CN115193065A - Game picture live broadcasting method and device and computer equipment - Google Patents

Game picture live broadcasting method and device and computer equipment Download PDF

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Publication number
CN115193065A
CN115193065A CN202210797178.8A CN202210797178A CN115193065A CN 115193065 A CN115193065 A CN 115193065A CN 202210797178 A CN202210797178 A CN 202210797178A CN 115193065 A CN115193065 A CN 115193065A
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China
Prior art keywords
virtual character
live
live broadcast
game
action
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CN202210797178.8A
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Chinese (zh)
Inventor
辛一
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202210797178.8A priority Critical patent/CN115193065A/en
Publication of CN115193065A publication Critical patent/CN115193065A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/577Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides a live game picture broadcasting method and device and computer equipment, and belongs to the technical field of computers. The method comprises the following steps: determining at least one target virtual character in a game scene to be live broadcast; acquiring target action information of each live broadcast picture in a live broadcast picture sequence of the game scene, wherein the live broadcast picture sequence comprises a plurality of continuous live broadcast pictures, and the target action information in each live broadcast picture comprises action information of each target virtual character; determining the action change priority of each target virtual role according to the target action information of each live broadcast picture in the live broadcast picture sequence; and determining the game pictures to be played according to the action change priority of each target virtual character. The method and the device can avoid missing the fighting pictures in the game, and further can improve the live broadcast effect of the game pictures.

Description

Game picture live broadcast method and device and computer equipment
Technical Field
The application relates to the technical field of computers, in particular to a game picture live broadcasting method and device and computer equipment.
Background
With the development of computer technology, more and more electronic games enter people's lives, many electronic games also require participation of multiple players, and these electronic games also provide a fighting function or a live broadcast function so that others can view pictures in the electronic games in real time.
In the related art, when a live video game or a live video game is played in real time, a director or a related person may select a home screen, which may be a view of a virtual character in the video game in general. In the event that a battle scene or other highlights appear in other avatars in the video game, the director or related technician may choose to replay the view of the other avatars in addition to the view of the avatars in this home screen.
However, the related art scheme mainly depends on the control of the director or the related technical personnel to play the corresponding game pictures. Therefore, the related art scheme has the problem that a battle picture or other wonderful pictures in a game are easy to miss, and further the problem that the live broadcast effect of the game picture is poor is caused.
Disclosure of Invention
The application aims to provide a game picture live broadcast method, a game picture live broadcast device and computer equipment, which can avoid missing a battle picture in a game and further improve the game picture live broadcast effect.
The embodiment of the application is realized as follows:
in a first aspect of an embodiment of the present application, a method for live broadcasting of a game screen is provided, where the method includes:
determining at least one target virtual character in a game scene to be live broadcast;
acquiring target action information of each live broadcast picture in a live broadcast picture sequence of the game scene, wherein the live broadcast picture sequence comprises a plurality of continuous live broadcast pictures, and the target action information in each live broadcast picture comprises action information of each target virtual character;
determining the action change priority of each target virtual role according to the target action information of each live broadcast picture in the live broadcast picture sequence;
and determining the game pictures to be played according to the action change priority of each target virtual character.
Optionally, the acquiring target action information of each live view in a live view sequence of the game scene includes:
and acquiring the action and the movement direction of each target virtual character in each live broadcast picture to obtain target action information of each live broadcast picture.
Optionally, the action change priority of each target virtual character is determined according to the target action information of each live view in the live view sequence:
respectively determining the action change information of each target virtual role between adjacent live broadcast pictures;
determining the action change times of each target virtual character according to the action change information of each target virtual character between adjacent live broadcast pictures;
and determining the action change priority of each target virtual character according to the determined action change times of each target virtual character.
Optionally, the determining motion change information of each target virtual character between adjacent live frames respectively includes:
comparing whether predicted action information corresponding to a first live broadcast picture is matched with action information of a first virtual role in a second live broadcast picture, wherein the second live broadcast picture is a live broadcast picture which is adjacent to the first live broadcast picture, and the first virtual role is any one target virtual role in all target virtual roles;
if not, determining that the motion or motion direction of the first virtual character changes in the first live broadcast picture and the second live broadcast picture.
Optionally, before comparing whether the predicted action information corresponding to the first live view and the action information of the first virtual character in the second live view are matched, the method further includes:
comparing the action of the first virtual character in the first live-action picture with a plurality of preset actions in a preset action library, and determining a target preset action which is the same as the action of the first virtual character in the first live-action picture;
taking the next action of the target preset action as a predicted action of the first virtual character in the corresponding predicted action information in the first live-action picture;
and taking the motion direction of the first virtual character in the first live-action picture as the prediction direction in the predicted action information.
Optionally, the determining, according to the motion change information of each target virtual character between adjacent live broadcast frames, the number of motion changes of each target virtual character includes:
and determining the frequency of the change of the action information of each target virtual character between any adjacent live broadcast pictures according to the target action information in each live broadcast picture within a preset time length.
Optionally, the determining, according to the action change priority of each target virtual character, a game screen that needs to be played further includes:
and if the action information of each target virtual character changes between any adjacent live broadcast pictures, determining the visual angle picture corresponding to each target virtual character as a game picture to be played.
Optionally, the determining, according to the priority of the action change of each target virtual character, a game screen that needs to be played includes:
and if the times of the change of the action information of each target virtual character between any adjacent live broadcast pictures in a preset time length are greater than a preset time threshold, determining the visual angle picture corresponding to each target virtual character as a game picture to be played.
Optionally, the determining, according to the action change priority of each target virtual character, a game screen that needs to be played includes:
and taking the view angle picture corresponding to the target virtual character with the maximum number of times of changing action information between any adjacent live broadcast pictures in a preset time length as a game picture to be played.
Optionally, the determining at least one target virtual character in the game scene to be live broadcast includes:
and if at least one other virtual character exists in a preset area where a second virtual character is located in the game scene, taking the second virtual character as the target virtual character.
Optionally, each of the target virtual characters includes a main view virtual character and an associated virtual character of the main view virtual character;
the determining at least one target virtual character in the game scene to be live broadcast comprises:
and determining each associated virtual character in the live broadcast picture as the target virtual character, wherein the position of the associated virtual character is within a preset range of the main view virtual character.
In a second aspect of the embodiments of the present application, there is provided a game screen live broadcasting apparatus, including:
the system comprises a first determining module, a second determining module and a third determining module, wherein the first determining module is used for determining at least one target virtual character in a game scene to be live broadcast;
the acquisition module is used for acquiring target action information of each live broadcast picture in a live broadcast picture sequence of the game scene, wherein the live broadcast picture sequence comprises a plurality of continuous live broadcast pictures, and the target action information in each live broadcast picture comprises action information of each target virtual character;
the second determining module is used for determining the action change priority of each target virtual role according to the target action information of each live broadcast picture in the live broadcast picture sequence;
and the third determining module is used for determining the game pictures needing to be played according to the action change priority of each target virtual character.
In a third aspect of the embodiments of the present application, a computer device is provided, where the computer device includes a memory, a processor, and a computer program stored in the memory and executable on the processor, and when executed by the processor, the computer program implements the game screen live broadcast method described in the first aspect.
In a fourth aspect of the embodiments of the present application, a computer-readable storage medium is provided, where a computer program is stored, and when executed by a processor, the computer program implements the game screen live broadcast method according to the first aspect.
The beneficial effects of the embodiment of the application include:
according to the game picture live broadcast method provided by the embodiment of the application, at least one target virtual character in a game scene to be live broadcast is determined, target action information of each live broadcast picture in a live broadcast picture sequence of the game scene is obtained, action change priority of each target virtual character is determined according to the target action information of each live broadcast picture in the live broadcast picture sequence, and the game picture to be played is determined according to the action change priority of each target virtual character.
The method comprises the steps of determining at least one target virtual character in a game scene to be live broadcasted, and obtaining target action information of each live broadcast picture in a live broadcast picture sequence of the game scene, so that the action information of each target virtual character in each live broadcast picture can be accurately determined.
And determining the action change priority of each target virtual character according to the target action information of each live broadcast picture in the live broadcast picture sequence, wherein the live broadcast pictures are arranged according to the time sequence, so that whether the action information of each target virtual character changes in any two continuous live broadcast pictures can be determined according to the action information of each target virtual character in each live broadcast picture, and the action change priority of each target virtual character can be further determined.
The game pictures to be played are determined according to the action change priorities of the target virtual characters, and because the action change priorities of the target virtual characters can indicate the possibility of fighting of the target virtual characters and also indicate the possibility of fighting scenes, wonderful operations or wonderful pictures in the live broadcast pictures including the target virtual characters, the game pictures to be played are determined according to the action change priorities of the target virtual characters, so that the game pictures in the game can be prevented from missing, and the live broadcast effect of the game pictures can be improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a flowchart of a first game picture live broadcast method provided in an embodiment of the present application;
fig. 2 is a flowchart of a second game screen live broadcast method according to an embodiment of the present application;
fig. 3 is a flowchart of a third method for live playing game frames according to an embodiment of the present application;
fig. 4 is a flowchart of a fourth game screen live broadcast method according to an embodiment of the present application;
fig. 5 is a flowchart of a fifth method for live playing game pictures according to an embodiment of the present application;
fig. 6 is a flowchart of a sixth game screen live broadcast method according to an embodiment of the present application;
fig. 7 is a flowchart of a fifth method for live playing game pictures according to an embodiment of the present application;
fig. 8 is a schematic structural diagram of a game screen live broadcasting device according to an embodiment of the present application;
fig. 9 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, as presented in the figures, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments in the present application without making any creative effort belong to the protection scope of the present application.
In the related art, when a live video Game or a live video Game is played in real time, such as a Multiplayer Online Battle Game (MOBA) or a massively Multiplayer Online Role-Playing Game (MMORPG), a director or a related person may select a main screen, which may be a view angle of a virtual character in the video Game. In the event that a battle scene or other highlights appear in other avatars in the video game, the director or related technician may choose to replay the view of the other avatars in addition to the view of the avatars in the home view. However, the related art scheme mainly depends on the director or the control of the related technical staff to play the corresponding game picture. Therefore, the related art scheme has the problem that a battle picture or other wonderful pictures in a game are easy to miss, and further the problem that the live broadcast effect of the game picture is poor is caused.
Therefore, the game picture live broadcasting method provided by the embodiment of the application obtains the target action information of each live broadcast picture in the live broadcast picture sequence of the game scene by determining at least one target virtual character in the game scene to be live broadcast, determines the action change priority of each target virtual character according to the target action information of each live broadcast picture in the live broadcast picture sequence, and determines the game picture to be played according to the action change priority of each target virtual character, so that the game picture can be prevented from missing a battle picture in a game, and the live broadcast effect of the game picture can be improved.
The game picture live broadcasting method in one embodiment of the application can be operated on the terminal equipment or the server. The terminal device may be a local terminal device. When the game screen live broadcast method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (6) cloud games. Taking a cloud game as an example, the cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the game display method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are coded and compressed, the data are returned to the client device through a network, and finally, the data are decoded through the client device and the game pictures are output.
In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player by holographic projection. By way of example, the local terminal device may include a display screen for presenting a graphical user interface including game screens and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a possible implementation manner, an embodiment of the present invention provides a game screen live broadcast method, where a graphical user interface is provided by a first terminal device, where the first terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in a cloud interaction system.
The embodiment of the application takes a game picture live broadcast method applied to a live broadcast terminal game scene as an example for explanation. However, the embodiment of the application is not indicated to be only applicable to playing the live game pictures of the terminal games.
In addition, the game picture live broadcasting method may be implemented as one function in the game program, or may be implemented as an independent live broadcasting program or a spectator program, which is not limited in this embodiment of the present application.
In addition, when any one of the electronic games corresponding to the game program is live broadcast or watched, the match data in the electronic game, such as the attributes of each virtual character, is not affected.
The following explains the game screen live broadcast method provided in the embodiment of the present application in detail.
Fig. 1 is a flowchart of a game screen live broadcast method provided by the present application, where the method may be applied to a computer device, and the computer device may be the foregoing terminal device or server. Referring to fig. 1, an embodiment of the present application provides a game screen live broadcast method, including:
step 1001: at least one target virtual character in a game scene to be live broadcast is determined.
Optionally, the game scene to be live broadcast may refer to a virtual scene in an electronic game selected by a related technician or a user and needing live broadcast. The virtual scene may include at least one virtual character, at least one virtual object, a virtual camera, and the like.
When the electronic game is live broadcast or in battle, the computer equipment can acquire and analyze the game data of the electronic game so as to generate a corresponding game scene and/or a game picture according to the game data, and further display each virtual character and each virtual object in the game scene.
The game data may include, for example and without limitation, a position of each virtual object in the game scene in the electronic game, model data of each virtual object, an occlusion relationship of each virtual object, a real-time position of each virtual character, a name of each virtual character, an action of each virtual character, an occupation of each virtual character, a skill cooling time of each virtual character, a life value of each virtual character, an attribute of each virtual character, and the like.
In addition, the game data can be acquired in real time when the electronic game is live broadcast or viewed. The game data may also be acquired after a certain delay.
For example, in some electronic games for real-time battle, the game data may be acquired after a certain period of time after the game starts, or the game data may be analyzed after a certain period of time after the game data is acquired to display the game scene and/or the game picture.
Alternatively, the target virtual character may refer to any virtual character in the electronic game, or may refer to any virtual character manipulated by a player in the electronic game.
Further, determining at least one target virtual character in the game scene to be live broadcast may refer to determining positions of the target virtual characters and determining information such as distances between the target virtual characters.
Step 1002: and acquiring target action information of each live broadcast picture in the live broadcast picture sequence of the game scene.
Optionally, the sequence of live pictures includes a plurality of consecutive live pictures therein.
The live frames are arranged according to time sequence.
Each live view may include all virtual characters and all virtual objects in the game scene, or may include a part of virtual characters and a part of virtual objects in the game scene. Related technicians or users can change the contents displayed in each live broadcast picture by adjusting parameters such as height, direction and visual angle of the virtual camera.
Optionally, the target action information in each live screen includes action information of each target virtual character.
The motion information of each target virtual character may include a motion and a moving direction of each target virtual character.
Note that the live-view sequence may refer to a sequence of views in which live views obtained by analyzing the game data are arranged in time series. As the acquired game data increases, the number of live frames in the live frame sequence may also increase. If the game data is acquired and/or analyzed in real time, the last live view in the live view sequence can display the information of the positions, the actions, the moving directions, the skill cooling time and the like of the virtual characters in the current game scene.
Step 1003: and determining the action change priority of each target virtual role according to the target action information of each live broadcast picture in the live broadcast picture sequence.
Optionally, the action change priority may be used to characterize the number of times or frequency that the action and the moving direction of each target avatar change in any two consecutive live frames within a certain time period.
It should be noted that if the number of times or frequency of the motion and the moving direction of any target virtual character change in any two consecutive live broadcast pictures is higher within a certain time period, it indicates that the motion change priority is higher, and then the probability of the target virtual character fighting is higher, that is, the probability of a battle scene, a highlight operation or a highlight picture occurring in the live broadcast picture including the target virtual character is higher.
If the number of times that the action and the movement direction of any target virtual character change in any two continuous live broadcast pictures is less or the frequency is lower within a certain time length, it indicates that the action change priority is lower, and then the possibility that the target virtual character fights is lower, that is, the possibility that a battle scene, a highlight operation or a highlight picture appears in the live broadcast picture including the target virtual character is lower.
Therefore, the action change priority of each target virtual character can be determined according to the target action information of each live broadcast picture. In addition, the action change priority of each target virtual character may indicate the possibility of battle of each target virtual character, and may also indicate the possibility of battle scenes, highlight operations, or highlights appearing in the live broadcast including this target virtual character. Then, in the case where the action change priority of each target virtual character is determined, the subsequent operation is facilitated.
Step 1004: and determining the game pictures to be played according to the action change priority of each target virtual character.
Optionally, the game picture to be played may refer to a game picture of a virtual character in which a battle scene, a highlight operation, or a highlight picture may occur, may also refer to a game picture of a virtual character in which a battle scene, a highlight operation, or a highlight picture is occurring, and may also be a game picture to be played according to other possible conditions, which is not limited in this embodiment of the application.
Generally, a user or a spectator needs to watch a battle scene, a highlight operation or a highlight picture of each virtual character, so that the determined game pictures to be played may include each target virtual character with a higher action change priority and other virtual characters that are closer to each target virtual character with a higher action change priority, which is not limited in the embodiment of the present application.
It should be noted that, since the action change priority of each target virtual character can indicate the possibility of battle of each target virtual character, and also can indicate the possibility of battle scene, wonderful operation or wonderful picture in the live broadcast picture including the target virtual character, the game picture to be played can be determined according to the action change priority of each target virtual character, thereby avoiding missing the battle picture in the game, and further improving the live broadcast effect of the game picture.
In the embodiment of the application, at least one target virtual character in a game scene to be live broadcasted is determined, target action information of each live broadcast picture in a live broadcast picture sequence of the game scene is obtained, action change priority of each target virtual character is determined according to the target action information of each live broadcast picture in the live broadcast picture sequence, and a game picture needing to be broadcasted is determined according to the action change priority of each target virtual character.
The method comprises the steps of determining at least one target virtual character in a game scene to be live-broadcasted, and acquiring target action information of each live-broadcasted picture in a live-broadcasted picture sequence of the game scene, so that the action information of each target virtual character in each live-broadcasted picture can be accurately determined.
And determining the action change priority of each target virtual character according to the target action information of each live broadcast picture in the live broadcast picture sequence, wherein the live broadcast pictures are arranged according to the time sequence, so that whether the action information of each target virtual character changes in any two continuous live broadcast pictures can be determined according to the action information of each target virtual character in each live broadcast picture, and the action change priority of each target virtual character can be further determined.
The game pictures to be played are determined according to the action change priorities of the target virtual characters, and because the action change priorities of the target virtual characters can indicate the possibility of fighting of the target virtual characters and also indicate the possibility of fighting scenes, wonderful operations or wonderful pictures in the live broadcast pictures including the target virtual characters, the game pictures to be played are determined according to the action change priorities of the target virtual characters, so that the game pictures in the game can be prevented from missing, and the live broadcast effect of the game pictures can be improved.
In one possible implementation manner, referring to fig. 2, acquiring target motion information of each live view in a live view sequence of the game scene includes:
step 1005: and acquiring the action and the movement direction of each target virtual character in each live broadcast picture to obtain target action information of each live broadcast picture.
Alternatively, the motion and the direction of motion of each live view and each target virtual character in each live view may be obtained by analyzing the acquired game data. The live broadcast pictures can also be obtained by analyzing the acquired game data, and then the motion and the motion direction of each target virtual character in each live broadcast picture are respectively acquired through an image segmentation algorithm, a motion recognition algorithm and/or a motion prediction algorithm, which is not limited in the embodiment of the present application.
Under the condition, the action and the movement direction of each target virtual character in each live broadcast picture can be accurately and completely determined, and further the target action information of each live broadcast picture can be accurately and completely obtained. Therefore, the accuracy and the reliability of the game picture live broadcast method can be improved.
In one possible implementation manner, referring to fig. 3, determining the action change priority of each target virtual character according to the target action information of each live view in the live view sequence includes:
step 1006: and respectively determining the action change information of each target virtual character between each two adjacent live broadcast pictures.
Alternatively, the motion change information may be used to indicate whether the motion and/or direction of motion of the target avatar has changed between any two adjacent live frames. The motion change information can also be used for indicating whether the body model of each target virtual character is changed between any two adjacent live frames.
The position model is used for indicating the occupied area of the target virtual character in the live broadcast picture or the game scene. Specifically, the body model may be further processed correspondingly through an image segmentation algorithm, an action recognition algorithm and/or a motion prediction algorithm to determine an action, a motion direction, a position in the game scene and/or an area occupied by the target virtual character in the live broadcast picture, which is not limited in the embodiment of the present application.
The motion change information may be specifically used to indicate whether the motion, motion direction and/or body model of the target virtual character in a frame subsequent to the two adjacent frames of live broadcast frames matches the motion, motion direction and/or body model of the target virtual character in a frame previous to the two adjacent frames of live broadcast frames.
Illustratively, if the action of a target avatar in the frame immediately preceding the two adjacent frames of live broadcast is running and raising the left foot, and the action of the target avatar in the frame immediately succeeding the two adjacent frames of live broadcast is running and lowering the left foot and raising the right foot, it can be determined that the action of the target avatar in the next live view of the two adjacent live views matches the action of the target avatar in the previous live view of the two adjacent live views.
If the action of a target virtual character in the previous frame of live broadcast picture of the two adjacent frames of live broadcast pictures is running and left foot lifting, and the action of the target virtual character in the next frame of live broadcast picture of the two adjacent frames of live broadcast pictures is releasing skill, jumping or evasion, the action of the target virtual character in the next frame of live broadcast picture of the two adjacent frames of live broadcast pictures can be determined to be not matched with the action of the target virtual character in the previous frame of live broadcast picture of the two adjacent frames of live broadcast pictures.
For example, if the direction of the movement of a target avatar in the previous live view of two adjacent live views is leftward and the direction of the target avatar in the next live view of two adjacent live views is rightward, it may be determined that the direction of the movement of the target avatar in the next live view of two adjacent live views does not match the direction of the movement of the target avatar in the previous live view of two adjacent live views.
If the moving directions of the same target virtual character in the two adjacent live broadcast pictures are the same, the moving directions of the target virtual character in the two live broadcast pictures can be determined to be matched.
For another example, if the size or position of the area occupied by the target virtual character in the live broadcast picture or the game scene, which is indicated by the position model of the target virtual character in the previous live broadcast picture of the two adjacent frames of live broadcast pictures, is larger than the size or position of the area occupied by the target virtual character in the live broadcast picture or the game scene, which is indicated by the position model of the same target virtual character in the next live broadcast picture of the two adjacent frames of live broadcast pictures, it may be determined that the position models of the target virtual character in the two adjacent frames of live broadcast pictures are not matched. And otherwise, determining that the body models of the target virtual character in the two adjacent live frames are matched.
It should be noted that, specifically, whether the motion, the motion direction, and/or the body model of each target virtual character between any two adjacent live frames is changed or matched may be determined by invoking a corresponding model or a corresponding algorithm, which is not limited in this embodiment of the present application.
Step 1007: and determining the action change times of each target virtual character according to the action change information of each target virtual character between adjacent live broadcast pictures.
Optionally, the number of times of motion change may be the number of times of motion change and/or the number of times of motion direction change of each target avatar between adjacent live frames, and the number of times of motion change may also be used to indicate the number of times of area occupied by the position model of each target avatar between adjacent live frames changes.
It should be noted that the more times of motion change of a target avatar can indicate that the target avatar has more times or more frequency of motion, motion direction and/or position model change or mismatch in any two frames of the live view sequence.
Step 1008: and determining the action change priority of each target virtual character according to the determined action change times of each target virtual character.
It should be noted that, since the number of motion changes may refer to the number of times that the motion, the movement direction and/or the position model of each target virtual character between adjacent live frames changes, the greater the number of motion changes may indicate that the target virtual character is more likely to fight, that is, the more likely the battle scene, the wonderful operation or the wonderful frame appears in the live frame including the target virtual character.
Therefore, as the number of times of change of the operation of each target virtual character increases, it can be determined that the priority of change of the operation of each target virtual character increases. Otherwise, the lower the action change priority of each target virtual role is determined. In addition, under the condition of determining the action change priority of each target virtual character, the game picture needing to be played can be determined, so that the fighting picture in the game can be prevented from being missed, and the live broadcast effect of the game picture can be improved.
In one possible implementation manner, referring to fig. 4, the determining motion change information of each target avatar between adjacent live frames includes:
step 1009: and comparing whether the predicted action information corresponding to the first live broadcast picture is matched with the action information of the first virtual role in the second live broadcast picture.
Optionally, the first virtual character is any one of the target virtual characters, and the first virtual character may also be any one of the target virtual characters appearing in the first live view and the second live view at the same time, which is not limited in this embodiment of the present disclosure.
Optionally, the first live view may be a live view analyzed in real time or obtained in real time, the first live view may also be any live view in the live view sequence, and the first live view may also be a last live view in the live view sequence, which is not limited in this embodiment of the present application.
Optionally, the second live frame is a live frame after and adjacent to the first live frame.
Alternatively, the predicted motion information may refer to motion information of each target virtual object predicted from motion information of each target virtual object in the first live view that is possible in a live view next to the first live view. The predicted motion information may specifically include a motion, a motion direction, and/or a body position model of each target virtual object predicted according to the motion, the motion direction, and/or the body position model of each target virtual object in the first live view, which is possible in a next live view of the first live view.
Step 1010: and if not, determining that the motion or motion direction of the first virtual character in the first live broadcast picture and the second live broadcast picture is changed.
Under the condition that the predicted action information corresponding to the first live broadcast picture is not matched with the action information of the first virtual character in the second live broadcast picture, and because the first live broadcast picture and the second live broadcast picture are two adjacent live broadcast pictures, the action, the motion direction and/or the body position model of the first virtual character in the first live broadcast picture and the second live broadcast picture can be determined to be changed.
In one possible implementation manner, referring to fig. 5, before comparing whether the predicted motion information corresponding to the first live view and the motion information of the first virtual character in the second live view match, the method further includes:
step 1011: and comparing the action of the first virtual character in the first live-broadcast picture with a plurality of preset actions in a preset action library, and determining a target preset action which is the same as the action of the first virtual character in the first live-broadcast picture.
Alternatively, the preset action library may be a database created in advance by a person skilled in the art.
The preset action library may include actions that all virtual characters in the electronic game may perform, such as walking, running, jumping, squatting, evasion, skill releasing, recovering, and the like. And the preset action library may include the decomposition actions of each action that each virtual character may perform, for example, a running action may be decomposed into: running and lifting the right foot, putting down the right foot and lifting the left foot, \ 8230, putting down the right foot and stopping running or putting down the left foot and stopping running and other resolving actions.
Each of the decomposition actions is a sub-action performed at a different stage when the virtual character performs a complete action, and a certain order is also present between the decomposition actions. For example, in the above-described running motion, one motion after lowering the right foot and raising the left foot is generally to lower the left foot and raise the right foot or lower the left foot and stop running.
In addition, each decomposition action of other complete actions also has a certain sequence, which is not described herein.
Optionally, each preset action may comprise each decomposed action.
Optionally, the target preset action is the same as the action of the first avatar in the first live view.
Then, comparing the motion of the first virtual character in the first live view with a plurality of preset motions in a preset motion library may refer to comparing the motion of the first virtual character in the first live view with each preset motion or each decomposition motion to accurately determine which decomposition motion the motion of the first virtual character in the first live view is the same, and the decomposition motion that is the same as the motion of the first virtual character is the target preset motion.
Step 1012: and taking the next action of the target preset action as the predicted action of the first virtual character in the corresponding predicted action information in the first live image.
It should be noted that, when the target preset action is determined, the next action of the target preset action may be determined according to the sequence between the decomposition actions, so that the action that the first avatar may perform in the second live view is predicted.
Step 1013: and taking the motion direction of the first virtual character in the first live-action picture as the prediction direction in the predicted motion information.
In addition, the motion direction of the first avatar in the first live view can be predicted according to an optical flow algorithm to obtain the possible motion direction of the first avatar in the second live view, and then the possible motion direction of the first avatar in the second live view, which is predicted according to the motion direction of the first avatar in the first live view by the optical flow algorithm, can also be taken as the prediction direction. The embodiment of the present application does not limit this.
Therefore, the action and the movement direction of the first virtual character possibly executed in the second live broadcast picture can be accurately predicted according to the action and the movement direction of the first virtual character in the first live broadcast picture. Therefore, the accuracy and reliability of comparing the predicted action information corresponding to the first live broadcast picture with the action information of the first virtual character in the second live broadcast picture can be improved, and the accuracy and reliability of the game picture live broadcast method can be further improved.
In one possible implementation manner, determining the number of times of change of motion of each target virtual character according to motion change information of each target virtual character between adjacent live broadcast frames includes:
and determining the frequency of the change of the action information of each target virtual character between any adjacent live broadcast pictures according to the target action information in each live broadcast picture within a preset time length.
Alternatively, the preset time period may be a time period set by a related technician or user. The time length of the preset duration can be set according to actual needs, and the embodiment of the application does not limit the time length.
If the number of times that the action information of any target virtual character changes between any adjacent live broadcast pictures in the preset time length is larger than a preset number threshold, the possibility that the target virtual character fights is higher.
For example, the current time may be generally used as the ending time for counting the number of times that the motion information of each target avatar changes between any adjacent live broadcast pictures, and the time before the current time and with the time span of the preset time length may be used as the starting time for counting the number of times that the motion information of each target avatar changes between any adjacent live broadcast pictures.
Therefore, the action change times of each target virtual character within the preset time can be accurately counted, so that the battle pictures, wonderful operations or wonderful pictures which may occur in the game can be avoided from being missed, and the live broadcast effect of the game pictures can be further improved.
After the action change priority of each target virtual character is determined, the game picture to be played can be determined according to the action change priority of each target virtual character. And since a higher priority of the action change may indicate a higher probability of the target avatar fighting, that is, a higher probability of a fighting scene, a highlight operation, or a highlight occurring in a live view including the target avatar. Therefore, the method can avoid missing the fighting pictures in the game, and further improve the live broadcast effect of the game pictures.
The embodiment of the present application provides the following three ways of determining a game screen to be played according to the action change priority of each target virtual character, specifically as follows:
the first mode, which determines a game screen to be played based on the action change priority of each target virtual character, includes:
and if the action information of each target virtual character changes between any adjacent live broadcast pictures, determining the view angle picture corresponding to each target virtual character as a game picture to be played.
Optionally, the view angle picture corresponding to the target virtual character may refer to a virtual picture that is captured by the virtual camera with the first view angle of the target virtual character as the view angle of the virtual camera, may also refer to a virtual picture that is captured by the virtual camera following the target virtual character, and may also refer to a virtual picture that is captured by the virtual camera at any possible position and in any possible capturing direction and includes the target virtual character. In addition, the position and/or the shooting direction of the virtual camera may be adjusted according to actual needs, which is not limited in the embodiment of the present application.
That is, if the motion information of one target virtual character in the game scene changes between any adjacent live view frames, the view angle view frame corresponding to the one target virtual character can be played as the game view frame to be played.
The second mode, which determines a game screen to be played according to the action change priority of each target virtual character, includes:
and if the times of the change of the action information of each target virtual character between any adjacent live broadcast pictures within the preset time length are greater than a preset time threshold value, determining the visual angle picture corresponding to each target virtual character as a game picture to be played.
Alternatively, the preset time period may be a time period set by a related technician or user. The time length of the preset duration can be set according to actual needs, and the embodiment of the application does not limit the time length.
The preset number threshold may be any positive integer set by a person skilled in the art. Generally, the preset number threshold may be set to be large, and the preset number threshold may not be set to be excessively large. Therefore, the target virtual character with high possibility of generating a battle scene can be effectively screened out, and the target virtual character with the battle scene, the wonderful operation or the wonderful picture can be effectively screened out.
If the number of times that the action information of any target virtual character changes between any adjacent live broadcast pictures in the preset time length is larger than a preset number threshold, the possibility that the target virtual character fights is higher.
For example, the current time may be generally used as the ending time for counting the number of times that the motion information of each target avatar changes between any adjacent live broadcast pictures, and the time before the current time and with the time span of the preset time length may be used as the starting time for counting the number of times that the motion information of each target avatar changes between any adjacent live broadcast pictures.
That is, the view angle frame corresponding to each target virtual character can be determined as the game frame to be played by comparing the preset time threshold value with the number of times that the motion information of each target virtual character changes between any adjacent live broadcast frames within the starting time and the ending time.
The third mode, which determines the game picture to be played according to the action change priority of each target virtual character, includes:
and taking the view angle pictures corresponding to the target virtual characters with the maximum times of changing action information between any adjacent live broadcast pictures in the preset time length as the game pictures to be played.
Optionally, the number of the target virtual characters, which have the largest number of times of changing the change action information between any adjacent live broadcast pictures in the preset time period, may be set according to actual needs, generally, the number of the target virtual characters may be set to 2, 4, or 6, and in addition, the number may also be set to another number. The embodiment of the present application does not limit this.
In addition, if it is determined that the number of the game pictures to be played is greater than 1, each game picture to be played can be played in a split screen manner.
In the embodiment of the application, split-screen playing refers to playing a plurality of game pictures on corresponding display devices at the same time.
In one possible mode, when it is determined that the number of game screens to be played is greater than 1, the determining of the game screens to be played based on the priority of motion change of each target virtual character may further include:
and adjusting the size proportion of each game picture on the corresponding display equipment during split-screen playing according to the action change priority of each target virtual character.
Specifically, the size ratio of the game screen on the display device corresponding to the target virtual character having the higher action change priority may be set larger, and the size ratio of the game screen on the display device corresponding to the target virtual character having the lower action change priority may be set smaller. In addition, the area of the display screen of the display device occupied by each game picture can be specifically set according to the number of game pictures to be played, which is not limited in the embodiment of the present application.
In addition, when playing each game screen in a split screen manner, each game screen may be controlled to completely fill the display screen of the display device, and each game screen may also be controlled to not completely fill the display screen of the display device.
In one possible implementation, referring to fig. 6, determining at least one target virtual character in a game scene to be live includes:
step 1014: and if at least one other virtual character exists in the preset area where the second virtual character is located in the game scene, taking the second virtual character as the target virtual character.
Optionally, the second virtual character may refer to any one of target virtual characters in a game scene to be live broadcast.
The other virtual character may refer to any one of the target virtual characters in the game scene to be live broadcast, except for the second virtual character, and the other virtual character may also refer to an enemy virtual character of the second virtual character. The embodiment of the present application does not limit this.
Optionally, the preset area may be an area of any shape, and the size of the preset area may be set or adjusted according to the type of the electronic game, generally, the preset area may be larger than the attack range of any target virtual character, which is not limited in this embodiment of the present application.
It should be noted that, if at least one other virtual character exists in the preset area where the second virtual character is located in the game scene, it may be determined that the second virtual character has a high possibility of possibly fighting. In addition, the determined game picture needing to be played can not have a picture of the target virtual character playing the game in an empty state or a picture of other virtual characters around the target virtual character, so that a battle scene, a wonderful operation or a wonderful picture can be effectively determined.
It should be noted that, under such a circumstance, the view angle pictures of the plurality of second virtual characters with changed action information or higher action change priority in the whole game scene can be displayed at the same time, so that missing of battle pictures, wonderful operations or wonderful pictures possibly occurring in the game can be avoided, and further the live broadcast effect of the game pictures can be improved.
In one possible implementation, referring to fig. 7, each target avatar may further include a main perspective avatar and an associated avatar of the main perspective avatar.
Optionally, the main view virtual character may refer to any one of target virtual characters in a game scene to be live broadcast.
The main view virtual character may be a target virtual character selected by a director or a user, may also be a target virtual character selected at random, and may also be a target virtual character selected according to data such as a fighting force value, a killing number, a fighting loss ratio, and the like of each target virtual character, which is not limited in this embodiment of the present application.
The shooting range of the virtual camera can also continuously follow the virtual character with the main visual angle.
In this case, the view angle screen corresponding to the main view angle virtual character can be continuously used as a game screen to be played. That is, the view angle frame corresponding to the main view angle avatar is always displayed on the display screen of the display device.
Determining at least one target virtual character in a game scene to be live, comprising:
step 1015: and determining each associated virtual role in the live broadcast picture as the target virtual role.
Optionally, the location of the associated virtual character is within a preset range of the main view virtual character.
Optionally, the associated virtual character may be a hostile virtual character of the main perspective virtual character, may also be a virtual character belonging to the same battle as the main perspective virtual character, and may also be a non-player virtual character, which is not limited in this embodiment of the present application.
Alternatively, the preset range may be a range set in advance by a person skilled in the art, and in general, the preset range may be set to be larger, so that it is possible to avoid missing a battle picture, a highlight operation, or a highlight picture that may occur in a game.
It should be noted that, in this way, under the condition that the motion information of the associated virtual character located within the preset range of the main perspective virtual character changes or the priority of motion change is high, the perspective pictures of at least one associated virtual character and the main perspective virtual character can be displayed at the same time. Therefore, the method can avoid missing a battle picture, a wonderful operation or a wonderful picture which may occur to the associated virtual character in the game, and further improve the live broadcast effect of the game picture.
The following describes a device, an apparatus, a computer-readable storage medium, and the like for executing the game screen live broadcast method provided by the present application, and specific implementation processes and technical effects thereof are referred to above, and will not be described again below.
Fig. 8 is a schematic structural diagram of a game screen live broadcasting device according to an embodiment of the present application, and referring to fig. 8, the device includes:
the first determining module 201 is configured to determine at least one target virtual character in a game scene to be live broadcasted.
The obtaining module 202 is configured to obtain target action information of each live view in a live view sequence of the game scene.
The live broadcast picture sequence comprises a plurality of continuous live broadcast pictures, and the target action information in each live broadcast picture comprises the action information of each target virtual role.
And the second determining module 203 is configured to determine the action change priority of each target virtual character according to the target action information of each live view in the live view sequence.
And a third determining module 204, configured to determine, according to the action change priority of each target virtual character, a game screen that needs to be played.
Optionally, the obtaining module 202 is further configured to obtain the motion and the moving direction of each target virtual character in each live view, so as to obtain target motion information of each live view.
Optionally, the second determining module 203 is further configured to determine motion change information of each target avatar between adjacent live frames respectively. And determining the action change times of each target virtual character according to the action change information of each target virtual character between adjacent live broadcast pictures. And determining the action change priority of each target virtual character according to the determined action change times of each target virtual character.
Optionally, the second determining module 203 is further configured to compare whether the predicted motion information corresponding to the first live view matches with the motion information of the first virtual character in the second live view.
The second live broadcast picture is a live broadcast picture which is adjacent to the first live broadcast picture, and the first virtual character is any one of the target virtual characters.
If not, determining that the motion or motion direction of the first virtual character in the first live broadcast picture and the second live broadcast picture changes.
Optionally, the second determining module 203 is further configured to compare the motion of the first virtual character in the first live view with a plurality of preset motions in a preset motion library, and determine a target preset motion that is the same as the motion of the first virtual character in the first live view. And taking the next action of the target preset action as the predicted action of the first virtual character in the corresponding predicted action information in the first live-action picture. And taking the motion direction of the first virtual character in the first live picture as the prediction direction in the predicted action information.
Optionally, the second determining module 203 is further configured to determine, within a preset time length, a number of times that the motion information of each target virtual character changes between any adjacent live broadcast pictures according to the target motion information in each live broadcast picture.
Optionally, the third determining module 204 is further configured to determine, when the motion information of each target virtual character changes between any adjacent live frames, that the view frame corresponding to each target virtual character is a game frame to be played.
Optionally, the third determining module 204 is further configured to determine, when the number of times that the motion information of each target virtual character changes between any two adjacent live broadcast pictures within the preset time duration is greater than a preset number threshold, that the view picture corresponding to each target virtual character is a game picture to be played.
Optionally, the third determining module 204 is further configured to use, as a game picture to be played, a view picture corresponding to a plurality of target virtual characters, in which the number of times of changing motion information between any adjacent live broadcast pictures is the largest within the preset time period, as a view picture corresponding to the target virtual character.
Optionally, the first determining module 201 is further configured to, in the game scene, regard the second virtual character as the target virtual character when at least one other virtual character exists in the preset area where the second virtual character is located.
Optionally, the first determining module 201 is further configured to determine each associated virtual character in the live view as the target virtual character.
The position of the associated virtual character is within a preset range of the main view virtual character.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs), etc. For another example, when one of the above modules is implemented in the form of a Processing element scheduler code, the Processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 9 is a schematic structural diagram of a computer device according to an embodiment of the present application. Referring to fig. 9, the computer apparatus includes: a memory 301 and a processor 302, wherein the memory 301 stores a computer program operable on the processor 302, and the processor 302 executes the computer program to implement the steps of any of the above-mentioned method embodiments.
Optionally, the processor 302 may be configured to determine at least one target avatar in a game scene to be live.
Alternatively, the processor 302 may be configured to obtain target motion information for each live view in the sequence of live views of the game scene.
Optionally, the processor 302 may be configured to determine an action change priority of each target avatar according to target action information of each live view in the live view sequence.
Alternatively, the processor 302 may be configured to determine a game screen to be played according to the action change priority of each target virtual character.
Alternatively, the processor 302 may be configured to obtain the motion and the moving direction of each target virtual character in each live view, and obtain target motion information of each live view.
Alternatively, the processor 302 can be configured to determine motion change information of each target avatar between adjacent live frames, respectively. And determining the action change times of each target virtual character according to the action change information of each target virtual character between adjacent live broadcast pictures. And determining the action change priority of each target virtual character according to the determined action change times of each target virtual character.
Optionally, the processor 302 may be configured to compare the predicted motion information corresponding to the first live view with the motion information of the first avatar in the second live view for a match.
Optionally, the processor 302 can be configured to compare the motion of the first virtual character in the first live view with a plurality of preset motions in a preset motion library, and determine a target preset motion that is the same as the motion of the first virtual character in the first live view. And taking the next action of the target preset action as the predicted action of the first virtual character in the corresponding predicted action information in the first live-action picture. And taking the motion direction of the first virtual character in the first live-action picture as the prediction direction in the predicted motion information.
Alternatively, the processor 302 may be configured to determine, according to the target motion information in each live view, the number of times that the motion information of each target avatar changes between any adjacent live views within a preset time period.
Alternatively, the processor 302 may be configured to determine that the view angle picture corresponding to each target virtual character is a game picture to be played when the motion information of each target virtual character changes between any adjacent live broadcast pictures.
Optionally, the processor 302 may be configured to determine that the view picture corresponding to each target virtual character is a game picture to be played when the number of times that the motion information of each target virtual character changes between any adjacent live broadcast pictures within a preset time length is greater than a preset number threshold.
Optionally, the processor 302 may be configured to use, as a game picture to be played, a view picture corresponding to a plurality of the target virtual characters, in which the number of times of changing motion information changes between any adjacent live broadcast pictures is the largest within the preset time period.
Optionally, the processor 302 may be configured to regard the second virtual character as the target virtual character when at least one other virtual character exists in a preset area where the second virtual character is located in the game scene.
Optionally, the processor 302 can be configured to determine each associated avatar in the live view to be the target avatar.
Embodiments of the present application further provide a computer-readable storage medium, where a computer program is stored, and when the computer program is executed by a processor, the steps in the foregoing method embodiments may be implemented.
Optionally, the processor may be configured to determine at least one target avatar in a game scene to be live.
Optionally, the processor may be configured to obtain target action information for each live view in the sequence of live views of the game scene.
Optionally, the processor may be configured to determine a motion change priority of each target avatar according to target motion information of each live view in the live view sequence.
Optionally, the processor may be configured to determine a game screen to be played according to the action change priority of each target virtual character.
Optionally, the processor may be configured to obtain the motion and the moving direction of each target virtual character in each live view, and obtain target motion information of each live view.
Alternatively, the processor may be configured to determine motion change information for each target avatar between adjacent live views, respectively. And determining the action change times of each target virtual character according to the action change information of each target virtual character between adjacent live broadcast pictures. And determining the action change priority of each target virtual character according to the determined action change times of each target virtual character.
Optionally, the processor may be configured to compare the predicted motion information corresponding to the first live view with the motion information of the first virtual character in the second live view for a match.
Optionally, the processor may be configured to compare the motion of the first virtual character in the first live view with a plurality of preset motions in a preset motion library, and determine a target preset motion that is the same as the motion of the first virtual character in the first live view. And taking the next action of the target preset action as the predicted action of the first virtual character in the corresponding predicted action information in the first live-action picture. And taking the motion direction of the first virtual character in the first live-action picture as the prediction direction in the predicted motion information.
Optionally, the processor may be configured to determine, within a preset time period, a number of times that motion information of each target virtual character changes between any adjacent live frames according to the target motion information in each live frame.
Optionally, the processor may be configured to determine, when the motion information of each target virtual character changes between any adjacent live broadcast pictures, that the view picture corresponding to each target virtual character is a game picture to be played.
Optionally, the processor may be configured to determine that the view picture corresponding to each target virtual character is a game picture to be played when the number of times that the motion information of each target virtual character changes between any adjacent live broadcast pictures within a preset time length is greater than a preset number threshold.
Optionally, the processor may be configured to use, as a game picture to be played, a view picture corresponding to a plurality of target virtual characters, in which the number of times of changing motion information changes between any adjacent live broadcast pictures is the largest within the preset time period.
Optionally, the processor may be configured to, in the game scene, regard the second virtual character as the target virtual character when at least one other virtual character exists in a preset area where the second virtual character is located.
Optionally, the processor may be configured to determine each associated avatar in the live view as the target avatar.
Optionally, the present application further provides a program product, such as a computer-readable storage medium, including a program, which when executed by a processor, is configured to perform any of the above-mentioned embodiments of the game screen live broadcasting method.
In the embodiments provided in the present invention, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, a division of a unit is merely a logical division, and an actual implementation may have another division, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
Units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions to enable a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to execute some steps of the methods according to the embodiments of the present invention. And the aforementioned storage medium includes: a U disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
The above description is only for the specific embodiments of the present application, but the scope of the present application is not limited thereto, and any person skilled in the art can easily conceive of the changes or substitutions within the technical scope of the present application, and shall be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.
The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (14)

1. A game picture live broadcasting method is characterized by comprising the following steps:
determining at least one target virtual character in a game scene to be live broadcast;
acquiring target action information of each live broadcast picture in a live broadcast picture sequence of the game scene, wherein the live broadcast picture sequence comprises a plurality of continuous live broadcast pictures, and the target action information in each live broadcast picture comprises action information of each target virtual character;
determining the action change priority of each target virtual role according to the target action information of each live broadcast picture in the live broadcast picture sequence;
and determining the game pictures to be played according to the action change priority of each target virtual character.
2. The method of claim 1, wherein the obtaining of the target action information of each live view in the live view sequence of the game scene comprises:
and acquiring the action and the movement direction of each target virtual character in each live broadcast picture to obtain target action information of each live broadcast picture.
3. The live game view method according to claim 1, wherein the determining a priority of change of the action of each target virtual character based on the target action information of each live view in the live view sequence comprises:
respectively determining the action change information of each target virtual role between adjacent live broadcast pictures;
determining the action change times of each target virtual character according to the action change information of each target virtual character between adjacent live broadcast pictures;
and determining the action change priority of each target virtual character according to the determined action change times of each target virtual character.
4. The game screen live broadcasting method according to claim 3, wherein the determining motion change information of each of the target virtual characters between adjacent live broadcasting screens, respectively, includes:
comparing whether predicted action information corresponding to a first live broadcast picture is matched with action information of a first virtual role in a second live broadcast picture, wherein the second live broadcast picture is a live broadcast picture which is adjacent to the first live broadcast picture, and the first virtual role is any one target virtual role in all target virtual roles;
if not, determining that the motion or motion direction of the first virtual character changes in the first live broadcast picture and the second live broadcast picture.
5. The live game view method according to claim 3, wherein before comparing whether the predicted motion information corresponding to the first live view matches the motion information of the first virtual character in the second live view, the method further comprises:
comparing the action of the first virtual character in the first live-broadcast picture with a plurality of preset actions in a preset action library, and determining a target preset action which is the same as the action of the first virtual character in the first live-broadcast picture;
taking the next action of the target preset action as a predicted action of the first virtual character in the corresponding predicted action information in the first live-action picture;
and taking the motion direction of the first virtual character in the first live-action picture as the prediction direction in the predicted action information.
6. The live broadcast method of game frames according to claim 3, wherein the determining the number of times of change of the motion of each target virtual character based on the information of change of the motion of each target virtual character between adjacent live broadcast frames comprises:
and determining the frequency of the change of the action information of each target virtual character between any adjacent live broadcast pictures according to the target action information in each live broadcast picture within a preset time length.
7. The method of claim 3, wherein the determining the game pictures to be played according to the action change priority of each target virtual character comprises:
and if the action information of each target virtual character changes between any adjacent live broadcast pictures, determining the visual angle picture corresponding to each target virtual character as a game picture to be played.
8. The method of claim 3, wherein the determining the game pictures to be played according to the action change priority of each target virtual character comprises:
and if the times of the change of the action information of each target virtual character between any adjacent live broadcast pictures in a preset time length are greater than a preset time threshold value, determining the visual angle picture corresponding to each target virtual character as a game picture to be played.
9. The method of claim 3, wherein the determining the game pictures to be played according to the action change priority of each target virtual character comprises:
and taking the view angle picture corresponding to the target virtual character with the maximum number of times of changing action information between any adjacent live broadcast pictures in a preset time length as a game picture to be played.
10. The game picture live broadcasting method of any one of claims 1 to 9, wherein the determining at least one target virtual character in the game scene to be live broadcasted comprises:
and if at least one other virtual character exists in a preset area where a second virtual character is located in the game scene, taking the second virtual character as the target virtual character.
11. The game screen live broadcasting method according to any one of claims 1 to 9, wherein each of the target virtual characters includes a main view virtual character, an associated virtual character of the main view virtual character;
the determining at least one target virtual character in the game scene to be live broadcast comprises:
and determining each associated virtual character in the live broadcast picture as the target virtual character, wherein the position of the associated virtual character is within a preset range of the main view virtual character.
12. A game screen live broadcasting apparatus, comprising:
the system comprises a first determining module, a second determining module and a third determining module, wherein the first determining module is used for determining at least one target virtual character in a game scene to be live broadcasted;
an obtaining module, configured to obtain target action information of each live view in a live view sequence of the game scene, where the live view sequence includes a plurality of continuous live views, and the target action information in each live view includes action information of each target virtual character;
the second determining module is used for determining the action change priority of each target virtual role according to the target action information of each live broadcast picture in the live broadcast picture sequence;
and the third determining module is used for determining the game pictures needing to be played according to the action change priority of each target virtual character.
13. A computer device, comprising: a memory, and a processor, wherein the memory stores a computer program operable on the processor, and the processor implements the steps of the game screen live broadcast method according to any one of claims 1 to 11 when executing the computer program.
14. A computer-readable storage medium, having a computer program stored thereon, which, when executed by a processor, performs the steps of the game frame live broadcasting method of any one of claims 1 to 11.
CN202210797178.8A 2022-07-06 2022-07-06 Game picture live broadcasting method and device and computer equipment Pending CN115193065A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202210797178.8A CN115193065A (en) 2022-07-06 2022-07-06 Game picture live broadcasting method and device and computer equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202210797178.8A CN115193065A (en) 2022-07-06 2022-07-06 Game picture live broadcasting method and device and computer equipment

Publications (1)

Publication Number Publication Date
CN115193065A true CN115193065A (en) 2022-10-18

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Family Applications (1)

Application Number Title Priority Date Filing Date
CN202210797178.8A Pending CN115193065A (en) 2022-07-06 2022-07-06 Game picture live broadcasting method and device and computer equipment

Country Status (1)

Country Link
CN (1) CN115193065A (en)

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