CN113516782B - 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
CN113516782B
CN113516782B CN202110868341.0A CN202110868341A CN113516782B CN 113516782 B CN113516782 B CN 113516782B CN 202110868341 A CN202110868341 A CN 202110868341A CN 113516782 B CN113516782 B CN 113516782B
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frame rate
rendering
game
rate data
resolution
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CN113516782A (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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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Graphics (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (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; if the frame rate variation 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 after the resolution is reduced. According to the invention, only the resolution of the rendering target in the VR game picture is regulated in the process of rendering the VR game, the resolution of the two-dimensional scene is not required to be regulated, the image quality of the regulated game picture is ensured not to change, namely, the effect of rendering is improved, the influence of the game image quality is avoided, and meanwhile, the cost of rendering 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 received extensive attention, and many VR products, such as Virtual Reality games (Virtual Reality game), are emerging, and only by turning on a computer and wearing a Virtual Reality helmet, an interactive Virtual field scene can be entered, so that not only the current scene but also the past and future Virtual scenes can be virtually obtained. Virtual reality is not only a technology, but also can construct a brand new view of future games, which gives players more immersive substitution feeling, so that the games really go from a plane to a three-dimensional.
Unity, one of the most hot-hand game development tools today, is a multi-platform comprehensive game development platform and a fully integrated professional game engine that easily creates types of interactive content such as three-dimensional video games, building visualizations, real-time three-dimensional animations, etc. Most of AR/VR contents in the market are created through a Unity platform, and because VR games have extremely high requirements on quality of pictures, and hardware conditions of virtual reality equipment are uneven and the sizes of screen sizes of the equipment are different, the effect of rendering game pictures is seriously affected, so that a method for effectively improving rendering optimization performance of VR games for uneven equipment is needed. In Unity, the camera is a basic component aimed at showing the content in the scene to the user, the UI camera and the 3D camera belong to two rendering layers (layers), respectively, the rendering between them is not interfering with each other, in the process of rendering VR game pictures, the two-dimensional scene is rendered by the UI camera, and the 3D object is rendered by the 3D camera.
The existing VR game rendering technology adjusts the resolution of game pictures through a hardware scaling technology when rendering VR game pictures, and reduces the resolution of two-dimensional scenes and 3D objects, resulting in reduced game image quality when rendering VR games.
The foregoing is provided merely for the purpose of facilitating understanding of the technical solutions of the present invention and is not intended to represent an admission that the foregoing is prior art.
Disclosure of Invention
The invention mainly aims to provide a VR game rendering optimization method, device and equipment and a computer readable storage medium, aiming at solving the technical problem of reduced game image quality when rendering VR games.
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;
if the frame rate variation 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 after the resolution is reduced.
Optionally, the step of determining the frame rate variation amplitude of the rendering target within the preset duration according to the frame rate data includes:
analyzing the frame rate data to determine frame rate events corresponding to the frame rate data;
extracting features of the frame rate data to encode the frame rate data into feature vectors according to frame rate events corresponding to the frame rate data;
inputting the feature vector into a pre-constructed fluctuation amplitude detection model to determine the frame rate variation amplitude of the rendering target within the preset duration based on a fluctuation amplitude detection algorithm.
Optionally, the step of extracting features from the frame rate data to encode the frame rate data into feature vectors according to the frame rate event 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;
counting the events of each frame rate sequence of 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;
and combining the feature vectors corresponding to the frame rate sequences in the frame rate sequence group into a feature matrix to obtain an event counting matrix.
Optionally, after the step of determining the frame rate variation amplitude of the rendering target within the preset duration according to the frame rate data, the method further includes:
and adjusting the window size and the sliding step length corresponding to the sliding window according to the frame rate variation amplitude.
Optionally, the step of parsing 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 value, 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 the preset fluctuation threshold value, determining that a frame rate event corresponding to the frame rate data is a resolution unchanged event;
and if the frame rate data is smaller than the preset fluctuation threshold value, 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 rendering target within a preset duration includes:
timing through a timer to obtain the number of frames per second of the rendering target within the preset duration;
and determining frame rate data of the rendering target in the preset duration based on the frame number of the rendering target per second in the preset duration.
Optionally, the step of reducing the resolution corresponding to the rendering target includes:
acquiring 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, in order to achieve the above object, the present invention also 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;
the frame rate change amplitude determining module is used for determining the frame rate change amplitude of the rendering target in the preset duration according to the frame rate data;
and the resolution adjustment module is used for reducing the resolution corresponding to the rendering target if the frame rate variation amplitude exceeds a preset threshold value, and updating the rendering picture of the VR game based on the rendering target after the resolution is reduced.
In addition, to achieve the above object, the present invention also provides a VR game rendering optimization apparatus, including: the VR game rendering optimization system comprises a memory, a processor and a VR game rendering optimization program stored on the memory and capable of running on the processor, wherein the VR game rendering optimization program realizes the steps of the VR game rendering optimization method when being executed by the processor.
In addition, in order to achieve the above object, the present invention further provides a computer-readable storage medium, on which a VR game rendering optimization program is stored, which when executed by a processor, implements the steps of the VR game rendering optimization method as described above.
According to the invention, when the rendering target in the VR game is rendered, frame rate data of the rendering target in a preset duration is obtained in real time; determining the frame rate variation amplitude of the rendering target in the preset duration according to the frame rate data, and judging whether the frame rate variation amplitude exceeds a preset threshold value or not; if the frame rate variation amplitude exceeds a preset threshold, reducing the resolution corresponding to the rendering target, and updating the VR game based on the rendering target with reduced resolution. According to the invention, 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, and when the VR game is rendered, only the resolution of the rendering target in the VR game picture is regulated, the resolution of the two-dimensional scene is not required to be regulated, so that the image quality of the regulated game picture is not changed, namely the effect of improving the rendering effect is ensured, the influence on the game image quality is avoided, and the cost of rendering is reduced.
Drawings
FIG. 1 is a schematic structural diagram of a VR game rendering optimization device of a hardware running environment according to an embodiment of the present invention;
FIG. 2 is a flowchart of a first embodiment of the VR game rendering optimization method of the present invention;
FIG. 3 is a flowchart of a VR game rendering optimization method according to a second embodiment of the present invention;
fig. 4 is a schematic system architecture diagram of an embodiment of a VR game rendering optimization apparatus according to the present invention.
The achievement of the objects, functional features and advantages of the present invention will be further described with reference to the accompanying drawings, in conjunction with the embodiments.
Detailed Description
It should be understood that the specific embodiments described herein are for purposes of illustration only and are not intended to limit the scope of the invention.
As shown in fig. 1, fig. 1 is a schematic structural diagram of a VR game rendering optimization device of a hardware running 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 a mobile terminal device with a display function, such as a smart phone, a tablet computer, an electronic book reader, an MP3 (Moving Picture Experts Group Audio Layer III, dynamic image expert compression standard audio layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, and 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 the communication bus 1002 is used to enable connected communication between these components. The user interface 1003 may include a Display, an input unit such as a Keyboard (Keyboard), and the optional user interface 1003 may further 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 stable memory (non-volatile memory), such as a disk memory. The memory 1005 may also optionally be a storage device separate from the processor 1001 described above.
Optionally, the VR game rendering optimization device may further include a camera, an RF (Radio Frequency) circuit, a sensor, an audio circuit, a WiFi module, and so on. Among other sensors, such as light sensors, motion sensors, and other sensors.
Those skilled in the art will appreciate that the VR game rendering optimization device structure shown in fig. 1 does not constitute a limitation of VR game rendering optimization devices, and may include more or fewer components than shown, or may combine certain components, or may be a different arrangement of components.
As shown in FIG. 1, an operating system, a network communication module, a user interface module, and a VR game rendering optimization program may be included in memory 1005, which is one type of computer storage medium.
In the VR game rendering optimization apparatus shown in fig. 1, the network interface 1004 is mainly used to connect to a background server, and perform 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 VR game rendering optimizers stored in the memory 1005.
In this embodiment, the VR game rendering optimization apparatus includes: the VR game rendering optimization system comprises a memory 1005, a processor 1001 and a VR game rendering optimization program stored in the memory 1005 and capable of running on the processor 1001, wherein when the processor 1001 calls the VR game rendering optimization program stored in the memory 1005, the following operations are executed:
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;
if the frame rate variation 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 after the resolution is reduced.
Further, the processor 1001 may call the VR game rendering optimization program stored in the memory 1005, and further perform the following operations:
analyzing the frame rate data to determine frame rate events corresponding to the frame rate data;
extracting features of the frame rate data to encode the frame rate data into feature vectors according to frame rate events corresponding to the frame rate data;
inputting the feature vector into a pre-constructed fluctuation amplitude detection model to determine the frame rate variation amplitude of the rendering target within 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 further 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;
counting the events of each frame rate sequence of 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;
and combining the feature vectors corresponding to the frame rate sequences in the frame rate sequence group into a feature 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 further perform the following operations:
and adjusting the window size and the sliding step length corresponding to the sliding window according to the frame rate variation amplitude.
Further, the processor 1001 may call the VR game rendering optimization program stored in the memory 1005, and further perform the following operations:
if the frame rate data is larger than a preset fluctuation threshold value, 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 the preset fluctuation threshold value, determining that a frame rate event corresponding to the frame rate data is a resolution unchanged event;
and if the frame rate data is smaller than the preset fluctuation threshold value, 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 further perform the following operations:
timing through a timer to obtain the number of frames per second of the rendering target within the preset duration;
and determining frame rate data of the rendering target in the preset duration based on the frame number of the rendering target per second in the preset duration.
Further, the processor 1001 may call the VR game rendering optimization program stored in the memory 1005, and further perform the following operations:
acquiring 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 further provides a VR game rendering optimization method, and referring to fig. 2, fig. 2 is a schematic flow chart of a first embodiment of the VR game rendering optimization method of the invention.
In this embodiment, the VR game rendering optimization method includes the following steps:
step S10, frame rate data of a rendering target in a VR game in a preset time period is obtained;
the VR game rendering optimization method is applied to virtual reality equipment, wherein the virtual reality equipment is hardware equipment used in a virtual reality solution, and comprises electronic virtual reality equipment integrating vision, hearing and touch and formed by combining various sensors such as a machine, light and electricity by taking a computer chip as a core, such as an eye shield, a helmet and glasses, and the virtual reality equipment can be VR glasses, a virtual game machine, a head-mounted display virtual reality equipment and the like.
In this embodiment, when the user wants to experience or use the VR game, the virtual reality device is started, and selects a VR game, 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 device renders the VR game, the virtual reality device acquires frame rate data of the executed VR game within a preset time period and/or acquires frame rate data of a rendered rendering target within the preset time period in real time, so that game frame rate of the executed VR game in the virtual reality device and/or frame rate data of the rendered target in the virtual reality device are counted in real time, and whether the VR game is stuck or not is detected through the game frame rate of the executed VR game and/or the frame rate data of the rendered target in the virtual reality device. In this embodiment, whether frame rate data of a VR game is detected or frame rate data of a rendering target rendered in the VR game is detected is used to detect whether the rendering VR game is stuck. The preset time length is a rendering time length corresponding to a rendering object rendered by the virtual reality equipment.
Further, the step S10 includes:
step S11, timing is carried out through a timer so as to obtain the number of frames per second of the rendering target within the preset duration;
step S12, based on the frame number of the rendering target per second in the preset time length, determining frame rate data of the rendering target in the preset time length.
In this embodiment, in the VR game rendering optimization process, the process of acquiring the game frame rate in real time first and acquiring the frame rate data of the game in real time is as follows: firstly, initializing a timer and the number of frames, counting the number of frames, if the timer reaches 1 second, dividing the obtained number of frames by time to obtain a frame rate, recalculating the frame rate of the next 1 second by resetting the timer, circulating in this way, and finally storing the acquired frame rate data. If the frame rate data in a period of time is to be acquired, the frame number per second is acquired by timing through a timer in a preset period of time; and determining frame rate data of the rendering target in the preset time according to the number of frames per second in the preset time.
Step S20, determining the frame rate change amplitude of the rendering target in the preset duration according to the frame rate data;
in this embodiment, after obtaining the frame rate data, the frame rate variation amplitude of the rendering target within the preset duration is calculated by the frame rate variation amplitude detection algorithm, that is, the frame rate data of the rendering target within the preset duration is input to the frame rate variation amplitude detection algorithm, so that the frame rate variation amplitude of the rendering target within the preset duration is calculated by the frame rate variation amplitude detection algorithm.
And step S30, if the frame rate variation 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 after the resolution is reduced.
In this embodiment, after the frame rate change amplitude of the target rendering object is calculated by the frame rate change amplitude detection algorithm, if the frame rate change amplitude exceeds the preset threshold, it is indicated that the virtual reality device is rendering VR games with stuck or the rendering efficiency is too low, and at this time, the rendered VR games need to be adjusted to improve the rendering efficiency and solve the problem of rendering stuck, so that the resolution corresponding to the rendering target is reduced, so that the virtual reality device updates the rendering picture of the VR games according to the rendering target after the resolution is reduced.
The resolution of the rendering target regulated by the VR game rendering optimization method is substantially that the resolution of the 3D object rendered by the 3D camera is regulated, so that the rendering efficiency of the VR game is improved, when a picture is rendered, the UI camera and the 3D camera respectively belong to two rendering layers (layers), the rendering of the two layers is not interfered with each other, in the process of rendering the picture of the VR game, the two-dimensional scene is rendered by the UI camera, the 3D object is rendered by the 3D camera, the resolution of the 3D object is reduced, the picture quality of the game is not influenced, and only the two-dimensional scene rendered by the virtual reality device, namely the two-dimensional scene rendered by the UI camera, but the rendering detail of the 3D object is not seen, so that when the rendering game is in a card or the rendering efficiency is too low, the rendering efficiency of the VR game is improved, the picture quality of the game is sacrificed, and the rendering efficiency of the VR game is improved.
Further, the step of reducing the resolution corresponding to the rendering target includes:
step S31, a rendering buffer area corresponding to the rendering target is obtained;
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. When the resolution of the rendering target needs to be reduced, determining the rendering buffer corresponding to the rendering target, and reducing the size of the rendering buffer.
According to the VR game rendering optimization method, frame rate data of a rendering target in a VR game in a preset duration are obtained; determining the frame rate change amplitude of the rendering target in the preset duration according to the frame rate data; if the frame rate variation 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 after the resolution is reduced. According to the invention, 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, and when the VR game is rendered, only the resolution of the rendering target in the VR game picture is regulated, the resolution of the two-dimensional scene is not required to be regulated, so that the image quality of the regulated game picture is not changed, namely the effect of improving the rendering effect is ensured, the influence on the game image quality is avoided, and the cost of rendering is reduced.
Based on the first embodiment, a second embodiment of the VR game rendering optimization method of the present invention is proposed, referring to fig. 3, in this embodiment, step S20 includes:
step S21, analyzing the frame rate data to determine the frame rate event corresponding to each frame rate data;
step S22, extracting the characteristics of the frame rate data so as to encode the frame rate data into characteristic vectors according to the frame rate events corresponding to the frame rate data;
step S23, inputting the feature vector into a pre-constructed fluctuation amplitude detection model to determine the frame rate variation amplitude of the rendering target in the preset duration based on a fluctuation amplitude detection algorithm.
In this embodiment, the specific process of detecting the frame rate variation amplitude of the rendering target within the preset duration by the frame rate variation amplitude detection algorithm is as follows: after obtaining the frame rate data corresponding to the rendering target, firstly analyzing the frame rate data, wherein the purpose of analysis is to determine the frame rate event corresponding to each frame rate data; and then, carrying out feature extraction on the frame rate data, and carrying out statistics on the frame rate events corresponding to the frame rate data so as to encode the frame rate data into feature vectors according to the frame rate events corresponding to the frame rate data. After converting the frame rate data into the feature vector, inputting the feature vector into a pre-constructed fluctuation amplitude detection model to determine the frame rate variation amplitude of the rendering target in a preset duration according to a fluctuation amplitude detection algorithm. The fluctuation amplitude detection algorithm is a frame rate change amplitude detection algorithm.
It should be noted that, in practice, resolving the frame rate data is to resolve each frame rate data into an Event template with some specific parameters to determine the frame rate Event corresponding to the frame rate data, where the frame rate Event is mainly divided into 3 types of events, event1 indicates that the frame rate Event is greater than a fluctuation threshold, and the resolution needs to be reduced; event2 represents equal to the fluctuation threshold, the resolution remains unchanged; event3 indicates that less than the fluctuation threshold, the resolution of the rendered object needs to be increased.
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 the events of each frame rate sequence of 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 counting matrix.
In this embodiment, the frame rate data is encoded as 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 utilizing 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, counting frame rate events to generate a feature vector (the feature vector is an event counting vector of the frame rate sequence), wherein the feature vector represents the occurrence times of each event of the frame rate sequence, and all the feature vectors are combined into a feature matrix, namely an event counting matrix.
Wherein the sliding window consists of a window size and a step size, such as a window in every second is performed every 10 ms. The size and the step length of the sliding window can be automatically adjusted according to the learning result. Typically, a step size smaller than the window size will result in overlapping of different windows. The step size is the forward distance and the number of sliding windows is typically greater than the number of fixed windows, depending mainly on the window size and step size, the frame rates occurring in the same sliding window will also be grouped into a sequence of frame rates, although due to overlapping the frame rates may repeat among multiple sliding windows. After constructing the frame rate sequences by utilizing the sliding window technology, generating an event counting matrix X, and calculating the occurrence times of each frame rate event in each frame rate sequence to form event counting vectors. For example, [0,2,1 ]]It is shown that in this frame rate sequence, event2 occurs 2 times and event3 occurs 1 time. Finally, a number of technical vectors are structured as an event count matrix X, where X i,j The number of times event j occurs in the ith frame rate sequence is recorded.
Further, after the step of determining the frame rate variation amplitude of the rendering target within the preset duration according to the frame rate data, 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 variation amplitude.
In this embodiment, compared with the conventional sliding window, the sliding window in this embodiment dynamically adjusts the window size and the step size of the sliding window according to the amplitude of the frame rate fluctuation, for example, the original window size and the step size are both set to 50ms, the sliding window slides 10 times per second, if the frame rate is found to be larger within the range of 20ms in the learning process, the window size of the sliding window is modified to 20ms, and the step size is correspondingly adjusted, so that adaptive learning is achieved, and the detection accuracy can be improved.
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 unchanged 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, resolving the frame rate data actually means that each frame rate data is resolved 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, event1 indicates that the frame rate Event is greater than a fluctuation threshold, and the resolution needs to be reduced; event2 represents equal to the fluctuation threshold, the resolution remains unchanged; event3 indicates that less than the fluctuation threshold, the resolution of the rendered object needs to be increased. That is, 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-reducing event; if the frame rate data is equal to a preset fluctuation threshold value, determining that a frame rate event corresponding to the frame rate data is a resolution unchanged event; if the frame rate data is smaller than the preset fluctuation threshold value, determining that the frame rate event corresponding to the frame rate data is an increased resolution event.
According to the VR game rendering optimization method, the frame rate data are analyzed to determine the frame rate event corresponding to each frame rate data; extracting features of the frame rate data to encode the frame rate data into feature vectors according to frame rate events corresponding to the frame rate data; inputting the feature vector into a pre-constructed fluctuation amplitude detection model to determine the frame rate variation amplitude of the rendering target within the preset duration based on a fluctuation amplitude detection algorithm. In the embodiment, the fluctuation amplitude detection model is used for detecting the frame rate variation amplitude of the rendering target within the preset duration, 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 optimization apparatus, and referring to fig. 4, the VR game rendering optimization apparatus includes:
the frame rate data acquisition module 100 is used for acquiring 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 rendering target within the preset duration;
the resolution adjustment module 300 is configured to reduce the 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 reduced resolution rendering target.
Further, the frame rate change amplitude determining module is further configured to:
analyzing the frame rate data to determine frame rate events corresponding to the frame rate data;
extracting features of the frame rate data to encode the frame rate data into feature vectors according to frame rate events corresponding to the frame rate data;
inputting the feature vector into a pre-constructed fluctuation amplitude detection model to determine the frame rate variation amplitude of the rendering target within the preset duration based on a fluctuation amplitude detection algorithm.
Further, the frame rate change amplitude determining 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;
counting the events of each frame rate sequence of 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;
and combining the feature vectors corresponding to the frame rate sequences in the frame rate sequence group into a feature 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 variation amplitude.
Further, the frame rate change amplitude determining module is further configured to:
if the frame rate data is larger than a preset fluctuation threshold value, 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 the preset fluctuation threshold value, determining that a frame rate event corresponding to the frame rate data is a resolution unchanged event;
and if the frame rate data is smaller than the preset fluctuation threshold value, determining that the frame rate event corresponding to the frame rate data is an increased resolution event.
Further, the frame rate data acquisition module is further configured to:
timing through a timer to obtain the number of frames per second of the rendering target within the preset duration;
and determining frame rate data of the rendering target in the preset duration based on the frame number of the rendering target per second in the preset duration.
Further, the resolution adjustment module is further configured to:
acquiring 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, an embodiment of the present invention further provides a computer readable storage medium, where a VR game rendering optimization program is stored, where the VR game rendering optimization program, when executed by a processor, implements the steps of the VR game rendering optimization method according to any one of the foregoing embodiments.
The specific embodiments of the computer readable storage medium of the present invention are substantially the same as the embodiments of the VR game rendering optimization method described above, 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 one … …" does not exclude the presence of other like elements in a process, method, article, or system that comprises the element.
The foregoing embodiment numbers of the present invention are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
From the above description of the embodiments, it will be clear to those skilled in the art that the above-described embodiment method may be implemented by means of software plus a necessary general hardware platform, but of course may also be implemented by means of hardware, but in many cases the former is a preferred embodiment. Based on such understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art in the form of a software product stored in a storage medium (e.g. ROM/RAM, magnetic disk, optical disk) as described above, comprising instructions for causing a terminal device (which may be a mobile phone, a computer, a server, an air conditioner, or a network device, etc.) to perform the method according to the embodiments of the present invention.
The foregoing description is only of the preferred embodiments of the present invention, and is not intended to limit the scope of the invention, but rather is intended to cover any equivalents of the structures or equivalent processes disclosed herein or in the alternative, which may be employed directly or indirectly in other related arts.

Claims (7)

1. The VR game rendering optimization method is characterized by comprising the following steps of:
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;
if the frame rate variation 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 after the resolution is reduced;
the step of determining the frame rate variation amplitude of the rendering target in the preset duration according to the frame rate data comprises the following steps:
analyzing the frame rate data to determine frame rate events corresponding to the frame rate data;
extracting features of the frame rate data to encode the frame rate data into feature vectors according to frame rate events corresponding to the frame rate data;
inputting the feature vector into a pre-constructed fluctuation amplitude detection model to determine the frame rate variation amplitude of the rendering target within the preset duration based on a fluctuation amplitude detection algorithm;
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 value, 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 the preset fluctuation threshold value, determining that a frame rate event corresponding to the frame rate data is a resolution unchanged event;
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;
the step of reducing the resolution corresponding to the rendering target includes:
acquiring 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.
2. The VR game rendering optimization method of claim 1, wherein the step of feature extracting the frame rate data to encode the frame rate data into feature vectors according to a frame rate event corresponding to each of the 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;
counting the events of each frame rate sequence of 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;
and combining the feature vectors corresponding to the frame rate sequences in the frame rate sequence group into a feature matrix to obtain an event counting matrix.
3. The VR game rendering optimization method of claim 2, wherein after the step of determining the frame rate variation amplitude of the rendering target within the preset time period according to the frame rate data, further comprises:
and adjusting the window size and the sliding step length corresponding to the sliding window according to the frame rate variation amplitude.
4. The VR game rendering optimization method of claim 1, wherein the step of obtaining frame rate data for rendering the rendering target within a preset duration comprises:
timing through a timer to obtain the number of frames per second of the rendering target within the preset duration;
and determining frame rate data of the rendering target in the preset duration based on the frame number of the rendering target per second in the preset duration.
5. VR game rendering optimization apparatus, characterized in that it employs the VR game rendering optimization method as set forth in any one of claims 1 to 4, 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;
the frame rate change amplitude determining module is used for determining the frame rate change amplitude of the rendering target in the preset duration according to the frame rate data;
and the resolution adjustment module is used for reducing the resolution corresponding to the rendering target if the frame rate variation amplitude exceeds a preset threshold value, and updating the rendering picture of the VR game based on the rendering target after the resolution is reduced.
6. A VR game rendering optimization apparatus, characterized in that the VR game rendering optimization apparatus comprises: memory, a processor, and a VR game rendering optimization stored on the memory and executable on the processor, which when executed by the processor, implement the steps of the VR game rendering optimization method of any one of claims 1 to 4.
7. A computer readable storage medium, wherein a VR game rendering optimization program is stored on the computer readable storage medium, which when executed by a processor, implements the steps of the VR game rendering optimization method of any one of claims 1 to 4.
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