WO2022257365A1 - 视频的生成方法及装置、存储介质、电子装置 - Google Patents
视频的生成方法及装置、存储介质、电子装置 Download PDFInfo
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- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/431—Generation of visual interfaces for content selection or interaction; Content or additional data rendering
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
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- H04N21/43—Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
- H04N21/44—Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
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- H04N21/47217—End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content for controlling playback functions for recorded or on-demand content, e.g. using progress bars, mode or play-point indicators or bookmarks
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- A63F2300/8076—Shooting
Definitions
- the present invention relates to the field of computer technology, in particular to a video generation method and device, a storage medium, and an electronic device.
- players can log in to a multiplayer game through a client, and the multiplayer game can be a first-person shooter game in which multiple people are online at the same time, or other types of games.
- the multiplayer game can be a first-person shooter game in which multiple people are online at the same time, or other types of games.
- a functional module is generally injected into the game client to intercept key event time points, and then a local recording process is started to record and synthesize.
- an anti-cheat module DLL (Dynamic Link Library, dynamic link library) can be injected into the game APP (Application, application).
- the anti-cheat module is an independent dll, and the dll can be loaded into the game process using remote thread technology, thereby Obtain the operation authority to the internal function and data address of the game.
- the anti-cheat function module here can be an Inline hook (inline hook). By modifying the function header code of the game's internal function, it can take over the call of the game's internal function and monitor the caller's information.
- the way of recording game video in the related art has the problem of increasing the consumption of local resources due to the need to run additional programs on the client.
- Embodiments of the present invention provide a method and device for generating a video, a storage medium, and an electronic device.
- a video generation method including: displaying a game event display area, selecting a target time period in the game event display area, wherein the game event display area displays a game Event identification, the game event identification is used to indicate that the user selects a target time period that includes at least one game event identification; a first video segment is generated based on the target time period, wherein the first video segment is used to play the The game screen of the target time period.
- a video generation device including: a first processing module, configured to display a game event display area, and select a target time period in the game event display area, wherein the The game event display area displays a game event logo, and the game event logo is used to indicate that the user selects a target time period that includes at least one game event logo; the generation module is used to generate a first video segment based on the target time period , wherein the first video segment is used to play the game screen of the target time period.
- a storage medium on which a computer program is stored, and when the computer program is executed by a processor, the steps of any one of the methods described above are implemented.
- an electronic device including a memory, a processor, and a computer program stored on the memory, and when the processor executes the computer program, any one of the methods described above is implemented A step of.
- a computer program product including a computer program, and when the computer program is executed by a processor, the steps of any one of the methods described above are implemented.
- the beneficial effect of the present invention is: according to the embodiment of the present invention, the game event display area is displayed, the target time period is selected in the game event display area, the game event display area is displayed with a game event logo, and the game event logo is used to instruct the user to select Include at least one game event identification target time period, generate a first video segment based on the target time period, the first video segment is used to play the game screen of the target time period, by selecting the target on the game event display area including the game event identification Time period, and based on the target time period to generate the first video segment corresponding to the time, it provides a convenient and fast video request and generation method, solves the technical problem that related technologies cannot generate game video segments, and improves the flexibility of generating game video and convenience, while improving the user experience.
- Fig. 1 schematically shows a hardware structural block diagram of a video generating computer according to an embodiment of the present invention.
- Fig. 2 schematically shows a flowchart of a method for generating a video according to an embodiment of the present invention.
- Fig. 3 schematically shows a schematic diagram of displaying a game event display area according to an embodiment of the present invention.
- Fig. 4 schematically shows a schematic diagram of displaying game event identifiers on a time swim lane according to an embodiment of the present invention.
- Fig. 5 schematically shows another schematic diagram of displaying a game event display area according to an embodiment of the present invention.
- Fig. 6 schematically shows a schematic diagram of the principle of parsing a demo file according to an embodiment of the present invention.
- Fig. 7 schematically shows a flow chart of generating a two-dimensional plane image according to an embodiment of the present invention.
- Fig. 8 schematically shows a flow chart of generating a demo file according to an embodiment of the present invention.
- Fig. 9 schematically shows a structural block diagram of an apparatus for generating a video according to an embodiment of the present invention.
- Fig. 10 schematically shows a structural diagram of an electronic device according to an embodiment of the present invention.
- Fig. 11 schematically shows a computer device that can implement the video generation method according to the present invention.
- Fig. 12 schematically shows a block diagram of a computer program product implementing the method according to the invention.
- FIG. 1 schematically shows a hardware structural block diagram of a video generation computer according to an embodiment of the present invention.
- the computer can include one or more (only one is shown in Figure 1) processors 102 (processor 102 can include but not limited to processing devices such as microprocessor MCU or programmable logic device FPGA, etc.) and A memory 104 for storing data.
- processors 102 can include but not limited to processing devices such as microprocessor MCU or programmable logic device FPGA, etc.
- a memory 104 for storing data.
- the above-mentioned computer may also include a transmission device 106 and an input and output device 108 for communication functions.
- a computer may also include more or fewer components than shown in FIG. 1 , or have a different configuration than that shown in FIG. 1 .
- the memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as a computer program corresponding to a video generation method in the embodiment of the present invention, and the processor 102 runs the computer program stored in the memory 104, Thereby executing various functional applications and data processing, that is, realizing the above-mentioned method.
- the memory 104 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include memory located remotely from the processor 102, and these remote memories may be connected to the computer via a network.
- Examples of the aforementioned networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
- the processor 104 is configured to respond to human-computer interaction instructions and game strategies, and control the target virtual character to perform specified operations to complete game tasks.
- the memory 104 is used to store program scripts, configuration information, etc. of the electronic game.
- Transmission device 106 is used to receive or transmit data via a network.
- the specific example of the above-mentioned network may include a wireless network provided by the communication provider of the computer.
- the transmission device 106 includes a network interface controller (NIC for short), which can be connected to other network devices through a base station so as to communicate with the Internet.
- the transmission device 106 may be a radio frequency (Radio Frequency, RF for short) module, which is used to communicate with the Internet in a wireless manner.
- RF Radio Frequency
- the input and output device 108 further includes a human-computer interaction screen for obtaining human-computer interaction instructions through the human-computer interaction interface, and for presenting user images.
- FIG. 2 schematically shows a flow chart of a method for generating a video according to an embodiment of the present invention. As shown in FIG. 2 , the process can be Including the following steps S202 and S204:
- step S202 the game event display area is displayed, and the target time period is selected in the game event display area, wherein the game event display area is displayed with a game event logo, and the game event logo is used to indicate that the user selects at least one game event logo target time period.
- the target time period in this embodiment may include a revelation moment and an end moment, and the game event identifier corresponds to a piece of time information, which is used to represent the time when the corresponding game event occurs.
- location information may also be included to represent the location where the corresponding game event occurs.
- step S204 a first video segment is generated based on the target time period, wherein the first video segment is used to play the game screen of the target time period.
- the game event display area is displayed, and the target time period is selected in the game event display area.
- the game event display area displays a game event logo, and the game event logo is used to indicate that the user selects a target time that includes at least one game event logo Segment, generate the first video segment based on the target time period, the first video segment is used to play the game screen of the target time period, select the target time period on the game event display area including the game event identifier, and generate a corresponding video segment based on the target time period The time of the first video clip.
- Embodiments of the present invention provide a convenient and quick video request and generation method, which solves the technical problem that related technologies cannot generate game video clips, improves the flexibility and convenience of generating game video, and improves user experience at the same time.
- displaying the game event display area may include: displaying a first game event display area at a first position, wherein the first game event display area displays a game event logo, and the game event logo includes at least one Each sub-identification corresponds to a game event; a second game event display area is displayed at the second position, wherein the second game event display area displays a two-dimensional plane image containing game battle data.
- kill events, assist events, prop use events, skill use events, and so on kill events, assist events, prop use events, skill use events, and so on.
- Fig. 3 schematically shows a schematic diagram of displaying a game event display area according to an embodiment of the present invention
- the user interface includes a first game event display area and a second game event display area, which are respectively displayed at the lower position and the upper position
- the first A game event display area may include four sub-identities corresponding to four identical or different game events.
- displaying the first game event display area at the first position may include: acquiring time information of the game event identifier, wherein the time information is used to indicate the occurrence time of the game event corresponding to the game event identifier; calculating the game event based on the time information The display position of the logo on the first game event display area; the game event logo is displayed on the display position of the time lane of the first game event display area.
- the time lane in this embodiment may be a time axis including width and length, the time axis extends horizontally, and the vertical direction is used to display one or more game event identifiers found at the current time.
- the time lane can be divided into multiple lines in the horizontal direction, and each line represents a type of game event, such as the first line is shooting, the second line shows mine loading and dismantling, the third line is props, the The four lines are character killing, death and resurrection, etc.
- the distribution of the game event identifiers in the first game time display area can be uniformly divided according to the game event types corresponding to the game event identifiers. Fig.
- the time swim lane includes two rows for arranging and displaying the first type of game events and the second type of game events based on the same time axis respectively.
- the length of the time axis is 100S.
- the game event identifier is obtained by the game server parsing the game event information in the demo file, searching in the preset annotation library (each game event matches a game event identifier), and sending it to the game client.
- the client renders the drawing on the screen.
- displaying the first game event display area at the first position may include: displaying the timeline and interactive components in the first game event display area at the first position, wherein the interactive components are used to Select the target time period on the time axis.
- the interactive component is a sliding component whose starting position and ending position can be adjusted. By sliding the starting position and/or ending position, the length of the interactive component can be adjusted, that is, the target time period can be selected. Or the interactive component is the length, and different target time periods can be selected by moving the interactive component on the time axis, such as 00 ⁇ 10, 15 ⁇ 25.
- displaying the second game event display area at the second position may include: downloading game battle data of at least one character perspective from a game server; parsing the game battle data into a data frame stream sorted by time; A 2D game map rendered to a second location to display a 2D flat image.
- the game battle data is obtained based on the analysis of the demo file.
- generating the first video segment based on the target time period may include: sending a first video generation instruction to the game server, wherein the first video generation instruction carries the target time period, and the game server is used to The first video clip is clipped from the complete game video in the time period; and the first video clip returned by the game server is received.
- the game server can analyze and generate a complete game video based on the demo file in advance, including all character perspectives and full videos of all game events. After receiving the first video generation instruction, if the server has locally generated If the complete game video is obtained, the complete game video can be edited directly according to the target time period, and the first video segment can be cut out.
- generating the first video segment based on the target time period may include: sending the first video generation instruction to the game server, wherein the first video generation instruction carries the target time period, and the game server is used to Synthesizing the first video segment based on the game image frames including the game event in the target time period; receiving the first video segment returned by the game server.
- the video generation command is sent to the game server.
- the game server is based on the segment start and end time.
- the frame rate and resolution can also be set. and other parameters, so as to generate a set of game image frames composed of pictures, and then synthesize the game image frames into a video mp4 file, and send it to the game client for playback.
- displaying the game event display area may also include: selecting a target angle of view and a target time period in the game event display area; generating a second video segment based on the target time period and the target angle of view, wherein the first The second video segment is used to play the game screen under the target perspective in the target time period.
- Fig. 5 schematically shows another schematic diagram of displaying a game event display area according to an embodiment of the present invention
- the user interface includes a selection area for a target time period and a selection area for a target viewing angle
- the target viewing angle may be the viewing angle of a certain user character , such as the user "Superman can't fly", it can also be the perspective of a certain camp, the perspective of a third party, the perspective of God, etc.
- generating the second video segment based on the target time period and the target angle of view may include: sending a second video generation instruction to the game server, wherein the second video generation instruction carries the target time period and the target angle of view,
- the game server is used for editing a second video segment from the complete game video based on the target time period and the target viewing angle; and receiving the second video segment returned by the game server.
- generating the first video segment based on the target time period may include: sending a second video generation instruction to the game server, wherein the second video generation instruction carries the target time period and the target angle of view, and the game server The method is used for synthesizing a second video segment based on game image frames including game events under the target perspective within the target time period; and receiving the second video segment returned by the game server.
- the video generation command is sent to the game server, and the game server is based on the start and end time of the segment.
- the frame rate can also be set. Resolution and other parameters, lock the player's perspective to be displayed, thereby generating a set of game image frames composed of pictures, and then synthesize the game image frames into a video mp4 file, and send it to the game client for playback.
- the game battle data in this embodiment can be a demo file generated on the game server or at the game client.
- the demo analysis server can analyze the demo file of the game to obtain all the kills, Assists, deaths, etc. It is based on demo playback, and the basis of demo playback is to obtain all game information.
- the demo file is composed of data frame by frame, each frame of data Contains the full amount of information of each player, including the player's camp and teammate information, which round, location, firefight, damage, kill, death, assist, and the use of props.
- the frame data is stored sequentially in the demo file Yes, so the game demo file provides us with the possibility to obtain these data.
- FIG. 6 schematically shows a schematic diagram of the principle of parsing a demo file according to an embodiment of the present invention, and specific implementation steps are shown in FIG. 6 .
- the parsing of the entire demo file through the above steps is completed within 10 seconds, occupying less system resources, and is conducive to concurrent execution to increase the number of generated per unit time. Therefore, the loading and displaying speed of the two-dimensional plane image is greatly improved.
- the system will go to the cloud server to download the playback data to the local and load it into the memory.
- the data frame stream sorted by time can be obtained. Based on the data Set the timer for the frame rate of the frame stream (for example, if the frame rate is 30 frames, the timer is set to execute every 1/30 second), obtain each frame of data sequentially and render it on the user interface, and the rendered information includes the player Personal information, team information, current game progress, and confrontation information.
- the playback data is generally around 10MB. Compared with the size of the demo file, which can easily range from 100MB to 300MB, it paves the way for playback on mobile phones while saving traffic. Watching the replay is carried out from the perspective of God (that is, the global perspective of the game), so that you can obtain all the game information more comprehensively and have an overview of the overall situation of the game.
- God that is, the global perspective of the game
- the duration is approximately equal to the duration of the game.
- FIG. 7 is a flow chart of generating a two-dimensional plane image according to an embodiment of the present invention.
- FIG. 8 schematically shows a schematic flow chart of generating a demo file according to an embodiment of the present invention.
- the flow of the video generation method in this example may include the following steps S802-S806:
- step S802 the platform client starts and enters the room.
- the e-sports platform that is, the platform client, can be downloaded and installed on the player's PC.
- the platform acts as a launcher, and the game client can be started from the platform to enter a room of a game, so that a game can be started.
- step S804 the game client connects to the game server and starts the game.
- the game client can connect to the game server, and start a game after the start condition of a game is met (the number of people has reached the number of people and they are all ready).
- step S806 after the game is over, the game server can synchronize the demo file with the parsing server.
- demo file which contains all the events of each round and each player in the whole game, including the start and end of each round, damage and kill, continuous in and out, shooting and using props etc. event, is a structured document.
- the game server can synchronize demo files with the parsing server (dem parsing server).
- a device for generating a video is also provided, which is used to implement the above-mentioned embodiments and preferred implementation manners, and what has been described will not be repeated here.
- the term "module” may be a combination of software and/or hardware that realizes a predetermined function.
- the devices described in the following embodiments are preferably implemented in software, implementations in hardware, or a combination of software and hardware are also possible and contemplated.
- Fig. 9 schematically shows a structural block diagram of a device for generating a video according to an embodiment of the present invention.
- the device may include:
- the first processing module 90 is used to display a game event display area, and select a target time period in the game event display area, wherein the game event display area is displayed with a game event logo, and the game event logo is used to indicate to the user selecting a target time period comprising at least one game event identifier;
- the first generation module 92 is configured to generate a first video segment based on the target time period, wherein the first video segment is used to play the game screen of the target time period.
- the first processing module may include: a first display unit, configured to display a first game event display area at a first position, wherein a game event logo is displayed in the first game event display area,
- the game event identification includes at least one sub-identification, and each sub-identification corresponds to a game event
- the second display unit is configured to display a second game event display area at a second position, wherein the second game event display area displays There are two-dimensional flat images containing game play data.
- the first display unit may include: an acquisition subunit, configured to acquire time information of the game event identifier, wherein the time information is used to indicate that the game event identifier corresponds to the occurrence of a game event Time; a calculation subunit, used to calculate the display position of the game event logo on the first game event display area based on the time information; a first display subunit, used to display the game event in the first game event display area The game event logo is displayed on the display position of the time lane.
- the second display unit may include: a download subunit, configured to download at least one character perspective game battle data from a game server; a parsing subunit, used to parse the game battle data into time-based A sorted data frame stream; a display subunit, configured to render the data frame stream to the two-dimensional game map at the second location, so as to display the two-dimensional plane image.
- the first display unit may include: a second display subunit, configured to display the timeline and interactive components in the first game event display area at the first position, wherein the interactive components are used to Select the target time period on the time axis.
- the video generation device may further include: a second processing module, configured to select a target angle of view and a target in the game event display area after the first processing module displays the game event display area. time period; a second generating module, configured to generate a second video segment based on the target time period and the target viewing angle, wherein the second video segment is used to play the target time period under the target viewing angle game screen.
- a second processing module configured to select a target angle of view and a target in the game event display area after the first processing module displays the game event display area. time period
- a second generating module configured to generate a second video segment based on the target time period and the target viewing angle, wherein the second video segment is used to play the target time period under the target viewing angle game screen.
- the first generation module may include: a first sending unit, configured to send a first video generation instruction to the game server, wherein the first video generation instruction carries the target time period, and the The game server is configured to clip the first video segment from the complete game video based on the target time period; the first receiving unit is configured to receive the first video segment returned by the game server.
- the first generation module may include: a second sending unit, configured to send a first video generation instruction to the game server, wherein the first video generation instruction carries the target time period, and the The game server is used for synthesizing the first video clip based on the game image frames including game events in the target time period; the second receiving unit is used for receiving the first video clip returned by the game server.
- the second generation module may include: a third sending unit, configured to send a second video generation instruction to the game server, wherein the second video generation instruction carries the target time period and the Target angle of view, the game server is used to edit out the second video segment in the complete game video based on the target time period and the target angle of view; a third receiving unit is used to receive the game server returned Describe the second video segment.
- the second generation module may include: a fourth sending unit, configured to send a second video generation instruction to the game server, wherein the second video generation instruction carries the target time period and the Target angle of view, the game server is used to synthesize the second video clip based on the game image frame including the game event under the target angle of view within the target time period; the fourth receiving unit is used to receive the game The second video segment returned by the server.
- a fourth sending unit configured to send a second video generation instruction to the game server, wherein the second video generation instruction carries the target time period and the Target angle of view, the game server is used to synthesize the second video clip based on the game image frame including the game event under the target angle of view within the target time period; the fourth receiving unit is used to receive the game The second video segment returned by the server.
- the above-mentioned modules can be realized by software or hardware. For the latter, it can be realized by the following methods, but not limited to this: the above-mentioned modules are all located in the same processor; or, the above-mentioned modules can be combined in any combination The forms of are located in different processors.
- FIG. 10 schematically shows a structural diagram of an electronic device according to an embodiment of the present invention.
- the electronic device includes a processor 101 , a communication interface 102 , a memory 103 and a communication bus 104 , wherein the processor 101 , the communication interface 102 and the memory 103 complete mutual communication through the communication bus 104 .
- the memory 103 is used to store the computer program; the processor 101, when used to execute the program stored on the memory 103, can realize the following steps: display the game event display area, select the target time period in the game event display area, wherein , the game event display area displays a game event logo, and the game event logo is used to indicate that the user selects a target time period that includes at least one game event logo; a first video segment is generated based on the target time period, wherein, The first video segment is used to play the game screen of the target time period.
- displaying the game event display area may include: displaying a first game event display area at a first position, wherein the first game event display area displays a game event logo, and the game event logo includes at least one Each sub-identification corresponds to a game event; a second game event display area is displayed at the second position, wherein the second game event display area displays a two-dimensional plane image containing game battle data.
- displaying the first game event display area at the first position may include: acquiring time information of the game event identifier, wherein the time information is used to indicate the occurrence time of the game event identifier corresponding to the game event ; Calculate the display position of the game event logo on the first game event display area based on the time information; display the game event logo on the display position of the time lane of the first game event display area .
- displaying the second game event display area at the second position may include: downloading game battle data of at least one character perspective from a game server; parsing the game battle data into a data frame stream sorted by time; The data frame stream is rendered to a two-dimensional game map at the second location to display the two-dimensional plane image.
- displaying the first game event display area at the first position may include: displaying the timeline and interactive components in the first game event display area at the first position, wherein the interactive components are used for Select the target time period on the time axis.
- the method may further include: selecting a target angle of view and a target time period in the game event display area; Two video clips, wherein the second video clip is used to play the game screen under the target viewing angle in the target time period.
- generating the first video segment based on the target time period may include: sending a first video generation instruction to a game server, wherein the first video generation instruction carries the target time period, and the game server Editing the first video segment from the complete game video based on the target time period; receiving the first video segment returned by the game server.
- generating the first video segment based on the target time period may include: sending a first video generation instruction to the game server, wherein the first video generation instruction carries the target time period, and the game The server is configured to synthesize the first video segment based on game image frames including game events within the target time period; and receive the first video segment returned by the game server.
- generating a second video clip based on the target time period and the target viewing angle may include: sending a second video generation instruction to the game server, wherein the second video generation instruction carries the target time period and the target angle of view, the game server is used to clip out the second video segment in the complete game video based on the target time period and the target angle of view; receive the second video returned by the game server fragment.
- generating the first video segment based on the target time period may include: sending a second video generation instruction to the game server, wherein the second video generation instruction carries the target time period and the target viewing angle
- the game server is used to synthesize the second video clip based on the game image frame including the game event under the target perspective within the target time period; receiving the second video clip returned by the game server .
- the communication bus mentioned in the terminal above may be a Peripheral Component Interconnect (PCI for short) bus or an Extended Industry Standard Architecture (EISA for short) bus or the like.
- PCI Peripheral Component Interconnect
- EISA Extended Industry Standard Architecture
- the communication bus can be divided into an address bus, a data bus, a control bus, and the like. For ease of representation, only one thick line is used in the figure, but it does not mean that there is only one bus or one type of bus.
- the communication interface is used for communication between the terminal and other devices.
- the memory may include a random access memory (Random Access Memory, RAM for short), and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.
- RAM Random Access Memory
- non-volatile memory such as at least one disk memory.
- the memory may also be at least one storage device located far away from the aforementioned processor.
- the above-mentioned processor can be a general-purpose processor, including a central processing unit (Central Processing Unit, referred to as CPU), a network processor (Network Processor, referred to as NP), etc.; it can also be a digital signal processor (Digital Signal Processing, referred to as DSP) , Application Specific Integrated Circuit (ASIC for short), Field Programmable Gate Array (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.
- CPU Central Processing Unit
- NP Network Processor
- DSP Digital Signal Processing
- ASIC Application Specific Integrated Circuit
- FPGA Field-Programmable Gate Array
- the various component embodiments of the present invention may be implemented in hardware, or in software modules running on one or more processors, or in a combination thereof.
- a microprocessor or a digital signal processor (DSP) may be used in practice to implement some or all functions of some or all components in the video generating apparatus according to the embodiment of the present invention.
- DSP digital signal processor
- the present invention can also be implemented as programs/instructions (eg, computer programs/instructions and computer program products) of devices or means for performing part or all of the methods described herein.
- Such programs/instructions for implementing the present invention may be stored on a computer-readable medium, or may exist in the form of one or more signals, such signals may be downloaded from an Internet website, or provided on a carrier signal, or in any form Available in other formats.
- a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, the above-described method for generating a video can be implemented. various steps. .
- Computer-readable media including both permanent and non-permanent, removable and non-removable media, can be implemented by any method or technology for storage of information.
- Information may be computer readable instructions, data structures, modules of a program, or other data.
- Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read only memory (ROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Flash memory or other memory technology, Compact Disc Read-Only Memory (CD-ROM), Digital Versatile Disc (DVD) or other optical storage, Magnetic cassettes, disk storage, quantum memory, graphene-based storage media or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by computing devices.
- PRAM phase change memory
- SRAM static random access memory
- DRAM dynamic random access memory
- RAM random access memory
- ROM read only memory
- EEPROM Electrically Er
- FIG. 11 schematically shows a computer device that can implement the video generation method according to the present invention
- the computer device includes a processor 1110 and a computer-readable medium in the form of a memory 1120 .
- the memory 1120 is one example of a computer readable medium having a storage space 1130 for storing a computer program 1131 .
- the computer program 1131 is executed by the processor 1110, various steps in the method for generating the video described above can be realized.
- Fig. 12 schematically shows a block diagram of a computer program product implementing the method according to the invention.
- the computer program product includes a computer program 1210.
- the computer program 1210 is executed by a processor such as the processor 1110 shown in FIG. 11 , various steps in the video generation method described above can be realized.
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Abstract
本发明公开了一种视频的生成方法及装置、存储介质、电子装置,其中,该方法包括:显示游戏事件展示区域,在所述游戏事件展示区域中选择目标时间段,其中,所述游戏事件展示区域显示有游戏事件标识,所述游戏事件标识用于指示用户选定至少包括一项游戏事件标识的目标时间段;基于所述目标时间段生成第一视频片段,其中,所述第一视频片段用于播放所述目标时间段的游戏画面。通过本发明,解决了相关技术不能生成游戏视频片段的技术问题,提高了生成游戏视频的灵活性和便捷性,同时提升了用户体验。
Description
交叉引用
本申请要求于2021年6月11日提交、申请号为202110653973.5,发明名称为“视频的生成方法及装置、存储介质、电子装置”的中国专利申请的优先权,其全部内容通过引用合并于本申请中。
本发明涉及计算机技术领域,尤其涉及一种视频的生成方法及装置、存储介质、电子装置。
相关技术中,玩家可以通过客户端登录多人对战游戏,多人对战游戏可以是多人同时在线的第一人称射击游戏,也可以是其他类型的对战游戏。在启动一局游戏(比赛)之后,在激烈的对抗中,往往会产生一些令人难忘的时刻,可以包括但不限于:走位掩护,击杀敌方,道具使用等等。
为了记录这些精彩瞬间,相关技术中一般通过在游戏客户端中注入一个功能模块来截取关键事件时间点,然后启动本地录制进程进行录制并合成。
例如,可以在游戏APP(Application,应用)上注入反外挂模块DLL(Dynamic Link Library,动态链接库),反外挂模块是一个独立dll,可以使用远端线程技术将dll加载到游戏进程内,从而获得对游戏内部函数和数据地址的操作权限。这里的反外挂功能模块可以是Inline hook(内联钩子),通过修改游戏内部函数的函数头部代码,从而实现接管游戏内部函数的调用,可监视调用者信息。
然而,对于上述进行游戏视频录制的方式,在玩家客户端录制需要运行额外程序,对本机CPU(Central Processing Unit,中央处理器)和内存资源有一定消耗;并且,截取关键事件需要分析游戏客户端的代码,在游戏过程中的账号有被封禁(VAC,Valve Anti-Cheat,阀门防作弊)的风险。
因此,相关技术中进行游戏视频录制的方式存在由于需要在客户端运行额外程序导致增加本机资源消耗的问题。
针对相关技术中存在的上述问题,目前尚未发现有效的解决方案。
发明内容
本发明提出以下技术方案以克服或者至少部分地解决或者减缓上述问题:本发明实施例提供了一种视频的生成方法及装置、存储介质、电子装置。
根据本发明实施例的一个方面,提供了一种视频的生成方法,包括:显示游戏事件展示区域,在所述游戏事件展示区域中选择目标时间段,其中,所述游戏事件展示区域显示有游戏事件标识,所述游戏事件标识用于指示用户选定至少包括一项游戏事件标识的目标时间段;基于所述目标时间段生成第一视频片段,其中,所述第一视频片段用于播放 所述目标时间段的游戏画面。
根据本发明实施例的另一个方面,提供了一种视频的生成装置,包括:第一处理模块,用于显示游戏事件展示区域,在所述游戏事件展示区域中选择目标时间段,其中,所述游戏事件展示区域显示有游戏事件标识,所述游戏事件标识用于指示用户选定至少包括一项游戏事件标识的目标时间段;生成模块,用于基于所述目标时间段生成第一视频片段,其中,所述第一视频片段用于播放所述目标时间段的游戏画面。
根据本发明实施例的又一个方面,还提供了一种存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现上述任一项所述方法的步骤。
根据本发明实施例的再一个方面,还提供了一种电子装置,包括存储器、处理器及存储在存储器上的计算机程序,所述处理器执行所述计算机程序时实现上述任一项所述方法的步骤。
根据本发明实施例的再一个方面,还提供了一种计算机程序产品,包括计算机程序,所述计算机程序被处理器执行时实现上述任一项所述方法的步骤。
本发明的有益效果为:根据本发明的实施例,显示游戏事件展示区域,在游戏事件展示区域中选择目标时间段,游戏事件展示区域显示有游戏事件标识,游戏事件标识用于指示用户选定至少包括一项游戏事件标识的目标时间段,基于目标时间段生成第一视频片段,第一视频片段用于播放目标时间段的游戏画面,通过在包括游戏事件标识的游戏事件展示区域上选择目标时间段,并基于目标时间段生成对应时间的第一视频片段,提供了一种方便快捷的视频请求和生成方式,解决了相关技术不能生成游戏视频片段的技术问题,提高了生成游戏视频的灵活性和便捷性,同时提升了用户体验。
通过阅读下文优选实施方式的详细描述,本发明的上述及各种其他的优点和益处对于本领域普通技术人员将变得清楚明了。在附图中:
图1示意性地示出了根据本发明实施例的一种视频的生成计算机的硬件结构框图。
图2示意性地示出了根据根据本发明实施例的一种视频的生成方法的流程示意图。
图3示意性地示出了根据本发明实施例显示游戏事件展示区域的一个示意图。
图4示意性地示出了根据本发明实施例在时间泳道上显示游戏事件标识的示意图。
图5示意性地示出了根据本发明实施例显示游戏事件展示区域的另一个示意图。
图6示意性地示出了根据本发明实施例的解析demo文件的原理示意图。
图7示意性地示出了根据本发明实施例生成二维平面图像的流程图。
图8示意性地示出了根据本发明实施例的一种生成demo文件的流程示意图。
图9示意性地示出了根据本发明实施例的一种视频的生成装置的结构框图。
图10示意性地示出了根据本发明实施例的一种电子装置的结构图。
图11示意性地示出了可以实现根据本发明的视频的生成方法的计算机设备。
图12示意性地示出了实现根据本发明的方法的计算机程序产品的框图。
下面结合附图和具体的实施方式对本发明作进一步的描述。以下描述仅为说明本 发明的基本原理而并非对其进行限制。
需要说明的是,本发明的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本发明的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
实施例1
本发明实施例1所提供的方法实施例可以在手机、平板、计算机或者类似的电子终端中执行。以运行在计算机上为例,图1示意性地示出了根据本发明实施例的一种视频的生成计算机的硬件结构框图。如图1所示,计算机可以包括一个或多个(图1中仅示出一个)处理器102(处理器102可以包括但不限于微处理器MCU或可编程逻辑器件FPGA等的处理装置)和用于存储数据的存储器104,在一些实施方式中,上述计算机还可以包括用于通信功能的传输设备106以及输入输出设备108。本领域普通技术人员可以理解,图1所示的结构仅为示意,其并不对上述计算机的结构造成限定。例如,计算机还可包括比图1中所示更多或者更少的组件,或者具有与图1所示不同的配置。
存储器104可用于存储计算机程序,例如,应用软件的软件程序以及模块,如本发明实施例中的一种视频的生成方法对应的计算机程序,处理器102通过运行存储在存储器104内的计算机程序,从而执行各种功能应用以及数据处理,即实现上述的方法。存储器104可包括高速随机存储器,还可包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器104可进一步包括相对于处理器102远程设置的存储器,这些远程存储器可以通过网络连接至计算机。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。在本实施例中,处理器104用于响应人机交互指令和游戏策略,控制目标虚拟角色执行指定操作以完成游戏任务。存储器104用于存储电子游戏的程序脚本,配置信息等。
传输设备106用于经由一个网络接收或者发送数据。上述的网络具体实例可包括计算机的通信供应商提供的无线网络。在一个实例中,传输设备106包括一个网络适配器(Network Interface Controller,简称为NIC),其可通过基站与其他网络设备相连从而可与互联网进行通讯。在一个实例中,传输设备106可以为射频(Radio Frequency,简称为RF)模块,其用于通过无线方式与互联网进行通讯。
在一些实施方式中,输入输出设备108还包括人机交互屏幕用于通过人机交互接口获取人机交互指令,还用于呈现用户画面。
根据本发明的本实施例,提供了一种视频的生成方法,图2示意性地示出了根据本发明实施例的一种视频的生成方法的流程示意图,如图2所示,该流程可包括如下步骤S202和S204:
在步骤S202中,显示游戏事件展示区域,在游戏事件展示区域中选择目标时间段,其中,游戏事件展示区域显示有游戏事件标识,游戏事件标识用于指示用户选定至少 包括一项游戏事件标识的目标时间段。
在本实施例的目标时间段可包括启示时刻和终止时刻,游戏事件标识对应一个时间信息,用于表征对应游戏事件发生的时间。在一些实施方式中,还可以包括一个位置信息,用于表征对应游戏事件发生的位置。
在步骤S204中,基于目标时间段生成第一视频片段,其中,第一视频片段用于播放目标时间段的游戏画面。
通过上述步骤,显示游戏事件展示区域,在游戏事件展示区域中选择目标时间段,游戏事件展示区域显示有游戏事件标识,游戏事件标识用于指示用户选定至少包括一项游戏事件标识的目标时间段,基于目标时间段生成第一视频片段,第一视频片段用于播放目标时间段的游戏画面,通过在包括游戏事件标识的游戏事件展示区域上选择目标时间段,并基于目标时间段生成对应时间的第一视频片段。本发明的实施例提供了一种方便快捷的视频请求和生成方式,解决了相关技术不能生成游戏视频片段的技术问题,提高了生成游戏视频的灵活性和便捷性,同时提升了用户体验。
在本实施例的一些实施方式中,显示游戏事件展示区域可包括:在第一位置显示第一游戏事件展示区域,其中,第一游戏事件展示区域显示有游戏事件标识,游戏事件标识包括至少一个子标识,每个子标识对应一种游戏事件;在第二位置显示第二游戏事件展示区域,其中,第二游戏事件展示区域显示有包含游戏对战数据的二维平面图像。
在一些实施方式中,击杀事件、助攻事件、道具使用事件、技能使用事件、等等。
图3示意性地示出了根据本发明实施例显示游戏事件展示区域的一个示意图,用户界面中包括第一游戏事件展示区域和第二游戏事件展示区域,分别显示在下方位置和上方位置,第一游戏事件展示区域内可包括四个子标识,分别对应四种相同或者不同的游戏事件。
在一个示例中,在第一位置显示第一游戏事件展示区域可包括:获取游戏事件标识的时间信息,其中,时间信息用于指示游戏事件标识对应游戏事件的发生时间;基于时间信息计算游戏事件标识在第一游戏事件展示区域上的显示位置;在第一游戏事件展示区域的时间泳道的显示位置上显示游戏事件标识。
本实施例的时间泳道可以是包括宽度和长度的时间轴,时间轴在水平方向延伸,竖直方向用于显示在当前时间发现的一个或者多个游戏事件标识。在一些实施方式中,可以在水平方向将时间泳道划分为多行,每行代表一类游戏事件,如第一行是射击、第二行展示装雷和拆雷、第三行是道具、第四行是角色击杀、死亡和复活等。游戏事件标识在第一游戏时间展示区域的分布,可以按游戏事件标识对应的游戏事件类型统一划分。图4示意性地示出了根据本发明实施例在时间泳道上显示游戏事件标识的示意图,时间泳道包括两行,分别用于基于相同的时间轴排列并显示第一类游戏事件和第二类游戏事件,时间轴的长度为100S。
在本实施例中,游戏事件标识由游戏服务器解析demo文件中的游戏事件信息,在预设标注库中查找(每一种游戏事件匹配一种游戏事件标识)得到,发送给游戏客户端,游戏客户端在屏幕中渲染绘制。
在本实施例的另一个示例中,在第一位置显示第一游戏事件展示区域可包括:在第一位置显示第一游戏事件展示区域内的时间轴和交互组件,其中,交互组件用于在时间 轴上选定目标时间段。
在一些实施方式中,该交互组件是起始位置和终止位置可调整的滑动组件,通过滑动起始位置和/或终止位置,可以调整交互组件的长度,即可选定目标时间段。或者交互组件是长度,通过在时间轴上移动交互组件,来选定不同的目标时间段,如00~10,15~25。
在一些示例中,在第二位置显示第二游戏事件展示区域可包括:从游戏服务器下载至少一个角色视角的游戏对战数据;将游戏对战数据解析成按时间排序的数据帧流;将数据帧流渲染至第二位置的二维游戏地图,以显示二维平面图像。该游戏对战数据基于demo文件解析得到。
在本实施例的一个实施方式中,基于目标时间段生成第一视频片段可包括:向游戏服务器发送第一视频生成指令,其中,第一视频生成指令携带目标时间段,游戏服务器用于基于目标时间段在完整的游戏视频中剪辑出第一视频片段;接收游戏服务器返回的第一视频片段。
在该实施方式中,游戏服务器可预先基于demo文件解析并生成完整的游戏视频,包括所有角色视角,以及所有的游戏事件的全量视频,在接收到第一视频生成指令之后,如果服务器本地已经生成了完整的游戏视频,则可以直接按照目标时间段来剪辑完整的游戏视频,裁剪出第一视频片段。
在本实施例的另一个实施方式中,基于目标时间段生成第一视频片段可包括:向游戏服务器发送第第一视频生成指令,其中,第一视频生成指令携带目标时间段,游戏服务器用于基于目标时间段内的包括有游戏事件的游戏图像帧合成第一视频片段;接收游戏服务器返回的第一视频片段。
玩家在游戏客户端选定视频片段的起止时间(目标时间段),后,将视频生成指令发送至游戏服务器,游戏服务器基于片段起止时间,在一些实施方式中,还可以设置帧率,分辨率等参数,从而生成一组由一张张图片组成的游戏图像帧,再将游戏图像帧合成为视频mp4文件,并发送给游戏客户端播放。
在本实施例的另一方面,在显示游戏事件展示区域,还可包括:在游戏事件展示区域中选择目标视角和目标时间段;基于目标时间段和目标视角生成第二视频片段,其中,第二视频片段用于播放目标时间段在目标视角下的游戏画面。
图5示意性地示出了根据本发明实施例显示游戏事件展示区域的另一个示意图,用户界面中包括目标时间段的选择区域和目标视角的选择区域,目标视角可以是某个用户角色的视角,如用户“超人不会飞”,也可以是某个阵营的阵营视角,第三方视角,上帝视角等。
在本实施例的一个实施方式中,基于目标时间段和目标视角生成第二视频片段可包括:向游戏服务器发送第二视频生成指令,其中,第二视频生成指令携带目标时间段和目标视角,游戏服务器用于基于目标时间段和目标视角在完整的游戏视频中剪辑出第二视频片段;接收游戏服务器返回的第二视频片段。
在本实施例的另一个实施方式中,基于目标时间段生成第一视频片段可包括:向游戏服务器发送第二视频生成指令,其中,第二视频生成指令携带目标时间段和目标视角,游戏服务器用于基于目标时间段内的包括有目标视角下的游戏事件的游戏图像帧合成第二视频片段;接收游戏服务器返回的第二视频片段。
玩家在游戏客户端选定视频片段的起止时间(目标时间段)和展示视角后,将视频生成指令发送至游戏服务器,游戏服务器基于片段起止时间,在一些实施方式中,还可以设置帧率,分辨率等参数,锁定需要展示的玩家视角,从而生成一组由一张张图片组成的游戏图像帧,再将游戏图像帧合成为视频mp4文件,并发送给游戏客户端播放。
本实施例的游戏对战数据可以是在游戏服务器或者是在游戏客户端生成的demo文件,在一局比赛结束后,demo解析服务器可以分析本局游戏的demo文件,得到比赛中出现的所有击杀、助攻、死亡等事件。以demo回放为基础,而demo回放的基础是获取所有比赛信息,首先需要获取该玩家在游戏生命周期内的所有数据和事件,由于demo文件是由一帧一帧的数据组成,每一帧数据包含了各个玩家的全量信息,包含玩家所属阵营和队友信息、第几回合、所在位置、交火、伤害、击杀、死亡、助攻、以及道具的使用情况,帧数据在demo文件中是按序存储的,所以游戏demo文件为我们获取这些数据提供了可能,通过解析demo文件,记录每一帧的关键数据,即可还原整场比赛发生的每一个游戏事件,并为每个游戏事件配置一个游戏事件标识。图6示意性地示出了根据本发明实施例的解析demo文件的原理示意图,具体实现步骤如图6所示。实际应用中,通过上述步骤整个demo文件的解析在10秒之内完成,占用系统资源较少,有利于并发执行以提升单位时间内生成的数量。从而,大大提高二维平面图像的加载展示速度。
在客户端中加载显示二维平面图像。玩家在客户端或者app触发观看demo回放后,系统会到云服务器将回放数据下载至本地并加载进内存中,通过一定的数据格式进行解析后,可以得到按时间排序的数据帧流,基于数据帧流的帧率设置定时器(例如帧率为30帧,则定时器设置为每隔1/30秒执行一次),按序获取每帧数据并将其渲染在用户界面,渲染的信息包括玩家个人信息、团队信息、当前比赛进程、以及对抗信息。
回放数据普遍在10MB左右,相比较demo文件动辄100MB~300MB的大小,在节约流量的同时,为在手机端播放铺平道路。观看回放以上帝视角(也即游戏全局视角)进行,可以更加全面的获取所有比赛信息,纵览比赛全局。整个回放在1倍速播放时,时长约等于比赛时长,同时支持快进、快退、跳至指定时间点播放,以及用慢速和倍速完成播放,满足玩家不同的观看需求。具体实现步骤如图7所示,图7是本发明实施例生成二维平面图像的流程图。
图8示意性地示出了根据本发明实施例的一种生成demo文件的流程示意图,如图8所示,本示例中的视频生成方法的流程可以包括以下步骤S802~S806:
在步骤S802中,平台客户端启动并进入到房间。
在玩家的PC上可以下载并安装有电竞平台,即,平台客户端,平台作为启动器,可以从平台启动游戏客户端,进入到一局游戏的房间,从而可以开启一局游戏。
在步骤S804中,游戏客户端连接游戏服务器,并开始游戏。
游戏客户端可以连接游戏服务器,在达到一局游戏的启动条件(人数到达人数要求且均已准备)之后,开始一局游戏。
在步骤S806中,比赛结束之后,游戏服务器可以向解析服务器同步demo文件。
比赛结束后会生成一个demo文件,该文件包含了整场比赛每一小局、每位玩家的所有事件,包括每局开始和结束、伤害和击杀、连入连出、开枪和使用道具等事件,是一个结构化文件。游戏服务器可以向解析服务器(dem解析服务器)同步demo文件。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本发明各个实施例所述的方法。
实施例2
根据本发明的实施例,还提供了一种视频的生成装置,用于实现上述实施例及优选实施方式,已经进行过说明的不再赘述。如以下所使用的,术语“模块”可以实现预定功能的软件和/或硬件的组合。尽管以下实施例所描述的装置较佳地以软件来实现,但是硬件,或者软件和硬件的组合的实现也是可能并被构想的。
图9示意性地示出了根据本发明实施例的一种视频的生成装置的结构框图,如图9所示,该装置可包括:,
第一处理模块90,用于显示游戏事件展示区域,在所述游戏事件展示区域中选择目标时间段,其中,所述游戏事件展示区域显示有游戏事件标识,所述游戏事件标识用于指示用户选定至少包括一项游戏事件标识的目标时间段;
第一生成模块92,用于基于所述目标时间段生成第一视频片段,其中,所述第一视频片段用于播放所述目标时间段的游戏画面。
在一些实施方式中,所述第一处理模块可包括:第一显示单元,用于在第一位置显示第一游戏事件展示区域,其中,所述第一游戏事件展示区域显示有游戏事件标识,所述游戏事件标识包括至少一个子标识,每个子标识对应一种游戏事件;第二显示单元,用于在第二位置显示第二游戏事件展示区域,其中,所述第二游戏事件展示区域显示有包含游戏对战数据的二维平面图像。
在一些实施方式中,所述第一显示单元可包括:获取子单元,用于获取所述游戏事件标识的时间信息,其中,所述时间信息用于指示所述游戏事件标识对应游戏事件的发生时间;计算子单元,用于基于所述时间信息计算所述游戏事件标识在所述第一游戏事件展示区域上的显示位置;第一显示子单元,用于在所述第一游戏事件展示区域的时间泳道的所述显示位置上显示所述游戏事件标识。
在一些实施方式中,所述第二显示单元可包括:下载子单元,用于从游戏服务器下载至少一个角色视角的游戏对战数据;解析子单元,用于将所述游戏对战数据解析成按时间排序的数据帧流;显示子单元,用于将所述数据帧流渲染至所述第二位置的二维游戏地图,以显示所述二维平面图像。
在一些实施方式中,所述第一显示单元可包括:第二显示子单元,用于在第一位置显示第一游戏事件展示区域内的时间轴和交互组件,其中,所述交互组件用于在所述时间轴上选定所述目标时间段。
在一些实施方式中,所述视频的生成装置还可包括:第二处理模块,用于在所述第一处理模块显示游戏事件展示区域之后,在所述游戏事件展示区域中选择目标视角和目标时间段;第二生成模块,用于基于所述目标时间段和所述目标视角生成第二视频片段, 其中,所述第二视频片段用于播放所述目标时间段在所述目标视角下的游戏画面。
在一些实施方式中,所述第一生成模块可包括:第一发送单元,用于向游戏服务器发送第一视频生成指令,其中,所述第一视频生成指令携带所述目标时间段,所述游戏服务器用于基于所述目标时间段在完整的游戏视频中剪辑出所述第一视频片段;第一接收单元,用于接收所述游戏服务器返回的所述第一视频片段。
在一些实施方式中,所述第一生成模块可包括:第二发送单元,用于向游戏服务器发送第第一视频生成指令,其中,所述第一视频生成指令携带所述目标时间段,所述游戏服务器用于基于所述目标时间段内的包括有游戏事件的游戏图像帧合成所述第一视频片段;第二接收单元,用于接收所述游戏服务器返回的所述第一视频片段。
在一些实施方式中,所述第二生成模块可包括:第三发送单元,用于向游戏服务器发送第二视频生成指令,其中,所述第二视频生成指令携带所述目标时间段和所述目标视角,所述游戏服务器用于基于所述目标时间段和所述目标视角在完整的游戏视频中剪辑出所述第二视频片段;第三接收单元,用于接收所述游戏服务器返回的所述第二视频片段。
在一些实施方式中,所述第二生成模块可包括:第四发送单元,用于向游戏服务器发送第二视频生成指令,其中,所述第二视频生成指令携带所述目标时间段和所述目标视角,所述游戏服务器用于基于所述目标时间段内的包括有所述目标视角下的游戏事件的游戏图像帧合成所述第二视频片段;第四接收单元,用于接收所述游戏服务器返回的所述第二视频片段。
需要说明的是,上述各个模块是可以通过软件或硬件来实现的,对于后者,可以通过以下方式实现,但不限于此:上述模块均位于同一处理器中;或者,上述各个模块以任意组合的形式分别位于不同的处理器中。
实施例3
根据本发明的实施例,还提供了一种电子装置,图10示意性地示出了根据本发明实施例的一种电子装置的结构图,如图10所示,该电子装置包括处理器101、通信接口102、存储器103和通信总线104,其中,处理器101,通信接口102,存储器103通过通信总线104完成相互间的通信。存储器103,用于存放计算机程序;处理器101,用于执行存储器103上所存放的程序时,可实现如下步骤:显示游戏事件展示区域,在所述游戏事件展示区域中选择目标时间段,其中,所述游戏事件展示区域显示有游戏事件标识,所述游戏事件标识用于指示用户选定至少包括一项游戏事件标识的目标时间段;基于所述目标时间段生成第一视频片段,其中,所述第一视频片段用于播放所述目标时间段的游戏画面。
在一些实施方式中,显示游戏事件展示区域可包括:在第一位置显示第一游戏事件展示区域,其中,所述第一游戏事件展示区域显示有游戏事件标识,所述游戏事件标识包括至少一个子标识,每个子标识对应一种游戏事件;在第二位置显示第二游戏事件展示区域,其中,所述第二游戏事件展示区域显示有包含游戏对战数据的二维平面图像。
在一些实施方式中,在第一位置显示第一游戏事件展示区域可包括:获取所述游戏事件标识的时间信息,其中,所述时间信息用于指示所述游戏事件标识对应游戏事件的发生时间;基于所述时间信息计算所述游戏事件标识在所述第一游戏事件展示区域上的显 示位置;在所述第一游戏事件展示区域的时间泳道的所述显示位置上显示所述游戏事件标识。
在一些实施方式中,在第二位置显示第二游戏事件展示区域可包括:从游戏服务器下载至少一个角色视角的游戏对战数据;将所述游戏对战数据解析成按时间排序的数据帧流;将所述数据帧流渲染至所述第二位置的二维游戏地图,以显示所述二维平面图像。
在一些实施方式中,在第一位置显示第一游戏事件展示区域可包括:在第一位置显示第一游戏事件展示区域内的时间轴和交互组件,其中,所述交互组件用于在所述时间轴上选定所述目标时间段。
在一些实施方式中,在显示游戏事件展示区域之后,所述方法还可包括:在所述游戏事件展示区域中选择目标视角和目标时间段;基于所述目标时间段和所述目标视角生成第二视频片段,其中,所述第二视频片段用于播放所述目标时间段在所述目标视角下的游戏画面。
在一些实施方式中,基于所述目标时间段生成第一视频片段可包括:向游戏服务器发送第一视频生成指令,其中,所述第一视频生成指令携带所述目标时间段,所述游戏服务器用于基于所述目标时间段在完整的游戏视频中剪辑出所述第一视频片段;接收所述游戏服务器返回的所述第一视频片段。
在一些实施方式中,基于所述目标时间段生成第一视频片段可包括:向游戏服务器发送第第一视频生成指令,其中,所述第一视频生成指令携带所述目标时间段,所述游戏服务器用于基于所述目标时间段内的包括有游戏事件的游戏图像帧合成所述第一视频片段;接收所述游戏服务器返回的所述第一视频片段。
在一些实施方式中,基于所述目标时间段和所述目标视角生成第二视频片段可包括:向游戏服务器发送第二视频生成指令,其中,所述第二视频生成指令携带所述目标时间段和所述目标视角,所述游戏服务器用于基于所述目标时间段和所述目标视角在完整的游戏视频中剪辑出所述第二视频片段;接收所述游戏服务器返回的所述第二视频片段。
在一些实施方式中,基于所述目标时间段生成第一视频片段可包括:向游戏服务器发送第二视频生成指令,其中,所述第二视频生成指令携带所述目标时间段和所述目标视角,所述游戏服务器用于基于所述目标时间段内的包括有所述目标视角下的游戏事件的游戏图像帧合成所述第二视频片段;接收所述游戏服务器返回的所述第二视频片段。
上述终端提到的通信总线可以是外设部件互连标准(Peripheral Component Interconnect,简称PCI)总线或扩展工业标准结构(Extended Industry Standard Architecture,简称EISA)总线等。该通信总线可以分为地址总线、数据总线、控制总线等。为便于表示,图中仅用一条粗线表示,但并不表示仅有一根总线或一种类型的总线。
通信接口用于上述终端与其他设备之间的通信。
存储器可以包括随机存取存储器(Random Access Memory,简称RAM),也可以包括非易失性存储器(non-volatile memory),例如至少一个磁盘存储器。在一些实施方式中,存储器还可以是至少一个位于远离前述处理器的存储装置。
上述的处理器可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processing,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、 现场可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。
本发明的各个部件实施例可以以硬件实现,或者以在一个或者多个处理器上运行的软件模块实现,或者以它们的组合实现。本领域的技术人员应当理解,可以在实践中使用微处理器或者数字信号处理器(DSP)来实现根据本发明实施例的视频的生成装置中的一些或者全部部件的一些或者全部功能。本发明还可以实现为用于执行这里所描述的方法的一部分或者全部的设备或者装置的程序/指令(例如,计算机程序/指令和计算机程序产品)。这样的实现本发明的程序/指令可以存储在计算机可读介质上,或者可以一个或者多个信号的形式存在,这样的信号可以从因特网网站上下载得到,或者在载体信号上提供,或者以任何其他形式提供。
根据本发明的又一实施例,还提供了一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时,可实现上文所描述的视频的生成方法中的各个步骤。。
计算机可读介质包括永久性和非永久性、可移动和非可移动媒体可以由任何方法或技术来实现信息存储。信息可以是计算机可读指令、数据结构、程序的模块或其他数据。计算机的存储介质的例子包括,但不限于相变内存(PRAM)、静态随机存取存储器(SRAM)、动态随机存取存储器(DRAM)、其他类型的随机存取存储器(RAM)、只读存储器(ROM)、电可擦除可编程只读存储器(EEPROM)、快闪记忆体或其他内存技术、只读光盘只读存储器(CD-ROM)、数字多功能光盘(DVD)或其他光学存储、磁盒式磁带、磁盘存储、量子存储器、基于石墨烯的存储介质或其他磁性存储设备或任何其他非传输介质,可用于存储可以被计算设备访问的信息。
图11示意性地示出了可以实现根据本发明的视频的生成方法的计算机设备,该计算机设备包括处理器1110和以存储器1120形式的计算机可读介质。存储器1120是计算机可读介质的一个示例,其具有用于存储计算机程序1131的存储空间1130。当所述计算机程序1131由处理器1110执行时,可实现上文所描述的视频的生成方法中的各个步骤。
图12示意性地示出了实现根据本发明的方法的计算机程序产品的框图。所述计算机程序产品包括计算机程序1210,当所述计算机程序1210被诸如图11所示的处理器1110之类的处理器执行时,可实现上文所描述的视频的生成方法中的各个步骤。
上文对本说明书特定实施例进行了描述,其与其它实施例一并涵盖于所附权利要求书的范围内。在一些情况下,在权利要求书中记载的动作或步骤可以按照不同于实施例中的顺序来执行并且仍然可以实现期望的结果。另外,在附图中描绘的过程不一定遵循示出的特定顺序或者连续顺序才能实现期望的结果。在某些实施方式中,多任务处理和并行处理也是可行的或者有利的。
还需要说明的是,术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、商品或者设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、商品或者设备所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括所述要素的过程、方法、商品或者设备中还存在另外的相同要素。
应可理解,以上所述实施例仅为举例说明本发明之目的而并非对本发明进行限制。 在不脱离本发明基本精神及特性的前提下,本领域技术人员还可以通过其他方式来实施本发明。本发明的范围当以后附的权利要求为准,凡在本说明书一个或多个实施例的精神和原则之内所做的任何修改、等同替换、改进等,皆应涵盖其中。
Claims (14)
- 一种视频的生成方法,包括:显示游戏事件展示区域,在所述游戏事件展示区域中选择目标时间段,所述游戏事件展示区域显示有游戏事件标识,所述游戏事件标识用于指示用户选定至少包括一项游戏事件标识的目标时间段;基于所述目标时间段生成第一视频片段,所述第一视频片段用于播放所述目标时间段的游戏画面。
- 根据权利要求1所述的方法,其中,显示游戏事件展示区域包括:在第一位置显示第一游戏事件展示区域,所述第一游戏事件展示区域显示有游戏事件标识,所述游戏事件标识包括至少一个子标识,每个子标识对应一种游戏事件;在第二位置显示第二游戏事件展示区域,所述第二游戏事件展示区域显示有包含游戏对战数据的二维平面图像。
- 根据权利要求2所述的方法,其中,在第一位置显示第一游戏事件展示区域包括:获取所述游戏事件标识的时间信息,所述时间信息用于指示所述游戏事件标识对应游戏事件的发生时间;基于所述时间信息计算所述游戏事件标识在所述第一游戏事件展示区域上的显示位置;在所述第一游戏事件展示区域的时间泳道的所述显示位置上显示所述游戏事件标识。
- 根据权利要求2所述的方法,其中,在第二位置显示第二游戏事件展示区域包括:从游戏服务器下载至少一个角色视角的游戏对战数据;将所述游戏对战数据解析成按时间排序的数据帧流;将所述数据帧流渲染至所述第二位置的二维游戏地图,以显示所述二维平面图像。
- 根据权利要求2所述的方法,其中,在第一位置显示第一游戏事件展示区域包括:在第一位置显示第一游戏事件展示区域内的时间轴和交互组件,所述交互组件用于在所述时间轴上选定所述目标时间段。
- 根据权利要求1所述的方法,其中,在显示游戏事件展示区域之后,所述方法还包括:在所述游戏事件展示区域中选择目标视角和目标时间段;基于所述目标时间段和所述目标视角生成第二视频片段,所述第二视频片段用于播放所述目标时间段在所述目标视角下的游戏画面。
- 根据权利要求1所述的方法,其中,基于所述目标时间段生成第一视频片段包括:向游戏服务器发送第一视频生成指令,所述第一视频生成指令携带所述目标时间 段,所述游戏服务器用于基于所述目标时间段在完整的游戏视频中剪辑出所述第一视频片段;接收所述游戏服务器返回的所述第一视频片段。
- 根据权利要求1所述的方法,其中,基于所述目标时间段生成第一视频片段包括:向游戏服务器发送第第一视频生成指令,所述第一视频生成指令携带所述目标时间段,所述游戏服务器用于基于所述目标时间段内的包括有游戏事件的游戏图像帧合成所述第一视频片段;接收所述游戏服务器返回的所述第一视频片段。
- 根据权利要求6所述的方法,其中,基于所述目标时间段和所述目标视角生成第二视频片段包括:向游戏服务器发送第二视频生成指令,所述第二视频生成指令携带所述目标时间段和所述目标视角,所述游戏服务器用于基于所述目标时间段和所述目标视角在完整的游戏视频中剪辑出所述第二视频片段;接收所述游戏服务器返回的所述第二视频片段。
- 根据权利要求6所述的方法,其中,基于所述目标时间段生成第一视频片段包括:向游戏服务器发送第二视频生成指令,所述第二视频生成指令携带所述目标时间段和所述目标视角,所述游戏服务器用于基于所述目标时间段内的包括有所述目标视角下的游戏事件的游戏图像帧合成所述第二视频片段;接收所述游戏服务器返回的所述第二视频片段。
- 一种视频的生成装置,包括:第一处理模块,用于显示游戏事件展示区域,在所述游戏事件展示区域中选择目标时间段,所述游戏事件展示区域显示有游戏事件标识,所述游戏事件标识用于指示用户选定至少包括一项游戏事件标识的目标时间段;第一生成模块,用于基于所述目标时间段生成第一视频片段,所述第一视频片段用于播放所述目标时间段的游戏画面。
- 一种存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现根据权利要求1-10中任一项所述的视频的生成方法的步骤。
- 一种电子装置,包括存储器、处理器及存储在存储器上的计算机程序,所述处理器执行所述计算机程序时实现根据权利要求1-10中任一项所述的视频的生成方法的步骤。
- 一种计算机程序产品,包括计算机程序,所述计算机程序被处理器执行时实现根据权利要求1-10中任一项所述的视频的生成方法的步骤。
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