CN111862295A - Virtual object display method, device, equipment and storage medium - Google Patents

Virtual object display method, device, equipment and storage medium Download PDF

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Publication number
CN111862295A
CN111862295A CN202010694702.XA CN202010694702A CN111862295A CN 111862295 A CN111862295 A CN 111862295A CN 202010694702 A CN202010694702 A CN 202010694702A CN 111862295 A CN111862295 A CN 111862295A
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virtual object
shadow
image
virtual
texture image
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郝飞
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Perfect World Chongqing Interactive Technology Co ltd
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Perfect World Chongqing Interactive Technology Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/60Shadow generation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping

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  • Processing Or Creating Images (AREA)

Abstract

The invention discloses a method, a device, equipment and a storage medium for displaying a virtual object. The method comprises the following steps: obtaining a target model; wherein the target model is used for representing a virtual object in a virtual scene; generating a texture image corresponding to the virtual object according to the target model; the texture image is used for representing a virtual object at a preset visual angle; displaying the virtual object and the shadow of the virtual object in the client according to the texture image corresponding to the virtual object; the client is used for manipulating objects in the virtual scene. The invention synchronously displays the virtual object and the shadow thereof by using one texture image, calculates the object receiving the shadow without rendering a depth map, and also does not need to render the object receiving the shadow, so as to present the shadow effect on the object, reduce the rendering cost, have higher rendering efficiency, increase the spatial hierarchy of the virtual object by using the same texture image for the shadow and the virtual object, and ensure that the shadow is visually indistinguishable from the real shadow.

Description

Virtual object display method, device, equipment and storage medium
Technical Field
The present invention relates to the field of image rendering technologies, and in particular, to a method, an apparatus, a device, and a storage medium for displaying a virtual object.
Background
Shadow is an optical phenomenon in simulated reality, and is a darker area generated when light is blocked by an object during propagation. In the field of game design, in order to increase the spatial layering of objects in a game scene, shadows are generally added to the objects.
At present, displaying a 3D (3-dimension) model in a UI (User Interface) is a common application, however, combining a 2D (2-dimension) UI background with a 3D model in a game scene tends to make the 3D model planar, and adding a shadow (shadow) to the 3D model plays a great role in order to improve the spatial hierarchy of the 3D model.
When adding the shadow to the 3D model, a semitransparent black image can be simply added below the 3D model, as shown in FIG. 1, the method can roughly improve the spatial hierarchy of the 3D model, but the shadow is too coarse and single, and the reality of the shadow is poor.
To increase the realism of the shadows, real-time shadow techniques may be employed to add the shadows to the 3D model. ShadowMap (shadow mapping) is the most widely used real-time shadow technique. The principle of the ShadowMap is that a depth map is generated by rendering in a light source space, when an object (such as the ground) receiving a shadow is rendered, the object is converted into the light source space, a depth value corresponding to a pixel point of the object is obtained, and whether the object is closest to the light source or not, namely whether the object blocks light or not is judged by comparing the depth value corresponding to the pixel point with the depth value of the corresponding pixel point in the depth map, so that whether the color of the pixel point is replaced by or superimposed by a dark color or not is determined to represent the shadow. FIG. 2 is a diagram illustrating the shadow effect added to a 3D model by the Shadowmap approach.
However, the rendering overhead of adding shadows to the 3D model by the ShadowMap is large. Adding shadows to 3D models by ShadowMap requires determining the recipients of the shadows and performing rendering operations multiple times, and the quality of the shadows is limited by the accuracy of the depth map. Further, the higher the accuracy of the depth map, the higher the quality of the shadow, and the higher the performance overhead. The lower the accuracy of the depth map, the worse the quality of the shadow, and when the accuracy of the depth map is low, the edges of the shadow may be jagged, and additional processing of edge jagging is required.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The embodiment of the invention provides a virtual object display method, a virtual object display device, virtual object display equipment and a virtual object storage medium, which are used for solving the problem that the rendering overhead of adding shadows to a 3D model through a Shadowmap is high.
In view of the above technical problems, the embodiments of the present invention are solved by the following technical solutions:
one aspect of the embodiments of the present invention provides a method for displaying a virtual object, including: obtaining a target model; wherein the object model is used to represent a virtual object in a virtual scene; generating a texture image corresponding to the virtual object according to the target model; wherein the texture image is used for representing the virtual object at a preset view angle; displaying the virtual object and the shadow of the virtual object in a client according to the texture image corresponding to the virtual object; wherein the client is used for manipulating objects in the virtual scene.
In another aspect of the embodiments of the present invention, an apparatus for displaying a virtual object is provided, including: the acquisition module is used for acquiring a target model; wherein the object model is used to represent a virtual object in a virtual scene; the generating module is used for generating a texture image corresponding to the virtual object according to the target model; wherein the texture image is used for representing the virtual object at a preset view angle; the display module is used for displaying the virtual object and the shadow of the virtual object in a client according to the texture image corresponding to the virtual object; wherein the client is used for manipulating objects in the virtual scene.
In another aspect of the embodiments of the present invention, a virtual object display apparatus is provided, where the virtual object display apparatus includes a processor, a memory; the processor is configured to execute a presentation program of the virtual object stored in the memory to implement the presentation method of the virtual object described in any one of the above.
In a further aspect of the embodiments of the present invention, there is provided a computer-readable storage medium, wherein the computer-readable storage medium stores one or more programs, and the one or more programs are executable by one or more processors to implement any one of the above methods for presenting a virtual object.
The embodiment of the invention has the following beneficial effects:
in the embodiment of the invention, the virtual object and the shadow thereof are synchronously displayed by using one texture image, the object receiving the shadow is calculated without rendering a depth map, and the object receiving the shadow is not required to be rendered, so that the shadow effect is presented on the object, the rendering cost is reduced, the rendering efficiency is higher, the shadow and the virtual object use the same texture image, the spatial hierarchy of the virtual object is increased, and the shadow is visually indistinguishable from the real shadow.
Drawings
FIG. 1 is a diagram illustrating black shading effects of a 3D model in the prior art;
FIG. 2 is a diagram illustrating the shadow effect added to a 3D model by a ShadowMap approach in the prior art;
FIG. 3 is a diagram of a hardware environment for a method of exposing virtual objects according to an embodiment of the present invention;
FIG. 4 is a flow diagram of a method for presenting virtual objects according to an embodiment of the invention;
FIG. 5 is a flowchart of the steps for converting a texture image to a shadow image according to one embodiment of the present invention;
FIG. 6 is a flowchart of the steps for adjusting shadow images according to one embodiment of the present invention;
FIG. 7 is a flow diagram of a method for presenting virtual objects according to an embodiment of the invention;
FIG. 8 is a diagram of the effects of building a base environment according to one embodiment of the invention;
FIG. 9 is a diagram of the color adjustment effect of a texture image according to an embodiment of the present invention;
FIG. 10 is a diagram illustrating the effect of transparency adjustment of a texture image according to an embodiment of the present invention;
FIG. 11 is a diagram of the showing effect of virtual objects and their shadows according to an embodiment of the invention;
FIG. 12 is a diagram of the showing effect of virtual objects and their shadows according to an embodiment of the invention;
FIG. 13 is a diagram of the showing effect of virtual objects and their shadows according to an embodiment of the invention;
FIG. 14 is a block diagram of a presentation apparatus of virtual objects according to an embodiment of the present invention;
fig. 15 is a block diagram of a presentation apparatus of a virtual object according to an embodiment of the present invention.
Detailed Description
The content of the invention will now be discussed with reference to a number of exemplary embodiments. It is to be understood that these examples are discussed only to enable those of ordinary skill in the art to better understand and thus implement the teachings of the present invention, and are not meant to imply any limitations on the scope of the invention.
As used herein, the term "include" and its variants are to be read as open-ended terms meaning "including, but not limited to. The term "based on" is to be read as "based, at least in part, on". The terms "one embodiment" and "an embodiment" are to be read as "at least one embodiment". The term "another embodiment" is to be read as "at least one other embodiment".
In one aspect of the implementation of the present invention, a method embodiment of a method for displaying a virtual object is provided.
Alternatively, in this embodiment, the method for presenting a virtual object may be applied to a hardware environment formed by the terminal 301 and the server 303 as shown in fig. 3. As shown in fig. 3, a server 303 is connected to the terminal 301 through a network, which may be used to provide services (such as game services, application services, etc.) for the terminal or a client installed on the terminal, and a database 305 may be provided on the server or separately from the server, and may be used to provide data storage services for the server 303, and the network includes but is not limited to: the terminal 301 is not limited to a PC, a mobile phone, a tablet computer, etc. The method for displaying the virtual object in the embodiment of the present invention may be executed by the terminal 301, or may be executed by both the server 303 and the terminal 301. The terminal 301 may also be configured to execute the method for displaying a virtual object according to the embodiment of the present invention by a client installed thereon.
The following describes a method for displaying a virtual object according to an embodiment of the present invention. Fig. 4 is a flowchart illustrating a method for displaying a virtual object according to an embodiment of the invention.
Step S402, acquiring a target model; wherein the object model is used to represent a virtual object in a virtual scene.
The virtual scene refers to a three-dimensional scene space.
The virtual object refers to a virtual character or a virtual object in a virtual scene. For example: the virtual objects are game characters of current terminal players or other terminal players, pets of game characters of players, treasure boxes, trees and the like.
Step S404, generating a texture image corresponding to the virtual object according to the target model; wherein the texture image is used to represent the virtual object at a preset view angle.
The preset viewing angle refers to a camera viewing angle, which is equivalent to the current viewing angle of the player. The camera may be an orthogonal camera.
The terminal processor creates a frame buffer in advance and allocates a memory space for the frame buffer; when a Texture image needs to be generated, a Texture Object (a Texture Object is a data Object representing details such as texels on the surface of a virtual Object) is created, and the Texture Object is mapped to the frame buffer; the vertex shader maps the texture to the target model according to the mapping relation between the texture object and the target model in the frame cache (the vertex shader places the texture at a corresponding position of the target model according to vertex data from the target model, such as vertex attributes of coordinates, texture coordinates, a vertex normal, a vertex color and the like of each vertex, and the coordinates of the texture change according to the change of the vertex in the target model at the moment), so as to obtain a texture image corresponding to the virtual object with a preset view angle, and the texture image is stored in a memory space allocated for the frame cache; and after rendering is finished, removing the mapping relation between the texture object and the frame buffer.
Step S406, displaying the virtual object and the shadow of the virtual object in a client according to the texture image corresponding to the virtual object; wherein the client is used for manipulating objects in the virtual scene.
Converting the texture image into a shadow image; and displaying the texture image used for representing the virtual object and the shadow image which is adjusted to the shadow of the virtual object in the client.
Converting the texture image into a shadow image by adjusting the color and the transparency of the texture image; and adjusting the shadow image into the shadow of the virtual object by adjusting the position, the angle and the size of the shadow image in the virtual scene. The specific steps of adjusting the texture image and the specific steps of adjusting the shadow image will be described later, and therefore are not described herein again.
In this embodiment, the designated UI control may be utilized to perform the adjustment of the texture image, the adjustment of the shadow image, the presentation of the virtual object, and the presentation of the virtual object shadow. Specifically, the texture image may be converted into a shadow image through a first preset UI control of the client; adjusting the shadow image to be the shadow of the virtual object through a second preset UI control of the client, and displaying the shadow of the virtual object in the second preset UI control; and displaying the texture image used for representing the virtual object in a third preset UI control of the client. The first preset UI control and the second preset UI control may be the same UI control.
Specifically, the first preset UI control and the third preset UI control may be associated with a preset frame buffer; reading a texture image from a storage space corresponding to a frame cache by a first preset UI control, and converting the texture image into a shadow image; adjusting the shadow image to the shadow of the virtual object by a second preset UI control, and displaying the shadow of the virtual object; and reading a texture image from a storage space corresponding to the frame cache by using a third preset UI control, and displaying the texture image used for representing the virtual object. The first preset UI control may read the texture image at a first resolution that is less than or equal to an original resolution of the texture image. The third preset UI control may read the texture image at a second resolution that is less than or equal to the original resolution of the texture image.
Optionally, when the shadow is rendered by using the technical solution of the present application, the resolution of the shadow shown in the UI may be set according to actual needs, for example, the shadow of all characters may be set to a higher resolution in order to show the effect, the shadow of all characters may be set to a lower resolution in order to reduce the resource consumption of the terminal, and in order to balance the resource consumption and the display effect of the terminal, a step resolution may also be adopted, for example, a first resolution is used for the shadow of the current player character in the game, a third resolution (lower than the first resolution) is used for the shadow of other player characters, and a fourth resolution (lower than the third resolution) is used for the environment object (such as a flower and tree) in the game.
Further, the color and transparency of the texture image can be adjusted through the first preset UI control, and the texture image is converted into a shadow image; the position, the angle and the size of the shadow image in the virtual scene can be adjusted through the second preset UI control, and the shadow image is adjusted to be the shadow of the virtual object.
The above steps S402 to S406 are processes of processing a frame of shadow in the animation displayed by the client, and at any time node, when the state (such as position, angle, light reception, and the like) of the virtual object changes, the state can be represented by the texture image of the virtual object acquired in real time, and accordingly, the shadow is obtained by processing the real-time texture image of the virtual object using the real-time information such as the incident condition of the current light, and the obtained shadow can also represent the real state of the object shadow.
In this embodiment, in order to avoid the situation that the shadow blocks the virtual object, the light source direction in the virtual scene may be determined first, and then the display order of the second preset UI control and the third preset UI control may be determined according to the light source direction in the virtual scene.
When the light source direction of the virtual scene is irradiated from the near end to the far end, firstly showing the shadow of the virtual object in the second preset UI control; and then displaying the virtual object in the third preset UI control.
And under the condition that the light source direction of the virtual scene is irradiated from the far end to the near end, firstly displaying the virtual object in the third preset UI control, and then displaying the shadow of the virtual object in the second preset UI control.
In this embodiment, at least one virtual object is included in the virtual environment. For example: the virtual environment comprises a plurality of virtual objects such as a game character of a current terminal player, game characters of other terminal players, flower, grass and tree, and the like, wherein the flower, grass and tree are taken as a whole. Of course, background objects may also be included in the virtual environment. Background objects are used to represent the spatial environment of a virtual scene. For example: the background object is grass.
When the virtual environment comprises a plurality of virtual objects, determining the distances between the virtual objects and the light source respectively, and sequentially displaying each virtual object and the shadow thereof in the plurality of virtual objects in the client according to the sequence of the distances from large to small. If the virtual scene also comprises the background object, the background object is displayed firstly, and then the virtual object and the shadow thereof are displayed. For example: in a virtual scene corresponding to the grassland, the game role of the current terminal player is closest to the light source, the flowers and trees are farthest from the light source, the game roles of other terminal players are located between the game role of the current terminal player and the flowers and trees, during display, the background object corresponding to the grassland is firstly displayed, the flowers and trees and shadows thereof are displayed, the game roles of other terminal players and shadows thereof are displayed, and the game role of the current terminal player and shadows thereof are displayed finally.
Further, a first preset UI control, a second UI control and a third UI control are correspondingly arranged for each virtual object in the plurality of virtual objects. When each virtual object and the shadow thereof are displayed, converting the texture image corresponding to the virtual object into a shadow image through a first preset UI control corresponding to the virtual object; adjusting the shadow image to be the shadow of the virtual object through a second preset UI control corresponding to the virtual object, and displaying the shadow of the virtual object in the second preset UI control; and displaying the texture image corresponding to the virtual object in a third preset UI control corresponding to the virtual object.
The embodiment of the invention can be applied to real-time shadow display. For example: the virtual objects and their shadows are shown in real time during the game. In particular, the following steps may be taken to present virtual objects and their shadows in real time:
step 1, generating a texture image corresponding to the virtual object in the current frame according to the target model in the process of continuously displaying by the client.
And displaying a Frame picture in the client at intervals of a preset time period according to a preset Frame rate (Frame rate), wherein the Frame picture comprises an image of a virtual scene, an image of a virtual object and an image of a shadow of the virtual object. The frame rate may be 30 frames per second or 60 frames per second.
The current frame is the next frame to be displayed.
Reading camera parameters corresponding to the virtual scene in the current frame, wherein the camera parameters are used for representing a preset visual angle; generating a texture image corresponding to the virtual object in the current frame according to the target model; the texture image is used to represent a virtual object at a preset viewing angle.
And 2, determining the light source direction of the virtual scene corresponding to the current frame.
Reading light source parameters corresponding to the virtual scene in the current frame; the light source parameter is used for representing the light source direction corresponding to the current frame.
And 3, displaying the virtual object in the client according to the texture image corresponding to the virtual object, and displaying the shadow of the virtual object in the client according to the texture image corresponding to the virtual object and the light source direction corresponding to the current frame.
The steps 1 to 3 are executed in a loop, so that the virtual object and the shadow thereof can be displayed in real time in the process of displaying the dynamic picture by the client.
In the embodiment of the invention, the virtual object and the shadow thereof are synchronously displayed by using one texture image, the object receiving the shadow is calculated without rendering a depth map, and the object receiving the shadow is not required to be rendered, so that the shadow effect is presented on the object, the rendering cost is reduced, the rendering efficiency is higher, the shadow and the virtual object use the same texture image, the spatial hierarchy of the virtual object is increased, and the shadow is visually indistinguishable from the real shadow.
Further, in this embodiment, a second preset UI control is designated to display the virtual object, the second preset UI control is designated to display the shadow of the virtual object, and the second preset UI and the third preset UI are used for display in a hierarchical order, so that the problem of hierarchical occlusion caused by unreasonable rendering order of the UI control and the model is avoided.
Further, the embodiment supports adjustment of the light source direction, and in the process of changing the light source direction, the position, the angle and the size of the shadow image are adjusted again according to the changed light source direction, so that the effect of dynamically displaying the shadow of the virtual object can be realized.
For the client mentioned in the embodiment of the present invention, the client may control an object corresponding to the local account, and may also display an object corresponding to the opposite account. The home account refers to an account registered in the client. The opposite-end account refers to an account logged in at other clients. The virtual objects displayed in the client in this embodiment are: the client exposes and manipulates objects or objects exposed by the client. For example: in the confrontational game, a game character of a local game player and a game character of an opposite game player are shown in a client.
The specific steps of adjusting the texture image and the shadow image will be described below.
First, the step of converting the texture image into a shadow image, how to adjust the texture image, will be further described.
FIG. 5 is a flowchart illustrating steps for converting a texture image into a shadow image according to an embodiment of the present invention.
Step S502, adjusting the texture image to a preset color.
The preset color may be black. Of course, the preset color may also be other colors, such as: the preset color is dark gray.
Step S504, adjusting the texture image to a transparency corresponding to the light source intensity of the virtual scene.
The light source intensity of the virtual scene is positively correlated with the transparency of the texture image. The stronger the light source intensity is, the higher the transparency is; the weaker the light source intensity, the lower the transparency.
In this embodiment, before adjusting the transparency of the texture image, the transparency corresponding to the light source intensity of the virtual scene needs to be determined. Two ways for determining the transparency corresponding to the light source intensity of the virtual scene are given below:
in the first mode, a preset corresponding relation table is inquired; the corresponding relation table is used for recording the corresponding relation between the intensity and the transparency of the light source; and determining the transparency corresponding to the light source intensity of the virtual scene in the corresponding relation table.
In a second mode, a plurality of light source intensity ranges with non-overlapping end points can be preset, and a transparency is correspondingly set for each light source intensity range; and respectively comparing the light source intensity of the virtual scene with each light source intensity range, and determining the transparency corresponding to the light source intensity range in which the light source intensity of the virtual scene is positioned.
Of course, the above two ways for determining the transparency corresponding to the light source intensity of the virtual scene are only used for illustrating the embodiment of the present invention, and are not used for limiting the embodiment of the present invention.
In step S506, the texture image subjected to color adjustment and transparency adjustment is used as the shadow image.
Then, the step of adjusting the shadow image as shown so that the shadow image represents the shadow of the virtual object will be further described.
FIG. 6 is a flowchart illustrating steps for adjusting shadow images according to an embodiment of the present invention.
Step S602, adjusting the position of the shadow image in the virtual scene according to the position of the virtual object in the virtual scene.
The first image endpoint of the shadow image is adjusted to a target coordinate position.
The first image endpoint is a position of a first object endpoint of the virtual object mapped in the shadow image. The first object endpoint is the endpoint at which the virtual object is farthest from the light source.
The target coordinate position is a coordinate position of an incident point of the first target ray on the shadow receiving surface. Wherein the first target light ray is a light ray passing through a first object end point of the virtual object in the light source direction.
Further, when the first object endpoint of the virtual object coincides with the shadow accepting surface, the target coordinate position is a coordinate position of the first object endpoint of the virtual object in the virtual scene. For example: the game character stands on the ground plane of the virtual scene, the toe of the game character is the first object end point, and the toe of the shadow image of the game character is the first image end point.
Step S604, adjusting the angle of the shadow image and the size of the shadow image according to the light source direction of the virtual scene.
In this embodiment, adjusting the angle of the shadow image according to the light source direction in the virtual scene includes: adjusting the pitch angle between the shadow image and the shadow receiving surface to zero, namely, paving the shadow image on the shadow receiving surface; and adjusting the roll angle between the shadow image and the horizontal axis in the shadow receiving surface to be a target angle.
The shadow receiving surface refers to a surface carrying a shadow in the virtual scene. The shadow receiving surface may be preset to a ground plane in the virtual scene.
The target angle is the angle between the light ray in the direction of the light source and the horizontal axis.
Specifically, a spatial coordinate system is established in the virtual scene. The plane of the shadow receiving surface (ground plane) is an XOY surface, the X axis is a horizontal axis, and the Y axis is a longitudinal axis. The pitch angle is the angle between the shadow image and the XOY plane. The roll angle is the included angle between the target axis of the shadow image and the X axis.
The target axis refers to an axis to which an axis of the virtual object perpendicular to the XOY plane is mapped in the shadow image. For example: the virtual object is a character, the axis of the virtual object perpendicular to the XOY plane is a line passing through the nose vertex and the head vertex of the character, and the target axis of the shadow image is a line passing through the nose vertex and the head vertex of the character.
In the present embodiment, the manner of adjusting the size of the shadow image according to the light source direction of the virtual scene may include the following two manners, but those skilled in the art should know that the following two manners are only used to illustrate the present embodiment and are not used to limit the present embodiment.
Determining the incident point coordinate of a second target ray on the shadow receiving surface in a first mode; wherein the second target light is a light passing through a second object endpoint of the virtual object in a light source direction; the second object end point is the end point of the virtual object closest to the light source; scaling the height of the shadow image to a target height value; wherein the object height value is a distance value between the incident point coordinate and a coordinate of a first object position of the virtual object.
Determining a product value of the cotangent of the incident angle of the light source and the height of the virtual object; the light source incidence angle is an included angle between light rays in the light source direction and the shadow receiving surface; the shadow receiving surface is a ground plane in the virtual scene; scaling the height of the shadow image to the product value.
In the embodiment of the invention, the position, the angle and the size of the shadow image in the virtual scene are adjusted, so that the shadow image can represent the shadow of the virtual object. The order of adjustment of the position, angle and size is not limited.
In order to make the present invention more easily understood, a specific application example is given below to describe the virtual object display method according to the embodiment of the present invention.
Fig. 7 is a flowchart of a method for displaying a virtual object according to an embodiment of the invention.
Step S702 builds a base environment in which the orthogonal cameras are set, and sets the character model in the camera view.
For example: in the basic environment shown in fig. 8, a rectangular box and lines drawn from vertices may represent the view direction of an orthogonal camera, the character model is placed under the camera view, and the background of the basic scene is a sky box.
Step S704, generating a texture image according to the character model, adjusting the texture image into a black semitransparent shadow image by the first preset UI control, and displaying the game character by the third preset UI control according to the texture image.
For example: in fig. 9, the left side is a game character displayed by the third preset UI control, and the right side is a shadow image displayed by the first preset UI control. In fig. 10, the first preset UI control adjusts the shadow image of black to be semi-transparent.
In step S706, the first preset UI control adjusts the position, angle, and size of the shadow image in the virtual scene, so that the shadow image is represented as a shadow of the game character.
In this embodiment, the first preset UI control and the second preset UI control may be the same UI control.
For example: fig. 11 is a diagram showing the effects of a game character and its shadow. To make the adjustment process clearer, a spatial coordinate system is established in the virtual scene, as shown in fig. 12. The toe (first image end point) of the shadow image is adjusted to the coordinate position of the toe (first object end point) of the game character. Since the game character has two toes, either the left toe or the right toe may be determined as the first object end point. Tiling the shadow image on a ground plane (XOY plane) of the virtual scene; adjusting the included angle between the shadow image and the X axis to be the included angle between the ray and the X axis; determining a ray 1 passing through the top point (second object end point) of a hat of the game character, determining the incident point coordinate of the ray 1 on the ground plane, calculating the distance between the incident point coordinate and the toe coordinate of the game character, zooming the height of the shadow image to the size of the distance value, and expressing the shadow of the game character by the shadow image subjected to position adjustment, angle adjustment and size adjustment.
If the light source direction is changed, the angle and the size of the shadow image can be adjusted again to dynamically display the shadow of the virtual object, as shown in fig. 13, which is a shadow effect diagram of the virtual object after the light source direction is changed.
According to the method for displaying the virtual object rendered to the texture, the second preset UI control is designated to display the shadow of the virtual object, the third preset UI control is designated to display the virtual object, extra rendering overhead is avoided, rendering efficiency is high, the second preset UI control and the third preset UI control can synchronously display the virtual object and the shadow of the virtual object by using the same texture image, the shadow image can be adjusted to be the shadow of the virtual object by the second preset UI control according to the position of the virtual object in the virtual scene and the light source direction, spatial layering of the virtual object is increased, and the shadow displayed by the method is visually indistinguishable from a real shadow.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required by the invention.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
The embodiment of the invention also provides a device for displaying the virtual object. Fig. 14 is a block diagram of a display apparatus for virtual objects according to an embodiment of the present invention.
The virtual object display device comprises: an acquisition module 1401, a generation module 1403 and a presentation module 1405.
An obtaining module 1401, configured to obtain a target model; wherein the object model is used to represent a virtual object in a virtual scene.
A generating module 1403, configured to generate a texture image corresponding to the virtual object according to the target model; wherein the texture image is used to represent the virtual object at a preset view angle.
A display module 1405, configured to display, in the client, the virtual object and a shadow of the virtual object according to the texture image corresponding to the virtual object; wherein the client is used for manipulating objects in the virtual scene.
Optionally, the display module 1405, comprising: a conversion unit for converting the texture image into a shadow image; a display unit, configured to display the texture image representing the virtual object and adjust the shadow image to a shadow of the virtual object in the client, and display the texture image and the shadow image.
Optionally, the converting unit is configured to convert the texture image into a shadow image through a first preset user interface UI control of the client.
Optionally, the display unit comprises: the first display subunit is configured to adjust the shadow image to a shadow of the virtual object through a second preset UI control of the client, and display the shadow of the virtual object in the second preset UI control; and the second display subunit is configured to display the texture image used for representing the virtual object in a third preset UI control of the client.
Optionally, the conversion unit is configured to: adjusting the texture image to a preset color; adjusting the texture image to be a transparency corresponding to the light source intensity of the virtual scene; and taking the texture image subjected to color adjustment and transparency adjustment as the shadow image.
Optionally, the display unit is configured to: adjusting the position of the shadow image in the virtual scene according to the position of the virtual object in the virtual scene; and adjusting the angle of the shadow image and the size of the shadow image according to the light source direction of the virtual scene.
Optionally, the display unit is configured to: adjusting a first image endpoint of the shadow image to a target coordinate position; wherein the first image endpoint is a position of a first object endpoint of the virtual object mapped in the shadow image; the target coordinate position is the coordinate position of an incident point of the first target ray on the shadow receiving surface; the first target light ray is a light ray in a light source direction passing through a first object endpoint of the virtual object.
Optionally, the display unit is configured to: adjusting the pitch angle between the shadow image and the shadow receiving surface to zero degree; adjusting a roll angle between the shadow image and a horizontal axis in the shadow receiving surface to a target angle; wherein the target angle is an angle between a light ray in a light source direction and the horizontal axis.
Optionally, the display unit is configured to: determining the incident point coordinates of the second target light rays on the shadow receiving surface; wherein the second target light is a light passing through a second object endpoint of the virtual object in a light source direction; scaling the height of the shadow image to a target height value; wherein the object height value is a distance value between the incident point coordinate and a coordinate of a first object position of the virtual object.
Optionally, the display unit is configured to: determining a product value of the cotangent of the incident angle of the light source and the height of the virtual object; the light source incidence angle is an included angle between light rays in the light source direction and the shadow receiving surface; the shadow receiving surface is a ground plane in the virtual scene; scaling the height of the shadow image to the product value.
Optionally, the generating module 1403 is configured to generate, according to the target model, a texture image corresponding to the virtual object in the current frame in the process of performing continuous display by the client; the display unit is used for determining the light source direction of the virtual scene corresponding to the current frame; and displaying the virtual object in the client according to the texture image corresponding to the virtual object, and displaying the shadow of the virtual object in the client according to the texture image corresponding to the virtual object and the light source direction corresponding to the current frame.
The functions of the apparatus according to the embodiments of the present invention have been described in the above method embodiments, so that reference may be made to the related descriptions in the foregoing embodiments for details which are not described in the present embodiment, and further details are not described herein.
The embodiment of the invention also provides a virtual object display device. Fig. 15 is a block diagram of a display apparatus for virtual objects according to an embodiment of the present invention.
In this embodiment, the display device 1500 of the virtual object includes, but is not limited to: a processor 1501, a memory 1503.
The processor 1501 is configured to execute a presentation program of the virtual object stored in the memory 1503, so as to implement the above-described presentation method of the virtual object.
Specifically, the processor 1501 is configured to execute a presentation program of the virtual object stored in the memory 1503 to implement the following steps: obtaining a target model; wherein the object model is used to represent a virtual object in a virtual scene; generating a texture image corresponding to the virtual object according to the target model; wherein the texture image is used for representing the virtual object at a preset view angle; displaying the virtual object and the shadow of the virtual object in a client according to the texture image corresponding to the virtual object; wherein the client is used for manipulating objects in the virtual scene.
Wherein, according to the texture image corresponding to the virtual object, displaying the virtual object and the shadow of the virtual object in the client, comprises: converting the texture image into a shadow image; and displaying the texture image used for representing the virtual object and the shadow image which is adjusted to the shadow of the virtual object in the client.
Wherein converting the texture image into a shadow image comprises: and converting the texture image into a shadow image through a first preset User Interface (UI) control of the client.
Wherein, in the client, displaying the texture image used for representing the virtual object and adjusting the shadow image to be the shadow of the virtual object, and displaying the texture image and the shadow image, includes: adjusting the shadow image to be the shadow of the virtual object through a second preset UI control of the client, and displaying the shadow of the virtual object in the second preset UI control; and displaying the texture image used for representing the virtual object in a third preset UI control of the client.
Wherein converting the texture image into a shadow image comprises: adjusting the texture image to a preset color; adjusting the texture image to be a transparency corresponding to the light source intensity of the virtual scene; and taking the texture image subjected to color adjustment and transparency adjustment as the shadow image.
Wherein adjusting the shadow image to a shadow of the virtual object comprises: adjusting the position of the shadow image in the virtual scene according to the position of the virtual object in the virtual scene; and adjusting the angle of the shadow image and the size of the shadow image according to the light source direction of the virtual scene.
Wherein adjusting the position of the shadow image in the virtual scene according to the position of the virtual object in the virtual scene comprises: adjusting a first image endpoint of the shadow image to a target coordinate position; wherein the first image endpoint is a position of a first object endpoint of the virtual object mapped in the shadow image; the target coordinate position is the coordinate position of an incident point of the first target ray on the shadow receiving surface; the first target light ray is a light ray in a light source direction passing through a first object endpoint of the virtual object.
Wherein adjusting the angle of the shadow image according to the light source direction in the virtual scene comprises: adjusting the pitch angle between the shadow image and the shadow receiving surface to zero degree; adjusting a roll angle between the shadow image and a horizontal axis in the shadow receiving surface to a target angle; wherein the target angle is an angle between a light ray in a light source direction and the horizontal axis.
Wherein, according to the light source direction of the virtual scene, adjusting the size of the shadow image comprises: determining the incident point coordinates of the second target light rays on the shadow receiving surface; wherein the second target light is a light passing through a second object endpoint of the virtual object in a light source direction; scaling the height of the shadow image to a target height value; wherein the object height value is a distance value between the incident point coordinate and a coordinate of a first object position of the virtual object.
Wherein, according to the light source direction of the virtual scene, adjusting the size of the shadow image comprises: determining a product value of the cotangent of the incident angle of the light source and the height of the virtual object; the light source incidence angle is an included angle between light rays in the light source direction and the shadow receiving surface; the shadow receiving surface is a ground plane in the virtual scene; scaling the height of the shadow image to the product value.
Generating a texture image corresponding to the virtual object according to the target model, including: generating a texture image corresponding to the virtual object in the current frame according to the target model in the process of continuously displaying by the client; displaying the virtual object and the shadow of the virtual object in a client according to the texture image corresponding to the virtual object, wherein the method comprises the following steps: determining the light source direction of the virtual scene corresponding to the current frame; and displaying the virtual object in the client according to the texture image corresponding to the virtual object, and displaying the shadow of the virtual object in the client according to the texture image corresponding to the virtual object and the light source direction corresponding to the current frame.
The embodiment of the invention also provides a computer readable storage medium. The computer-readable storage medium herein stores one or more programs. Among other things, computer-readable storage media may include volatile memory, such as random access memory; the memory may also include non-volatile memory, such as read-only memory, flash memory, a hard disk, or a solid state disk; the memory may also comprise a combination of memories of the kind described above.
When one or more programs in the computer-readable storage medium are executable by one or more processors, the method for exposing a virtual object as described above is implemented.
Specifically, the processor is configured to execute a presentation program of virtual objects stored in the memory to implement the following steps: obtaining a target model; wherein the object model is used to represent a virtual object in a virtual scene; generating a texture image corresponding to the virtual object according to the target model; wherein the texture image is used for representing the virtual object at a preset view angle; displaying the virtual object and the shadow of the virtual object in a client according to the texture image corresponding to the virtual object; wherein the client is used for manipulating objects in the virtual scene.
Wherein, according to the texture image corresponding to the virtual object, displaying the virtual object and the shadow of the virtual object in the client, comprises: converting the texture image into a shadow image; and displaying the texture image used for representing the virtual object and the shadow image which is adjusted to the shadow of the virtual object in the client.
Wherein converting the texture image into a shadow image comprises: and converting the texture image into a shadow image through a first preset User Interface (UI) control of the client.
Wherein, in the client, displaying the texture image used for representing the virtual object and adjusting the shadow image to be the shadow of the virtual object, and displaying the texture image and the shadow image, includes: adjusting the shadow image to be the shadow of the virtual object through a second preset UI control of the client, and displaying the shadow of the virtual object in the second preset UI control; and displaying the texture image used for representing the virtual object in a third preset UI control of the client.
Wherein converting the texture image into a shadow image comprises: adjusting the texture image to a preset color; adjusting the texture image to be a transparency corresponding to the light source intensity of the virtual scene; and taking the texture image subjected to color adjustment and transparency adjustment as the shadow image.
Wherein adjusting the shadow image to a shadow of the virtual object comprises: adjusting the position of the shadow image in the virtual scene according to the position of the virtual object in the virtual scene; and adjusting the angle of the shadow image and the size of the shadow image according to the light source direction of the virtual scene.
Wherein adjusting the position of the shadow image in the virtual scene according to the position of the virtual object in the virtual scene comprises: adjusting a first image endpoint of the shadow image to a target coordinate position; wherein the first image endpoint is a position of a first object endpoint of the virtual object mapped in the shadow image; the target coordinate position is the coordinate position of an incident point of the first target ray on the shadow receiving surface; the first target light ray is a light ray in a light source direction passing through a first object endpoint of the virtual object.
Wherein adjusting the angle of the shadow image according to the light source direction in the virtual scene comprises: adjusting the pitch angle between the shadow image and the shadow receiving surface to zero degree; adjusting a roll angle between the shadow image and a horizontal axis in the shadow receiving surface to a target angle; wherein the target angle is an angle between a light ray in a light source direction and the horizontal axis.
Wherein, according to the light source direction of the virtual scene, adjusting the size of the shadow image comprises: determining the incident point coordinates of the second target light rays on the shadow receiving surface; wherein the second target light is a light passing through a second object endpoint of the virtual object in a light source direction; scaling the height of the shadow image to a target height value; wherein the object height value is a distance value between the incident point coordinate and a coordinate of a first object position of the virtual object.
Wherein, according to the light source direction of the virtual scene, adjusting the size of the shadow image comprises: determining a product value of the cotangent of the incident angle of the light source and the height of the virtual object; the light source incidence angle is an included angle between light rays in the light source direction and the shadow receiving surface; the shadow receiving surface is a ground plane in the virtual scene; scaling the height of the shadow image to the product value.
Generating a texture image corresponding to the virtual object according to the target model, including: generating a texture image corresponding to the virtual object in the current frame according to the target model in the process of continuously displaying by the client; displaying the virtual object and the shadow of the virtual object in a client according to the texture image corresponding to the virtual object, wherein the method comprises the following steps: determining the light source direction of the virtual scene corresponding to the current frame; and displaying the virtual object in the client according to the texture image corresponding to the virtual object, and displaying the shadow of the virtual object in the client according to the texture image corresponding to the virtual object and the light source direction corresponding to the current frame.
The system, method and apparatus of the embodiments of the present invention can be implemented as pure software (e.g., a software program written in Java), as pure hardware (e.g., a dedicated ASIC chip or FPGA chip), or as a system combining software and hardware (e.g., a firmware system storing fixed code or a system with a general-purpose memory and a processor), as desired.
Another aspect of the invention is a computer-readable medium having computer-readable instructions stored thereon that, when executed, perform a method of embodiments of the invention.
While various embodiments of the present invention have been described above, the above description is intended to be illustrative, not exhaustive, and not limited to the disclosed embodiments. Many modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the described embodiments. The scope of the claimed subject matter is limited only by the attached claims.

Claims (14)

1. A method for displaying a virtual object, comprising:
obtaining a target model; wherein the object model is used to represent a virtual object in a virtual scene;
Generating a texture image corresponding to the virtual object according to the target model; wherein the texture image is used for representing the virtual object at a preset view angle;
displaying the virtual object and the shadow of the virtual object in a client according to the texture image corresponding to the virtual object; wherein the client is used for manipulating objects in the virtual scene.
2. The method according to claim 1, wherein the displaying the virtual object and the shadow of the virtual object in the client according to the texture image corresponding to the virtual object comprises:
converting the texture image into a shadow image;
and displaying the texture image used for representing the virtual object and the shadow image which is adjusted to the shadow of the virtual object in the client.
3. The method of claim 2, wherein converting the texture image to a shadow image comprises:
and converting the texture image into a shadow image through a first preset User Interface (UI) control of the client.
4. The method according to claim 2, wherein presenting and presenting, in the client, the texture image representing the virtual object and the shadow image adjusted to the shadow of the virtual object comprises:
Adjusting the shadow image to be the shadow of the virtual object through a second preset UI control of the client, and displaying the shadow of the virtual object in the second preset UI control;
and displaying the texture image used for representing the virtual object in a third preset UI control of the client.
5. The method of claim 2, wherein converting the texture image to a shadow image comprises:
adjusting the texture image to a preset color;
adjusting the texture image to be a transparency corresponding to the light source intensity of the virtual scene;
and taking the texture image subjected to color adjustment and transparency adjustment as the shadow image.
6. The method of claim 2, wherein adjusting the shadow image to a shadow of the virtual object comprises:
adjusting the position of the shadow image in the virtual scene according to the position of the virtual object in the virtual scene;
and adjusting the angle of the shadow image and the size of the shadow image according to the light source direction of the virtual scene.
7. The method of claim 6, wherein adjusting the position of the shadow image in the virtual scene according to the position of the virtual object in the virtual scene comprises:
Adjusting a first image endpoint of the shadow image to a target coordinate position;
wherein the first image endpoint is a position of a first object endpoint of the virtual object mapped in the shadow image; the target coordinate position is the coordinate position of an incident point of the first target ray on the shadow receiving surface; the first target light ray is a light ray in a light source direction passing through a first object endpoint of the virtual object.
8. The method of claim 6, wherein adjusting the angle of the shadow image according to the direction of the light source in the virtual scene comprises:
adjusting the pitch angle between the shadow image and the shadow receiving surface to zero degree;
adjusting a roll angle between the shadow image and a horizontal axis in the shadow receiving surface to a target angle; wherein the target angle is an angle between a light ray in a light source direction and the horizontal axis.
9. The method of claim 6, wherein adjusting the size of the shadow image according to the light source direction of the virtual scene comprises:
determining the incident point coordinates of the second target light rays on the shadow receiving surface; wherein the second target light is a light passing through a second object endpoint of the virtual object in a light source direction;
Scaling the height of the shadow image to a target height value; wherein the object height value is a distance value between the incident point coordinate and a coordinate of a first object position of the virtual object.
10. The method of claim 6, wherein adjusting the size of the shadow image according to the light source direction of the virtual scene comprises:
determining a product value of the cotangent of the incident angle of the light source and the height of the virtual object; the light source incidence angle is an included angle between light rays in the light source direction and the shadow receiving surface; the shadow receiving surface is a ground plane in the virtual scene;
scaling the height of the shadow image to the product.
11. The method according to any one of claims 1 to 10,
generating a texture image corresponding to the virtual object according to the target model, including: generating a texture image corresponding to the virtual object in the current frame according to the target model in the process of continuously displaying by the client;
displaying the virtual object and the shadow of the virtual object in a client according to the texture image corresponding to the virtual object, wherein the method comprises the following steps: determining the light source direction of the virtual scene corresponding to the current frame; and displaying the virtual object in the client according to the texture image corresponding to the virtual object, and displaying the shadow of the virtual object in the client according to the texture image corresponding to the virtual object and the light source direction corresponding to the current frame.
12. An apparatus for presenting a virtual object, comprising:
the acquisition module is used for acquiring a target model; wherein the object model is used to represent a virtual object in a virtual scene;
the generating module is used for generating a texture image corresponding to the virtual object according to the target model; wherein the texture image is used for representing the virtual object at a preset view angle;
the display module is used for displaying the virtual object and the shadow of the virtual object in a client according to the texture image corresponding to the virtual object; wherein the client is used for manipulating objects in the virtual scene.
13. The virtual object showing device is characterized by comprising a processor, a memory; the processor is used for executing a display program of the virtual object stored in the memory to realize the display method of the virtual object according to any one of claims 1 to 11.
14. A computer-readable storage medium storing one or more programs which are executable by one or more processors to implement the method for presenting a virtual object according to any one of claims 1 to 11.
CN202010694702.XA 2020-07-17 2020-07-17 Virtual object display method, device, equipment and storage medium Pending CN111862295A (en)

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