scaling of certain layer of background picture is:
An=Ai%* (100%+Vt*t)
The background picture is in the corresponding splicing coordinate in the region:
It is reversely that scaling formula is during by proximad far pulling out in camera lens:An=Ai%* (100%-Vt*t);The back of the body Scape picture is in the corresponding splicing coordinate in the region:
Step c, camera lens with Vy Pix/S (pixel/second) speed by translating from right to left, while with Vt%/S (percent One/second) speed from far to it is near, advance towards picture central point, at t seconds, the scaling of each layer background picture was:
An=Ai%* (100%+Vt*t)
The background picture is in the corresponding splicing coordinate in the region:
Camera lens is translated from left to right with Vy Pix/S (pixel/second) speed, while with Vt%/S (1 percent/second) speed From far to background picture when entering to advance in the corresponding splicing coordinate in the region:
Camera lens is translated from left to right with Vy Pix/S (pixel/second) speed, while with Vt%/S (1 percent/second) speed The background picture is in the corresponding splicing coordinate in the region during by proximad far pulling out:
Camera lens is translated from right to left with Vy Pix/S (pixel/second) speed, while with Vt%/S (1 percent/second) speed The background picture is in the corresponding splicing coordinate in the region during by proximad far pulling out:
Step D, under each frame, each layer background picture that step C is calculated is overlayed on corresponding coordinate, is obtained To a transition frames for two-dimensional background;
Step E, after obtaining all transition frames of camera motion start-stop, continuously plays transition frames, obtain in three dimensions, The 3D visual effect produced during camera motion.
Further, each layer background picture is included with least two in Types Below:Unlimited distant view, distant view, panorama, in Scape, close shot.
Further, unlimited distant view >=100KM, distant view >=1KM, panorama >=100M, middle scape >=50M, close shot >=10M.
Further, the splicing coordinate of unlimited distant view background picture is:X=0, Y=0.
Further, the scaling of unlimited distant view background picture is always fixed value.
Compared with prior art, the invention has the advantages that and beneficial effect:
Background picture is layered first, for the camera lens of different focal, different motion state provides corresponding calculating public affairs Formula, with reference to scaling, original coordinates under each layer background picture, obtain it is different push away, draw, shaking, moving etc. in motion state it is each The all layers of scaling of background picture and splicing coordinate under individual time point, the two-dimensional background that scaling and splicing are obtained accordingly Transition frames, when continuously playing these transition frames, the visual effect of three-dimensional animation when camera lens is moved are realized by two-dimension picture.
Brief description of the drawings
Fig. 1 is the background picture for including distant view and close shot two-layer background.
Fig. 2 is to include close shot, the background picture of distant view two-layer scenery to be obtained when camera lens carries out translational motion from left to right Arrive by each frame background picture after multi-layer spliced.
Fig. 3 be include close shot, distant view two-layer scenery background picture camera lens from far to nearly propulsion when each frame for obtaining By each frame background picture after multi-layer spliced.
Fig. 4 be include close shot, distant view two-layer scenery background picture translate from right to left in camera lens, while from far near Each frame obtained during propulsion is by each frame background picture after multi-layer spliced.
Fig. 5 is each frame background picture for being obtained when camera lens is translated in the prior art.
Specific embodiment
The technical scheme that the present invention is provided is described in detail below with reference to instantiation, it should be understood that following specific realities The mode of applying is only illustrative of the invention and is not intended to limit the scope of the invention.
The method that three-dimensional animation visual effect is simulated by camera motion background layered shaping proposed by the present invention, including with Lower step:
Step A, stratification drawing background picture, the present invention in by each layer background picture by as far as be closely named as unlimited distant view, Distant view, panorama, middle scape, close shot, and setting screen is high:Ratio long is h:W, in actual photographed each layer background apart from camera lens substantially Distance is:Unlimited distant view >=100KM, distant view >=1KM, panorama >=100M, middle scape >=50M, close shot >=10M.Will the back of the body in the present invention Scape is divided into five layers, can as needed reduce the number of plies in application or be divided into more numbers of plies.Furthermore, it is necessary to explanation, screen Length-width ratio, background and distance of camera lens, each layer background apart from camera lens the parameter such as actual range and numerical value as just preferred exemplary, Not as limitation of the invention, numerical value and parameter can be as needed adjusted in actual applications.Fig. 1 is comprising distant view, close shot The animation case sectional drawing of the background of two-layer.
Step B, every layer of background picture of measurement camera lens it is placed in the middle, the depth of field is placed in the middle when coordinate in picture, at the beginning of the coordinate system Beginning coordinate, thus coordinate is obtained the continuous coordinate of different time points as starting point numerical computations after camera lens movement.Coordinate system is adopted With the vertical pivot (Y-axis) of general photo handling software reversely, the coordinate-system that first quartile is former fourth quadrant.For example:Infinity The background picture coordinate (0,0) of background layer, the background picture coordinate (X1, Y1) of distant view layer, panorama layer background picture coordinate (X2, Y2), the background picture coordinate (X3, Y3) of middle background layer, the background picture coordinate (X4, Y4) of close shot layer.All coordinates are with pixel Point (Pix) is unit.Every layer of the present invention, each background picture should have different, corresponding scaling and splicing coordinate, real Illustration 1 is the background picture for including distant view and close shot two-layer background, and the scaling of distant view scenery (theater) is set as 20%, mirror Coordinate in picture is (175,391) when head is placed in the middle, and the scaling of close shot scenery (street lamp) is set as 40%, and camera lens is placed in the middle When coordinate in picture be (10,461).
Step C, according to camera lens under different focal, different motion state, each layer, each is calculated by corresponding formula The scaling and splicing coordinate of the background picture of coordinate, obtain new each layer background picture:
Step a, focal length is panorama, camera lens is translated from left to right with the speed of Vy Pix/S (pixel/second), each at t seconds The scaling of layer background picture, coordinate are respectively:
The scaling of the background picture of infinity background layer:A0%
Splicing coordinate:
X=0
Y=0
In view of this layer of the splicing coordinate, scaling of picture variation it is very trickle, can ignore, therefore pin of the present invention To the picture of unlimited distal layer, splicing coordinate is set to 0.Can also use and other layer of picture identical method when needed Calculate post exercise splicing coordinate.The scaling of unlimited distant view background picture is always fixed value (such as:10%, i.e., do not carry out Scaling).
The scaling of distant view layer background picture:A1%
Splicing coordinate:
X=X1-Vy*t*A1%
Y=Y1
A1 is the scaling of distant view layer background picture, and X1, Y1 are the splicing coordinate of distant view layer background picture previous frame, under Together;When camera lens is reversely translated from right to left, Y-axis coordinate formula is constant, and X-axis coordinate formula is:X=X1+Vy*t*Ai%.
The scaling of panorama layer background picture:A2%
Splicing coordinate:
X=X2-Vy*t*A2%
Y=Y2
A2 is the scaling of panorama layer background picture, and X2, Y2 are the splicing coordinate of panorama layer background picture previous frame, under Together;When camera lens is reversely translated from right to left, Y-axis coordinate formula is constant, and X-axis coordinate formula is:X=X2+Vy*t*Ai%.
The scaling of middle background layer background picture:A3%
Splicing coordinate:
X=X3-Vy*t*A3%
Y=Y3
A3 is the scaling of middle background layer background picture, and X3, Y3 are the splicing coordinate of middle background layer background picture previous frame, under Together;When camera lens is reversely translated from right to left, Y-axis coordinate formula is constant, and X-axis coordinate formula is:X=X3+Vy*t*Ai%.
The scaling of close shot layer background picture:A4%
Splicing coordinate:
X=X4-Vy*t*A4%
Y=Y4
A4 is the scaling of close shot layer background picture, and X4, Y4 are the splicing coordinate of close shot layer background picture previous frame, under Together;When camera lens is reversely translated from right to left, Y-axis coordinate formula is constant, and X-axis coordinate formula is:X=X4+Vy*t*Ai%.
In above formula, A represents the original scale ratio of each layer background picture, and 100%>A4%>A3%>A2%> A1%>A0%.
Thus, when camera lens carries out translational motion from left to right, according to above formula, can obtain translating state in camera lens Under, splicing coordinate of each layer picture in each frame.For the animation in Fig. 1, it is assumed that Vy=200p/s, t (represent a frame when It is long) be 0.75s, A1=20%, A4=40%, distant view layer initial coordinate is (265,391), close shot layer initial coordinate for (190, 461), according to above formula, the scenery scaling of wherein each transition frames and splicing when two-layer background is by 4 frame under translation camera lens Coordinate data result of calculation is shown in as shown in table 1 below:
Table 1
This four frames picture is as shown in Fig. 2, it is apparent that overlap of the street lamp with respect to the building at distant view at close shot Position, is all different on every frame transition frames, which forms the visual effect of three-dimensional animation.
Step b, focal length be originally panorama, camera lens with Vt%/S (1 percent/second) speed from far to it is near, towards picture central point Propulsion, at t seconds, the scaling of each layer background picture, coordinate were respectively:
The scaling of infinity background layer background picture:A0%
Splicing coordinate:
X=0
Y=0
It is identical with step a, it is necessary to when can also use and other layer of picture identical method calculates post exercise splicing and sit Mark.
The scaling of distant view layer background picture:
An=A1%* (100%+Vt*t)
Splicing coordinate:
N represents n-th frame in above formula, and equal difference is incremented by since 1, and A1 is distant view layer scaling;X1 (n-1) is to represent distant view The X-axis coordinate of a frame before layer picture X1n;
It is reversely that scaling is during by proximad far pulling out in camera lens:
An=A1%* (100%-Vt*t);
Splicing coordinate formula is respectively:
H is that picture is high, and w is that picture is long, similarly hereinafter.
The scaling of panorama layer background picture:
An=A2%* (100%+Vt*t)
Splicing coordinate:
It is reversely that scaling is during by proximad far pulling out in camera lens:
An=A2%* (100%-Vt*t);
Splicing coordinate formula is respectively:
The scaling of middle background layer background picture:
An=A3%* (100%+Vt*t)
Splicing coordinate:
It is reversely that scaling is during by proximad far pulling out in camera lens:
An=A3%* (100%-Vt*t);
Splicing coordinate formula is respectively:
The scaling of close shot layer background picture:
An=A4%* (100%+Vt*t)
Splicing coordinate:
It is reversely that scaling is during by proximad far pulling out in camera lens:
An=A4%* (100%-Vt*t);
Splicing coordinate formula is respectively:
In above formula, A represents the pantograph ratio of different produced in visual effect, the scenery pictures of scenery far and near distance Value, and 100%>A4%>A3%>A2%>A1%>A0%;
Thus, camera lens carry out from far to it is near, towards picture central point advancing movement when, according to above formula, can obtain To each layer picture each frame splicing coordinate.For the animation in Fig. 1, it is assumed that Vt=13.3%/s, the time of each frame is 0.75s, A1=20%, A4=40%, W=640, h=480, distant view layer initial coordinate are (200,375), and close shot layer is initial to be sat (80,444) are designated as, according to above formula, scenery scaling and splicing coordinate data meter under track in, in two-layer background Calculate result as shown in table 2 below:
Table 2
As shown in figure 3, include close shot, distant view two-layer scenery background picture camera lens from far to nearly propulsion when, by this Described in method formula calculate, zoom in and out with position splicing after obtained 4 frame transition frames, can significantly see:At close shot Street lamp, with respect to the lap position of the building at distant view, is all different on every frame transition frames;While the street lamp at close shot, phase To the building at distant view, as the speed that track in is amplified is greater;Form the visual effect of three-dimensional animation.
Step c, camera lens with Vy Pix/S (pixel/second) speed by translating from right to left, while with Vt%/S (percent One/second) speed from far to it is near, advance towards picture central point, at t seconds, the scaling of each layer background picture, coordinate were respectively:
The scaling of infinity background layer background picture:A0%
Splicing coordinate:
X=0
Y=0
The scaling of distant view layer background picture:An=A1%* (100%+Vt*t)
Splicing coordinate:
The scaling of panorama layer background picture:An=A2%* (100%+Vt*t)
Splicing coordinate:
The scaling of middle background layer background picture:An=A3%* (100%+Vt*t)
Splicing coordinate:
The scaling of close shot layer background picture:An=A4%* (100%+Vt*t)
Splicing coordinate:
Similarly can be derived from below equation:
Camera lens is translated from left to right with Vy Pix/S (pixel/second) speed, while with Vt%/S (1 percent/second) speed From far to enter advance when each background picture splicing coordinate formula:
Camera lens is translated from left to right with Vy Pix/S (pixel/second) speed, while with Vt%/S (1 percent/second) speed The splicing coordinate formula of each background picture during by proximad far pulling out:
Camera lens is translated from right to left with Vy Pix/S (pixel/second) speed, while with Vt%/S (1 percent/second) speed The splicing coordinate formula of each background picture during by proximad far pulling out:
Thus, translated from right to left in camera lens, at the same from far to it is near, towards the propulsion of picture central point carry out from far to it is near, During towards picture central point advancing movement, according to above formula, splicing coordinate of each layer picture in each frame can be obtained.For figure Animation in 1, it is assumed that Vt=13.3%/s, Vy=100, the time of each frame is 0.75s, A1=20%, A4=40%, W= 640, h=480, distant view layer initial coordinate is (163,363), and close shot layer initial coordinate is (35,431), according to above formula, is pushed away Enter under camera lens, the scenery scaling in two-layer background and splicing coordinate data result of calculation it is as shown in table 3 below:
Table 3
As shown in figure 3, the background picture for including close shot, distant view two-layer scenery translate from right to left in camera lens, while by It is remote to nearly propulsion when, the formula as described in this method calculates, zoom in and out and obtained 4 frame transition frames, Cong Zhongke with after the splicing of position Will become apparent from:Lap position of the street lamp with respect to the building at distant view at close shot, is all different on every frame transition frames; Street lamp at close shot, with respect to the building at distant view, as the speed that track in is amplified is greater;Obtain " around a left side The three-dimensional impression that dypass lamp shoots ".
Step D, under each frame, each layer background picture that step C is calculated is overlayed on corresponding coordinate, is obtained To a transition frames for two-dimensional background.
Step E, repeat step C obtain all transition frames of camera motion start-stop to step D.
Step F, continuously plays transition frames, obtain in three dimensions, camera motion when the 3D visual effect that produces.
We as a comparison case, are not carrying out this with the processing method of the existing background picture in animation motion camera lens In the case of background layering, scaling, the treatment of coordinate splicing of method explanation, translated with camera lens and illustrated, background is one layer in figure, 4 transition frames obtained after pure translational are as shown in figure 5, the three-dimensional animation in Fig. 2~Fig. 4 for being provided without the present invention completely is regarded Feel effect.
Technological means disclosed in the present invention program is not limited only to the technological means disclosed in above-mentioned implementation method, also includes Constituted technical scheme is combined by above technical characteristic.It should be pointed out that for those skilled in the art For, under the premise without departing from the principles of the invention, some improvements and modifications can also be made, these improvements and modifications are also considered as Protection scope of the present invention.

Claims (5)

1. it is a kind of by camera motion background layered shaping simulate three-dimensional animation visual effect method, it is characterised in that including Following steps:
Step A, stratification drawing background picture, background picture is at least two-layer;
Step B, measure each background picture camera lens it is placed in the middle, the depth of field is placed in the middle when coordinate in picture;
Step C, according to camera lens under different focal, different motion state, each layer, each coordinate is calculated by following formula The scaling and splicing coordinate of background picture, each layer background picture that scaling, splicing are obtained:
Step a, focal length is that panorama, camera lens are translated from left to right with the speed of Vy Pix/S, at t seconds, certain layer of background picture Scaling is Ai, and the background picture is in the corresponding splicing coordinate in the region:
X=Xi-Vy*t*Ai%
Y=Yi
Xi, Yi are splicing coordinate of the background picture in previous frame;When camera lens is reversely translated from right to left, Y-axis coordinate is public Formula is constant, and X-axis coordinate formula is:X=Xi+Vy*t*Ai%
Step b, initial focal length be panorama, camera lens with Vt%/S speed from far to it is near, advance towards picture central point, at t seconds, certain Layer background picture scaling be:
An=Ai%* (100%+Vt*t)
The background picture is in the corresponding splicing coordinate in the region:
X n = X i ( n - 1 ) - V t * t * A n * X i ( n - 1 ) * w / h ^ 2 + W ^ 2 2
Y n = Y i ( n - 1 ) + V t * t * A n * Y i ( n - 1 ) * h / h ^ 2 + W ^ 2 2
It is reversely that scaling formula is during by proximad far pulling out in camera lens:An=Ai%* (100%-Vt*t);The Background Piece is respectively in the corresponding splicing coordinate formula in the region:
X n = X i ( n - 1 ) + V t * t * A n * X i ( n - 1 ) * w / h ^ 2 + W ^ 2 2
Y n = Y i ( n - 1 ) - V t * t * A n * Y i ( n - 1 ) * h / h ^ 2 + W ^ 2 2
Step c, camera lens with Vy Pix/S (pixel/second) speed by translating from right to left, while with Vt%/S (1 percent/second) Speed is from far to closely, towards picture central point advancing, at t seconds, the scaling of each layer background picture was:
An=Ai%* (100%+Vt*t)
The background picture the region it is corresponding splicing coordinate be:
X i n = X i ( n - 1 ) - V t * t * A n * X i ( n - 1 ) * w / h ^ 2 + W ^ 2 2 + V y * t * A n
Y i n = Y i ( n - 1 ) + V t * t * A n * Y i ( n - 1 ) * h / h ^ 2 + W ^ 2 2
Camera lens is translated from left to right with Vy Pix/S (pixel/second) speed, while with Vt%/S (1 percent/second) speed by remote During to entering to advance, the background picture is in the corresponding splicing coordinate formula in the region:
X i n = X i ( n - 1 ) - V t * t * A n * X i ( n - 1 ) * w / h ^ 2 + W ^ 2 2 - V y * t * A n
Y i n = Y i ( n - 1 ) + V t * t * A n * Y i ( n - 1 ) * h / h ^ 2 + W ^ 2 2
Camera lens is translated from left to right with Vy Pix/S (pixel/second) speed, while with Vt%/S (1 percent/second) speed by near During to remote pull-out, the background picture is in the corresponding splicing coordinate formula in the region:
X i n = X i ( n - 1 ) + V t * t * A n * X i ( n - 1 ) * w / h ^ 2 + W ^ 2 2 - V y * t * A n
Y i n = Y i ( n - 1 ) - V t * t * A n * Y i ( n - 1 ) * h / h ^ 2 + W ^ 2 2
Camera lens is translated from right to left with Vy Pix/S (pixel/second) speed, while with Vt%/S (1 percent/second) speed by near During to remote pull-out, the background picture is in the corresponding splicing coordinate formula in the region:
X i n = X i ( n - 1 ) + V t * t * A n * X i ( n - 1 ) * w / h ^ 2 + W ^ 2 2 + V y * t * A n
Y i n = Y i ( n - 1 ) - V t * t * A n * Y i ( n - 1 ) * h / h ^ 2 + W ^ 2 2
Step D, under each frame, each layer background obtained after step C calculating scalings are zoomed in or out accordingly Picture, overlays on corresponding coordinate, obtains a transition frames for two-dimensional background;
Step E, after obtaining all transition frames of camera motion start-stop, continuously plays transition frames, obtain in three dimensions, camera lens The 3D visual effect produced during motion.
2. it is according to claim 1 by camera motion background layered shaping simulate three-dimensional animation visual effect method, Characterized in that, each layer background picture is included with least two in Types Below:Unlimited distant view, distant view, panorama, middle scape, close shot.
3. it is according to claim 2 by camera motion background layered shaping simulate three-dimensional animation visual effect method, It is characterized in that:Unlimited distant view >=100KM, distant view >=1KM, panorama >=100M, middle scape >=50M, close shot >=10M.
4. it is according to claim 2 by camera motion background layered shaping simulate three-dimensional animation visual effect method, It is characterized in that:The splicing coordinate of unlimited distant view background picture is:X=0, Y=0.
5. it is according to claim 4 by camera motion background layered shaping simulate three-dimensional animation visual effect method, It is characterized in that:The scaling of unlimited distant view background picture is always fixed value.
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