CN106408646B - Instant photochromic rendering system and rendering method for game scene - Google Patents

Instant photochromic rendering system and rendering method for game scene Download PDF

Info

Publication number
CN106408646B
CN106408646B CN201510445676.6A CN201510445676A CN106408646B CN 106408646 B CN106408646 B CN 106408646B CN 201510445676 A CN201510445676 A CN 201510445676A CN 106408646 B CN106408646 B CN 106408646B
Authority
CN
China
Prior art keywords
rendering
real
game scene
display area
unit
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
CN201510445676.6A
Other languages
Chinese (zh)
Other versions
CN106408646A (en
Inventor
李琳琳
季永康
董建飞
贺家乐
李顺
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.)
Guizhou zhongshengtaike Intelligent Technology Co.,Ltd.
Original Assignee
Changzhou Wujin Semiconductor Lighting Application Technology Institute
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 Changzhou Wujin Semiconductor Lighting Application Technology Institute filed Critical Changzhou Wujin Semiconductor Lighting Application Technology Institute
Priority to CN201510445676.6A priority Critical patent/CN106408646B/en
Publication of CN106408646A publication Critical patent/CN106408646A/en
Application granted granted Critical
Publication of CN106408646B publication Critical patent/CN106408646B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Abstract

an instant photochromic rendering system and method for a game scene comprises a monitoring and management center, a rendering center and a photochromic rendering unit, wherein the monitoring and management center obtains rendering data by monitoring a real-time state of the game scene, the rendering center matches a rendering mode with the rendering data based on the rendering data, and the rendering center executes the rendering mode to enable the photochromic rendering unit to generate rendering rays so as to render the game scene. The invention monitors the state of the game scene in an implementation manner, so that the subsequent rendering is not delayed, and the user experience of the user in entertainment is enhanced.

Description

Instant photochromic rendering system and rendering method for game scene
Technical Field
The present invention relates to a rendering system for an interactive interface, and more particularly, to an instant photochromic rendering system and method for a game scene.
Background
the rapid development of the related art of electronic devices and the popularity of the internet have resulted in a dramatic development opportunity for the gaming industry that relies on electronic devices to exist and operate and to be able to entertain users during idle times. Particularly, after portable electronic devices represented by smart phones, tablet computers and the like appear, the development potential of the game industry is more prominent.
Typically, the electronic device is provided with a display device, such as a display screen, and the display device includes a visual interactive interface to allow a user to communicate and interact with the electronic device. The game may be installed on the electronic device as an application and operated by the user for entertainment through the interactive interface. Although the current game modes and the related technologies of games are infinite, no rendering system is designed for rendering scenes of games at present, which results in that the game scenes of the current games are relatively single, and the game scenes of the current games have planarization limitations.
At present, most of the rendering systems in the prior art are designed for pictures or videos, and the design idea of the rendering systems in the prior art is to render pictures or videos in a random or predefined manner, for example, the rendering systems in the prior art can divide the pictures or videos into different regions in a random or predefined manner and render some or all of the regions separately or selectively, however, the rendering modes provided by the rendering systems in the prior art cannot divide the rendering regions according to the characteristics of the pictures or videos displayed on the interactive interface, which results in poor flexibility of the rendering systems in the prior art.
In addition, the rendering system of the prior art cannot perform instant rendering on the application program displayed on the interactive interface, which may cause a delay in rendering the application program displayed on the interactive interface, and once the delay occurs, the rendering effect is inevitably poor, and the user experience is affected, especially the delay occurs in the game application, and the effect is worse for the user experience. In addition, the rendering systems in the prior art are independent from each other, which do not allow the user to customize or download a personalized rendering scheme according to the need, nor provide continuous services for the user.
Disclosure of Invention
An object of the present invention is to provide an instant photochromic rendering system and rendering method for a game scene, wherein the instant photochromic rendering system is particularly suitable for rendering the game scene of a game application running on an interactive interface provided by an electronic device to empower the atmosphere of the game scene.
An object of the present invention is to provide an instant photochromic rendering system and rendering method for a game scene, wherein the instant photochromic rendering system can select one of a display area and a sound effect background of the game scene or render them synchronously to create a more stereoscopic game environment. That is, the timely rendering system can expand the game scene with plane limitation to a three-dimensional space in various ways from a plurality of different angles, so that the game scene is more vivid and the game atmosphere is stronger, and a user can quickly enter a game role and personally enjoy the magic power of the game.
an object of the present invention is to provide an instant light color rendering system and a rendering method for a game scene, wherein the instant light color rendering system provides a monitoring and management center to continuously and real-timely monitor the game scene so as to obtain rendering data related to contents to be rendered in the game scene, and the instant light color rendering system can render the contents to be rendered in the game scene without delay by continuously and real-timely monitoring the game scene.
an object of the present invention is to provide an instant photochromic rendering system and rendering method for a game scene, wherein the instant photochromic rendering system provides a rendering center and a photochromic rendering unit, the rendering management manages the photochromic rendering unit, the rendering center matches the rendering mode to the rendering data after receiving the rendering data, and the rendering center executes the rendering mode to make the photochromic rendering unit generate rendering rays, thereby rendering the game scene.
one object of the present invention is to provide an instant photochromic rendering system and rendering method for a game scene, wherein the instant photochromic rendering system can provide a rendering method of predefined rendering contents according to the category of the game application, and render contents to be rendered in the game scene. For example, the instant photochromic rendering system may predefine an area to be rendered within the display area, or predefine a rendering time and a rendering manner of the game scene, and in this way, the rendering efficiency and the rendering effect of the instant photochromic rendering system when rendering the game scene may be improved.
An object of the present invention is to provide an instant photochromic rendering system and rendering method for a game scene, wherein the monitoring and managing unit monitors and manages a background region and a character region of the display region and images respectively disposed in the background region and the character region, so that the subsequent instant photochromic rendering system can respectively render the background region and the character region and the images disposed in the background region and the character region, and thus the game scene can have more stereoscopic effect, and the experience of a user during entertainment through a game can be improved.
An object of the present invention is to provide an instant photochromic rendering system and rendering method for a game scene, wherein the instant photochromic rendering system further provides a cloud server, the cloud server provides the rendering mode, and subsequently, allows the rendering mode to be downloaded from the cloud server, so as to provide a persistent service for a user.
an object of the present invention is to provide an instant photochromic rendering system and rendering method for game scenes, wherein the instant photochromic rendering system can be applied to various types of electronic devices to expand the applicable scope of the instant photochromic rendering system.
An object of the present invention is to provide an instant photochromic rendering system and a rendering method for game scenes, wherein the instant photochromic rendering system can be applied to various kinds of games to expand the applicable scope of the instant photochromic rendering system.
In order to achieve the above object, the present invention provides an instant light color rendering system for a game scene, comprising:
a light color rendering unit;
the monitoring and management center monitors the game scene to obtain the real-time state of the game scene, and respectively generates rendering data related to the real-time state of the game scene; and
And the rendering center matches the rendering mode with the rendering data after receiving the rendering data, and executes the rendering mode to enable the light color rendering unit to generate rendering rays so as to render the game scene in real time.
According to a preferred embodiment of the present invention, the monitoring and management center further includes a monitoring unit and a management unit, the monitoring unit monitors a real-time status of at least one of a display area and a background sound effect of the game scene, the management unit manages the display area and the background sound effect, and the management unit generates rendering data related to the display area and the background sound effect according to the real-time status of the display area and the background sound effect, respectively.
According to a preferred embodiment of the present invention, the monitoring unit monitors the position, shape, scale and size parameters of the display area and the color, color temperature and brightness parameters of the image disposed on the display area.
according to a preferred embodiment of the present invention, the monitoring unit monitors the rhythm, timbre and tonal parameters of the background sound effect.
According to a preferred embodiment of the present invention, the management unit continuously monitors the real-time status of the game scene in real time.
according to a preferred embodiment of the present invention, the management unit further includes a content management module and a data management module, the content management module manages the display area and the image disposed in the display area, the monitoring unit monitors a real-time status of the image disposed in the display area, and the data management module generates the rendering data related to the real-time status of the display area and the real-time status of the image disposed in the display area, respectively, according to the real-time status of the display area and the real-time status of the image disposed in the display area.
according to a preferred embodiment of the present invention, the rendering center further includes a matching unit and a control unit, after receiving the rendering data, the matching unit matches the rendering mode to the rendering data based on the rendering data, and the control unit executes the rendering mode to enable the light color rendering unit to generate rendering light, so as to render the game scene in real time.
according to a preferred embodiment of the present invention, the instant light color rendering system further comprises an initialization center, the initialization center is configured to initialize the instant light color rendering system, wherein the monitoring and management center and the rendering center are started after the initialization center completes the initialization configuration of the instant light color rendering center.
according to an aspect of the present invention, the present invention also provides an instant light color rendering system for a game scene, which includes
A storage unit, wherein the storage unit stores at least one rendering mode;
A light color rendering unit; and
At least one processor, the storage unit and the photochromic rendering unit being respectively connected to the processor, wherein the processor further comprises:
The monitoring unit monitors the game scene to obtain the real-time state of the game scene;
the management unit manages the game scene and generates rendering data related to the real-time state of the game scene according to the real-time state of the game scene;
A matching unit that accepts the rendering data from the management unit and that reads the rendering pattern matching the rendering data from the storage unit based on the rendering data; and
And the control unit executes the rendering mode to enable the photochromic rendering system to generate rendering rays so as to render the game scene in real time.
According to a preferred embodiment of the present invention, the instant photochromic rendering system further includes a cloud server, the cloud server is connected to the storage unit and the processor, the cloud server is configured to store the rendering modes, and the processor downloads the rendering modes from the cloud server and stores the rendering modes in the storage unit.
According to a preferred embodiment of the present invention, the monitoring unit monitors a real-time status of at least one of a display area and a background sound effect of the game scene, and the management unit generates the rendering data related to the display area and the background sound effect according to the real-time status of the display area and the background sound effect, respectively.
According to a preferred embodiment of the present invention, the management unit further includes a content management module and a data management module, the content management module manages the display area and the image disposed in the display area, the monitoring unit monitors a real-time status of the image disposed in the display area, and the data management module generates the rendering data related to the real-time status of the display area and the real-time status of the image disposed in the display area, respectively, according to the real-time status of the display area and the real-time status of the image disposed in the display area.
According to a preferred embodiment of the present invention, the monitoring unit continuously monitors the game scene in real time to obtain a real-time status of the game scene.
According to a preferred embodiment of the invention, the light color rendering unit is an LED luminaire.
According to an aspect of the present invention, the present invention further provides a method for instantly rendering a game scene, wherein the method for instantly rendering a game scene comprises the following steps:
(a) Obtaining a real-time state of the game scene;
(b) Generating rendering data related to the real-time state of the game scene;
(c) matching a rendering mode to the rendering data; and
(d) And executing the rendering mode to enable a light color rendering unit to generate rendering light, so as to render the game scene in real time.
According to a preferred embodiment of the present invention, in the step (a), the game scene is continuously monitored by a monitoring unit, the monitoring unit obtains a real-time status of the game scene when a content of the game scene is changed, and in the step (b), the rendering data related to the real-time status of the game scene is generated by a management unit according to the real-time status of the game scene.
According to a preferred embodiment of the present invention, in the method, the monitoring unit monitors a real-time status of at least one of a display area and a background sound effect of the game scene to obtain a real-time status of the display area and the background sound effect, respectively.
according to a preferred embodiment of the invention, in the above method, the real-time status of the display area and the real-time status of the image arranged in the display area are monitored separately.
according to a preferred embodiment of the present invention, in the above method, the monitoring unit monitors the position, shape, scale and size parameters of the display area and the color, color temperature and brightness parameters of the image disposed on the display area.
According to a preferred embodiment of the present invention, in the above method, the monitoring unit monitors the rhythm, tone and pitch parameters of the background sound effect.
the instant photochromic rendering system provided by the invention is particularly suitable for rendering a game scene running on an interactive interface of electronic equipment. The instant photochromic rendering system is used for continuously monitoring the game scene before rendering the game scene so as to practically obtain the content to be rendered in the game scene, for example, the content to be rendered can be at least one of a display area and a background sound effect, and the rendering is carried out on any one of the display area and the background sound effect of the game scene or synchronously, so that the game environment can be stereoscopically realized, and the experience of a user in game entertainment is greatly improved.
In addition, the instant photochromic rendering system also allows a rendering mode to be downloaded from a cloud server to render different game scenes, so that the rendering mode can be more matched with the game scenes, the game scenes are more vivid, the game atmosphere is stronger, and a user can quickly enter game roles and personally enjoy the magic of games.
drawings
FIG. 1A is a perspective view of an instant light color rendering system suitable for use in a display device such as a notebook computer in accordance with a preferred embodiment of the present invention.
FIG. 1B is a perspective view of an instant light color rendering system suitable for use with a display device such as a handheld electronic device according to the above preferred embodiment of the present invention.
fig. 1C is a perspective view of the instant light color rendering system according to the above preferred embodiment of the present invention, which is suitable for a display device such as a tablet computer device.
Fig. 1D is a perspective view of the instant color rendering system according to the above preferred embodiment of the present invention, which is suitable for a display device such as a desktop computer.
fig. 2 is a block diagram of an instant photochromic rendering system according to the above preferred embodiment of the present invention.
Fig. 3 is another structural block diagram of the instant light color rendering system according to the above preferred embodiment of the present invention.
Fig. 4 is a schematic diagram of a color image of a game scene according to the above preferred embodiment of the present invention.
Fig. 5 is a schematic diagram of a color image of the lower half of a game scene according to the above preferred embodiment of the present invention.
Fig. 6 is a schematic diagram of a grayscale image of the lower half of a game scene according to the above preferred embodiment of the present invention.
fig. 7 is a schematic diagram of a grayscale image obtained after the lower half of the game scene is binarized according to the above preferred embodiment of the present invention.
Fig. 8A and 8B are schematic views of a game scene after being curved according to the above preferred embodiment of the present invention.
fig. 9 is a schematic diagram when the boundaries of the background area and the character area of the game scene are determined according to the above preferred embodiment of the present invention.
fig. 10 is a flow chart diagram of the instant rendering method according to the above preferred embodiment of the present invention.
Detailed Description
the present invention is further described below in conjunction with the appended drawings and examples to enable any person skilled in the art to make and use the invention. It will be apparent to those skilled in the art that the embodiments in the following description are given by way of example only and modifications. The general principles defined in the following description may be applied to other embodiments, alternatives, modifications, equivalent implementations, and applications without departing from the spirit and scope of the present invention.
As shown in fig. 2 and 3, an instant photochromic rendering system for a game scene according to a preferred embodiment of the present invention will be disclosed and explained, and in the following description, for convenience, the instant photochromic rendering system for a game scene may be simply referred to as an "instant photochromic rendering system". The instant light color rendering system may be coupled to an interactive interface 100 of an electronic device to render the interactive interface 100 or content displayed on the interactive interface 100 during operation. In particular, the instant light color rendering system of the present invention is used for rendering a game scene 200 provided by a game application displayed on the interactive interface 100 during runtime, so as to enhance the visual effect of the game scene 200 and the user experience of the user during entertainment through the game application.
The instant light color rendering system may be applied to various categories of the electronic devices, as shown in fig. 1A to 1D. In particular, in fig. 1A, it is described that the instant light color rendering system may be applied to, for example, a notebook computer (e.g., Mackbook or thinkpa); in FIG. 1B, it is depicted that the instant light color rendering system may be applied to devices such as handheld electronic devices (e.g., iphones or blackberries); in fig. 1C, it is described that the instant light color rendering system may be applied to, for example, a tablet computer (e.g., Ipad or Surface); in fig. 1D, it is depicted that the instant light color rendering system may be applied to a desktop computer (e.g., Dell or Philips).
It will be understood by those skilled in the art that the electronic devices illustrated in fig. 1A to 1D are merely exemplary descriptions for explaining devices to which the instant photochromic rendering system of the present invention is applicable, and do not constitute limitations on the content and scope of the present invention. The interactive interface 100 of the electronic device provides a running environment of the game application for a user to interact with the game application through the interactive interface 100. In a preferred embodiment of the present invention, the game application may be installed in the electronic device as a separate application program, so that the game application is separately displayed on the interactive interface 100 when the game application is running. In another preferred embodiment of the present invention, the game application may run on the electronic device by relying on other application programs, for example, the game application may be a web game, which can be run and displayed on the interactive interface 100 after the web application runs. It will be understood by those skilled in the art that when the game application is running, the game scene 200 can be displayed on the interactive interface 100 for the user to interact with the game application.
Referring to fig. 2 and 3, which are block diagrams illustrating a structure of the instant color rendering system according to the present invention, the instant color rendering system includes one or more processors 10, a memory unit 20 and a color rendering unit 30 connected to each other, and the interactive interface 100 is coupled to the processors 10 for displaying contents processed by the processors 10. The processor 10 may read the resources pre-stored in the memory unit 20 from the memory unit 20, and the processor 10 may further operate the light color rendering unit 30 to execute the data read from the memory unit 20 by the processor 10.
The processor 10 has the capability of calculating, Processing and analyzing data, for example, in fig. 1A, the processor 10 may be implemented as a Central Processing Unit (CPU). Preferably, the processor 10 may be a multi-core processor to provide multi-threaded ways and capabilities to process data. It will also be appreciated by those skilled in the art that the processor 10 may also be a CPU-centric post-expansion processing system, as the invention is not limited in this respect.
The instant light color rendering system also provides one or more rendering modes, which are stored in the memory unit 20, and the processor 10 can read the rendering modes from the memory unit 20 to subsequently cause the light color rendering unit 30 to execute the rendering modes to render the game scene 200. In this embodiment of the present invention, the storage unit 20 may be implemented as a memory having a non-transitory capacity for storing contents, and typically, the storage unit 20 may be implemented as a hard disk or a memory.
It should be noted that the light color rendering unit 30 may be implemented as an LED lamp, and the LED lamp may be disposed at the rear or the side of the display screen of the electronic device, so that the light generated by the LED lamp during operation can be viewed by the user through the display screen of the electronic device, that is, when the LED lamp generates rendering light, the user can view the rendering effect of the instant light color rendering system on the interactive interface 100 provided by the display screen of the electronic device. In a preferred embodiment of the present invention, the LED lamp can also be a backlight system of the electronic device, that is, the light generated by the LED lamp is not only used for rendering the content displayed on the interactive interface 100, for example, the content displayed on the interactive interface 100 can be the game scene 200, but also the LED lamp can illuminate the interactive interface 100 for the user to view the content displayed on the interactive interface 100. It is worth mentioning that the processor 10 may execute the rendering mode to enable the LED lamp to generate rendering light, and implement different rendering effects on the game scene 200 by changing parameters such as color, color temperature and brightness of the rendering light generated by the LED lamp. It is also worth mentioning that the rendering mode can match the rendering requirements within the game scene 200, and the rendering mode can be any suitable program for providing rendering light effects for the game scene 200. For example, in one embodiment, the rendering mode may be: the primary color characteristics of the image that the game scene 200 needs to display are obtained, and the LED light color rendering unit is allegedly controlled to provide control instructions in accordance with the primary color characteristics. It should be noted that, when the main color feature is obtained, color simulation may be performed on all images, or color simulation may be performed on one or more local regions of the image, and the rendering effect may be other light effect colors having a background bracketing effect and different from the main color.
In a preferred embodiment of the present invention, the rendering pattern may be pre-stored in the storage unit 20, so that, subsequently, the processor 10 may directly read the rendering pattern from the storage unit 20 to be further executed by the processor 10, thereby causing the light color rendering unit 30 to generate rendering light. In another preferred embodiment of the present invention, the instant light color rendering system may further include a cloud server 70 for storing a plurality of rendering patterns, and the processor 10 and the storage unit 20 are respectively connected to the cloud server 70, so that in one embodiment, the processor 10 may directly read the rendering patterns from the cloud server 70 to be further executed by the processor 10, so as to enable the light color rendering unit 30 to generate rendering light. In another embodiment, the rendering mode stored in the cloud server 70 may be downloaded and stored in the storage unit 20 in advance, so that the processor 10 is allowed to read the rendering mode directly from the storage unit 20 to be further executed by the processor 10, thereby causing the light color rendering unit 30 to generate rendering light. In this way, the instant photochromic rendering system can not only provide continuous rendering services, but also improve rendering efficiency and rendering effect. In addition, the instant light color rendering system may not include the cloud server 70, and in an actual operation process, the instant light color rendering system may be communicatively connected to other cloud servers 70 to obtain and download the rendering mode from the cloud server 70. It will also be understood by those skilled in the art that the rendering mode may also be stored in a storage device, and when the storage unit 20 needs to add or update the rendering mode, the storage device is connected to the instant light color rendering system, and at this time, the storage unit 20 may obtain and download the rendering mode from the storage device, for example, the storage device may be a usb disk, an optical disk, or a mobile hard disk.
It should be noted that when the rendering mode is stored in the cloud server 70, a plurality of the instant light color rendering systems may download the rendering mode from the cloud server 70, and when the rendering mode is stored in the storage unit 20, the storage unit 20 prevents the other instant light color rendering systems from reading the rendering mode from the storage unit 20. In addition, the instant color rendering system allows the rendering mode stored in the storage unit 20 to be uploaded to the cloud server 70 for other instant color rendering systems to download the rendering mode, and in this way, the sharing of the rendering mode among a plurality of instant color rendering systems can be realized.
The processor 10 further includes a monitoring and management center 40 and a rendering center 50, the monitoring and management center 40 and the rendering center 50 being connected. The monitoring and management center 40 monitors and manages the real-time status of the game scene 200, and the monitoring and management center 40 generates rendering data related to the real-time status of the game scene 200 and further transmits the rendering data to the rendering center 50. After accepting the rendering data, the rendering center 50 reads the rendering pattern from the storage unit 20 based on the rendering data to match the rendering data, and the rendering center 50 executes the rendering data to cause the light color rendering unit 30 to generate rendering rays to render the game scene 200. As shown, the processor 10 further includes an initialization center 60, the initialization center 60 performs initialization configuration on the instant light color rendering system, and the monitoring and management center 40 and the rendering center 50 are activated after the initialization center 50 completes initialization configuration on the instant light color rendering system.
It should be noted that, in a preferred embodiment of the present invention, the monitoring and management center 40, the rendering center 50 and the initialization center 60 may be pre-installed in the processor 10; in another preferred embodiment of the present invention, the monitoring and management center 40, the rendering center 50 and the initialization center 60 may be respectively coupled to the processor 10 as a single module to be executed and operated by the processor 10.
During the running of the game application, the monitoring and management center 40 may continuously monitor the real-time status of the game scene 200 in real time to obtain the content to be rendered in the game scene 200, and subsequently, the monitoring and management center 40 generates the rendering data related to the content to be rendered in the game scene 200 and transmits the rendering data to the rendering center 50. It is worth mentioning that the rendering data includes at least one of the parameters of position, shape, size, color temperature, brightness, etc. of the content to be rendered within the game scene 200. After accepting the rendering red-blur, the rendering center 50 reads the rendering pattern from the storage unit 20 to match the rendering data, and the rendering center 50 manages the light color rendering unit 30 to make the light color rendering unit 30 execute the rendering pattern, so as to render the content to be rendered in the game scene 200.
Specifically, the monitoring and management center 40 further includes a monitoring unit 41 and a management unit 42, and the monitoring unit 41 is connected to the management unit 42. The monitoring unit 41 monitors the game scene 200 to obtain a real-time status of the game scene 200, the management unit 42 manages the game scene 200, and the management unit 42 generates the rendering data related to the real-time status of the game scene 200 according to the real-time status of the game scene 200. For example, when the monitoring unit 41 monitors that a region of the game scene 200 needs to be rendered and obtains a real-time status of the region, the management unit 42 can generate the rendering data related to the real-time status of the region according to the real-time status of the region obtained by monitoring by the monitoring unit 41, and obtain the real-time status of the game scene 200 by monitoring the game scene 200 in real time, so that there is no delay in rendering the game scene 200 by the subsequent instant photochromic rendering system, thereby improving the rendering effect of the instant photochromic rendering system.
The management unit 42 further includes a content management module 421 and a data management module 422, and the content management module 421 is connected to the data management module 422 and the monitoring unit 41 respectively. The content management module 421 manages the content to be rendered within the game scene 200, the data management module 422 generates the rendering data related to the content to be rendered within the game scene 200, and subsequently, the data management module 422 transmits the rendering data to the rendering center 50.
specifically, during the running of the game application, the real-time status of the interactive interface 100 and the game scene 200 displayed on the interactive interface 100 is continuously monitored in real time by the monitoring unit 41, and when the real-time status of the game scene 200 changes, the content management module 421 obtains at least one of a display area 210 and a background sound effect 220 to be rendered in the game scene 200 according to the real-time status of the game scene 200 after the status changes, as the content to be rendered in the game scene 200. The data management module 422 respectively generates the rendering data related to the display area 210 and the background sound effect 220, and sends the rendering data to the rendering center 50, after receiving the rendering data, the rendering center 50 reads the rendering mode based on the rendering data from the storage unit 20 to match the rendering data, and the rendering center 50 executes the rendering data, so that the light color rendering unit 30 generates rendering light, thereby rendering the display area 210 and the background sound effect 220 of the game scene 200. By continuously monitoring the real-time status of the game scene 200 in real time, the instant light color rendering system of the present invention can make the subsequent rendering of the game scene 200 without delay.
In a preferred embodiment of the present invention, the instant light color rendering system renders the display area 210 and the background sound effect 220 of the game scene 200 synchronously to enhance the stereoscopic effect and the atmosphere of the game scene 200. Those skilled in the art will appreciate that the interaction of the background sound effects 220 with the display area 210 may better overwhelm the atmosphere of the game scene 200 and enhance the connotation of the game application. By this, the background sound effect 220 and the content of the display area 210 are consistent, and the rhythm, tone, and the like of the background sound effect 220 indirectly reflect the rhythm and frequency of the content of the display area 210. Therefore, in the process of running the game application, the monitoring unit 41 may monitor whether the background sound effect 220 is turned on, if the monitoring unit 41 monitors that the background sound effect 220 is not turned on, the instant light color rendering system does not render the background sound effect 220, if the monitoring unit 41 monitors that the background sound effect 220 is turned on, the monitoring unit 41 may obtain the real-time state of the background sound effect 220, the management unit 42 may generate rendering data related to the background sound effect 200 according to the real-time state of the background sound effect 220, and the management unit 42 sends the rendering data to the rendering center 50 so as to subsequently perform the rendering mode matched with the rendering data by the light color rendering unit 30, thereby rendering the background sound effect 220. In this way, the even light color rendering system can emit different lights according to the real-time status of the background sound effect 220 in the game scene 200, thereby rendering different game atmospheres and really making the user feel the combination of vision and hearing.
As an example, the game application may generate the background sound effect 220 when allowed, and the instant photochromic rendering system may generate the light effect matched with the background sound effect 220, for example, the photochromic rendering unit 30 of the instant photochromic rendering system may allow the user to quickly enter the atmosphere of the game application in an auditory and visual manner by gradually changing or flashing the light of one or more colors, brightness, and color temperature. Further, in the running process of the game application, if there is a wonderful expression in the game application, the rhythm and frequency of the background sound effect 220 may be relatively high, for example, the background sound effect 220 may be a palm sound or a applause sound, and at this time, the light color rendering unit 30 of the instant light color rendering system may express a celebratory scene in a manner of fast switching of seven colors, alternately turning on and off of a single color or multiple colors along a certain direction, and the like. When the game application is ended or the user successfully passes through or wins the running process of the game application, the rhythm and frequency of the background sound effect 220 may be relatively high, and the photochromic rendering unit 30 of the instant photochromic rendering system may flash rapidly with red or colored light; if the user fails to pass through the customs, the rhythm and frequency of the background sound effect 220 are relatively low, and at this time, the light color rendering unit 30 of the instant light color rendering system may mainly use cool light to create a matched atmosphere so that the user can feel the fluctuation of the content of the game application in the real-time.
The rendering center 50 further includes a matching unit 51 and a control unit 52, after the rendering center 50 receives the rendering data, the matching unit 51 reads the rendering mode matched with the rendering data from the storage unit 20 based on the rendering data, and the control unit 52 executes the rendering mode to make the light color rendering unit 30 generate the rendering light to render the game scene 200.
It should be noted that the content management module 421 manages the display area 210 and the background sound effect 220 respectively, and the monitoring unit 41 monitors the real-time status of the display area 210 and the real-time status of the background sound effect 220 respectively. According to the category of the game application, the content management module 421 may divide the display area 210 into a background area 211 and a character area 212, so that the game scene 200 may arrange different contents in the background area 211 and the character area 212, and during the running of the game application, the monitoring unit 41 may monitor parameters such as the positions, shapes, sizes, and contents arranged in the background area 211 and the character area 212, respectively. It will be understood by those skilled in the art that the contents disposed in the background region 211 and the character region 212 are mainly in the form of images, that is, the game application generally implements user interaction with the game application in a graphical manner.
In addition, in the game scene 200, the background area 211 and the character area 212 are generally arranged in a stacked manner, for example, the background area 211 is generally located at the lowest layer of the game scene 200 and fills the whole space of the game scene 200, and the background area 211 is used for arranging a background image. The character area 212 is overlaid with the background area 212 at one or more layers above for arranging the character image. For some of the game applications, the character area 212 can be changed in position, size, etc. during the operation of the game application, for example, when the position of the character area 212 is changed, the position in front of the character area 212 displays a background image disposed in the background area 211. It will be understood by those skilled in the art that the background area 211 and the character area 212 may assume different functions in the game scene 200, for example, a background image disposed in the background area 211 may be used to contrast a character image disposed in the character area 212. Therefore, when the game scene 200 is rendered, the background area 211 and the character area 212 need to be precisely positioned to obtain parameters of the background area 211 and the character area 212 and the background image and the character image respectively arranged in the background area 211 and the character area 212, so as to improve the rendering efficiency and the rendering effect of the even light color rendering system of the present invention when the game scene 200 is rendered.
In a preferred embodiment of the present invention, the background area 211 and the character area 212 may be rendered in a predefined manner according to the different levels of the background area 211 and the character area 212 in the game scene 200, for example, the even light color rendering system may predefined the levels of the background area 211 and the character area 212, so that the monitoring unit 41 of the monitoring and management center 40 only needs to continuously and real-timely monitor the real-time status of the background image and the character image respectively arranged in the background area 211 and the character area 212 during the running of the game application, and does not need to real-timely position the background area 211 and the character area 212, so as to render the display area 210 of the game scene 200, in such a manner, the computational load of the processor 10 can be reduced, thereby allowing more computing power of the processor 10 to be applied in improving the rendering effect of the light color rendering system. In another preferred embodiment of the present invention, the monitoring unit 41, which is monitored in the management center 40, continuously monitors the display area 210 of the game scene 200 in real time to locate real-time states of the background area 211 and the character area 212 and real-time states of background images and character images respectively disposed in the background area 211 and the character area 212 in real time, so as to render the game scene 200 in real time by the light-color rendering system of the present invention.
As will be understood by those skilled in the art, the background image disposed in the background area 211 has both a static picture and a dynamic picture according to the category of the game application, and the light-color rendering system of the present invention may provide a rendering strategy according to the category of the game application, so as to improve the rendering efficiency and rendering effect of the light-color rendering system when rendering the game scene 200.
In particular, a static image remains unchanged for a period of time during which the gaming application is running, such as a "landlord", "chinese chess" or "see-through" gaming application, and typically the even light color rendering system may render the background area 211 in a predefined manner. For example, the even light color rendering system may predefine parameters such as color, color temperature, brightness, etc. of the background image disposed in the background area 211, and then the management unit 42 may generate the rendering data related to the background image disposed in the background area 211 to render the background area 211 of the game scene 200. When the game scene 200 is rendered by the even light color rendering system, the monitoring unit 41 may continuously monitor the parameter change of the background image disposed in the background area 211 in real time, and subsequently, the management unit 41 may generate the rendering data related to the background image disposed in the background area 211 to render the background area 211 of the game scene 200, and such rendering is in real time.
In addition, the character area 212 further includes an athletic area 2121 and at least one functional area 2122, the athletic area 2121 and each functional area 2122 are respectively covered on the background area 2121, and the athletic area 2121 and each functional area 2122 may be located at different positions of the game scene 200. The monitoring unit 41 may continuously monitor the athletic area 2121 and each of the functional areas 2122 in real time to obtain the real-time status of the athletic area 2121 and each of the functional areas 21222, respectively.
In general, the competitive region 2121 is a region where a game hero in the game application is located, and thus the optimal position of the competitive region 2121 is located in the central region of the game scene 200. In a preferred embodiment of the present invention, the parameters such as the position, shape and size of the athletic area 2121 may be predefined, that is, the instant photochromic rendering system of the present invention may predefined the parameters such as the position, shape and size of the athletic area 2121 of the game application, so that when the instant photochromic rendering system renders the athletic area 2121, the amount of calculation required for obtaining the parameters such as the position, shape and size of the athletic area 2121 may be reduced, and the monitoring unit 41 continuously monitors the primary role image arranged in the athletic area 2121 in real time to obtain the real-time status of the primary role image, so as to render the athletic area 2121 and the primary role image arranged in the athletic area 2121. In another preferred embodiment of the present invention, the monitoring unit 41 may obtain parameters of the position, shape, and size of the athletic area 2121 and parameters of the hero image disposed in the athletic area 2121, respectively, so that the management unit 42 generates the rendering data related to the athletic area 2121 and the hero image disposed in the athletic area 2121, respectively, to render the athletic area 2121 and the hero image disposed in the athletic area 2121.
As an example, after a game application starts to run, a game hero image arranged in the competition area 2121 is displayed in the competition area 2121, and the monitoring unit 41 may continuously monitor the costume, weapon, vigor, and the like of the game hero in real time according to the type of the game application, so as to render the game hero image later.
In the following description of the present invention, the dressing of a rendering game character may be taken as an example. When the game character image is displayed in the competition area 2121, the monitoring unit 41 obtains basic attributes of the game character, such as sex and skill of the game character, by monitoring the game character image, and the monitoring unit 41 may also obtain the fixed clothing and the existing clothing of the game character to render the existing clothing of the game character in the future. In a preferred embodiment of the present invention, the instant photochromic rendering system can render the existing outfits of the game characters by a random or predefined rendering method. In another preferred embodiment of the present invention, the instant photochromic rendering system can render the existing dress after comparing the existing dress and the fixed dress of the game character, so as to obtain a better rendering effect. If the game character has a fixed mount, the monitoring unit 41 monitors the game character image continuously and in real time or the existing mount of the game character, and the management unit 42 compares the existing mount of the game character with the fixed mount by template matching, random dot pixel comparison, or the like to generate the rendering data. If the costume of the game character is random, that is, the game character has no fixed costume, the monitoring unit 41 may obtain the existing costume of the game character and the costume of the previous time period by continuously and real-time monitoring the image of the game character, and the management unit 42 compares the existing costume of the game character and the costume of the previous time period to generate the rendering data.
It will be understood by those skilled in the art that the existing outfit of the game character and the skin of the game character have relatively large differences in color and brightness, the monitoring unit 41 may obtain data of the existing outfit and the skin of the game character, respectively, the management unit 42 generates the rendering data related to the existing outfit of the game character and transmits it to the rendering center 50 after comparing the data of the existing outfit and the skin of the game character, the rendering center 50 reads the rendering pattern from the storage unit 20 to match the rendering data based on the rendering data, and the rendering center 50 manages the light color rendering unit 30 to execute the rendering pattern to render the existing outfit of the game character. The light color rendering unit 30 may render the whole of the image of the game character, and the light color rendering unit 30 may render the whole of the image of the game character by using the dominant color of the existing wearing of the game character, the dominant color of the eye-catching, or all the colors as rendering colors. It will be appreciated by those skilled in the art that this rendering method of the rendering mode may be predefined.
The functional area 2122 is used to arrange functional images of one or more of character information, shortcut skill, chat information, function buttons, map information, auxiliary functional areas, and task functional areas of a game character, and during the operation of the game application, the position and size of the functional area 2122 and the functional images arranged in the functional area 2122 may be adjusted. It will be appreciated that the proportion and shape of the functional regions 2122 of the same game application are consistent, and thus the proportion and shape of the functional regions 2122 of the game scene 200 may be determined in a predefined manner.
As an example, the functional region 2122 may arrange a shortcut skill image of a game character for a user to be able to quickly capture a game skill. When a game character activates a game skill, the game skill sends skill information, and the monitoring unit 41 may obtain the parameters of the functional region 2122 and the parameters of the shortcut skill image disposed in the functional region 2122 according to the skill information sent by the game skill.
The monitoring unit 41 has various ways to monitor skill information of a game character. In a preferred embodiment of the present invention, the monitoring unit 41 may obtain skill information including verification information, motion information, and the like, which is sent by a client of a manufacturer of the game application, and the management unit 42 may generate the rendering data related to the functional area 2122 and the shortcut skill image disposed in the functional area 2122 according to parameters of the skill information. It should be noted that the character may further include the rendering parameter in the skill signal generated when using the skill, that is, after the monitoring unit 41 obtains the skill information of the game character, the management unit 42 does not need to regenerate the rendering data related to the functional area 2122 and the shortcut skill image disposed in the functional area 2122, but directly transmits the skill information to the rendering center 50 for subsequent execution. In another preferred embodiment of the present invention, the monitoring unit 41 may continuously monitor real-time statuses of the functional area 2122 and the shortcut skill images disposed in the functional area 2122 in real time, and determine the type of game skill used by the game character by comparing changes of the game character in the shortcut skill images before and after using the game skill, so that the management unit 42 generates the rendering data related to the functional area 2122 and the shortcut skill images disposed in the functional area 2122. For example, when a game skill used by a game character is to emit a blue light, the instant light color rendering system may render a blue light within the game scene 200, and the rendering effect may continue until the game character is after the game skill is over to enhance the effect of the game application.
In addition, the game application allows the user to customize a shortcut key of a game skill, and the monitoring unit 41 may also monitor key information of the user to determine whether the game skill is activated by the game character, and if the game skill is activated by the game character, the management unit 42 generates the rendering data related to the game skill.
As another example, the functional region 2122 may further arrange a dynamic feature image of the game character, for example, the dynamic feature of the game character may include parameters such as blood, energy, strength, and grade of the game character. According to the type of the game application, the monitoring unit 41 may obtain parameters such as the position, shape, size, and color of the functional region 2122, if the position of the functional region 2122 of the game application is fixed, the monitoring unit 41 only needs to perform positioning of the position of the functional region 2122 once, and if the position of the functional region 2122 of the game application is changed, the monitoring unit 41 needs to continuously monitor the functional region 2122 in real time to obtain the position parameter of the functional region 2122. After the determination of the functional area 2122, according to the category of the game application, the monitoring unit 41 obtains the dynamic feature image disposed in the functional area 2122 by continuously monitoring the dynamic feature image disposed in the functional area 2122 in real time to determine the state of the game character, so as to render different ambiences for the game scene 200 subsequently. For example, when the status of the game character is good, the instant light color rendering system may render the atmosphere of congratulatory, festive, etc. of the game scene 200, and when the status of the game character crosses, the instant light color rendering system renders the atmosphere of vigilance, tension, even death, etc. of the game scene 200. As will be understood by those skilled in the art, the instant photochromic rendering system obtains the state information of the game character through the monitoring unit 41 obtaining the dynamic feature image disposed in the functional region 2122.
In the following description, the blood state of a game character can be rendered as an example, in some of the game applications, the blood volume of the game character is realized by a horizontal progress bar, a number, a pie chart or the like, the invention represents the blood volume by the horizontal progress bar, and the horizontal progress bar is arranged at a static position to be highlighted so as to prompt the user to pay attention. In addition, the amount of blood of the game character may be represented by a red color, that is, a state of blood is represented when the color of the moving image disposed in the functional region 2122 is red, and a state of no blood is represented when red disappears. It will be understood by those skilled in the art that the amount of blood in the functional area 2122 is indicative of the health and life status of the game character, for example, more blood indicates healthier and longer life of the game character, conversely, less blood indicates less health and shorter life of the game character, and if there is no blood in the functional area 2122, the game character loses life and can recover life only when the blood is replenished again.
When the instant photochromic rendering system of the present invention renders the blood status of a game character, the monitoring unit 41 may continuously monitor the functional region 2122 and the dynamic feature image disposed in the functional region 2122 in real time, for example, when the monitoring unit 41 monitors that the color of the dynamic feature image disposed in the functional region 2122 is all or most red, it indicates that the blood of the game character is sufficient, and a long time of battle can be performed, if the monitoring unit 41 monitors that the color of the dynamic feature image disposed in the functional region 2122 is only half or about one third of red, it indicates that the blood of the game character is insufficient, and at this time, the instant photochromic rendering system may subsequently render all regions of the game scene 200 or only the functional region 2122 of the game scene 200 in a red light slow flashing manner, to prompt the user to keep alert, if the monitoring unit 41 monitors that the color of the dynamic feature image disposed in the functional region 2122 is not red, the color of the dynamic feature image indicates that the blood of the game character is lost, and at this time, the instant light color rendering system renders the dynamic feature image in a manner of flashing red light rapidly to create a highly stressful game atmosphere, so as to prompt the user to keep highly alert to make a response rapidly.
fig. 4 to 9 are schematic diagrams of the instant light color declaration male system when rendering the game scene 200 of the game application.
As shown in fig. 4, when the game application is running, the monitoring unit 11 may continuously monitor the game scene 200 in real time to obtain the real-time status of the display area 210 and the background sound effect 220 in the game scene 200. Further, the monitoring unit 41 may also locate the real-time status of the athletic area 2121 and each of the functional areas 2122 of the background area 211 and the character area 212. For example, in this embodiment of the present invention as shown in fig. 4, the number of the functional regions 2122 of the game application may be four, which are respectively located in the lower left corner region, the middle region of the lower edge, the lower right corner region and the upper right corner region of the game scene 200 for displaying information related to a game character, during the operation of the game application, the position of each of the functional regions 2122 is relatively fixed, and each of the functional regions 2122 is a regular rectangle and has a fixed proportion, that is, the shape and proportion of each of the functional regions 2122 do not change with the change of the position and size of each of the functional regions 2122.
Specifically, the functional region 2122 located in the lower right corner region of the game scene 200 may be arranged with a dynamic feature image of a game character, and the dynamic feature image of the game character may include at least one of the following: character head portrait, experience level, attribute information, equipment information, coin information and other information; the functional region 2122 located at the middle region of the lower edge of the game scene 200 may be arranged with a shortcut skill image of a game character, and the shortcut skill image of the game character may include at least one of: various skills that the game character has and the blood value of the game character; the functional region 2122 located at the lower right corner region of the game scene 200 may be arranged with a map image; the function region 2122 located at the upper right corner region of the game scene 200 may be arranged with a bonus information image of a game character, and the bonus information image of the game character includes at least one of: score information, casualty information, time information, and the like.
As shown in fig. 5, according to the real-time status of the game scene 200 obtained by the monitoring unit 41, it can be known that the functional region 2122 is mainly located at the lower half portion of the game scene 200, so that the instant photochromic rendering system can mainly render the lower half portion of the game scene 200, and can divide the game scene 200 into an upper half portion and a lower half portion with reference to the middle line of the game scene 200, thereby greatly improving the rendering efficiency when the instant photochromic rendering system renders the game scene 200.
When the monitoring unit 41 obtains the real-time status of the game scene 200, if the image of the game scene 200 is relatively clear, the image of the game scene 200 may be compressed to reduce the number of pixels in a unit area of the image of the game scene 200, and it can be understood by those skilled in the art that appropriate compression of the image of the game scene 200 does not affect the rendering accuracy of the instant photochromic rendering system when rendering the game scene 200, but greatly improves the rendering efficiency.
as shown in fig. 6, the management unit 42 divides the area of the game scene 200 according to the real-time status of the game scene 200 obtained by the monitoring unit 41. In this process, the image of the game scene 200 may be converted from a color image to a grayscale image, and then the grayscale value of the grayscale image of the game scene 200 may be obtained through a floating point algorithm. The gray image of the game scene 200 is composed of gray values of the darkest black to the brightest white and gray colors therebetween, the larger the gray value is, the brighter the image is, in the present invention, the black is represented by a value 0, the white is represented by a value 255, and other values between the value 0 and the value 255 represent transition gray between the black and the white.
in the grayscale image of the game scene 200, an image composed of only pixels with black and white grays as shown in fig. 7 is obtained by a binarization processing method, and the monitoring unit 41 can continuously monitor the characteristics of the grayscale image of the game scene 200, where the edge portion of each of the functional regions 2122 is an image composed of pixels with white grays, and the rest is an image composed of pixels with black grays. At this time, the management unit 42 may locate the boundary of each of the functional regions 2122 according to the feature of the grayscale image of the game scene 200 obtained by the monitoring unit 41.
Before processing the grayscale image of the game scene 200, a relatively suitable binarization threshold T needs to be determined, so that when the grayscale image of the game scene 200 is subjected to binarization processing, the grayscale value of the pixel point whose grayscale value is greater than the binarization threshold T is 255, and correspondingly, the grayscale value of the pixel point whose grayscale value is less than the binarization but known T is 0, so that after the grayscale image of the game scene 200 is processed by using a binarization processing method, an image composed of only pixel points with two grays, namely black and white, is obtained as shown in fig. 7.
In the present invention, the value of the binarization threshold T of the grayscale image of the game scene 200 can be obtained by an area method. Specifically, an area ratio is determined between 0 and 1, then a histogram of the gray image of the game scene 200 is obtained according to the area ratio, the number of pixels is passed from a pixel point of the gray image of the game scene 200, the gray value of which is 0, to a pixel point of which the gray value is 255 until a certain pixel point, the gray value of the pixel point can be determined accordingly, and if the sum of the pixel point and the number of pixels corresponding to all pixel points of which the gray value is smaller than the pixel point is larger than the area ratio multiplied by the pixel point area corresponding to the pixel point and the pixel point of which the gray value is smaller than the pixel point, the gray value of the pixel point can be set as the binarization threshold T of the invention.
through the binarization processing of the grayscale image of the game scene 200, parameters such as the position, shape, proportion, and size of each of the functional regions 2122 can be accurately obtained. As shown in fig. 7, the gray image of the game scene 200 is subjected to gray mapping to obtain the graphs shown in fig. 8A and 8B, the gray mapping of the present invention is a graph formed by adding gray values of all pixels in a certain row or a certain column on the gray image of the game scene 200, the abscissa of fig. 8A and 8B is the coordinate value of the row or the column, and the ordinate of fig. 8A and 8B is the gray value of the pixel in the row or the column. It should be noted that fig. 8A shows the original gray scale value of the pixel point of the gray scale image of the game scene 200, and fig. 8B shows the gray scale value of the pixel point of the gray scale image of the game scene 200 after the curve is smoothed. The curve smoothing of the present invention is to find the average value of the front and rear fixed points, for example, the number of the fixed points is an odd number, centering on a certain point on the abscissa, and reassign the average value to the point as the ordinate value.
Analyzing the characteristics of the game scene 200 of fig. 7 after the gray scale image is binarized, it can be understood by those skilled in the art that the gray scale values of most of the pixels in the inner region of each of the functional regions 2122 and the region between the functional regions 2122 are 0, and the gray scale value of most of the pixels in the boundary of each of the functional regions 2122 is 255, that is, the sum of the gray scale values of the pixels with variable prices of each of the functional regions 2122 is higher than the sum of the gray scale values of the pixels in other regions in the game scene 200. Thus, the low valleys and the peaks appear on the curves of fig. 8A and 8B, it can be understood that the region with the gray value of 0 of the pixel point corresponds to the low valleys of fig. 8A and 8B, and the region with the gray value of 255 of the pixel point corresponds to the peaks of fig. 8A and 8B, according to this feature, the boundary coordinate position of each of the functional regions 2122 can be accurately located, and the length of each of the functional regions 2122 in fig. 9 can be obtained according to this position, because the proportion of each of the functional regions 2122 is predefined, so that the position of each of the functional regions 2122 in the game scene 200 is determined.
As shown in fig. 10, the present invention further provides a method 1000 for instantly rendering a game scene, where the method 1000 includes the following steps:
Step 1010: (a) the real-time status of the game scene 200 is obtained. The game scene 200 is continuously monitored in real time by the monitoring unit 41 to obtain a real-time status of the game scene 200.
step 1020: rendering data relating to the real-time status of the game scene 200 is generated. Monitoring, by the management unit 42, the obtained real-time status of the game scene 200 according to the monitoring unit 41 to generate the rendering data related to the real-time status of the game scene 200.
Step 1030: and matching a rendering mode to the rendering data. The rendering data is obtained by the matching unit 51, and the matching unit 51 reads the rendering pattern matching the rendering data from the storage unit 20 based on the rendering data.
Step 1040: the rendering mode is executed to enable a light color rendering unit to generate rendering light, thereby rendering the game scene 200 in real time. The rendering mode is executed by the control unit 52 to cause the light color rendering unit to generate rendering light, so as to render the game scene 200 in real time.
That is, in the step (a), the game scene 200 is continuously monitored by the monitoring unit 41, the monitoring unit 41 obtains the real-time status of the game scene 200 when the content of the game scene 200 is changed, and in the step (b), the rendering data related to the real-time status of the game scene 200 is generated by the management unit 42 according to the real-time status of the game scene 200.
It will be appreciated by persons skilled in the art that the embodiments of the invention shown in the drawings and described above are merely illustrative of the invention and not limiting.
It can thus be seen that the objects of the invention are sufficiently well-attained. The embodiments for explaining the functional and structural principles of the present invention have been fully illustrated and described, and the present invention is not limited by changes based on the principles of these embodiments. Accordingly, this invention includes all modifications encompassed within the scope and spirit of the following claims.

Claims (8)

1. An instant photochromic rendering system for game scenes, comprising
A light color rendering unit:
The monitoring and management center monitors the game scene to obtain the real-time state of the game scene, and respectively generates rendering data related to the real-time state of the game scene; and
The rendering center is used for matching a rendering mode with the rendering data after receiving the rendering data, and executing the rendering mode to enable the photochromic rendering unit to generate rendering rays so as to render the game scene in real time;
The monitoring and management center further comprises a monitoring unit and a management unit, wherein the monitoring unit monitors the real-time state of at least one of a display area and a background sound effect of the game scene, the management unit manages the display area and the background sound effect, and the management unit respectively generates rendering data related to the display area and the background sound effect according to the real-time states of the display area and the background sound effect;
Wherein the monitoring unit monitors position, shape, scale and size parameters of the display area and color, color temperature and brightness parameters of an image disposed on the display area;
The monitoring unit monitors the rhythm, tone and tone parameters of the background sound effect;
wherein the management unit continuously and in real time monitors the real-time status of the game scene.
2. The instant light color rendering system of claim 1, wherein the management unit further comprises a content management module and a data management module, the content management module manages the display area and the images disposed in the display area, the monitoring unit monitors a real-time status of the images disposed in the display area, and the data management module generates the rendering data related to the real-time status of the display area and the real-time status of the images disposed in the display area, respectively, according to the real-time status of the display area and the real-time status of the images disposed in the display area.
3. The instant light color rendering system of claim 2, wherein the rendering center further comprises a matching unit and a control unit, the matching unit matches the rendering mode to the rendering data based on the rendering data after the rendering center receives the rendering data, and the control unit executes the rendering mode to cause the light color rendering unit to generate rendering rays so as to render the game scene in real time.
4. The instant light color rendering system of claim 1, further comprising an initialization center for initializing a configuration of the instant light color rendering system, wherein the monitoring and management center and the rendering center are started after the initialization center completes an initialization configuration of the instant light color rendering center.
5. An instant light color rendering system for a game scene, comprising:
A storage unit, the storage unit storing at least one rendering mode:
a light color rendering unit; and
at least one processor, the storage unit and the photochromic rendering unit being respectively connected to the processor, wherein the processor further comprises:
the monitoring unit monitors the game scene to obtain the real-time state of the game scene;
The management unit manages the game scene and generates rendering data related to the real-time state of the game scene according to the real-time state of the game scene;
A matching unit that receives the rendering data from the management unit and reads the rendering pattern matching the rendering data from the storage unit based on the rendering data; and
The control unit executes the rendering mode to enable the photochromic rendering system to generate rendering rays so as to render the game scene in real time;
The cloud server is connected with the storage unit and the processor, the cloud server is used for storing the rendering modes, and the processor downloads the rendering modes from the cloud server and stores the rendering modes in the storage unit;
The monitoring unit monitors the real-time state of at least one of a display area and a background sound effect of the game scene, and the management unit respectively generates rendering data related to the display area and the background sound effect according to the real-time states of the display area and the background sound effect;
The light color rendering unit is an LED lamp.
6. The instant light color rendering system of claim 5, wherein the management unit further comprises a content management module and a data management module, the content management module manages the display area and the images disposed in the display area, the monitoring unit monitors a real-time status of the images disposed in the display area, and the data management module generates the rendering data related to the real-time status of the display area and the real-time status of the images disposed in the display area, respectively, based on the real-time status of the display area and the real-time status of the images disposed in the display area.
7. The instant light color rendering system of claim 6, wherein the monitoring unit continuously and in real-time monitors the game scene to obtain a real-time status of the game scene.
8. An instant photochromic rendering method for a game scene, characterized in that the instant photochromic rendering method comprises the following steps:
(a) Obtaining a real-time state of the game scene:
(b) Generating rendering data related to the real-time state of the game scene;
(c) Matching a rendering mode to the rendering data and
(d) executing the rendering mode to enable a light color rendering unit to generate rendering light so as to render the game scene in real time;
wherein in the step (a), the game scene is continuously monitored by a monitoring unit, the monitoring unit obtains a real-time status of the game scene when the content of the game scene changes, and in the step (b), the rendering data related to the real-time status of the game scene is generated by a management unit according to the real-time status of the game scene;
The monitoring unit monitors the real-time state of at least one of a display area and a background sound effect of the game scene to respectively obtain the real-time states of the display area and the background sound effect;
Respectively monitoring the real-time state of the display area and the real-time state of the image arranged in the display area;
the monitoring unit monitors position, shape, proportion and size parameters of the display area and color, color temperature and brightness parameters of an image arranged in the display area;
The monitoring unit monitors the rhythm, tone and tone parameters of the background sound effect.
CN201510445676.6A 2015-07-27 2015-07-27 Instant photochromic rendering system and rendering method for game scene Active CN106408646B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201510445676.6A CN106408646B (en) 2015-07-27 2015-07-27 Instant photochromic rendering system and rendering method for game scene

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201510445676.6A CN106408646B (en) 2015-07-27 2015-07-27 Instant photochromic rendering system and rendering method for game scene

Publications (2)

Publication Number Publication Date
CN106408646A CN106408646A (en) 2017-02-15
CN106408646B true CN106408646B (en) 2019-12-06

Family

ID=58009447

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201510445676.6A Active CN106408646B (en) 2015-07-27 2015-07-27 Instant photochromic rendering system and rendering method for game scene

Country Status (1)

Country Link
CN (1) CN106408646B (en)

Families Citing this family (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107801093B (en) * 2017-10-26 2020-01-07 深圳市量子视觉科技有限公司 Video rendering method and device, computer equipment and readable storage medium
CN107977188B (en) * 2017-12-08 2021-07-30 北京酷我科技有限公司 Method for closing panoramic sound effect
CN110300212A (en) * 2018-03-21 2019-10-01 努比亚技术有限公司 Terminal colorful lamp dynamic control method, terminal and computer readable storage medium
CN108845780A (en) * 2018-06-20 2018-11-20 维沃移动通信有限公司 A kind of display control method and terminal
CN109603152A (en) * 2018-12-14 2019-04-12 北京智明星通科技股份有限公司 A kind of scene of game image processing method, device and terminal
CN112836469A (en) * 2021-01-27 2021-05-25 北京百家科技集团有限公司 Information rendering method and device

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN103198515A (en) * 2013-04-18 2013-07-10 北京尔宜居科技有限责任公司 Method for immediately adjusting object illumination rendering effect in 3D scene

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20090021513A1 (en) * 2007-07-18 2009-01-22 Pixblitz Studios Inc. Method of Customizing 3D Computer-Generated Scenes
CN102467752A (en) * 2010-11-05 2012-05-23 上海威塔数字科技有限公司 Physical real-time rendering 3D scene method and system thereof

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN103198515A (en) * 2013-04-18 2013-07-10 北京尔宜居科技有限责任公司 Method for immediately adjusting object illumination rendering effect in 3D scene

Also Published As

Publication number Publication date
CN106408646A (en) 2017-02-15

Similar Documents

Publication Publication Date Title
CN106408646B (en) Instant photochromic rendering system and rendering method for game scene
CN112215934B (en) Game model rendering method and device, storage medium and electronic device
US9665334B2 (en) Rendering system, rendering server, control method thereof, program, and recording medium
CN111369655B (en) Rendering method, rendering device and terminal equipment
JP7050883B2 (en) Foveal rendering optimization, delayed lighting optimization, particle foveal adaptation, and simulation model
US10878540B1 (en) Contrast ratio detection and rendering system
JP6959365B2 (en) Shadow optimization and mesh skin adaptation in a foveal rendering system
CN111729307B (en) Virtual scene display method, device, equipment and storage medium
CN107886562A (en) Water surface rendering intent, device and readable storage medium storing program for executing
CN111476851B (en) Image processing method, device, electronic equipment and storage medium
CN112489179B (en) Target model processing method and device, storage medium and computer equipment
CN115082608A (en) Virtual character clothing rendering method and device, electronic equipment and storage medium
CN114820915A (en) Method and device for rendering shading light, storage medium and electronic device
CN111696190A (en) Lighting effects from luminous inserted content
US20220230375A1 (en) Three-dimensional avatar generation and customization
US10960301B2 (en) Rendering method
CN112215938A (en) Method and device for generating reflected illumination data in game and computer equipment
CN111260767A (en) Rendering method in game, rendering device, electronic equipment and readable storage medium
CN113888398B (en) Hair rendering method and device and electronic equipment
CN115761105A (en) Illumination rendering method and device, electronic equipment and storage medium
CN115713589A (en) Image generation method and device for virtual building group, storage medium and electronic device
CN113610955A (en) Object rendering method and device and shader
CN104574482B (en) The rendering method and device of different conditions in a kind of Same Scene
CN113069768B (en) Virtual character simulation device, information display method, information display device, and storage medium
CN115861519A (en) Rendering method and device of hair model, computer equipment and storage medium

Legal Events

Date Code Title Description
C06 Publication
PB01 Publication
C10 Entry into substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant
TR01 Transfer of patent right

Effective date of registration: 20220322

Address after: Building B7-1, shawen Ecological Industrial Park, national high tech Industrial Development Zone, Guiyang City, Guizhou Province

Patentee after: Guizhou zhongshengtaike Intelligent Technology Co.,Ltd.

Address before: 213100, 7th floor, block B, building 1, Chuangyan port, science and Education City, Changzhou City, Jiangsu Province

Patentee before: CHANGZHOU INSTITUTE OF TECHNOLOGY RESEARCH FOR SOLID STATE LIGHTING

TR01 Transfer of patent right