CN113516782A - VR game rendering optimization method, device, equipment and computer-readable storage medium - Google Patents

VR game rendering optimization method, device, equipment and computer-readable storage medium Download PDF

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Publication number
CN113516782A
CN113516782A CN202110868341.0A CN202110868341A CN113516782A CN 113516782 A CN113516782 A CN 113516782A CN 202110868341 A CN202110868341 A CN 202110868341A CN 113516782 A CN113516782 A CN 113516782A
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frame rate
rendering
game
rate data
target
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CN113516782B (en
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刘亚国
陈维
邵慧华
何建涛
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China Mobile Communications Group Co Ltd
China Mobile Hangzhou Information Technology Co Ltd
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China Mobile Communications Group Co Ltd
China Mobile Hangzhou Information Technology Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/02Non-photorealistic rendering
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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  • Computer Graphics (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Hardware Design (AREA)
  • General Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention discloses a VR game rendering optimization method, a device, equipment and a computer readable storage medium, wherein the VR game rendering optimization method comprises the following steps: acquiring frame rate data of a rendering target in a VR game within a preset duration; determining the frame rate change amplitude of the rendering target in the preset duration according to the frame rate data; and if the frame rate change amplitude exceeds a preset threshold value, reducing the resolution corresponding to the rendering target, and updating the rendering picture of the VR game based on the rendering target with the reduced resolution. According to the method and the device, only the resolution of the rendering target in the VR game picture is adjusted in the process of rendering the VR game, and the resolution of the two-dimensional scene does not need to be adjusted, so that the image quality of the adjusted game picture is not changed, the effect of rendering is improved, the image quality of the game is prevented from being influenced, and the rendering cost is reduced.

Description

VR game rendering optimization method, device, equipment and computer-readable storage medium
Technical Field
The invention relates to the technical field of virtual reality, in particular to a VR game rendering optimization method, device and equipment and a computer readable storage medium.
Background
With the rapid development of 5G networks in recent two years, VR (Virtual Reality) technology has gained wide attention and has emerged many VR products, such as Virtual Reality games (Virtual Reality games), which can enter an interactive Virtual scene only by opening a computer and wearing a Virtual Reality helmet, and can not only virtualize the current scene, but also virtualize the past and future. Virtual reality is not only a technology, can construct the brand-new picture of future games, and gives game players a more immersive substitution sense, so that the game is really going to be three-dimensional from a plane.
Unity, one of the most popular game development tools today, is a comprehensive game development platform and fully integrated professional game engine that easily creates multiple platforms of types of interactive content such as three-dimensional video games, building visualizations, real-time three-dimensional animations, etc. At present, most of AR/VR contents in the market are created through a Unity platform, and because the VR game has extremely high requirements for the quality of pictures, the hardware conditions of virtual reality equipment are uneven, and the sizes of equipment screens are different, the effect of game picture rendering is seriously influenced, and therefore a method for effectively improving the rendering optimization performance of the VR game aiming at the uneven equipment is urgently needed. In Unity, a camera is a basic component for showing the content in a scene to a user, a UI camera and a 3D camera belong to two rendering layers (layers), respectively, rendering between them is not interfered with each other, a two-dimensional scene is rendered by the UI camera in the process of rendering a VR game picture, and a 3D object is rendered by the 3D camera.
When the existing VR game rendering technology is used for rendering a VR game picture, the resolution of the game picture is adjusted through a hardware scaling technology, and the image quality of the game is reduced when the VR game is rendered through reducing the resolution of a two-dimensional scene and a 3D object.
The above is only for the purpose of assisting understanding of the technical aspects of the present invention, and does not represent an admission that the above is prior art.
Disclosure of Invention
The invention mainly aims to provide a VR game rendering optimization method, a VR game rendering optimization device, VR game rendering optimization equipment and a computer readable storage medium, and aims to solve the technical problem that the image quality of a game is reduced when a VR game is rendered.
In order to achieve the above object, the present invention provides a VR game rendering optimization method, which includes the following steps:
acquiring frame rate data of a rendering target in a VR game within a preset duration;
determining the frame rate change amplitude of the rendering target in the preset duration according to the frame rate data;
and if the frame rate change amplitude exceeds a preset threshold value, reducing the resolution corresponding to the rendering target, and updating the rendering picture of the VR game based on the rendering target with the reduced resolution.
Optionally, the step of determining, according to the frame rate data, a frame rate variation amplitude of the render target within the preset duration includes:
analyzing the frame rate data to determine a frame rate event corresponding to each frame rate data;
performing feature extraction on the frame rate data to encode the frame rate data into feature vectors according to frame rate events corresponding to the frame rate data;
and inputting the characteristic vector into a pre-constructed fluctuation amplitude detection model so as to determine the frame rate change amplitude of the rendering target in the preset duration based on a fluctuation amplitude detection algorithm.
Optionally, the step of performing feature extraction on the frame rate data to encode the frame rate data into feature vectors according to frame rate events corresponding to each frame rate data includes:
dividing the frame rate data into a plurality of frame rate sequences through a sliding window to obtain a frame rate sequence group;
event counting is carried out on each frame rate sequence of the frame rate sequence group, so that a characteristic vector corresponding to the frame rate sequence is obtained, and the characteristic vector represents the number of each frame rate event corresponding to the frame rate data of the frame rate sequence;
and combining the characteristic vectors corresponding to the frame rate sequences in the frame rate sequence group into a characteristic matrix to obtain an event counting matrix.
Optionally, after the step of determining, according to the frame rate data, a frame rate variation amplitude of the render target within the preset duration, the method further includes:
and adjusting the window size and the sliding step length corresponding to the sliding window according to the frame rate change amplitude.
Optionally, the step of analyzing the frame rate data to determine a frame rate event corresponding to each frame rate data includes:
if the frame rate data is larger than a preset fluctuation threshold, determining that a frame rate event corresponding to the frame rate data is a resolution reduction event;
if the frame rate data is equal to the preset fluctuation threshold, determining that a frame rate event corresponding to the frame rate data is a resolution invariant event;
and if the frame rate data is smaller than the preset fluctuation threshold, determining that the frame rate event corresponding to the frame rate data is an increased resolution event.
Optionally, the step of acquiring, in real time, frame rate data of the rendered target within a preset time duration includes:
timing through a timer to obtain the number of frames per second of the rendered target in the preset time;
and determining frame rate data of the render target in the preset duration based on the number of frames per second of the render target in the preset duration.
Optionally, the step of reducing the resolution corresponding to the rendering target includes:
obtaining a rendering buffer zone corresponding to the rendering target;
and reducing the size of the rendering buffer area so as to reduce the resolution corresponding to the rendering target.
In addition, to achieve the above object, the present invention provides a VR game rendering optimization apparatus, including:
the frame rate data acquisition module is used for acquiring frame rate data of a rendering target in the VR game within a preset duration;
a frame rate change amplitude determining module, configured to determine, according to frame rate data, a frame rate change amplitude of the render target within the preset duration;
and the resolution adjusting module is used for reducing the resolution corresponding to the rendering target if the frame rate change amplitude exceeds a preset threshold value, and updating the rendering picture of the VR game based on the rendering target with the reduced resolution.
In addition, to achieve the above object, the present invention also provides a VR game rendering optimization apparatus, including: a memory, a processor, and a VR game rendering optimization program stored on the memory and executable on the processor, the VR game rendering optimization program when executed by the processor implementing the steps of the VR game rendering optimization method as described above.
In addition, to achieve the above object, the present invention also provides a computer readable storage medium having a VR game rendering optimization program stored thereon, where the VR game rendering optimization program, when executed by a processor, implements the steps of the VR game rendering optimization method as described above.
When a rendering target in a VR game is rendered, frame rate data of the rendering target within a preset duration is acquired in real time; determining the frame rate change amplitude of the rendering target within the preset duration according to the frame rate data, and judging whether the frame rate change amplitude exceeds a preset threshold value; and if the frame rate change amplitude exceeds a preset threshold value, reducing the resolution corresponding to the rendering target, and updating the VR game based on the rendering target with the reduced resolution. According to the method and the device, when the VR game is rendered, the frame rate change amplitude of the rendering target is determined according to the frame rate data of the rendering target, and when the frame rate change amplitude of the rendering target is detected to exceed the preset threshold, the resolution corresponding to the rendering target is reduced.
Drawings
FIG. 1 is a schematic structural diagram of a VR game rendering optimization device for a hardware operating environment according to an embodiment of the present invention;
FIG. 2 is a flowchart illustrating a VR game rendering optimization method according to a first embodiment of the present invention;
FIG. 3 is a flowchart illustrating a VR game rendering optimization method according to a second embodiment of the present invention;
fig. 4 is a schematic system structure diagram of an embodiment of the VR game rendering and optimizing apparatus of the present invention.
The implementation, functional features and advantages of the objects of the present invention will be further explained with reference to the accompanying drawings.
Detailed Description
It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
As shown in fig. 1, fig. 1 is a schematic structural diagram of a VR game rendering optimization device of a hardware operating environment according to an embodiment of the present invention.
The VR game rendering optimization device in the embodiment of the present invention may be a PC, or may be a mobile terminal device having a display function, such as a smart phone, a tablet computer, an e-book reader, an MP3(Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4) player, or a portable computer.
As shown in fig. 1, the VR game rendering optimization apparatus may include: a processor 1001, such as a CPU, a network interface 1004, a user interface 1003, a memory 1005, a communication bus 1002. Wherein a communication bus 1002 is used to enable connective communication between these components. The user interface 1003 may include a Display screen (Display), an input unit such as a Keyboard (Keyboard), and the optional user interface 1003 may also include a standard wired interface, a wireless interface. The network interface 1004 may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface). The memory 1005 may be a high-speed RAM memory or a non-volatile memory (e.g., a magnetic disk memory). The memory 1005 may alternatively be a storage device separate from the processor 1001.
Optionally, the VR game rendering optimization device may further include a camera, a Radio Frequency (RF) circuit, a sensor, an audio circuit, a WiFi module, and the like. Such as light sensors, motion sensors, and other sensors.
Those skilled in the art will appreciate that the configuration of the VR game rendering optimization device shown in fig. 1 does not constitute a limitation of the VR game rendering optimization device, and may include more or fewer components than shown, or some components in combination, or a different arrangement of components.
As shown in fig. 1, a memory 1005, which is a type of computer storage medium, may include therein an operating system, a network communication module, a user interface module, and a VR game rendering optimization program.
In the VR game rendering optimization device shown in fig. 1, the network interface 1004 is mainly used for connecting to a background server and performing data communication with the background server; the user interface 1003 is mainly used for connecting a client (user side) and performing data communication with the client; and the processor 1001 may be used to invoke the VR game rendering optimization program stored in the memory 1005.
In this embodiment, the VR game rendering optimization apparatus includes: a memory 1005, a processor 1001, and a VR game rendering optimization program stored on the memory 1005 and executable on the processor 1001, wherein the processor 1001, when calling the VR game rendering optimization program stored in the memory 1005, performs the following operations:
acquiring frame rate data of a rendering target in a VR game within a preset duration;
determining the frame rate change amplitude of the rendering target in the preset duration according to the frame rate data;
and if the frame rate change amplitude exceeds a preset threshold value, reducing the resolution corresponding to the rendering target, and updating the rendering picture of the VR game based on the rendering target with the reduced resolution.
Further, the processor 1001 may call the VR game rendering optimization program stored in the memory 1005, and also perform the following operations:
analyzing the frame rate data to determine a frame rate event corresponding to each frame rate data;
performing feature extraction on the frame rate data to encode the frame rate data into feature vectors according to frame rate events corresponding to the frame rate data;
and inputting the characteristic vector into a pre-constructed fluctuation amplitude detection model so as to determine the frame rate change amplitude of the rendering target in the preset duration based on a fluctuation amplitude detection algorithm.
Further, the processor 1001 may call the VR game rendering optimization program stored in the memory 1005, and also perform the following operations:
dividing the frame rate data into a plurality of frame rate sequences through a sliding window to obtain a frame rate sequence group;
event counting is carried out on each frame rate sequence of the frame rate sequence group, so that a characteristic vector corresponding to the frame rate sequence is obtained, and the characteristic vector represents the number of each frame rate event corresponding to the frame rate data of the frame rate sequence;
and combining the characteristic vectors corresponding to the frame rate sequences in the frame rate sequence group into a characteristic matrix to obtain an event counting matrix.
Further, the processor 1001 may call the VR game rendering optimization program stored in the memory 1005, and also perform the following operations:
and adjusting the window size and the sliding step length corresponding to the sliding window according to the frame rate change amplitude.
Further, the processor 1001 may call the VR game rendering optimization program stored in the memory 1005, and also perform the following operations:
if the frame rate data is larger than a preset fluctuation threshold, determining that a frame rate event corresponding to the frame rate data is a resolution reduction event;
if the frame rate data is equal to the preset fluctuation threshold, determining that a frame rate event corresponding to the frame rate data is a resolution invariant event;
and if the frame rate data is smaller than the preset fluctuation threshold, determining that the frame rate event corresponding to the frame rate data is an increased resolution event.
Further, the processor 1001 may call the VR game rendering optimization program stored in the memory 1005, and also perform the following operations:
timing through a timer to obtain the number of frames per second of the rendered target in the preset time;
and determining frame rate data of the render target in the preset duration based on the number of frames per second of the render target in the preset duration.
Further, the processor 1001 may call the VR game rendering optimization program stored in the memory 1005, and also perform the following operations:
obtaining a rendering buffer zone corresponding to the rendering target;
and reducing the size of the rendering buffer area so as to reduce the resolution corresponding to the rendering target.
The invention also provides a VR game rendering optimization method, and referring to FIG. 2, FIG. 2 is a schematic flow diagram of a VR game rendering optimization method according to a first embodiment of the invention.
In this embodiment, the VR game rendering optimization method includes the following steps:
step S10, frame rate data of rendering targets in the VR game within a preset duration is obtained;
the VR game rendering optimization method provided by the invention is applied to virtual reality equipment, the virtual reality equipment is hardware equipment used in a virtual reality solution, and the virtual reality equipment comprises electronic virtual reality equipment which is integrated with a computer chip and combined with various sensors such as a machine, light, electricity and the like, wherein the hardware equipment is not limited to an eye patch, a helmet, glasses and the like, and the virtual reality equipment can be VR glasses, a virtual game machine, head-mounted display virtual reality equipment and the like.
In this embodiment, when a user wants to experience or use a VR game, the virtual reality device is started, and a VR game is selected, so that the virtual reality device renders a game screen of the VR game according to the VR game selected by the user. When the virtual reality equipment renders the VR game, the virtual reality equipment obtains frame rate data of the running VR game within preset duration and/or obtains frame rate data of the rendered rendering target within preset duration in real time, and the game frame rate of the running VR game in the virtual reality equipment and/or the frame rate data of the rendered rendering target in the virtual reality equipment are counted in real time, so that whether the VR game is stuck or not is detected through the game frame rate of the running VR game and/or the frame rate data of the rendered rendering target in the virtual reality equipment subsequently. It should be noted that, in this embodiment, whether frame rate data of a running VR game or frame rate data of a rendered target in the VR game is detected is used to detect whether the rendered VR game is stuck. The preset duration is the rendering duration corresponding to the rendered object rendered by the virtual reality equipment.
Further, the step S10 includes:
step S11, timing through a timer to obtain the frame number of the rendered target per second in the preset time length;
step S12, determining frame rate data of the render target in the preset duration based on the number of frames per second of the render target in the preset duration.
In this embodiment, in the VR game rendering optimization process, the game frame rate is first obtained in real time, and the process of obtaining the frame rate data of the game in real time is as follows: firstly, initializing a timer and a frame number, then counting the frame number, if the timer reaches 1 second, dividing the obtained frame number by time to obtain a frame rate, resetting the timer to recalculate the next frame rate of 1 second, repeating the steps, and finally storing the acquired frame rate data. If frame rate data within a period of time is to be acquired, acquiring the number of frames per second by timing through a timer within a preset time; and determining frame rate data of the rendering target in the preset duration according to the number of frames per second in the preset duration.
Step S20, according to frame rate data, determining the frame rate change amplitude of the render target in the preset duration;
in this embodiment, after obtaining the frame rate data, the frame rate variation range of the render target within the preset duration is calculated through a frame rate variation range detection algorithm, that is, the frame rate data of the render target within the preset duration is input into the frame rate variation range detection algorithm, so that the frame rate variation range of the render target within the preset duration is calculated through the frame rate variation range detection algorithm.
And step S30, if the frame rate change amplitude exceeds a preset threshold, reducing the resolution corresponding to the rendering target, and updating the rendering picture of the VR game based on the rendering target with the reduced resolution.
In this embodiment, after the frame rate variation range of the target rendering object is calculated by using a frame rate variation range detection algorithm, if the frame rate variation range exceeds a preset threshold, it indicates that a virtual reality device is performing a pause or the rendering efficiency is too low in the VR game, and at this time, the rendered VR game needs to be adjusted to improve the rendering efficiency and solve the problem of the pause in the rendering, so that the resolution corresponding to the rendering target is reduced, so that the virtual reality device updates the rendering picture of the VR game according to the rendering target with the reduced resolution.
The resolution of the rendering target adjusted by the VR game rendering optimization method provided by the invention is substantially improved by adjusting the resolution of the 3D object rendered by the 3D camera, because the UI camera and the 3D camera respectively belong to two rendering layers (layers) when rendering the picture, rendering between the two rendering layers is not interfered with each other, in the process of rendering the VR game picture, the two-dimensional scene is rendered by the UI camera, the 3D object is rendered by the 3D camera, and the resolution of the 3D object is reduced without influencing the image quality of the game, because human eyes can only see the two-dimensional scene rendered by the virtual reality device, namely the two-dimensional scene rendered by the UI camera, and cannot see the rendering details of the 3D object, therefore, when the rendering game is jammed or the rendering game efficiency is too low, the rendering efficiency of the VR game is improved by adjusting the resolution of the 3D object rendered by the 3D camera, and the image quality of the game does not need to be sacrificed to improve the rendering efficiency of the VR game.
Further, the step of reducing the resolution corresponding to the rendering target comprises:
step S31, obtaining a rendering buffer zone corresponding to the rendering target;
step S32, reducing the size of the rendering buffer to reduce the resolution corresponding to the rendering target.
In this embodiment, the resolution corresponding to the rendering target may be reduced by reducing the size of the rendering buffer. And when the resolution of the rendering target needs to be reduced, determining the rendering buffer zone corresponding to the rendering target, and reducing the size of the rendering buffer zone.
In the VR game rendering optimization method provided by this embodiment, frame rate data of a rendering target in a VR game within a preset duration is obtained; determining the frame rate change amplitude of the rendering target in the preset duration according to the frame rate data; and if the frame rate change amplitude exceeds a preset threshold value, reducing the resolution corresponding to the rendering target, and updating the rendering picture of the VR game based on the rendering target with the reduced resolution. According to the method and the device, when the VR game is rendered, the frame rate change amplitude of the rendering target is determined according to the frame rate data of the rendering target, and when the frame rate change amplitude of the rendering target is detected to exceed the preset threshold, the resolution corresponding to the rendering target is reduced.
Based on the first embodiment, a second embodiment of the VR game rendering optimization method of the present invention is provided, and referring to fig. 3, in this embodiment, step S20 includes:
step S21, analyzing the frame rate data to determine a frame rate event corresponding to each frame rate data;
step S22, extracting the features of the frame rate data, so as to encode the frame rate data into feature vectors according to the frame rate events corresponding to each frame rate data;
step S23, inputting the feature vector into a pre-constructed fluctuation amplitude detection model, so as to determine a frame rate variation amplitude of the render target within the preset duration based on a fluctuation amplitude detection algorithm.
In this embodiment, a specific process of detecting a frame rate variation amplitude of a render target within a preset duration through a frame rate variation amplitude detection algorithm is as follows: after frame rate data corresponding to a rendering target is obtained, firstly analyzing the frame rate data, wherein the purpose of analysis is to determine frame rate events corresponding to each frame rate data; and then, performing feature extraction on the frame rate data, counting frame rate events corresponding to each frame rate data, and encoding the frame rate data into feature vectors according to the frame rate events corresponding to each frame rate data. After the frame rate data is converted into the characteristic vector, the characteristic vector is input into a pre-constructed fluctuation amplitude detection model, so that the frame rate change amplitude of the rendering target in a preset duration is determined according to a fluctuation amplitude detection algorithm. Wherein, the fluctuation amplitude detection algorithm is a frame rate change amplitude detection algorithm.
It should be noted that, in the analyzing of the frame rate data, it is actually to analyze each frame rate data into an Event template with some specific parameters to determine a frame rate Event corresponding to the frame rate data, where the frame rate Event is mainly classified into 3 types of events, and Event1 indicates that the fluctuation threshold is greater than the fluctuation threshold, and the resolution needs to be reduced; event2 indicates that equal to the fluctuation threshold, the resolution remains unchanged; event3 indicates that less than the fluctuation threshold requires increased resolution of the rendered object.
Further, the step S22 includes:
step S221, dividing the frame rate data into a plurality of frame rate sequences through a sliding window to obtain a frame rate sequence group;
step S222, counting events of each frame rate sequence in the frame rate sequence group to obtain a feature vector corresponding to the frame rate sequence, wherein the feature vector represents the number of each frame rate event corresponding to the frame rate data of the frame rate sequence;
step S223, combining the feature vectors corresponding to each frame rate sequence in the frame rate sequence group into a feature matrix, to obtain an event count matrix.
In this embodiment, the frame rate data is encoded into a feature vector, so as to be applied to the fluctuation amplitude detection model, and the specific process is as follows: firstly, dividing original frame rate data into a plurality of frame rate sequences by using a sliding window to obtain a group of frame rate sequences, namely a frame rate sequence group; then, for each frame rate sequence in the frame rate sequence group, performing frame rate event counting, and generating a feature vector (the feature vector is an event counting vector of the frame rate sequence), where the feature vector represents the occurrence number of each event of the frame rate sequence, and all the feature vectors are combined into a feature matrix, that is, an event counting matrix.
Where the sliding window consists of a window size and step size, e.g. the window is executed every 10ms in a second. The size and step length of the sliding window can be automatically adjusted according to the learning result. In general, the step size is smaller than the window size, which results in overlapping of different windows. The step size is the distance forward, the number of sliding windows is usually larger than the number of fixed windows, depending mainly on the window size and the step size, the frame rates occurring in the same sliding window will also be grouped into a sequence of frame rates, although due to overlap the frame rates may repeat among multiple sliding windows. After frame rate sequences are constructed by using a sliding window technology, an event counting matrix X is generated, and in each frame rate sequence, the occurrence frequency of each frame rate event is calculated to form an event counting vector. Such as [0,2,1 ]]Indicating that event2 occurred 2 times and event3 occurred in this frame rate sequenceOccurred 1 time. Finally, a number of technique vectors are constructed as an event count matrix X, where X isi,jThe number of times event j occurs in the ith frame rate sequence is recorded.
Further, after the step of determining, according to the frame rate data, a frame rate variation amplitude of the render target within the preset duration, the method further includes:
and step S40, adjusting the window size and the sliding step length corresponding to the sliding window according to the frame rate change amplitude.
In this embodiment, compared with a conventional sliding window, the sliding window in the present solution dynamically adjusts the window size and the step size of the sliding window according to the frame rate fluctuation amplitude, for example, the original window size and the step size are both set to 50ms, and the sliding window slides 10 times per second, if the frame rate is found to be larger in the 20ms range in the learning process, the window size of the sliding window is modified to 20ms, and the step size is correspondingly adjusted, so as to achieve adaptive learning, and improve the detection accuracy.
Further, the step S21 includes:
step S211, if the frame rate data is greater than a preset fluctuation threshold, determining that a frame rate event corresponding to the frame rate data is a resolution reduction event;
step S212, if the frame rate data is equal to the preset fluctuation threshold, determining that the frame rate event corresponding to the frame rate data is a resolution invariant event;
step S213, if the frame rate data is smaller than the preset fluctuation threshold, determining that the frame rate event corresponding to the frame rate data is an increased resolution event.
In this embodiment, the step of analyzing the frame rate data is actually to analyze each frame rate data into an Event template with some specific parameters to determine a frame rate Event corresponding to the frame rate data, where the frame rate Event is mainly classified into 3 types of events, and Event1 indicates that the resolution needs to be reduced if the Event is greater than a fluctuation threshold; event2 indicates that equal to the fluctuation threshold, the resolution remains unchanged; event3 indicates that less than the fluctuation threshold requires increased resolution of the rendered object. If the frame rate data is greater than the preset fluctuation threshold, determining that the frame rate event corresponding to the frame rate data is a resolution reduction event; if the frame rate data is equal to a preset fluctuation threshold, determining that a frame rate event corresponding to the frame rate data is a resolution invariant event; and if the frame rate data is smaller than the preset fluctuation threshold, determining that the frame rate event corresponding to the frame rate data is an event for increasing the resolution.
In the VR game rendering optimization method provided in this embodiment, the frame rate data is analyzed to determine a frame rate event corresponding to each frame rate data; performing feature extraction on the frame rate data to encode the frame rate data into feature vectors according to frame rate events corresponding to the frame rate data; and inputting the characteristic vector into a pre-constructed fluctuation amplitude detection model so as to determine the frame rate change amplitude of the rendering target in the preset duration based on a fluctuation amplitude detection algorithm. In the embodiment, the frame rate variation amplitude of the render target within the preset duration is detected through the fluctuation amplitude detection model, so that the accuracy of the frame rate variation amplitude is improved.
In addition, an embodiment of the present invention further provides a VR game rendering and optimizing apparatus, and referring to fig. 4, the VR game rendering and optimizing apparatus includes:
a frame rate data obtaining module 100, configured to obtain frame rate data of a rendering target in a VR game within a preset duration;
a frame rate change amplitude determining module 200, configured to determine, according to frame rate data, a frame rate change amplitude of the render target within the preset duration;
a resolution adjusting module 300, configured to reduce a resolution corresponding to the rendering target if the frame rate variation amplitude exceeds a preset threshold, and update the rendering picture of the VR game based on the rendering target with the reduced resolution.
Further, the frame rate change amplitude determination module is further configured to:
analyzing the frame rate data to determine a frame rate event corresponding to each frame rate data;
performing feature extraction on the frame rate data to encode the frame rate data into feature vectors according to frame rate events corresponding to the frame rate data;
and inputting the characteristic vector into a pre-constructed fluctuation amplitude detection model so as to determine the frame rate change amplitude of the rendering target in the preset duration based on a fluctuation amplitude detection algorithm.
Further, the frame rate change amplitude determination module is further configured to:
dividing the frame rate data into a plurality of frame rate sequences through a sliding window to obtain a frame rate sequence group;
event counting is carried out on each frame rate sequence of the frame rate sequence group, so that a characteristic vector corresponding to the frame rate sequence is obtained, and the characteristic vector represents the number of each frame rate event corresponding to the frame rate data of the frame rate sequence;
and combining the characteristic vectors corresponding to the frame rate sequences in the frame rate sequence group into a characteristic matrix to obtain an event counting matrix.
Further, the VR game rendering optimization apparatus further includes:
and the sliding window adjusting module is used for adjusting the window size and the sliding step length corresponding to the sliding window according to the frame rate change amplitude.
Further, the frame rate change amplitude determination module is further configured to:
if the frame rate data is larger than a preset fluctuation threshold, determining that a frame rate event corresponding to the frame rate data is a resolution reduction event;
if the frame rate data is equal to the preset fluctuation threshold, determining that a frame rate event corresponding to the frame rate data is a resolution invariant event;
and if the frame rate data is smaller than the preset fluctuation threshold, determining that the frame rate event corresponding to the frame rate data is an increased resolution event.
Further, the frame rate data obtaining module is further configured to:
timing through a timer to obtain the number of frames per second of the rendered target in the preset time;
and determining frame rate data of the render target in the preset duration based on the number of frames per second of the render target in the preset duration.
Further, the resolution adjustment module is further configured to:
obtaining a rendering buffer zone corresponding to the rendering target;
and reducing the size of the rendering buffer area so as to reduce the resolution corresponding to the rendering target.
Furthermore, an embodiment of the present invention further provides a computer-readable storage medium, where a VR game rendering optimization program is stored on the computer-readable storage medium, and when executed by a processor, the VR game rendering optimization program implements the steps of the VR game rendering optimization method according to any one of the above.
The specific embodiment of the computer-readable storage medium of the present invention is substantially the same as the embodiments of the VR game rendering optimization method, and will not be described in detail herein.
It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or system that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or system. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or system that comprises the element.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
Through the above description of the embodiments, those skilled in the art will clearly understand that the method of the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but in many cases, the former is a better implementation manner. Based on such understanding, the technical solution 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) as described above and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, an air conditioner, or a network device) to execute the method according to the embodiments of the present invention.
The above description is only a preferred embodiment of the present invention, and not intended to limit the scope of the present invention, and all modifications of equivalent structures and equivalent processes, which are made by using the contents of the present specification and the accompanying drawings, or directly or indirectly applied to other related technical fields, are included in the scope of the present invention.

Claims (10)

1. A VR game rendering optimization method is characterized by comprising the following steps:
acquiring frame rate data of a rendering target in a VR game within a preset duration;
determining the frame rate change amplitude of the rendering target in the preset duration according to the frame rate data;
and if the frame rate change amplitude exceeds a preset threshold value, reducing the resolution corresponding to the rendering target, and updating the rendering picture of the VR game based on the rendering target with the reduced resolution.
2. The VR game rendering optimization method of claim 1, wherein the determining a frame rate change magnitude of the rendering target within the preset duration based on frame rate data comprises:
analyzing the frame rate data to determine a frame rate event corresponding to each frame rate data;
performing feature extraction on the frame rate data to encode the frame rate data into feature vectors according to frame rate events corresponding to the frame rate data;
and inputting the characteristic vector into a pre-constructed fluctuation amplitude detection model so as to determine the frame rate change amplitude of the rendering target in the preset duration based on a fluctuation amplitude detection algorithm.
3. The VR game rendering optimization method of claim 2, wherein the step of performing feature extraction on the frame rate data to encode the frame rate data into feature vectors according to a frame rate event corresponding to each frame rate data comprises:
dividing the frame rate data into a plurality of frame rate sequences through a sliding window to obtain a frame rate sequence group;
event counting is carried out on each frame rate sequence of the frame rate sequence group, so that a characteristic vector corresponding to the frame rate sequence is obtained, and the characteristic vector represents the number of each frame rate event corresponding to the frame rate data of the frame rate sequence;
and combining the characteristic vectors corresponding to the frame rate sequences in the frame rate sequence group into a characteristic matrix to obtain an event counting matrix.
4. The VR game rendering optimization method of claim 3, wherein after the step of determining a frame rate change magnitude of the rendering target within the preset duration based on frame rate data, the method further comprises:
and adjusting the window size and the sliding step length corresponding to the sliding window according to the frame rate change amplitude.
5. The VR game rendering optimization method of claim 2, wherein the parsing the frame rate data to determine the frame rate event corresponding to each frame rate data comprises:
if the frame rate data is larger than a preset fluctuation threshold, determining that a frame rate event corresponding to the frame rate data is a resolution reduction event;
if the frame rate data is equal to the preset fluctuation threshold, determining that a frame rate event corresponding to the frame rate data is a resolution invariant event;
and if the frame rate data is smaller than the preset fluctuation threshold, determining that the frame rate event corresponding to the frame rate data is an increased resolution event.
6. The VR game rendering optimization method of claim 1, wherein the step of obtaining frame rate data for rendering the rendering target in real time within a preset time period comprises:
timing through a timer to obtain the number of frames per second of the rendered target in the preset time;
and determining frame rate data of the render target in the preset duration based on the number of frames per second of the render target in the preset duration.
7. The VR game rendering optimization method of any one of claims 1 to 6, wherein the reducing the resolution corresponding to the rendering objective includes:
obtaining a rendering buffer zone corresponding to the rendering target;
and reducing the size of the rendering buffer area so as to reduce the resolution corresponding to the rendering target.
8. A VR game rendering optimization device, the VR game rendering optimization device comprising:
the frame rate data acquisition module is used for acquiring frame rate data of a rendering target in the VR game within a preset duration;
a frame rate change amplitude determining module, configured to determine, according to frame rate data, a frame rate change amplitude of the render target within the preset duration;
and the resolution adjusting module is used for reducing the resolution corresponding to the rendering target if the frame rate change amplitude exceeds a preset threshold value, and updating the rendering picture of the VR game based on the rendering target with the reduced resolution.
9. A VR game rendering optimization device, the VR game rendering optimization device comprising: a memory, a processor, and a VR game rendering optimization program stored on the memory and executable on the processor, the VR game rendering optimization program when executed by the processor implementing the steps of the VR game rendering optimization method of any of claims 1 to 7.
10. A computer readable storage medium having stored thereon a VR game rendering optimization program which, when executed by a processor, implements the steps of the VR game rendering optimization method of any of claims 1 to 7.
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