WO2019076281A1 - 一种游戏视频剪辑方法、装置及存储介质 - Google Patents
一种游戏视频剪辑方法、装置及存储介质 Download PDFInfo
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- WO2019076281A1 WO2019076281A1 PCT/CN2018/110372 CN2018110372W WO2019076281A1 WO 2019076281 A1 WO2019076281 A1 WO 2019076281A1 CN 2018110372 W CN2018110372 W CN 2018110372W WO 2019076281 A1 WO2019076281 A1 WO 2019076281A1
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing 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
- H04N21/433—Content storage operation, e.g. storage operation in response to a pause request, caching operations
- H04N21/4334—Recording operations
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing 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
- H04N21/433—Content storage operation, e.g. storage operation in response to a pause request, caching operations
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing 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
- H04N21/44—Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
- H04N21/472—End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/47—End-user applications
- H04N21/472—End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content
- H04N21/47205—End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content for manipulating displayed content, e.g. interacting with MPEG-4 objects, editing locally
Definitions
- the present application relates to the field of video processing, and in particular, to a game video editing method, apparatus, and storage medium.
- the embodiment of the present application provides a game video editing method, including:
- the game video is clipped according to the start time and end time of the video clip in the game video.
- the embodiment of the present application provides a game video editing device, including:
- a first acquiring module configured to record a game video according to the received recording request, and obtain game data corresponding to the recorded game video; wherein the game data represents a game event that occurs during a game of the user;
- An identification module configured to identify the game event from the game video according to the game data and the clip rule information; wherein the clip rule information includes at least the game event and the corresponding occurrence of the game event time;
- a determining module configured to determine, according to the appearance time corresponding to the game event and the identified game event, a start time and an end time of the video segment corresponding to the game event in the game video;
- a clipping module for editing the game video according to a start time and an end time of the video clip in the game video.
- the embodiment of the present application further provides a computer readable storage medium having stored thereon a computer program, the computer program being executed by a processor to implement the steps of any of the above-described game video editing methods.
- FIG. 1 is a flowchart of a game video editing method according to an embodiment of the present application
- FIG. 2 is a flowchart of a process for executing a game video editing method according to an embodiment of the present application
- FIG. 3 is a timing diagram of a game video editing method according to an embodiment of the present application.
- FIG. 4 is a schematic diagram of a server architecture environment provided by an embodiment of the present application.
- 5A-5C are schematic diagrams of interfaces of a game video editing process according to an embodiment of the present application.
- FIG. 6 is a schematic structural diagram of a game video editing apparatus according to an embodiment of the present application.
- FIG. 7 is a schematic structural diagram of a user terminal according to an embodiment of the present application.
- 8A-8B are schematic diagrams of a game video editing interface on the actual product side according to an embodiment of the present application.
- Game video refers to the video screen of the user playing video games, plus the video of post-editing and special effects.
- FIG. 1 is a flowchart of a game video editing method according to an embodiment of the present application. As shown in FIG. 1 , the game video editing method provided by the first embodiment of the present application is executed by a user terminal, and specifically includes the following steps:
- Step 100 Record a game video according to the received recording request, and obtain game data corresponding to the recorded game video; wherein the game data represents a game event that occurs during the game of the user.
- the user does not need manual editing, and automatic intelligent editing is realized.
- the game data which represents a game event that occurs during the game of the user, may include, for example, the role of the user player, the number of kills, the number of assists, and the number of deaths.
- step 100 When step 100 is performed, it can be divided into the following two cases:
- the game video is recorded according to the received recording request, and when the game video is recorded, the game data based on the game video that is synchronously transmitted by the game party is received.
- the above game party is a game server.
- the first case is mainly for self-developed games.
- it can cooperate with the game side, and the game party provides the communication interface of the recording tool.
- the game party can directly synchronize the game data to the recording tool, and compare easy and convenient.
- the game video is recorded according to the received recording request, and when the game video is recorded, the game data is captured from the game video according to the memory data of the game runtime obtained by the pre-analysis.
- the second case is mainly for non-self-developed games. Of course, it can also be applied to all games. It is necessary to analyze the game runtime memory data in advance, and then integrate it into the recording tool. When recording the game video, you can capture the required game data.
- the player's character is saved in a variable in the game program, and the memory location of the variable in the game process can be found to obtain the value of the character.
- the character A's string is name_a
- the character B's string is name_b
- see which memory location in the game process holds name_b in this way, You can confirm the memory location saved by the player's character. Therefore, when recording a game video, you can get the player's character by reading the value of this memory location.
- the recorded game video and the acquired game data are saved.
- the saved game video and game data can be acquired, and the game video can be edited based on the game data.
- a recording tool can be provided to record a game video and obtain game data based on the recording tool.
- a recording button can be set in the game interface, and the user simply clicks the recording button to trigger real-time recording of the game video and obtain game data.
- Step 110 Identify a game event from the game video according to the acquired game data and the clip rule information; wherein the acquired clip rule information includes at least a game event and an appearance time corresponding to the game event.
- the editing rule information is related to different games.
- the editing rule information of the highlight may be: using the summoner flashing technique, and the blood volume is less than 50, The appearance time is 2s before the flash and 10s after the flash.
- the weights may be set for different game events, and the weights may be used to indicate the level of the game events.
- the highlight can be recognized from the game video based on the game data based on the acquired clip rule information.
- the highlight piece is a video clip corresponding to the game event.
- the game event corresponding to the highlight segment is 5 kills
- a game event of 5 kills is found in the game video, and the position of the game event in the game video is determined.
- the obtaining the clip rule information specifically includes: sending a clip rule information request to the server, and receiving preset clip rule information sent from the server.
- clip rule information can also be updated.
- the editing rule information is configured by the server, and the editing rule information is pulled from the server during the editing, because the editing rule information for the highlight is constantly required because the game is continuously updated. Therefore, the use of the server to deliver the clip editing information of the highlights not only makes it easy to update the clip rule information, but also can issue different clip rule information to the user, thereby realizing the diversification of the clipped video.
- Step 120 Determine a start time and an end time of the video segment corresponding to the game event in the game video according to the appearance time corresponding to the game event and the recognized game event.
- the appearance time is the first 5s to the last 3s of the game event, that is, the first 5s to the last 3s of the 5 kill game event.
- the highlight can be determined at the beginning of the game video.
- the time is the first 5 s of the position and the end time is the last 3 s of the position.
- the appearance time is set. This is because the time when a game event generally occurs is very short, even instantaneous, and it is not easy to edit. Therefore, setting the appearance time can not only determine the game well. Events, you can also see the situation before and after the game event.
- the obtained clip rule information further includes at least a weight of the game event.
- the method further includes: determining, according to the weight of the game event, a weight of the highlight corresponding to the game event, and determining a name of the highlight corresponding to the game event according to the game event.
- a plurality of game events are generally set in the clip rule information, and the plurality of game events respectively correspond to different highlight segments, for example, the number of kills is 5 kills, and the number of assists is 3, etc., according to actual conditions.
- the situation sets the weights of different game events, and then determines the weight of each highlight, and each highlight can be sorted according to the weight.
- the name of the highlight may be a kill, so that the user can intuitively understand the content of the highlight, and of course, other different names may be set, in the embodiment of the present application, and Not limited.
- the recognized highlight includes at least: a name, a weight, and a corresponding start time and end time of the highlight in the game video.
- the name is to describe this wonderful clip
- the weight indicates the wonderful degree of the highlight
- the default can be selected to automatically edit the weight
- the corresponding start time and end time in the game video is used Edit game videos.
- the captured clip rule information and the game data are used to intelligently identify the highlights in the game video, and the user does not need to manually drag the game video to search, which is very convenient and simple to implement.
- Step 130 Edit the game video according to a start time and an end time of the video clip in the game video.
- the first way first, if a video segment corresponding to a plurality of game events is determined, selecting, according to the weight of each video segment and the preset total duration, from the highest to the lowest weight, selecting from the plurality of video segments At least one highlight segment, such that the total duration of the selected at least one highlight segment is not greater than the preset total duration.
- the video segment corresponding to the above game event is a highlight segment corresponding to the above game event.
- the game video is separately clipped according to the selected at least one highlight, and the at least one highlight clip is obtained.
- the highlights can be automatically selected according to the weight, and the high-definition video clips can be clipped, which improves the editing efficiency and reduces the user's operation.
- the second way First, if a video segment corresponding to a plurality of game events is determined, at least one selected video segment is determined according to the user selection.
- the game video is separately clipped according to the selected at least one video clip, and the at least one video clip clipped is obtained.
- the video segment corresponding to the above game event is a highlight segment corresponding to the above game event.
- the clips can be edited according to the highlights selected by the user, which can further satisfy the user's needs.
- the saved game video is saved and/or shared, which can be divided into the following two cases:
- the clipped at least one highlight is synthesized, and the synthesized at least one highlight is saved and/or shared.
- the user can click on the save upload to automatically edit the selected highlights, and combine the clips into a video with a duration of no more than 2 minutes, and then share the video. For others to see.
- the second case save and/or share each clip that is clipped separately.
- the at least one highlight can be separately shared, and a specified highlight can be shared with others.
- the editing of the video is realized according to the recognized wonderful segment, which provides a more convenient way for the user to edit and share the game video, reduces user operations, and does not require manual editing by the user, thereby improving the user experience.
- the game video editing method provided by the embodiment of the present application is further described in detail below by using a specific application scenario. Specifically, as shown in FIG. 2, in the embodiment of the present application, the execution process of the game video editing method is as follows:
- FIG. 2 is a flowchart of a process for executing a game video editing method according to an embodiment of the present application.
- a recording tool is used to record game video and get game data
- the editing tool is used to edit game video. Specifically:
- Step 200 Record a game video and obtain game data.
- the user can click on the record button to play the game video and game data in real time.
- Step 210 Save the game video and game data locally.
- Step 220 Pull the clip rule information from the server.
- Step 230 Identify the highlights from the game video based on the game data and the clip rule information.
- a game event corresponding to the highlight is identified from the game video.
- the start time and end time of the highlight in the game video are determined.
- the weight of the highlight is determined, and the name of the highlight is determined according to the game event.
- Step 240 Edit the game video according to the highlight.
- the game video is edited according to the start time and the end time of the highlight in the game video.
- the editing rule information is sent by the server, so that the editing rule information can be conveniently updated to meet different situations of the game; based on the game data and the editing rule information, the highlight segment is automatically recognized, thereby implementing the game video.
- the automatic editing reduces the user's operation, is simple and convenient, and improves the user experience.
- FIG. 3 is a timing diagram of a game video editing method according to an embodiment of the present application.
- the game video editing method is executed by a editing tool, a editing server, and a video server.
- Step 300 The editing tool sends a clip rule information request to the clip server.
- Step 310 The clip server sends the clip rule information to the clip tool.
- Step 320 The editing tool identifies the highlight according to the local game data and the clip rule information.
- Step 330 The editing tool clips the game video according to the highlight.
- Step 340 The editing tool uploads the clipped video upload to the video server.
- the clip tool recognizes each highlight segment from the game video according to the clip rule information by reading the local game data, and edits the game video according to the highlight clip, and then the clipped video can be performed. Sharing and realizing intelligent automatic editing of game videos provides a more convenient and simple way for users to edit and share game videos.
- FIG. 4 is a schematic diagram of a server architecture environment to which a game video editing method according to an embodiment of the present disclosure is applied.
- the environment diagram includes a clip server 41, a video server 42, and a user terminal 43.
- the clip server 41 and the video server 42 are respectively connected to the user terminal 43, and the clip tool 431 is installed at the user terminal 43.
- the user terminal 43 can be any smart device such as a mobile phone, a computer, an ipad, and the like, and various applications are installed on the user terminal.
- the game client 432 installed by the user on the user terminal 43 plays the game. If there is a need to edit the game video, the user can click the preset recording button on the game interface. After the recording is finished, the recorded game video and game data are saved. local.
- the locally saved game video and game data are read, and the clip rule information is pulled from the clip server 41, based on the game data, the highlight is recognized, and then the game video is clipped according to the highlight. Finally, the clipped video upload can be shared to the video server 42.
- FIG. 5A-5C are schematic diagrams of interfaces of a game video editing process according to an embodiment of the present application.
- the game video editing method provided by the embodiment of the present application is briefly introduced in a specific application scenario. Taking the user to play the game through the mobile phone and complete the game video clip sharing through the mobile phone as an example, referring to FIG. 5A to FIG. 5C, an interface diagram for realizing the game video editing process by the user through the mobile phone.
- the user opens a certain game interface 501, and a recording button 502 is disposed on the game interface 501.
- clicking the record button 502 will record the game video in real time, acquire game data, and save the game video and game data.
- the game data such as the player's role, killing events and assists events.
- each highlight is identified from the game video based on the game data and the acquired cut rule information.
- FIG. 5B nine highlights are identified, wherein FIG. 5B shows only two highlights 503 and 504.
- kills 503 (05'55), death flash (504) (06'26), transmission (05'32), kill (07'18), kill (15'08), assists (07'47), assists (08'34), kills (20'05), assists (11'02).
- each highlight includes at least the name, the weight, the corresponding start time and end time in the game video, and the duration.
- the highlights with high weight are selected by default.
- the preset duration is 1 min, and according to the weight level, the selected 9 segments are sequentially selected, and the total duration of the selected highlights is guaranteed to be no more than 1 min.
- select 5 highlights respectively: kill (05'55), death flash (06'26), kill (07'18), kill (15'08) and kill (20'05)
- the total duration is 54'12 ⁇ 1 min. Referring to Figure 5C, only selected partial highlights 503 and 504 are shown.
- the selected highlights can be automatically edited, synthesized, and the synthesized highlights can be saved and uploaded.
- FIG. 5A to FIG. 5C are merely examples that can be implemented, and the setting of the function button or the interface is not limited.
- FIG. 6 is a schematic structural diagram of a game video editing apparatus according to an embodiment of the present disclosure; as shown in FIG. 6, the game video editing apparatus specifically includes:
- a first acquiring module 60 configured to record a game video according to the received recording request, and acquire game data corresponding to the game video; wherein the game data represents a game event that occurs during a game of the user;
- the identification module 61 is configured to identify the game event from the game video according to the game data and the clip rule information; wherein the clip rule information includes at least the game event and the game event Time of appearance
- a determining module 62 configured to determine, according to the appearance time corresponding to the game event and the identified game event, a start time and an end time of the video segment corresponding to the game event in the game video;
- the editing module 63 is configured to edit the game video according to a start time and an end time of the video clip in the game video.
- the video segment corresponding to the game event is a highlight corresponding to the game event.
- the game video editing device further includes a second obtaining module 64, configured to:
- the first obtaining module 60 is specifically configured to:
- the first obtaining module 60 is further configured to: when recording the game video, grab the game data from the game video according to the memory data of the game runtime obtained by the pre-analysis.
- the determining module 62 is further configured to:
- the clipping module 63 is further configured to:
- the video segments corresponding to the plurality of game events are determined, selecting at least one video segment from the plurality of video segments according to the weight of each video segment and the preset total duration, according to the weight from high to low, so that the selection The total duration of the at least one video segment is not greater than the preset total duration;
- the game video is separately clipped according to the selected at least one video clip, and the at least one video clip clipped is obtained.
- the clipping module 63 is further configured to:
- the game video is separately clipped according to the selected at least one video clip, and the at least one video clip clipped is obtained.
- the game video editing device further includes a save/share module 65 for:
- the at least one video clip that is clipped is separately saved and/or shared.
- the game video and the game data are acquired, and the highlights in the game video are automatically recognized based on the game data and the acquired clip rule information, thereby realizing the editing of the game video, reducing the user operation, and editing the game video more. easy and convenient.
- FIG. 7 is a schematic structural diagram of a user terminal according to an embodiment of the present application.
- the user terminal can be, but is not limited to, a mobile phone, a tablet, and the like.
- the user terminal may include: a memory 710, an input module 720, a sending module 730, a receiving module 740, an output module 750, a wireless communication module 760, a processor 770, and the like.
- a memory 710 an input module 720, a sending module 730, a receiving module 740, an output module 750, a wireless communication module 760, a processor 770, and the like.
- the memory 710 may include read only memory (ROM) and random access memory (RAM), and provides the processor 770 with program instructions and data stored in the memory 710, and may also store an operating system and an application (Application, APP) of the user terminal. (for example, game APP), various data used by modules and user terminals, and the like.
- ROM read only memory
- RAM random access memory
- APP application
- the input module 720 can include a keyboard, a mouse, a touch screen, etc., for receiving numeric, character information, or touch operations input by the user, and inputting key signals related to user settings and function control of the user terminal, etc., for example, implementation of the present application
- the input module 720 can receive a click operation or the like performed by a user on a game or editing tool of the user terminal.
- the sending module 730 can provide an interface between the user terminal and the server. For example, in the embodiment of the present application, the sending rule information request is sent to the server.
- the receiving module 740 also provides an interface between the user terminal and the server, for example, in the embodiment of the present application, for receiving the clip rule information and the like delivered by the server.
- the output module 750 can include a display module, such as a liquid crystal display (LCD), a cathode ray tube (CRT), etc., wherein the display module can be used to display information input by the user or information provided to the user. , or menus, user interfaces, etc. of games of various user terminals. For example, in the embodiment of the present application, it can be used to display the highlighted highlights to the user.
- a display module such as a liquid crystal display (LCD), a cathode ray tube (CRT), etc.
- the display module can be used to display information input by the user or information provided to the user. , or menus, user interfaces, etc. of games of various user terminals. For example, in the embodiment of the present application, it can be used to display the highlighted highlights to the user.
- the wireless communication module 760 includes, but is not limited to, a wireless fidelity (WiFi) module, a Bluetooth module, an infrared communication module, and the like.
- WiFi wireless fidelity
- the receiving module 740 and the sending module 730 in the user terminal send a clip rule information request to the server and receive the clip rule information returned by the server, and the communication with the server is implemented through the wifi module.
- Processor 770 is the control center of the user terminal, connecting various portions of the entire user terminal using various interfaces and lines, by running or executing software programs and/or modules stored in memory 710, and recalling data stored in memory 710.
- the user terminal performs various functions and processing data, thereby performing overall monitoring on the user terminal.
- the structure of the user terminal shown in FIG. 7 is merely one example, and may include more or less components than those illustrated, or some components may be combined, or different component arrangements.
- the embodiment of the present application further provides a computer readable storage medium, on which a computer program is stored, and when the computer program is executed by the processor, the game video editing method provided by the embodiment of the present application is implemented.
- FIG. 8A and FIG. 8B are schematic diagrams of a game video editing interface on the actual product side according to an embodiment of the present application. As shown in FIG. 8A and FIG. 8B, the embodiment of the present application provides a schematic diagram of a game video editing interface on the actual product side.
- each highlight segment is identified from the game video according to the game data and the acquired clip rule information.
- the game clip interface is shown in the right column of FIG. 8B.
- Some of the highlights such as kill 802, death flash 803 and transmission, assists, etc., and correspondingly show the duration of each highlight, for example, kill 802 (04'19), death flash 803 (04'26) Wait.
- a highlight with a high weight is selected. For example, referring to FIG. 8B, only a selected partial highlight is shown.
- a preview window 804 can be provided on the left side of FIG. 8B to display a preview video of the recorded game video for the user to view.
- a save upload button 805 can be set at the bottom of the right column, and the user only needs to click the save upload button 805. It is more convenient to automatically edit the game video and save the upload.
- embodiments of the present application can be provided as a method, system, or computer program product.
- the present application can take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment in combination of software and hardware.
- the application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) including computer usable program code.
- the computer program instructions can also be stored in a computer readable memory that can direct a computer or other programmable data processing device to operate in a particular manner, such that the instructions stored in the computer readable memory produce an article of manufacture comprising the instruction device.
- the apparatus implements the functions specified in one or more blocks of a flow or a flow and/or block diagram of the flowchart.
- These computer program instructions can also be loaded onto a computer or other programmable data processing device such that a series of operational steps are performed on a computer or other programmable device to produce computer-implemented processing for execution on a computer or other programmable device.
- the instructions provide steps for implementing the functions specified in one or more of the flow or in a block or blocks of a flow diagram.
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Abstract
本申请涉及视频处理领域,尤其涉及一种游戏视频剪辑方法及装置,该方法为,根据接收到的录制请求,录制游戏视频,并获取游戏视频的游戏数据;根据游戏数据和获取的剪辑规则信息,从游戏视频中识别出游戏事件;其中,获取的剪辑规则信息,至少包括游戏事件和出现时间;根据所述游戏事件对应的出现时间和识别出的游戏事件,确定游戏事件对应的精彩片段在游戏视频中的开始时间和结束时间;根据精彩片段在游戏视频中的开始时间和结束时间,剪辑游戏视频。
Description
本申请要求于2017年10月17日提交中国专利局、申请号为2017101803308260、名称为“一种游戏视频剪辑方法及装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本申请涉及视频处理领域,尤其涉及一种游戏视频剪辑方法、装置及存储介质。
背景
通常,用户在玩游戏时候,会有将自己玩的精彩的游戏视频与他人分享的需求。但是,一般一局游戏时间在半个小时,整段视频比较大,时间比较长,不适合将整段视频分享给他人,因此,就需要将其中的精彩片段,剪辑成短视频再分享给他人。
现有技术中,大多数产品只是提供用户手动的剪辑功能,用户通过拖动视频,手动剪辑出需要的视频片段。
技术内容
本申请实施例提供了一种游戏视频剪辑方法,包括:
根据接收到的录制请求,录制游戏视频,并获取录制的所述游戏视频对应的游戏数据;其中,所述游戏数据,表征用户在游戏过程中发生的游戏事件;
根据所述游戏数据和剪辑规则信息,从所述游戏视频中识别出游 戏事件;其中,所述获取的剪辑规则信息,至少包括游戏事件和所述游戏事件对应的出现时间;
根据所述游戏事件对应的出现时间和识别出的所述游戏事件,确定所述游戏事件对应的视频片段在游戏视频中的开始时间和结束时间;
根据所述视频片段在游戏视频中的开始时间和结束时间,剪辑所述游戏视频。
本申请实施例提供了一种游戏视频剪辑装置,包括:
第一获取模块,用于根据接收到的录制请求,录制游戏视频,并获取录制的所述游戏视频对应的游戏数据;其中,所述游戏数据,表征用户在游戏过程中发生的游戏事件;
识别模块,用于根据所述游戏数据和剪辑规则信息,从所述游戏视频中识别出所述游戏事件;其中,所述剪辑规则信息,至少包括所述游戏事件和所述游戏事件对应的出现时间;
确定模块,用于根据所述游戏事件对应的出现时间和识别出的所述游戏事件,确定所述游戏事件对应的视频片段在游戏视频中的开始时间和结束时间;
剪辑模块,用于根据所述视频片段在所述游戏视频中的开始时间和结束时间,剪辑所述游戏视频。
本申请实施例还提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现上述任一种游戏视频剪辑方法的步骤。
图1为本申请实施例提供的游戏视频剪辑方法的流程图;
图2为本申请实施例提供的游戏视频剪辑方法执行过程流程图;
图3为本申请实施例提供的游戏视频剪辑方法时序图;
图4为本申请实施例提供的服务器架构环境示意图;
图5A-图5C为本申请实施例提供的游戏视频剪辑过程的界面示意图;
图6为本申请实施例提供的游戏视频剪辑装置结构示意图;
图7为本申请实施例提供的用户终端结构示意图;
图8A-图8B为本申请实施例提供的实际产品侧的游戏视频剪辑界面示意图。
实施方式
下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分实施例,并不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。
为便于对本申请实施例的理解,下面先对几个概念进行简单介绍:
游戏视频:指用户玩电子游戏的录屏,加上后期剪辑和特效的视频。
下面结合附图,描述一下本申请实施例提供的游戏视频剪辑方法。图1为本申请实施例提供的游戏视频剪辑方法的流程图。如图1所示,本申请实施例一提供的游戏视频剪辑方法,由用户终端执行,具体包括以下步骤:
步骤100:根据接收到的录制请求,录制游戏视频,并获取录制 的游戏视频对应的游戏数据;其中,所述游戏数据,表征用户在游戏过程中发生的游戏事件。
实际中,用户在玩游戏时,若想要分享自己玩的精彩的视频片段,需要通过视频剪辑工具,手动剪辑出该视频片段,在剪辑时,用户需要先在视频中找到所需的视频片段,确定视频片段的位置,然后进行剪辑,非常不方便,也比较繁琐,降低了用户的使用体验。
本申请实施例中,不再需要用户手动剪辑,实现了自动智能剪辑。
其中,游戏数据,表征用户在游戏过程中发生的游戏事件,例如可以包括用户玩家的角色、击杀数、助攻数和死亡数等。
执行步骤100时,可以分为以下两种情况:
第一种情况:根据接收到的录制请求,录制游戏视频,并在录制游戏视频时,接收游戏方同步发送的基于所述游戏视频的游戏数据。这里,上述游戏方为游戏服务器。
第一种情况主要针对自研游戏,对于自研游戏,可以和游戏方合作,游戏方提供给录制工具通信接口,这样,在录制游戏视频时,游戏方可以直接同步游戏数据到录制工具,比较简单方便。
第二种情况:根据接收到的录制请求,录制游戏视频,并在录制游戏视频时,根据预先分析获得的游戏运行时的内存数据,从所述游戏视频中抓取游戏数据。
第二种情况主要针对非自研游戏,当然也可以适用于所有游戏,需要预先分析游戏运行时内存数据,然后集成到录制工具中,在录制游戏视频时,可以抓取所需的游戏数据。
例如,针对英雄联盟游戏,在录制游戏视频时,抓取游戏时玩家的角色,玩家的击杀数、助攻数和死亡数等。其中,以抓取玩家的角色为例,介绍游戏数据是如何抓取的。
玩家的角色在游戏程序中的某个变量中保存着,找到该变量在游戏进程中的内存位置,就能获取该角色的值。例如,角色A的字符串是name_a,使用内存查看工具,查看游戏进程哪个内存位置保存着name_a,角色B的字符串是name_b,查看游戏进程中哪个内存位置保存着name_b,按照这种方式,就可以确认玩家的角色保存的内存位置。因此,在录制游戏视频时候,可以通过读这个内存位置的值,获取到玩家的角色。
进一步地,保存录制的游戏视频和获取的游戏数据。
这样,在剪辑时,就可以获取到保存的游戏视频和游戏数据,进而基于游戏数据对游戏视频进行剪辑。
本申请实施例中,对游戏视频进行剪辑之前,需要录制游戏视频并获取对应的游戏数据,并且针对不同游戏,采用不同方法来获取游戏数据,实现方式更加灵活。例如,可以提供录制工具,基于该录制工具录制游戏视频并获取游戏数据。
具体在实现时,可以在游戏界面设置一个录制按钮,用户只需点击该录制按钮,就会触发实时录制游戏视频,并获取游戏数据。
步骤110:根据获取的游戏数据和剪辑规则信息,从所述游戏视频中识别出游戏事件;其中,所述获取的剪辑规则信息,至少包括游戏事件和所述游戏事件对应的出现时间。
其中,剪辑规则信息,是和不同的游戏相关的,例如,对于英雄联盟的游戏,精彩片段(丝血大逃亡)的剪辑规则信息可以为:使用召唤师闪现技术,且血量低于50,出现时间为闪现前2s到闪现后10s。当然,精彩片段对应的游戏事件可以为多个,并且可以为不同的游戏事件设置不同的权重,权重的高低可以用来表示游戏事件的精彩程度。
这样,就可以根据获取的剪辑规则信息,基于游戏数据,从游戏 视频中识别出该精彩片段。其中,上述精彩片段为上述游戏事件对应的视频片段。
例如,精彩片段对应的游戏事件为击杀数是5杀,基于游戏数据,在游戏视频中找到5杀的游戏事件,确定该游戏事件在游戏视频中的位置。
其中,获取剪辑规则信息,具体包括:向服务器发送剪辑规则信息请求,并接收从服务器下发的预设的剪辑规则信息。
进一步地,还可以更新该剪辑规则信息。
也就是说,本申请实施例中,由服务器配置剪辑规则信息,在剪辑时,从服务器拉取剪辑规则信息,这样是因为,由于游戏是不断更新的,对于精彩片段的剪辑规则信息也需要不断的更新,因此,采用服务器下发精彩片段的剪辑规则信息的方式,不仅可以很容易更新该剪辑规则信息,而且可以对用户下发不同的剪辑规则信息,实现剪辑的视频的多样化。
步骤120:根据所述游戏事件对应的出现时间和识别出的游戏事件,确定所述游戏事件对应的视频片段在游戏视频中的开始时间和结束时间。
例如,出现时间为游戏事件的前5s到后3s,即产生5杀游戏事件的前5s到后3s,在游戏视频中识别出游戏事件的位置后,就可以确定该精彩片段在游戏视频的开始时间为该位置的前5s,结束时间为该位置的后3s。
本申请实施例中,设置出现时间,这是因为,一般发生一个游戏事件的时间是很短的,甚至是瞬间的,不容易剪辑,因此,设置出现时间,不仅可以很好地确定出该游戏事件,还可以看到该游戏事件发生前后的情况。
其中,该获取的剪辑规则信息,还至少包括游戏事件的权重。
则进一步还可以包括:根据游戏事件的权重,确定所述游戏事件对应的精彩片段的权重,并根据游戏事件,确定所述游戏事件对应的精彩片段的名称。
本申请实施例中,剪辑规则信息中一般会有设置有多个游戏事件,这多个游戏事件分别对应不同的精彩片段,例如,击杀数为5杀,助攻数为3等,可以根据实际情况设置不同游戏事件的权值,进而确定出每个精彩片段的权重,可以根据权重对每个精彩片段进行排序。并且,例如,游戏事件为5杀,则该精彩片段的名称可以为击杀,这样,便于用户直观了解该精彩片段的内容,当然,也可以设置其它不同的名称,本申请实施例中,并不进行限定。
这样,识别出的一个精彩片段至少包括:名称、权重、以及该精彩片段在游戏视频中对应的开始时间和结束时间。
其中,名称是描述这个精彩片段,权重表示精彩片段的精彩程度,用来对不同精彩片段进行排序,可以默认选择权重高的进行自动剪辑,在游戏视频中对应的开始时间和结束时间是用来剪辑游戏视频。
这样,利用获取的剪辑规则信息和游戏数据,智能识别出游戏视频中的精彩片段,无需用户手动拖动游戏视频来进行查找,非常方便,实现也比较简单。
步骤130:根据所述视频片段在游戏视频中的开始时间和结束时间,剪辑所述游戏视频。
进一步地,若识别出多个精彩片段,则剪辑时还可以有以下两种实现方式:
第一种方式:首先,若确定出多个游戏事件对应的视频片段,则根据每个视频片段的权重和预设总时长,按照权重从高到低,从所述 多个视频片段中选择出至少一个精彩片段,使得选择出的所述至少一个精彩片段的总时长不大于所述预设总时长。这里,上述游戏事件对应的视频片段为上述游戏事件对应的精彩片段。
然后,在接收到用户的保存和/或分享请求时,根据选择出的所述至少一个精彩片段,分别剪辑所述游戏视频,获得剪辑出的所述至少一个精彩片段。
这样,可以根据权重,自动选择精彩片段,剪辑出精彩程度较高的视频片段,提高了剪辑效率,减少了用户操作。
例如,识别出的精彩片段有5个,分别为精彩片段1(时长4s)、精彩片段2(8s)、精彩片段3(9s)、精彩片段4和精彩片段5,并且,这5个精彩片段的权重高低依次为精彩片段1>精彩片段2>精彩片段3>精彩片段4>精彩片段5,预设时长为2min,则根据权重高低和每个精彩片段的时长,依次选择精彩片段,直至选择出的精彩片段的总时长不大于2min,用户只需点击保存上传,就可以分别自动剪辑选择的精彩片段。
第二种方式:首先,若确定出多个游戏事件对应的视频片段,则根据用户选择,确定选择出的至少一个视频片段。
然后,在接收到用户的保存和/或分享请求时,根据选择出的所述至少一个视频片段,分别剪辑所述游戏视频,获得剪辑出的所述至少一个视频片段。这里,上述游戏事件对应的视频片段为上述游戏事件对应的精彩片段。
这样,可以根据用户选择的精彩片段,进行剪辑,能够进一步满足用户需求。
进一步地,将剪辑后的游戏视频进行保存和/或分享,具体可以分为以下两种情况:
第一种情况:将剪辑出的所述至少一个精彩片段进行合成,并将合成后的所述至少一个精彩片段进行保存和/或分享。
例如,预设时长为2min,用户只需点击保存上传,就可以分别自动剪辑选择的精彩片段,并将剪辑出的精彩片段合成一个时长不大于2min的视频,进而就可以将该视频进行分享,供他人查看。
也就是说,将剪辑出的多个精彩频段,合成一个小视频,这是因为,每个精彩片段的时长一般都比较短,合成一个小视频进行分享,可以减少分享次数,提高分享效率。
第二种情况:分别将剪辑出的每个精彩片段,进行保存和/或分享。
这样,可以将所述至少一个精彩片段,分别进行分享,可以给他人分享指定的某一个精彩片段。
本申请实施例中,根据识别出的精彩片段,实现对视频的剪辑,为用户剪辑分享游戏视频提供了更便捷的方式,减少了用户操作,无需用户手动剪辑,提升了用户的使用体验。
下面采用一个具体的应用场景对本申请实施例提供的游戏视频剪辑方法作出进一步详细说明。具体参阅图2所示,本申请实施例中,游戏视频剪辑方法执行过程具体如下:
图2为本申请实施例提供的游戏视频剪辑方法执行过程流程图。参阅图2所示,本申请实施例中,可以分为录制工具和剪辑工具两部分。其中,录制工具用于录制游戏视频并获取游戏数据,剪辑工具用于剪辑游戏视频。具体为:
1)录制工具。
步骤200:录制游戏视频,并获取游戏数据。
例如,在游戏界面上设置录制按钮,用户在玩游戏时,只需点击该录制按钮即可,就可以实时获取游戏视频和游戏数据。
步骤210:保存游戏视频和游戏数据在本地。
2)剪辑工具。
步骤220:从服务器拉取剪辑规则信息。
步骤230:基于游戏数据和剪辑规则信息,从游戏视频中识别出精彩片段。
具体为:首先,从游戏视频中识别出精彩片段对应的游戏事件。
然后,根据出现时间和识别出的游戏事件,确定精彩片段在游戏视频中的开始时间和结束时间。
最后,根据游戏事件的权重,确定精彩片段的权重,并根据游戏事件,确定精彩片段的名称。
步骤240:根据精彩片段,剪辑游戏视频。
具体为:根据精彩片段在游戏视频中的开始时间和结束时间,剪辑游戏视频。
本申请实施例中,由服务器下发剪辑规则信息,这样,可以很方便地更新剪辑规则信息,满足游戏的不同情况;基于游戏数据和剪辑规则信息,自动识别出精彩片段,进而实现对游戏视频的自动剪辑,减少了用户操作,简单方便,提升了用户的使用体验。
图3为本申请实施例提供的游戏视频剪辑方法时序图。具体参阅图3所示,本申请实施例三中,游戏视频剪辑方法的时序图。其中,该游戏视频剪辑方法由剪辑工具、剪辑服务器和视频服务器执行。
步骤300:剪辑工具向剪辑服务器发送剪辑规则信息请求。
步骤310:剪辑服务器向剪辑工具下发剪辑规则信息。
步骤320:剪辑工具根据本地游戏数据和剪辑规则信息,识别出精彩片段。
步骤330:剪辑工具根据精彩片段,剪辑游戏视频。
步骤340:剪辑工具将剪辑出的视频上传分享到视频服务器。
本申请实施例中,剪辑工具通过读取本地的游戏数据,按照剪辑规则信息,从游戏视频中识别出各个精彩片段,并根据精彩片段,剪辑游戏视频,进而就可以将剪辑出的视频,进行分享,实现了游戏视频的智能自动剪辑,为用户剪辑分享游戏视频提供了更为方便简单的方式。
图4为本申请实施例提供的游戏视频剪辑方法所适用的服务器架构环境示意图。如图4所示,该环境示意图包括剪辑服务器41、视频服务器42和用户终端43。
实际应用中,剪辑服务器41和视频服务器42分别与用户终端43连接,剪辑工具431安装在用户终端43。
其中,用户终端43可以为手机、电脑、ipad等任何智能设备,其上安装有各种应用程序,本申请实施例中以手机为例进行说明。
用户在用户终端43上安装的游戏客户端432玩游戏,如果有剪辑分享游戏视频的需求,则可以点击游戏界面上预设的录制按钮,录制结束后,将录制的游戏视频和游戏数据保存在本地。
使用用户终端43中的剪辑工具431,读取本地保存的游戏视频和游戏数据,并从剪辑服务器41拉取剪辑规则信息,基于游戏数据,识别出精彩片段,然后再根据精彩片段,剪辑游戏视频,最后,可以将剪辑后的视频上传分享到视频服务器42。
图5A-图5C为本申请实施例提供的游戏视频剪辑过程的界面示意图。下面,采用一个具体应用场景,对本申请实施例提供的游戏视频剪辑方法进行简单介绍。以用户通过手机玩游戏,并通过手机完成游戏视频剪辑分享为例,参阅图5A-图5C所示,为用户通过手机实现游戏视频剪辑过程的界面示意图。
首先,参阅图5A,用户打开某游戏界面501,在游戏界面501上设置有一个录制按钮502。
然后,点击该录制按钮502,会实时录制游戏视频,并获取游戏数据,以及保存游戏视频和游戏数据。
其中,游戏数据,例如为玩家的角色、杀人事件和助攻事件等。
其中,保存游戏视频和游戏数据,可以在用户再次点击录制按钮时,中断录制并进行保存,也可以在游戏结束后,自动保存。
然后,根据游戏数据和获取的剪辑规则信息,从游戏视频中识别出各精彩片段。
例如,参阅图5B所示,识别出9个精彩片段,其中,图5B图仅示出2个精彩片段503和504。
例如,具体地这9个精彩片段分别为击杀(503)(05’55)、死亡闪现(504)(06’26)、传送(05’32)、击杀(07’18)、击杀(15’08)、助攻(07’47)、助攻(08’34)、击杀(20’05)、助攻(11’02)。
其中,每个精彩片段,至少包括名称、权重、在游戏视频中对应的开始时间和结束时间,以及时长。
然后,根据预设时长和权重,默认选择权重高的精彩片段。
例如,预设时长为1min,按照权重高低,从识别出的9个片段中依次进行选择,并保证选择出的精彩片段的总时长为不大于1min的最大值,。例如分别选择出5个精彩片段,分别为击杀(05’55)、死亡闪现(06’26)、击杀(07’18)、击杀(15’08)和击杀(20’05),总时长为54’12<1min参阅图5C所示,仅示出了选择的部分精彩片段503和504。
最后,用户点击按钮保存上传505,则可以自动剪辑选择的各精彩片段,并进行合成,以及将合成后的精彩片段,进行保存上传。
值得说明的是,图5A-图5C仅仅是一种可以实现的示例,对于功能按钮或界面的设置等并不进行限制。
图6为本申请实施例提供的游戏视频剪辑装置结构示意图;参阅图6所示,所述游戏视频剪辑装置,具体包括:
第一获取模块60,用于根据接收到的录制请求,录制游戏视频,并获取所述游戏视频对应的游戏数据;其中,所述游戏数据,表征用户在游戏过程中发生的游戏事件;
识别模块61,用于根据所述游戏数据和剪辑规则信息,从所述游戏视频中识别出所述游戏事件;其中,所述剪辑规则信息,至少包括所述游戏事件和所述游戏事件对应的出现时间;
确定模块62,用于根据所述游戏事件对应的出现时间和识别出的所述游戏事件,确定所述游戏事件对应的视频片段在游戏视频中的开始时间和结束时间;
剪辑模块63,用于根据所述视频片段在游戏视频中的开始时间和结束时间,剪辑所述游戏视频。
在一些实施例中,上述游戏事件对应的视频片段为上述游戏事件对应的精彩片段。
在一些实施例中,所述游戏视频剪辑装置进一步包括,第二获取模块64,用于:
向服务器发送剪辑规则信息请求,并接收从服务器下发的预设的剪辑规则信息。
在一些实施例中,所述第一获取模块60具体用于:
在录制游戏视频时,接收游戏服务器同步发送的基于所述游戏视频的游戏数据。
在一些实施例中,第一获取模块60还具体用于:在录制游戏视 频时,根据预先分析获得的游戏运行时的内存数据,从所述游戏视频中抓取游戏数据。
在一些实施例中,所述所述确定模块62进一步用于:
获取所述游戏事件的权重;
根据游戏事件的权重,确定所述游戏事件对应的精彩片段的权重,并根据游戏事件,确定所述游戏事件对应的精彩片段的名称。
在一些实施例中,剪辑模块63,进一步用于:
若确定出多个游戏事件对应的视频片段,则根据每个视频片段的权重和预设总时长,按照权重从高到低,从所述多个视频片段中选择出至少一个视频片段,使得选择出的所述至少一个视频片段的总时长不大于所述预设总时长;
在接收到用户的保存和/或分享请求时,根据选择出的所述至少一个视频片段,分别剪辑所述游戏视频,获得剪辑出的所述至少一个视频片段。
在一些实施例中,剪辑模块63,进一步用于:
若确定出多个游戏事件对应的视频片段,则根据用户选择,确定选择出的至少一个视频片段;
在接收到用户的保存和/或分享请求时,根据选择出的所述至少一个视频片段,分别剪辑所述游戏视频,获得剪辑出的所述至少一个视频片段。
在一些实施例中,所述游戏视频剪辑装置进一步包括,保存/分享模块65,用于:
将剪辑出的所述至少一个视频片段进行合成,并将合成后的所述至少一个视频片段进行保存和/或分享;或者,
将剪辑出的所述至少一个视频片段,进行分别保存和/或分享。
本申请实施例中,获取游戏视频和游戏数据,基于游戏数据和获取的剪辑规则信息,自动识别游戏视频中的精彩片段,进而实现对游戏视频的剪辑,减少了用户操作,剪辑游戏视频更为简单、方便。
图7为本申请实施例提供的用户终端结构示意图。用户终端可以为但不限于手机、平板电脑等。参阅图7所示,该用户终端可以包括:存储器710、输入模块720、发送模块730、接收模块740、输出模块750、无线通信模块760和处理器770等。具体为:
存储器710可以包括只读存储器(ROM)和随机存取存储器(RAM),并向处理器770提供存储器710中存储的程序指令和数据,还可以存储用户终端的操作系统、应用程序(Application,APP)(例如,游戏APP)、模块和用户终端所使用的各种数据等。
输入模块720可以包括键盘、鼠标、触摸屏等,用于接收用户输入的数字、字符信息或触摸操作,以及产生与用户终端的用户设置以及功能控制有关的键信号的输入等,例如,本申请实施例中,输入模块720可以接收用户在用户终端的游戏或剪辑工具上执行的点击操作等。
发送模块730可以提供用户终端与服务器之间的接口,例如,本申请实施例中,用于向服务器发送剪辑规则信息请求。
接收模块740同样提供用户终端与服务器之间的接口,例如,本申请实施例中,用于接收服务器下发的剪辑规则信息等。
输出模块750可以包括显示模块,如液晶显示器(Liquid Crystal Display,LCD)、阴极射线管(Cathode Ray Tube,CRT)等,其中,显示模块可以用于显示由用户输入的信息或提供给用户的信息,或各种用户终端的游戏的菜单、用户界面等。例如,本申请实施例中,可以用于向用户展示识别出的精彩片段。
无线通信模块760包括但不限于无线保真(wireless fidelity,WiFi)模块、蓝牙模块、红外通信模块等。例如,本申请实施例中,用户终端中接收模块740与发送模块730,向服务器发送剪辑规则信息请求并接收服务器返回的剪辑规则信息,是通过wifi模块实现了与服务器之间的通信。
处理器770是用户终端的控制中心,利用各种接口和线路连接整个用户终端的各个部分,通过运行或执行存储在存储器710内的软件程序和/或模块,以及调用存储在存储器710内的数据,执行用户终端的各种功能和处理数据,从而对用户终端进行整体监控。
当然,图7中所示的用户终端的结构,仅仅是其中一种示例,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
本申请实施例还提供了一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现本申请实施例提供的游戏视频剪辑方法。
图8A和图8B为本申请实施例提供的实际产品侧的游戏视频剪辑界面示意图。参阅图8A和图8B所示,本申请实施例提供了一种实际产品侧的游戏视频剪辑界面示意图。
首先,本申请实施例中,以某游戏为例,参阅图8A所示,为游戏录制界面,在实际产品侧,仅需在游戏界面设置一个录制按钮,例如图8A最左侧的录制按钮801,产品交互非常简单,用户点击该录制按钮,实时录制游戏视频并获取游戏数据。
然后,本申请实施例中,根据游戏数据和获取的剪辑规则信息,从游戏视频中识别出各精彩片段,参阅图8B所示,为游戏剪辑界面,图8B的右边栏中示出了识别出的部分精彩片段,例如,击杀802、 死亡闪现803以及传送、助攻等,并且相应示出了各精彩片段的时长,例如,击杀802(04’19)、死亡闪现803(04’26)等。
并且,默认选择权重高的精彩片段,例如,参阅图8B图所示,仅示出了选择的部分精彩片段。
图8B的左边可以提供预览窗口804来展示录制的游戏视频的预览视频,方便用户查看。
值得说明的是,用户如果有除了识别出的精彩片段之外的其它视频片段的分享需求,也可以在识别出的精彩片段的基础上再对录制的游戏视频进行手动剪辑,也会比较简单。参阅图8B中所示,用户点击“添加新片段”,即可以实现添加其它用户所需的视频片段,更加满足用户需求。
最后,用户点击保存上传,可以剪辑选择的各精彩片段并合成后进行保存上传,参阅图8B所示,在右边栏的最下边可以设置一个保存上传按钮805,用户只需点击该保存上传按钮805,就可以实现自动剪辑游戏视频并保存上传,更加便捷。
本领域内的技术人员应明白,本申请的实施例可提供为方法、系统、或计算机程序产品。因此,本申请可采用完全硬件实施例、完全软件实施例、或结合软件和硬件方面的实施例的形式。而且,本申请可采用在一个或多个其中包含有计算机可用程序代码的计算机可用存储介质(包括但不限于磁盘存储器、CD-ROM、光学存储器等)上实施的计算机程序产品的形式。
本申请是参照根据本申请实施例的方法、设备(系统)、和计算机程序产品的流程图和/或方框图来描述的。应理解可由计算机程序指令实现流程图和/或方框图中的每一流程和/或方框、以及流程图和/或方框图中的流程和/或方框的结合。可提供这些计算机程序指 令到通用计算机、专用计算机、嵌入式处理机或其他可编程数据处理设备的处理器以产生一个机器,使得通过计算机或其他可编程数据处理设备的处理器执行的指令产生用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的装置。
这些计算机程序指令也可存储在能引导计算机或其他可编程数据处理设备以特定方式工作的计算机可读存储器中,使得存储在该计算机可读存储器中的指令产生包括指令装置的制造品,该指令装置实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能。
这些计算机程序指令也可装载到计算机或其他可编程数据处理设备上,使得在计算机或其他可编程设备上执行一系列操作步骤以产生计算机实现的处理,从而在计算机或其他可编程设备上执行的指令提供用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的步骤。
尽管已描述了本申请的优选实施例,但本领域内的技术人员一旦得知了基本创造性概念,则可对这些实施例作出另外的变更和修改。所以,所附权利要求意欲解释为包括优选实施例以及落入本申请范围的所有变更和修改。
显然,本领域的技术人员可以对本申请实施例进行各种改动和变型而不脱离本申请实施例的精神和范围。这样,倘若本申请实施例的这些修改和变型属于本申请权利要求及其等同技术的范围之内,则本申请也意图包含这些改动和变型在内。
Claims (20)
- 一种游戏视频剪辑方法,由用户终端执行,包括:根据接收到的录制请求,录制游戏视频,并获取所述游戏视频对应的游戏数据;其中,所述游戏数据,表征用户在游戏过程中发生的游戏事件;根据所述游戏数据和剪辑规则信息,从所述游戏视频中识别出所述游戏事件;其中,所述剪辑规则信息,至少包括所述游戏事件和所述游戏事件对应的出现时间;根据所述游戏事件对应的出现时间和识别出的所述游戏事件,确定所述游戏事件对应的视频片段在所述游戏视频中的开始时间和结束时间;根据所述视频片段在所述游戏视频中的开始时间和结束时间,剪辑所述游戏视频。
- 如权利要求1所述的方法,进一步包括:向服务器发送剪辑规则信息请求,并接收从所述服务器下发的预设的所述剪辑规则信息。
- 如权利要求1所述的方法,其中,所述获取所述游戏视频的游戏数据,包括:在录制所述游戏视频时,接收游戏-服务器同步发送的基于所述游戏视频的所述游戏数据。
- 如权利要求1所述的方法,其中,所述获取所述游戏视频的游戏数据,包括:在录制所述游戏视频时,根据预先分析获得的游戏运行时的内存数据,从所述游戏视频中抓取所述游戏数据。
- 如权利要求1、2、3或4所述的方法,所述方法进一步包括:获取所述游戏事件的权重;根据所述游戏事件的权重,确定所述游戏事件对应的所述视频片段的权重;根据所述游戏事件,确定所述游戏事件对应的所述视频片段的名称,并显示所述视频片段的名称。
- 如权利要求5所述的方法,进一步包括:若确定出多个游戏事件对应的视频片段,则根据每个视频片段的权重和预设总时长,按照权重从高到低,从所述多个视频片段中选择出至少一个视频片段,使得选择出的所述至少一个视频片段的总时长不大于所述预设总时长;在接收到用户的保存和/或分享请求时,根据选择出的所述至少一个视频片段,分别剪辑所述游戏视频,获得剪辑出的所述至少一个视频片段。
- 如权利要求5所述的方法,进一步包括:若确定出多个游戏事件对应的视频片段,则根据用户选择,确定选择出的至少一个视频片段;在接收到用户的保存和/或分享请求时,根据选择出的所述至少一个视频片段,分别剪辑所述游戏视频,获得剪辑出的所述至少一个视频片段。
- 如权利要求6或7所述的方法,进一步包括:将剪辑出的所述至少一个视频片段进行合成,并将合成后的所述至少一个视频片段进行保存和/或分享。
- 如权利要求6或7所述的方法,进一步包括:将剪辑出的所述至少一个视频片段,进行分别保存和/或分享。
- 一种游戏视频剪辑装置,包括:第一获取模块,用于根据接收到的录制请求,录制游戏视频,并获取所述游戏视频对应的游戏数据;其中,所述游戏数据,表征用户在游戏过程中发生的游戏事件;识别模块,用于根据所述游戏数据和剪辑规则信息,从所述游戏视频中识别出所述游戏事件;其中,所述剪辑规则信息,至少包括所述游戏事件和所述游戏事件对应的出现时间;确定模块,用于根据所述游戏事件对应的出现时间和识别出的所述游戏事件,确定所述游戏事件对应的视频片段在所述游戏视频中的开始时间和结束时间;剪辑模块,用于根据所述视频片段在所述游戏视频中的开始时间和结束时间,剪辑所述游戏视频。
- 如权利要求10所述的装置,其中,所述装置进一步包括,第二获取模块,用于:向服务器发送剪辑规则信息请求,并接收从所述服务器下发的预设的所述剪辑规则信息。
- 如权利要求10所述的装置,其中,所述第一获取模块具体用于:在录制所述游戏视频时,接收游戏服务器同步发送的基于所述游戏视频的所述游戏数据。
- 如权利要求10所述的装置,其中,所述第一获取模块具体用于:在录制所述游戏视频时,根据预先分析获得的游戏运行时的内存数据,从所述游戏视频中抓取所述游戏数据。
- 如权利要求10、11、12或13所述的装置,其中,所述确定 模块进一步用于:获取所述游戏事件的权重;根据所述游戏事件的权重,确定所述游戏事件对应的所述视频片段的权重;根据所述游戏事件,确定所述游戏事件对应的所述视频片段的名称。
- 如权利要求14所述的装置,其中,所述剪辑模块,进一步用于:若确定出多个游戏事件对应的视频片段,则根据每个视频片段的权重和预设总时长,按照权重从高到低,从所述多个视频片段中选择出至少一个视频片段,使得选择出的所述至少一个视频片段的总时长不大于所述预设总时长;在接收到用户的保存和/或分享请求时,根据选择出的所述至少一个视频片段,分别剪辑所述游戏视频,获得剪辑出的所述至少一个视频片段。
- 如权利要求14所述的装置,其中,所述剪辑模块,进一步用于:若确定出多个游戏事件对应的视频片段,则根据用户选择,确定选择出的至少一个视频片段;在接收到用户的保存和/或分享请求时,根据选择出的所述至少一个视频片段,分别剪辑所述游戏视频,获得剪辑出的所述至少一个视频片段。
- 如权利要求15或16所述的装置,其中,所述装置进一步包括,保存/分享模块,用于:将剪辑出的所述至少一个视频片段进行合成,并将合成后的所述 至少一个视频片段进行保存和/或分享。
- 如权利要求15或16所述的装置,其中,所述保存/分享模块,进一步用于:将剪辑出的所述至少一个视频精彩片段,进行分别保存和/或分享。
- 一种用户终端,包括存储器和处理器,所述存储器中存储有计算机程序,所述计算机程序被所述处理器执行时,使得所述处理器执行如权利要求1-9任一项所述的方法。
- 一种存储介质,其特征在于中,存储有机器可读指令,可以使至少一个处理器执行如权利要求1-9任一项所述的方法。
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| CN110087123B (zh) * | 2019-05-15 | 2022-07-22 | 腾讯科技(深圳)有限公司 | 视频文件制作方法、装置、设备及可读存储介质 |
| CN110708601A (zh) * | 2019-08-21 | 2020-01-17 | 努比亚技术有限公司 | 一种精彩视频获取方法、终端及计算机可读存储介质 |
| CN112492346A (zh) * | 2019-09-12 | 2021-03-12 | 上海哔哩哔哩科技有限公司 | 确定游戏视频中精彩时刻的方法和游戏视频的播放方法 |
| CN110830735B (zh) * | 2019-10-30 | 2022-11-29 | 腾讯科技(深圳)有限公司 | 一种视频生成方法、装置、计算机设备和存储介质 |
| CN110971929B (zh) * | 2019-10-31 | 2022-07-29 | 咪咕互动娱乐有限公司 | 云游戏视频处理方法、电子设备及存储介质 |
| CN111147915B (zh) * | 2019-12-30 | 2022-10-04 | 咪咕视讯科技有限公司 | 视频加工方法、服务器和计算机可读存储介质 |
| CN114902687A (zh) * | 2020-02-18 | 2022-08-12 | 深圳市欢太科技有限公司 | 一种游戏录屏方法、装置及计算机可读存储介质 |
| CN111389022B (zh) * | 2020-03-08 | 2023-08-15 | 北京智明星通科技股份有限公司 | 一种游戏录像的分享方法、系统及移动终端 |
| CN113382312A (zh) * | 2020-03-09 | 2021-09-10 | 腾讯科技(深圳)有限公司 | 一种视频精彩片段录制方法、装置、及计算设备 |
| CN111447505B (zh) * | 2020-03-09 | 2022-05-31 | 咪咕文化科技有限公司 | 视频剪辑方法、网络设备及计算机可读存储介质 |
| CN111428660B (zh) * | 2020-03-27 | 2023-04-07 | 腾讯科技(深圳)有限公司 | 视频剪辑方法和装置、存储介质及电子装置 |
| CN111491179B (zh) * | 2020-04-16 | 2023-07-14 | 腾讯科技(深圳)有限公司 | 一种游戏视频剪辑方法和装置 |
| US11648481B2 (en) * | 2020-10-20 | 2023-05-16 | Nvidia Corporation | Game event recognition |
| CN113542894B (zh) * | 2020-11-25 | 2022-08-19 | 腾讯科技(深圳)有限公司 | 游戏视频剪辑方法、装置、设备及存储介质 |
| CN114697741B (zh) * | 2020-12-30 | 2023-06-30 | 腾讯科技(深圳)有限公司 | 多媒体信息的播放控制方法及相关设备 |
| CN115120968A (zh) * | 2021-03-25 | 2022-09-30 | 腾讯科技(深圳)有限公司 | 一种视频剪辑方法、装置、计算机设备以及存储介质 |
| CN113329259B (zh) * | 2021-05-27 | 2022-08-12 | 瑞芯微电子股份有限公司 | 一种基于连续兴趣点的视频剪辑方法及存储介质 |
| CN113329263B (zh) * | 2021-05-28 | 2023-10-17 | 努比亚技术有限公司 | 一种游戏视频集锦制作方法、设备及计算机可读存储介质 |
| CN113364997A (zh) * | 2021-06-02 | 2021-09-07 | 南拳互娱(武汉)文化传媒有限公司 | 一种游戏视频剪辑方法、装置、设备及储存介质 |
| CN113507640B (zh) * | 2021-07-12 | 2023-08-18 | 北京有竹居网络技术有限公司 | 录屏视频分享方法、装置、电子设备及存储介质 |
| CN113556577B (zh) * | 2021-07-21 | 2022-09-09 | 北京字节跳动网络技术有限公司 | 一种视频生成方法及装置 |
| CN113596598B (zh) * | 2021-07-22 | 2024-07-23 | 网易(杭州)网络有限公司 | 游戏信息处理方法、装置、设备及存储介质 |
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| CN114225424B (zh) * | 2021-12-17 | 2025-09-23 | 完美世界(北京)软件科技发展有限公司 | 游戏剪辑数据的处理方法及装置 |
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