CN110193194B - Method and device for simulating camera shake in game and storage medium - Google Patents

Method and device for simulating camera shake in game and storage medium Download PDF

Info

Publication number
CN110193194B
CN110193194B CN201910586464.8A CN201910586464A CN110193194B CN 110193194 B CN110193194 B CN 110193194B CN 201910586464 A CN201910586464 A CN 201910586464A CN 110193194 B CN110193194 B CN 110193194B
Authority
CN
China
Prior art keywords
camera
amplitude
shaking
jitter
shake
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201910586464.8A
Other languages
Chinese (zh)
Other versions
CN110193194A (en
Inventor
曾鵾程
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN201910586464.8A priority Critical patent/CN110193194B/en
Publication of CN110193194A publication Critical patent/CN110193194A/en
Application granted granted Critical
Publication of CN110193194B publication Critical patent/CN110193194B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Studio Devices (AREA)

Abstract

The embodiment of the invention provides a camera shake simulation method, a device and a storage medium in a game, wherein the method comprises the following steps: determining a focus position of the camera, wherein the focused object is on the focus position; and determining the shaking amplitude of the camera according to the focus position. Because the focusing object is at the focal position of the camera, the embodiment of the invention can ensure that the object which the camera wants to focus appears in the camera screen, thereby improving the game experience of players.

Description

Method and device for simulating camera shake in game and storage medium
Technical Field
The present invention relates to information processing technologies, and in particular, to a method and an apparatus for simulating camera shake in a game, and a storage medium.
Background
In network games, it is often necessary to dither cameras to simulate the realism of a picture. For example, simulating the feeling of running a hand-held camera, simulating the slight slow shaking caused by the breathing of a person in the lens of a sniper gun, etc.
To achieve the above effect, the related art simulates camera shake by randomly adjusting the position of the camera within a range. Specifically, the position of the camera in the previous frame plus a vector with a random direction fixed length is adopted to represent the position of the camera in the current frame. But this related art may cause a large probability that an object that the camera wants to focus on appears outside the camera screen.
Disclosure of Invention
The embodiment of the invention provides a camera shake simulation method and device in a game and a storage medium, which are used for ensuring that an object to be focused by a camera appears in a camera screen and improving game experience of a player.
In a first aspect, an embodiment of the present invention provides a method for simulating camera shake in a game, including:
determining a focus position of the camera, wherein the focused object is on the focus position;
and determining the shaking amplitude of the camera according to the focus position.
In a second aspect, an embodiment of the present invention provides an apparatus for simulating camera shake in a game, including:
a first determining module for determining a focus position of the camera, wherein the focused object is at the focus position;
and the second determining module is used for determining the shaking amplitude of the camera according to the focal position.
In a third aspect, an embodiment of the present invention provides a terminal, including:
a memory for storing program instructions, a display device, and a processor;
the program instructions, when executed by the processor, cause the terminal to implement the method of any of the first aspects.
In a fourth aspect, the present invention provides a computer-readable storage medium, on which a computer program is stored, which when executed by a processor implements the method according to any one of the first aspect.
The embodiment of the invention provides a camera shake simulation method, a device and a storage medium in a game. Because the focusing object is at the focal position of the camera, the embodiment of the invention can ensure that the object which the camera wants to focus appears in the camera screen, thereby improving the game experience of players.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, a brief description will be given below of the drawings required for the embodiments or the technical solutions in the prior art, and it is obvious that the drawings in the following description are some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to these drawings without creative efforts.
FIG. 1 is a flowchart illustrating a method for simulating camera shake in a game according to an embodiment of the present invention;
FIG. 2 is an exemplary diagram of a two-dimensional curve;
FIG. 3 is a schematic structural diagram of a camera shake simulation apparatus in a game according to an embodiment of the present invention;
fig. 4 is a schematic structural diagram of a terminal according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some embodiments, but not all embodiments, of the present invention. All other embodiments, which can be obtained by a person skilled in the art without making any creative effort based on the embodiments in the present invention, belong to the protection scope of the present invention.
It should be noted that the terms "first", "second", and the like in the various parts of the embodiments and drawings are used for distinguishing similar objects and not necessarily for describing a particular order or sequence. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
The method flow diagrams of the embodiments of the invention described below are merely exemplary and do not necessarily include all of the contents and steps, nor do they necessarily have to be performed in the order described. For example, some steps may be broken down and some steps may be combined or partially combined, so that the order of actual execution may be changed according to actual circumstances.
The functional blocks in the block diagrams referred to in the embodiments of the present invention described below are only functional entities and do not necessarily correspond to physically separate entities. I.e. these functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processors and/or microcontrollers.
The camera shake simulation method, device and storage medium in the game provided by the embodiments of the present invention are described below with reference to a plurality of examples.
Fig. 1 is a flowchart of a method for simulating camera shake in a game according to an embodiment of the present invention. The camera shake simulation method in the game can be realized by executing corresponding software codes by a processing device, such as a processor, of the terminal installed by the game software/client, or by executing corresponding software codes by the processing device of the terminal and combining other hardware entities. Examples of the terminal include a desktop computer, a notebook, a Personal Digital Assistant (PDA), a smart phone, a tablet computer, and a game machine. The embodiment is described with a terminal as an execution subject.
The processor of the terminal can generate a game interactive interface by executing the software application and rendering on the display equipment of the terminal, and during the process of generating the game interactive interface, a virtual object corresponding to a game can be generated by rendering on the game interactive interface. The virtual object may be referred to as a game object, or, an object. Specifically, the player may download a game-like application program or a web page program of a browser and install the game-like application program or the web page program on the terminal, and if the game application runs on the terminal, the game interaction interface may be rendered and generated on a display device of the terminal. The player can operate through the game interaction interface of the display device of the terminal to realize the control of the virtual object, so as to play the game.
During the game, the camera is often required to be shaken to simulate the reality of the picture so as to enhance the experience of the game that the player is personally on the scene.
As shown in fig. 1, the method for simulating camera shake in a game according to the present embodiment includes the following steps:
s101, determining the focal position of the camera, and focusing the object on the focal position.
The focus object as referred to herein means an object desired to be focused.
And S102, determining the shaking amplitude of the camera according to the focus position.
The jitter amplitude may be a position offset or an angle offset within a preset range.
That is, the camera may also have a shake magnitude after focusing on the focal position.
Compared with the scheme that camera shake is simulated by randomly adjusting the position of a camera within a range in the related art, the embodiment of the invention firstly determines the focal position of the camera to enable a focused object to be in the focal position, and then determines the shake amplitude of the camera according to the focal position, so that the focused object is ensured to be always present in the screen of the camera, and the game experience of players is improved.
On the basis of the above-described embodiment, in the following embodiment, the shake amplitude is an angular deviation, considering that when the position of the shake amplitude within the preset range is changed, the shake of the picture is caused, and the player is likely to be uncomfortable. Various forms of camera shake are simulated by changing the rotation angle of the camera in different frame pictures. Wherein the various forms include different amplitudes, different frequencies.
In one implementation, the determining, according to the focal point position, a shake amplitude of the camera S102 may include: and determining the shaking amplitude of the camera by taking the focus position as a reference according to the shaking starting time of the camera, the preset shaking frequency and the shaking duration. The preset jitter frequency is used for representing the size of a time scaling factor, namely the speed of the change of the camera angle along with the time; the shake duration is used to indicate the duration of shake, i.e., the time elapsed from the start of camera shake to the present time.
The preset jitter frequency is related to an application scene, and different values can be set under different situations. For example, when the preset jitter frequency is low, the ground jitter and the cloud camera jitter can be simulated; the dither frequency may be generated when the predetermined dither frequency is high.
Further, determining a shake amplitude of the camera according to the moment when the camera starts shaking, a preset shake frequency and a shake duration may include: determining the shake amplitude of the camera according to the following formula:
angle=Func(t+D*F)
the Func () function is a function with a period of T and an amplitude of [ -a, a ], the jitter duration is represented as D, the preset jitter frequency is represented as F, and the time when the camera starts to jitter is T. It can be understood that the range of variation of the shake amplitude of the camera is an angular offset of [ -a, a ], that is, the maximum shake amplitude is a, the minimum shake amplitude is 0, and the period T is a period, and the shake amplitude varies periodically, where the symbol "-" represents the opposite direction of the current preset direction.
In the camera shake simulation process, the preset shake frequency and shake duration may be preset, so that after the time when the camera starts shaking is determined, the shake amplitude of the camera may be determined according to the above formula.
Optionally, the dither amplitude may include at least one of:
jitter amplitude in pitch direction;
the amplitude of the shake in the yaw direction;
jitter amplitude in roll direction.
Wherein:
the jitter amplitude in pitch direction is the rotation around the X axis, also called pitch angle;
the dither amplitude in the yaw direction, which is a rotation around the Y-axis, is also called the yaw angle;
the roll direction jitter amplitude is the rotation around the Z axis, also called roll angle.
Since the roll-direction jitter amplitude is liable to cause vertigo, the jitter amplitude of the embodiment of the present invention is described by taking the example including the jitter amplitude in the pitch direction and/or the jitter amplitude in the yaw direction.
As an example, let tP be the time point when the camera starts to shake in the pitch direction, and now calculate the shake amplitude DP of the camera in the pitch direction, then:
DP=Func(tP+D*F)
example two, setting tY to be the moment when the camera starts shaking in the yaw direction, and now calculating the shake magnitude DY of the camera in the yaw direction, there are:
DY=Func(tY+D*F)
to make DY and DP different, tP and tY may be set to be random and different. I.e. in different directions, the moment at which the corresponding camera starts shaking may be the same or different. Similarly, the corresponding preset dithering frequencies may be the same or different in different directions, and/or the corresponding dithering durations may be the same or different in different directions, which is specifically set according to actual requirements, and the embodiment of the present invention is not limited thereto.
When the shake amplitude includes a shake amplitude in the pitch direction and a shake amplitude in the yaw direction, the shake amplitude in the pitch direction and the shake amplitude in the yaw direction are calculated, and then the angular offset in the corresponding direction is applied to the camera.
In some embodiments, to reduce the real-time computation amount, a continuous noise simulation Func () function corresponding track can be used in advance to generate a continuous two-dimensional curve with a period of T in advance, and the range of the vertical axis of the curve is [ -a, a ]. As illustrated in fig. 2, the horizontal axis of this two-dimensional curve represents time and the vertical axis represents offset magnitude. The two-dimensional curve is generated in many ways, and continuous noise (such as Berlin noise) is used to simulate the two-dimensional curve.
Optionally, the track corresponding to the Func () function includes a limited value, and after the jitter amplitude is obtained according to the above formula, a value closest to the jitter amplitude in the track corresponding to the Func () function is taken as the final jitter amplitude of the camera.
If the finite value of the trace corresponding to the Func function is calculated in advance and the periodic result is stored, the final real-time calculation amount is small, which is equivalent to one sampling.
The following are embodiments of the apparatus of the present invention that can be used to implement the above-described embodiments of the method of the present invention, and the implementation principles and technical effects are similar.
Fig. 3 is a schematic structural diagram of a camera shake simulation apparatus in a game according to an embodiment of the present invention. The camera shake simulation device in the game obtains a game interaction interface by executing a software application on a processor of the terminal and rendering the software application on a display device of the terminal.
As shown in fig. 3, the camera shake simulation apparatus 30 in the game of the present embodiment may include: a first determination module 31 and a second determination module 32. Wherein:
a first determining module 31 for determining a focus position of the camera, wherein the focused object is at the focus position.
And a second determining module 32, configured to determine a shake amplitude of the camera according to the focal point position.
The dither amplitude may be a position offset or an angle offset within a preset range.
The camera shake simulation apparatus in a game of the present embodiment first determines the focus position of the camera on which the object of focus is located, and then determines the shake amplitude of the camera from the focus position. Because the focusing object is at the focal position of the camera, the embodiment of the invention can ensure that the object which the camera wants to focus appears in the camera screen, thereby improving the game experience of players.
On the basis of the above-described embodiment, it is considered that when the position of the shake amplitude within the preset range is changed, the shake of the picture is caused, and the player is likely to be uncomfortable, and therefore, in the following embodiment, the shake amplitude is an angular deviation. Various forms of camera shake are simulated by changing the rotation angle of the camera in different frame pictures. Wherein the various forms include different amplitudes, different frequencies.
Optionally, the second determining module 32 may be specifically configured to: and determining the shaking amplitude of the camera according to a preset shaking frequency and a preset shaking duration by taking the focus position as a reference. The preset jitter frequency is used for representing the size of a time scaling factor, and the jitter duration is used for representing the duration of jitter.
The preset jitter frequency is related to an application scene, and different values can be set under different situations. For example, when the preset jitter frequency is low, the ground jitter and the cloud camera jitter can be simulated; the dither frequency may be generated when the predetermined dither frequency is high.
Further, a second determining module 32 is configured to determine a shake amplitude of the camera according to the following formula:
angle=Func(t+D*F)
the Func () function is a function with a period of T and an amplitude of [ -a, a ], a shaking time duration is represented as D, a preset shaking frequency is represented as F, and a time when the camera starts shaking is T. It can be understood that the range of variation of the shake amplitude of the camera is an angular offset of [ -a, a ], that is, the maximum shake amplitude is a, the minimum shake amplitude is 0, and the period T is a period, and the shake amplitude varies periodically, where the symbol "-" represents the opposite direction of the current preset direction.
In the camera shake simulation process, the preset shake frequency and shake duration may be preset, so that after the moment when the camera starts shaking is determined, the shake amplitude of the camera may be determined according to the above formula.
Optionally, the trajectory corresponding to the Func () function is simulated using continuous noise, which includes berlin noise.
Furthermore, the track corresponding to the Func () function includes a finite value, and after the jitter amplitude is obtained according to the formula, a value closest to the jitter amplitude in the track corresponding to the Func () function is taken as the final jitter amplitude of the camera.
In the above embodiment, the dither amplitude includes at least one of:
jitter amplitude in pitch direction;
the amplitude of the shake in the yaw direction;
jitter amplitude in roll direction.
Wherein:
the jitter amplitude in the pitch direction is the rotation around the X axis, which is also called the pitch angle;
the dither amplitude in the yaw direction, which is a rotation around the Y-axis, is also called the yaw angle;
the roll direction jitter amplitude is the rotation around the Z axis, also called roll angle.
Since the roll-direction jitter amplitude is liable to cause vertigo, the jitter amplitude of the embodiment of the present invention is described by taking the example including the jitter amplitude in the pitch direction and/or the jitter amplitude in the yaw direction.
As an example, let tP be the time point when the camera starts to shake in the pitch direction, and now calculate the shake amplitude DP of the camera in the pitch direction, then:
DP=Func(tP+D*F)
example two, setting tY to be the moment when the camera starts to shake in the yaw direction, and now calculating the shake magnitude DY of the camera in the yaw direction, there are:
DY=Func(tY+D*F)
to make DY and DP different, tP and tY may be set to be random and different. I.e. in different directions, the moment at which the corresponding camera starts shaking may be the same or different. Similarly, the corresponding preset dithering frequencies may be the same or different in different directions, and/or the corresponding dithering durations may be the same or different in different directions, which is specifically set according to actual requirements, and the embodiment of the present invention is not limited thereto.
When the shake amplitude includes a shake amplitude in the pitch direction and a shake amplitude in the yaw direction, the shake amplitude in the pitch direction and the shake amplitude in the yaw direction are calculated, and then the angular offset in the corresponding direction is applied to the camera.
Fig. 4 is a schematic structural diagram of a terminal according to an embodiment of the present invention. As shown in fig. 4, the terminal 40 of the present embodiment includes: a memory 41, a processor 42 and a display device 43. Wherein, the memory 41, the processor 42 and the display device 43 are connected with each other. The game interaction interface is obtained by executing a software application on the processor 42 and rendering on the display device 43. The player can play the game by performing operations on the game interaction interface of the display device 43 of the terminal to control the virtual object. The game interaction interface can also display scenes, prompt messages and the like in running games.
A memory 41 for storing program instructions.
The program instructions stored by the memory 41, when executed by the processor 42, cause the terminal 40 to perform the steps of:
determining a focal position of the camera on which the object is focused;
and determining the shaking amplitude of the camera according to the focus position.
The jitter amplitude may be a position offset or an angle offset within a preset range.
On the basis of the above-described embodiment, in the following embodiment, the shake amplitude is an angular deviation, considering that when the position of the shake amplitude within the preset range is changed, the shake of the picture is caused, and the player is likely to be uncomfortable. Various forms of camera shake are simulated by changing the rotation angle of the camera in different frame pictures. Wherein the various forms include different amplitudes, different frequencies.
In one implementation, determining a shake amplitude of the camera according to the focal point position may include: and determining the shaking amplitude of the camera by taking the focus position as a reference according to the shaking starting time of the camera, the preset shaking frequency and the shaking duration. The preset jitter frequency is used for representing the size of a time scaling factor, namely the speed of the change of the camera angle along with the time; the shake duration is used to indicate the duration of shake, i.e., the time elapsed from the start of camera shake to the present time.
Further, determining a shake amplitude of the camera according to the moment when the camera starts shaking, a preset shake frequency and a shake duration may include: determining a shake magnitude of the camera according to the following formula:
angle=Func(t+D*F)
the Func () function is a function with a period of T and an amplitude of [ -a, a ], the jitter duration is represented as D, the preset jitter frequency is represented as F, and the time when the camera starts to jitter is T. It can be understood that the range of variation of the shake amplitude of the camera is an angular offset of [ -a, a ], i.e. the maximum shake amplitude is a, the minimum shake amplitude is 0, and the period T is a periodic variation, where the symbol "-" represents the opposite direction of the current preset direction.
Optionally, the dither amplitude may include at least one of:
jitter amplitude in pitch direction;
the amplitude of the shake in the yaw direction;
roll direction jitter amplitude.
Since the roll-direction jitter amplitude is prone to vertigo, the jitter amplitude of the embodiment of the present invention may include a pitch-direction jitter amplitude and/or a yaw-direction jitter amplitude. When the shake width includes a shake width in the pitch direction and a shake width in the yaw direction, the shake width in the pitch direction and the shake width in the yaw direction are calculated, and then the angular offset in the corresponding direction is applied to the camera.
In some embodiments, to reduce the real-time computation amount, a continuous noise simulation Func () function corresponding track can be used in advance to generate a continuous two-dimensional curve with a period of T in advance, and the range of the vertical axis of the curve is [ -a, a ]. There are many ways to generate this two-dimensional curve, where continuous noise (e.g., berlin noise) is used to model the two-dimensional curve.
Optionally, the track corresponding to the Func () function includes a limited value, and after the jitter amplitude is obtained according to the above formula, a value closest to the jitter amplitude in the track corresponding to the Func () function is taken as the final jitter amplitude of the camera.
If the finite value of the trace corresponding to the Func function is calculated in advance and the periodic result is stored, the final real-time calculation amount is small, which is equivalent to one sampling.
The terminal of the present embodiment first determines the focal position of the camera, where the object to be focused is on, and then determines the shake amplitude of the camera according to the focal position. Because the focusing object is at the focus position of the camera, the embodiment of the invention can ensure that the object which the camera wants to focus appears in the camera screen, and the game experience of the player is improved.
Embodiments of the present invention further provide a computer-readable storage medium, on which a computer program is stored, where the computer program can be executed by a processor to implement the method shown in any of the above embodiments, and specific implementation and effective effects thereof can be seen from the above, which is not described herein again.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The computer program may be stored in a computer readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media capable of storing program codes, such as read-only memory (ROM), random Access Memory (RAM), magnetic or optical disk, etc.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solution of the present invention, and not to limit the same; while the invention has been described in detail and with reference to the foregoing embodiments, it will be understood by those skilled in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present invention.

Claims (7)

1. A method for simulating camera shake in a game, comprising:
determining a focus position of a camera, wherein a focused object is on the focus position;
determining the shaking amplitude of the camera according to the focal position, wherein the shaking amplitude is an angle deviation;
the determining the jitter amplitude of the camera according to the focus position comprises:
determining the shaking amplitude of the camera according to the moment when the camera starts shaking, a preset shaking frequency and a shaking duration with the focus position as a reference, wherein the preset shaking frequency is used for representing the size of a time scaling factor, and the shaking duration is used for representing the duration of shaking;
the determining the shaking amplitude of the camera according to the moment when the camera starts shaking, the preset shaking frequency and the shaking duration comprises the following steps:
determining a shake amplitude of the camera according to the following formula:
angle=Func(t+D*F)
the Func () function is a function with a period of T and an amplitude of [ -a, a ], the jitter duration is represented as D, the preset jitter frequency is represented as F, and the time when the camera starts to jitter is T.
2. The method of claim 1, wherein the trace to which the Func () function corresponds is modeled using continuous noise, and wherein the continuous noise comprises berlin noise.
3. The method according to claim 2, wherein the track corresponding to the Func () function includes a finite value, and after the jitter amplitude is obtained according to the formula, the value closest to the jitter amplitude in the track corresponding to the Func () function is taken as the final jitter amplitude of the camera.
4. A method according to any of claims 2 to 3, wherein the dither amplitude comprises at least one of:
jitter amplitude in pitch direction;
the amplitude of the shake in the yaw direction;
jitter amplitude in roll direction.
5. An in-game camera shake simulation apparatus, comprising:
a first determination module to determine a focus position of a camera on which a focused object is located;
a second determining module, configured to determine a jitter amplitude of the camera according to the focal point position, where the jitter amplitude is an angle offset;
the second determining module is specifically configured to determine, with the focus position as a reference, a shaking amplitude of the camera according to a shaking start time of the camera, a preset shaking frequency and a shaking duration, where the preset shaking frequency is used to indicate a size of a time scaling factor, and the shaking duration is used to indicate a duration of shaking duration;
the second determining module is specifically configured to determine the shake amplitude of the camera according to the following formula:
angle=Func(t+D*F)
the Func () function is a function with a period of T and an amplitude of [ -a, a ], the jitter duration is represented as D, the preset jitter frequency is represented as F, and the time when the camera starts to jitter is T.
6. A terminal, comprising:
a memory for storing program instructions, a display device, and a processor;
the program instructions, when executed by the processor, cause the terminal to implement the method of any one of claims 1 to 4.
7. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the method according to any one of claims 1 to 4.
CN201910586464.8A 2019-07-01 2019-07-01 Method and device for simulating camera shake in game and storage medium Active CN110193194B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201910586464.8A CN110193194B (en) 2019-07-01 2019-07-01 Method and device for simulating camera shake in game and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201910586464.8A CN110193194B (en) 2019-07-01 2019-07-01 Method and device for simulating camera shake in game and storage medium

Publications (2)

Publication Number Publication Date
CN110193194A CN110193194A (en) 2019-09-03
CN110193194B true CN110193194B (en) 2023-02-28

Family

ID=67755612

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201910586464.8A Active CN110193194B (en) 2019-07-01 2019-07-01 Method and device for simulating camera shake in game and storage medium

Country Status (1)

Country Link
CN (1) CN110193194B (en)

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TW200722154A (en) * 2005-12-14 2007-06-16 Konami Digital Entertainment Co Ltd Game program, game machine, and game method
CN106362398A (en) * 2016-10-14 2017-02-01 网易(杭州)网络有限公司 Camera lens position determining method and device

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9628673B2 (en) * 2010-04-28 2017-04-18 Microsoft Technology Licensing, Llc Near-lossless video summarization

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TW200722154A (en) * 2005-12-14 2007-06-16 Konami Digital Entertainment Co Ltd Game program, game machine, and game method
JP2007159817A (en) * 2005-12-14 2007-06-28 Konami Digital Entertainment:Kk Game program, game device and game method
CN106362398A (en) * 2016-10-14 2017-02-01 网易(杭州)网络有限公司 Camera lens position determining method and device

Also Published As

Publication number Publication date
CN110193194A (en) 2019-09-03

Similar Documents

Publication Publication Date Title
EP3760287A1 (en) Method and device for generating video frames
CN108335345B (en) Control method and device of facial animation model and computing equipment
CN107213636B (en) Lens moving method, device, storage medium and processor
CN110879850B (en) Method, device and equipment for acquiring jitter parameters and storage medium
CN110570500B (en) Character drawing method, device, equipment and computer readable storage medium
WO2018000608A1 (en) Method for sharing panoramic image in virtual reality system, and electronic device
CN111836110B (en) Method and device for displaying game video, electronic equipment and storage medium
US20230290043A1 (en) Picture generation method and apparatus, device, and medium
CN111225287A (en) Bullet screen processing method and device, electronic equipment and storage medium
CN104915564A (en) Virtual character turning implementing method and device
JP6153985B2 (en) Video game processing program, video game processing system, and video game processing method
CN111311719A (en) Display processing method and device in game
CN109167989B (en) VR video processing method and system
JP6980913B2 (en) Learning device, image generator, learning method, image generation method and program
CN110193194B (en) Method and device for simulating camera shake in game and storage medium
KR102108244B1 (en) Image processing method and device
CN110152292B (en) Display control method and device for jumping characters in game, storage medium and electronic equipment
CN111330287A (en) Bullet screen display method and device in game, electronic equipment and storage medium
CN111701242B (en) Path fitting method and device in game scene
CN111047674A (en) Animation rendering method and device
CN105892680A (en) Interactive equipment control method and device based on virtual reality helmet
JP6457603B1 (en) Image processing program, image processing apparatus, and image processing method
CN110662099B (en) Method and device for displaying bullet screen
CN107608522B (en) Method and system for customizing virtual motion scene by utilizing mobile device
CN110860084A (en) Virtual picture processing method and device

Legal Events

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