CN110363837B - Method and device for processing texture image in game, electronic equipment and storage medium - Google Patents

Method and device for processing texture image in game, electronic equipment and storage medium Download PDF

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CN110363837B
CN110363837B CN201910666818.XA CN201910666818A CN110363837B CN 110363837 B CN110363837 B CN 110363837B CN 201910666818 A CN201910666818 A CN 201910666818A CN 110363837 B CN110363837 B CN 110363837B
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CN110363837A (en
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谢乃闻
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Netease Hangzhou Network Co Ltd
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    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping

Abstract

The embodiment of the application provides a processing method and device of texture images in a game, electronic equipment and a storage medium, wherein the method comprises the following steps: acquiring a first texture image corresponding to a game scene; responding to a drawing request aiming at the game scene, and generating at least one sampling texture image by randomly shifting according to the first texture image; and mixing according to the at least one sampling texture image to obtain a third texture image, and drawing. According to the embodiment of the application, the optimization of the texture image in the game scene is realized, the repeatability of textures can be reduced, the original texture characteristics are maintained, and the visual expression effect of the texture image is improved.

Description

Method and device for processing texture image in game, electronic equipment and storage medium
Technical Field
The present invention relates to the field of games, and in particular, to a method and apparatus for processing texture images in a game, an electronic device, and a storage medium.
Background
In 3D game scenes or scene visualizations, there is often a large scale of terrain rendering, which in order to represent a rich visual effect of the terrain, usually employs texture mapping.
However, large-scale topography requires large-scale texture mapping of the same size, limited by the hardware of a common computer, and developers can usually only tile textures with textures of a limited size, but the repeatability of large-scale texture mapping generated in this way is too high, and the visual performance effect is reduced.
Disclosure of Invention
In view of the foregoing, it is proposed to provide a method and apparatus for processing in-game texture images, an electronic device, a storage medium, which overcome or at least partially solve the foregoing problems, comprising:
a method of processing a texture image in a game, the method comprising:
acquiring a first texture image corresponding to a game scene;
responding to a drawing request aiming at the game scene, and generating at least one sampling texture image by randomly shifting according to the first texture image;
and mixing according to the at least one sampling texture image to obtain a third texture image, and drawing.
Optionally, the step of randomly shifting the first texture image to generate at least one sampled texture image includes:
generating a second texture image from the first texture image according to a Gaussian distribution;
randomly shifting according to the second texture image to generate at least one sampling texture image;
the step of mixing according to the at least one sampled texture image to obtain a third texture image comprises the following steps:
mixing according to the at least one sampling texture image to obtain a fourth texture image;
mapping to the third texture image according to a fourth texture image.
Optionally, the step of randomly shifting the second texture image to generate at least one sampled texture image includes:
partitioning the second texture image to obtain at least one image block;
randomly shifting the at least one image block to obtain at least one sampling texture image;
the step of mixing according to the at least one sampled texture image to obtain a fourth texture image comprises the following steps:
determining a second color value corresponding to an image block in the second texture image in the at least one sampling texture image; wherein the image block in the second texture image has a first color value;
mixing the second color values to obtain third color values;
and replacing the first color value corresponding to the image block in the second texture image with the third color value to obtain a fourth texture image.
Optionally, the step of mixing the second color values to obtain third color values includes:
determining an image block in which the pixel points in the second texture image are located and a weight value corresponding to each vertex in the image block in which the pixel points in the second texture image are located;
and weighting the second color value by adopting the weight value to obtain a third color value.
Optionally, the method further comprises:
generating a reflection function corresponding to the second texture image and the first texture image;
the mapping into the third texture image according to the fourth texture image comprises:
and mapping the fourth texture image into a third texture image by adopting the reflection function.
Optionally, the third texture image and the first texture image correspond to the same image expectation and variance.
Optionally, the first texture image is a texture image corresponding to a topography in the game scene.
An apparatus for processing texture images in a game, the apparatus comprising:
the first texture image acquisition module is used for acquiring a first texture image corresponding to the game scene;
the sampling texture image generation module is used for responding to a drawing request aiming at the game scene, and generating at least one sampling texture image by randomly shifting according to the first texture image;
and the third texture image drawing module is used for mixing according to the at least one sampling texture image to obtain a third texture image and drawing.
An electronic device comprising a processor, a memory and a computer program stored on the memory and capable of running on the processor, which when executed by the processor, performs the steps of the method of processing a texture image in a game as described above.
A computer readable storage medium having stored thereon a computer program which, when executed by a processor, implements the steps of a method of processing a texture image in a game as described above.
The embodiment of the application has the following advantages:
in the embodiment of the application, the first texture image corresponding to the game scene is obtained, the drawing request for the game scene is responded, at least one sampling texture image is generated by random offset according to the first texture image, then the third texture image is obtained by mixing according to the at least one sampling texture image, and drawing is carried out, so that the optimization of the texture image in the game scene is realized, the texture repeatability can be reduced, the original texture characteristics are maintained, and the visual expression effect of the texture image is improved.
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In order to more clearly illustrate the technical solutions of the present application, the drawings that are needed in the description of the present application will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort to a person skilled in the art.
FIG. 1 is a flow chart of steps of a method for processing texture images in a game according to an embodiment of the present application;
FIG. 2 is a flowchart illustrating another method for processing texture images in a game according to one embodiment of the present application;
fig. 3 is a schematic structural diagram of a processing device for texture images in a game according to an embodiment of the present application.
Detailed Description
In order that the above-recited objects, features and advantages of the present application will become more readily apparent, a more particular description of the invention briefly described above will be rendered by reference to specific embodiments that are illustrated in the appended drawings. It will be apparent that the embodiments described are some, but not all, of the embodiments of the present application. All other embodiments, which can be made by one of ordinary skill in the art based on the embodiments herein without making any inventive effort, are intended to be within the scope of the present application.
Referring to fig. 1, a step flowchart of a method for processing a texture image in a game according to an embodiment of the present application may specifically include the following steps:
step 101, acquiring a first texture image corresponding to a game scene;
as an example, the first texture image may be a texture image corresponding to a topography in the game scene.
In the game preprocessing process, a first texture image corresponding to the game scene can be set for drawing the terrain in the game scene, and the size of the first texture image is smaller than the size of the terrain to be drawn.
102, responding to a drawing request for the game scene, and generating at least one sampling texture image by randomly shifting according to the first texture image;
because the size of the first texture image is smaller than the size of the terrain to be drawn, if the first texture image is continuously adopted to draw the terrain, and the repeatability is too high, in the process of game running, random offset can be carried out according to the first texture image in response to a drawing request aiming at a game scene, for example, the first texture image is randomly offset, and sampling is carried out after the random offset, so that at least one sampling texture image is obtained.
And step 103, mixing according to the at least one sampling texture image to obtain a third texture image, and drawing.
After obtaining at least one sampled texture image, mixing may be performed according to the at least one sampled texture image, for example, mixing color values, thereby obtaining a third texture image, and rendering the game scene.
In the embodiment of the application, the first texture image corresponding to the game scene is obtained, the drawing request for the game scene is responded, at least one sampling texture image is generated by random offset according to the first texture image, then the third texture image is obtained by mixing according to the at least one sampling texture image, and drawing is carried out, so that the optimization of the texture image in the game scene is realized, the texture repeatability can be reduced, the original texture characteristics are maintained, and the visual expression effect of the texture image is improved.
Referring to fig. 2, a flowchart illustrating a step of another method for processing a texture image in a game according to an embodiment of the present application may specifically include the following steps:
step 201, obtaining a first texture image corresponding to a game scene;
step 202, responding to a drawing request for the game scene, and generating a second texture image from the first texture image according to Gaussian distribution;
after the first texture image is obtained, a channel color histogram corresponding to the first texture image can be generated, and then standard Gaussian distribution is adopted and mapped into standard Gaussian distribution textures, so that a second texture image is obtained.
Specifically, mapping may be performed on each color channel (RGB) in the first texture image, and specifically, the pixel colors of the individual color channels may be ordered to generate a channel color histogram.
After the channel color histogram is generated, the ordering position of the pixel color in the channel color histogram may be determined, and then mapping is performed according to the ordering position, so as to obtain a second texture image.
In practice, the channel color histogram to gaussian distribution requires calculation of a cumulative distribution function CDF (x), which can be recorded as a cumulative sum of probability distributions below the x point, as follows:
Figure BDA0002140399680000051
accordingly, the inverse CDF of the cumulative distribution function is needed to be used from Gaussian distribution to channel color histogram -1 (x) The method is characterized by comprising the following steps:
Figure BDA0002140399680000052
where erf is an error function, μ=0.5 (μ=0.5 gaussian distribution image values are in the [0,1] interval), σ=1/6 (σ=1/6 ensures eight-bit image floating point accuracy).
Step 203, performing random offset according to the second texture image to generate at least one sampling texture image;
after the second texture image is obtained, the second texture image may be randomly shifted, and sampling may be performed after the random shift, to obtain at least one sampled texture image.
In an embodiment of the present application, step 203 may include the following sub-steps:
a sub-step 11 of partitioning the second texture image to obtain at least one image block;
in a specific implementation, the second texture image may be segmented, e.g., triangular mesh segmented, and then at least one image block may be obtained.
And a sub-step 12 of randomly shifting the at least one image block to obtain at least one sampling texture image.
For each image block, the image block may have a first vertex, and the first vertex may be randomly offset to obtain a second vertex, so as to determine a sampling texture image corresponding to the second vertex.
For example, if the image block is triangular, three first vertices (v 1, v2, v 3) of the image block may be randomly shifted to obtain second vertices (v 4, v5, v 6), so as to determine the sampled texture image.
Specifically, hash operation can be performed on the vertex coordinates of the first vertex to obtain a disorder value, and then a random value is obtained by adopting a decimal part of the disorder value to perform random offset.
Step 204, mixing according to the at least one sampled texture image to obtain a fourth texture image;
after obtaining the at least one sampled texture image, a fourth texture image may be obtained by blending, e.g., blending, the color values according to the at least one sampled texture image.
In an embodiment of the present application, step 204 may include the following sub-steps:
a sub-step 21 of determining a second color value corresponding to an image block in the second texture image in the at least one sampling texture image; wherein the image block in the second texture image has a first color value;
in practical applications, the image block in the second texture image may have a first color value, and for any pixel point in the second texture image (each pixel point in the image block has the first color value), it belongs to a certain image block, and then in the sampled texture image after performing random offset, the second color value corresponding to the pixel point may be determined in the sampled texture image.
For example, three first vertices (v 1, v2, v 3) of an image block in the second texture image, the second vertices (v 4, v5, v 6) in the texture image are sampled, and for a pixel point p of the image block, its original coordinates are uv, and then the sampling coordinates of the pixel point p with respect to the three second vertices are (v4+ (uv-v 1), v5+ (uv-v 2), v6+ (uv-v 3)), and three second color values are obtained by sampling at the three sampling coordinates.
A sub-step 22 of mixing the second color values to obtain third color values;
after the second color value is obtained, the second color value may be mixed to obtain a third color value.
In an embodiment of the present application, the sub-step 22 may include the following sub-steps:
a substep 221, determining, for the pixel points in the second texture image, an image block in which the pixel points are located, and a weight value corresponding to each vertex in the image block in which the pixel points are located;
for any pixel point in the second texture image, a weight value relative to the first vertex in the image block can be determined, for example, the weight value can be obtained by normalizing the distance from the pixel point to the vertical line opposite to the first vertex.
In step 222, the second color value is weighted by using the weight value, so as to obtain a third color value.
After the weight value is obtained, the second color value may be weighted to obtain a third color value.
Specifically, one-dimensional linear random mixing can be adopted, namely weighting values are adopted to directly weight, but the variance of Gaussian distribution is reduced, and the statistical information of the original input image cannot be maintained.
Based on the method, a first color distribution expectation corresponding to the first texture image can be determined, and then the second color value is weighted by combining the first color distribution expectation and the weight value to obtain a third color value so as to keep the input image expectation and variance and keep the original texture characteristics.
For example, as the second color value sampled by the pixel point p is C1, C2, and C3, the first color distribution of the input first texture image is expected to be E (C), then the third color value C:
Figure BDA0002140399680000071
and step 23, replacing the first color value corresponding to the image block in the second texture image with the third color value to obtain a fourth texture image.
After the third color value is obtained, the first color value of the pixel point can be replaced by the third color value in the original second texture image, and then a fourth texture image can be obtained.
In an embodiment of the present application, the image expectations and variances of the third texture image and the first texture image are the same, and original texture features are maintained.
And step 205, mapping the fourth texture image into the third texture image, and drawing.
After the fourth texture image is obtained, the fourth texture image may be mapped to a third texture image, and then the third texture image may be drawn to obtain a game scene.
In an embodiment of the present application, the method may further include the following steps:
and generating a reflection function corresponding to the second texture image and the first texture image.
Accordingly, step 205 may include the sub-steps of:
and mapping the fourth texture image into a third texture image by adopting the reflection function.
In the process of mapping the histogram into the gaussian distribution, the mapping relationship between the channel color histogram and the second texture image of the gaussian distribution may be recorded, and specifically, the mapping function between the histogram and the gaussian distribution and the reflection function between the gaussian distribution and the histogram may be included.
After the fourth texture image of the gaussian distribution is obtained, the fourth texture image may be mapped to the third texture image using the recorded mapping relationship (the reflection function).
It should be noted that, for simplicity of description, the method embodiments are shown as a series of acts, but it should be understood by those skilled in the art that the embodiments are not limited by the order of acts described, as some steps may occur in other orders or concurrently in accordance with the embodiments. Further, those skilled in the art will appreciate that the embodiments described in the specification are all preferred embodiments and that the acts referred to are not necessarily required by the embodiments of the present application.
Referring to fig. 3, a schematic structural diagram of a processing device for texture images in a game according to an embodiment of the present application is shown, which may specifically include the following modules:
a first texture image obtaining module 301, configured to obtain a first texture image corresponding to a game scene;
a sampled texture image generation module 302, configured to generate at least one sampled texture image by randomly shifting the first texture image in response to a drawing request for the game scene;
and a third texture image drawing module 303, configured to mix the at least one sampled texture image to obtain a third texture image, and draw the third texture image.
In one embodiment of the present application, the sampled texture image generation module 302 includes:
a second texture image generation sub-module for generating a second texture image from the first texture image according to a gaussian distribution;
the second texture image offset sub-module is used for randomly offsetting according to the second texture image to generate at least one sampling texture image;
in an embodiment of the present application, the third texture image rendering module 303 includes:
a fourth texture image obtaining sub-module, configured to obtain a fourth texture image by mixing according to the at least one sampled texture image;
and the fourth texture image mapping sub-module is used for mapping the third texture image according to the fourth texture image.
In an embodiment of the present application, the second texture image shifting submodule includes:
the image block obtaining unit is used for partitioning the second texture image to obtain at least one image block;
the image block offset unit is used for randomly offsetting the at least one image block respectively to obtain at least one sampling texture image;
in an embodiment of the present application, the fourth texture image obtaining submodule includes:
a second color value determining unit, configured to determine, in the at least one sampled texture image, a second color value corresponding to an image block in the second texture image; wherein the image block in the second texture image has a first color value;
a third color value mixing unit, configured to mix the second color value to obtain a third color value;
and the color value replacing unit is used for replacing the first color value corresponding to the image block in the second texture image by the third color value to obtain a fourth texture image.
In an embodiment of the present application, the third color value includes:
a weight value determining subunit, configured to determine, for a pixel point in the second texture image, an image block in which the pixel point is located, and a weight value corresponding to each vertex in the image block in which the pixel point is located;
and the color value weighting subunit is used for weighting the second color value by adopting the weight value to obtain a third color value.
In an embodiment of the present application, further includes:
the reflection function generation module is used for generating a reflection function corresponding to the second texture image and the first texture image;
the fourth texture image mapping submodule includes:
and the reflection unit is used for mapping the fourth texture image into a third texture image by adopting the reflection function.
In an embodiment of the present application, the image expectations and variances of the third texture image and the first texture image are the same.
In an embodiment of the present application, the first texture image is a texture image corresponding to a topography in the game scene.
For the device embodiments, since they are substantially similar to the method embodiments, the description is relatively simple, and reference is made to the description of the method embodiments for relevant points.
An embodiment of the present application further provides an electronic device, which may include a processor, a memory, and a computer program stored on the memory and capable of running on the processor, where the computer program when executed by the processor implements the steps of the method for processing texture images in a game as described above.
An embodiment of the present application further provides a computer-readable storage medium on which a computer program is stored, which when executed by a processor, implements the steps of the method for processing texture images in a game as described above.
In this specification, each embodiment is described in a progressive manner, and each embodiment is mainly described by differences from other embodiments, and identical and similar parts between the embodiments are all enough to be referred to each other.
It will be apparent to those skilled in the art that embodiments of the present application may be provided as a method, apparatus, or computer program product. Accordingly, the present embodiments may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present application may take the form of a computer program product on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
Embodiments of the present application are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the application. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present embodiments have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the present application.
Finally, it is further noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article or terminal device comprising the element.
The above method and apparatus for processing texture images in games, electronic device, and storage medium are described in detail, and specific examples are applied to illustrate the principles and embodiments of the present application, and the above examples are only used to help understand the method and core ideas of the present application; meanwhile, as those skilled in the art will have modifications in the specific embodiments and application scope in accordance with the ideas of the present application, the present description should not be construed as limiting the present application in view of the above.

Claims (8)

1. A method for processing texture images in a game, the method comprising:
acquiring a first texture image corresponding to a game scene;
responding to a drawing request aiming at the game scene, and generating at least one sampling texture image by randomly shifting according to the first texture image;
mixing according to the at least one sampling texture image to obtain a third texture image, and drawing;
wherein the step of randomly shifting the first texture image to generate at least one sampling texture image comprises:
generating a second texture image from the first texture image according to a Gaussian distribution;
randomly shifting according to the second texture image to generate at least one sampling texture image;
the step of mixing according to the at least one sampled texture image to obtain a third texture image comprises the following steps:
mixing according to the at least one sampling texture image to obtain a fourth texture image;
mapping into the third texture image according to a fourth texture image; wherein, the image expectation and variance of the third texture image corresponding to the first texture image are the same.
2. The method of claim 1, wherein the step of randomly shifting from the second texture image to generate at least one sampled texture image comprises:
partitioning the second texture image to obtain at least one image block;
randomly shifting the at least one image block to obtain at least one sampling texture image;
the step of mixing according to the at least one sampled texture image to obtain a fourth texture image comprises the following steps:
determining a second color value corresponding to an image block in the second texture image in the at least one sampling texture image; wherein the image block in the second texture image has a first color value;
mixing the second color values to obtain third color values;
and replacing the first color value corresponding to the image block in the second texture image with the third color value to obtain a fourth texture image.
3. The method of claim 2, wherein the step of blending the second color values to obtain third color values comprises:
determining an image block in which the pixel points in the second texture image are located and a weight value corresponding to each vertex in the image block in which the pixel points in the second texture image are located;
and weighting the second color value by adopting the weight value to obtain a third color value.
4. The method as recited in claim 1, further comprising:
generating a reflection function corresponding to the second texture image and the first texture image;
the mapping into the third texture image according to the fourth texture image comprises:
and mapping the fourth texture image into a third texture image by adopting the reflection function.
5. The method of claim 1, wherein the first texture image is a texture image corresponding to a topography in the game scene.
6. An apparatus for processing texture images in a game, the apparatus comprising:
the first texture image acquisition module is used for acquiring a first texture image corresponding to the game scene;
the sampling texture image generation module is used for responding to a drawing request aiming at the game scene, and generating at least one sampling texture image by randomly shifting according to the first texture image;
the third texture image drawing module is used for mixing according to the at least one sampling texture image to obtain a third texture image and drawing;
wherein the sampled texture image generation module comprises:
a second texture image generation sub-module for generating a second texture image from the first texture image according to a gaussian distribution;
the second texture image offset sub-module is used for randomly offsetting according to the second texture image to generate at least one sampling texture image;
wherein the third texture image rendering module includes:
a fourth texture image obtaining sub-module, configured to obtain a fourth texture image by mixing according to the at least one sampled texture image;
a fourth texture image mapping sub-module, configured to map the fourth texture image to the third texture image; wherein, the image expectation and variance of the third texture image corresponding to the first texture image are the same.
7. An electronic device comprising a processor, a memory and a computer program stored on the memory and executable on the processor, the computer program implementing the steps of the method of processing in-game texture images as claimed in any one of claims 1 to 5 when executed by the processor.
8. A computer-readable storage medium, on which a computer program is stored, which computer program, when being executed by a processor, implements the steps of the method for processing a texture image in a game as claimed in any one of claims 1 to 5.
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