WO2022048115A1 - 地形形变方法、装置、设备及存储介质 - Google Patents

地形形变方法、装置、设备及存储介质 Download PDF

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Publication number
WO2022048115A1
WO2022048115A1 PCT/CN2021/077312 CN2021077312W WO2022048115A1 WO 2022048115 A1 WO2022048115 A1 WO 2022048115A1 CN 2021077312 W CN2021077312 W CN 2021077312W WO 2022048115 A1 WO2022048115 A1 WO 2022048115A1
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Prior art keywords
data
deformation
target
terrain model
dimensional terrain
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PCT/CN2021/077312
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English (en)
French (fr)
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李明
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网易(杭州)网络有限公司
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Priority to US17/997,129 priority Critical patent/US20230249070A1/en
Publication of WO2022048115A1 publication Critical patent/WO2022048115A1/zh

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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F30/00Computer-aided design [CAD]
    • G06F30/10Geometric CAD
    • G06F30/13Architectural design, e.g. computer-aided architectural design [CAAD] related to design of buildings, bridges, landscapes, production plants or roads
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F30/00Computer-aided design [CAD]
    • G06F30/20Design optimisation, verification or simulation
    • G06F30/23Design optimisation, verification or simulation using finite element methods [FEM] or finite difference methods [FDM]
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/05Geographic models
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/20Finite element generation, e.g. wire-frame surface description, tesselation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2219/00Indexing scheme for manipulating 3D models or images for computer graphics
    • G06T2219/20Indexing scheme for editing of 3D models
    • G06T2219/2021Shape modification

Definitions

  • the present disclosure relates to the technical field of games, and in particular, to a terrain deformation method, apparatus, device, and storage medium.
  • the virtual object in the game is an important part of the game, wherein the virtual object can be any object in the game, such as: terrain, buildings, game props and so on. Taking terrain as an example, the terrain can be, for example, a street in a city scene, a plateau, a hill, a depression, etc. in an outdoor scene.
  • the shapes of all these virtual objects enrich the performance of the game scene and allow gamers to produce a more realistic experience. feel.
  • the three-dimensional grid of the terrain model is usually produced in an offline manner, the deformation of the three-dimensional grid of the terrain model is adjusted based on the picture, and the three-dimensional grid of the prepared terrain model is displayed when the game is running, In order to realize the display of the deformation of the 3D terrain model.
  • the shape of the three-dimensional terrain model cannot be changed in real time during the running of the game, resulting in poor game visual experience and feeling of game players.
  • One of the embodiments of the present disclosure provides a terrain deformation method, including:
  • deformation data corresponding to the shape of the deformed picture according to the deformed picture, wherein the deformation data is data used to control the combined deformation of the data nodes;
  • a corresponding three-dimensional terrain model is rendered according to the changed three-dimensional terrain model grid.
  • the step of acquiring the deformed picture corresponding to the interaction event includes:
  • the obtaining deformation data corresponding to the shape of the deformed picture according to the deformed picture includes:
  • the preset deformation auxiliary data includes at least one of the following data: preset deformation area data, preset offset data and preset time data;
  • Described according to the described deformation picture and described preset deformation auxiliary data to determine the corresponding sub-deformation data of the corresponding described deformation unit including:
  • the sub-deformation data is determined according to the shape information and the preset deformation auxiliary data, and the sub-deformation data includes at least one of the following data: target deformation area data, target offset data and target time data.
  • the data node combination includes a plurality of data node combinations, and the target vertex in the mesh vertex set of the three-dimensional terrain model is adjusted according to the deformation data and the mapping relationship, so as to change the three-dimensional terrain model.
  • Terrain model mesh including:
  • deformation data and the preset global dynamic parameters adjusting the information of the data nodes of the target data node combination in the multiple data node combinations to obtain deformation control information
  • the target vertex in the mesh vertex set of the three-dimensional terrain model is adjusted to change the mesh of the three-dimensional terrain model.
  • the information of the data nodes of the target data node combination in the multiple data node combinations is adjusted to obtain deformation control information, including:
  • the information of the data nodes combined with the target data nodes is adjusted to obtain deformation control information.
  • Deformation control information including:
  • each target offset data determine the coordinate offset value of the data nodes of the target data node combination
  • each target time data determine the time required for the coordinates of the data nodes of the target data node combination to shift
  • the information of the data nodes of the target data node combination is adjusted, Get deformation control information.
  • the information of the data nodes of the target data node combination in the multiple data node combinations is adjusted, and before the deformation control information is obtained, the method is performed. Also includes:
  • the target data node combination is determined from the plurality of data node combinations according to the target deformation region data in each of the sub-deformation data and the data node information of the plurality of data node combinations.
  • the target data node combination is determined from the multiple data node combinations according to the target deformation area data in each of the sub-deformation data and the data node information of the multiple data node combinations. ,include:
  • the deformation picture is mapped to the three-dimensional terrain model by using a preset mapping relationship.
  • the intersection of the deformed picture and the set of grid vertices of the three-dimensional terrain model is obtained;
  • the target data node combination is determined from the multiple data node combinations according to the target vertex and the mapping relationship between the mesh vertex set of the three-dimensional terrain model and the data node combination of the data node combination.
  • the method further includes:
  • a mesh vertex set of the three-dimensional terrain model is obtained.
  • One of the embodiments of the present disclosure provides a terrain deformation device, including: an acquisition module, an adjustment module, and a rendering module;
  • the acquisition module is configured to acquire a mesh vertex set of the three-dimensional terrain model and a data node combination corresponding to the mesh vertex set of the three-dimensional terrain model, wherein the data nodes of the data node combination are the same as the three-dimensional terrain model.
  • At least one vertex in the set of mesh vertices has a mapping relationship; in response to the interaction event between the target virtual object in the game and the three-dimensional terrain model, the deformation picture corresponding to the interaction event is obtained; deformation data corresponding to the shape of the deformed picture, wherein the deformation data is data used to control the combined deformation of the data nodes;
  • the adjustment module is configured to adjust the target vertex in the mesh vertex set of the three-dimensional terrain model according to the deformation data and the mapping relationship, so as to change the mesh of the three-dimensional terrain model;
  • the rendering module is configured to render a corresponding three-dimensional terrain model according to the changed three-dimensional terrain model grid.
  • the obtaining module is specifically configured to obtain a deformation unit corresponding to the interaction event; analyze the deformation unit to obtain the deformation picture and preset deformation auxiliary data; according to the deformation picture Determine sub-deformation data corresponding to the deformation unit corresponding to the preset deformation auxiliary data; obtain deformation data corresponding to the shape of the deformed picture according to the sub-deformation data corresponding to each deformation unit.
  • the preset deformation auxiliary data includes at least one of the following data: preset deformation area data, preset offset data and preset time data;
  • the obtaining module is specifically configured to obtain corresponding shape information according to the deformation picture; determine the sub-deformation data according to the shape information and the preset deformation auxiliary data, and the sub-deformation data includes at least one of the following Data: target deformation area data, target offset data and target time data.
  • the data node combination includes multiple data node combinations; the adjustment module is specifically used for
  • deformation data and the preset global dynamic parameters adjusting the information of the data nodes of the target data node combination in the multiple data node combinations to obtain deformation control information
  • the target vertex in the mesh vertex set of the three-dimensional terrain model is adjusted to change the mesh of the three-dimensional terrain model.
  • the adjustment module is specifically configured to, according to the target offset data, target time data included in each of the sub-deformation data, and a preset global dynamic parameter, perform a data node combination on the target data node.
  • the information is adjusted to obtain the deformation control information.
  • the adjustment module is specifically configured to determine the coordinate offset value of the data nodes of the target data node combination according to each target offset data; determine the target data node combination according to each target time data The time required for the coordinates of the target data nodes to shift; according to the coordinate offset value of the data nodes combined by the target data node, the time required for the coordinates to shift, and the preset global dynamic parameters, The information of the data nodes of the target data node combination is adjusted to obtain the deformation control information.
  • the apparatus further includes: a determining module
  • the determining module is configured to determine the target data node from the multiple data node combinations according to the target deformation area data in each of the sub-deformation data and the data node information of the multiple data node combinations combination.
  • the determining module is specifically configured to adopt a preset mapping according to the spatial position information, the area information of the deformation picture included in each of the target deformation area data, the area information, and the mesh vertex set of the three-dimensional terrain model. relationship, the deformed picture is mapped to the grid vertex set of the three-dimensional terrain model, and the intersection of the deformed picture and the grid vertex set of the three-dimensional terrain model is obtained; the intersection is determined as the target vertex; The target data node combination is determined from the multiple data node combinations according to the target vertex and the mapping relationship between the mesh vertex set of the three-dimensional terrain model and the data node combination of the data node combination.
  • the obtaining module is further configured to make at least one sub-grid vertex set of the three-dimensional terrain model in an offline state; obtain the grid of the three-dimensional terrain model according to the at least one sub-grid vertex set. Vertex collection.
  • One of the embodiments of the present disclosure provides an electronic device, including: a processor, a storage medium, and a bus, where the storage medium stores program instructions executable by the processor, and when the electronic device runs, the processing
  • the processor communicates with the storage medium through a bus, and the processor executes the program instructions, so as to execute the steps of the terrain deformation method according to the first aspect.
  • One of the embodiments of the present disclosure provides a computer-readable storage medium, where a computer program is stored on the storage medium, and the computer program is executed by a processor to execute the terrain deformation method described in the first aspect above. step.
  • FIG. 1 is a schematic flowchart of a terrain deformation method according to an embodiment of the present disclosure
  • FIG. 2 is a schematic diagram of a deformation result provided by an embodiment of the present disclosure
  • FIG. 3 is a schematic flowchart of another terrain deformation method provided by an embodiment of the present disclosure.
  • FIG. 4 is a schematic flowchart of another terrain deformation method provided by an embodiment of the present disclosure.
  • FIG. 5 is an analytical schematic diagram of a deformation unit provided by an embodiment of the present disclosure.
  • FIG. 6 is a schematic diagram of a transition between a deformation unit and a deformation node according to an embodiment of the present disclosure
  • FIG. 7 is a schematic diagram of a mapping relationship between a set of mesh vertices of a three-dimensional terrain model and a combination of data nodes according to an embodiment of the present disclosure
  • FIG. 8 is a schematic flowchart of another terrain deformation method provided by an embodiment of the present disclosure.
  • FIG. 9 is a schematic flowchart of another terrain deformation method provided by an embodiment of the present disclosure.
  • FIG. 10 is a schematic flowchart of another terrain deformation method provided by an embodiment of the present disclosure.
  • FIG. 11 is a schematic diagram of intersection of a deformed picture and a tile of a three-dimensional terrain model according to an embodiment of the present disclosure
  • FIG. 12 is a schematic diagram of the intersection of another deformed picture and a tile of a three-dimensional terrain model provided by an embodiment of the present disclosure
  • FIG. 13 is a schematic diagram of a terrain deformation device according to an embodiment of the present disclosure.
  • FIG. 14 is a schematic diagram of an electronic device according to an embodiment of the present disclosure.
  • the 3D mesh of the 3D terrain model is produced in an offline manner through DCC (Digital Content Creation) software or a game engine.
  • DCC Digital Content Creation
  • a typical application limitation of this deformation implementation method is that it is difficult to change the shape of the terrain in real time when the game is running, and it is difficult to generate deformation by changing the 3D mesh shape of the 3D terrain model in real time.
  • One of the main reasons for this limitation is that the game runs The performance of the target hardware is limited, and it cannot handle the deformation calculation of some 3D meshes in real time. This limitation is very obvious on mobile platforms, such as mobile phones, PADs and other mobile hardware devices. Therefore, height maps are generally used to generate deformations in the offline (pre-production) stage.
  • the solution of the present disclosure is to obtain deformation data based on the obtained deformation picture, and control the data nodes of the combination of data nodes corresponding to the mesh vertex set of the three-dimensional terrain model to change according to the deformation data, so as to change the mesh vertex set of the three-dimensional terrain model.
  • the method of the present disclosure effectively overcomes the problem of excessively high computational complexity of fitting a large number of curves together in the traditional solution, and also reduces the difficulty of terrain deformation control. And through the real-time deformation control of the terrain, the deformation effect is more realistic, and the game player experience is higher.
  • FIG. 1 is a schematic flowchart of a terrain deformation method provided by an embodiment of the present disclosure
  • the execution body of the method may be a game client or a game server, and when the method runs on the game server, the method may be based on cloud interaction
  • the system is implemented and executed, wherein the cloud interaction system includes a server and a client device.
  • the game client may be a local terminal device.
  • a local terminal device stores a game program and is used to present a game screen.
  • the local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded, installed and executed through an electronic device.
  • the local terminal device may provide the graphical user interface to the player in various ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection.
  • the local terminal device may include a display screen for presenting a graphical user interface, the graphical user interface including game screens, and a processor for running the game, generating the graphical user interface, and controlling the graphical user interface display on the display.
  • the method may include:
  • mapping relationship between the obtained 3D terrain model grid vertex set and the data node combination which can be mainly represented as a data node of the data node combination can control at least one of the corresponding 3D terrain model grid vertex sets. a vertex.
  • the 3D terrain model mesh vertex set can be a minimum 3D terrain model mesh vertex set for a certain 3D terrain model, which can be produced by DCC software or a game engine, and the 3D terrain model can be composed of a plurality of minimum 3D terrain models.
  • the terrain model grid vertex sets are formed by splicing; for a certain 3D terrain model, there may be at least one 3D terrain model vertex combination and at least one data node combination, that is, each 3D terrain model vertex combination corresponds to each data node combination.
  • the 3D terrain model will be deformed to improve the authenticity of the game screen.
  • the interaction can be a direct contact collision.
  • a virtual object in a game walks on a virtual beach, it will deform by controlling the virtual beach to generate footprints of the virtual object on the virtual beach.
  • the interaction can also be a contact completed by special effects in the game, for example, a virtual object in the game emits light waves, causing the opposite wall to dent.
  • the state information of the target virtual object is obtained, and according to the state information of the target virtual object, combined with the developed application instance, the interaction event is obtained.
  • a corresponding deformed picture wherein the deformed picture is a picture corresponding to the state information of the contact part of the target virtual object.
  • the virtual object is in contact with the virtual beach, and the corresponding deformation picture is a picture of the sole shape of the virtual object.
  • the deformation picture is not a traditional two-dimensional picture, it contains deformation parameters that control the deformation of the three-dimensional terrain model, and the deformation data can be obtained by analyzing the obtained deformation picture.
  • a corresponding data node combination with a hierarchical data structure can be obtained according to the vertices in the grid vertex set of the three-dimensional terrain model, and when the game is running, by controlling the data node combination with the hierarchical data structure, Then, the set of mesh vertices of the 3D terrain model is controlled to realize the deformation of the 3D terrain model mesh.
  • the data nodes of the data node combination can be deformed in real time, and then the mapping relationship between the data nodes of the data node combination and the 3D terrain model grid vertices can be carried out, and the grid vertices in the grid vertex set can be controlled.
  • the target vertex is deformed in real time to realize the real-time deformation of the 3D terrain model mesh.
  • the concept of the mesh vertex set of the three-dimensional terrain model is different from the definition of the triangular mesh of the general model surface.
  • the triangular mesh of the model can be of any shape, while the mesh vertex set of the three-dimensional terrain model in the embodiment of the present disclosure is different.
  • the triangular mesh of vertices in can be flat or planar.
  • the rendered three-dimensional terrain model may be obtained by using an image rendering technology according to the vertex information of the changed three-dimensional terrain model grid.
  • the state of the target vertices in the rendered 3D terrain model has changed, so that the shape of the corresponding 3D terrain model has changed, thus showing a real interaction. Effect.
  • the deformation method of the present disclosure will be described below by taking the target virtual object as a virtual character and the three-dimensional terrain model as a virtual beach as an example.
  • the initial position of the protagonist of the game can be obtained at the start of the game.
  • the protagonist of the game walks (interacts) on the virtual beach, footprints will be generated on the virtual beach.
  • a picture of the footprint can be obtained, and the image of the footprint can be assigned to the foot position of the protagonist of the game.
  • the parameters of the footprint picture can be generated by detecting the foot position information of the protagonist of the game and the running strength of the feet and other data, which can include: the size of the picture, the spatial position of the picture, the height of the picture, etc., so as to obtain
  • the picture is deformed, and in the process of the protagonist of the game moving forward, the spatial position information of the footprint picture can be changed in real time according to the position information of the feet of the protagonist of the game.
  • Footprint picture deformation picture
  • the mapping relationship between the vertices in the vertices controls the deformation of the target vertices in the mesh vertices, changes the state of the target vertices, and renders the shape of the deformed virtual beach according to the changed state of the target vertices.
  • FIG. 2 is a schematic diagram of a deformation result provided by an embodiment of the present disclosure.
  • deformation control is performed on the data nodes combined with the data nodes, and according to the data nodes combined with the data nodes and the three-dimensional terrain model
  • the mapping relationship of the vertices in the mesh vertex set, adjust the target vertex information in the mesh vertex set of the 3D terrain model, and control the deformation of the 3D terrain model, and the deformation result as shown in the figure can be obtained. It can be seen that , the three-dimensional terrain model has state changes such as bulge or depression due to deformation, thus showing a more realistic deformation.
  • the terrain deformation method provided in this embodiment includes: acquiring a mesh vertex set of a three-dimensional terrain model and a data node combination corresponding to the mesh vertex set of the three-dimensional terrain model, wherein the data node combination of the data node is the same as the three-dimensional terrain model.
  • At least one vertex in the mesh vertex set of the model has a mapping relationship; in response to an interaction event between the target virtual object in the game and the three-dimensional terrain model, a deformation picture corresponding to the interaction event is obtained; the shape corresponding to the deformation picture is obtained according to the deformation picture Corresponding deformation data, wherein the deformation data is data used to control the combined deformation of the data nodes; according to the deformation data and the mapping relationship, adjust the target vertex in the mesh vertex set of the 3D terrain model to change the 3D terrain model mesh; The corresponding 3D terrain model is rendered according to the changed 3D terrain model grid.
  • the method obtains the deformation data through the deformation pictures obtained in real time, and then uses the deformation data to carry out real-time deformation on the data nodes combined with the data nodes, and then controls the vertices in the mesh vertex set to carry out real-time deformation, so as to realize the real-time deformation of the three-dimensional terrain model mesh. real-time deformation.
  • the method of the present disclosure can control the terrain to deform in real time, present a more realistic interactive effect, and improve the game player's game experience.
  • FIG. 3 is a schematic flowchart of another terrain deformation method provided by an embodiment of the present disclosure; optionally, as shown in FIG. 3 , in the foregoing step S102, acquiring a deformation picture corresponding to an interaction event may include:
  • a deformation unit corresponding to the current interaction event may be acquired, wherein one deformation unit may control a deformation state of the terrain.
  • the deformation unit corresponds to the original deformation control data set
  • a deformation unit may include preset deformation auxiliary data and deformation pictures.
  • the deformation picture corresponding to the deformation unit and the preset deformation assistance can be obtained. data.
  • obtaining deformation data corresponding to the shape of the deformed picture according to the deformed picture may include:
  • the corresponding sub-deformation data may be determined from the deformation unit corresponding to the deformation picture according to the deformation picture obtained by the analytical deformation unit and the preset deformation auxiliary data.
  • the deformation pictures corresponding to different deformation units and the preset deformation auxiliary data may be different, and the sub-deformation data of the deformation unit may be determined by the above method.
  • At least one deformation unit can be obtained, each deformation unit can be analyzed, and the deformation picture corresponding to each deformation unit and the preset deformation auxiliary data can be obtained.
  • the picture and the preset deformation auxiliary data determine the sub-deformation data corresponding to each deformation unit.
  • deformation data corresponding to the shape of the deformed picture can be obtained, wherein the obtained deformation data are corresponding to the shapes of a plurality of deformed pictures.
  • the target deformation data that is, the corresponding target deformation data when multiple virtual objects interact with the 3D terrain model at the same time.
  • the acquired first sub-deformation data may be used as the target deformation data.
  • the target deformation data that is, according to the first The walking state of each virtual character, obtain deformation data, and control the deformation of the virtual beach.
  • the target deformation data may be obtained by averaging the three sub deformation data.
  • the preset processing methods adopted are not limited to the two listed above, and may also be other preset methods, which are not specifically limited in this disclosure. .
  • FIG. 4 is a schematic flowchart of another terrain deformation method provided by an embodiment of the present disclosure; optionally, as shown in FIG. 4 , in the above step S203, a corresponding deformation unit is determined according to the deformation picture and the preset deformation auxiliary data
  • the corresponding sub-deformation data can include:
  • S2032 Determine sub-deformation data according to the shape information and preset deformation auxiliary data, where the sub-deformation data includes at least one of the following data: target deformation area data, target offset data, and target time data.
  • FIG. 5 is an analytical schematic diagram of a deformation unit provided by an embodiment of the present disclosure.
  • a deformation unit may include: a deformation picture and preset deformation auxiliary data.
  • the deformation picture is the deformation picture obtained by the above analysis.
  • the preset deformation auxiliary data may include preset deformation area data, preset time data, preset offset information data, etc. to assist in generating sub-deformation data. These data may be a predefined set of data. It is also possible to dynamically change some of the data, or other more data, according to the interaction between the virtual object and the three-dimensional terrain model when the game is running. The present disclosure is not specifically limited herein.
  • the deformation area data includes a space sphere and an AABB bounding box
  • AABB bounding box refers to a cuboid in three-dimensional space, each group of opposite faces of the cuboid is parallel to a certain reference plane of the three-dimensional coordinate system, and the three-dimensional coordinate system
  • the datum plane such as xy plane (z coordinate is 0), xz plane (y coordinate is 0)), is used to determine the current deformed image and which data node combination data nodes are intersected.
  • the offset data contains the coordinate offset value of the deformation in a certain direction in space, usually including a space direction vector and an offset value, which represents the value of the spatial displacement of the deformed data node in this space direction. For example, when a virtual character steps on a virtual beach, corresponding to the stepped position, a depression will be formed to form footprints, and the size of the depression can be controlled by offset data.
  • the offset data obtained by analyzing the deformation unit is 10
  • it can be obtained by Control the data node height data in the data node combination from 0 to 10 to produce a sunken effect.
  • Time data is used to set the duration of the current deformation, including a transition time of fade in and fade out, a maximum duration, etc. For example, when a virtual character steps on a virtual beach, the process of generating footprints takes 3 seconds. Combined with the above offset data, that is, it takes 3 seconds to form a footprint with a height of 10 corresponding to the stepped position. In one case, it is realized by the transition time of fading in and out, that is, 1 to 2 seconds, the control height changes from 0 to 5, 2 to 3 seconds, and the control height changes from 5 to 10, thus showing a gradual process.
  • the maximum duration including: 1 second control height from 0 to 10 instantaneously, and then from 10 to 0, or 1 second control height from 0 to 10 instantaneously, and remain forever. According to different time data, the deformation effect produced by the control is different.
  • deformation-related shape information is stored in the deformed picture.
  • these data are stored in the range of 0 to 1, and the preset deformation auxiliary data is equivalent to the reference value.
  • the information is calculated with the preset deformation auxiliary data, and the sub-deformation data corresponding to the deformation unit can be obtained.
  • the sub-deformation data includes at least one of the following data: target deformation area data, target offset data, and target time data.
  • the shape information stored in the deformation picture is a value of 0 to 1
  • the terrain deformation is controlled directly according to the obtained shape information with a value of 0 to 1
  • the 3D terrain model network will be affected. If the state changes of the vertices in the grid are small, the final deformation effect is very insignificant, for example, the footprint is too shallow. Therefore, by setting the preset deformation auxiliary data (reference value), and calculating the preset deformation auxiliary data and shape information, the obtained sub-deformation data controls the deformation and can form a relatively obvious deformation.
  • the preset deformation auxiliary data is 1000
  • the sub-deformation data 500 can be obtained, so that the sub-deformation data can be enlarged.
  • the deformation is controlled according to the amplified sub-deformation data, thereby producing a better deformation effect.
  • FIG. 6 is a schematic diagram of transition between a deformation unit and a deformation node according to an embodiment of the present disclosure.
  • multiple deformation units can be parsed simultaneously through the parser. After each deformation unit is parsed by the parser, it will be stored as a deformation node inside the parser.
  • the deformation node inside the parser is the One-to-one correspondence, a deformation unit corresponds to a deformation node, the difference is that the deformation unit is the original deformation data set, including the deformation picture and the preset deformation auxiliary data, and a deformation node is formed after the deformation unit is parsed by the parser.
  • Deformation data nodes stored inside the parser. N deformation elements will be converted into N deformation nodes, and these N deformation nodes will be connected to each other in the form of a linked list.
  • multiple deformation nodes can be connected in any order; if there are special requirements, for example, they need to be sorted by time, they can be connected by time sorting.
  • the deformation control can be realized by combining the plurality of sub-deformation data.
  • FIG. 7 is a schematic diagram of a mapping relationship between a 3D terrain model grid vertex set and a data node combination provided by an embodiment of the present disclosure.
  • the schematic diagram is a data node combination formed according to a minimum 3D terrain model grid vertex set, as shown in FIG. 7 .
  • a data node combination corresponding to a terrain tile can be a data structure similar to a hierarchical pyramid, which can be adjusted by using a hierarchical tool related to manual adjustment. It is automatically generated by combining parameters.
  • a data structure similar to a layered pyramid may include a multi-layered data structure, each layer of data structure may store a group of data nodes, and a data node is a data node of a combination of data nodes to control a certain number of three-dimensional meshes in the terrain tile. Deformation of lattice vertices.
  • the bottom layer is a minimum 3D terrain model grid vertex set, which is a terrain tile, and the terrain tile goes up
  • One layer can be the 0th layer of the hierarchical pyramid, and the spacing and position of the distribution of data nodes in this layer can be consistent with the distribution of vertices in the terrain tile;
  • the layer above the 0th layer can be the first layer of the hierarchical pyramid, Starting from the first layer, the data nodes of each upper layer can follow a certain preset distribution function. At this time, the distribution of the data nodes can be changed by manually adjusting the relevant adjustment parameters.
  • the data structure of the data node combination corresponding to the vertex set of the three-dimensional terrain model may be a data structure similar to a layered pyramid, or a data structure similar to a layered cylinder, for which the embodiment of the present disclosure does not limit.
  • the number of vertices in the terrain three-dimensional mesh vertex set controlled by the data nodes of each data node combination is different.
  • each layer in a hierarchical data structure similar to a hierarchical pyramid can be called a Layer, and each layer (Layer) can contain a certain number of data nodes.
  • the data node can control a certain number of 3D mesh data vertices in a terrain tile to deform. Since a minimum set of 3D terrain model vertices (that is, a terrain tile) corresponds to a combination of data nodes, a 1-to-N relationship can be formed between a data node and the 3D terrain model grid vertices in the terrain tile, that is, a The data node can control N 3D terrain model mesh vertices in a terrain Tlie.
  • the number of data nodes distributed for each layer can be gradually reduced as the Layer level in the hierarchical pyramid goes up, that is, the number of data nodes distributed in the upper layer will be lower than that of the lower layer.
  • the number of data nodes distributed in the first-level layer is small; however, the number of 3D terrain model mesh vertices controlled by the data nodes of each layer can gradually increase with the Layer level in the hierarchical pyramid, that is, the data in the upper-level Layer
  • the number of vertices controlled by the node can be more than the number of vertices controlled by the data nodes in the layer below.
  • the relationship between the data nodes in any layer (Layer) and the vertices of the three-dimensional terrain model mesh in the terrain tile can be shown in the following equation:
  • M represents the total number of data nodes in a layer similar to a layered pyramid
  • Xi represents the number of vertices of the 3D terrain model mesh controlled by the i-th data node
  • N represents the content of a terrain tile.
  • the total number of mesh vertices of the 3D terrain model; that is, for a data node in any layer, the sum of the number of vertices of the 3D terrain model mesh controlled by the data node is equal to the terrain Tile corresponding to the combination of the data nodes.
  • the terrain deformation component includes a fitting control component and an adaptation component
  • the data node combination includes a plurality of data node combinations.
  • FIG. 8 is a schematic flowchart of another terrain deformation method provided by an embodiment of the present disclosure; optionally, as shown in FIG. 8 , in step S104, according to the deformation data and the mapping relationship, adjust the mesh vertex set of the three-dimensional terrain model
  • the target vertices to alter the 3D terrain model mesh can include:
  • terrain is a form of game representation.
  • a preset terrain deformation component can be loaded, and the terrain deformation component can be used to deform the terrain in the game, such as plateaus, plains, streets, etc. , so that the terrain interacts with other elements in the game scene through the Terrain Deform component.
  • the preset terrain deformation components can be composed of deformation control units based on hierarchical data structures, and can be generated by the game program when the game is running, so that the generated terrain deformation components can be used when the game is running.
  • 3D terrain model for real-time terrain deformation control can be used to perform the deformation calculation of the 3D mesh, which is similar to the terrain, and realize the real-time deformation control of the 3D terrain model without reducing the performance of the target hardware.
  • the target hardware for running the game may be various terminal devices such as mobile phones, game consoles, PADs, PCs (Personal Computers, personal computers).
  • Running game software on hardware devices can be applied to render graphical user interfaces on the screens of various terminal devices.
  • the content displayed on the graphical user interface can include at least one part or all of the game scene.
  • the specific shape of the game scene can be a square. Other shapes are also possible, which are not limited by the embodiments of the present disclosure.
  • a plurality of mesh vertex sets of the smallest 3D terrain model and a plurality of corresponding data node combinations can be obtained, so that the control unit in the terrain deformation component can pair the The multiple data nodes of the data node combination are controlled, and then the multiple vertices in the three terrain vertex sets corresponding to the multiple data nodes are controlled.
  • the preset global dynamic parameters are determined according to the game's own attributes, which are a set of parameters controlled by the game logic.
  • the virtual object when the virtual object interacts with the 3D terrain model, only the interaction part of the 3D terrain model is deformed, and the mesh vertices of the interactive part are only some of the vertices in the 3D terrain model mesh vertex set, then, through the data node
  • the combined data node controls the 3D terrain model grid
  • the deformation control for the target vertex in the collection when the virtual object interacts with the 3D terrain model, only the interaction part of the 3D terrain model is deformed, and the mesh vertices of the interactive part are only some of the vertices in the 3D terrain model mesh vertex set, then, through the data node
  • the combined data node controls the 3D terrain model grid
  • one data node of the data node combination can control the corresponding three-dimensional terrain model network.
  • At least one vertex in the grid vertex set performs deformation control on the data nodes of the target data node combination through the deformation control information, and also performs deformation control on the target vertex in the grid vertex set of the three-dimensional terrain model corresponding to the deformed data node. deformation control.
  • the information of the data nodes of the target data node combination in the multiple data node combinations is adjusted to obtain the deformation control information, which may include: according to at least one The offset data, time data, and preset global dynamic parameters included in the sub-deformation data are used to adjust the information of the data nodes combined with the target data nodes to obtain deformation control information.
  • FIG. 9 is a schematic flowchart of another terrain deformation method provided by an embodiment of the present disclosure.
  • the target offset data and target time data included in each sub-deformation data, and the preset global dynamic parameters adjust the information of the data nodes of the target data node combination, and obtain the deformation control information, which may include:
  • the offset data refers to the coordinate offset value of the deformation in a certain direction in space.
  • the corresponding offset data is usually in space.
  • the coordinate offset value of the data node combined by the target data node is the offset data;
  • an achievable method is: according to the time sequence, determine that the first obtained offset data is the combination of target data nodes.
  • the coordinate offset value of the data node is obtained.
  • Another achievable way is to obtain an average value of a plurality of obtained offset data, and use the obtained average value as the coordinate offset value of the data node combined by the target data node. For example: the first offset data is 10, the second offset data is 12, and the third offset data is 14, then the coordinate offset value of the data node combined by the target data node can be 10, or it can be 12.
  • the time data refers to the time required for the coordinates of the data nodes of the target data node combination to change to the coordinate offset value in the process of controlling the data node deformation of the target data node combination.
  • the acquired first time data may be determined in time sequence as the time required for the coordinates of the data nodes of the target data node combination to shift.
  • a plurality of time data may be averaged to obtain a time average value, and the time average value may be determined as the time required for the coordinates of the data nodes of the target data node combination to shift.
  • the first time data is 2 seconds
  • the second time data is 3 seconds
  • the third time data is 4 seconds
  • it can be determined that the time required for the coordinates of the data nodes of the target data node combination to shift is: 2 seconds, or 3 seconds.
  • the terrain deformation control can be realized as: controlling the coordinates of the target vertex in the mesh vertex set of the 3D terrain model to change from 0 to 10 after 2 seconds, or Is it from 0 to 10 after 3 seconds, or from 0 to 10 after 2 seconds, or from 0 to 12 after 3 seconds.
  • different control processes have different corresponding deformation effects.
  • the above-mentioned acquired offset data and offset time may be dynamically adjusted through preset global dynamic parameters.
  • the preset global dynamic parameter is 5 seconds of acceleration
  • the time required for the data nodes of the above-determined target data node combination to offset will change from 2 seconds to 0.4 seconds, or from 3 seconds to 0.6 seconds.
  • the achievable terrain deformation control is: control the coordinates of the target vertex in the mesh vertex set of the 3D terrain model from 0 to 10 after 0.4 seconds, or from 0 to 10 after 0.6 seconds, or from 0 after 0.4 seconds becomes 12, or from 0 to 12 after 0.6 seconds.
  • the information of the data nodes combined with the target data nodes can be adjusted according to the deformation data and the preset global dynamic parameters, so as to obtain the deformation control information. Therefore, the target vertex in the mesh vertex set of the three-dimensional terrain model can be adjusted according to the deformation control information and the mapping relationship, so as to change the mesh of the three-dimensional terrain model.
  • the above-mentioned specific embodiments describe the information adjustment process of the data nodes of the target data node combination in detail.
  • the following describes the method for determining the target data node combination in the multiple data node combinations with reference to the specific drawings.
  • the data nodes in the target data node combination correspond to the target vertices in the mesh vertex set of the three-dimensional terrain model.
  • the method of the present disclosure is performed.
  • the method also includes: determining a target data node from the multiple data node combinations according to the deformation area data in each sub-deformation data and the data node information of the multiple data node combinations.
  • the deformation area data included in the sub-deformation data determines which data nodes are affected by the deformed picture when the data nodes in the control data node combination perform information adjustment.
  • the deformation area data includes spatial location information and area information, which are combined to determine which tiles in the deformation image and the 3D terrain model intersect the area (specified by the area information in the preset deformation auxiliary data). Whether the space area and the Tile of the 3D terrain model overlap in space), and further determine which vertices in the Tile the deformation picture intersects with (the deformation picture does not necessarily intersect with every vertex in the Tile), Thereby, the target vertex is determined.
  • the target data node combination can be determined from a plurality of data node combinations according to the corresponding relationship between the mesh vertex set of the three-dimensional terrain model and the data node combination and the determined data node combination.
  • the 3D mesh vertices of any 3D terrain model may be composed of multiple 3D mesh vertex sets (tiles), each tile includes a preset number of vertices, for example, the 3D mesh vertices of the 3D terrain model It contains 100 vertices. If the 100 vertices are divided into 5 groups, then the corresponding Tile, that is, the 3D mesh vertex of the 3D terrain model consists of 5 tiles, and the 5 tiles are spliced together, then A three-dimensional terrain model with the 100 vertices can be obtained.
  • the target tile When performing deformation control on the 3D terrain model through the deformation data and the mapping relationship, the target tile can be determined from the 3D mesh vertices of the 3D terrain model, and further, the target vertex can be determined from the target tile, and the target vertex is also the deformation.
  • the affected vertices so that the data node information of the target data node combination corresponding to the target vertex can be adjusted by the deformation data according to the obtained deformation data and the corresponding relationship between the grid vertex set of the three-dimensional terrain model and the data node combination, In order to adjust the target vertex of the grid vertex of the 3D terrain model, the deformation control of the 3D terrain model grid is realized.
  • FIG. 10 is a schematic flowchart of another terrain deformation method provided by an embodiment of the present disclosure.
  • Determine the target data node combination from multiple data node combinations which can include:
  • the deformation image is mapped to the grid vertices of the three-dimensional terrain model by using a preset mapping relationship In the set, the intersection of the deformation image and the mesh vertex set of the three-dimensional terrain model is obtained.
  • the spatial position information of the deformed picture is the position information of the deformed picture in the picture space, and the intersecting relationship between objects in different spaces cannot be determined.
  • the mapping relationship is mapped to the coordinate system where the 3D terrain model is located, that is, to the game coordinate system where the 3D terrain model is located.
  • the area information (which can be understood as the picture area data of the deformed picture), determines the intersection of the deformed picture and the set of mesh vertices of the three-dimensional terrain model.
  • FIG. 11 is a schematic diagram of intersection of a deformed picture and a tile of a three-dimensional terrain model provided by an embodiment of the present disclosure. As shown in FIG. 11 , FIG. 11( a ) is a schematic diagram of the deformed image intersecting only one tile of the 3D terrain model, and FIG. 11( b ) is a schematic diagram of the deformed image intersecting with four tiles of the 3D terrain model.
  • a schematic diagram of the intersection of the deformation picture in the deformation unit and the tile of the three-dimensional terrain model According to the deformation area data in the sub-deformation data obtained by analyzing the deformation unit, the deformation picture can be mapped to the mesh vertex set of the 3D terrain model through a preset mapping relationship, and the mesh vertex set of the 3D terrain model can be determined. The intersection of the deformed image.
  • deformation node data when there are multiple deformation units, and multiple sub-deformation data (deformation node data) are generated correspondingly, as described above, multiple deformation nodes are connected to each other to form a deformation node list, which can be traversed by traversing the deformation nodes.
  • a linked list that determines the intersection of the mesh vertex set of the 3D terrain model and the deformed image.
  • intersection of the mesh vertex set of the three-dimensional terrain model determined above and the deformed picture can be used as the target vertex to be deformed in the mesh vertex set of the three-dimensional terrain model.
  • S503 Determine the target data node combination from the multiple data node combinations according to the target vertex and the mapping relationship between the mesh vertex set of the three-dimensional terrain model and the data node combination of the data node combination.
  • the data nodes corresponding to the target vertex can be determined from the data nodes combined with multiple data nodes, so that the determined data nodes can be determined.
  • the data node combination where the data node is located is determined as the target data node combination.
  • the information adjustment of the data nodes in the target data node combination is controlled by the obtained deformation data, so that the deformation control of the target vertex in the mesh vertex set of the three-dimensional terrain model can be realized, so as to change the mesh of the three-dimensional terrain model and obtain the deformation.
  • the post 3D terrain model is controlled by the obtained deformation data, so that the deformation control of the target vertex in the mesh vertex set of the three-dimensional terrain model can be realized, so as to change the mesh of the three-dimensional terrain model and obtain the deformation.
  • FIG. 12 is a schematic diagram of intersection of another deformed picture and a tile of a three-dimensional terrain model according to an embodiment of the present disclosure.
  • multiple deformation units act on an area in the 3D terrain model, that is, multiple deformation pictures overlap each other, then the situation where the deformation pictures overlap each other can be handled according to predefined rules.
  • the rules have been exemplified in the foregoing embodiments.
  • the obtained first sub-deformation data is used as the final deformation data, or the deformation data of each deformed picture is combined to obtain an average value and process it as one data, etc. I won't go into details here.
  • the method of the present disclosure further includes: creating at least one sub-grid vertex set of the three-dimensional terrain model in an offline state; and obtaining a mesh vertex set of the three-dimensional terrain model according to the at least one sub-grid vertex set.
  • the mesh vertex set of the three-dimensional terrain model used in the present disclosure for judging the intersection of the deformed picture and the three-dimensional terrain model area can be produced in an offline state.
  • the Tile (sub-grid vertex set, that is, the grid vertex set of the smallest three-dimensional terrain model) of the three-dimensional terrain model can be made in the DCC software or the game engine, and multiple at least one Tile is spliced in the game engine. into a complete 3D terrain model, thereby obtaining the mesh vertex set of the 3D terrain model.
  • the method of the present disclosure further includes: intelligently assigning, through a runtime adapter, which processing unit of the current game running hardware to perform hardware acceleration processing in the above-mentioned terrain deformation method, and the runtime adapter is mainly based on the running situation of the current game and the global The running settings determine whether the terrain deformation processing is sent to the CPU (central processing unit) or the GPU (graphics processing unit) for final processing. At the same time, the runtime adapter also sends the final processing results to the display side for display.
  • the global running setting is determined according to the terminal type running the game and the configuration parameters of the terminal.
  • the terminal types may include: mobile phone terminals, tablet terminals, computer terminals, etc.
  • the configuration parameters of the terminals may be hardware configuration parameters of the terminals. Distributing the processing process through the adapter can effectively reduce the lag in the game running, and can effectively improve the realization efficiency of deformation control.
  • the terrain deformation method includes: acquiring a mesh vertex set of a three-dimensional terrain model and a data node combination corresponding to the mesh vertex set of the three-dimensional terrain model, wherein the data node combination of the data node is the same as the three-dimensional terrain model.
  • At least one vertex in the mesh vertex set of the terrain model has a mapping relationship; in response to an interaction event between the target virtual object in the game and the three-dimensional terrain model, a deformation picture corresponding to the interaction event is obtained; The deformation data corresponding to the shape, wherein the deformation data is the data used to control the combined deformation of the data nodes; according to the deformation data and the mapping relationship, the target vertex in the mesh vertex set of the 3D terrain model is adjusted to change the mesh of the 3D terrain model ; Render the corresponding 3D terrain model according to the changed 3D terrain model grid.
  • the method obtains the deformation data through the deformation pictures obtained in real time, and then uses the deformation data to perform real-time deformation on the data nodes combined with the data nodes, and then controls the vertices in the mesh vertex set to perform real-time deformation, so as to realize the real-time deformation of the three-dimensional terrain model mesh. real-time deformation.
  • the method of the present disclosure can control the terrain to deform in real time, present a more realistic interactive effect, and improve the game player's game experience.
  • the present disclosure also provides a preset processing method for the overlapping effect of multiple deformation pictures, which effectively solves the realization method of terrain deformation when multiple virtual objects interact with the same position of the 3D terrain model.
  • the obtained deformation data is dynamically adjusted through the preset global dynamic parameters, so that the obtained deformation data is more accurate, thereby improving the deformation control accuracy.
  • FIG. 13 is a schematic diagram of a terrain deformation device according to an embodiment of the present disclosure.
  • the apparatus may include: an acquisition module 501, an adjustment module 502, and a rendering module 503;
  • the obtaining module 501 is used to obtain the grid vertex set of the three-dimensional terrain model and the data node combination corresponding to the grid vertex set of the three-dimensional terrain model, wherein the data node of the data node combination and the grid vertex set of the three-dimensional terrain model. At least one vertex has a mapping relationship; a deformation picture corresponding to the interaction event is obtained in response to an interaction event between the target virtual object in the game and the three-dimensional terrain model; deformation data corresponding to the shape of the deformation picture is obtained according to the deformation picture, wherein, The deformation data is the data used to control the combined deformation of the data nodes;
  • the adjustment module 502 is used for adjusting the target vertex in the mesh vertex set of the three-dimensional terrain model according to the deformation data and the mapping relationship, so as to change the mesh of the three-dimensional terrain model;
  • the rendering module 503 is configured to render a corresponding three-dimensional terrain model according to the changed three-dimensional terrain model grid.
  • the obtaining module 501 is specifically configured to obtain the deformation unit corresponding to the interaction event; analyze the deformation unit to obtain the deformation picture and the preset deformation auxiliary data; determine the phase according to the deformation picture and the preset deformation auxiliary data. Sub-deformation data corresponding to the corresponding deformation unit; according to the sub-deformation data corresponding to each deformation unit, obtain deformation data corresponding to the shape of the deformed picture.
  • the preset deformation auxiliary data includes at least one of the following data: preset deformation area data, preset offset data and preset time data;
  • the acquisition module 501 is specifically configured to acquire corresponding shape information according to the deformation picture; determine sub-deformation data according to the shape information and preset deformation auxiliary data, and the sub-deformation data includes at least one of the following data: target deformation area data, target offset data and target time data.
  • the data node combination includes multiple data node combinations; the adjustment module 502 is specifically used for
  • the information of the data nodes of the target data node combination in the multiple data node combinations is adjusted to obtain the deformation control information
  • the target vertex in the mesh vertex set of the 3D terrain model is adjusted to change the 3D terrain model mesh.
  • the adjustment module 502 is specifically configured to adjust the information of the data nodes combined by the target data nodes according to the target offset data, target time data, and preset global dynamic parameters included in each sub-deformation data, to obtain: Deformation control information.
  • the adjustment module 502 is specifically configured to, according to each target offset data, determine the coordinate offset value of the data nodes of the target data node combination; according to each target time data, determine the coordinates of the data nodes of the target data node combination.
  • the time required for the offset to occur; according to the coordinate offset value of the data nodes of the target data node combination, the time required for the coordinates to offset, and the preset global dynamic parameters, the information of the data nodes of the target data node combination is processed. Adjust to get deformation control information.
  • the device further includes: a determining module
  • the determining module is configured to determine the target data node combination from the multiple data node combinations according to the target deformation area data in each sub-deformation data and the data node information of the multiple data node combinations.
  • the determination module is specifically configured to map the deformation image according to the spatial position information, the area information, and the grid vertex set of the three-dimensional terrain model included in the deformation area data of each target, using a preset mapping relationship.
  • To the grid vertex set of the three-dimensional terrain model obtain the intersection point of the deformation picture and the grid vertex set of the three-dimensional terrain model; determine the intersection point as the target vertex;
  • the mapping relationship of the data nodes determines the target data node combination from multiple data node combinations.
  • the obtaining module 501 is further configured to create at least one sub-grid vertex set of the three-dimensional terrain model in an offline state; obtain the grid vertex set of the three-dimensional terrain model according to the at least one sub-grid vertex set.
  • the foregoing apparatus is used to execute the method provided by the foregoing embodiment, and the implementation principle and technical effect thereof are similar, which will not be repeated here.
  • the above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more specific integrated circuits (Application Specific Integrated Circuit, ASIC for short), or one or more microprocessors (digital singnal) processor, referred to as DSP), or, one or more Field Programmable Gate Array (Field Programmable Gate Array, referred to as FPGA), etc.
  • ASIC Application Specific Integrated Circuit
  • DSP digital singnal
  • FPGA Field Programmable Gate Array
  • the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU for short) or other processors that can call program codes.
  • these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC for short).
  • FIG. 14 is a schematic diagram of an electronic device according to an embodiment of the present disclosure, and the electronic device may be the above game client or game server.
  • the electronic device may include: a processor 701 and a memory 702 .
  • the memory 702 is used for storing programs, and the processor 701 calls the programs stored in the memory 702 to execute the above method embodiments.
  • the specific implementation manner and technical effect are similar, and details are not repeated here.
  • the present disclosure also provides a program product, such as a computer-readable storage medium, including a program, which is used to execute the above method embodiments when executed by a processor.
  • a program product such as a computer-readable storage medium, including a program, which is used to execute the above method embodiments when executed by a processor.
  • the disclosed apparatus and method may be implemented in other manners.
  • the apparatus embodiments described above are only illustrative.
  • the division of the units is only a logical function division. In actual implementation, there may be other division methods.
  • multiple units or components may be combined or Can be integrated into another system, or some features can be ignored, or not implemented.
  • the shown or discussed mutual coupling or direct coupling or communication connection may be through some interfaces, indirect coupling or communication connection of devices or units, and may be in electrical, mechanical or other forms.
  • the units described as separate components may or may not be physically separated, and components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution in this embodiment.
  • each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
  • the above-mentioned integrated unit may be implemented in the form of hardware, or may be implemented in the form of hardware plus software functional units.
  • the above-mentioned integrated units implemented in the form of software functional units can be stored in a computer-readable storage medium.
  • the above-mentioned software functional unit is stored in a storage medium, and includes several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute the various embodiments of the present disclosure. part of the method.
  • the aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, referred to as: ROM), random access memory (English: Random Access Memory, referred to as: RAM), magnetic disk or optical disk, etc.
  • ROM Read-Only Memory
  • RAM Random Access Memory
  • magnetic disk or optical disk etc.

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Abstract

一种地形形变方法、装置、设备及存储介质,该方法包括:获取三维地形模型的网格顶点集合以及与三维地形模型的网格顶点集合对应的数据节点组合;响应游戏中的目标虚拟对象与三维地形模型的交互事件,获取与交互事件相对应的形变图片;根据形变图片获取与形变图片的形状相对应的形变数据;根据形变数据和映射关系,调整三维地形模型的网格顶点集合中的目标顶点,以改变三维地形模型网格;根据改变后的三维地形模型网格渲染出对应的三维地形模型。

Description

地形形变方法、装置、设备及存储介质
本公开要求于2020年9月1日提交的申请号为202010907239.2、名称为“地形形变方法、装置、设备及存储介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
技术领域
本公开涉及游戏技术领域,具体而言,涉及一种地形形变方法、装置、设备及存储介质。
背景技术
游戏中的虚拟物体是游戏的重要组成部分,其中,虚拟物体可以为游戏中的任意物体,例如:地形、建筑、游戏道具等。以地形为例,地形可以为如一个城市场景中的街道、一个室外场景中的高原、山丘、洼地等等,所有这些虚拟物体的形态丰富了游戏场景的表现,让游戏玩家产生更真实的感受。
现有技术中,通常是以离线的方式制作地形模型的三维网格,基于图片调整地形模型的三维网格的形变,并在游戏运行时,将制作好的地形模型的三维网格进行展示,以实现三维地形模型形变的展示。
但是,现有的实现方法,在游戏运行过程中无法实时地改变三维地形模型的形状,从而导致游戏玩家的游戏视觉体验和感受度较差。
需要说明的是,在上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。
发明内容
本公开其中之一实施例,提供一种地形形变方法,包括:
获取三维地形模型的网格顶点集合以及与所述三维地形模型的网格顶点集合对应的数据节点组合,其中,所述数据节点组合的数据节点与所述三维地形模型的网格顶点集合中的至少一个顶点具有映射关系;
响应游戏中的目标虚拟对象与所述三维地形模型的交互事件,获取与所述交互事件相对应的形变图片;
根据所述形变图片获取与所述形变图片的形状相对应的形变数据,其中,所述形变数据为用于控制所述数据节点组合形变的数据;
根据所述形变数据和所述映射关系,调整所述三维地形模型的网格顶点集合中的目标顶点,以改变所述三维地形模型网格;
根据改变后的所述三维地形模型网格渲染出对应的三维地形模型。
可选地,所述获取与所述交互事件相对应的形变图片的步骤包括:
获取与所述交互事件相对应的形变单元;
对所述形变单元进行解析以得到所述形变图片和预设的形变辅助数据;
所述根据所述形变图片获取与所述形变图片的形状相对应的形变数据,包括:
根据所述形变图片和所述预设的形变辅助数据确定相对应的所述形变单元对应的子形变数据;
根据每个所述形变单元对应的子形变数据,获取与所述形变图片的形状相对应的形变数据。
可选地,所述预设的形变辅助数据包括如下至少一种数据:预设形变区域数据、预设偏移数据和预设时间数据;
所述根据所述形变图片和所述预设的形变辅助数据确定相对应的所述形变单元 对应的子形变数据,包括:
根据所述形变图片获取对应的形状信息;
根据所述形状信息和所述预设的形变辅助数据确定所述子形变数据,所述子形变数据至少包括如下一种数据:目标形变区域数据、目标偏移数据和目标时间数据。
可选地,所述数据节点组合包括多个数据节点组合,所述根据所述形变数据和所述映射关系,调整所述三维地形模型的网格顶点集合中的目标顶点,以改变所述三维地形模型网格,包括:
根据所述形变数据、以及预设的全局动态参数,对所述多个数据节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息;
根据所述形变控制信息以及所述映射关系,调整所述三维地形模型的网格顶点集合中的目标顶点,以改变所述三维地形模型网格。
可选地,所述根据所述形变数据、以及预设的全局动态参数,对所述多个数据节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息,包括:
根据每个所述子形变数据中包括的目标偏移数据、目标时间数据,以及预设的全局动态参数,对所述目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。
可选地,所述根据每个所述子形变数据中包括的目标偏移数据、目标时间数据,以及预设的全局动态参数,对各所述数据节点组合的数据节点的信息进行调整,得到形变控制信息,包括:
根据每个目标偏移数据,确定所述目标数据节点组合的数据节点的坐标偏移值;
根据每个目标时间数据,确定所述目标数据节点组合的数据节点的坐标发生偏移所需的时间;
根据所述目标数据节点组合的数据节点的坐标偏移值、坐标发生偏移所需的时间、以及所述预设的全局动态参数,对所述目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。
可选地,所述根据所述形变数据、以及预设的全局动态参数,对所述多个数据节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息之前,所述方法还包括:
根据每个所述子形变数据中的目标形变区域数据、以及所述多个数据节点组合的数据节点信息,从所述多个数据节点组合中确定所述目标数据节点组合。
可选地,所述根据每个所述子形变数据中的目标形变区域数据、以及所述多个数据节点组合的数据节点信息,从所述多个数据节点组合中确定所述目标数据节点组合,包括:
根据每个所述目标形变区域数据中包括的形变图片的空间位置信息、区域信息、所述三维地形模型的网格顶点集合,采用预设的映射关系,将所述形变图片映射至所述三维地形模型的网格顶点集合中,得到所述形变图片与所述三维地形模型的网格顶点集合的交点;
确定所述交点为所述目标顶点;
根据所述目标顶点、以及所述三维地形模型的网格顶点集合与所述数据节点组合的数据节点的映射关系,从所述多个数据节点组合中确定所述目标数据节点组合。
可选地,所述方法还包括:
离线状态下制作所述三维地形模型的至少一个子网格顶点集合;
根据所述至少一个子网格顶点集合,得到所述三维地形模型的网格顶点集合。
本公开其中之一实施例,提供了一种地形形变装置,包括:获取模块、调整模块、渲染模块;
所述获取模块,用于获取三维地形模型的网格顶点集合以及与所述三维地形模型的网格顶点集合对应的数据节点组合,其中,所述数据节点组合的数据节点与所述三维地形模型的网格顶点集合中的至少一个顶点具有映射关系;响应游戏中的目标虚拟对象与所述三维地形模型的交互事件,获取与所述交互事件相对应的形变图片;根据所述形变图片获取与所述形变图片的形状相对应的形变数据,其中,所述形变数据为用于控制所述数据节点组合形变的数据;
所述调整模块,用于根据所述形变数据和所述映射关系,调整所述三维地形模型的网格顶点集合中的目标顶点,以改变所述三维地形模型网格;
所述渲染模块,用于根据改变后的所述三维地形模型网格渲染出对应的三维地形模型。
可选地,所述获取模块,具体用于获取与所述交互事件相对应的形变单元;对所述形变单元进行解析以得到所述形变图片和预设的形变辅助数据;根据所述形变图片和所述预设的形变辅助数据确定相对应的所述形变单元对应的子形变数据;根据每个所述形变单元对应的子形变数据,获取与所述形变图片的形状相对应的形变数据。
可选地,所述预设的形变辅助数据包括如下至少一种数据:预设形变区域数据、预设偏移数据和预设时间数据;
所述获取模块,具体用于根据所述形变图片获取对应的形状信息;根据所述形状信息和所述预设的形变辅助数据确定所述子形变数据,所述子形变数据至少包括如下一种数据:目标形变区域数据、目标偏移数据和目标时间数据。
可选地,所述数据节点组合包括多个数据节点组合;所述调整模块,具体用于
根据所述形变数据、以及预设的全局动态参数,对所述多个数据节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息;
根据所述形变控制信息以及所述映射关系,调整所述三维地形模型的网格顶点集合中的目标顶点,以改变所述三维地形模型网格。
可选地,所述调整模块,具体用于根据每个所述子形变数据中包括的目标偏移数据、目标时间数据,以及预设的全局动态参数,对所述目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。
可选地,所述调整模块,具体用于根据每个目标偏移数据,确定所述目标数据节点组合的数据节点的坐标偏移值;根据每个目标时间数据,确定所述目标数据节点组合的数据节点的坐标发生偏移所需的时间;根据所述目标数据节点组合的数据节点的坐标偏移值、坐标发生偏移所需的时间、以及所述预设的全局动态参数,对所述目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。
可选地,所述装置还包括:确定模块;
所述确定模块,用于根据每个所述子形变数据中的目标形变区域数据、以及所述多个数据节点组合的数据节点信息,从所述多个数据节点组合中确定所述目标数据节点组合。
可选地,所述确定模块,具体用于根据每个所述目标形变区域数据中包括的形变图片的空间位置信息、区域信息、所述三维地形模型的网格顶点集合,采用预设的映射关系,将所述形变图片映射至所述三维地形模型的网格顶点集合中,得到所述形变图片与所述三维地形模型的网格顶点集合的交点;确定所述交点为所述目标顶点;根据所述目标顶点、以及所述三维地形模型的网格顶点集合与所述数据节点组合的数据节点的映射关系,从所述多个数据节点组合中确定所述目标数据节点组合。
可选地,所述获取模块,还用于离线状态下制作所述三维地形模型的至少一个子网格顶点集合;根据所述至少一个子网格顶点集合,得到所述三维地形模型的网格顶点集合。
本公开其中之一实施例,提供了一种电子设备,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的程序指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述程序指令,以执行时执行如上述第一方面所述的地形形变方法的步骤。
本公开其中之一实施例,提供了一种计算机可读存储介质,所述存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如上述第一方面所述的地形形变方法的步骤。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
附图说明
此处的附图被并入说明书中并构成本说明书的一部分,示出了符合本公开的实施例,并与说明书一起用于解释本公开的原理。显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1为本公开实施例提供的一种地形形变方法的流程示意图;
图2为本公开实施例提供的一种形变结果示意图;
图3为本公开实施例提供的另一种地形形变方法的流程示意图;
图4为本公开实施例提供的另一种地形形变方法的流程示意图;
图5为本公开实施例提供的形变单元解析示意图;
图6为本公开实施例提供的形变单元与形变节点的转变示意图;
图7为本公开实施例提供的三维地形模型网格顶点集合与数据节点组合映射关系的示意图;
图8为本公开实施例提供的另一种地形形变方法的流程示意图;
图9为本公开实施例提供的又一种地形形变方法的流程示意图;
图10为本公开实施例提供的又一种地形形变方法的流程示意图;
图11为本公开实施例提供的一种形变图片与三维地形模型的Tile相交示意图;
图12为本公开实施例提供的另一种形变图片与三维地形模型的Tile相交示意图;
图13为本公开实施例提供的一种地形形变装置示意图;
图14为本公开实施例提供的一种电子设备的示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本公开一部分实施例,而不是全部的实施例。
在游戏中,虚拟对象和游戏场景中的虚拟地形会发生一些交互,例如人物与地面、沙滩等,发生交互之后如果模拟现实中的交互,虚拟地形应该会发生一些形变,例如产生脚印、凹陷等。在本公开方案提出之前,现有技术方案中,对于游戏中地形形变的实现方式可以总结为下面几个步骤:
(1)通过DCC(Digital Content Creation,数字内容创作)软件或者游戏引擎以离线的方式制作三维地形模型的三维网格。
(2)在DCC软件或者游戏引擎中基于图片(Height Map,当一个图片被用来产生高度的变化,这个图片一般情况下会被称作高度图,就是Height Map的由来)调整三维地形模型的三维网格的形变,如突起、凹陷、断裂等等。
(3)在游戏运行时把制作好的三维地形模型的三维网格展示出来。
但是,上述现有技术方案存在以下缺点:
该形变实现方式一个典型的应用限制是很难在游戏运行时实时改变地形的形状,很难通过实时改变三维地形模型的三维网格形状来产生形变,导致这种限制的一个主要原因是游戏运行的目标硬件的性能是有限的,还不能实时的处理一些三维网格特别密集的形变计算,这种限制在移动平台,如手机、PAD等移动硬件设备上体现得非常明显。所以,一般都是在离线(预制作)阶段,使用Height Map产生形变。
另外,现有技术中还提出了一种地形形变的实现方法,其产生形变的方式是通过形变曲线的拟合实现的,但是,该方法对于一些精细形变的控制,可能需要大量的曲线拟合在一起才可以实现,这增加了地形形变计算的复杂度,同时也增加了地形形变控制的难度。
本公开方案在于,基于获取的形变图片,获取形变数据,根据形变数据,控制与三维地形模型的网格顶点集合对应的数据节点组合的数据节点产生变化,从而对三维地形模型的网格顶点集合进行形变控制。本公开的方法有效克服了传统方案中,大量的曲线拟合在一起的计算复杂度过高的问题,同时也降低了地形形变控制的难度。且通过对地形进行实时形变控制,使得形变效果更加真实,游戏玩家体验度更高。
以下通过多个实施例对本公开方案的实现方法的具体步骤进行说明。
图1为本公开实施例提供的一种地形形变方法的流程示意图;本方法的执行主体可以是游戏客户端,也可以是游戏服务器,当方法运行于游戏服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,游戏客户端可以为本地终端设备。以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
如图1所示,该方法可包括:
S101、获取三维地形模型的网格顶点集合以及与三维地形模型的网格顶点集合对应的数据节点组合,其中,数据节点组合的数据节点与三维地形模型的网格顶点集合中的至少一个顶点具有映射关系。
可选地,通过获取三维地形模型的网格顶点集合以及与三维地形模型的网格顶点集合对应的数据节点组合,可实现通过对数据节点组合的控制进而对三维地形模型的网格顶点进行控制,从而对三维地形模型的网格进行形变控制。
需要说明的是,获取的三维地形模型的网格顶点集合与数据节点组合之间具有映射关系,主要可以表现为数据节点组合的一个数据节点可以控制对应的三维地形模型网格顶点集合中的至少一个顶点。
通常三维地形模型网格顶点集合可以是针对某个三维地形模型的一个最小的三维地形模型网格顶点集合,其可以通过DCC软件或者游戏引擎进行制作,且三维地形模型可以由多个最小的三维地形模型网格顶点集合拼接形成;针对某个三维地形模型,可以具有至少一个三维地形模型顶点结合,且具有至少一个数据节点组合,即每一个三维地形模型顶点组合分别对应每一个数据节点组合。
S102、响应游戏中的目标虚拟对象与三维地形模型的交互事件,获取的与交互事件相对应的形变图片。
在游戏运行过程中,当虚拟对象与三维地形模型发生交互,即相互作用时,为了呈现出更加接近真实世界中的交互效果,会通过控制三维地形模型产生形变,以提高 游戏画面的真实性。需要说明的是,这里的交互可以是直接接触式的碰撞,比如,游戏中的虚拟对象在虚拟沙滩上行走时,会通过控制虚拟沙滩产生形变,以在虚拟沙滩上生成虚拟对象的脚印。或者,该交互也可以是游戏中通过特效完成的接触,例如,游戏中的虚拟对象发射光波,使对面的墙体发生凹陷等。
可选地,本实施例中,基于检测到的目标虚拟对象与三维地形模型的交互,获取目标虚拟对象的状态信息,根据目标虚拟对象的状态信息,结合已开发的应用实例,获取与交互事件对应的形变图片,其中,该形变图片为与目标虚拟对象发生接触部位的状态信息对应的图片。例如虚拟对象与虚拟沙滩接触,对应的形变图片为虚拟对象的脚底形状图片。
S103、根据形变图片获取与形变图片的形状相对应的形变数据,其中,形变数据为用于控制数据节点组合形变的数据。
需要说明的是,形变图片并非为传统的二维图片,其包含有控制三维地形模型产生形变的形变参数,通过解析获取的形变图片,可得到形变数据。
可选地,可以按照三维地形模型的网格顶点集合中的顶点得到对应的具有分层数据结构的数据节点组合,在游戏运行时,通过控制具有分层数据结构的数据节点组合的数据节点,进而对三维地形模型的网格顶点集合进行控制,实现三维地形模型网格的形变。
S104、根据形变数据和映射关系,调整三维地形模型的网格顶点集合中的目标顶点,以改变三维地形模型网格。
在一些实施例中,在游戏运行时,在获取到针对某个三维地形模型的网格顶点集合以及对应的数据节点组合之后,由于数据节点组合的数据节点与网格顶点集合中的顶点具有映射关系,可以根据获取的形变图片对应的形变数据,对数据节点组合的数据节点进行实时形变,进而进行数据节点组合的数据节点与三维地形模型网格顶点的映射关系,控制网格顶点集合中的目标顶点进行实时形变,以实现对三维地形模型网格的实时形变。
其中,三维地形模型的网格顶点集合的概念与一般模型表面的三角形网格的定义不同,模型的三角形网格可以是任意形状的,而本公开实施例中的三维地形模型的网格顶点集合中的顶点组成的三角形网格可以是平的或者平面状态。
S105、根据改变后的三维地形模型网格渲染出对应的三维地形模型。
可选地,可根据改变后的三维地形模型网格的顶点信息,采用图像渲染技术,得到渲染后的三维地形模型。渲染得到的三维地形模型相比于交互前的三维地形模型,其网格中的目标顶点的状态发生了变化,从而使得所对应的三维地形模型的形状发生了变化,从而呈现出了真实的交互效果。
下面将以目标虚拟对象为虚拟人物,三维地形模型为虚拟沙滩为例,对本公开的形变方法进行说明。
假设虚拟人物为游戏场景中的游戏主角,在游戏开始运行阶段,可获取游戏主角的初始位置。当游戏主角在虚拟沙滩上行走(发生交互)时,会在虚拟沙滩上产生脚印,可根据已开发的游戏应用实例,获取脚印图片,将脚印图片赋于游戏主角的脚部位置,在游戏主角行走的任意时刻,可通过检测游戏主角的脚部位置信息,和脚部运行力度等数据,生成脚印图片的参数,其中,可包括:图片大小、图片的空间位置、图片的高度等,从而得到形变图片,而在游戏主角不断前进的过程中,脚印图片的空间位置信息可根据游戏主角的脚部位置信息实时发生改变,也即,对于游戏主角的任意运行状态,均可对应具有不同参数的脚印图片(形变图片),从而可基于该脚印图片,获取形变数据,根据形变数据,对虚拟沙滩的网格顶点集合所对应的数据节点组合的数据节点进行形变控制,并根据数据节点与网格顶点中各顶点的映射关系,对网格顶 点中的目标顶点进行形变控制,改变目标顶点的状态,从而根据改变后的目标顶点的状态,渲染得到形变后的虚拟沙滩的形状。
图2为本公开实施例提供的一种形变结果示意图,如图2所示,通过获取的形变数据,对数据节点组合的数据节点进行形变控制,并根据数据节点组合的数据节点与三维地形模型的网格顶点集合中的顶点的映射关系,对三维地形模型的网格顶点集合中的目标顶点信息进行调整,控制三维地形模型产生形变,可得到如图中所示的形变结果,可看出,三维地形模型由于发生形变,而产生了凸起或者凹陷等状态变化,从而呈现出较为真实的形变。
综上,本实施例提供的地形形变方法,包括:获取三维地形模型的网格顶点集合以及与三维地形模型的网格顶点集合对应的数据节点组合,其中,数据节点组合的数据节点与三维地形模型的网格顶点集合中的至少一个顶点具有映射关系;响应游戏中的目标虚拟对象与三维地形模型的交互事件,获取的与交互事件相对应的形变图片;根据形变图片获取与形变图片的形状相对应的形变数据,其中,形变数据为用于控制数据节点组合形变的数据;根据形变数据和映射关系,调整三维地形模型的网格顶点集合中的目标顶点,以改变三维地形模型网格;根据改变后的三维地形模型网格渲染出对应的三维地形模型。本方法通过实时获取的形变图片,得到形变数据,从而采用形变数据,对数据节点组合的数据节点进行实时形变,进而控制网格顶点集合中的顶点进行实时形变,以实现对三维地形模型网格的实时形变。相比于现有技术中,在游戏运行时展示预先制作的三维地形模型的三维网格顶点,本公开方法可实时的控制地形产生形变,呈现较为真实的交互效果,提高游戏玩家的游戏体验。
图3为本公开实施例提供的另一种地形形变方法的流程示意图;可选地,如图3所示,上述步骤S102中,获取与交互事件相对应的形变图片,可包括:
S201、获取与交互事件相对应的形变单元。
可选地,基于虚拟对象与三维地形模型的交互事件,可获取当前交互事件对应的形变单元,其中,一个形变单元可控制地形的一个形变状态。
S202、对形变单元进行解析以得到形变图片和预设的形变辅助数据。
可选地,形变单元对应原始的形变控制数据集合,一个形变单元可包括预设的形变辅助数据和形变图片,通过对形变单元进行解析,可获取形变单元对应的形变图片和预设的形变辅助数据。
上述步骤S103中,根据形变图片获取与形变图片的形状相对应的形变数据,可包括:
S203、根据形变图片和预设的形变辅助数据确定相对应的形变单元对应的子形变数据。
在一些实施例中,可根据解析形变单元获取的形变图片以及预设的形变辅助数据,从该形变图片对应的形变单元中确定对应的子形变数据。不同的形变单元对应的形变图片和预设的形变辅助数据可以是不同的,可通过上述方法确定形变单元的子形变数据。
S204、根据每个形变单元对应的子形变数据,获取与形变图片的形状相对应的形变数据。
在游戏运行过程中,可能会存在多个虚拟对象均与三维地形模型发生交互,例如,多个虚拟对象同时踩到虚拟沙滩上的同一个位置,那么,对于虚拟沙滩上该位置的形变控制,则需要综合多个形变单元所对应的子形变数据进行控制。
可选地,可通过每个虚拟对象与三维地形模型的交互事件,获取至少一个形变单元,解析每个形变单元,获取每个形变单元对应的形变图片和预设的形变辅助数据,从而根据形变图片和预设的形变辅助数据,确定每个形变单元对应的子形变数据。
可选地,基于获取的每个形变单元对应的子形变数据,通过预设的处理方法,可得到与形变图片的形状相对应的形变数据,其中,得到的为多个形变图片的形状对应的目标形变数据,也即多个虚拟对象与三维地形模型同时交互时,所对应的目标形变数据。
例如:当形变单元为3个时,对应获取到3个子形变数据,那么,在根据3个子形变数据得到目标形变数据时,可以是将获取的第一个子形变数据作为目标形变数据。如,当有3个虚拟人物依次去踩虚拟沙滩上的同一位置时,可以将检测的第一个虚拟人物所对应的形变单元,产生的子形变数据作为目标形变数据,也即,根据第一个虚拟人物的行走状态,获取形变数据,控制虚拟沙滩产生形变。另外,也可以将3个子形变数据求取平均值,得到目标形变数据。当然,对于多个形变单元同时作用于虚拟沙滩的同一位置时,所采取的预设处理方法并不限于上述所列举的两种,也可以为其他预设方法,本公开对此不做具体限制。
图4为本公开实施例提供的另一种地形形变方法的流程示意图;可选地,如图4所示,上述步骤S203中,根据形变图片和预设的形变辅助数据确定相对应的形变单元对应的子形变数据,可包括:
S2031、根据形变图片获取对应的形状信息。
S2032、根据形状信息和预设的形变辅助数据确定子形变数据,子形变数据至少包括如下一种数据:目标形变区域数据、目标偏移数据和目标时间数据。
图5为本公开实施例提供的形变单元解析示意图。如图5所示,一个形变单元可包括:形变图片和预设的形变辅助数据。
其中,形变图片为上述解析获取的形变图片。一般情况下,预设的形变辅助数据可包含预设形变区域数据、预设时间数据、预设偏移信息数据等用来辅助产生子形变数据,这些数据可以是预定义好的一组数据,也可以在游戏运行时根据虚拟对象和三维地形模型的交互,动态的更改其中的部分数据,或者是其他更多的数据。本公开在此不做具体限制。
其中,形变区域数据包含一个空间的球体和AABB包围盒(AABB包围盒指三维空间中的一种长方体,长方体的每一组相对的面都和三维坐标系的某一个基准平面平行,三维坐标系的基准平面如xy平面(z坐标为0),xz平面(y坐标为0)),用来决定当前的形变图片和哪些数据节点组合的数据节点是相交的。
偏移数据包含了形变在空间中某一个方向上的坐标偏移值,通常包含一个空间方向向量以及一个偏移值,表示被形变的数据节点在在这个空间方向上空间位移的数值。例如:虚拟人物踩在虚拟沙滩上,对应踩下的位置,会产生凹陷,形成脚印,而凹陷大小程度则可通过偏移数据来控制。比如:在该位置未被虚拟人物踩踏时,认为该位置的高度数据为0(目标顶点高度数据为0)而检测到踩踏时,通过解析形变单元获取的偏移数据为10,那么,可通过控制数据节点组合中的数据节点高度数据由0变为10,以产生凹陷效果。
时间数据用来设定当前的形变可以持续的时间,包含一个淡入淡出的过渡时间,一个最大的持续时间等。例如:虚拟人物踩在虚拟沙滩上,产生的脚印的过程需要3秒,结合上述偏移数据,即,对应踩下的位置形成高度为10的脚印需要经过3秒。一种情况下,是通过淡入淡出的过渡时间来实现,即1至2秒,控制高度由0变为5,2至3秒,控制高度由5变为10,从而呈现出渐变的过程。而在另一种情况下,是通过最大的持续时间来实现,其中包括:1秒控制高度由0瞬时变为10,又由10恢复至0,或者1秒控制高度由0瞬时变为10,并且永久保持。根据不同的时间数据,控制产生的形变效果是不同的。
需要说明的是,形变图片中存储有形变相关的形状信息,通常这些数据是以0~1 的数值进行存储,而预设的形变辅助数据相当于基准值,通过将获取的形变图片对应的形状信息与预设的形变辅助数据进行运算,可得到形变单元对应的子形变数据。其中,子形变数据至少包括如下一种数据:目标形变区域数据、目标偏移数据和目标时间数据。
补充说明的是,因为形变图片中存储的形状信息均为0~1的数值,若直接根据所获得的取值为0~1的形状信息控制地形形变,由于数据较小,导致三维地形模型网格中顶点的状态变化较小,则最终产生的形变效果非常不明显,例如:脚印太浅。因此,通过设置预设的形变辅助数据(基准值),将预设的形变辅助数据与形状信息进行运算,得到的子形变数据控制形变,可形成较明显的形变。
举例说明,预设的形变辅助数据为1000,那么,可通过将获取的形状信息,假设为0.5,与预设的形变辅助数据进行乘积运算,得到子形变数据500,使得子形变数据产生放大,从而根据放大后的子形变数据,控制形变,从而产生较好的形变效果。
图6为本公开实施例提供的形变单元与形变节点的转变示意图。如图6所示,可以通过解析器同时解析多个形变单元,每一个形变单元经过解析器解析以后,在解析器的内部,会存储为一个形变节点,解析器内部的形变节点是和形变单元一一对应的,一个形变单元会对应一个形变节点,区别在于形变单元是原始的形变数据集合,包括形变图片和预设的形变辅助数据,而一个形变节点是形变单元经过解析器解析之后形成的形变数据节点,保存在解析器的内部。N个形变单元会转换成N个形变节点,这N个形变节点会以链表的形式相互连接在一起。
需要说明的是,一般情况下,多个形变节点之间可按照任意顺序连接在一起;若有特殊需求,比方说需要按时间排序,那就可以通过时间排序的方式连接在一起。
可选地,根据上述获取的多个子形变数据(形变节点数据),可结合多个子形变数据,实现形变控制。
图7为本公开实施例提供的三维地形模型网格顶点集合与数据节点组合映射关系的示意图,该示意图为按照一个最小的三维地形模型网格顶点集合形成的一个数据节点组合,如图7所示,与一个地形Tile(最小的三维地形模型的网格顶点集合)对应的一个数据节点组合可以为类似于分层金字塔的数据结构,该数据结构可以通过使用分层工具与手动调整相关的调节参数结合而自动生成。
具体的,类似分层金字塔的数据结构可以包括多层数据结构,每一层数据结构可以保存一组数据节点,数据节点即为数据节点组合的数据节点,以控制地形Tile中一定数量的三维网格顶点的形变。其中,每一层的数据节点的分布可以按照调节参数进行确定,调节参数可以是一组预先定义的一组数值,例如二元一次等式aX+bY=c中的a,b以及c。需要说明的是,按照不同的调节参数,每一层数据节点的分布可以是均匀分布,也可以是不均匀且随机分布的,对此,本公开实施例不加以限制。
其中,为了方便对三维地形模型网格顶点集合与数据节点组合映射关系进行示意,如图7所示,底层为一个最小的三维地形模型网格顶点集合,即为一个地形Tile,地形Tile往上一层可以是分层金字塔的第0层,该层中数据节点的分布的间距以及位置可以与地形Tile中顶点的分布一致;第0层往上一层可以是分层金字塔的第1层,从第1层开始,往上的每一层的数据节点可以按照一定预设的分布函数,此时可以手动调整相关的调节参数对数据节点的分布进行改变。需要说明的是,与三维地形模型顶点集合对应的数据节点组合的数据结构可以是类似分层金字塔的数据结构,也可以是类似分层圆筒的数据结构,对此,本公开实施例不加以限制。
在本公开的一种实施例中,各个数据节点组合的数据节点所控制的地形三维网格顶点集合中的顶点的数量不同。
在实际应用中,按照从第0层向上的方向,可以将类似分层金字塔的分层数据结 构中的每一层称为Layer,每一层(Layer)可以包含一定数量的数据节点,每个数据节点可以控制一个地形Tile中一定数量的三维网格数据顶点进行形变。由于一个最小的三维地形模型顶点集合(即一个地形Tile)对应一个数据节点组合,那么对于一个数据节点与地形Tile中的三维地形模型网格顶点而言,可以形成1对N的关系,即一个数据节点可以控制一个地形Tlie中的N个三维地形模型网格顶点。
在默认的情况下,对于一个数据节点组合而言,针对每层数据节点分布的数量,可以随着分层金字塔中Layer层级向上逐渐减少,即上面一级Layer中数据节点分布的数量会比下面一级Layer中数据节点分布的数量少;然而,针对每层数据节点所控制的三维地形模型网格顶点的数量,可以随着分层金字塔中Layer层级逐渐向上增加,即上面一级Layer中数据节点所控制的顶点的数量可以比下面一级Layer中数据节点所控制的顶点的数量多。
在本公开的一种实施例中,对于任何一层(Layer)中的数据节点与地形Tile中的三维地形模型网格顶点的关系可以如下等式所示:
Figure PCTCN2021077312-appb-000001
其中,M表示的是类似分层金字塔中某一层的数据节点的总数,Xi表示的是第i个数据节点所控制的三维地形模型网格顶点的数量,N表示的是一个地形Tile所包含的三维地形模型网格顶点的总数;即对于任何一层中的数据节点,其数据节点所控制的三维地形模型网格顶点的数量的总和,等于与该数据节点组合对应的地形Tile所包含的三维地形模型网格顶点的总数。在本公开的一种实施例中,地形形变组件包括拟合控制组件以及适配组件,数据节点组合包括多个数据节点组合。
图8为本公开实施例提供的另一种地形形变方法的流程示意图;可选地,如图8所示,步骤S104中,根据形变数据和映射关系,调整三维地形模型的网格顶点集合中的目标顶点,以改变三维地形模型网格,可包括:
S301、根据形变数据、以及预设的全局动态参数,对多个数据节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。
在一些实施例中,地形作为游戏表现的一种形式,在游戏运行时,可以加载预置的地形形变组件,地形形变组件可以用于对游戏中的地形,例如高原、平原、街道等进行形变,以便通过地形形变组件使得地形与游戏场景中的其他元素进行互动。
在实际应用中,预置的地形形变组件可以是由基于分层数据结构的形变控制单元构成,并可以在游戏运行时通过游戏程序进行生成,以便在游戏运行时可以通过生成的地形形变组件对三维地形模型进行实时地形变控制。其中,通过额外生成的地形形变组件进行类似地形这种三维网格特别密集的形变计算,在不降低目标硬件性能的前提下,实现对三维地形模型的实时形变控制。
需要说明的是,运行游戏的目标硬件,即通过游戏程序生成地形形变组件的硬件设备可以是手机、游戏机、PAD、PC(Personal Computer,个人计算机)等各种终端设备。在硬件设备上运行游戏软件可以应用在各种终端设备的屏幕上渲染图形用户界面,图形用户界面所显示的内容可以包括至少一个局部或全部的游戏场景,该游戏场景的具体形态可以是方形,也可以是其他形状,本公开实施例对此不加以限制。
在本公开的一种实施例中,针对某个三维地形模型,可以获取多个最小的三维地形模型的网格顶点集合以及对应的多个数据节点组合,以便通过地形形变组件中的控制单元对数据节点组合的多个数据节点进行控制,进而控制与多个数据节点对应的三个地形顶点集合中的多个顶点。
可选地,需要结合上述获取的形变数据、以及预设的全局动态参数,对多个数据 节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息,以提高基于形变控制信息进行形变控制的准确性。其中,预设的全局动态参数根据游戏自身属性确定,其为游戏逻辑控制的一个参数集合。
其中,由于虚拟对象与三维地形模型交互时,仅对三维地形模型的交互部位产生形变,而交互部位的网格顶点仅为三维地形模型网格顶点集合中的部分顶点,那么,在通过数据节点组合的数据节点对三维地形模型网格进行控制时,需要从多个数据节点组合中确定出目标数据节点组合,以通过对目标数据节点组合的数据节点进行控制而实现对三维地形模型网格顶点集合中目标顶点的形变控制。
S302、根据形变控制信息以及映射关系,调整三维地形模型的网格顶点集合中的目标顶点,以改变三维地形模型网格。
可选地,在上述获取到形变控制信息之后,由于三维地形模型的网格顶点集合与数据节点组合之间具有映射关系,具体的,数据节点组合的一个数据节点可以控制对应的三维地形模型网格顶点集合中的至少一个顶点,在通过形变控制信息对目标数据节点组合的数据节点进行形变控制的同时,对进行形变的数据节点对应的三维地形模型的网格顶点集合中的目标顶点也进行了形变控制。
可选地,上述步骤中,根据形变数据、以及预设的全局动态参数,对多个数据节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息,可包括:根据至少一个子形变数据中包括的偏移数据、时间数据,以及预设的全局动态参数,对目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。
继续以上述1秒内控制虚拟沙滩的三维网格顶点中的目标顶点的高度由0变为10为例,当预设的全局动态参数为时间5倍加速时,那么,相应的,对虚拟沙滩中目标顶点的形变控制可变为:0.2秒由高度0变为高度10。
图9为本公开实施例提供的又一种地形形变方法的流程示意图,可选地,如图9所示,上述步骤中,根据每个子形变数据中包括的目标偏移数据、目标时间数据,以及预设的全局动态参数,对目标数据节点组合的数据节点的信息进行调整,得到形变控制信息,可包括:
S401、根据每个目标偏移数据,确定目标数据节点组合的数据节点的坐标偏移值。
如上述实施例中所说明的,偏移数据指形变在空间中某一方向上的坐标偏移值,如本公开中,虚拟对象在虚拟沙滩上行走时,对应的偏移数据通常为在空间中竖直方向上的坐标偏移值。
可选地,当仅有一个虚拟对象与虚拟沙滩交互时,获取的偏移数据仅为一个,那么,目标数据节点组合的数据节点的坐标偏移值即为该偏移数据;而当有多个虚拟对象与虚拟沙滩的同一位置交互时,获取的偏移数据为多个,那么,一种可实现的方式为:按照时间顺序,确定获取的第一个偏移数据为目标数据节点组合的数据节点的坐标偏移值。另一种可实现的方式为:将获取的多个偏移数据求取平均值,将得到的平均值作为目标数据节点组合的数据节点的坐标偏移值。例如:第一个偏移数据为10,第二个偏移数据为12,第三个偏移数据为14,那么,目标数据节点组合的数据节点的坐标偏移值可以为10,也可以为12。
S402、根据每个目标时间数据,确定目标数据节点组合的数据节点的坐标发生偏移所需的时间。
如上述实施例中所说明的,时间数据指控制目标数据节点组合的数据节点形变过程中,目标数据节点组合的数据节点坐标变化至坐标偏移值所需的时间。同样的,一种可实现的方式中,可按时间顺序,将获取的第一个时间数据确定为目标数据节点组合的数据节点的坐标发生偏移所需的时间。另一种可实现的方式中,可将多个时间数据求取平均值,获取时间均值,将该时间均值确定为目标数据节点组合的数据节点的 坐标发生偏移所需的时间。例如:第一个时间数据为2秒,第二个时间数据为3秒,第三个时间数据为4秒,那么,可确定目标数据节点组合的数据节点的坐标发生偏移所需的时间为2秒,或者为3秒。
那么,结合上述确定的目标数据节点组合的数据节点的坐标偏移值,可实现地形形变控制为:控制三维地形模型的网格顶点集合中目标顶点的坐标经过2秒由0变为10,或者是经过3秒由0变为10,又或者经过2秒由0变为10,又或者经过3秒由0变为12。其中,不同的控制过程,对应呈现的形变效果存在不同。
S403、根据目标数据节点组合的数据节点的坐标偏移值、坐标发生偏移所需的时间、以及预设的全局动态参数,对目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。
在一些实施例中,为了提高形变控制的精确性,可通过预设的全局动态参数,对上述获取的偏移数据以及偏移时间进行动态调整。例如:预设的全局动态参数为加速5秒,那么,上述确定的目标数据节点组合的数据节点发生偏移所需的时间则由2秒变为0.4秒,或者由3秒变为0.6秒。相应的,可实现地形形变控制为:控制三维地形模型的网格顶点集合中目标顶点的坐标经过0.4秒由0变为10,或者经过0.6秒由0变为10,又或者经过0.4秒由0变为12,又或者经过0.6秒由0变为12。
从而实现了根据形变数据、以及预设的全局动态参数,对目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。从而可根据形变控制信息以及映射关系,调整三维地形模型的网格顶点集合中的目标顶点,以改变三维地形模型网格。
上述通过具体的实施例,对目标数据节点组合的数据节点的信息调整过程进行了详细说明,下面结合具体附图,对多个数据节点组合中,目标数据节点组合的确定方法进行说明。其中,目标数据节点组合中的数据节点对应三维地形模型的网格顶点集合中的目标顶点。
可选地,上述步骤S301中,根据形变数据、以及预设的全局动态参数,对多个数据节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息之前,本公开的方法还包括:根据每个子形变数据中的形变区域数据、以及多个数据节点组合的数据节点信息,从多个数据节点组合中确定目标数据节点。
可选地,子形变数据中包含的形变区域数据决定了控制数据节点组合中的数据节点进行信息调整时,形变图片所影响的数据节点为哪些。通常,形变区域数据包含空间位置信息以及区域信息,空间位置信息和区域信息联合在一起,决定了形变图片与三维地形模型中哪些Tile是区域相交(预设的形变辅助数据中的区域信息指定的空间区域与三维地形模型的Tile是否在空间中有相交重叠),并进一步地可确定出形变图片是与Tile中的哪些顶点相交(形变图片并非一定是与Tile中的每个顶点均相交),从而确定目标顶点。根据三维地形模型的网格顶点集合与数据节点组合的对应关系、以及所确定的可以从多个数据节点组合中确定目标数据节点组合。
在一些实施例中,任意的三维地形模型的三维网格顶点可以由多个三维网格顶点集(Tile)组成,每个Tile包括预设数量的顶点,例如,三维地形模型的三维网格顶点中包含100个顶点,若将该100个顶点分为5组,那么,对应的到Tile,即,三维地形模型的三维网格顶点由5个Tile组成,将该5个Tile拼接在一起,则可得到具有该100个顶点的三维地形模型。
在通过形变数据、以及映射关系,对三维地形模型进行形变控制时,可以从三维地形模型的三维网格顶点中确定目标Tile,并进一步地,从目标Tile中确定目标顶点,目标顶点也即形变所影响的顶点,从而可根据上述获取的形变数据,以及三维地形模型的网格顶点集合与数据节点组合的对应关系,通过形变数据对目标顶点对应的目标数据节点组合的数据节点信息进行调整,以对三维地形模型的网格顶点的目标顶点进 行调整,实现三维地形模型网格的形变控制。
图10为本公开实施例提供的又一种地形形变方法的流程示意图,可选地,上述步骤中,根据每个子形变数据中的目标形变区域数据、以及多个数据节点组合的数据节点信息,从多个数据节点组合中确定目标数据节点组合,可包括:
S501、根据每个目标形变区域数据中包括的形变图片的空间位置信息、区域信息、三维地形模型的网格顶点集合,采用预设的映射关系,将形变图片映射至三维地形模型的网格顶点集合中,得到形变图片与三维地形模型的网格顶点集合的交点。
可选地,形变图片的空间位置信息为形变图片在图片空间的位置信息,不同空间中的物体之间是无法判断其相交关系的,故,本实施例中,可将形变图片按照预设的映射关系映射至三维地形模型所在的坐标系中,也即映射至三维地形模型所在的游戏坐标系中,可以理解为将形变图片映射至三维地形模型的网格顶点集合中,从而可根据形变图片的区域信息(可以理解为形变图片的图片面积数据),确定形变图片与三维地形模型的网格顶点集合的交点。
图11为本公开实施例提供的一种形变图片与三维地形模型的Tile相交示意图。如图11中所示,图11(a)为形变图片仅与三维地形模型的的一个Tile相交的示意图,图11(b)为形变图片与三维地形模型的四个Tile相交的示意图。
可选地,图11所示的为形变单元为一个的情况下,该形变单元中形变图片与三维地形模型的Tile的相交示意图。可根据解析该形变单元所获取的子形变数据中的形变区域数据,通过预设的映射关系,将形变图片映射至三维地形模型的网格顶点集合中,确定三维地形模型的网格顶点集合与形变图片的交点。
在一些实施例中,当存在多个形变单元,对应产生多个子形变数据(形变节点数据)时,如上述所说明的,多个形变节点相互连接在一起形成形变节点链表,可通过遍历形变节点链表,确定三维地形模型的网格顶点集合与形变图片的交点。
S502、确定交点为目标顶点。
可选地,可将上述所确定的三维地形模型的网格顶点集合与形变图片的交点,作为三维地形模型的网格顶点集合中待形变的目标顶点。
S503、根据目标顶点、以及三维地形模型的网格顶点集合与数据节点组合的数据节点的映射关系,从多个数据节点组合中确定目标数据节点组合。
可选地,基于三维地形模型的网格顶点集合与数据节点组合的数据节点的映射关系,可以从多个数据节点组合的数据节点中,确定与目标顶点对应的数据节点,从而将所确定的数据节点所在的数据节点组合确定为目标数据节点组合。
可选地,通过获取的形变数据控制目标数据节点组合中数据节点的信息调整,从而可实现对三维地形模型的网格顶点集合中目标顶点的形变控制,以改变三维地形模型网格,得到形变后的三维地形模型。
图12为本公开实施例提供的另一种形变图片与三维地形模型的Tile相交示意图。如图12所示,为多个形变单元作用于三维地形模型中的一个区域,也即,多个形变图片相互重叠,那么,可根据预先定义的规则处理形变图片相互重叠的情况,具体的处理规则已在前述实施例中举例说明,例如,以获取的第一个子形变数据作为最终形变数据,或者将每个形变图片的形变数据联合,求取平均值,作为一个数据去处理等,此处不再一一赘述。
可选地,本公开的方法还包括:离线状态下制作三维地形模型的至少一个子网格顶点集合;根据至少一个子网格顶点集合,得到三维地形模型的网格顶点集合。
可选地,本公开中用于判断形变图片与三维地形模型区域相交时,所采用的三维地形模型的网格顶点集合可以在离线状态下制作得到。可选地,可在DCC软件或游戏引擎中制作三维地形模型的Tile(子网格顶点集合,也即最小的三维地形模型的网格 顶点集合),在游戏引擎中把多个至少一个Tile拼接成一个完整的三维地形模型,从而得到三维地形模型的网格顶点集合。通过在离线状态下制作得到三维地形模型的网格顶点集合,可以有效降低游戏开发过程中资源的占用率,提高本公开形变控制方法的实现效率。
可选地,本公开的方法还包括:通过运行时适配器智能分配上述地形形变方法是在当前游戏运行硬件的哪个处理单元去做硬件加速处理,运行时适配器主要根据当前游戏的运行情况,以及全局的运行设置,决定将地形形变处理过程发送到CPU(中央处理器)还是GPU(图形处理器)去最终处理,同时,运行时适配器也把最终的处理结果发送到显示端进行显示。
其中,全局运行设置根据运行游戏的终端类型、以及终端的配置参数决定。终端类型可包括:手机终端、平板终端、电脑终端等,终端的配置参数可为终端的硬件配置参数。通过适配器进行处理过程的分配,可有效减少游戏运行中出现的卡顿,且可有效提高形变控制的实现效率。
综上,本公开实施例提供的地形形变方法,包括:获取三维地形模型的网格顶点集合以及与三维地形模型的网格顶点集合对应的数据节点组合,其中,数据节点组合的数据节点与三维地形模型的网格顶点集合中的至少一个顶点具有映射关系;响应游戏中的目标虚拟对象与三维地形模型的交互事件,获取的与交互事件相对应的形变图片;根据形变图片获取与形变图片的形状相对应的形变数据,其中,形变数据为用于控制数据节点组合形变的数据;根据形变数据和映射关系,调整三维地形模型的网格顶点集合中的目标顶点,以改变三维地形模型网格;根据改变后的三维地形模型网格渲染出对应的三维地形模型。本方法通过实时获取的形变图片,得到形变数据,从而采用形变数据,对数据节点组合的数据节点进行实时形变,进而控制网格顶点集合中的顶点进行实时形变,以实现对三维地形模型网格的实时形变。相比于现有技术中,在游戏运行时展示预先制作的三维地形模型的三维网格顶点,本公开方法可实时的控制地形产生形变,呈现较为真实的交互效果,提高游戏玩家的游戏体验。
另外,本公开中对于多个形变图片相互重叠作用的情况,也提供了预设的处理方法,有效解决了多个虚拟对象与三维地形模型的同一位置交互时,地形形变的实现方法。
最后,通过预设的全局动态参数对获取的形变数据进行动态调整,以使得获取的形变数据准确性更高,从而提高了形变控制精确度。
下述对用以执行本公开所提供的地形形变方法的装置、设备及存储介质等进行说明,其具体的实现过程以及技术效果参见上述,下述不再赘述。
图13为本公开实施例提供的一种地形形变装置示意图。可选地,如图13所示,该装置可包括:获取模块501、调整模块502、渲染模块503;
获取模块501,用于获取三维地形模型的网格顶点集合以及与三维地形模型的网格顶点集合对应的数据节点组合,其中,数据节点组合的数据节点与三维地形模型的网格顶点集合中的至少一个顶点具有映射关系;响应游戏中的目标虚拟对象与三维地形模型的交互事件,获取的与交互事件相对应的形变图片;根据形变图片获取与形变图片的形状相对应的形变数据,其中,形变数据为用于控制数据节点组合形变的数据;
调整模块502,用于根据形变数据和映射关系,调整三维地形模型的网格顶点集合中的目标顶点,以改变三维地形模型网格;
渲染模块503,用于根据改变后的三维地形模型网格渲染出对应的三维地形模型。
可选地,获取模块501,具体用于获取与交互事件相对应的形变单元;对形变单元进行解析以得到形变图片和预设的形变辅助数据;根据形变图片和预设的形变辅助数据确定相对应的形变单元对应的子形变数据;根据每个形变单元对应的子形变数据, 获取与形变图片的形状相对应的形变数据。
可选地,预设的形变辅助数据包括如下至少一种数据:预设形变区域数据、预设偏移数据和预设时间数据;
获取模块501,具体用于根据形变图片获取对应的形状信息;根据形状信息和预设的形变辅助数据确定子形变数据,子形变数据至少包括如下一种数据:目标形变区域数据、目标偏移数据和目标时间数据。
可选地,数据节点组合包括多个数据节点组合;调整模块502,具体用于
根据形变数据、以及预设的全局动态参数,对多个数据节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息;
根据形变控制信息以及映射关系,调整三维地形模型的网格顶点集合中的目标顶点,以改变三维地形模型网格。
可选地,调整模块502,具体用于根据每个子形变数据中包括的目标偏移数据、目标时间数据,以及预设的全局动态参数,对目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。
可选地,调整模块502,具体用于根据每个目标偏移数据,确定目标数据节点组合的数据节点的坐标偏移值;根据每个目标时间数据,确定目标数据节点组合的数据节点的坐标发生偏移所需的时间;根据目标数据节点组合的数据节点的坐标偏移值、坐标发生偏移所需的时间、以及预设的全局动态参数,对目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。
可选地,该装置还包括:确定模块;
确定模块,用于根据每个子形变数据中的目标形变区域数据、以及多个数据节点组合的数据节点信息,从多个数据节点组合中确定目标数据节点组合。
可选地,确定模块,具体用于根据每个目标形变区域数据中包括的形变图片的空间位置信息、区域信息、三维地形模型的网格顶点集合,采用预设的映射关系,将形变图片映射至三维地形模型的网格顶点集合中,得到形变图片与三维地形模型的网格顶点集合的交点;确定交点为目标顶点;根据目标顶点、以及三维地形模型的网格顶点集合与数据节点组合的数据节点的映射关系,从多个数据节点组合中确定目标数据节点组合。
可选地,获取模块501,还用于离线状态下制作三维地形模型的至少一个子网格顶点集合;根据至少一个子网格顶点集合,得到三维地形模型的网格顶点集合。
上述装置用于执行前述实施例提供的方法,其实现原理和技术效果类似,在此不再赘述。
以上这些模块可以是被配置成实施以上方法的一个或多个集成电路,例如:一个或多个特定集成电路(Application Specific Integrated Circuit,简称ASIC),或,一个或多个微处理器(digital singnal processor,简称DSP),或,一个或者多个现场可编程门阵列(Field Programmable Gate Array,简称FPGA)等。再如,当以上某个模块通过处理元件调度程序代码的形式实现时,该处理元件可以是通用处理器,例如中央处理器(Central Processing Unit,简称CPU)或其它可以调用程序代码的处理器。再如,这些模块可以集成在一起,以片上系统(system-on-a-chip,简称SOC)的形式实现。
图14为本公开实施例提供的一种电子设备的示意图,该电子设备可以为上述游戏客户端或者游戏服务器。
该电子设备可包括:处理器701、存储器702。
存储器702用于存储程序,处理器701调用存储器702存储的程序,以执行上述方法实施例。具体实现方式和技术效果类似,这里不再赘述。
可选地,本公开还提供一种程序产品,例如计算机可读存储介质,包括程序,该 程序在被处理器执行时用于执行上述方法实施例。
在本公开所提供的几个实施例中,应该理解到,所揭露的装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用硬件加软件功能单元的形式实现。
上述以软件功能单元的形式实现的集成的单元,可以存储在一个计算机可读取存储介质中。上述软件功能单元存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)或处理器(英文:processor)执行本公开各个实施例所述方法的部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(英文:Read-Only Memory,简称:ROM)、随机存取存储器(英文:Random Access Memory,简称:RAM)、磁碟或者光盘等各种可以存储程序代码的介质。

Claims (12)

  1. 一种地形形变方法,其中,所述方法包括:
    获取三维地形模型的网格顶点集合以及与所述三维地形模型的网格顶点集合对应的数据节点组合,其中,所述数据节点组合的数据节点与所述三维地形模型的网格顶点集合中的至少一个顶点具有映射关系;
    响应游戏中的目标虚拟对象与所述三维地形模型的交互事件,获取与所述交互事件相对应的形变图片;
    根据所述形变图片获取与所述形变图片的形状相对应的形变数据,其中,所述形变数据为用于控制所述数据节点组合形变的数据;
    根据所述形变数据和所述映射关系,调整所述三维地形模型的网格顶点集合中的目标顶点,以改变所述三维地形模型网格;
    根据改变后的所述三维地形模型网格渲染出对应的三维地形模型。
  2. 根据权利要求1所述的方法,其中,所述获取与所述交互事件相对应的形变图片的步骤包括:
    获取与所述交互事件相对应的形变单元;
    对所述形变单元进行解析以得到所述形变图片和预设的形变辅助数据;
    所述根据所述形变图片获取与所述形变图片的形状相对应的形变数据,包括:
    根据所述形变图片和所述预设的形变辅助数据确定相对应的所述形变单元对应的子形变数据;
    根据每个所述形变单元对应的子形变数据,获取与所述形变图片的形状相对应的形变数据。
  3. 根据权利要求2所述的方法,其中,所述预设的形变辅助数据包括如下至少一种数据:预设形变区域数据、预设偏移数据和预设时间数据;
    所述根据所述形变图片和所述预设的形变辅助数据确定相对应的所述形变单元对应的子形变数据,包括:
    根据所述形变图片获取对应的形状信息;
    根据所述形状信息和所述预设的形变辅助数据确定所述子形变数据,所述子形变数据至少包括如下一种数据:目标形变区域数据、目标偏移数据和目标时间数据。
  4. 根据权利要求3所述的方法,其中,所述数据节点组合包括多个数据节点组合,所述根据所述形变数据和所述映射关系,调整所述三维地形模型的网格顶点集合中的目标顶点,以改变所述三维地形模型网格,包括:
    根据所述形变数据、以及预设的全局动态参数,对所述多个数据节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息;
    根据所述形变控制信息以及所述映射关系,调整所述三维地形模型的网格顶点集合中的目标顶点,以改变所述三维地形模型网格。
  5. 根据权利要求4所述的方法,其中,所述根据所述形变数据、以及预设的全局动态参数,对所述多个数据节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息,包括:
    根据每个所述子形变数据中包括的目标偏移数据、目标时间数据,以及预设的全局动态参数,对所述目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。
  6. 根据权利要求5所述的方法,其中,所述根据每个所述子形变数据中包括的目标偏移数据、目标时间数据,以及预设的全局动态参数,对各所述数据节点组合的数据节点的信息进行调整,得到形变控制信息,包括:
    根据每个目标偏移数据,确定所述目标数据节点组合的数据节点的坐标偏移值;
    根据每个目标时间数据,确定所述目标数据节点组合的数据节点的坐标发生偏移所需的时间;
    根据所述目标数据节点组合的数据节点的坐标偏移值、坐标发生偏移所需的时间、以及所述预设的全局动态参数,对所述目标数据节点组合的数据节点的信息进行调整,得到形变控制信息。
  7. 根据权利要求4所述的方法,其中,所述根据所述形变数据、以及预设的全局动态参数,对所述多个数据节点组合中目标数据节点组合的数据节点的信息进行调整,得到形变控制信息之前,所述方法还包括:
    根据每个所述子形变数据中的目标形变区域数据、以及所述多个数据节点组合的数据节点信息,从所述多个数据节点组合中确定所述目标数据节点组合。
  8. 根据权利要求7所述的方法,其中,所述根据每个所述子形变数据中的目标形变区域数据、以及所述多个数据节点组合的数据节点信息,从所述多个数据节点组合中确定所述目标数据节点组合,包括:
    根据每个所述目标形变区域数据中包括的形变图片的空间位置信息、区域信息、所述三维地形模型的网格顶点集合,采用预设的映射关系,将所述形变图片映射至所述三维地形模型的网格顶点集合中,得到所述形变图片与所述三维地形模型的网格顶点集合的交点;
    确定所述交点为所述目标顶点;
    根据所述目标顶点、以及所述三维地形模型的网格顶点集合与所述数据节点组合的数据节点的映射关系,从所述多个数据节点组合中确定所述目标数据节点组合。
  9. 根据权利要求8所述的方法,其中,所述方法还包括:
    离线状态下制作所述三维地形模型的至少一个子网格顶点集合;
    根据所述至少一个子网格顶点集合,得到所述三维地形模型的网格顶点集合。
  10. 一种地形形变装置,包括:获取模块、调整模块、渲染模块;
    所述获取模块,被配置为获取三维地形模型的网格顶点集合以及与所述三维地形模型的网格顶点集合对应的数据节点组合,其中,所述数据节点组合的数据节点与所述三维地形模型的网格顶点集合中的至少一个顶点具有映射关系;响应游戏中的目标虚拟对象与所述三维地形模型的交互事件,获取与所述交互事件相对应的形变图片;根据所述形变图片获取与所述形变图片的形状相对应的形变数据,其中,所述形变数据为用于控制所述数据节点组合形变的数据;
    所述调整模块,被配置为根据所述形变数据和所述映射关系,调整所述三维地形模型的网格顶点集合中的目标顶点,以改变所述三维地形模型网格;
    所述渲染模块,被配置为根据改变后的所述三维地形模型网格渲染出对应的三维地形模型。
  11. 一种电子设备,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的程序指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述程序指令,以执行时执行如权利要求1至9任一所述的地形形变方法的步骤。
  12. 一种计算机可读存储介质,所述存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1至9任一所述的地形形变方法的步骤。
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