CN111701236A - Method and system for realizing 3D (three-dimensional) game simulation effect by adopting 2D (two-dimensional) resource mode - Google Patents

Method and system for realizing 3D (three-dimensional) game simulation effect by adopting 2D (two-dimensional) resource mode Download PDF

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Publication number
CN111701236A
CN111701236A CN202010561228.3A CN202010561228A CN111701236A CN 111701236 A CN111701236 A CN 111701236A CN 202010561228 A CN202010561228 A CN 202010561228A CN 111701236 A CN111701236 A CN 111701236A
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player
objects
rendering
game
scene
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刘德建
陈宏展
吴榕松
王宪宇
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Fujian Tianqing Online Interactive Technology Co Ltd
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Fujian Tianqing Online Interactive Technology Co Ltd
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    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images

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Abstract

The invention provides a method for realizing a 3D-simulated game effect by adopting a 2D resource mode, which comprises the following steps: step S1, taking the XZ plane of the game as the moving plane of the player and the camera, and rendering the game scene by the camera at a depression angle; step S2, setting the rendering sequence of the 2D objects which do not need to be shielded and judged by the player to be lower than the rendering priority of the player objects, standing the 2D objects which need to be shielded and judged by the player on an XZ surface at an included angle of less than 90 degrees with the XZ surface, and setting the rendering sequence of the 2D objects to be consistent with the rendering sequence of the player objects; step S3, at this time, the Unity engine will show the occlusion relationship of the object based on the depth value of the object, so as to avoid the problem of the occlusion relationship generated when the simulation of the 3D-simulated game effect is realized in a 2D resource manner.

Description

Method and system for realizing 3D (three-dimensional) game simulation effect by adopting 2D (two-dimensional) resource mode
Technical Field
The invention relates to the technical field of game production, in particular to a game production scheme based on a Unity engine and capable of shortening game development time and improving game visual effect and game performance, and particularly relates to a method and a system for realizing a 3D-simulated game effect in a 2D resource mode.
Background
In general, 3D game creation is to create a 3D game model using 3DS MAX, MAYA, or other model software, create a map using ps (adobe photoshop), ae (adobe After effects), or other picture editing software, produce a corresponding game resource using other resource production tools, and finally import the game resource to a game Engine such as Unity or non-regional Engine to develop a corresponding game.
The existing 3D game making technical scheme is as follows:
and the first scheme is that the software is adopted to generate a 3D model and a corresponding 2D map in the game, and the 3D game scene is edited in a corresponding engine, so that the expression effect of the 3D game is realized.
And secondly, manufacturing a 3D model and a corresponding 2D material mapping by adopting the software, rendering the 3D scene into a 2D picture after the scene is built, or directly obtaining the 2D picture by hand drawing, and combining the 2D pictures with the orientation of a game camera in a certain scene building mode to realize the expression effect similar to a 3D game.
And on the basis of the second scheme, some game objects which need to be subjected to emphasis expression or easily cause visual lasting are made into a 3D model, and the rest game objects are realized in a 2D map form, so that a more vivid 3D game expression effect than the second scheme is realized.
The prior art has the following defects:
1. the 3D effect obtained by rendering the game manufactured by the first scheme is best in performance, however, compared with the 2D game, the 3D game needs more complex manufacturing flow and personnel configuration, and the time period and cost for manufacturing the game are greatly increased. In addition, the 3D model detail degree and the screen rendering efficiency in the 3D game are inversely proportional, and the game performance is consumed for a game with a high requirement for detail expression.
2. The second scheme realizes the representation effect of the 3D game by rendering the 3D scene into 2D pictures, because a 3D model is abandoned, the performance is improved, but another problem is introduced, at the moment, the game is still 2-dimensional, generally, the camera and the player move on an XY plane, and the concept of depth in the 3D game is not available, so that the problem of the shielding relation between each 2D picture and other pictures can be caused. (e.g., occlusion of player objects and 2D objects)
3. The third scheme has a certain compromise in performance and performance, but still has the same problems as the second scheme.
Disclosure of Invention
In order to overcome the problems, the invention aims to provide a method for realizing the effect of the simulated 3D game by adopting a 2D resource mode, and solves the problem of the occlusion relationship caused when the simulation of the effect of the simulated 3D game is realized by adopting the 2D resource mode.
The invention is realized by adopting the following scheme: a method for realizing an effect of simulating a 3D game by adopting a 2D resource mode comprises the following steps:
step S1, taking the XZ plane of the game as the moving plane of the player and the camera, and rendering the game scene by the camera at a depression angle;
step S2, setting the rendering sequence of the 2D objects which do not need to be shielded and judged by the player to be lower than the rendering priority of the player objects, standing the 2D objects which need to be shielded and judged by the player on an XZ surface at an included angle of less than 90 degrees with the XZ surface, and setting the rendering sequence of the 2D objects to be consistent with the rendering sequence of the player objects;
step S3, at this time, the Unity engine will show the occlusion relationship of the object based on the depth value of the object, so as to avoid the problem of the occlusion relationship generated when the simulation of the 3D-simulated game effect is realized in a 2D resource manner.
Further, the step S1 is further specifically: the method comprises the steps of generating corresponding 2D maps of game elements by rendering 3D objects into 2D maps or directly drawing by hands, ensuring the stereoscopic impression of cameras when rendering the 2D objects when the 2D maps are manufactured, taking an XZ plane of a game as a moving plane of a player and the cameras, and rendering a game scene by the cameras at a depression angle.
Further, the step S2 is further specifically: 2D scenes are built by using the 2D maps, and rendering priorities of 2D scene objects which do not need to be subjected to shielding judgment with a player are set to be lower than rendering priorities of objects of the player so as to ensure that the 2D scene objects are behind the player all the time; meanwhile, bounding boxes are arranged for the 2D objects on the XZ surface moved by the player, a walkable area for finding a way is planned, and the player is prevented from moving to some areas of the game to cause upper penetration; 2D objects needing interaction and shielding judgment with a player are independently rendered into a 2D map and are obliquely arranged on an XZ surface where the player walks at an included angle smaller than 90 degrees with the XZ surface, the included angle needs to be coordinated with a camera overlooking angle so as to ensure the stereoscopic impression of the camera when the 2D objects are rendered, the rendering priority of the 2D objects is set to be consistent with the rendering priority of the player, meanwhile, 3D bounding boxes are arranged for the 2D objects, and the situation that the player directly penetrates through the 2D objects to cause the help penetration is avoided.
Further, the method further comprises: when the player moves on the XZ surface, the Z value of the player object position, i.e. the depth value, changes along with the movement, so that the player and the 2D scene object generate the front-back relationship, and the correct occlusion expression can be completed by utilizing the depth judgment in the rendering mechanism of the Unity engine.
The invention also provides a system for realizing the effect of the imitated 3D game by adopting a 2D resource mode, which comprises an angle setting module, a rendering priority setting module and a display module;
the angle setting module is used for taking the XZ plane of the game as a moving plane of a player and a camera, and the camera renders a game scene at a depression angle;
the rendering priority setting module is used for setting the rendering sequence of the 2D objects which do not need to be subjected to shielding judgment with the player to be lower than the rendering priority of the player objects, enabling the 2D objects which need to be subjected to shielding judgment with the player to stand on the XZ surface at an included angle smaller than 90 degrees with the XZ surface, and setting the rendering sequence of the 2D objects to be consistent with the rendering sequence of the player objects;
the display module is used for displaying the shielding relation of the object by taking the depth value of the object as a reference through the Unity engine, so that the problem of the shielding relation generated when the simulation of the 3D game effect is realized in a 2D resource mode is solved.
Further, the angle setting module further specifically includes: the method comprises the steps of generating corresponding 2D maps of game elements by rendering 3D objects into 2D maps or directly drawing by hands, ensuring the stereoscopic impression of cameras when rendering the 2D objects when the 2D maps are manufactured, taking an XZ plane of a game as a moving plane of a player and the cameras, and rendering a game scene by the cameras at a depression angle.
Further, the rendering priority setting module is further specifically configured to: 2D scenes are built by using the 2D maps, and rendering priorities of 2D scene objects which do not need to be subjected to shielding judgment with a player are set to be lower than rendering priorities of objects of the player so as to ensure that the 2D scene objects are behind the player all the time; meanwhile, bounding boxes are arranged for the 2D objects on the XZ surface moved by the player, a walkable area for finding a way is planned, and the player is prevented from moving to some areas of the game to cause upper penetration; 2D objects needing interaction and shielding judgment with a player are independently rendered into a 2D map and are obliquely arranged on an XZ surface where the player walks at an included angle smaller than 90 degrees with the XZ surface, the included angle needs to be coordinated with a camera overlooking angle so as to ensure the stereoscopic impression of the camera when the 2D objects are rendered, the rendering priority of the 2D objects is set to be consistent with the rendering priority of the player, meanwhile, 3D bounding boxes are arranged for the 2D objects, and the situation that the player directly penetrates through the 2D objects to cause the help penetration is avoided.
Further, the system further comprises: when the player moves on the XZ surface, the Z value of the player object position, i.e. the depth value, changes along with the movement, so that the player and the 2D scene object generate the front-back relationship, and the correct occlusion expression can be completed by utilizing the depth judgment in the rendering mechanism of the Unity engine.
The invention has the beneficial effects that: the 3D game effect can be realized in the form of full 2D resources or 2D and 3D mixed resources, and the labor and time cost in resource production and the game performance consumption caused by a large amount of 3D game resources caused by a 3D game production mode are greatly reduced. In addition, the invention introduces the thought of the three-dimensional game into the 2D game, adopts the 3D game implementation scheme to solve some problems which are difficult to process in the 2D game, and solves the problem of shielding judgment in the 2D imitation 3D game; the freedom of 2D game development is increased, the possibility of realizing richer effects is improved, and game development iteration, time and labor cost can be accelerated.
Drawings
FIG. 1 is a schematic flow diagram of the process of the present invention.
Fig. 2 is a schematic block diagram of the system of the present invention.
Detailed Description
The invention is further described below with reference to the accompanying drawings.
Referring to fig. 1, a method for implementing a simulated 3D game effect by using a 2D resource manner according to the present invention includes the following steps:
step S1, taking the XZ plane of the game as the moving plane of the player and the camera, and rendering the game scene by the camera at a depression angle;
step S2, setting the rendering sequence of the 2D objects which do not need to be shielded and judged by the player to be lower than the rendering priority of the player objects, standing the 2D objects which need to be shielded and judged by the player on an XZ surface at an included angle of less than 90 degrees with the XZ surface, and setting the rendering sequence of the 2D objects to be consistent with the rendering sequence of the player objects;
step S3, at this time, the Unity engine will show the occlusion relationship of the object based on the depth value of the object, so as to avoid the problem of the occlusion relationship generated when the simulation of the 3D-simulated game effect is realized in a 2D resource manner.
The invention is further illustrated below with reference to a specific embodiment:
a method for realizing the effect of imitating a 3D game by adopting a 2D resource mode,
step 1: the 2D object map generation is that a 3D object is rendered into a 2D map or a corresponding 2D map of a game element is generated in a direct hand-drawing mode, and a view angle rotation angle factor of a game camera should be taken into consideration when the 2D map is generated so as to ensure the stereoscopic impression of the 2D object rendered by the camera. The game XZ plane is taken as a moving plane of the player and the camera, and the camera renders a game scene in a depression angle.
Step 2: 2D scenes are built by using the 2D maps, and rendering priorities of 2D scene objects which do not need to be subjected to shielding judgment with a player are set to be lower than rendering priorities of objects of the player so as to ensure that the 2D scene objects are behind the player all the time; meanwhile, bounding boxes (namely collision bodies) are arranged for the 2D objects on the XZ surface moved by the player, a walkable area for finding a way is planned, and the situation that the player moves to some areas of the game to cause the help penetration is prevented; 2D objects needing interaction and shielding judgment with a player are independently rendered into a 2D map and are obliquely arranged on an XZ surface where the player walks at an included angle smaller than 90 degrees with the XZ surface, the included angle needs to be coordinated with a camera overlooking angle so as to ensure the stereoscopic impression of the camera when the 2D objects are rendered, the rendering priority of the 2D objects is set to be consistent with the rendering priority of the player, meanwhile, 3D bounding boxes are arranged for the 2D objects, and the situation that the player directly penetrates through the 2D objects to cause the help penetration is avoided.
And step 3: setting player way-finding mode
Unlike other 2D games that generally move players and cameras on XY surfaces, the proposal adopts a 3D way-finding way, the players and the cameras move on XZ surfaces, because 2D mapping objects needing to carry out shielding interaction with the players are inclined and stand on the XZ surfaces, and the cameras render scenes at the angle of depression, when the players move on the XZ surfaces, the Z value of the positions of the objects of the players, namely the depth value, changes along with the movement, so that the players and the 2D scene objects generate front-back relationship, and correct shielding performance can be completed by utilizing depth judgment in a rendering mechanism of a Unity engine.
Referring to fig. 2, the present invention further provides a system for implementing an effect of simulating a 3D game by using a 2D resource manner, wherein the system includes an angle setting module, a rendering priority setting module, and a display module;
the angle setting module is used for taking the XZ plane of the game as a moving plane of a player and a camera, and the camera renders a game scene at a depression angle; the angle setting module further specifically comprises: the method comprises the steps of generating corresponding 2D maps of game elements by rendering 3D objects into 2D maps or directly drawing by hands, ensuring the stereoscopic impression of cameras when rendering the 2D objects when the 2D maps are manufactured, taking an XZ plane of a game as a moving plane of a player and the cameras, and rendering a game scene by the cameras at a depression angle.
The rendering priority setting module is used for setting the rendering sequence of the 2D objects which do not need to be subjected to shielding judgment with the player to be lower than the rendering priority of the player objects, enabling the 2D objects which need to be subjected to shielding judgment with the player to stand on the XZ surface at an included angle smaller than 90 degrees with the XZ surface, and setting the rendering sequence of the 2D objects to be consistent with the rendering sequence of the player objects; the rendering priority setting module is further specifically configured to: 2D scenes are built by using the 2D maps, and rendering priorities of 2D scene objects which do not need to be subjected to shielding judgment with a player are set to be lower than rendering priorities of objects of the player so as to ensure that the 2D scene objects are behind the player all the time; meanwhile, bounding boxes are arranged on the XZ surface moved by the player for the 2D objects, a walkable area for finding a way is planned, and the situation that the player moves to some areas (game areas except the walkable area) of the game to cause upper threading is prevented; 2D objects needing interaction and shielding judgment with a player are independently rendered into a 2D map and are obliquely arranged on an XZ surface where the player walks at an included angle smaller than 90 degrees with the XZ surface, the included angle needs to be coordinated with a camera overlooking angle so as to ensure the stereoscopic impression of the camera when the 2D objects are rendered, the rendering priority of the 2D objects is set to be consistent with the rendering priority of the player, meanwhile, 3D bounding boxes are arranged for the 2D objects, and the situation that the player directly penetrates through the 2D objects to cause the help penetration is avoided.
The display module is used for displaying the shielding relation of the object by taking the depth value of the object as a reference through the Unity engine, so that the problem of the shielding relation generated when the simulation of the 3D game effect is realized in a 2D resource mode is solved.
The system further comprises: when the player moves on the XZ surface, the Z value of the player object position, i.e. the depth value, changes along with the movement, so that the player and the 2D scene object generate the front-back relationship, and the correct occlusion expression can be completed by utilizing the depth judgment in the rendering mechanism of the Unity engine.
In a word, the 3D game thought is introduced into the 2D game, and the problem of the occlusion relation caused by the simulation of the 3D game effect in a 2D resource mode is solved by adopting the solution of improving the game dimension from two dimensions to three dimensions.
The above description is only a preferred embodiment of the present invention, and all equivalent changes and modifications made in accordance with the claims of the present invention should be covered by the present invention.

Claims (8)

1. A method for realizing a 3D-simulated game effect by adopting a 2D resource mode is characterized by comprising the following steps: the method comprises the following steps:
step S1, taking the XZ plane of the game as the moving plane of the player and the camera, and rendering the game scene by the camera at a depression angle;
step S2, setting the rendering sequence of the 2D objects which do not need to be shielded and judged by the player to be lower than the rendering priority of the player objects, standing the 2D objects which need to be shielded and judged by the player on an XZ surface at an included angle of less than 90 degrees with the XZ surface, and setting the rendering sequence of the 2D objects to be consistent with the rendering sequence of the player objects;
step S3, at this time, the Unity engine will show the occlusion relationship of the object based on the depth value of the object, so as to avoid the problem of the occlusion relationship generated when the simulation of the 3D-simulated game effect is realized in a 2D resource manner.
2. The method for realizing the effect of the imitated 3D game in the 2D resource mode according to claim 1, wherein the method comprises the following steps: the step S1 further includes: the method comprises the steps of generating corresponding 2D maps of game elements by rendering 3D objects into 2D maps or directly drawing by hands, ensuring the stereoscopic impression of cameras when rendering the 2D objects when the 2D maps are manufactured, taking an XZ plane of a game as a moving plane of a player and the cameras, and rendering a game scene by the cameras at a depression angle.
3. The method for realizing the effect of the imitated 3D game in the 2D resource mode according to the claim 2, wherein the method comprises the following steps: the step S2 further includes: 2D scenes are built by using the 2D maps, and rendering priorities of 2D scene objects which do not need to be subjected to shielding judgment with a player are set to be lower than rendering priorities of objects of the player so as to ensure that the 2D scene objects are behind the player all the time; meanwhile, bounding boxes are arranged for the 2D objects on the XZ surface moved by the player, a walkable area for finding a way is planned, and the player is prevented from moving to some areas of the game to cause upper penetration; 2D objects needing interaction and shielding judgment with a player are independently rendered into a 2D map and are obliquely arranged on an XZ surface where the player walks at an included angle smaller than 90 degrees with the XZ surface, the included angle needs to be coordinated with a camera overlooking angle so as to ensure the stereoscopic impression of the camera when the 2D objects are rendered, the rendering priority of the 2D objects is set to be consistent with the rendering priority of the player, meanwhile, 3D bounding boxes are arranged for the 2D objects, and the situation that the player directly penetrates through the 2D objects to cause the help penetration is avoided.
4. The method for realizing the effect of the imitated 3D game in the 2D resource mode according to claim 1, wherein the method comprises the following steps: the method further comprises: when the player moves on the XZ surface, the Z value of the player object position, i.e. the depth value, changes along with the movement, so that the player and the 2D scene object generate the front-back relationship, and the correct occlusion expression can be completed by utilizing the depth judgment in the rendering mechanism of the Unity engine.
5. The utility model provides an adopt 2D resource mode to realize imitative 3D recreation effect's system which characterized in that: the system comprises an angle setting module, a rendering priority setting module and a display module;
the angle setting module is used for taking the XZ plane of the game as a moving plane of a player and a camera, and the camera renders a game scene at a depression angle;
the rendering priority setting module is used for setting the rendering sequence of the 2D objects which do not need to be subjected to shielding judgment with the player to be lower than the rendering priority of the player objects, enabling the 2D objects which need to be subjected to shielding judgment with the player to stand on the XZ surface at an included angle smaller than 90 degrees with the XZ surface, and setting the rendering sequence of the 2D objects to be consistent with the rendering sequence of the player objects;
the display module is used for displaying the shielding relation of the object by taking the depth value of the object as a reference through the Unity engine, so that the problem of the shielding relation generated when the simulation of the 3D game effect is realized in a 2D resource mode is solved.
6. The system for realizing the effect of the imitated 3D game in the 2D resource mode according to claim 5, wherein: the angle setting module further specifically comprises: the method comprises the steps of generating corresponding 2D maps of game elements by rendering 3D objects into 2D maps or directly drawing by hands, ensuring the stereoscopic impression of cameras when rendering the 2D objects when the 2D maps are manufactured, taking an XZ plane of a game as a moving plane of a player and the cameras, and rendering a game scene by the cameras at a depression angle.
7. The system for realizing the effect of the imitated 3D game in the 2D resource mode according to claim 6, wherein: the rendering priority setting module is further specifically configured to: 2D scenes are built by using the 2D maps, and rendering priorities of 2D scene objects which do not need to be subjected to shielding judgment with a player are set to be lower than rendering priorities of objects of the player so as to ensure that the 2D scene objects are behind the player all the time; meanwhile, bounding boxes are arranged for the 2D objects on the XZ surface moved by the player, a walkable area for finding a way is planned, and the player is prevented from moving to some areas of the game to cause upper penetration; 2D objects needing interaction and shielding judgment with a player are independently rendered into a 2D map and are obliquely arranged on an XZ surface where the player walks at an included angle smaller than 90 degrees with the XZ surface, the included angle needs to be coordinated with a camera overlooking angle so as to ensure the stereoscopic impression of the camera when the 2D objects are rendered, the rendering priority of the 2D objects is set to be consistent with the rendering priority of the player, meanwhile, 3D bounding boxes are arranged for the 2D objects, and the situation that the player directly penetrates through the 2D objects to cause the help penetration is avoided.
8. The system for realizing the effect of the imitated 3D game in the 2D resource mode according to claim 5, wherein: the system further comprises: when the player moves on the XZ surface, the Z value of the player object position, i.e. the depth value, changes along with the movement, so that the player and the 2D scene object generate the front-back relationship, and the correct occlusion expression can be completed by utilizing the depth judgment in the rendering mechanism of the Unity engine.
CN202010561228.3A 2020-06-18 2020-06-18 Method and system for realizing 3D (three-dimensional) game simulation effect by adopting 2D (two-dimensional) resource mode Pending CN111701236A (en)

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