WO2023155348A1 - 游戏数据处理方法、装置、计算机设备及存储介质 - Google Patents
游戏数据处理方法、装置、计算机设备及存储介质 Download PDFInfo
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- WO2023155348A1 WO2023155348A1 PCT/CN2022/099806 CN2022099806W WO2023155348A1 WO 2023155348 A1 WO2023155348 A1 WO 2023155348A1 CN 2022099806 W CN2022099806 W CN 2022099806W WO 2023155348 A1 WO2023155348 A1 WO 2023155348A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—Three-dimensional [3D] image rendering
- G06T15/005—General purpose rendering architectures
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02D—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
- Y02D10/00—Energy efficient computing, e.g. low power processors, power management or thermal management
Definitions
- the present disclosure relates to the field of computer technology, and in particular to a game data processing method, device, computer equipment and storage medium.
- Occlusion culling refers to the technique of not rendering an object when it is occluded by other objects and is not within the visible range of the camera. Occlusion culling works by using a virtual camera in the scene to create a hierarchy of potential visibility states for objects. These data allow each camera to distinguish whether objects are visible in real time, and only visible objects will be rendered, thereby reducing the number of draw calls (drawcalls) and increasing the running efficiency of the game.
- the scene when rendering a scene, the scene is first divided into several smaller cubic regions, and then the visible set of each region is calculated, and the invisible objects are not rendered according to the visible set of the corresponding region.
- the number of regions is large, the number of visible sets will also be large, which will increase resource consumption. Therefore, a violent clustering algorithm is designed, that is, for all visible sets, calculate the gap between two pairs, and then continuously select The visible sets with the smallest gap are merged.
- Embodiments of the present disclosure provide a game data processing method, device, computer equipment, and storage medium, which can solve the problem of low aggregation efficiency of visible sets in the related art.
- an embodiment of the present disclosure provides a game data processing method, including:
- the visible set to be combined includes the visibility of at least one object in the specified virtual scene in the adjacent sub-area
- the embodiment of the present disclosure also provides a game data processing device, including:
- a first acquiring unit configured to acquire a target visible set corresponding to a target sub-area in a plurality of sub-areas divided by the specified virtual scene, the target visible set including at least one object in the specified virtual scene in the target sub-area the visibility of
- a first determining unit configured to determine a sub-area adjacent to the target sub-area from the sub-areas to obtain at least one adjacent sub-area
- a second acquiring unit configured to acquire a visible set to be combined corresponding to the adjacent sub-area, where the visible set to be combined includes the visibility of at least one object in the specified virtual scene in the adjacent sub-area;
- a second determining unit configured to determine a difference value between the target visible set and the visible set to be merged
- a merging unit configured to merge the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged to obtain an aggregated visible set, and use the aggregated visible set as the target sub-region The visible set in common with the adjacent subregion.
- the second determination unit includes:
- a first acquiring subunit configured to acquire the first visibility corresponding to each object in the specified virtual scene in the target visible set, and the corresponding second visibility in the visible set to be merged;
- the comparison subunit is used to compare the first visibility and the second visibility corresponding to each object with the specified visibility respectively to obtain the comparison result;
- a first determining subunit configured to determine the difference value based on the comparison result.
- the first determination subunit is specifically used for:
- the merging unit includes:
- the second determining subunit is configured to determine the visible set to be combined corresponding to the difference value not greater than the preset difference value, and obtain the target visible set to be combined;
- the first merging subunit is configured to merge the target visible set and the target visible set to be combined to obtain the aggregated visible set.
- the first merging subunit is specifically used for:
- a new visible set is constructed based on the maximum visibility of all objects to obtain the aggregated visible set.
- the first merging subunit is specifically used for:
- the aggregated visible set is obtained.
- the device also includes:
- a third acquiring unit configured to acquire other visible sets whose first difference value from the visible set to be merged satisfies the preset condition
- a calculation unit configured to calculate a second difference value between the target visible set and the other visible sets.
- the merging unit includes:
- the second merging subunit is configured to merge the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged, and combine the visible set corresponding to the second difference value satisfying the preset condition
- the target visible set is merged with the other visible sets to obtain the aggregated visible set.
- the first determination unit includes:
- a second acquiring subunit configured to acquire first position information of the target sub-region in the designated virtual scene, and second position information of other sub-regions in the designated virtual scene;
- a third determination subunit is configured to determine other sub-areas adjacent to the target sub-area according to the first position information and the second position information, to obtain the adjacent sub-area.
- the third determining subunit is specifically used for:
- the device also includes:
- a fourth acquiring unit configured to acquire historical merge information of the target visible set
- An executing unit configured to, if the historical merge information indicates that the target visible set is an unmerged visible set, perform a step of merging the target visible set corresponding to the difference value satisfying a preset condition with the visible set to be merged .
- the device also includes:
- a processing unit configured to perform rendering processing on objects in the specified virtual scene based on the aggregated visible set.
- an embodiment of the present disclosure further provides a computer device, including a memory, a processor, and a computer program stored in the memory and operable on the processor, wherein the processor executes any one of the computer programs provided in the embodiments of the present disclosure.
- Game data processing method including a processor, and a computer program stored in the memory and operable on the processor, wherein the processor executes any one of the computer programs provided in the embodiments of the present disclosure.
- the embodiment of the present disclosure also provides a storage medium, the storage medium stores a plurality of instructions, and the instructions are suitable for the processor to load to execute the above game data processing method.
- the present disclosure by determining the current target sub-area that needs visibility processing, according to the positional relationship between the target sub-area and other sub-areas in the virtual scene, select the adjacent sub-area adjacent to the target sub-area, and further, according to the target sub-area
- the gap between the corresponding visible set and the visible set corresponding to the adjacent sub-area Determine the adjacent sub-area from the adjacent sub-area, and then make the visible set of the adjacent sub-area whose distance from the visible set of the target sub-area is less than the specified gap visible to the target sub-area Sets are aggregated to obtain the aggregated visible set, which is used as the common visible set of the target sub-region and adjacent sub-regions, reducing the number of times to calculate the visible set gap, thereby reducing the total time for calculating the visible set gap, thereby improving the visibility of the virtual scene. processing efficiency.
- FIG. 1 is a schematic flowchart of a game data processing method provided by an embodiment of the present disclosure.
- FIG. 2 is a schematic flowchart of another game data processing method provided by an embodiment of the present disclosure.
- FIG. 3 is a schematic diagram of an application scenario of a game data processing method provided by an embodiment of the present disclosure.
- FIG. 4 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- FIG. 5 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- FIG. 6 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- FIG. 7 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- FIG. 8 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- FIG. 9 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- Fig. 10 is a structural block diagram of a game data processing device provided by an embodiment of the present disclosure.
- FIG. 11 is a schematic structural diagram of a computer device provided by an embodiment of the present disclosure.
- Embodiments of the present disclosure provide a game data processing method, device, storage medium, and computer equipment.
- the game data processing method in the embodiment of the present disclosure may be executed by a computer device, where the computer device may be a terminal or a server.
- the terminal may be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), and the like.
- the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or it can provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, intermediate Cloud servers for basic cloud computing services such as software services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
- the computer device may be a server, and the server may acquire the target visible set corresponding to the target sub-region in the multiple sub-regions divided by the specified virtual scene, and the target visible set includes at least one object in the specified virtual scene in the target sub-region Visibility, determine the sub-region adjacent to the target sub-region from the sub-region, obtain at least one adjacent sub-region, obtain the visible set to be combined corresponding to the adjacent sub-region, and the visible set to be combined includes at least one of the virtual scenes specified in the adjacent sub-region
- the visibility of an object determine the difference value between the target visible set and the visible set to be merged, merge the target visible set corresponding to the difference value that meets the preset conditions with the visible set to be merged, obtain the aggregated visible set, and aggregate the visible set set as the common visible set of the target sub-region and adjacent sub-regions.
- the embodiments of the present disclosure provide the first game data processing method, device, computer equipment and storage medium, which can improve the processing efficiency of the visible set of the virtual scene.
- An embodiment of the present disclosure provides a game data processing method, which can be executed by a terminal or a server.
- the embodiment of the present disclosure takes the game data processing method executed by a server as an example for illustration.
- FIG. 1 is a schematic flowchart of a game data processing method provided by an embodiment of the present disclosure.
- the specific flow of the game data processing method can be as follows:
- the specified virtual scene refers to a model of the real scene constructed by a software program according to a certain proportion, which can be displayed by a display device, and the specified virtual scene may be a three-dimensional scene.
- rendering in computer graphics refers to the process of using software to generate an image from a model.
- a model is a description of a three-dimensional object using a strictly defined language or data structure, which includes geometry, viewpoint, texture and lighting information.
- the model in the three-dimensional scene is converted into a two-dimensional The process of projecting into a digital image.
- some objects are selected from all objects in the specified virtual scene for rendering according to the position of the captured image of the specified virtual scene. Objects that are not displayed do not need to be rendered to save processing resources.
- the specified virtual scene can be divided into multiple sub-regions.
- the specified virtual scene can be a 3D scene, and the multiple sub-regions can be mutually disjoint, Cubic regions of the same shape.
- a three-dimensional coordinate system for specifying a virtual scene can be constructed, including x-axis, y-axis, and z-axis directions, and two coordinates (x min , y min , z min ) and (x max , y max , z max ), which means that the sub-region contains and only contains the coordinate points (x, y, z) satisfying the following expression, the condition is x min ⁇ x ⁇ x max and y min ⁇ y ⁇ y max and z min ⁇ y ⁇ z max .
- Each area is disjoint, that is, any point in the specified virtual scene either does not belong to any sub-area, or belongs to exactly one area.
- each object in the specified virtual scene has a corresponding visibility in each sub-area, which refers to the degree of visibility of the object for observation in the sub-area.
- visibility refers to the degree of visibility of the object for observation in the sub-area.
- the values that can be observed will also change accordingly.
- the value range of visibility can be expressed as a real number [0.0,1.0]. The smaller the value, the less likely it is to be observed, and vice versa, the easier it is to be observed.
- the specified virtual scene may include: object A, object B, and object C, divide the specified virtual scene into: the first sub-area, the second sub-area, and the third sub-area, and calculate the visibility of object A in the first sub-area Can be: 0.1, the visibility in the second sub-area can be: 0.5, the visibility in the third sub-area can be: 0.3; the visibility of the calculated object B in the first sub-area can be: 0.24, in the second sub-area The visibility can be: 0.7, the visibility in the third sub-area can be: 0.3; the visibility of the calculated object C in the first sub-area can be: 0.8, the visibility in the second sub-area can be: 0.65, in the third sub-area The visibility can be: 0.31.
- the target visible set includes specifying the visibility of at least one object in the virtual scene in the target sub-region. That is to say, the degree of observation of all objects is arranged into a one-dimensional list, called the visible set.
- the target sub-area may be the first sub-area.
- the visibility of object A may be: 0.1
- the visibility of object B may be: 0.24
- the visibility of object C may be: 0.8.
- the visibility of each object in the first sub-region is obtained as the target visible set: [0.1, 0.24, 0.8].
- a constant can be specified, and the object whose visibility is less than the constant is considered invisible in the target sub-area, that is, it will not be drawn during the rendering process; otherwise, the object is considered to be in the target sub-area Visible, draw. This reduces rendering overhead.
- object A and object B are invisible in the target sub-area, because the visibility of object A and object B is less than 0.25; object C is visible in the target sub-area, because object C The visibility is greater than 0.25. Since the content to be drawn is reduced, the drawing efficiency of the scene picture can be improved.
- the adjacent sub-region refers to a sub-region that is closer to the target sub-region in the specified virtual scene.
- the step of "determining a sub-region adjacent to the target sub-region from the sub-regions to obtain at least one adjacent sub-region” may include the following operations:
- other sub-regions adjacent to the target sub-region are determined to obtain adjacent sub-regions.
- the first position information refers to the position of the target sub-region in the coordinate system of the specified virtual scene
- the second position information refers to the coordinate system of other sub-regions in the specified virtual scene except the target sub-region. position in .
- sub-regions adjacent to the target sub-region may be selected according to the positions of the target sub-region and other sub-regions in the coordinate system of the specified virtual scene, so as to obtain adjacent sub-regions.
- a designated coordinate system is constructed based on a designated virtual scene
- the first position information includes the first coordinate of the target sub-region in the designated coordinate system
- the second position information includes the first coordinate of each sub-region in the designated coordinate system.
- each sub-region in the specified coordinate system can be described by two coordinates (x min , y min , z min ) and (x max , y max , z max ), that is, the minimum coordinate
- the coordinate range to the maximum coordinate Since the sub-area is a three-dimensional area in the specified coordinate system, the adjacent sub-areas share the area edge, and then it can be determined from the second coordinates of each other sub-area that there are other coordinate points in the same coordinate range as the target sub-area.
- a sub-area, the other sub-area is used as an adjacent sub-area of the target sub-area.
- the visible set to be merged includes specifying the visibility of at least one object in the virtual scene in the adjacent sub-region.
- the adjacent sub-area may be the second sub-area.
- the visibility of object A may be: 0.5
- the visibility of object B may be: 0.7
- the visibility of object C may be: 0.65.
- the visibility of each object in the second sub-region is obtained as a visible set to be combined: [0.5, 0.7, 0.65].
- the difference value is used to measure whether the target visible set and the visible set to be merged can be merged.
- the target visible set is merged with the visible set to be merged; on the contrary, the larger the difference value, the greater the difference between the visibility of the object in the target visible set and the visible set to be merged, and the target visible set and the visible set to be merged cannot be merged .
- the step of "determining the difference value between the target visible set and the visible set to be merged" may include the following operations:
- a difference value is determined based on the comparison result.
- the specified virtual scene includes: object A, object B, and object C
- the specified virtual scene is divided into: a first sub-area, a second sub-area, and a third sub-area.
- the target sub-area can be the first sub-area
- the target visible set includes the first visibility of object A, object B, and object C respectively, which can be: [0.1, 0.24, 0.8];
- the visible sets to be merged include object A, object B respectively
- the second visibility of the object C may be: [0.5, 0.7, 0.65].
- the specified visibility is used to determine whether to render the object.
- the object can be rendered; if the visibility of the object is less than the specified visibility, there is no need to The object is rendered.
- the specified visibility can be 0.5.
- the visibility of each object in different visible sets is compared with the specified visibility to obtain the comparison result, and then the difference value between the target visible set and the visible set to be merged is obtained according to the comparison result.
- the step of "determining the difference value based on the comparison result" may include the following operations:
- the obtained comparison results include: the first visibility of object A is less than the specified visibility, and the second visibility is equal to the specified visibility; the first visibility of object B Less than the specified visibility, the second visibility is greater than the specified visibility; the first visibility of object C is greater than the specified visibility, and the second visibility is greater than the specified visibility.
- the number of objects whose first visibility is greater than the specified visibility and the second visibility is less than the specified visibility, or the number of objects whose first visibility is less than the specified visibility and the second visibility is greater than the specified visibility can be: 2, so that the difference value is 2 .
- the preset condition is: not greater than the preset difference value.
- the step "merge the target visible set corresponding to the difference value satisfying the preset condition and the visible set to be merged to obtain the aggregated visible set" may include the following operations:
- the specified virtual scene there may be multiple adjacent areas adjacent to the target sub-area.
- the specified virtual scene may be divided into: the first sub-area, the second sub-area, and the third sub-area. area, the fourth sub-area, the fifth sub-area, the sixth sub-area, etc., wherein the target sub-area can be: the first sub-area, and the adjacent sub-area adjacent to the first sub-area can include: the third sub-area, Fourth sub-area, fifth sub-area.
- the visible set corresponding to the first sub-area may be: the first visible set, that is, the target visible set; the third visible set The visible set corresponding to the third sub-area may be: the third visible set; the fourth visible set corresponding to the fourth sub-area The visible set may be: the fourth visible set; the visible set corresponding to the fifth sub-region may be: the fifth visible set.
- the difference value between the target sub-region and the visible set of each adjacent sub-region is calculated, and the difference value between the target visible set and the third visible set can be: 2, and the difference value between the target visible set and the fourth visible set can be : 1, the difference value between the target visible set and the fifth visible set may be: 1.
- the preset difference value can be: 1, then the difference value that satisfies the preset condition, that is, the difference value that is not greater than the preset difference value is: 1, because the difference value between the target visible set and the fourth visible set is: 1, If the difference value between the target visible set and the fifth visible set is 1, it can be determined that the target visible set to be merged is: the fourth visible set and the fifth visible set. Then, the target visible set and the target visible set to be merged are combined to obtain the aggregated visible set.
- the step "merge the target visible set and the target visible set to be merged to obtain the aggregated visible set” may include the following operations:
- the target visible set includes the first visibility of each object, which may be: [0.2, 0.75, 0.8], and the target visible set to be merged includes the second visibility of each object, which may be: [0.5, 0.64, 0.76].
- the first visibility of object A is: 0.2
- the second visibility is: 0.5
- it can be determined that the maximum visibility corresponding to object A is: 0.5
- the first visibility of object B is: 0.74
- the second visibility 0.64
- It can be determined that the maximum visibility corresponding to object B is: 0.74
- the first visibility of object C is: 0.8
- the second visibility is: 0.76
- the maximum visibility constructs a new visible set, and the visible set after aggregation can be: [0.5, 0.74, 0.8].
- the step "merge the target visible set and the target visible set to be merged to obtain aggregated visible set" which can include the following operations:
- the aggregated visible set is obtained.
- a priority queue may be used to arrange multiple target visible sets to be merged, and in the priority queue, elements are given priority. When elements are accessed, the element with the highest priority is removed first.
- the priority queue has the highest-level first-out (firstin, largestout) behavioral characteristics, and the priority queue is usually implemented by using a heap data structure.
- the priority queue is a collection of 0 or more elements, and each element has a priority or value.
- the operations performed on the priority queue include 1) search; 2) insert a new element; 3) delete.
- the search operation is used to search for the element with the lowest priority, and the delete operation is used to delete the element; for the maximum priority queue (maxpriorityqueue), the search operation is used to search for the element with the highest priority, and the delete operation is used to delete the element.
- Elements in the priority queue can have the same priority, and search and delete operations can be performed according to any priority.
- the multiple target visible sets to be combined are sorted according to the size of the difference between the target visible set and each target visible set to be combined, which may be sorting the target visible sets to be combined according to the order of the difference values from small to large , and then the target visible set to be merged with the target and with a smaller difference value is prioritized for merging.
- the target visible sets to be merged in the priority queue are merged with the target visible sets in order of priority until the target visible set and all target visible sets to be merged are merged to obtain the aggregated visible set.
- the target visible sets to be merged may include: the third visible set, the fourth visible set, and the fifth visible set. Further, according to the difference values between the target visible sets to be combined and the target visible sets, they are sorted from small to large, and The sorting sequence may be: the third visible set, the fourth visible set, and the fifth visible set.
- the target visible set is merged with the target visible set to be merged in order according to the sorting sequence, including: firstly merging the target visible set with the third visible set to generate the first merged visible set, and then combining the first merged visible set with the second The four visible sets are combined to obtain a second combined visible set, and then the second combined visible set and the fifth visible set are combined to obtain an aggregated visible set. In this way, the merging of the target visible set and multiple target visible sets to be combined is completed.
- the following steps may also be included:
- the executing step merges the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged.
- the history merging message includes synthesis information of the visible set corresponding to the target visible set before the current moment.
- the history merge message can include the fact that the target visible set has been merged before the current moment, indicating that the target visible set is a merged visible set; or, the history merge message does not include the information that the target visible set has been merged. , indicating that the target visible set is an unmerged visible set.
- a step can be performed to make the target corresponding to the difference value satisfying the preset condition visible The set is merged with the visible set to be merged.
- the historical merge information of the target visible set indicates that the target visible set is a merged visible set, there is no need to merge the target visible set, and subsequent operations can be performed directly based on the target visible set, which can improve the usage efficiency of the visible set .
- the method may further include the following steps:
- the obtained aggregated visible set can be used as the common visible set of the target sub-region and the adjacent sub-region merged with the visible set of the target sub-region, that is, multiple sub-regions share one visible set, reducing requirements for storage space.
- the objects to be rendered may be determined based on the visibility corresponding to each object in the aggregated visible set, and then the objects to be rendered may be rendered.
- n ⁇ m real numbers are needed to represent the visible sets of these sub-regions, and the amount of data is relatively large. So consider grouping visible sets, merging.
- each sub-region corresponds to 1 visible set
- 10 visible sets in total.
- 10 visible sets can be classified into 5 categories. Merge the visible sets in each class to get a new visible set.
- Each class corresponds to 1 (new) visible set, and only one copy of data needs to be stored in each visible set. In this way, the requirement for storage space can be reduced.
- in the step "merge the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged, and obtain the aggregated Visible Sets" can also include the following steps:
- the step "merge the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged to obtain the aggregated visible set” may include the following operations:
- the target visible set corresponding to the difference value satisfying the preset condition is merged with the visible set to be merged, and the target visible set corresponding to the second difference value satisfying the preset condition is merged with other visible sets to obtain an aggregated visible set.
- the first difference value refers to a difference value between the visible set to be merged and other visible sets.
- other visible sets refer to visible sets whose first difference value with the visible set to be merged is not greater than a preset difference value.
- the difference value between the target visible set and other visible sets is calculated to obtain a second difference value, and then the target visible set corresponding to the second difference value satisfying the preset condition is merged with other visible sets.
- the target visible set can be v
- the visible set to be merged can be u
- M x, y represents the maximum difference value between the visible set in the same division unit as the visible set x and the visible set in the same division unit as the visible set y.
- a more comprehensive visible set that is merged with the target visible set is obtained, further ensuring the accuracy of the merging result of the visible sets.
- the embodiment of the present disclosure discloses a game data processing method, the method includes: obtaining the target visible set corresponding to the target sub-region in the multiple sub-regions divided by the specified virtual scene, the target visible set is included in the specified virtual scene in the target sub-region The visibility of at least one object in the sub-area; determine the sub-area adjacent to the target sub-area from the sub-area to obtain at least one adjacent sub-area; obtain the visible set to be merged corresponding to the adjacent sub-area; determine the difference between the target visible set and the visible set to be merged value; the target visible set corresponding to the difference value that satisfies the preset condition is merged with the visible set to be merged to obtain the aggregated visible set, and the aggregated visible set is used as the common visible set of the target sub-region and the adjacent sub-region, so that Improves the efficiency of processing the visible set of a virtual scene.
- FIG. 2 is a schematic flow diagram of another game data processing method provided by an embodiment of the present disclosure. Taking the game data processing method applied to a virtual game scene as an example, the specific flow can be as follows:
- the server acquires the position information of each sub-region obtained by dividing the virtual game scene in the virtual game scene coordinate system.
- the virtual game scene can be divided into a plurality of non-intersecting cube regions with the same shape, that is, a plurality of sub-regions are obtained.
- the virtual game scene may be a three-dimensional scene, and a three-dimensional orthogonal coordinate system may be created based on the virtual game scene.
- FIG. 3 is a schematic diagram of an application scenario of a method for processing game data provided by an embodiment of the present disclosure.
- the three-dimensional orthogonal coordinate system shown in FIG. 3 it consists of three coordinate axes x, y, and z. Wherein, the direction of the y-axis is vertically upward.
- the xz plane divide a rectangular area into several rows and columns of squares of the same size along the direction parallel to the coordinate axis.
- each sub-area corresponds to a cube area in the three-dimensional orthogonal coordinate system.
- FIG. 4 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- the three-dimensional orthogonal coordinate system corresponding to the virtual game scene shown in FIG. 4 there are n non-intersecting cube regions with the same shape.
- the projection of each area on the xz plane is one of the aforementioned rectangular squares.
- Each sub-region corresponds to a visible set.
- the position information refers to the spatial position of each sub-region in the coordinate system.
- the server generates a two-dimensional list including all subregions according to the location information.
- FIG. 5 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- Their x coordinates from left to right are: 10, 20, 30, 40;
- z coordinates from back to front are: 10, 20, 30.
- the visible set number corresponding to each region is marked in the cube, and this number can also be regarded as the number of the sub-region.
- a 4 ⁇ 3 table can be constructed. Then, each subregion is checked in turn. The first is the area numbered 1, the x coordinate is 10, which is the 4th largest among all x coordinates; z is 10, which is the 3rd largest among all z coordinates. Therefore, its number is filled in cell (3,1).
- the x coordinate is 20, which is the third largest among all x coordinates; z is 10, which is the third largest among all z coordinates. Therefore, its number is filled in cell (3, 2).
- the x coordinate is 30, which is the second largest among all x coordinates; z is 10, which is the third largest among all z coordinates. Therefore, its number is filled in cell (3,3).
- the server determines a sub-area adjacent to the specified area according to the two-dimensional list, and obtains an adjacent sub-area.
- the server calculates a visible set difference between the specified area and each adjacent sub-area.
- the visible set can be abstracted as a node, and the number on the node represents the number of the visible set.
- FIG. 6 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- Fig. 6 it is assumed that there are 8 visible sets, and the positions of the nodes on the graph represent the discretized positions of each visible set.
- the search range is 1.
- visible set 1 it is necessary to calculate the difference with visible set 2, visible set 5, and visible set 6 respectively.
- visible set 2 it needs to calculate the difference with visible set 1, visible set 5, visible set 6, visible set 3, and visible set 7 respectively.
- visible set 3 it needs to calculate the difference with visible set 2, visible set 6, visible set 7, visible set 4, and visible set 8 respectively.
- the distance between each point and the visible set with a distance of no more than 1 from the surrounding Manhattan is calculated. In doing so, the number of times to calculate gaps is greatly reduced. For example, visible set 1 and visible set 3, visible set 4, visible set 7, and visible set 8 have not calculated the difference.
- the server merges the visible set of the adjacent sub-area corresponding to the visible set gap that satisfies the merging condition with the visible set of the specified area to obtain the merged visible set.
- an undirected graph including m vertices is constructed, and the numbers start from 1. Vertex i corresponds to visible set i.
- edges are abstractions of gaps between visible sets.
- the value of the edge weight is the gap between the visible sets.
- the first type there is an edge, and the edge weight is less than or equal to the limit of the preset condition.
- the second type there is an edge, and the edge weight is greater than the limit of the preset condition.
- the third type there is no edge, it may be regarded as an edge whose edge weight is infinite (recorded as inf, and an appropriate large number such as 100000007 can be selected); the reason for this situation is that there is no actual calculation of the difference value, not that the difference value is special big.
- FIG. 7 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- the attributes of an edge include two endpoints u, v and an edge weight w.
- the edge weight represents the maximum value of the gap between the visible sets that are in the same division unit as u and v respectively. Initially, the graph does not contain any edges.
- a sparse matrix M is used to record edge weights.
- the edge When querying the weight of the edge (u,v), if the edge does not exist, it will return infinity inf; otherwise, it will return the real value, denoted as M u,v .
- the elements of Q are triplets of the form (u, v, w), which represent the edge whose endpoint is u and whose weight is w. Each pop-up is the triplet with the smallest w (or one of them) at that time. It should be noted that if the edge weight changes after the triple is added, the records in the queue will not change accordingly. Therefore, after popping up, it is necessary to compare w and M u,v to confirm whether the record is out of date. Initially, since there are no edges, Q is also empty.
- the triplet (u, v, w) is popped from the priority queue Q. Repeat the following steps until the queue is empty.
- FIG. 8 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- the maximum value of all gaps is assigned to M i,V . If it is found that M i, v is smaller than the gap limit L, then (i, v, M i, v ) needs to be added to the priority queue, and i, v are added to the corresponding rows of the adjacency list P.
- An optimization method is set here, first observe whether M x, y ⁇ inf exceeds L; if it exists, there is no need to calculate; in addition, once a certain gap exceeds L, the calculation will be stopped immediately. Swap the identities of u and v and repeat this step.
- FIG. 9 is a schematic diagram of an application scenario of another game data processing method provided by an embodiment of the present disclosure.
- the embodiment of the present disclosure discloses a game data processing method, the method includes: the server obtains the position information of each sub-region in the virtual game scene coordinate system obtained by dividing the virtual game scene, and generates a map containing all sub-regions according to the position information Two-dimensional list, determine the sub-regions adjacent to the specified area according to the two-dimensional list, obtain the adjacent sub-regions, calculate the visible set gap between the specified area and each adjacent sub-region, and combine the adjacent sub-regions corresponding to the visible set gap that meets the merge condition
- the visible set is merged with the visible set of the specified area to obtain the merged visible set. In this way, the computational cost of the visible set can be saved, thereby improving the efficiency of scene rendering based on the visible set in the virtual game scene.
- the embodiment of the present disclosure further provides a game data processing device based on the above game data processing method.
- a game data processing device based on the above game data processing method.
- the meaning of the term is the same as in the above-mentioned game data processing method, and the specific implementation details can refer to the description in the method embodiment.
- FIG. 10 is a structural block diagram of a game data processing device provided by an embodiment of the present disclosure.
- the device includes:
- the first acquiring unit 301 is configured to acquire a target visible set corresponding to a target sub-area among multiple sub-areas divided by a specified virtual scene, where the target visible set includes at least one of the specified virtual scenes in the target sub-area the visibility of the object;
- the first determining unit 302 is configured to determine a sub-area adjacent to the target sub-area from the sub-areas to obtain at least one adjacent sub-area;
- the second acquiring unit 303 is configured to acquire a visible set to be combined corresponding to the adjacent sub-area, where the visible set to be combined includes the visibility of at least one object in the specified virtual scene in the adjacent sub-area;
- the second determining unit 304 is configured to determine a difference value between the target visible set and the visible set to be merged;
- the merging unit 305 is configured to merge the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged to obtain an aggregated visible set, and use the aggregated visible set as the target subset The visible set common to the region and the adjacent subregions.
- the second determining unit 304 may include:
- a first acquiring subunit configured to acquire the first visibility corresponding to each object in the specified virtual scene in the target visible set, and the corresponding second visibility in the visible set to be merged;
- the comparison subunit is used to compare the first visibility and the second visibility corresponding to each object with the specified visibility respectively to obtain the comparison result;
- a first determining subunit configured to determine the difference value based on the comparison result.
- the first determining subunit can specifically be used for:
- the merging unit 305 may include:
- the second determining subunit is configured to determine the visible set to be combined corresponding to the difference value not greater than the preset difference value, and obtain the target visible set to be combined;
- the first merging subunit is configured to merge the target visible set and the target visible set to be combined to obtain the aggregated visible set.
- the first merging subunit can specifically be used for:
- a new visible set is constructed based on the maximum visibility of all objects to obtain the aggregated visible set.
- the first merging subunit can specifically be used for:
- the aggregated visible set is obtained.
- the device may also include:
- a third acquiring unit configured to acquire other visible sets whose first difference value from the visible set to be merged satisfies the preset condition
- a calculation unit configured to calculate a second difference value between the target visible set and the other visible sets.
- the merging unit 305 may include:
- the second merging subunit is configured to merge the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged, and combine the visible set corresponding to the second difference value satisfying the preset condition
- the target visible set is merged with the other visible sets to obtain the aggregated visible set.
- the first determining unit 302 may include:
- a second acquiring subunit configured to acquire first position information of the target sub-region in the designated virtual scene, and second position information of other sub-regions in the designated virtual scene;
- the third determination subunit is configured to determine other sub-areas adjacent to the target sub-area according to the first position information and the second position information, to obtain the adjacent sub-area.
- the third determining subunit can specifically be used for:
- the device may also include:
- a third acquiring unit configured to acquire historical merge information of the target visible set
- An executing unit configured to, if the historical merge information indicates that the target visible set is an unmerged visible set, perform a step of merging the target visible set corresponding to the difference value satisfying a preset condition with the visible set to be merged .
- the device may also include:
- a processing unit configured to perform rendering processing on objects in the specified virtual scene based on the aggregated visible set.
- the embodiment of the present disclosure discloses a game data processing device.
- the target visible set corresponding to the target sub-region in the multiple sub-regions divided by the specified virtual scene is obtained through the first acquisition unit 301.
- the target visible set is included in the target sub-region. Visibility of at least one object in the specified virtual scene in the area.
- the first determining unit 302 determines a sub-area adjacent to the target sub-area from the sub-areas to obtain at least one adjacent sub-area.
- the second acquiring unit 303 acquires a visible set to be combined corresponding to the adjacent sub-area, where the visible set to be combined includes the visibility of at least one object in the specified virtual scene in the adjacent sub-area.
- the second determining unit 304 determines a difference value between the target visible set and the visible set to be merged.
- the merging unit 305 merges the target visible set corresponding to the difference value satisfying the preset condition with the to-be-merged visible set to obtain an aggregated visible set, and uses the aggregated visible set as the target sub-region and the visible set to be combined.
- the common visible set of adjacent sub-regions In this way, the processing efficiency of the visible set of the virtual scene can be improved.
- FIG. 11 is a schematic structural diagram of a computer device provided by an embodiment of the present disclosure.
- the computer device 500 includes a processor 501 with one or more processing cores, a memory 502 with one or more computer-readable storage media, and computer programs stored in the memory 502 and operable on the processor.
- the processor 501 is electrically connected with the memory 502 .
- the structure of the computer equipment shown in the figure does not constitute a limitation to the computer equipment, and may include more or less components than those shown in the figure, or combine some components, or arrange different components.
- the processor 501 is the control center of the computer device 500, and uses various interfaces and lines to connect various parts of the entire computer device 500, by running or loading software programs and/or modules stored in the memory 502, and calling the software programs stored in the memory 502. Execute various functions of the computer device 500 and process data, so as to monitor the computer device 500 as a whole.
- the processor 501 in the computer device 500 will follow the steps below to load the instructions corresponding to the process of one or more application programs into the memory 502, and the processor 501 will run the instructions stored in the memory. 502 in order to achieve various functions:
- the target visible set includes the visibility of at least one object in the specified virtual scene in the target sub-area; determine from the sub-area that it is adjacent to the target sub-area to obtain at least one adjacent sub-area; obtain the visible set to be merged corresponding to the adjacent sub-area, the visible set to be combined includes the visibility of at least one object in the virtual scene specified in the adjacent sub-area; determine the target visible set and the to-be-merged The difference value of the visible set; the target visible set corresponding to the difference value that meets the preset conditions is merged with the visible set to be merged to obtain the aggregated visible set, and the aggregated visible set is used as the common visibility of the target sub-area and the adjacent sub-area set.
- the determining the difference value between the target visible set and the visible set to be merged includes:
- the difference value is determined based on the comparison result.
- the determining the difference value based on the comparison result includes:
- the preset condition includes not greater than a preset difference value
- the step of merging the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged to obtain the aggregated visible set includes:
- merging the target visible set and the target visible set to be merged to obtain the aggregated visible set includes:
- a new visible set is constructed based on the maximum visibility of all objects to obtain the aggregated visible set.
- the number of target visible sets to be combined is multiple;
- the merging of the target visible set and the target visible set to be merged to obtain the aggregated visible set includes:
- the aggregated visible set is obtained.
- the method before merging the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged to obtain the aggregated visible set, the method further includes:
- the step of merging the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged to obtain the aggregated visible set includes:
- the determining the sub-areas adjacent to the target sub-area from the sub-areas to obtain at least one adjacent sub-area includes:
- the first position information includes first coordinates of the target sub-area in a specified coordinate system
- the second position information includes second coordinates of each sub-area in a specified coordinate system
- the specified The coordinate system is a coordinate system constructed based on the specified virtual scene
- the determining other sub-areas adjacent to the target sub-area according to the first position information and the second position information to obtain the adjacent sub-area includes:
- the method before merging the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged, the method further includes:
- the historical merging information indicates that the target visible set is an unmerged visible set, performing a step of merging the target visible set corresponding to the difference value satisfying a preset condition with the visible set to be merged.
- the step further includes: rendering the objects in the designated virtual scene based on the aggregated visible set.
- the plurality of sub-regions are cubic regions of the same shape that do not intersect each other.
- the target sub-area that currently needs to be processed for visibility by determining the target sub-area that currently needs to be processed for visibility, according to the positional relationship between the target sub-area and other sub-areas in the virtual scene, select the adjacent sub-area adjacent to the target sub-area, and further, according to the target sub-area
- the gap between the visible set corresponding to the area and the visible set corresponding to the adjacent sub-area Determine the adjacent sub-area from the adjacent sub-area, and then compare the visible set of the adjacent sub-area whose visible set difference with the target sub-area is smaller than the specified gap with the target sub-area
- the visible set is aggregated, and the aggregated visible set is obtained as the common visible set of the target sub-area and the adjacent sub-area, reducing the number of calculations of the visible set gap, thereby reducing the total time for calculating the visible set gap, thereby improving the visibility of the virtual scene Set processing efficiency.
- the computer device 500 further includes: a touch screen 503 , a radio frequency circuit 504 , an audio circuit 505 , an input unit 506 and a power supply 507 .
- the processor 501 is electrically connected with the touch display screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506 and the power supply 507 respectively.
- the structure of the computer device shown in FIG. 11 is not limited to the computer device, and may include more or less components than shown in the figure, or combine some components, or arrange different components.
- the touch display screen 503 can be used for displaying a graphical user interface and receiving operation instructions generated by the user acting on the graphical user interface.
- the touch display screen 503 may include a display panel and a touch panel.
- the display panel can be used to display the information input by the user or provided to the user and various graphical user interfaces of the computer equipment. These graphical user interfaces can be composed of graphics, guide information, icons, videos and any combination thereof.
- the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode), and the like.
- LCD liquid crystal display
- OLED Organic Light-Emitting Diode
- the touch panel can be used to collect the user's touch operation on or near it (such as the user's operation on or near the touch panel using any suitable object or accessory such as a finger or a stylus) and generate corresponding operations instruction, and the operation instruction executes the corresponding program.
- the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and sends it to the to the processor 501, and can receive and execute commands sent by the processor 501.
- the touch panel can cover the display panel, and when the touch panel detects a touch operation on or near it, it will be sent to the processor 501 to determine the type of the touch event, and then the processor 501 will provide on the display panel according to the type of the touch event. corresponding visual output.
- the touch panel and the display panel can be integrated into the touch display 503 to realize input and output functions.
- the touch panel and the touch panel can be used as two independent components to implement input and output functions. That is, the touch screen 503 can also serve as a part of the input unit 506 to implement an input function.
- the radio frequency circuit 504 can be used to send and receive radio frequency signals to establish wireless communication with network equipment or other computer equipment through wireless communication, and to send and receive signals with network equipment or other computer equipment.
- the audio circuit 505 may be used to provide an audio interface between the user and the computer device through speakers, microphones.
- the audio circuit 505 can transmit the electrical signal converted from the received audio data to the speaker, and the speaker converts it into an audio signal for output; on the other hand, the microphone converts the collected audio signal into an electrical signal, which is converted by the audio circuit 505
- the audio data is sent to, for example, another computer device through the radio frequency circuit 504, or the audio data is output to the memory 502 for further processing.
- Audio circuitry 505 may also include an earphone jack to provide communication of peripheral headphones with the computer device.
- the input unit 506 can be used to receive input numbers, character information or user characteristic information (such as fingerprints, iris, face information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control .
- character information or user characteristic information such as fingerprints, iris, face information, etc.
- the power supply 507 is used to supply power to various components of the computer device 500 .
- the power supply 507 may be logically connected to the processor 501 through a power management system, so as to implement functions such as management of charging, discharging, and power consumption through the power management system.
- the power supply 507 may also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators and other arbitrary components.
- the computer device 500 may also include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be repeated here.
- the computer device acquires the target visible set corresponding to the target sub-region in the multiple sub-regions divided by the specified virtual scene, and the target visible set includes at least one object in the specified virtual scene in the target sub-region Visibility; determine the sub-area adjacent to the target sub-area from the sub-area, and obtain at least one adjacent sub-area; obtain the visible set to be combined corresponding to the adjacent sub-area, and the visible set to be combined includes at least one of the virtual scenes specified in the adjacent sub-area
- the visibility of an object determine the difference value between the target visible set and the visible set to be merged; merge the target visible set corresponding to the difference value that meets the preset conditions with the visible set to be merged to obtain the aggregated visible set, and aggregate the visible set set as the common visible set of the target sub-region and adjacent sub-regions.
- an embodiment of the present disclosure provides a computer-readable storage medium, which stores a plurality of computer programs that can be loaded by a processor to execute any game data processing method provided by the embodiments of the present disclosure. in the steps.
- the computer program can perform the following steps:
- Target visible set corresponding to a target sub-area in multiple sub-areas divided by the specified virtual scene, where the target visible set includes the visibility of at least one object in the specified virtual scene in the target sub-area;
- the visible set to be combined includes the visibility of at least one object in the virtual scene specified in the adjacent sub-area;
- the target visible set corresponding to the difference value satisfying the preset condition is merged with the visible set to be merged to obtain the aggregated visible set, and the aggregated visible set is used as the common visible set of the target sub-region and the adjacent sub-region.
- the determining the difference value between the target visible set and the visible set to be merged includes:
- the difference value is determined based on the comparison result.
- the determining the difference value based on the comparison result includes:
- the preset condition includes not greater than a preset difference value
- the step of merging the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged to obtain the aggregated visible set includes:
- merging the target visible set and the target visible set to be merged to obtain the aggregated visible set includes:
- a new visible set is constructed based on the maximum visibility of all objects to obtain the aggregated visible set.
- the number of target visible sets to be combined is multiple;
- the merging of the target visible set and the target visible set to be merged to obtain the aggregated visible set includes:
- the aggregated visible set is obtained.
- the method before merging the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged to obtain the aggregated visible set, the method further includes:
- the step of merging the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged to obtain the aggregated visible set includes:
- the determining the sub-areas adjacent to the target sub-area from the sub-areas to obtain at least one adjacent sub-area includes:
- the first position information includes first coordinates of the target sub-area in a specified coordinate system
- the second position information includes second coordinates of each sub-area in a specified coordinate system
- the specified The coordinate system is a coordinate system constructed based on the specified virtual scene
- the determining other sub-areas adjacent to the target sub-area according to the first position information and the second position information to obtain the adjacent sub-area includes:
- the method before merging the target visible set corresponding to the difference value satisfying the preset condition with the visible set to be merged, the method further includes:
- the historical merging information indicates that the target visible set is an unmerged visible set, performing a step of merging the target visible set corresponding to the difference value satisfying a preset condition with the visible set to be merged.
- the step further includes: rendering the objects in the designated virtual scene based on the aggregated visible set.
- the plurality of sub-regions are cubic regions of the same shape that do not intersect each other.
- the target sub-area that currently needs to be processed for visibility by determining the target sub-area that currently needs to be processed for visibility, according to the positional relationship between the target sub-area and other sub-areas in the virtual scene, select the adjacent sub-area adjacent to the target sub-area, and further, according to the target sub-area
- the gap between the visible set corresponding to the area and the visible set corresponding to the adjacent sub-area Determine the adjacent sub-area from the adjacent sub-area, and then compare the visible set of the adjacent sub-area whose visible set difference with the target sub-area is smaller than the specified gap with the target sub-area
- the visible set is aggregated, and the aggregated visible set is obtained as the common visible set of the target sub-area and the adjacent sub-area, reducing the number of calculations of the visible set gap, thereby reducing the total time for calculating the visible set gap, thereby improving the visibility of the virtual scene Set processing efficiency.
- the storage medium may include: a read only memory (ROM, ReadOnlyMemory), a random access memory (RAM, RandomAccessMemory), a magnetic disk or an optical disk, and the like.
- the computer program stored in the storage medium can execute the steps in any game data processing method provided by the embodiments of the present disclosure, and therefore, can realize any game data processing method provided by the embodiments of the present disclosure.
- the beneficial effects that can be achieved see the previous embodiments for details, and will not be repeated here.
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Abstract
本公开实施例公开的游戏数据处理方法,确定目标子区域,根据目标子区域与其他子区域在虚拟场景中的位置关系选取临近的子区域,根据目标子区域的可见集与子区域的可见集的差距从子区域中确定临近子区域,将与目标子区域的可见集的差距小于指定差距的临近子区域的可见集与目标子区域可见集进行聚合处理,得到聚合后可见集。
Description
本公开要求于2022年02月16日提交中国专利局、申请号为202210141625.4、发明名称为“游戏数据处理方法、装置、计算机设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
本公开涉及计算机技术领域,具体涉及一种游戏数据处理方法、装置、计算机设备及存储介质。
遮挡剔除,指的是当一个物体被其他物体遮挡住而不在摄像机的可视范围内时不对其进行渲染的技术。遮挡剔除的运行将通过在场景中使用一个虚拟的摄像机来创建一个物体潜在可视性状态的层级。这些数据可以实时让每个摄像机来区分物体是否可见,并且只有可见的物体才会被渲染,由此降低绘制调用(drawcalls)的数量并增加游戏的运行效率。
相关技术中,在对场景进行渲染时,首先将场景划分为若干体积较小的立方体区域,然后计算每个区域的可见集,根据对应区域的可见集,对于不可见物体不进行渲染。当区域的数量很多时,可见集的数量也会很多,会增大资源消耗,因此,设计了一种暴力聚类算法,也即对于所有可见集,计算两两之间的差距,然后不断选择差距最小的可见集进行合并。
本公开实施例提供一种游戏数据处理方法、装置、计算机设备及存储介质,可以解决相关技术中可见集聚合效率低的问题。
第一方面,本公开实施例提供了一种游戏数据处理方法,包括:
获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,所述目标可见集包括在所述目标子区域中所述指定虚拟场景中的至少一个物体的可见度;
从所述子区域中确定与所述目标子区域临近的子区域,得到至少一个临近 子区域;
获取所述临近子区域对应的待合并可见集,所述待合并可见集包括在所述临近子区域中所述指定虚拟场景中的至少一个物体的可见度;
确定所述目标可见集与所述待合并可见集的差异值;
将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,并将所述聚合后可见集作为所述目标子区域和所述临近子区域共同的可见集。
第二方面,本公开实施例还提供了一种游戏数据处理装置,包括:
第一获取单元,用于获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,所述目标可见集包括在所述目标子区域中所述指定虚拟场景中的至少一个物体的可见度;
第一确定单元,用于从所述子区域中确定与所述目标子区域临近的子区域,得到至少一个临近子区域;
第二获取单元,用于获取所述临近子区域对应的待合并可见集,所述待合并可见集包括在所述临近子区域中所述指定虚拟场景中的至少一个物体的可见度;
第二确定单元,用于确定所述目标可见集与所述待合并可见集的差异值;
合并单元,用于将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,并将所述聚合后可见集作为所述目标子区域和所述临近子区域共同的可见集。
在一些实施例中,第二确定单元包括:
第一获取子单元,用于获取所述指定虚拟场景中每一物体在所述目标可见集中对应的第一可见度,以及在所述待合并可见集中对应的第二可见度;
比较子单元,用于将每一物体对应的第一可见度与第二可见度分别与指定可见度进行比较,得到比较结果;
第一确定子单元,用于基于所述比较结果确定所述差异值。
在一些实施例中,第一确定子单元具体用于:
从所述比较结果中确定第一可见度大于所述指定可见度且第二可见度小于所述指定可见度,或者第一可见度小于所述指定可见度且第二可见度大于所 述指定可见度的物体的数量,得到所述差异值。
在一些实施例中,合并单元包括:
第二确定子单元,用于确定不大于所述预设差异值的差异值对应的待合并可见集,得到目标待合并可见集;
第一合并子单元,用于将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集。
在一些实施例中,第一合并子单元具体用于:
从每一物体在所述目标可见集中对应的第一可见度与在所述目标待合并可见集中对应的第二可见度中,确定每一物体对应的最大可见度;
基于所有物体的最大可见度构建新的可见集,得到所述聚合后可见集。
在一些实施例中,第一合并子单元具体用于:
根据所述目标可见集与每一目标待合并可见集的差异值的大小对所述多个目标待合并可见集进行排序,得到所述多个目标待合并可见集对应的排序序列;
基于所述排序序列依次将所述目标可见集与每一目标待合并可见集进行组合;
直至完成对所述目标可见集与所有目标待合并可见集进行组合,得到所述聚合后可见集。
在一些实施例中,该装置还包括:
第三获取单元,用于获取与所述待合并可见集的第一差异值满足所述预设条件的其他可见集;
计算单元,用于计算所述目标可见集与所述其他可见集的第二差异值。
在一些实施例中,合并单元包括:
第二合并子单元,用于将满足所述预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,以及将满足所述预设条件的第二差异值对应的所述目标可见集与所述其他可见集进行合并,得到所述聚合后可见集。
在一些实施例中,第一确定单元包括:
第二获取子单元,用于获取所述目标子区域在所述指定虚拟场景中的第一位置信息,以及所述指定虚拟场景中其他子区域的第二位置信息;
第三确定子单元,用于根据所述第一位置信息与所述第二位置信息确定与所述目标子区域相邻的其他子区域,得到所述临近子区域。
在一些实施例中,第三确定子单元具体用于:
基于所述第一坐标与每一所述第二坐标在所述坐标系中的位置关系,确定与所述第一坐标相邻的第二坐标对应的其他子区域,得到所述临近子区域。
在一些实施例中,该装置还包括:
第四获取单元,用于获取所述目标可见集的历史合并信息;
执行单元,用于若所述历史合并信息指示所述目标可见集为未合并可见集,则执行步骤将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并。
在一些实施例中,该装置还包括:
处理单元,用于基于所述聚合后可见集对所述指定虚拟场景中的物体进行渲染处理。
第三方面,本公开实施例还提供了一种计算机设备,包括存储器,处理器及存储在储存器上并可在处理器上运行的计算机程序,其中,处理器执行本公开实施例任一提供的游戏数据处理方法。
第四方面,本公开实施例还提供了一种存储介质,存储介质存储有多条指令,指令适于处理器进行加载,以执行如上的游戏数据处理方法。
本公开实施例通过确定当前需要进行可见度处理的目标子区域,根据目标子区域与其他子区域在虚拟场景中的位置关系,选取与目标子区域临近的临近子区域,进一步的,根据目标子区域对应的可见集与临近子区域对应的可见集的差距从临近子区域中确定临近子区域,然后将与目标子区域的可见集的差距小于指定差距的临近子区域的可见集与目标子区域可见集进行聚合处理,得到聚合后可见集,作为目标子区域与临近子区域共同的可见集,减少计算可见集差距的次数,从而减少计算可见集差距的总时间,从而提高对虚拟场景的可见集的处理效率。
为了更清楚地说明本公开实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,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游戏数据处理方法的流程示意图。
图2为本公开实施例提供的另一种游戏数据处理方法的流程示意图。
图3为本公开实施例提供的一种游戏数据处理方法的应用场景示意图。
图4为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图。
图5为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图。
图6为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图。
图7为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图。
图8为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图。
图9为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图。
图10为本公开实施例提供的一种游戏数据处理装置的结构框图。
图11为本公开实施例提供的计算机设备的结构示意图。
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,所描述的实施例仅仅是本公开的一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
本公开实施例提供一种游戏数据处理方法、装置、存储介质及计算机设备。具体地,本公开实施例的游戏数据处理方法可以由计算机设备执行,其中,该计算机设备可以为终端或者服务器等设备。该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、个人计算机(PC,PersonalComputer)、个人数字助理(PersonalDigitalAssistant,PDA)等终端设备。服务器可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、CDN、以及大数据和人工智能平台等基础云计 算服务的云服务器。
例如,该计算机设备可以是服务器,该服务器可以获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,目标可见集包括在目标子区域中指定虚拟场景中的至少一个物体的可见度,从子区域中确定与目标子区域临近的子区域,得到至少一个临近子区域,获取临近子区域对应的待合并可见集,待合并可见集包括在临近子区域中指定虚拟场景中的至少一个物体的可见度,确定目标可见集与待合并可见集的差异值,将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并,得到聚合后可见集,并将聚合后可见集作为目标子区域和临近子区域共同的可见集。
基于上述问题,本公开实施例提供第一种游戏数据处理方法、装置、计算机设备及存储介质,可以提高对虚拟场景的可见集的处理效率。
以下分别进行详细说明。需说明的是,以下实施例的描述顺序不作为对实施例优选顺序的限定。
本公开实施例提供一种游戏数据处理方法,该方法可以由终端或服务器执行,本公开实施例以游戏数据处理方法由服务器执行为例来进行说明。
请参阅图1,图1为本公开实施例提供的一种游戏数据处理方法的流程示意图。该游戏数据处理方法的具体流程可以如下:
101、获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集。
在本公开实施例中,指定虚拟场景指的是通过软件程序按照一定比例构造的现实场景的模型,可以通过显示设备进行显示,指定虚拟场景可以为三维场景。
其中,在通过显示设备显示指定虚拟场景时,需要对虚拟场景中的物体进行渲染。渲染在电脑绘图中是指用软件从模型生成图像的过程。模型是用严格定义的语言或者数据结构对于三维物体的描述,它包括几何、视点、纹理以及照明信息,将三维场景中的模型,按照设定好的环境、灯光、材质及渲染参数,二维投影成数字图像的过程。
具体的,在对指定虚拟场景中的物体进行渲染处理时,根据采集指定虚拟场景的画面的位置从指定虚拟场景的所有物体中选取部分物体进行渲染,而对 于被遮挡的物体,也即采集画面未显示的物体,无需进行渲染,以节省处理资源的占用。
由于指定虚拟场景中可能存在较多物体,为了方便计算出需要渲染的物体,可以将指定虚拟场景划分为多个子区域,指定虚拟场景可以为三维场景,则该多个子区域可以为互不相交、形状相同的立方体区域。
例如,可以构建指定虚拟场景的三维坐标系,包括x轴,y轴,z轴方向,每一子区域可以使用两个坐标(x
min,y
min,z
min)和(x
max,y
max,z
max)来描述,表示该子区域包含且仅包含满足以下表达式的坐标点(x,y,z),条件为x
min≤x<x
max且y
min≤y<y
max且z
min≤y<z
max。每个区域互不相交,也就是说,指定虚拟场景中的任一个点要么不属于任何子区域,要么属于恰好1个区域。
其中,指定虚拟场景中的每一物体在每一子区域都对应有一个可见度,该可见度指的是物体在子区域位置进行观察的可见程度,当观察的位置和方向在一个区域内变化时,可以被观察到的物体也会随之变化。通过某种估计方法,可以估计出每个物体被观察到的可见程度,简称为可见度。可见度的取值区间可以为[0.0,1.0]的实数表示,数值越小表示越不容易被观察到,反之表示容易被观察到。
例如,指定虚拟场景中可以包括:物体A,物体B,物体C,将指定虚拟场景划分为:第一子区域,第二子区域,第三子区域,计算物体A在第一子区域的可见度可以为:0.1,在第二子区域的可见度可以为:0.5,在第三子区域的可见度可以为:0.3;计算物体B在第一子区域的可见度可以为:0.24,在第二子区域的可见度可以为:0.7,在第三子区域的可见度可以为:0.3;计算物体C在第一子区域的可见度可以为:0.8,在第二子区域的可见度可以为:0.65,在第三子区域的可见度可以为:0.31。
其中,目标可见集包括在目标子区域中指定虚拟场景中的至少一个物体的可见度。也即将所有物体的被观察到的程度排列成一维列表,称为可见集。
例如,目标子区域可以为第一子区域,在第一子区域中,物体A的可见度可以为:0.1,物体B的可见度可以为:0.24,物体C的可见度可以为:0.8,进一步的,根据每一物体在第一子区域中的可见度得到目标可见集为:[0.1, 0.24,0.8]。
当观察位置处于目标子区域时,可规定一个常数,可见程度小于该常数的物体视为在该目标子区域不可见,即在渲染过程中不进行绘制;反之视为该物体在该目标子区域可见,进行绘制。从而降低渲染开销。
比如对于上述例子,选择0.25作为常数,则物体A和物体B在目标子区域是不可见的,因为物体A与物体B的可见度均小于0.25;物体C在目标子区域是可见的,因为物体C的可见度大于0.25。由于减少了绘制的内容,场景画面的绘制效率可以得到提升。
102、从子区域中确定与目标子区域临近的子区域,得到至少一个临近子区域。
其中,临近子区域指的是在指定虚拟场景中与目标子区域距离较近的子区域。
在一些实施例中,为了选取与目标子区域临近的子区域,步骤“从子区域中确定与目标子区域临近的子区域,得到至少一个临近子区域”,可以包括以下操作:
获取目标子区域在指定虚拟场景中的第一位置信息,以及指定虚拟场景中其他子区域的第二位置信息;
根据第一位置信息与第二位置信息确定与目标子区域相邻的其他子区域,得到临近子区域。
其中,第一位置信息指的是目标子区域在指定虚拟场景的坐标系中的位置,第二位置信息指的是指定虚拟场景中除目标子区域以外的其他子区域在指定虚拟场景的坐标系中的位置。
进一步的,可以根据目标子区域以及其他子区域在指定虚拟场景的坐标系中的位置,选取与目标子区域临近的其他子区域,从而得到临近子区域。
在一些实施例中,基于指定虚拟场景构建指定坐标系,则第一位置信息包括目标子区域在指定坐标系中的第一坐标,第二位置信息包括每一子区域在指定坐标系中的第二坐标,为了快速确定临近子区域,步骤“根据第一位置信息与第二位置信息确定与目标子区域相邻的其他子区域,得到临近子区域”,可以包括以下操作:
基于第一坐标与每一第二坐标在坐标系中的位置关系,确定与第一坐标相邻的第二坐标对应的其他子区域,得到临近子区域。
具体的,在上述步骤中提到指定坐标系中每一子区域可以使用两个坐标(x
min,y
min,z
min)和(x
max,y
max,z
max)来描述,也即最小坐标到最大坐标的坐标范围。由于子区域在指定坐标系中为立体区域,则相邻的子区域共用区域边,则可以从每一其他子区域的第二坐标中,确定与目标子区域的坐标范围存在相同坐标点的其他子区域,将该其他子区域作为目标子区域的临近子区域。
103、获取临近子区域对应的待合并可见集。
其中,待合并可见集包括在临近子区域中指定虚拟场景中的至少一个物体的可见度。
例如,临近子区域可以为第二子区域,在第二子区域中,物体A的可见度可以为:0.5,物体B的可见度可以为:0.7,物体C的可见度可以为:0.65,进一步的,根据每一物体在第二子区域中的可见度得到待合并可见集为:[0.5,0.7,0.65]。
104、确定目标可见集与待合并可见集的差异值。
其中,差异值用于衡量目标可见集与待合并可见集之间是否可以进行合并,差异值越小,表示物体在目标可见集中的可见度与在待合并可见集中的可见度差距越小,则可以将目标可见集与待合并可见集进行合并;反之,差异值越大,表示物体在目标可见集中的可见度与待合并可见集中的可见度差距越大,则不能将目标可见集与待合并可见集进行合并。
在一些实施例中,为了计算差异值的准确性,步骤“确定目标可见集与待合并可见集的差异值”,可以包括以下操作:
获取指定虚拟场景中每一物体在目标可见集中对应的第一可见度,以及在待合并可见集中对应的第二可见度;
将每一物体对应的第一可见度与第二可见度分别与指定可见度进行比较,得到比较结果;
基于比较结果确定差异值。
比如上述举例中提到,指定虚拟场景中包括:物体A,物体B,物体C, 将指定虚拟场景划分为:第一子区域,第二子区域,第三子区域。目标子区域可以为第一子区域,目标可见集分别包括物体A、物体B以及物体C的第一可见度,可以为:[0.1,0.24,0.8];待合并可见集分别包括物体A、物体B以及物体C的第二可见度,可以为:[0.5,0.7,0.65]。
其中,指定可见度用于判定是否对物体进行渲染的可见度标准,当物体的可见度大于或者等于该指定可见度时,可以对该物体进行渲染处理;若该物体的可见度小于该指定可见度时,则无需对该物体进行渲染处理。比如,指定可见度可以为0.5。
进一步的,将每一物体在不同可见集中的可见度分别与指定可见度进行比较,得到比较结果,然后根据比较结果得到目标可见集与待合并可见集的差异值。
在一些实施例中,为了提高对于可见集进行合并的准确性,步骤“基于比较结果确定差异值”,可以包括以下操作:
从比较结果中确定第一可见度大于指定可见度且第二可见度小于指定可见度,或者第一可见度小于指定可见度且第二可见度大于指定可见度的物体的数量,得到差异值。
通过上述将每一物体的第一可见度与第二可见度分别与指定可见度进行比较,得到的比较结果包括:物体A的第一可见度小于指定可见度,第二可见度等于指定可见度;物体B的第一可见度小于指定可见度,第二可见度大于指定可见度;物体C的第一可见度大于指定可见度,第二可见度大于指定可见度。
进一步的,结合比较结果得到第一可见度大于指定可见度且第二可见度小于指定可见度,或者第一可见度小于指定可见度且第二可见度大于指定可见度的物体的数量可以为:2,从而得到差异值为2。
105、将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并,得到聚合后可见集,并将聚合后可见集作为目标子区域和临近子区域共同的可见集。
其中,预设条件为:不大于预设差异值。
在一些实施例中,为了提高可见集的合并效率,步骤“将满足预设条件的 差异值对应的目标可见集与待合并可见集进行合并,得到聚合后可见集”,可以包括以下操作:
确定不大于预设差异值的差异值对应的待合并可见集,得到目标待合并可见集;
将目标可见集与目标待合并可见集进行合并,得到聚合后可见集。
在本公开实施例中,在指定虚拟场景中,与目标子区域相邻的邻接区域可以为多个,比如,可以将指定虚拟场景划分为:第一子区域,第二子区域,第三子区域,第四子区域,第五子区域,第六子区域等,其中,目标子区域可以为:第一子区域,与第一子区域相邻的临近子区域可以包括:第三子区域,第四子区域,第五子区域。
其中,第一子区域对应的可见集可以为:第一可见集,也即目标可见集;第三可见集第三子区域对应的可见集可以为:第三可见集;第四子区域对应的可见集可以为:第四可见集;第五子区域对应的可见集可以为:第五可见集。
进一步的,计算目标子区域与每一临近子区域的可见集的差异值,得到目标可见集与第三可见集的差异值可以为:2,目标可见集与第四可见集的差异值可以为:1,目标可见集与第五可见集的差异值可以为:1。
例如,预设差异值可以为:1,则满足预设条件的差异值也即不大于预设差异值的差异值为:1,由于目标可见集与第四可见集的差异值为:1,目标可见集与第五可见集的差异值为:1,则可以确定目标待合并可见集为:第四可见集和第五可见集。然后,将目标可见集与目标待合并可见集进行合并,即可以得到聚合后可见集。
在一些实施例中,为了提高可见集的合并效果,步骤“将目标可见集与目标待合并可见集进行合并,得到聚合后可见集”,可以包括以下操作:
从每一物体在目标可见集中对应的第一可见度与在目标待合并可见集中对应的第二可见度中,确定每一物体对应的最大可见度;
基于所有物体的最大可见度构建新的可见集,得到聚合后可见集。
例如,目标可见集包括各物体的第一可见度,可以为:[0.2,0.75,0.8],目标待合并可见集包括各物体的第二可见度,可以为:[0.5,0.64,0.76]。其中,物体A的第一可见度为:0.2,第二可见度为:0.5,则可以确定物体A对 应的最大可见度为:0.5;物体B的第一可见度为:0.74,第二可见度为:0.64,则可以确定物体B对应的最大可见度为:0.74;物体C的第一可见度为:0.8,第二可见度为:0.76,则可以确定物体C对应的最大可见度为:0.8,然后,根据每一物体对应的最大可见度构建新的可见集,得到聚合后可见集可以为:[0.5,0.74,0.8]。
在一些实施例中,当需要与目标可见集进行合并的目标待合并可见集的数量为多个,为了提高可见集的合并效率,步骤“将目标可见集与目标待合并可见集进行合并,得到聚合后可见集”,可以包括以下操作:
根据目标可见集与每一目标待合并可见集的差异值的大小对多个目标待合并可见集进行排序,得到多个目标待合并可见集对应的排序序列;
基于排序序列依次将目标可见集与每一目标待合并可见集进行组合;
直至完成对目标可见集与所有目标待合并可见集进行组合,得到聚合后可见集。
在本公开实施例中,可以采用优先队列对多个目标待合并可见集进行排列,在优先队列中,元素被赋予优先级。当访问元素时,具有最高优先级的元素最先删除。优先队列具有最高级先出(firstin,largestout)的行为特征,优先队列通常采用堆数据结构来实现。
具体的,优先队列是0个或多个元素的集和,每个元素都有一个优先权或值,对优先队列执行的操作有1)查找;2)插入一个新元素;3)删除。在最小优先队列(minpriorityqueue)中,查找操作用来搜索优先权最小的元素,删除操作用来删除该元素;对于最大优先队列(maxpriorityqueue),查找操作用来搜索优先权最大的元素,删除操作用来删除该元素。优先权队列中的元素可以有相同的优先权,查找与删除操作可根据任意优先权进行。
具体的,根据目标可见集与每一目标待合并可见集的差异值的大小对多个目标待合并可见集进行排序,可以是根据差异值由小到大的顺序对目标待合并可见集进行排序,然后将与目标合并及差异值较小的目标待合并可见集优先进行合并。
进一步的,将排序后的多个目标待合并可见集插入优先队列,得到排序序列,在该优先队列中,设置与目标合并及差异值较小的目标待合并可见集对应 的优先权值较高,也即优先进行合并处理。然后将优先队列中的目标待合并可见集按照优先权顺序依次与目标可见集进行合并,直至完成目标可见集与所有目标待合并可见集的合并,得到聚合后可见集。
例如,目标待合并可见集可以包括:第三可见集,第四可见集以及第五可见集,进一步的,根据各目标待合并可见集与目标可见集的差异值由小到大进行排序,得到排序序列可以为:第三可见集、第四可见集、第五可见集。
然后,将目标可见集按照排序序列依次与目标待合并可见集进行合并,包括:首先将目标可见集与第三可见集进行合并,生成第一合并可见集,然后将第一合并可见集与第四可见集进行合并,得到第二合并可见集,然后将第二合并可见集与第五可见集进行合并,得到聚合后可见集。以此,完成将目标可见集与多个目标待合并可见集的合并。
在一些实施例中,为了避免对可见集重复进行合并操作,在步骤“将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并”之前,还可以包括以下步骤:
获取目标可见集的历史合并信息;
若历史合并信息指示目标可见集为未合并可见集,则执行步骤将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并。
其中,历史合并消息包括当前时刻之前,目标可见集对应的可见集合成信息。比如,历史合并消息可以包括当前时刻之前,目标可见集已进行可见集合并处理,则表示目标可见集为已合并可见集;或者,历史合并消息中未包括目标可见集进行可见集合并处理的信息,则表示目标可见集为未合并可见集。
进一步的,为了避免对目标可见集的重复进行合并操作,在当目标可见集的历史合并信息指示目标可见集为未合并可见集时,可以执行步骤将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并。
另一种情况,若当目标可见集的历史合并信息指示目标可见集为已合并可见集,则无需对目标可见集进行合并,可以直接基于目标可见集执行后续操作,可以提高可见集的使用效率。
在一些实施例中,在完成对目标可见集的合成处理之后,可以根据得到的聚合后可见集执行相应操作,则该方法还可包括以下步骤:
基于聚合后可见集对指定虚拟场景中的物体进行渲染处理。
在本公开实施例中,得到的聚合后可见集可以作为目标子区域与与该目标子区域的可见集进行合并的邻接子区域共同的可见集,也即对于多个子区域共用一个可见集,减少了对于存储空间的需求。
进一步的,在目标子区域的观察位置对指定虚拟场景中的物体进行渲染时,可以基于聚合后可见集中每一物体对应的可见度确定需要渲染的物体,然后对需要进行渲染的物体进行渲染操作。
在本公开实施例中,对于包含n个物体,m个子区域的指定虚拟场景,一共需要n×m个实数表示这些子区域的可见集,数据量比较大。因此,考虑将可见集归类,合并。
例如,原本有10个子区域,每个子区域对应1个可见集,因此共有10个可见集。通过本方案的可见集合并处理,可将10个可见集归为5类。将每类中的可见集进行合并,得到新的可见集。每个类对应1个(新的)可见集,并且每个可见集只需要存储一份数据即可。以此,可以降低对存储空间的需求。
在一些实施例中,为了避免漏掉与目标可见集差异值满足合并条件的可见集,在步骤“将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并,得到聚合后可见集”之前,还可以包括以下步骤:
获取与待合并可见集的第一差异值满足预设条件的其他可见集;
计算目标可见集与其他可见集的第二差异值;
则步骤“将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并,得到聚合后可见集”,可以包括以下操作:
将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并,以及将满足预设条件的第二差异值对应的目标可见集与其他可见集进行合并,得聚合后可见集。
其中,第一差异值指的是待合并可见集与其他可见集的差异值。
其中,其他可见集指的是与待合并可见集的第一差异值不大于预设差异值的可见集。
进一步的,计算目标可见集与其他可见集的差异值,得到第二差异值,然后将满足预设条件的第二差异值对应的目标可见集与其他可见集进行合并。
例如,目标可见集可以为v,待合并可见集可以为u,其他可见集可以为i,也即M
i,u≠inf,M
i,v=inf,若M
i,v+M
u,v的和较小(也即小于一设定值),则可以追加计算M
i,v的真实值,从而查找出其他符合与目标可见集进行合并的其他可见集。其中,M
x,y表示与可见集x处于相同划分单元的可见集和与可见集y处于相同划分单元的可见集之间的最大差异值。
在本公开实施例中,通过追加计算目标可见集与可能满足合并条件的其他可见集的差异值,得到与目标可见集进行合并的更全面的可见集,进一步保证可见集合并结果的准确性。
本公开实施例公开了一种游戏数据处理方法,该方法包括:获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,目标可见集包括在目标子区域中指定虚拟场景中的至少一个物体的可见度;从子区域中确定与目标子区域临近的子区域,得到至少一个临近子区域;获取临近子区域对应的待合并可见集;确定目标可见集与待合并可见集的差异值;将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并,得到聚合后可见集,并将聚合后可见集作为目标子区域和临近子区域共同的可见集,从而可以提高对虚拟场景的可见集的处理效率。
根据上述介绍的内容,下面将举例来进一步说明本公开的游戏数据处理方法。请参阅图2,图2为本公开实施例提供的另一种游戏数据处理方法的流程示意图,以该游戏数据处理方法应用于虚拟游戏场景为例,具体流程可以如下:
201、服务器获取虚拟游戏场景划分得到的每一子区域子在虚拟游戏场景坐标系中的位置信息。
在本公开实施例中,可以将虚拟游戏场景划分为多个互不相交,形状相同的立方体区域,也即得到多个子区域。虚拟游戏场景可以为三维场景,基于该虚拟游戏场景可以创建三维正交坐标系。
例如,请参阅图3,图3为本公开实施例提供的一种游戏数据处理方法的应用场景示意图。在图3所示的三维正交坐标系中,由x,y,z三个坐标轴组成。其中,y轴的方向为竖直向上。在xz平面上,将一个矩形区域沿平行于坐标轴的方向分割为若干行,若干列的大小相同的方格。
具体的,对于虚拟游戏场景对应的三维正交坐标系,每一子区域在该三维 正交坐标系中对应一个立方体区域。
例如,请参阅图4,图4为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图。在图4所示的虚拟游戏场景对应的三维正交坐标系中,有n个互不相交、形状相同的立方体区域。每个区域在xz平面上的投影是上述矩形方格中的一个。每一子区域对应有一个可见集。
其中,位置信息指的是每一子区域在坐标系中的空间位置。
202、服务器根据位置信息生成包含所有子区域的二维列表。
例如,请参阅图5,图5为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图。图5示出了虚拟游戏场景中多个子区域在坐标系中的位置,在竖直方向上共包括两层,下层y=0,上层y=10。它们的x坐标从左到右依次为:10,20,30,40;z坐标从后到前依次为:10,20,30。每个区域对应的可见集编号标记在立方体中,这个编号也可以视为是子区域的编号。
进一步的,可以确定有4种本质不同的x坐标和3种本质不同的z坐标。因此,可以构建一个4×3的表格。然后,依次检查每个子区域。首先是编号为1的区域,x坐标为10,在所有x坐标中是第4大的;z为10,在所有z坐标中是第3大的。因此,它的编号填入单元格(3,1)中。
接下来,是编号为2的区域,x坐标为20,在所有x坐标中是第3大的;z为10,在所有z坐标中是第3大的。因此,它的编号填入单元格(3,2)中。再然后,是编号为3的区域,x坐标为30,在所有x坐标中是第2大的;z为10,在所有z坐标中是第3大的。因此,它的编号填入单元格(3,3)中。
以此类推,最后可以得到如下的表格:
| 9 | 10 | 11,18 | 12 |
| 5,15 | 6,16 | 7 | 8,17 |
| 1 | 2,13 | 3,14 | 4 |
203、服务器根据二维列表确定与指定区域临近的子区域,得到临近子区域。
通过上述构建二维列表的方式,能够方便地查询一个子区域周围的临近子区域。
例如,想要查询编号为7的子区域周围的单元格是哪些。可以先按照x=30是第2大,z=20是第2大,找到单元格(2,3)。那么,单元格(2±1,3±1)中的元素就是编号为7的子区域相邻的邻近子区域。在实际应用中,可能查找范围更大的区域,则可以采用形如(x±k,y±k)的形式。
204、服务器计算指定区域与每一临近子区域的可见集差距。
在本公开实施例中,可以将可见集抽象为一个节点,节点上的数字表示可见集的编号。
例如,请参阅图6,图6为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图。在图6中,假设有8个可见集,图上结点的位置表示各个可见集离散化之后的位置。假设查找的范围就是1。
具体的,对于可见集1而言,需要和可见集2,可见集5,可见集6分别计算差距。对于可见集2而言,它需要和可见集1,可见集5,可见集6,可见集3,可见集7分别计算差距。对于可见集3而言,它需要和可见集2,可见集6,可见集7,可见集4,可见集8分别计算差距。以此类推,最终,每个点都和周围(曼哈顿)距离不超过1的可见集计算了差距。这样做,大大减少了计算差距的次数。例如,可见集1和可见集3,可见集4,可见集7,可见集8就没有计算过差距。
205、服务器将满足合并条件的可见集差距对应的临近子区域的可见集与指定区域的可见集进行合并,得到合并后可见集。
在本公开实施例中,构造一张包含m个顶点的无向图,编号从1开始。顶点i对应可见集i。
其中,顶点是可见集的抽象,边是可见集之间的差距的抽象。在目前,边权的值是可见集之间的差距。
那么,有可能有以下几种情况。
第一种:存在边,且边权小于等于预设条件的限制。
第二种:存在边,且边权大于预设条件的限制。
第三种:没有边,不妨视为存在边权为无穷大(记为inf,可选取100000007等适当的大数)的边;出现这种情况的原因是没有实际计算差异值,而不是差异值特别大。
例如,请参阅图7,图7为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图。在图7中,边的属性包括两个端点u,v和边权w。随着算法的进行,边权表示分别和u,v处于同一划分单元的可见集间差距的最大值。起初,图中不含有任何边。
如图7所示,使用稀疏矩阵M记录边权。当查询边(u,v)的权值时,若该边不存在,则返回无穷大inf;否则返回真实值,记为M
u,v。
由于图在起初没有边,所以矩阵也是空的。因为图是无向图,则M
u,v=M
v,u,使用优先队列Q维护边的顺序。Q的元素为形如(u,v,w)的三元组,表示端点为u,v权为w的边。每次弹出的是当时w最小(或之一)的三元组。需要注意,如果在加入三元组之后边权发生了变化,队列中的记录不随之变化。因此在弹出后,需比较w和M
u,v,确认该记录是否过时。起初,由于没有边,则Q也是空的。
在算法执行过程中,需要查询与指定的顶点,以权值不超过预设条件的限制,记为L的边相邻,或曾经以满足该条件的边相邻的顶点是哪些。这种需求适合使用邻接表,记为P。
然后,由于需求涉及到分类、划分,则适合使用并查集。考虑到在算法过程中,需要检查与指定的顶点处于同一划分单元的其它顶点有哪些,那么要对传统并查集进行修改,通过牺牲合并划分单元的时间复杂度,换取查询指定划分单元中的所有元素的功能。
具体的,在将可见集进行合并之前,从优先队列Q中弹出三元组(u,v,w)。不断执行以下步骤,直到队列为空。
如果u,v在并查集中处于同一个划分单元,就跳过这个三元组。如果当时图中边(u,v)的权已经不等于w,说明该三元组已经过期,也跳过。此外的情况,由于优先队列的性质,此时选取的是在当前,连接两个划分单元的权最短的边。
例如,请参阅图8,图8为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图,对于边(u,v),通过邻接表P可以高效找到那些与u以权值不超过L的边相邻或曾经相邻的顶点,通过查询当前的权值可筛选出在当前,与顶点u以权值不超过L的边相邻的顶点。
关注M
i,u+M
u,v的和足够小且M
i,v=inf的点i。它表示分别和i,v处于同一划分单元的可见集间差距的最大值。因此,需要确认v,i不在同一个划分单元。计算所有分别来自v所在的划分单元和来自i所在的划分单元中的点对x,y对应的可见集x,y的差距。
具体的,将所有差距的最大值赋值给M
i,V。如果发现M
i,v小于差距限制L,那么,也需要将(i,v,M
i,v)加入优先队列,并将i,v分别加入邻接表P的对应行。此处设置一种优化方式,先观察M
x,y≠inf是否存在超过L的;如果存在,就无需计算了;另外,一旦某个差距超过了L,也立刻停止计算。交换u,v的身份,重复执行此步骤。
然后,合并u,v所在的两个划分单元。
例如,请参阅图9,图9为本公开实施例提供的另一种游戏数据处理方法的应用场景示意图。通过P找到u相邻的顶点。对于顶点i,查询M
i,v和M
i,u,如果二者的最大值是inf,则需要将这两个值都设置为大于L的值;否则,将M
i,u设置为最大值,将M
i,v设置为大于L的值,另外,再将修改过的(i,u,M
i,u)加入优先队列Q。最后,找到v相邻的顶点,跳过在此步骤处理过的顶点,将剩余顶点与v的边权设置为大于L的值。
最后,遍历区间[1,m]上的整数。假设遍历到i,则通过并查集查询i所在的划分单元中的全部元素。计算以这些元素为序号的可见集的合并结果,作为新的可见集,分配编号。并将旧的可见集编号对应到新分配的编号,从而对应到新可见集上。
本公开实施例公开了一种游戏数据处理方法,该方法包括:服务器获取虚拟游戏场景划分得到的每一子区域子在虚拟游戏场景坐标系中的位置信息,根据位置信息生成包含所有子区域的二维列表,根据二维列表确定与指定区域临近的子区域,得到临近子区域,计算指定区域与每一临近子区域的可见集差距,将满足合并条件的可见集差距对应的临近子区域的可见集与指定区域的可见集进行合并,得到合并后可见集。以此,可以节省可见集计算开销,从而提高虚拟游戏场景中基于可见集进行场景渲染的效率。
为便于更好的实施本公开实施例提供的游戏数据处理方法,本公开实施例还提供一种基于上述游戏数据处理方法的游戏数据处理装置。其中名词的含义 与上述游戏数据处理方法中相同,具体实现细节可以参考方法实施例中的说明。
请参阅图10,图10为本公开实施例提供的一种游戏数据处理装置的结构框图,该装置包括:
第一获取单元301,用于获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,所述目标可见集包括在所述目标子区域中所述指定虚拟场景中的至少一个物体的可见度;
第一确定单元302,用于从所述子区域中确定与所述目标子区域临近的子区域,得到至少一个临近子区域;
第二获取单元303,用于获取所述临近子区域对应的待合并可见集,所述待合并可见集包括在所述临近子区域中所述指定虚拟场景中的至少一个物体的可见度;
第二确定单元304,用于确定所述目标可见集与所述待合并可见集的差异值;
合并单元305,用于将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,并将所述聚合后可见集作为所述目标子区域和所述临近子区域共同的可见集。
在一些实施例中,第二确定单元304可以包括:
第一获取子单元,用于获取所述指定虚拟场景中每一物体在所述目标可见集中对应的第一可见度,以及在所述待合并可见集中对应的第二可见度;
比较子单元,用于将每一物体对应的第一可见度与第二可见度分别与指定可见度进行比较,得到比较结果;
第一确定子单元,用于基于所述比较结果确定所述差异值。
在一些实施例中,第一确定子单元具体可以用于:
从所述比较结果中确定第一可见度大于所述指定可见度且第二可见度小于所述指定可见度,或者第一可见度小于所述指定可见度且第二可见度大于所述指定可见度的物体的数量,得到所述差异值。
在一些实施例中,合并单元305可以包括:
第二确定子单元,用于确定不大于所述预设差异值的差异值对应的待合并可见集,得到目标待合并可见集;
第一合并子单元,用于将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集。
在一些实施例中,第一合并子单元具体可以用于:
从每一物体在所述目标可见集中对应的第一可见度与在所述目标待合并可见集中对应的第二可见度中,确定每一物体对应的最大可见度;
基于所有物体的最大可见度构建新的可见集,得到所述聚合后可见集。
在一些实施例中,第一合并子单元具体可以用于:
根据所述目标可见集与每一目标待合并可见集的差异值的大小对所述多个目标待合并可见集进行排序,得到所述多个目标待合并可见集对应的排序序列;
基于所述排序序列依次将所述目标可见集与每一目标待合并可见集进行组合;
直至完成对所述目标可见集与所有目标待合并可见集进行组合,得到所述聚合后可见集。
在一些实施例中,该装置还可以包括:
第三获取单元,用于获取与所述待合并可见集的第一差异值满足所述预设条件的其他可见集;
计算单元,用于计算所述目标可见集与所述其他可见集的第二差异值。
在一些实施例中,合并单元305可以包括:
第二合并子单元,用于将满足所述预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,以及将满足所述预设条件的第二差异值对应的所述目标可见集与所述其他可见集进行合并,得到所述聚合后可见集。
在一些实施例中,第一确定单元302可以包括:
第二获取子单元,用于获取所述目标子区域在所述指定虚拟场景中的第一位置信息,以及所述指定虚拟场景中其他子区域的第二位置信息;
第三确定子单元,用于根据所述第一位置信息与所述第二位置信息确定与所述目标子区域相邻的其他子区域,得到所述临近子区域。
在一些实施例中,第三确定子单元具体可以用于:
基于所述第一坐标与每一所述第二坐标在所述坐标系中的位置关系,确定 与所述第一坐标相邻的第二坐标对应的其他子区域,得到所述临近子区域。
在一些实施例中,该装置还可以包括:
第三获取单元,用于获取所述目标可见集的历史合并信息;
执行单元,用于若所述历史合并信息指示所述目标可见集为未合并可见集,则执行步骤将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并。
在一些实施例中,该装置还可以包括:
处理单元,用于基于所述聚合后可见集对所述指定虚拟场景中的物体进行渲染处理。
本公开实施例公开了一种游戏数据处理装置,通过第一获取单元301获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,所述目标可见集包括在所述目标子区域中所述指定虚拟场景中的至少一个物体的可见度。第一确定单元302从所述子区域中确定与所述目标子区域临近的子区域,得到至少一个临近子区域。第二获取单元303获取所述临近子区域对应的待合并可见集,所述待合并可见集包括在所述临近子区域中所述指定虚拟场景中的至少一个物体的可见度。第二确定单元304确定所述目标可见集与所述待合并可见集的差异值。合并单元305将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,并将所述聚合后可见集作为所述目标子区域和所述临近子区域共同的可见集。以此,可以提高对虚拟场景的可见集的处理效率。
相应的,本公开实施例还提供一种计算机设备,该计算机设备可以为服务器。如图11所示,图11为本公开实施例提供的计算机设备的结构示意图。该计算机设备500包括有一个或者一个以上处理核心的处理器501、有一个或一个以上计算机可读存储介质的存储器502及存储在存储器502上并可在处理器上运行的计算机程序。其中,处理器501与存储器502电性连接。本领域技术人员可以理解,图中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
处理器501是计算机设备500的控制中心,利用各种接口和线路连接整个计算机设备500的各个部分,通过运行或加载存储在存储器502内的软件程序 和/或模块,以及调用存储在存储器502内的数据,执行计算机设备500的各种功能和处理数据,从而对计算机设备500进行整体监控。
在本公开实施例中,计算机设备500中的处理器501会按照如下的步骤,将一个或一个以上的应用程序的进程对应的指令加载到存储器502中,并由处理器501来运行存储在存储器502中的应用程序,从而实现各种功能:
获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,目标可见集包括在目标子区域中指定虚拟场景中的至少一个物体的可见度;从子区域中确定与目标子区域临近的子区域,得到至少一个临近子区域;获取临近子区域对应的待合并可见集,待合并可见集包括在临近子区域中指定虚拟场景中的至少一个物体的可见度;确定目标可见集与待合并可见集的差异值;将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并,得到聚合后可见集,并将聚合后可见集作为目标子区域和临近子区域共同的可见集。
可选地,所述确定所述目标可见集与所述待合并可见集的差异值,包括:
获取所述指定虚拟场景中每一物体在所述目标可见集中对应的第一可见度,以及在所述待合并可见集中对应的第二可见度;
将每一物体对应的第一可见度与第二可见度分别与指定可见度进行比较,得到比较结果;
基于所述比较结果确定所述差异值。
可选地,所述基于所述比较结果确定所述差异值,包括:
从所述比较结果中确定第一可见度大于所述指定可见度且第二可见度小于所述指定可见度,或者第一可见度小于所述指定可见度且第二可见度大于所述指定可见度的物体的数量,得到所述差异值。
可选地,所述预设条件包括不大于预设差异值;
所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,包括:
确定不大于所述预设差异值的差异值对应的待合并可见集,得到目标待合并可见集;
将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集。
可选地,所述将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集,包括:
从每一物体在所述目标可见集中对应的第一可见度与在所述目标待合并可见集中对应的第二可见度中,确定每一物体对应的最大可见度;
基于所有物体的最大可见度构建新的可见集,得到所述聚合后可见集。
可选地,所述目标待合并可见集的数量为多个;
所述将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集,包括:
根据所述目标可见集与每一目标待合并可见集的差异值的大小对所述多个目标待合并可见集进行排序,得到所述多个目标待合并可见集对应的排序序列;
基于所述排序序列依次将所述目标可见集与每一目标待合并可见集进行组合;
直至完成对所述目标可见集与所有目标待合并可见集进行组合,得到所述聚合后可见集。
可选地,在所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集之前,还包括:
获取与所述待合并可见集的第一差异值满足所述预设条件的其他可见集;
计算所述目标可见集与所述其他可见集的第二差异值;
所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,包括:
将满足所述预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,以及将满足所述预设条件的第二差异值对应的所述目标可见集与所述其他可见集进行合并,得到所述聚合后可见集。
可选地,所述从所述子区域中确定与所述目标子区域临近的子区域,得到至少一个临近子区域,包括:
获取所述目标子区域在所述指定虚拟场景中的第一位置信息,以及所述指定虚拟场景中其他子区域的第二位置信息;
根据所述第一位置信息与所述第二位置信息确定与所述目标子区域相邻的其他子区域,得到所述临近子区域。
可选地,所述第一位置信息包括所述目标子区域在指定坐标系中的第一坐标,所述第二位置信息包括每一子区域在指定坐标系中的第二坐标,所述指定坐标系为基于所述指定虚拟场景构建的坐标系;
所述根据所述第一位置信息与所述第二位置信息确定与所述目标子区域相邻的其他子区域,得到所述临近子区域,包括:
基于所述第一坐标与每一所述第二坐标在所述坐标系中的位置关系,确定与所述第一坐标相邻的第二坐标对应的其他子区域,得到所述临近子区域。
可选地,在所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并之前,还包括:
获取所述目标可见集的历史合并信息;
若所述历史合并信息指示所述目标可见集为未合并可见集,则执行步骤将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并。
可选地,步骤还包括:基于所述聚合后可见集对所述指定虚拟场景中的物体进行渲染处理。
可选地,所述多个子区域为互不相交、形状相同的立方体区域。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
通过上述实施方式,通过确定当前需要进行可见度处理的目标子区域,根据目标子区域与其他子区域在虚拟场景中的位置关系,选取与目标子区域临近的临近子区域,进一步的,根据目标子区域对应的可见集与临近子区域对应的可见集的差距从临近子区域中确定临近子区域,然后将与目标子区域的可见集的差距小于指定差距的临近子区域的可见集与目标子区域可见集进行聚合处理,得到聚合后可见集,作为目标子区域与临近子区域共同的可见集,减少计算可见集差距的次数,从而减少计算可见集差距的总时间,从而提高对虚拟场景的可见集的处理效率。
可选的,如图11所示,计算机设备500还包括:触控显示屏503、射频电路504、音频电路505、输入单元506以及电源507。其中,处理器501分别与触控显示屏503、射频电路504、音频电路505、输入单元506以及电源 507电性连接。本领域技术人员可以理解,图11中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
触控显示屏503可用于显示图形用户界面以及接收用户作用于图形用户界面产生的操作指令。触控显示屏503可以包括显示面板和触控面板。其中,显示面板可用于显示由用户输入的信息或提供给用户的信息以及计算机设备的各种图形用户接口,这些图形用户接口可以由图形、引导信息、图标、视频和其任意组合来构成。可选的,可以采用液晶显示器(LCD,LiquidCrystalDisplay)、有机发光二极管(OLED,OrganicLight-EmittingDiode)等形式来配置显示面板。触控面板可用于收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板上或在触控面板附近的操作),并生成相应的操作指令,且操作指令执行对应程序。可选的,触控面板可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器501,并能接收处理器501发来的命令并加以执行。触控面板可覆盖显示面板,当触控面板检测到在其上或附近的触摸操作后,传送给处理器501以确定触摸事件的类型,随后处理器501根据触摸事件的类型在显示面板上提供相应的视觉输出。在本公开实施例中,可以将触控面板与显示面板集成到触控显示屏503而实现输入和输出功能。但是在某些实施例中,触控面板与触控面板可以作为两个独立的部件来实现输入和输出功能。即触控显示屏503也可以作为输入单元506的一部分实现输入功能。
射频电路504可用于收发射频信号,以通过无线通信与网络设备或其他计算机设备建立无线通讯,与网络设备或其他计算机设备之间收发信号。
音频电路505可以用于通过扬声器、传声器提供用户与计算机设备之间的音频接口。音频电路505可将接收到的音频数据转换后的电信号,传输到扬声器,由扬声器转换为声音信号输出;另一方面,传声器将收集的声音信号转换为电信号,由音频电路505接收后转换为音频数据,再将音频数据输出处理器501处理后,经射频电路504以发送给比如另一计算机设备,或者将音频数据 输出至存储器502以便进一步处理。音频电路505还可能包括耳塞插孔,以提供外设耳机与计算机设备的通信。
输入单元506可用于接收输入的数字、字符信息或用户特征信息(例如指纹、虹膜、面部信息等),以及产生与用户设置以及功能控制有关的键盘、鼠标、操作杆、光学或者轨迹球信号输入。
电源507用于给计算机设备500的各个部件供电。可选的,电源507可以通过电源管理系统与处理器501逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源507还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。
尽管图11中未示出,计算机设备500还可以包括摄像头、传感器、无线保真模块、蓝牙模块等,在此不再赘述。
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
由上可知,本实施例提供的计算机设备,获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,目标可见集包括在目标子区域中指定虚拟场景中的至少一个物体的可见度;从子区域中确定与目标子区域临近的子区域,得到至少一个临近子区域;获取临近子区域对应的待合并可见集,待合并可见集包括在临近子区域中指定虚拟场景中的至少一个物体的可见度;确定目标可见集与待合并可见集的差异值;将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并,得到聚合后可见集,并将聚合后可见集作为目标子区域和临近子区域共同的可见集。
本领域普通技术人员可以理解,上述实施例的各种方法中的全部或部分步骤可以通过指令来完成,或通过指令控制相关的硬件来完成,该指令可以存储于一计算机可读存储介质中,并由处理器进行加载和执行。
为此,本公开实施例提供一种计算机可读存储介质,其中存储有多条计算机程序,该计算机程序能够被处理器进行加载,以执行本公开实施例所提供的任一种游戏数据处理方法中的步骤。例如,该计算机程序可以执行如下步骤:
获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集, 目标可见集包括在目标子区域中指定虚拟场景中的至少一个物体的可见度;
从子区域中确定与目标子区域临近的子区域,得到至少一个临近子区域;
获取临近子区域对应的待合并可见集,待合并可见集包括在临近子区域中指定虚拟场景中的至少一个物体的可见度;
确定目标可见集与待合并可见集的差异值;
将满足预设条件的差异值对应的目标可见集与待合并可见集进行合并,得到聚合后可见集,并将聚合后可见集作为目标子区域和临近子区域共同的可见集。
可选地,所述确定所述目标可见集与所述待合并可见集的差异值,包括:
获取所述指定虚拟场景中每一物体在所述目标可见集中对应的第一可见度,以及在所述待合并可见集中对应的第二可见度;
将每一物体对应的第一可见度与第二可见度分别与指定可见度进行比较,得到比较结果;
基于所述比较结果确定所述差异值。
可选地,所述基于所述比较结果确定所述差异值,包括:
从所述比较结果中确定第一可见度大于所述指定可见度且第二可见度小于所述指定可见度,或者第一可见度小于所述指定可见度且第二可见度大于所述指定可见度的物体的数量,得到所述差异值。
可选地,所述预设条件包括不大于预设差异值;
所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,包括:
确定不大于所述预设差异值的差异值对应的待合并可见集,得到目标待合并可见集;
将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集。
可选地,所述将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集,包括:
从每一物体在所述目标可见集中对应的第一可见度与在所述目标待合并可见集中对应的第二可见度中,确定每一物体对应的最大可见度;
基于所有物体的最大可见度构建新的可见集,得到所述聚合后可见集。
可选地,所述目标待合并可见集的数量为多个;
所述将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集,包括:
根据所述目标可见集与每一目标待合并可见集的差异值的大小对所述多个目标待合并可见集进行排序,得到所述多个目标待合并可见集对应的排序序列;
基于所述排序序列依次将所述目标可见集与每一目标待合并可见集进行组合;
直至完成对所述目标可见集与所有目标待合并可见集进行组合,得到所述聚合后可见集。
可选地,在所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集之前,还包括:
获取与所述待合并可见集的第一差异值满足所述预设条件的其他可见集;
计算所述目标可见集与所述其他可见集的第二差异值;
所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,包括:
将满足所述预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,以及将满足所述预设条件的第二差异值对应的所述目标可见集与所述其他可见集进行合并,得到所述聚合后可见集。
可选地,所述从所述子区域中确定与所述目标子区域临近的子区域,得到至少一个临近子区域,包括:
获取所述目标子区域在所述指定虚拟场景中的第一位置信息,以及所述指定虚拟场景中其他子区域的第二位置信息;
根据所述第一位置信息与所述第二位置信息确定与所述目标子区域相邻的其他子区域,得到所述临近子区域。
可选地,所述第一位置信息包括所述目标子区域在指定坐标系中的第一坐标,所述第二位置信息包括每一子区域在指定坐标系中的第二坐标,所述指定坐标系为基于所述指定虚拟场景构建的坐标系;
所述根据所述第一位置信息与所述第二位置信息确定与所述目标子区域相邻的其他子区域,得到所述临近子区域,包括:
基于所述第一坐标与每一所述第二坐标在所述坐标系中的位置关系,确定与所述第一坐标相邻的第二坐标对应的其他子区域,得到所述临近子区域。
可选地,在所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并之前,还包括:
获取所述目标可见集的历史合并信息;
若所述历史合并信息指示所述目标可见集为未合并可见集,则执行步骤将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并。
可选地,步骤还包括:基于所述聚合后可见集对所述指定虚拟场景中的物体进行渲染处理。
可选地,所述多个子区域为互不相交、形状相同的立方体区域。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
通过上述实施方式,通过确定当前需要进行可见度处理的目标子区域,根据目标子区域与其他子区域在虚拟场景中的位置关系,选取与目标子区域临近的临近子区域,进一步的,根据目标子区域对应的可见集与临近子区域对应的可见集的差距从临近子区域中确定临近子区域,然后将与目标子区域的可见集的差距小于指定差距的临近子区域的可见集与目标子区域可见集进行聚合处理,得到聚合后可见集,作为目标子区域与临近子区域共同的可见集,减少计算可见集差距的次数,从而减少计算可见集差距的总时间,从而提高对虚拟场景的可见集的处理效率。
其中,该存储介质可以包括:只读存储器(ROM,ReadOnlyMemory)、随机存取记忆体(RAM,RandomAccessMemory)、磁盘或光盘等。
由于该存储介质中所存储的计算机程序,可以执行本公开实施例所提供的任一种游戏数据处理方法中的步骤,因此,可以实现本公开实施例所提供的任一种游戏数据处理方法所能实现的有益效果,详见前面的实施例,在此不再赘述。
以上对本公开实施例所提供的一种游戏数据处理方法、装置、存储介质及计算机设备进行了详细介绍,本文中应用了具体个例对本公开的原理及实施方 式进行了阐述,以上实施例的说明只是用于帮助理解本公开的方法及其核心思想;同时,对于本领域的技术人员,依据本公开的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本公开的限制。
Claims (20)
- 一种游戏数据处理方法,其包括:获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,所述目标可见集包括在所述目标子区域中所述指定虚拟场景中的至少一个物体的可见度;从所述子区域中确定与所述目标子区域临近的子区域,得到至少一个临近子区域;获取所述临近子区域对应的待合并可见集,所述待合并可见集包括在所述临近子区域中所述指定虚拟场景中的至少一个物体的可见度;确定所述目标可见集与所述待合并可见集的差异值;将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,并将所述聚合后可见集作为所述目标子区域和所述临近子区域共同的可见集。
- 根据权利要求1所述的方法,其中,所述确定所述目标可见集与所述待合并可见集的差异值,包括:获取所述指定虚拟场景中每一物体在所述目标可见集中对应的第一可见度,以及在所述待合并可见集中对应的第二可见度;将每一物体对应的第一可见度与第二可见度分别与指定可见度进行比较,得到比较结果;基于所述比较结果确定所述差异值。
- 根据权利要求2所述的方法,其中,所述基于所述比较结果确定所述差异值,包括:从所述比较结果中确定第一可见度大于所述指定可见度且第二可见度小于所述指定可见度,或者第一可见度小于所述指定可见度且第二可见度大于所述指定可见度的物体的数量,得到所述差异值。
- 根据权利要求1所述的方法,其中,所述预设条件包括不大于预设差异值;所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,包括:确定不大于所述预设差异值的差异值对应的待合并可见集,得到目标待合并可见集;将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集。
- 根据权利要求4所述的方法,其中,所述将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集,包括:从每一物体在所述目标可见集中对应的第一可见度与在所述目标待合并可见集中对应的第二可见度中,确定每一物体对应的最大可见度;基于所有物体的最大可见度构建新的可见集,得到所述聚合后可见集。
- 根据权利要求4所述的方法,其中,所述目标待合并可见集的数量为多个;所述将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集,包括:根据所述目标可见集与每一目标待合并可见集的差异值的大小对所述多个目标待合并可见集进行排序,得到所述多个目标待合并可见集对应的排序序列;基于所述排序序列依次将所述目标可见集与每一目标待合并可见集进行组合;直至完成对所述目标可见集与所有目标待合并可见集进行组合,得到所述聚合后可见集。
- 根据权利要求1所述的方法,其中,在所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集之前,还包括:获取与所述待合并可见集的第一差异值满足所述预设条件的其他可见集;计算所述目标可见集与所述其他可见集的第二差异值;所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,包括:将满足所述预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,以及将满足所述预设条件的第二差异值对应的所述目标可见集与 所述其他可见集进行合并,得到所述聚合后可见集。
- 根据权利要求1所述的方法,其中,所述从所述子区域中确定与所述目标子区域临近的子区域,得到至少一个临近子区域,包括:获取所述目标子区域在所述指定虚拟场景中的第一位置信息,以及所述指定虚拟场景中其他子区域的第二位置信息;根据所述第一位置信息与所述第二位置信息确定与所述目标子区域相邻的其他子区域,得到所述临近子区域。
- 根据权利要求8所述的方法,其中,所述第一位置信息包括所述目标子区域在指定坐标系中的第一坐标,所述第二位置信息包括每一子区域在指定坐标系中的第二坐标,所述指定坐标系为基于所述指定虚拟场景构建的坐标系;所述根据所述第一位置信息与所述第二位置信息确定与所述目标子区域相邻的其他子区域,得到所述临近子区域,包括:基于所述第一坐标与每一所述第二坐标在所述坐标系中的位置关系,确定与所述第一坐标相邻的第二坐标对应的其他子区域,得到所述临近子区域。
- 根据权利要求1所述的方法,其中,在所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并之前,还包括:获取所述目标可见集的历史合并信息;若所述历史合并信息指示所述目标可见集为未合并可见集,则执行步骤将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并。
- 根据权利要求1-10任一项所述的方法,其中,所述方法还包括:基于所述聚合后可见集对所述指定虚拟场景中的物体进行渲染处理。
- 根据权利要求1所述的方法,其中,所述多个子区域为互不相交、形状相同的立方体区域。
- 一种游戏数据处理装置,其包括:第一获取单元,用于获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,所述目标可见集包括在所述目标子区域中所述指定虚拟场景中的至少一个物体的可见度;第一确定单元,用于从所述子区域中确定与所述目标子区域临近的子区域,得到至少一个临近子区域;第二获取单元,用于获取所述临近子区域对应的待合并可见集,所述待合并可见集包括在所述临近子区域中所述指定虚拟场景中的至少一个物体的可见度;第二确定单元,用于确定所述目标可见集与所述待合并可见集的差异值;合并单元,用于将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,并将所述聚合后可见集作为所述目标子区域和所述临近子区域共同的可见集。
- 一种计算机设备,包括存储器,处理器及存储在存储器上并在处理器上运行的计算机程序,其中,所述处理器执行所述程序时实现如下:获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,所述目标可见集包括在所述目标子区域中所述指定虚拟场景中的至少一个物体的可见度;从所述子区域中确定与所述目标子区域临近的子区域,得到至少一个临近子区域;获取所述临近子区域对应的待合并可见集,所述待合并可见集包括在所述临近子区域中所述指定虚拟场景中的至少一个物体的可见度;确定所述目标可见集与所述待合并可见集的差异值;将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,并将所述聚合后可见集作为所述目标子区域和所述临近子区域共同的可见集。
- 一种存储介质,其中,所述存储介质存储有多条指令,所述指令适于处理器进行加载,以执行如下:获取指定虚拟场景划分出的多个子区域中目标子区域对应的目标可见集,所述目标可见集包括在所述目标子区域中所述指定虚拟场景中的至少一个物体的可见度;从所述子区域中确定与所述目标子区域临近的子区域,得到至少一个临近子区域;获取所述临近子区域对应的待合并可见集,所述待合并可见集包括在所述临近子区域中所述指定虚拟场景中的至少一个物体的可见度;确定所述目标可见集与所述待合并可见集的差异值;将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,并将所述聚合后可见集作为所述目标子区域和所述临近子区域共同的可见集。
- 根据权利要求15所述的存储介质,其中,所述确定所述目标可见集与所述待合并可见集的差异值,包括:获取所述指定虚拟场景中每一物体在所述目标可见集中对应的第一可见度,以及在所述待合并可见集中对应的第二可见度;将每一物体对应的第一可见度与第二可见度分别与指定可见度进行比较,得到比较结果;基于所述比较结果确定所述差异值。
- 据权利要求16所述的存储介质,其中,所述基于所述比较结果确定所述差异值,包括:从所述比较结果中确定第一可见度大于所述指定可见度且第二可见度小于所述指定可见度,或者第一可见度小于所述指定可见度且第二可见度大于所述指定可见度的物体的数量,得到所述差异值。
- 根据权利要求15所述的存储介质,其中,所述预设条件包括不大于预设差异值;所述将满足预设条件的差异值对应的所述目标可见集与所述待合并可见集进行合并,得到聚合后可见集,包括:确定不大于所述预设差异值的差异值对应的待合并可见集,得到目标待合并可见集;将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集。
- 根据权利要求18所述的存储介质,其中,所述将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集,包括:从每一物体在所述目标可见集中对应的第一可见度与在所述目标待合并可见集中对应的第二可见度中,确定每一物体对应的最大可见度;基于所有物体的最大可见度构建新的可见集,得到所述聚合后可见集。
- 根据权利要求18所述的存储介质,其中,所述目标待合并可见集的数量为多个;所述将所述目标可见集与所述目标待合并可见集进行合并,得到所述聚合后可见集,包括:根据所述目标可见集与每一目标待合并可见集的差异值的大小对所述多个目标待合并可见集进行排序,得到所述多个目标待合并可见集对应的排序序列;基于所述排序序列依次将所述目标可见集与每一目标待合并可见集进行组合;直至完成对所述目标可见集与所有目标待合并可见集进行组合,得到所述聚合后可见集。
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