WO2024255597A1 - Procédé et appareil de génération de composants dans une scène de jeu, support de stockage et dispositif électronique - Google Patents
Procédé et appareil de génération de composants dans une scène de jeu, support de stockage et dispositif électronique Download PDFInfo
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- WO2024255597A1 WO2024255597A1 PCT/CN2024/096124 CN2024096124W WO2024255597A1 WO 2024255597 A1 WO2024255597 A1 WO 2024255597A1 CN 2024096124 W CN2024096124 W CN 2024096124W WO 2024255597 A1 WO2024255597 A1 WO 2024255597A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
- A63F13/655—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/0482—Interaction with lists of selectable items, e.g. menus
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/04845—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range for image manipulation, e.g. dragging, rotation, expansion or change of colour
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/04847—Interaction techniques to control parameter settings, e.g. interaction with sliders or dials
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F8/00—Arrangements for software engineering
- G06F8/30—Creation or generation of source code
- G06F8/34—Graphical or visual programming
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F8/00—Arrangements for software engineering
- G06F8/30—Creation or generation of source code
- G06F8/36—Software reuse
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F8/00—Arrangements for software engineering
- G06F8/30—Creation or generation of source code
- G06F8/38—Creation or generation of source code for implementing user interfaces
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6009—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
- A63F2300/695—Imported photos, e.g. of the player
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02D—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
- Y02D10/00—Energy efficient computing, e.g. low power processors, power management or thermal management
Definitions
- the present disclosure relates to the field of computer graphics technology, and in particular to a component generation method in a game scene, a component generation device in a game scene, a computer-readable storage medium, and an electronic device.
- a game scene is usually composed of a certain number of components (or models), each of which may be an object or a person in the game scene. Modeling and editing objects or people in the game scene is one of the main tasks in building a game scene.
- modeling and editing in game scenes mainly rely on manual operations by relevant personnel.
- the generation process of a single component generally includes: manually editing the shape, adjusting the size, position, rendering color, texture, etc., and finally generating the required component. This method consumes high manpower and time costs and is inefficient.
- the present disclosure provides a component generation method in a game scene, a component generation device in a game scene, a computer-readable storage medium, and an electronic device.
- a method for generating components in a game scene comprising: displaying a graphical user interface provided by running a game program, displaying a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, the scene component selection controls being used to respond to and generate corresponding scene components in the game editing scene according to operation instructions; providing an image import entry in the graphical user interface, and accepting an initial image imported based on the image import entry; dividing the initial image into a plurality of image areas, determining the scene components corresponding to the image areas and information of the scene components; generating the scene components corresponding to the image areas in the game editing scene according to the information of the scene components corresponding to the image areas, to form a scene component combination corresponding to the initial image.
- a device for generating components in a game scene comprising: a graphical user interface processing module, configured to display a graphical user interface provided by running a game program, displaying a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, the scene component selection controls being used to respond to and generate corresponding scene components in the game editing scene according to operation instructions; an information acquisition module, configured to provide an image import entry in the graphical user interface, and accept an initial image imported based on the image import entry; a scene component determination module, configured to divide the initial image into a plurality of image areas, determine the scene components corresponding to the image areas and information of the scene components; a component generation module, configured to generate the scene components corresponding to the image areas in the game editing scene according to the information of the scene components corresponding to the image areas, to form a scene component combination corresponding to the initial image.
- a graphical user interface processing module configured to display a graphical user interface provided by running a game program, displaying a game editing scene to be
- a computer-readable storage medium on which a computer program is stored.
- the computer program is executed by a processor, the component generation method in the game scene of the first aspect and its possible implementation methods are implemented.
- an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the component generation method in the game scene of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.
- FIG1 is a schematic diagram showing a game editing scene and a scene component selection control according to one of the exemplary embodiments
- FIG2 is a schematic diagram showing a perspective of setting a game editing scene according to one of the exemplary embodiments
- FIG3A is a schematic diagram showing an observation angle of one of the exemplary embodiments.
- FIG3B is a schematic diagram showing a game perspective of one of the exemplary embodiments.
- FIG4 is a flowchart showing a method for generating components in a game scene according to one of the exemplary embodiments
- FIG5 is a schematic diagram showing one of the steps of importing an initial image according to the exemplary embodiment
- FIG6 shows a flowchart of determining a scene component and information of the scene component according to one of the exemplary embodiments
- FIG. 7 is a schematic diagram showing a generation queue according to one of the exemplary embodiments.
- FIG8 is a schematic diagram showing a generated partial scene component according to one of the exemplary embodiments.
- FIG9 is a schematic diagram showing all scene components generated according to one of the exemplary embodiments.
- FIG10 is a schematic diagram showing one of the exemplary embodiments of moving a scene component combination
- FIG. 11 is a schematic diagram showing scaling of a scene component combination according to one of the exemplary embodiments.
- FIG. 12 is a schematic diagram showing a method of rotating a scene component combination according to one of the exemplary embodiments
- FIG13 shows a system architecture diagram of an operating environment according to one of the exemplary embodiments
- FIG14 is a schematic diagram showing the structure of a component generation device in a game scene in one of the exemplary embodiments
- FIG. 15 is a schematic structural diagram of an electronic device according to one of the exemplary embodiments.
- the picture wall is a component that can present image content.
- the original picture is directly placed on the wall of the wall component in the game scene.
- the player's perspective in the game is aimed at the wall, the original picture can be seen, thereby realizing the wall component as a picture wall.
- the picture is inconsistent with the style of the game scene, such as the picture is a photo taken in the real world and the game scene is in an animation style, such a picture wall will cause a visual abruptness to the player, that is, the picture wall does not look like a part of the game scene.
- an exemplary embodiment of the present disclosure provides a component generation method in a game scene, which can improve the generation efficiency of components such as a picture wall.
- a graphical user interface can be displayed by a terminal device, and the terminal device can be a mobile phone, a personal computer, a tablet computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface.
- the graphical user interface may include a screen of the terminal device running an operating system, such as a desktop, a system setting interface, an application program interface, etc.
- an operating system such as a desktop, a system setting interface, an application program interface, etc.
- a game editing scene provided by the running game program can be displayed in the graphical user interface.
- the game program may be a main game program, and a game scene editing function is provided in the main game program (such as a game editor built into the game program).
- the game editing scene can be entered.
- the game program may also be a game scene editing program associated with the main game program, such as a game editor that can run independently without relying on the main game program.
- the user can choose to create a new game scene and edit it, or can choose to edit an existing game scene.
- the game editing scene to be edited and multiple scene component selection controls can be displayed in the graphical user interface.
- the game editing scene may include the background of the scene and the generated components.
- the scene component selection controls may include controls such as "block component", "cylinder component”, “semi-cylinder component”, etc.
- This exemplary embodiment supports players to customize editing scenes. Therefore, the user in this article can refer to the game production staff (such as artists) of the game manufacturer, or it can refer to the player.
- a virtual camera may be provided in the game editing scene.
- the virtual camera is a tool in the game program that simulates a real camera to shoot the game scene.
- the virtual camera may be provided at any position in the game editing scene and shoot the game scene from any perspective. That is, the virtual camera may have any position in the game scene, and the position may be fixed or dynamically changed.
- any number of virtual cameras may be provided in the game editing scene, and different virtual cameras may shoot different game scene images.
- the game editing scene can present two different perspectives, namely the observation perspective and the game perspective.
- the observation perspective refers to observing the game editing scene from a third-person perspective.
- the user can directly control the virtual camera to move the perspective instead of controlling the game character in the game editing scene.
- the game perspective refers to observing the game editing scene from a first-person perspective.
- the user can control a certain game character in the game editing scene, and the game character can be bound to a virtual camera, that is, the positional relationship between the game character and the virtual camera is fixed, for example, the game character can be located at the focus of the virtual camera, and when the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective.
- a virtual joystick, upward or downward controls, etc. can be set in the game editing scene, and the user can move the virtual camera or move the game character by operating these controls.
- the game program provides a plurality of different scene components, as can be shown in the form of a scene component selection control in FIG. 1.
- a scene component is a virtual model that constitutes a game scene, which can be an object, a person, or a partial object or person.
- the scene components provided by the game program can include a basic scene component and a basic scene component combination.
- a basic scene component refers to an indivisible scene component, which can be regarded as the smallest unit that constitutes a game scene.
- a basic scene component can include a block component, a cuboid component, a cylindrical component, a spherical component, and the like.
- a basic scene component combination is a scene component composed of multiple basic scene components.
- a block component or a cuboid component can be combined on the circular surface of a cylindrical component to form a scene mechanism in the form of a roller, which is a combination of basic scene components.
- the game program may come with a plurality of different scene components, which may be pre-configured by artists and stored in the game program, so that players can conveniently use these scene components to edit scenes.
- the scene components can be pre-configured by the player, and the player can obtain the scene components that are not originally in the game program by modeling in the game editing scene or other editing interfaces.
- the scene components configured by the player may include basic scene components and basic scene component combinations. For example, if the player sets a scene component as an indivisible whole when configuring it, the scene component is a basic scene component, otherwise it is a basic scene component combination.
- the scene components configured by the player can be used only by the player himself, or they can be shared with other players.
- one or more information such as the size, position, direction, color, texture, and shape of the scene components can be configured.
- users can directly call the configured information, which is very convenient and efficient.
- users can also adjust the configured information in the scene components, such as adjusting one or more of the above information to make it more in line with their needs and preferences.
- FIG4 shows an exemplary process of a component generation method in a game scene, which may include the following steps S410 to S440:
- Step S410 displaying a graphical user interface provided by running the game program, displaying a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, wherein the scene component selection controls are used to respond to and generate corresponding scene components in the game editing scene according to the operation instructions;
- Step S420 providing an image import entry in the graphical user interface, and accepting an initial image imported based on the image import entry;
- Step S430 dividing the initial image into a plurality of image regions, and determining scene components corresponding to the image regions and information of the scene components;
- Step S440 generating a scene component corresponding to the image area in the game editing scene according to the information of the scene component corresponding to the image area, and forming a scene component combination corresponding to the initial image.
- the scene component combination is a combined virtual model formed by multiple scene components, and the scene component combination itself can be regarded as a model.
- the scene component combination is a virtual model used to present the initial image in the game scene.
- presenting the initial image or other images such as sampled images, target images, etc.
- the approximate presentation can refer to presenting a blurred pattern of the initial image.
- the scene component combination has a corresponding relationship with the initial image, and the corresponding relationship is reflected in the fact that the two are the same or similar in pattern, and it is also reflected in the fact that the scene component combination is the component finally generated in response to the instruction to import the initial image.
- the scene component combination has at least one surface that can present an initial image.
- the scene component combination can be a wall or a wall-like model, such as a picture wall, a pixel image, etc.
- the present disclosure does not specifically limit the appearance of the scene component combination.
- the surface of the scene component combination used to present the initial image can be a flat plane, such as the scene component combination can be a rectangular parallelepiped, and its two surfaces with the largest surface area can be used to present the initial image.
- the surface of the scene component combination used to present the initial image can be a non-flat surface, such as the coordinates of each scene component in the scene component combination on the normal axis of the surface are not exactly the same, presenting an effect that each scene component has a certain undulation on the surface, which can create a visual sense of three-dimensionality.
- a solution for generating a scene component combination (i.e., a virtual model) by importing corresponding images, determining the corresponding scene components and the information of the scene components according to the image area in the imported initial image, and then automatically generating the scene components and forming a scene component combination, without the need for the user to perform manual operation and editing, which greatly reduces the manpower and time costs and improves the efficiency of component generation.
- a scene component combination i.e., a virtual model
- the user can import the initial image according to his own needs and preferences, and finally generate a scene component combination of the corresponding pattern, that is, the generated scene component combination is used to present the imported initial image, thereby obtaining a virtual model in the form of a picture wall, a pixel image, etc. in the game scene, which can enrich the game scene and meet the personalized needs of the user.
- step S410 a graphical user interface provided by running the game program is displayed, and a game editing scene to be edited and multiple scene component selection controls are displayed in the graphical user interface.
- the scene component selection controls are used to respond to and generate corresponding scene components in the game editing scene according to operation instructions.
- the game editing scene to be edited can be a newly created game editing scene or a stored game editing scene.
- the scene component selection control can be as shown in Figure 1, but is not limited to the scene component type shown in Figure 1.
- the corresponding scene component can be generated in the game editing scene.
- the user can press and hold the "block component" control and drag it to the game editing scene to generate the corresponding block component in the game editing scene. Then, the user can also edit and adjust the size, position, direction, color, texture, shape, etc. of the block component.
- step S420 an image import portal is provided in the graphical user interface, and an initial image imported based on the image import portal is accepted.
- the image import entrance can be provided in the relevant game editing interface.
- the option of the generator can be selected to trigger the opening of the generator interface, which can be shown in Figure 5, where an image import entrance is provided.
- the user can select the initial image based on the image import entrance and import it into the current game scene to be edited.
- the user can import the initial image through the image import entrance provided in other interfaces of the game program without opening the game editing scene, and can select the game scene when importing.
- the game program can also open the game editing scene and load the game scene selected by the user.
- the initial image can be automatically selected by the game program and imported into the game editing scene.
- the initial image is used to provide pattern information for the final generated scene component combination, so that the scene component combination can present the initial image.
- the initial image can be an imported original image, or it can be an image after the original image is processed.
- the original image can be processed into a specified size to obtain the initial image.
- the present disclosure does not limit the source, format, content, etc. of the initial image.
- the initial image can come from the photo album of the terminal device, or it can come from the Internet. Users can select an initial image of any content according to their needs and preferences.
- the server may review the initial image to ensure that the content of the initial image meets relevant requirements.
- step S430 the initial image is divided into a plurality of image regions, and scene components corresponding to the image regions and information of the scene components are determined.
- the image area of the initial image is represented by a scene component, so that the entire initial image is modeled in the form of a combination of scene components.
- the image area can be divided, and the scene component corresponding to the image area and the information of the scene component can be determined.
- each image area presents a single color or a single color system, which makes it easy to determine the color or texture information of the scene component corresponding to each image area.
- the image area can be divided according to the size, number, shape and other information of the image area set in advance.
- the scene component corresponding to the image area is determined to be a square component, and if the image area is a rectangle, the scene component corresponding to the image area is determined to be a cuboid component.
- the information of the scene component corresponding to each image area can be determined, including but not limited to size, position, direction, color, texture, morphology, etc., so that the scene component subsequently generated based on the information can present the appearance or morphological effect of the image area.
- the size of the scene component corresponding to the image area can be determined based on the size of the image area, such as the mapping relationship between the size of the image area and the size of the scene component can be pre-established, and the size of the scene component corresponding to the size of the image area can be calculated from the mapping relationship.
- the position of the scene component corresponding to the image area can be determined based on the position of the image area in the initial image.
- the color or texture of the scene component corresponding to the image area can be determined based on the color or texture of the image area, such as extracting a primary color from the color of the image area (which can be the average color calculated from the color values of all pixels in the image area), using the primary color as the color of the scene component, or extracting texture features from the image area, and generating the texture of the scene component based on the texture features.
- the component generation method may further include the following steps:
- the resource quantification parameter characterizes the amount of game resources used by the scene component combination, which can be quantified by the number of game resources, or by the amount of data, memory, etc. of the game resources.
- the resource quantification parameter can be an exact value or a numerical range. If the resource quantification parameter is a numerical range, it means that the quantified value of the game resources used by the scene component combination should be within the numerical range.
- the resource quantification parameter may include the number of scene components of the scene component combination, which may be a numerical value or a numerical range, indicating the number or numerical range of scene components contained in the scene component combination. The user can set the resource quantification parameter for the scene component combination. Referring to FIG.
- the maximum number of scene components of the scene component combination (i.e., the maximum occupancy value in FIG. 5) can be set to 3425, indicating that the number of scene components contained in the scene component combination does not exceed 3425.
- the user can set resource quantification parameters for the current game scene to be edited, indicating the amount of game resources used by the game scene, and then determine the resource quantification parameters of the scene component combination based on the resource quantification parameters of the game scene, such as subtracting the resource quantification parameters of other generated models from the resource quantification parameters of the game scene to obtain the resource quantification parameters of the scene component combination, or multiplying the resource quantification parameters of the game scene by a certain ratio (expressed as the resource ratio allocated to the scene component combination) to obtain the resource quantification parameters of the scene component combination.
- the resource quantification parameters of the scene component combination can also be automatically determined by the game program, such as calculating the resource quantification parameters of the scene component combination based on the user's authority, the amount of cached data of the game level, the resource status of the terminal device (such as the remaining memory), or first calculating the resource quantification parameters of the game scene, and then calculating the resource quantification parameters of the scene component combination from the resource quantification parameters of the game scene.
- the above-mentioned dividing the initial image into multiple image regions and determining the scene components and the information of the scene components corresponding to the image regions may include the following steps S610 and S620:
- Step S610 sampling the initial image based on the resource quantization parameter, and obtaining the target image based on the sampling result
- Step S620 taking the pixels of the target image as an image area, determining the scene components corresponding to the image area and the information of the scene components.
- the sampling of the initial image can be downsampling or upsampling. If a relatively large resource quantization parameter is set, and the fineness of the corresponding scene component combination exceeds the initial image, the initial image can be upsampled. If a relatively small resource quantization parameter is set, and the fineness of the corresponding scene component combination is less than the initial image, the initial image can be downsampled.
- the number of image areas can be determined according to the resource quantization parameter, that is, the number of pixels after sampling can be determined.
- the resource quantization parameter of the scene component combination includes the number of scene components of the scene component combination, and the number of scene components may be an exact value.
- the above-mentioned sampling of the initial image based on the resource quantization parameter and obtaining the target image based on the sampling result may include the following steps:
- the initial image is sampled using the number of scene components of the scene component combination as the number of pixels after sampling, and a target image is obtained based on the sampling result.
- the number of pixels after sampling can be equivalent to the number of image areas.
- the pre-set number of scene components is used as the number of pixels after sampling, so that the number of image areas is equal to the number of scene components, thereby accurately controlling the number of scene components in the scene component combination.
- the sampling result is the sampled image. If it is up-sampled, the sampled image is finer than the initial image. If it is down-sampled, the sampled image is more blurred than the initial image.
- the sampled image can be further pre-processed, such as optimizing or simplifying the color, to obtain the target image.
- the sampled image can also be directly used as the target image.
- Each pixel of the target image can be used as an image region, which is equivalent to dividing the image region of the initial image by sampling, and the division method is simple and efficient. Furthermore, the corresponding scene component and the information of the scene component can be determined according to the information of each pixel of the target image.
- the above-mentioned taking the pixel points of the target image as an image area and determining the scene component and the information of the scene component corresponding to the image area may include the following steps:
- the initial size of the scene component combination is within the preset size range, the initial size of the scene component is kept unchanged
- the initial size of the scene component combination exceeds the preset size range, the initial size of the scene component is adjusted so that the initial size of the scene component combination is within the preset size range after the initial size is adjusted.
- the scene component has an initial size, which can be a default size pre-configured by the game program. If the size of the scene component is not set or adjusted, the initial size is used by default, that is, when the scene component is generated in the game editing scene, the size of the scene component is equal to the initial size.
- the number of pixels of the target image is the number of scene components in the scene component combination. By multiplying this number by the initial size of the scene component, the size of the scene component combination formed by the initial size of the scene component can be calculated, which is recorded as the initial size of the scene component combination. It should be noted that since the scene component and the scene component combination have not yet been generated at this time, the initial size of the scene component combination calculated here is an estimated size.
- the preset size range is the allowable size range set for the scene component combination, which can prevent the scene component combination from being too large or too small.
- the user can set the preset size range in advance, or the game program can automatically set the preset size range, such as determining the corresponding preset size range according to the type of the scene component combination, or determining the preset size range of the scene component combination according to the size of the game scene.
- the preset size range can be set for the width and height of the scene component combination as: 0 to 20 meters, that is, the width and height of the scene component combination cannot exceed 20 meters. If the initial size of the scene component combination is within the preset size range, the initial size of the scene component can be kept unchanged.
- the initial size of the scene component combination exceeds the preset size range, the initial size of the scene component is adjusted. If the initial size of the scene component combination is too large, the initial size of the scene component is adjusted down, and if the initial size of the scene component combination is too small, the initial size of the scene component is adjusted up. After adjusting the initial size, the initial size of the scene component combination can be calculated again to ensure that it is within the preset size range.
- the size information is quickly and accurately determined for the scene component, and the initial size or the adjusted size can be used as the size of the subsequently generated scene component, without the user manually setting the size each time. Furthermore, by adjusting the mechanism of the initial size, it is possible to ensure that the size of the subsequently generated scene component combination is within a preset size range, thereby controlling the size of the scene component combination at an appropriate level.
- the component generation method may further include the following steps:
- the target color quantity indicates how many colors the scene component combination has, so that the color of the scene component combination can be controlled to avoid being too complex or too simple.
- the user can set the target color number for the scene component combination. As shown in Figure 5 above, the user can set the target color number when importing the initial image. For example, if it is set to 12, it means that the scene component combination has no more than 12 colors.
- the game program can automatically set the target color number, such as automatically setting a suitable target color number for the scene component combination based on the user's permissions, game scene resources, and fineness. Number of colors.
- the above-mentioned sampling of the initial image based on the resource quantization parameter and obtaining the target image based on the sampling result may include the following steps:
- the color values of the pixels of the sampled image are color mapped based on the target color quantity to obtain the target image.
- the number of colors in the sampled image is usually not equal to the target number of colors set for the scene component combination.
- the color distribution of the sampled image may be complex, while the scene component combination can approximate the sampled image or the initial image, and its colors do not need to be so complex. Therefore, the target number of colors is usually less than the number of colors in the sampled image.
- the number of colors in the sampled image can be increased or decreased to make it equal to the target number of colors.
- Method 1 Color mapping by clustering pixel color values. Specifically, the above-mentioned color mapping of the pixel color values of the sampled image based on the number of target colors to obtain the target image may include the following steps:
- the preset colors may be optional colors of scene components provided by the game program.
- the game program may provide a set of optional colors for scene components, such as primary colors of 12 or 24 hues, as preset colors.
- scene components such as primary colors of 12 or 24 hues
- preset colors When determining or editing the color of a scene component, it is necessary to select from the preset colors. In this way, the scene component will not have colors other than the preset colors, which is conducive to simplifying the complexity and resource amount of the game scene and further improving the efficiency of component generation.
- the pixel color values of the sampled image can be clustered into 12 color categories, such as using the K-Means algorithm, with K being 12 for clustering. Then, the preset color closest to each color category is determined among the preset colors, such as the preset color with the smallest distance to the cluster center color of the color category. Finally, the pixel color values in each color category are mapped to the preset color closest to the color category.
- the cluster center color of the color category can be the center color of the color category (such as the center point color in the color space), or it can be the cluster center color calculated by weighting the pixel color values in the color category (such as determining the weight according to the number of pixels of the pixel color value, and weighting the pixel color value using the weight).
- Method 2 Determine the preset colors of the target color quantity that match the color distribution of the sampled image from all the preset colors, and map the pixel color value of the sampled image to the closest preset color.
- the color space can be divided into multiple color intervals according to all preset colors in advance, and each preset color corresponds to a color interval, such as the preset color can be the center color of the color interval.
- the color distribution of the sampled image is statistically analyzed, and each pixel is divided into the corresponding color interval to determine the number of pixels in each color interval. If the number of target colors is 12, the preset colors in the 12 color intervals with the largest number of pixels are selected, thereby determining 12 preset colors.
- the color value of each pixel of the sampled image is mapped to the preset color closest to it among the 12 preset colors.
- Color mapping can realize the conversion between the color of the sampled image and the color of the scene component. Further, in one embodiment, the above-mentioned determination of the scene component corresponding to the image area and the information of the scene component may include the following steps:
- the color value of the pixel of the target image is used as the color value of the scene component corresponding to the pixel.
- the color value of each pixel of the target image is already a preset color that can be selected by the scene component, the color value of each pixel can be directly used as the color value of the scene component corresponding to each pixel, without further processing the color value of the scene component, and the processing process is relatively convenient and efficient. This ensures that the color of the target image, the color of the scene component and the color style of the game scene itself are coordinated.
- the above-mentioned multiple scene component selection controls include a first scene component selection control and a second scene component selection control, and the shape of the second scene component corresponding to the second scene component selection control corresponds to the shape of the component spliced together by the first scene components corresponding to a preset number of first scene component selection controls.
- the first scene component can be a square component or a rectangular component, the shape of the square component is a cube, and the shape of the rectangular component is a rectangular parallelepiped.
- the second scene component can be a rectangular parallelepiped component, a stepped component, a cross component, etc., and its shape can be a rectangular parallelepiped, stepped, cross-shaped, etc., and these shapes can be spliced together by multiple cubes or rectangular parallelepipeds.
- the scene component corresponding to the above-mentioned pixel point can be the first scene component.
- the above-mentioned determination of the scene component corresponding to the image area and the information of the scene component can also include the following steps:
- the multiple adjacent first scene components with the same color value are merged into a second scene component.
- the first scene component is a square component
- the second scene component is a cuboid component. If multiple square components with the same color value correspond to adjacent positions in the same row or column in the target image, these square components can be merged into a cuboid component, and the color value of the cuboid component is the same as the color value of the square component. This can reduce the number of scene components and help simplify the generation process of scene component combinations.
- the plurality of scene component selection controls include a first scene component selection control, and the pixel point corresponding to the first scene component selection control
- the scene component is the first scene component corresponding to the first scene component selection control.
- the multiple adjacent first scene components with the same color value are merged into one first scene component, and the size of the merged first scene component is determined according to the number of the multiple adjacent first scene components with the same color value.
- the size of the first scene component is adjustable and can be adjusted in any direction.
- the first scene component is a rectangular parallelepiped component
- any one or more of the length, width, and height of the rectangular parallelepiped component can be adjusted.
- these cuboid components can be merged into a larger cuboid component, and the color value of the cuboid component after merging is the same as the color value of the cuboid component before merging, and the size along the merging direction is the size of the cuboid component before merging multiplied by the number of mergers.
- N adjacent cuboid components with the same color value are merged, and the width of the cuboid component after merging is N times the width before merging, and the length and height can remain unchanged. This can also reduce the number of scene components, which is conducive to simplifying the generation process of scene component combination.
- a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene.
- the above-mentioned determination of the scene component and the information of the scene component corresponding to the image area may include the following steps:
- the position of the scene component corresponding to the image area is determined according to the relative position of the scene component corresponding to the image area in the scene component combination and the reference point position.
- the scene component combination has a certain volume.
- a reference point can be selected in the scene component combination, and the position of each scene component in the scene component combination can be determined by determining the position of the reference point.
- the reference point can be the center point of the scene component, any corner point, or the center point of any edge, etc.
- the reference point position of the scene component combination is determined according to the position of the virtual camera, so that the reference point is located at a suitable position in the virtual camera field of view, so that the user can see the entire scene component combination. More specifically, the reference point position of the scene component combination can be determined according to the position of the virtual camera when the initial image is imported or the scene component combination is generated (such as importing the initial image and clicking "Generate" in Figure 5).
- the reference point may be the center point of the scene component, and the optical axis direction may be determined according to the position of the virtual camera, and the reference point position may be determined to be located in the optical axis direction.
- the distance between the reference point position and the virtual camera (the distance along the optical axis direction) may also be determined according to the size of the scene component combination, so that the entire scene component combination can be displayed in the field of view of the virtual camera.
- the position of each scene component can be determined according to the relative position of the scene component corresponding to each image area in the scene component combination.
- the relative position can be an offset position relative to the reference point.
- the position of the scene component can be calculated by adding the reference point position to the relative position.
- a suitable generation position is determined for the scene component, so that when the scene component and the scene component combination are generated, the user can directly see the scene component and the scene component combination in the game editing scene.
- step S440 based on the information of the scene components corresponding to the image area, the scene components corresponding to the image area are generated in the game editing scene to form a scene component combination corresponding to the initial image.
- the process of generating a scene component may include: generating a scene component object, which may be a collection of game resources of the scene component, information of the scene component (such as related parameters) and related codes; loading the scene component object in the game editing scene, which may be represented by rendering the scene component. After the scene components corresponding to all image areas are generated, a scene component combination is formed by all the scene components.
- the above-mentioned step of generating the scene component corresponding to the image area in the game editing scene according to the information of the scene component corresponding to the image area to form a scene component combination corresponding to the initial image may include the following steps:
- the scene component corresponding to the image area is generated in the game editing scene according to the information of the scene component corresponding to the image area, so as to form a scene component combination corresponding to the initial image.
- the generation queue can refer to FIG. 7, and can include one or more generation tasks, which can be generation tasks of scene component combination (such as picture wall) or generation tasks of other models.
- each generation task can be arranged according to the establishment time of each generation task or the time of adding to the generation queue, and executed in the order of arrangement.
- the user can also specify or adjust the arrangement order or execution order of each generation task.
- the user can input a priority execution instruction for a certain generation task, and the game program can advance the execution order of the generation task, such as setting it as the next task.
- the status of each generation task can also be displayed in the generation queue, such as waiting, executing, completed, etc.
- step S430 when the generation task of the scene component combination is executed, step S430 can be executed.
- each model in the game scene can be generated in an orderly manner, so that even if the user frequently inputs the instruction of the generation component in a short time (such as importing the initial image or clicking the generated instruction), it can also avoid the game program from loading too much content and causing jamming.
- the relevant information of the generation task is displayed in the generation queue to realize the visualization of the background processing process of component generation, which is conducive to user perception.
- the generation queue may show the generation time or completion time of each task, and the resource quantization parameters of the components in each task, such as the resource quantization parameter of the first picture wall is 3250.
- the user can delete the task by operating the delete control (the control with the trash can icon in the figure), or trigger the generation process of the corresponding component by operating the “Generate to Scene” control.
- a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene.
- the above-mentioned generation of a scene component corresponding to the image area in the game editing scene may include the following steps:
- rendering can be performed synchronously, and the generation position of the scene component is placed within the field of view of the virtual camera, so that the user can see the generation of the scene component.
- the above-mentioned generation of a scene component corresponding to an image area within the field of view of the virtual camera may include the following steps:
- a scene component corresponding to the image area is generated on a plane within the field of view of the virtual camera, perpendicular to the optical axis of the virtual camera, and at a preset distance from the virtual camera.
- the plane perpendicular to the optical axis of the virtual camera is the plane facing the field of view of the virtual camera.
- the distance between the plane and the virtual camera (specifically, it can be the distance between the optical center of the virtual camera) is a preset distance, and the preset distance can be determined based on experience or the size of the game scene, the size of the scene component combination, etc. Exemplarily, the width and height of the scene component combination do not exceed 20 meters, and the preset distance can be 50 meters.
- each scene component can be generated on the plane, that is, each scene component is tangent to or intersects with the plane. In this way, the scene component combination can be placed as a whole within the field of view of the virtual camera, and its size in the field of view is appropriate, and it will not fill the entire screen, nor will it appear too small.
- the above-mentioned step of generating the scene component corresponding to the image area in the game editing scene according to the information of the scene component corresponding to the image area may include the following steps:
- the scene components corresponding to the image area are generated in the game editing scene.
- the generation order of scene components corresponding to different image areas can be randomly determined according to the processing power of the game program. For example, when the game program generates scene components, M threads responsible for generation can be run in parallel, so that M scene components can be generated at the same time.
- the scene components corresponding to each image area can be divided into M groups, and each group is set with the same generation order, or the scene components corresponding to each image area are divided into M sets, and the generation order is set for the scene components in each set in the order of 1, 2, 3, ...
- each scene component can be gradually generated according to the generation order, so that the generation process of scene components is more orderly and the game program is prevented from loading too much data at one time.
- the above-mentioned step of generating the scene components corresponding to the image area in the game editing scene according to the information of the scene components corresponding to the image area and in the generation order of the scene components corresponding to the image area may include the following steps:
- information of scene components corresponding to the image area is dynamically displayed, and the process of generating scene components corresponding to the image area in the game editing scene is carried out in the order of generating the scene components corresponding to the image area; wherein the current field of view is a picture formed by shooting the game editing scene with a virtual camera set in the game editing scene.
- the generation process of the scene components can be dynamically displayed in the current field of view.
- a screen without any generated scene components is displayed, and the screen may only have the background of the game editing scene, or other generated models; then, the generated scene components are gradually displayed, and Figure 8 shows a screen in which some scene components have been generated; finally, when all scene components have been generated, a complete scene component combination is formed, as shown in Figure 9, and the scene component combination is embodied in the form of a picture wall, a pixel image, etc.
- the user can watch the complete generation process, avoid the user from waiting meaninglessly during the generation process, and make the user have a stronger perception of the generation process, and the user experience is better.
- the process of dynamically displaying information of scene components corresponding to the image area in the current field of view, and generating scene components corresponding to the image area in the game editing scene according to the generation order of the scene components corresponding to the image area may include the following steps:
- the game editing scene is captured according to the adjusted virtual camera to form an adjusted field of view;
- the information of the scene components corresponding to the image area is dynamically displayed, and the process of generating the scene components corresponding to the image area in the game editing scene is carried out according to the generation order of the scene components corresponding to the image area.
- the generation position of the scene component is fixed in the game editing scene.
- the field of view can be adjusted through the field of view adjustment instruction.
- the game program can control the virtual camera to adjust the field of view.
- the generation process of the scene component is displayed with an adjusted field of view, so that the user can watch the generation process from different perspectives.
- the field of view adjustment instruction can be an instruction input by the user, or it can be an instruction automatically implemented by the game program.
- the user can adjust the field of view of the virtual camera, including moving the virtual camera position, rotating the virtual camera to change its field of view direction, adjusting the focal length or field of view of the virtual camera to change the center position of the field of view or the size of the field of view, etc. If the user wants to observe a certain scene component up close, the virtual camera can be moved to a position closer to the scene component.
- the game program can automatically adjust the virtual camera according to the pre-set logic, such as controlling the virtual camera to rotate around the scene component to achieve a 360-degree viewing dynamic display effect of the scene component.
- the display effect of the dynamic display generation process can be enriched, further enhancing the user experience.
- the component generation method may further include the following steps:
- the operation of adding a component refers to the operation of adding a new component in the game editing scene
- the operation of editing a component refers to the operation of editing an existing component in the game editing scene.
- These two types of operations can be locked during the generation process of the scene component, that is, components cannot be added or edited.
- the control for adding a component or editing a component can be set to an inoperable state, such as being displayed in gray, or adding a prohibition icon to the control, so that the user cannot click on the control, etc., or the control can be hidden so that the user cannot operate it.
- the form of the control can be left unchanged, and when the user adds a component or edits a component, the game program will not execute it, such as discarding the operation information, or displaying relevant prompts, such as "this operation cannot be performed at present".
- the locks on the two operations may be released.
- the information of the scene component may include at least one of the following: size, position, direction, color, texture, and shape.
- the above-mentioned step of generating the scene component corresponding to the image area in the game editing scene according to the scene component information corresponding to the image area may include the following steps:
- a scene component corresponding to the image area is generated in the game editing scene.
- the above-mentioned various information of the scene component may be a null value (such as the game program will not set a default position for the scene component. If the position is not determined, the value of the position is a null value) or a default value (such as the game program can set an initial size for the scene component, and the initial size is the default value of the size).
- a null value such as the game program will not set a default position for the scene component. If the position is not determined, the value of the position is a null value
- a default value such as the game program can set an initial size for the scene component, and the initial size is the default value of the size.
- Editing instructions may include but are not limited to: scaling instructions for adjusting the size of scene components; moving instructions for changing the position of scene components; rotation instructions for changing the direction of scene components; color editing instructions for adjusting the color of scene components; texture editing instructions for adjusting the texture of scene components; morphology adjustment instructions for adjusting the morphology of scene components, such as adjusting the scene components to a static morphology, or a dynamic morphology with automatically changing transparency, or a dynamic morphology that periodically disappears and appears, or a rotating dynamic morphology, etc.
- the editing instructions can be open to users, that is, users can implement the above one or more editing instructions through manual operation. If the user generates a scene component through the editing instructions manually operated, a large amount of manual operation is required.
- the game program can automatically call the required editing instructions and execute them according to the information of the scene component to quickly realize component generation.
- the editing instructions manually operated by the user and the editing instructions automatically executed by the game program can come from the same instruction set, so there is no need to set two sets of instruction sets for the manual operation of the user and the automatic operation of the game program, which is conducive to reducing overhead.
- this exemplary embodiment after the initial image is imported, it usually takes only a few seconds to tens of seconds (determined by the performance of the terminal device or server, resource investment, etc.) to generate the corresponding scene component combination, while manual editing and modeling generally takes several hours. It can be seen that this exemplary embodiment can greatly reduce the component generation time and improve the component generation efficiency.
- the component generation method may further include the following steps:
- the position of the scene component assembly in the game editing scene is moved.
- the user can move the scene component combination as a whole, such as single-clicking, double-clicking, or long pressing any position or specific position in the scene component combination to select the entire scene component combination, and then move it to other locations in the game editing scene by dragging and other operations.
- the three axes of the world coordinate system can be displayed in the game editing scene, which are the x-axis, y-axis, and z-axis, respectively, and the scene component combination can be controlled to move along any one or more axes.
- the projection position of the scene component combination can also be displayed on the three axes, such as being highlighted or displayed in other colors, or as shown in FIG10 , displaying the coordinates on one or more axes, so that the user can see the position of the scene component combination in different directions, which is convenient for the user to accurately move it to the target position.
- the component generation method may further include the following steps:
- a size of the scene component assembly is changed.
- the user can scale the scene component combination as a whole, such as single-clicking, double-clicking, or long pressing any position or specific position in the scene component combination to select the entire scene component combination, and then scale it to the desired size by spreading or pinching two fingers.
- the three axes of the reference coordinate system of the scene component combination can be displayed in the game editing scene.
- the three axes of the reference coordinate system are recorded as x' axis, y' axis, and z' axis.
- the size of the scene component combination is proportionally changed on the three axes;
- the size of the scene component combination is changed within the preset plane in response to a scaling operation along the preset plane;
- the preset plane is a plane formed by two axes out of the three axes;
- the scene component assembly is set to single-axis scaling, then in response to a scaling operation along one of the three axes, the size of the scene component assembly is changed on that axis.
- three-axis scaling, plane scaling (i.e., dual-axis scaling), and single-axis scaling are three scaling methods set for scene component combinations.
- the scaling method can be set for the scene component combination individually, or for the game scene. In this case, all models in the game scene will use this scaling method.
- the scene component combination will be scaled proportionally on the three axes. For example, if the user reduces the size of the scene component combination by 1/2 along the x' axis, the size of the scene component combination on the y' and z' axes will also be reduced by 1/2 synchronously.
- the three-axis proportional scaling mode can improve the efficiency of the user's scaling operation, so that the user does not need to scale on different axes separately, but can achieve the scaling target by scaling on one axis.
- the scene component combination will be scaled within the preset plane without changing the size on the third axis (such as the z' axis).
- Scaling within the preset plane can be proportional scaling on the two axes of the preset plane, or non-proportional scaling.
- the user's scaling operation parameters can be mapped to the two axes of the preset plane and quantified into the scaling ratios on the two axes (the scaling ratios on the two axes can be different), thereby controlling the scaling of the scene component combination on the two axes.
- a preset plane can be formed with any two axes, and the preset plane includes the x'-y' plane, the x'-z' plane, and the y'-z' plane, allowing the scene component combination to be scaled in any preset plane.
- the preset plane can also be formed with two fixed axes, such as setting the preset plane to be only the x'-y' plane, so that the scene component combination is only allowed to be scaled in the x'-y' plane, but not in the x'-z' plane and the y'-z' plane.
- the image plane of the scene component combination can be used as the preset plane, and the image plane is a side used to present the initial image.
- the wall surface is the image plane.
- the scene component combination can be set to be able to scale in the image plane, but not along the third axis (the axis perpendicular to the image plane). This makes the scaling of the scene component combination more consistent with the positioning of the model itself.
- the component generation method may further include the following steps:
- the scene component assembly In response to a rotation operation on the scene component assembly, the scene component assembly is controlled to rotate.
- the user can rotate the scene component combination as a whole, such as single-clicking, double-clicking, or long pressing any position or specific position in the scene component combination to select the entire scene component combination, and then controlling its rotation to the desired direction or angle through operations such as sliding along a specific trajectory.
- three arcs for indicating the rotation direction may be displayed in the game editing scene, which may be recorded as a yaw angle arc, a pitch angle arc, and a roll angle arc.
- controlling the scene component combination to rotate may include the following steps:
- the normal line of the plane where the arc is located is used as the rotation axis, and the scene component combination is controlled to rotate around the rotation axis.
- the rotation axis is perpendicular to the plane where the arc is located and can pass through the center point of the scene component combination. For example, if the user performs a rotation operation along the yaw angle arc, the z-axis passing through the center point of the scene component combination can be used as the rotation axis to control the scene component combination to rotate around the rotation axis.
- the positions of the three arcs can be kept unchanged, or any one or more of the arcs can be rotated synchronously.
- the user can be guided to perform the rotation operation in the correct direction so as to accurately rotate to the desired direction or angle.
- the component generation method may further include the following steps:
- At least one of the following information of the scene component is adjusted: size, position, direction, color, texture, and shape.
- the user can edit a single scene component in the scene component combination, such as single-clicking, double-clicking or long-pressing the scene component to be edited to select the scene component combination, and generate editing instructions through further manual operations to adjust the information of the scene component.
- its size can be changed by operations such as separating or closing two fingers, the scene component can be dragged to move its position, and it can be slid along a specific rotation trajectory to control the scene component to change direction.
- Another color, texture or form can be selected for the scene component in the interface of the game editing scene to change its color, texture or form.
- an associated game event may be set for the scene component combination, such as triggering a specific game plot when a game character approaches the scene component combination, or hiding or removing the scene component combination when a specific game time is reached.
- game scene information corresponding to the game editing scene can be generated, and the game scene information can be saved in a preset location, which can be a map file.
- the map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it can be uploaded to the server.
- the game scene generated by the game scene information can be published in the preset map pool, so that the terminal device connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene according to the downloaded game scene information through the game program, and then experience the game in the game scene.
- This method can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC (User Generated Content) function.
- FIG. 13 shows a system architecture diagram of the operating environment of this exemplary embodiment.
- the system architecture 1300 may include a terminal device 1310 and a server 1320.
- the server 1320 may be a background system that provides game services, which may be a server or a cluster of multiple servers.
- the terminal device 1310 and the server 1320 may be connected by a wired or wireless link to perform data transmission and interaction.
- the component generation method in this exemplary embodiment may be performed entirely by the terminal device 1310, or may be performed partially by the terminal device 1310 and partially by the server 1320.
- the terminal device 1310 sends the initial image to the server 1320, and the server 1320 may process the initial image and related user instructions (such as instructions for generating components) by pre-configured logical rules or artificial intelligence engines, etc., to divide the image area, determine the scene components and scene component information corresponding to the image area, return the image area, scene components and scene component information to the terminal device 1310, and the terminal device 1310 generates scene components based on these information and forms a scene component combination.
- the server 1320 may process the initial image and related user instructions (such as instructions for generating components) by pre-configured logical rules or artificial intelligence engines, etc., to divide the image area, determine the scene components and scene component information corresponding to the image area, return the image area, scene components and scene component information to the terminal device 1310, and the terminal device 1310 generates scene components based on these information and forms a scene component combination.
- the exemplary embodiment of the present disclosure also provides a component generation device in a game scene.
- the component generation device 1400 in the game scene may include the following program modules:
- the graphical user interface processing module 1410 is configured to execute and display a graphical user interface provided by the running game program, display a game editing scene to be edited and a plurality of scene component selection controls in the graphical user interface, and the scene component selection controls are used to respond to and generate corresponding scene components in the game editing scene according to the operation instructions;
- the information acquisition module 1420 is configured to provide an image import entry in the graphical user interface and accept an initial image imported based on the image import entry;
- the scene component determination module 1430 is configured to divide the initial image into a plurality of image regions, and determine the scene components corresponding to the image regions and the information of the scene components;
- the component generation module 1440 is configured to generate the scene component corresponding to the image area in the game editing scene according to the information of the scene component corresponding to the image area, so as to form a scene component combination corresponding to the initial image.
- the above-mentioned generating the scene components corresponding to the image area in the game editing scene according to the information of the scene components corresponding to the image area includes: determining the generation order of the scene components corresponding to different image areas, wherein at least part of the image areas correspond to The generation order of the scene components of the image area is different from the generation order of the scene components corresponding to other image areas; according to the information of the scene components corresponding to the image area and in accordance with the generation order of the scene components corresponding to the image area, the scene components corresponding to the image area are generated in the game editing scene.
- the above-mentioned process of generating scene components corresponding to the image area in the game editing scene according to the information of the scene components corresponding to the image area and in the generation order of the scene components corresponding to the image area includes: dynamically displaying the information of the scene components corresponding to the image area in the current field of view screen, and generating the scene components corresponding to the image area in the game editing scene according to the generation order of the scene components corresponding to the image area; wherein the current field of view screen is a screen formed by shooting the game editing scene with a virtual camera set in the game editing scene.
- the above-mentioned process of dynamically displaying information of scene components corresponding to the image area in the current field of view, and generating scene components corresponding to the image area in the game editing scene according to the generation order of the scene components corresponding to the image area includes: responding to the field of view adjustment instruction, controlling to adjust at least one of the following information of the virtual camera: position, direction, focal length, and field of view angle; capturing the game editing scene according to the adjusted virtual camera to form an adjusted field of view picture; in the adjusted field of view picture, dynamically displaying information of scene components corresponding to the image area, and generating scene components corresponding to the image area in the game editing scene according to the generation order of the scene components corresponding to the image area.
- the component generation module 1440 is further configured to: dynamically display information of scene components corresponding to the image area within the current field of view, and when generating the scene components corresponding to the image area in the game editing scene according to the generation order of the scene components corresponding to the image area, lock the operation of adding or editing the model in the game editing scene to prohibit adding or editing the model in the game editing scene.
- the information of the scene component includes at least one of the following: size, position, direction, color, texture, and shape.
- the above-mentioned generating the scene component corresponding to the image area in the game editing scene according to the scene component information corresponding to the image area includes: calling the corresponding editing instruction according to the information of the scene component, wherein the editing instruction is an instruction pre-provided by the game program; generating the scene component corresponding to the image area in the game editing scene according to the editing instruction.
- the information acquisition module 1420 is further configured to: obtain resource quantization parameters of the scene component combination; the above-mentioned dividing the initial image into multiple image areas, determining the scene components and information of the scene components corresponding to the image areas, including: sampling the initial image based on the resource quantization parameters, and obtaining the target image based on the sampling results; taking the pixel points of the target image as an image area, determining the scene components and information of the scene components corresponding to the image area.
- the resource quantization parameter includes the number of scene components of the scene component combination.
- the above-mentioned sampling of the initial image based on the resource quantization parameter and obtaining the target image based on the sampling result includes: sampling the initial image using the number of scene components of the scene component combination as the number of pixels after sampling, and obtaining the target image based on the sampling result.
- the above-mentioned method of taking the pixel points of the target image as an image area and determining the scene components and information of the scene components corresponding to the image area includes: determining the initial size of the scene component combination according to the number of pixels of the target image and the initial size of the scene component; if the initial size of the scene component combination is within a preset size range, keeping the initial size of the scene component unchanged; if the initial size of the scene component combination exceeds the preset size range, adjusting the initial size of the scene component so that after the initial size is adjusted, the initial size of the scene component combination is within the preset size range.
- the information acquisition module 1420 is further configured to: obtain the target color quantity of the scene component combination.
- the above-mentioned sampling of the initial image based on the resource quantization parameter and obtaining the target image based on the sampling result include: sampling the initial image based on the resource quantization parameter to obtain the sampled image; color mapping the pixel color values of the sampled image based on the target color quantity to obtain the target image; the above-mentioned determination of the scene component corresponding to the image area and the information of the scene component include: using the color value of the pixel of the target image as the color value of the scene component corresponding to the pixel.
- the above-mentioned color mapping of the pixel color values of the sampled image based on the target color number to obtain the target image includes: clustering the pixel color values of the sampled image based on the target color number to obtain multiple color categories, and the number of color categories is equal to the target color number; mapping the pixel color values in the color category to a preset color closest to the color category.
- the plurality of scene component selection controls include a first scene component selection control and a second scene component selection control
- the shape of the second scene component corresponding to the second scene component selection control corresponds to the shape of the component spliced by the first scene components corresponding to the preset number of first scene component selection controls
- the scene component corresponding to the pixel point is the first scene component.
- the above-mentioned determination of the scene component corresponding to the image area and the information of the scene component also includes: after determining the color value of the first scene component corresponding to the pixel point, if there are multiple adjacent first scene components with the same color value, the multiple adjacent first scene components with the same color value are merged into the second scene component.
- the plurality of scene component selection controls include a first scene component selection control, and the scene component corresponding to the pixel point is the first scene component corresponding to the first scene component selection control.
- the above-mentioned determination of the scene component corresponding to the image area and the information of the scene component also includes: after determining the color value of the first scene component corresponding to the pixel point, if there are multiple adjacent first scene components with the same color value, the multiple adjacent first scene components with the same color value are merged into one first scene component, and the size of the merged first scene component is determined according to the number of the multiple adjacent first scene components with the same color value.
- the first scene component is a block component
- the shape of the block component is a cube
- a virtual camera is provided in the game editing scene for real-time shooting and displaying the current screen of the game editing scene.
- the above-mentioned generating a scene component corresponding to the image area in the game editing scene includes: generating a scene component corresponding to the image area within the field of view of the virtual camera.
- the above-mentioned scene component corresponding to the image area is generated within the field of view of the virtual camera, including: generating the scene component corresponding to the image area on a plane within the field of view of the virtual camera, perpendicular to the optical axis of the virtual camera, and at a preset distance from the virtual camera.
- the above-mentioned determination of the scene component and the information of the scene component corresponding to the image area includes: determining the reference point position of the scene component combination according to the posture of the virtual camera; determining the position of the scene component corresponding to the image area according to the relative position of the scene component corresponding to the image area in the scene component combination and the reference point position.
- the above-mentioned generating scene components corresponding to the image area in the game editing scene according to the information of the scene components corresponding to the image area to form a scene component combination corresponding to the initial image includes: adding the generation task of the scene component combination to the generation queue; when the generation task of the scene component combination is executed, generating the scene components corresponding to the image area in the game editing scene according to the information of the scene components corresponding to the image area to form a scene component combination corresponding to the initial image.
- the component generation device 1400 in the game scene may also include a model editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the initial image, in response to a move operation on the scene component combination, move the position of the scene component combination in the game editing scene.
- a model editing module which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the initial image, in response to a move operation on the scene component combination, move the position of the scene component combination in the game editing scene.
- the component generation device 1400 in the game scene may also include a model editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the initial image, change the size of the scene component combination in response to a scaling operation on the scene component combination.
- a model editing module configured to: after the component generation module 1440 forms a scene component combination corresponding to the initial image, change the size of the scene component combination in response to a scaling operation on the scene component combination.
- three axes of the reference coordinate system of the scene component combination are displayed in the game editing scene.
- the above-mentioned changing the size of the scene component combination in response to the scaling operation on the scene component combination includes: if the scene component combination is set to three-axis scaling, then in response to the scaling operation, the size of the scene component combination is proportionally changed on the three axes; if the scene component combination is set to plane scaling, then in response to the scaling operation along the preset plane, the size of the scene component combination is changed within the preset plane; the preset plane is a plane formed by two axes of the three axes; if the scene component combination is set to single-axis scaling, then in response to the scaling operation along one of the three axes, the size of the scene component combination is changed on the axis.
- the component generation device 1400 in the game scene may also include a model editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the initial image, in response to a rotation operation on the scene component combination, control the scene component combination to rotate.
- a model editing module configured to: after the component generation module 1440 forms a scene component combination corresponding to the initial image, in response to a rotation operation on the scene component combination, control the scene component combination to rotate.
- controlling the scene component combination to rotate includes: in response to the rotation operation along any of the three arcs, taking the normal of the plane where any of the arcs is located as the rotation axis, controlling the scene component combination to rotate around the rotation axis.
- the component generation device 1400 in the game scene may also include a model editing module, which is configured to: after the component generation module 1440 forms a scene component combination corresponding to the initial image, in response to an editing instruction for any scene component in the scene component combination, adjust at least one of the following information of the scene component: size, position, direction, color, texture, and shape.
- a model editing module configured to: after the component generation module 1440 forms a scene component combination corresponding to the initial image, in response to an editing instruction for any scene component in the scene component combination, adjust at least one of the following information of the scene component: size, position, direction, color, texture, and shape.
- the exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product, which includes a program code, and when the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the above "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure.
- the program product can be implemented as a portable compact disk read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer.
- CD-ROM portable compact disk read-only memory
- the program product of the present disclosure is not limited to this, and in this document, the readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, device or device.
- the program product may use any combination of one or more readable media.
- the readable medium may be a readable signal medium or a readable storage medium.
- the readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
- Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, which carry readable program code. Such propagated data signals may take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above.
- the readable signal medium may also be any readable medium other than a readable storage medium, which may be sent, propagated, or transmitted for A program for use by or in connection with an instruction execution system, apparatus, or device.
- the program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.
- Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and conventional procedural programming languages such as "C" or similar programming languages.
- the program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server.
- the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., through the Internet using an Internet service provider).
- LAN local area network
- WAN wide area network
- Internet service provider e.g., AT&T, MCI, Sprint, EarthLink, etc.
- the exemplary embodiment of the present disclosure also provides an electronic device, such as the terminal device 1310 or the server 1320 described above.
- the electronic device may include a processor and a memory.
- the memory stores executable instructions of the processor, such as program codes.
- the processor executes the method in the exemplary embodiment by executing the executable instructions.
- the electronic device may also include a display for displaying a graphical user interface.
- FIG. 15 an electronic device is exemplarily described in the form of a general computing device. It should be understood that the electronic device 1500 shown in Fig. 15 is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
- the electronic device 1500 may include a processor 1510 , a memory 1520 , a bus 1530 , an I/O (input/output) interface 1540 , a network adapter 1550 , and a display 1560 .
- the memory 1520 may include a volatile memory, such as a RAM 1521, a cache unit 1522, and may also include a non-volatile memory, such as a ROM 1523.
- the memory 1520 may also include one or more program modules 1524, such program modules 1524 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof may include the implementation of a network environment.
- the program module 1524 may include each module in the above-mentioned device.
- the bus 1530 is used to realize the connection between different components of the electronic device 1500, and may include a data bus, an address bus, and a control bus.
- the electronic device 1500 can communicate with one or more external devices 1600 (eg, a keyboard, a mouse, an external controller, etc.) through the I/O interface 1540 .
- external devices 1600 eg, a keyboard, a mouse, an external controller, etc.
- the electronic device 1500 can communicate with one or more networks through the network adapter 1550.
- the network adapter 1550 can provide mobile communication solutions such as 3G/4G/5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc.
- the network adapter 1550 can communicate with other modules of the electronic device 1500 through the bus 1530.
- the electronic device 1500 may display a graphical user interface through the display 1560 , such as displaying a game editing scene.
- other hardware and/or software modules may be provided in the electronic device 1500 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
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Abstract
L'invention concerne un procédé et un appareil de génération de composants dans une scène de jeu, un support de stockage et un dispositif électronique, se rapportant au domaine technique des graphiques informatiques. Le procédé consiste à : afficher une interface utilisateur graphique fournie pour exécuter un programme de jeu, et afficher une scène d'édition de jeu à éditer et une pluralité de commandes de sélection de composants de scène dans l'interface utilisateur graphique, les commandes de sélection de composants de scène étant utilisées pour générer des composants de scène dans la scène d'édition de jeu en réponse à des instructions de fonctionnement et en fonction de celles-ci ; fournir une entrée d'importation d'image dans l'interface utilisateur graphique, et recevoir une image initiale importée par l'entrée d'importation d'image ; diviser l'image initiale en une pluralité de zones d'image, et déterminer des composants de scène correspondant aux zones d'image, et des informations concernant les composants de scène ; et en fonction des informations concernant les composants de scène correspondant aux zones d'image, générer, dans la scène d'édition de jeu, les composants de scène correspondant aux zones d'image, et former une combinaison de composants de scène correspondant à l'image initiale. Selon une image importée, une combinaison de composants de scène correspondante est générée dans une scène de jeu, de telle sorte que l'efficacité de génération de composants est améliorée.
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| CN202310718159.6 | 2023-06-15 | ||
| CN202310718159.6A CN116672720A (zh) | 2023-06-15 | 2023-06-15 | 游戏场景中的组件生成方法、装置、存储介质与电子设备 |
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| PCT/CN2024/096124 Ceased WO2024255597A1 (fr) | 2023-06-15 | 2024-05-29 | Procédé et appareil de génération de composants dans une scène de jeu, support de stockage et dispositif électronique |
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| CN116672720A (zh) * | 2023-06-15 | 2023-09-01 | 网易(杭州)网络有限公司 | 游戏场景中的组件生成方法、装置、存储介质与电子设备 |
| CN119909381A (zh) * | 2023-10-31 | 2025-05-02 | 网易(上海)网络有限公司 | 游戏角色的编辑方法、装置和电子设备 |
| CN119925940A (zh) * | 2023-11-02 | 2025-05-06 | 网易(杭州)网络有限公司 | 组件编辑方法、装置和电子设备 |
| CN117654051A (zh) * | 2023-12-13 | 2024-03-08 | 网易(杭州)网络有限公司 | 游戏事件编辑方法、装置、存储介质与电子设备 |
| CN117717785A (zh) * | 2023-12-20 | 2024-03-19 | 网易(杭州)网络有限公司 | 游戏场景组件方法、装置、存储介质与电子设备 |
| CN117899489A (zh) * | 2023-12-20 | 2024-04-19 | 网易(杭州)网络有限公司 | 游戏信息的显示控制方法、装置和电子设备 |
| CN117717784A (zh) * | 2023-12-20 | 2024-03-19 | 网易(杭州)网络有限公司 | 游戏场景组件生成方法、装置、存储介质与电子设备 |
| CN119455400A (zh) * | 2024-09-14 | 2025-02-18 | 网易(杭州)网络有限公司 | 游戏中的组件编辑方法、装置和电子设备 |
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