WO2023273789A1 - 游戏画面的显示方法和装置、存储介质及电子设备 - Google Patents
游戏画面的显示方法和装置、存储介质及电子设备 Download PDFInfo
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- WO2023273789A1 WO2023273789A1 PCT/CN2022/096793 CN2022096793W WO2023273789A1 WO 2023273789 A1 WO2023273789 A1 WO 2023273789A1 CN 2022096793 W CN2022096793 W CN 2022096793W WO 2023273789 A1 WO2023273789 A1 WO 2023273789A1
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- 238000009877 rendering Methods 0.000 claims description 34
- 238000012545 processing Methods 0.000 claims description 27
- 230000015654 memory Effects 0.000 claims description 24
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/355—Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
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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
-
- 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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- 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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/203—Image generating hardware
-
- 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
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
Definitions
- the present invention relates to the field of computers, in particular to a method and device for displaying game screens, a storage medium and electronic equipment.
- Game scene rendering usually selects the angle of the camera in three-dimensional space, and then renders the game scene according to the position of the camera.
- the rendering of the game scene does not distinguish between the foreground and the background.
- the position of the camera is rotated to a certain angle to render the game screen at the corresponding angle, which requires a long rendering time and a large delay. For game scenarios with extremely low latency requirements, it will reduce the player's game experience.
- a method for displaying a game screen including: acquiring the first position where the target virtual character in the game is currently located; the first background image; according to the first background image and the first foreground image, generate a first game screen corresponding to the first position, wherein the first foreground image is corresponding to the first position
- Foreground image sending the first game screen to a target client, wherein the target client is used to display the first game screen.
- a display device for a game screen including: a first obtaining module, configured to obtain the first position where the target virtual character in the game is currently located; A first background image corresponding to the first position cut out from the rendered background image; a generation module configured to generate a first background image corresponding to the first position according to the first background image and the first foreground image A game screen, wherein the first foreground image is a foreground image corresponding to the first position; a sending module, configured to send the first game image to a target client, wherein the target client is used to display The first game screen.
- a computer-readable storage medium is also provided, and a computer program is stored in the computer-readable storage medium, wherein the computer program is set to execute the above method for displaying the game screen when running.
- an electronic device including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the above game screen display method through the computer program.
- FIG. 1 is a schematic diagram of an application environment of a method for displaying a game screen according to an embodiment of the present invention
- FIG. 2 is a flowchart of a method for displaying a game screen according to an embodiment of the present invention
- FIG. 3 is a first schematic diagram of a game screen according to an embodiment of the present invention.
- Fig. 4 is a schematic diagram of a target background image according to an embodiment of the present invention.
- FIG. 5 is a second schematic diagram of a game screen according to an embodiment of the present invention.
- FIG. 6 is a third schematic diagram of a game screen according to an embodiment of the present invention.
- FIG. 7 is a fourth schematic diagram of a game screen according to an embodiment of the present invention.
- FIG. 8 is a schematic diagram of an overall architecture according to an embodiment of the present invention.
- FIG. 9 is a schematic diagram of rendering a background image of a game according to an embodiment of the present invention.
- Fig. 10 is a schematic diagram of information interaction according to an embodiment of the present invention.
- FIG. 11 is a schematic structural diagram of a display device for a game screen according to an embodiment of the present invention.
- Fig. 12 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
- Embodiments of the present invention provide a method and device for displaying a game screen, a storage medium, and an electronic device, so as to at least solve the technical problem of relatively large delay in rendering the game screen.
- a method for displaying a game screen is provided.
- the above method for displaying a game screen can be applied to, but not limited to, an application environment as shown in FIG. 1 .
- the above application environment includes user equipment 102 , network 110 and server 112 .
- the above-mentioned user equipment 102 may be a terminal device configured with an application client, which may include but not limited to at least one of the following: mobile phones (such as Android mobile phones, iOS mobile phones, etc.), notebook computers, Tablet PC, Pocket PC, MID (Mobile Internet Devices, Mobile Internet Device), PAD, Desktop PC, Smart TV, etc.
- the application client may be a game client, a video client, an instant messaging client, a browser client, an education client, and the like.
- the above-mentioned user equipment 102 includes a memory 104, a processor 106 and a display 108, wherein the memory 104 is used to store data, including but not limited to game screen data, and the processor 106 is used to process data, including but not limited to application client The game data in the terminal is processed, and the display 108 is used to display the game screen.
- the above-mentioned network 110 may include but not limited to: wired network, wireless network, wherein, the wired network includes: local area network, metropolitan area network and wide area network, and the wireless network includes: bluetooth, WIFI and other wireless communication network.
- the above server 112 may be a single server, or a server cluster composed of multiple servers, or a cloud server.
- the server 112 includes a database 114 and a processing engine 116, wherein the database 114 is used to store data, including but not limited to the first background image and the first foreground image, and the processing engine 116 is used to process game data, including but not limited to It is not limited to generating the first game screen corresponding to the first background image and the first foreground image, and sending the first game screen to the application client.
- FIG. 2 is a flowchart of a method for displaying a game screen according to an embodiment of the present invention. As shown in Figure 2, the display method of the above game screen is executed by the server, including:
- Step S202 acquiring the current first position of the target virtual character in the game
- the above-mentioned target virtual character may be a character manipulated in a game scene, as shown in FIG. 3 , which is a first schematic diagram of a game screen according to an embodiment of the present invention, wherein the current position of the target virtual character is the first position.
- Step S204 acquiring a first background image corresponding to the first position cut out of the pre-rendered background image
- the background as shown in FIG. 3 is the cut out first background image, and the first background image is cut out from the pre-rendered target background image.
- FIG. 4 it is a schematic diagram of a background image according to an embodiment of the present invention.
- the background image is a background image obtained by pre-rendering the background of a large game map, and may also be called a target background image.
- Step S206 generating a first game screen corresponding to the first position according to the first background image and the first foreground image, wherein the first foreground image is a foreground image corresponding to the first position;
- the foreground shown in FIG. 3 is a first foreground image
- the foreground image may be rendered according to the first position where the target virtual character is currently located.
- the first foreground image can be rendered when the first background image is clipped, or the first foreground image can be rendered when the first background image is acquired.
- the rendered first background image and the first foreground image are superimposed to generate the first game screen shown in FIG. 3 .
- Step S208 sending the first game screen to a target client, wherein the target client is used to display the first game screen.
- the above-mentioned target client may be a game client
- the server may send the first game screen to the game client installed on the user equipment, so that the user equipment displays the above-mentioned first game screen on the display interface of the game client.
- the background is rendered in advance, which saves the time for rendering the background, reduces the delay, and ensures the image quality of the game scene.
- the game screen is generated according to the foreground and the pre-rendered background, and the game screen is displayed in the client.
- the switching of the game screen in the client can be completed in a very short time, which improves the user experience. This solves the technical problem of a large delay in rendering the game screen.
- the obtaining the first background image corresponding to the first position cut out from the pre-rendered target background image includes: when determining that the first position is located on the game map of the game In the case of the first area in , obtain the first background image that is cut out from the pre-rendered target background image and corresponds to the first area, wherein the game map includes a set of Each area in the group of areas corresponds to a background image clipped from the pre-rendered target background image.
- the large game map may be divided into multiple areas, and when the virtual character moves in the same area, the background remains unchanged, and the above-mentioned first area is one of the multiple areas.
- the aforementioned target background image is a background image obtained by pre-rendering the background of the large game map, and each region in the large game map corresponds to a background image clipped from the pre-rendered target background image.
- the pre-rendered target background image shown in FIG. 4 the first background image corresponding to the first region is cut out from the background image.
- the method further includes: when the target avatar moves from a first position in the first area to a second position in the second area, obtaining the pre-rendered target The second background image corresponding to the second region cut out from the background image; generating a second game screen corresponding to the second position according to the second background image and the second foreground image, wherein, The second foreground image is a foreground image corresponding to the second position; the second game screen is sent to the target client, wherein the target client is used to display the second game screen.
- the target avatar when the target avatar moves in the game map, it can be considered as being in each "area".
- the target avatar when it moves to one area, it corresponds to a background image; when moving to another area, the background image changes to a certain extent.
- the target background images corresponding to all areas on the game map are rendered in advance, and the background images corresponding to each area can be cut out from the target background image, achieving background image saving Rendering time, the effect of reducing delay.
- the first area and the second area are different areas in the game map
- the first location may be any location in the first area
- the second location may be any location in the second area. Since the background images corresponding to all regions on the game map are rendered in advance, the background images corresponding to each region can be cut out from the pre-rendered target background image.
- FIG. 5 is a second schematic diagram of a game screen according to an embodiment of the present invention.
- the target avatar moves from the first position in the first area shown in FIG. 3 to the second position in the second area shown in FIG.
- the second background image corresponding to the second area. In the process of clipping the second background image, or in the process of obtaining the second background image, the foreground shown in FIG.
- the server may send the second game screen to the game client installed on the user equipment, so that the second game screen can be displayed on the display interface of the game client.
- the foreground image is rendered on the server, and the foreground image and the background image are superimposed on the server to generate a game screen. Since the server has strong computing power, it can save rendering time and reduce delay, and send the generated game screen to the game client for display by the game client, which can improve user experience.
- the method further includes: when the target avatar moves from a first position in the first area to a third position in the first area, according to the first background image and a third foreground image, generating a third game screen corresponding to the third position, wherein the third foreground image is a foreground image corresponding to the third position; sending the first foreground image to the target client Three game screens, wherein the target client is used to display the third game screen.
- the target virtual character when the target virtual character moves in the game map, it can be considered as being in each "area" obtained by dividing the game map.
- the target avatar When the target avatar is in an area, it corresponds to a background image.
- the above-mentioned first position and third position may be different positions in the first area, and when the target avatar moves in the same area, the background image remains unchanged.
- Figure 6 is a schematic diagram of the third game screen according to the embodiment of the present invention, the target avatar moves from the first position in the first area shown in Figure 3 to the third position shown in Figure 6, due to the first position and The third position is in the same area, and the background remains unchanged.
- the foreground of the third position where the target virtual character is located may be rendered to obtain a third foreground image.
- the first background image clipped from the pre-rendered target background image is superimposed on the third foreground image to obtain the third game screen as shown in FIG. 6 .
- the foreground image is rendered on the server, and the foreground image and the background image are superimposed on the server to generate a game screen. Since the server has strong computing power, it can save rendering time and reduce delay, and send the generated game screen to the game client for display by the game client, which can improve user experience.
- the generating the third game screen corresponding to the third position according to the first background image and the third foreground image includes: performing the matching with the third position on the first background image Corresponding deformation processing to obtain a third background image; rendering the third foreground image to obtain the rendered third foreground image, and superimposing the rendered third foreground image on the first On the third background picture, the third game picture is obtained.
- the background seen in the same area of the grand map scene is the same, and if it does not change at all, it will appear a bit stiff.
- Each pixel in the background image of the current viewing angle can be deformed, and the final image can well reflect the change of the background field of view caused by the player's movement.
- the above deformation processing may be to enlarge or reduce the background image.
- the pixel value of each pixel in the background image can also be processed, for example, the pixel value is increased or decreased by a preset value, and the preset value can be determined according to actual conditions. Or perform mean value processing on adjacent pixel values, etc.
- the target avatar moves to a third position in the first area. Since the first location and the third location are in the same area, the background image is the same. A first background image corresponding to the first region is cut out from the pre-rendered target background image, and pixels of the first background image are deformed to obtain a third background image. Render the foreground of the third position where the target virtual object is located to obtain a third foreground image, and superimpose the third foreground image and the third background image to obtain a third game screen as shown in FIG. 7 . Comparing the game interface shown in FIG. 3 with the game interface shown in FIG.
- the target avatar moves from the first position in the first area to the third position in the first area.
- the background image in FIG. 3 may be the first background image corresponding to the first region cut out from the pre-rendered target background image, and the background image in FIG. 7 is cut out of the target background image
- the background image corresponding to the first area is obtained after deformation processing.
- the deformation model may be generated through machine learning, and the deformation model may be a neural network model.
- the neural network model can be trained using the training samples to obtain the deformation model.
- Training samples may include: original images and deformed images.
- Inputting the first background image corresponding to the first region clipped from the target background image to the morphable model can obtain a third background image output by the morphable model, and the third background image is the transformed background image of the first background image. Render the foreground of the third position where the target virtual object is located to obtain a third foreground image, and superimpose the third foreground image and the third background image to obtain a third game screen as shown in FIG. 7 . Comparing the game interface shown in FIG. 3 with the game interface shown in FIG.
- the target avatar moves from the first position in the first area to the third position in the first area.
- the background image in FIG. 3 may be the first background image corresponding to the first region cut out from the pre-rendered target background image, and the background image in FIG. 7 is cut out of the target background image
- the background image corresponding to the first area is obtained after deformation processing.
- performing deformation processing corresponding to the third position on the first background image to obtain a third background image includes: performing some or all pixels in the first background image The pixel values of the dots are adjusted to obtain the third background image.
- the background seen in the same area of the grand map scene is the same, and if it does not change at all, it will appear a bit stiff.
- Each pixel in the background image of the current viewing angle can be deformed, and the final image can well reflect the change of the background field of view caused by the player's movement.
- the above deformation processing may be to enlarge or reduce the background image.
- the pixel values of all or part of the pixels in the background image can also be processed, for example, the pixel values of some pixels are increased or decreased by a preset value, and the preset value can be determined according to the actual situation. Or perform mean value processing on some adjacent pixel values, etc.
- the deformation model may be generated through machine learning, and the deformation model may be a neural network model.
- the neural network model can be trained using the training samples to obtain the deformation model.
- Training samples may include: original images and deformed images.
- Inputting the first background image corresponding to the first region clipped from the target background image to the morphable model can obtain a third background image output by the morphable model, and the third background image is the transformed background image of the first background image.
- the deformation model described above may process pixel values of some or all of the pixel points in the first background image.
- the generating the first game screen corresponding to the first position according to the first background image and the first foreground image includes: rendering the first foreground image to obtain the rendered the first foreground image, and superimpose the rendered first foreground image on the first background image to obtain the first game screen; or perform scaling processing on the first background image , to obtain a fourth background image; rendering the first foreground image to obtain the rendered first foreground image, and superimposing the rendered first foreground image on the fourth background image , to obtain the first game screen.
- the first foreground image may be rendered, and the rendered first The foreground image is superimposed on the clipped first background image to obtain the first game screen.
- the first background image in order to meet the adaptability of user equipments with different screen sizes, the first background image may be zoomed in or zoomed out, and the above zooming process includes zooming in and zooming out.
- the display screen on the computer PC side is usually larger than the display screen on the mobile phone side.
- the first background image obtained in advance rendering can be scaled.
- the first background image On the PC side, the first background image can be enlarged, and on the mobile phone side with a smaller screen, the first background image can be reduced.
- the fourth background image obtained through scaling processing is superimposed on the first foreground image to obtain the first game screen.
- terminal devices with different display screens can be better adapted to ensure the image quality of the game screen in different terminal devices.
- the acquiring the first background image corresponding to the first position cut out from the pre-rendered target background image includes: acquiring the pre-rendered target background image from a cache server The first background image is cut out in the figure, wherein the cache server is used to store the pre-rendered target background image.
- the above cache server may be a Cache cloud.
- game rendering it can be sent to the cache cloud according to the position (coordinates) of the target avatar on the game map and index parameters such as the camera angle of view.
- the cache cloud cuts out the game background picture corresponding to the area where the target virtual character is currently located from the pre-rendered target background picture according to the index parameter, and obtains the first background picture.
- the aforementioned cache cloud may also determine the relative position of the target virtual character in the first area according to the current position of the target virtual character. According to the relative position of the target virtual character in the first area, the first background image obtained by clipping is stretched and deformed to a certain extent to obtain the third background image, so as to ensure the authenticity of background images at different positions in the same area.
- FIG. 8 is a schematic diagram of an overall architecture according to an optional embodiment of the present invention.
- the high-definition game background in the game map is used as the original material, which can be rendered in advance in the offline rendering cluster in the cloud to obtain the pre-rendered target background image.
- the offline rendering cluster can be multiple servers equipped with a powerful central processing unit, and these servers can continuously render the original material of the game background into a picture or video in the game's high-definition background format.
- the rendered target background image is used as a game resource and stored in the corresponding storage cloud server cluster.
- the Cache cloud loads and stores the target background image in the cloud. It can store the target virtual background image according to the game scene, the location of the target virtual character (for example, coordinate position), and the index information of the camera angle.
- the target background image can be stored in the memory. Or SSD, for the game server to request.
- the user equipment is connected to the proxy node of the cloud game by means of nearby access.
- the Proxy node forwards the operations performed by the player to the cloud game server, and the player can control the movement of the target virtual character in the game scene by operating the keyboard, mouse, handle and other inputs.
- the proxy node can forward the audio and video stream of the game generated by the game server to the user device; the game server can process the game logic and game rendering, and finally encode the rendered picture into a video stream, send it to the proxy node, and the proxy sent to the user device.
- multiplayer game scenarios there is also a logic server for multiplayer game scenarios, which is responsible for player state synchronization and interaction.
- game rendering it will be sent to the cache cloud based on parameters such as the game scene, the map coordinates of the player, and the camera angle of view.
- the cache cloud cuts out the game background image (first background image) corresponding to the current location of the target avatar from the pre-rendered game background through the index.
- the cache cloud can determine the relative position in the first area according to the current position of the player, and stretch and deform the first background image to ensure authenticity.
- the user equipment may directly display a game screen, such as the above-mentioned first game screen generated according to the first background image and the first foreground image.
- the user equipment may also render and fuse the foreground and the background, for example, superimpose the first background image and the first foreground image to obtain the first game screen, and display the first game screen. This can further shorten the delay caused by the cloud game server processing the game background.
- the method further includes: rendering the background image of the game to obtain the pre-rendered target background image; sending the pre-rendered target background image to the cache server .
- the background image of the game can be rendered by the cloud offline rendering cluster to obtain a pre-rendered target background image, and the cloud offline rendering cluster sends the rendered target background image to the cache cloud.
- FIG. 9 it is a schematic diagram of rendering the background image of the game according to the embodiment of the present invention.
- the high-definition game background in the game map is used as the original material, which can be rendered in advance in the offline rendering cluster in the cloud to obtain the pre-rendered Target background image.
- the offline rendering cluster can be multiple servers equipped with a powerful central processing unit, and these servers can continuously render the original material of the game background into a picture or video in the game's high-definition background format.
- the rendered target background image is used as a game resource and stored in the corresponding storage cloud server cluster.
- the Cache cloud loads and stores the target background image in the cloud. It can store the target virtual background image according to the game scene, the location of the target virtual character (for example, coordinate position), and the index information of the camera angle.
- the target background image can be stored in the memory. Or SSD, for the game server to request.
- the obtaining the first background image corresponding to the first position that is cropped out of the pre-rendered target background image includes: acquiring the clipped out of the pre-rendered target background image The first static background image corresponding to the first position, wherein the pre-rendered target background image includes a pre-rendered target static background image, or includes a pre-rendered target dynamic background image ; or acquire a first dynamic background image corresponding to the first position that is cropped out of the pre-rendered target background image, wherein the pre-rendered target background image includes a pre-rendered target Dynamic background image.
- the pre-rendered game scene may be a static image or a dynamic image.
- the static image of the target may be clipped according to the current location of the target virtual character to obtain the first static image corresponding to the first location.
- the target dynamic image is clipped according to the current location of the target virtual character to obtain the first dynamic image corresponding to the first location.
- FIG. 10 it is a schematic diagram of information interaction according to an optional embodiment of the present invention.
- the game server and the cache server are similar to the C/S structure.
- the Cache cloud loads and stores the target background image in the cloud. It can store the target virtual background image according to the game scene, the location of the target virtual character (for example, coordinate position), and the index information of the camera angle.
- the target background image can be stored in the memory. Or SSD, for the game server to request.
- the game server sends the current first position of the target virtual character and the viewing angle of the camera to the cache server.
- the Cache cloud clips the target background image to obtain a first background image corresponding to the first position where the target avatar is currently located, and the Cache cloud performs scaling processing on the first background image and performs certain viewing angle distortion processing.
- the Cache cloud sends the clipped first background image, or the zoomed background image, or the distorted background image, or the zoomed and distorted background image to the game server.
- the game server superimposes the foreground image and the background image to obtain the game screen, and compresses the game parts into video frames.
- the game server sends the video frame to the proxy server, and the proxy server sends the video frame to the user device, and displays the game screen on the user device.
- there is also a logic server for multiplayer game scenarios which is responsible for player state synchronization and interaction.
- An embodiment of the present invention also provides a game screen display device for implementing the above game screen display method.
- the device includes: a first obtaining module 1102, used to obtain the first position where the target avatar in the game is currently located; The generated first background image corresponding to the first position; generating module 1106, configured to generate a first game screen corresponding to the first position according to the first background image and the first foreground image, wherein, The first foreground image is the foreground image corresponding to the first position; the sending module 1108 is configured to send the first game screen to the target client, wherein the target client is used to display the first game screen.
- the second acquiring module is configured to acquire the pre-rendered target background image when it is determined that the first position is located in the first area of the game map of the game.
- the clipped first background image corresponding to the first region, wherein the game map includes a group of regions, and each region in the group of regions corresponds to the pre-rendered background image A background image cropped from the figure.
- the second obtaining module is further configured to obtain the pre-rendered The second background image corresponding to the second region that is cropped out of the target background image; the generating module is further configured to generate the second background image corresponding to the second foreground image according to the second background image and the second foreground image A second game screen corresponding to the second position, wherein the second foreground image is a foreground image corresponding to the second position; sending the second game screen to the target client, wherein the target The client is used to display the second game screen.
- the generating module is further configured to: when the target avatar moves from the first position in the first area to the third position in the first area, according to the first The background image and the third foreground image generate a third game screen corresponding to the third position, wherein the third foreground image is a foreground image corresponding to the third position; A third game screen, wherein the target client is used to display the third game screen.
- the above-mentioned second acquisition module is configured to perform deformation processing corresponding to the third position on the first background image to obtain a third background image; render the third foreground image , obtaining the rendered third foreground image, and superimposing the rendered third foreground image on the third background image to obtain the third game screen.
- the above device is further configured to adjust the pixel values of some or all of the pixels in the first background image to obtain the third background image.
- the above device is further configured to render the first foreground image, obtain the rendered first foreground image, and superimpose the rendered first foreground image on the first foreground image Obtain the first game screen on a background image; perform scaling processing on the first background image to obtain a fourth background image; render the first foreground image to obtain the rendered first foreground image , and superimposing the rendered first foreground image on the fourth background image to obtain the first game screen.
- the above-mentioned apparatus is further configured to obtain the first background image clipped from the pre-rendered background image from a cache server, wherein the cache server is used to store the pre-rendered background image background image.
- the above device is further configured to render the background image of the game to obtain the pre-rendered background image; and send the pre-rendered background image to the cache server.
- the above-mentioned device is further configured to acquire a first static background image corresponding to the first position that is cropped from the pre-rendered background image, wherein the pre-rendered background image is The figure includes a pre-rendered static background image, or includes a pre-rendered dynamic background image; obtaining a first dynamic background image corresponding to the first position cut out from the pre-rendered background image, wherein , the pre-rendered background image includes a pre-rendered dynamic background image.
- an electronic device for implementing the above method for displaying a game screen
- the electronic device may be the terminal device or the server shown in FIG. 1 .
- This embodiment is described by taking the electronic device as a server as an example.
- the electronic device includes a memory 1202 and a processor 1204 , a computer program is stored in the memory 1202 , and the processor 1204 is configured to execute the steps in any one of the above method embodiments through the computer program.
- the above-mentioned electronic device may be located in at least one network device among multiple network devices in the computer network.
- the above-mentioned processor may be configured to execute the following steps through a computer program:
- FIG. 12 does not limit the structure of the above-mentioned electronic device and electronic equipment.
- the electronic device may also include more or fewer components (such as network interfaces, etc.) than those shown in FIG. 12 , or have a different configuration than that shown in FIG. 12 .
- the memory 1202 can be used to store software programs and modules, such as the program instructions/modules corresponding to the display method and device of the game screen in the embodiment of the present invention, and the processor 1204 runs the software programs and modules stored in the memory 1202, thereby Execute various functional applications and data processing, that is, realize the display method of the above-mentioned game screen.
- the memory 1202 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
- the memory 1202 may further include a memory that is remotely located relative to the processor 1204, and these remote memories may be connected to the terminal through a network.
- the memory 1202 may be specifically, but not limited to, used for storing information such as sample features of items and target virtual resource accounts.
- the memory 1202 may include, but is not limited to, the first obtaining module 1102 , the second obtaining module 1104 , the generating module 1106 and the sending module 1108 in the display device of the above game screen.
- it may also include but not limited to other module units in the above-mentioned display device of the game screen, which will not be repeated in this example.
- the above-mentioned transmission means 1206 is used to receive or transmit data via a network.
- the specific examples of the above-mentioned network may include a wired network and a wireless network.
- the transmission device 1206 includes a network adapter (Network Interface Controller, NIC), which can be connected with other network devices and a router through a network cable so as to communicate with the Internet or a local area network.
- the transmission device 1206 is a radio frequency (Radio Frequency, RF) module, which is used to communicate with the Internet in a wireless manner.
- RF Radio Frequency
- the above-mentioned electronic device further includes: a display 1208 for displaying the above-mentioned first game screen; and a connection bus 1210 for connecting various module components in the above-mentioned electronic device.
- the above-mentioned terminal device or server may be a node in a distributed system, wherein the distributed system may be a block chain system, and the block chain system may be composed of the multiple nodes communicating through the network A distributed system formed by connecting in the form of .
- nodes can form a peer-to-peer (P2P, Peer To Peer) network, and any form of computing equipment, such as servers, terminals and other electronic devices, can become a node in the blockchain system by joining the peer-to-peer network.
- P2P peer-to-peer
- Peer To Peer Peer To Peer
- a computer program product or computer program comprising computer instructions stored in a computer readable storage medium.
- the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in the various optional implementation manners above.
- the computer program is configured to execute the steps in any one of the above method embodiments when running.
- the above-mentioned computer-readable storage medium may be configured to store a computer program for performing the following steps:
- the storage medium may include: a flash disk, a read-only memory (Read-Only Memory, ROM), a random access device (Random Access Memory, RAM), a magnetic disk or an optical disk, and the like.
- the integrated units in the above embodiments are realized in the form of software function units and sold or used as independent products, they can be stored in the above computer-readable storage medium.
- the essence of the technical solution of the present invention or the part that contributes to the related technology or all or part of the technical solution can be embodied in the form of software products, and the computer software products are stored in storage media, including Several instructions are used to make one or more computer devices (which may be personal computers, servers or network devices, etc.) execute all or part of the steps of the methods described in various embodiments of the present invention.
- the disclosed client can be implemented in other ways.
- the device embodiments described above are only illustrative, for example, the division of the units is only a logical function division, and there may be other division methods in actual implementation, for example, multiple units or components can be combined or can be Integrate into another system, or some features may be ignored, or not implemented.
- the mutual coupling or direct coupling or communication connection shown or discussed may be through some interfaces, and the indirect coupling or communication connection of units or modules may be in electrical or other forms.
- the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
- each functional unit in each embodiment of the present invention may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.
- the above-mentioned integrated units can be implemented in the form of hardware or in the form of software functional units.
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Abstract
本发明公开了一种游戏画面的显示方法和装置、存储介质及电子设备。其中,该方法包括:获取游戏中的目标虚拟角色当前所在的第一位置;获取从预先已渲染的背景图中裁剪出的与第一位置对应的第一背景图;根据第一背景图和第一前景图,生成与所述第一位置对应的第一游戏画面,第一前景图是与第一位置对应的前景图;向目标客户端发送第一游戏画面,目标客户端用于显示第一游戏画面。
Description
本申请要求于2021年7月2日提交中国专利局、申请号为202110753176.4名称为“游戏画面的显示方法和装置、存储介质及电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本发明涉及计算机领域,具体而言,涉及一种游戏画面的显示方法和装置、存储介质及电子设备。
背景
游戏场景渲染常是在三维空间中选取摄像机的角度,然后根据摄像机的位置对游戏场景进行渲染。
相关技术中游戏场景的渲染并不区分前景和背景,摄像机的位置转动到某个角度再去渲染对应角度的游戏画面,需要较长的渲染时间,延迟较大。对于延迟要求极低的游戏场景,会降低玩家的游戏体验。
技术内容
根据本发明实施例提供了一种游戏画面的显示方法,包括:获取游戏中的目标虚拟角色当前所在的第一位置;获取从预先已渲染的背景图中裁剪出的与所述第一位置对应的第一背景图;根据所述第一背景图和第一前景图,生成与所述第一位置对应的第一游戏画面,其中,所述第一前景图是与所述第一位置对应的前景图;向目标客户端发送所述第一游戏画面,其中,所述目标客户端用于显示所述第一游戏画面。
根据本发明实施例还提供了一种游戏画面的显示装置,包括:第一获取模块,用于获取游戏中的目标虚拟角色当前所在的第一位置;第二获取模块,用于获取从预先已渲染的背景图中裁剪出的与所述第一位置对应的第一背景图;生成模块,用于根据所述第一背景图和第一前景图,生成与所述第一位置对应的第一游戏画面,其中,所述第一前景图是与所述第一位置对应的前景图;发送模块,用于向目标客户端发送所述第一游戏画面,其中,所述目标客户端用于显示所述第一游戏画面。
根据本发明实施例还提供了一种计算机可读的存储介质,该计算机可读的存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述游戏画面的显示方法。
根据本发明实施例的还提供了一种电子设备,包括存储器和处理器,上述存储器中存储有计算机程序,上述处理器被设置为通过所述计算机程序执行上述的游戏画面的显示方法。
此处所说明的附图用来提供对本发明的进一步理解,构成本申请的一部分,本发明的示意性实施例及其说明用于解释本发明,并不构成对本发明的不当限定。在附图中:
图1是根据本发明实施例的游戏画面的显示方法的应用环境的示意图;
图2是根据本发明实施例的游戏画面的显示方法流程图;
图3是根据本发明实施例的的游戏画面示意图一;
图4是根据本发明实施例的目标背景图示意图;
图5是根据本发明实施例的游戏画面示意图二;
图6是根据本发明实施例的游戏画面示意图三;
图7是根据本发明实施例的游戏画面示意图四;
图8是根据本发明实施例的整体架构示意图;
图9是根据本发明实施例的对游戏的背景图进行渲染的示意图;
图10是根据本发明实施例的信息交互示意图;
图11是根据本发明实施例的游戏画面的显示装置的结构示意图;
图12是根据本发明实施例的电子设备的结构示意图。
实施方式
为了使本技术领域的人员更好地理解本发明方案,下面将结合本发明实施例中的附图,对本发明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发明一部分的实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本发明保护的范围。
需要说明的是,本发明的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本发明的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
相关技术中,在渲染游戏画面时,需要较长的渲染时间,延迟较大。本发明实施例提供了一种游戏画面的显示方法和装置、存储介质及电子设备,以至少解决游戏画面渲染的延迟较大的技术问题。
根据本发明实施例提供了一种游戏画面的显示方法,在一些实施例中,上述游戏画面的显示方法可以但不限于应用于如图1所示的应用环境中。上述应用环境中包括用户设备102、网络110和服务器112。
在一些实施例中,在本实施例中,上述用户设备102可以是配置有应用客户端的终端设备,可以包括但不限于以下至少之一:手机(如Android手机、iOS手机等)、笔记本电脑、平板电脑、掌上电脑、MID(Mobile Internet Devices,移动互联网设备)、PAD、台式电脑、智能电视等。应用客户端可以是游戏客户端、视频客户端、即时通信客户端、浏览器客户端、教育客户端等。上述用户设备102中包括存储器104、处理器106和显示器108,其中,存储器104用于存储数据,包括但不限于游戏画面数据,处理器106用于对数据进行处理,包括但不限于对应用客户端中的游戏数据进行处理,显示器108用于对游戏画面进行显示。
在一些实施例中,上述网络110可以包括但不限于:有线网络,无线网络,其中,该有线网络包括:局域网、城域网和广域网,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络。
上述服务器112可以是单一服务器,也可以是由多个服务器组成的服务器集群,或者是云服务器。上述服务器112中包括数据库114和处理引擎116,其中,上述数据库114用于存储数据,包括但不限于上述第一背景图和第一前景图,处理引擎116用于对游戏数据进行处理,包括但不限于生成与第一背景图和第一前景图对应的第一游戏画面,向应用客户端发送第一游戏画面。
上述仅是一种示例,本实施例中对此不作任何限定。
图2是根据本发明实施例的游戏画面的显示方法流程图。如图2所示,上述游戏画面的显示方法由服务器执行,包括:
步骤S202,获取游戏中的目标虚拟角色当前所在的第一位置;
其中,上述目标虚拟角色可以是在游戏场景中操控的角色,如图3所示是根据本发明实施例的游戏画面示意图一,其中,目标虚拟角色当前所在的位置为第一位置。
步骤S204,获取在预先已渲染的背景图中裁剪出的与所述第一位置对应的第一背景图;
其中,如图3中的背景为裁剪出的第一背景图,第一背景图是在预先已渲染的目标背景图中剪裁出的。如图4所示是根据本发明实施例的背景图示意图,该背景图是预先对游戏大地图的背景进行渲染得到的背景图,也可以称为目标背景图。
步骤S206,根据所述第一背景图和第一前景图,生成与所述第一位置对应的第一游戏画面,其中,所述第一前景图是与所述第一位置对应的前景图;
其中,如图3所示的前景为第一前景图,该前景图可以是根据目标虚拟角色当前所在的第一位置渲染出的。可以在剪裁第一背景图时对第一前景图进行渲染,也可以在获取第一背景图时对第一 前景图进行渲染。将渲染出的第一背景图和第一前景图进行叠加,生成图3所示的第一游戏画面。
步骤S208,向目标客户端发送所述第一游戏画面,其中,所述目标客户端用于显示所述第一游戏画面。
其中,上述目标客户端可以是游戏客户端,服务器可以将第一游戏画面发送给用户设备上安装的游戏客户端,以使该用户设备在游戏客户端的显示界面中显示上述第一游戏画面。
在上述步骤中,通过对游戏场景中的前景和背景分开渲染,提前渲染背景,节省了渲染背景的时间,降低了延迟,并保证了游戏场景的画质。根据前景和提前渲染的背景生成游戏画面,在客户端中显示游戏画面,可以在极短的时间完成客户端内游戏画面的切换,提升了用户体验。由此解决了游戏画面渲染的延迟较大的技术问题。
在一些实施例中,所述获取从预先已渲染的目标背景图中裁剪出的与所述第一位置对应的第一背景图,包括:当确定所述第一位置位于所述游戏的游戏地图中的第一区域中的情况下,获取从预先已渲染的所述目标背景图中裁剪出的、与所述第一区域对应的所述第一背景图,其中,所述游戏地图包括一组区域,所述一组区域中的每个区域对应于从预先已渲染的所述目标背景图中裁剪出的一个背景图。
在一些实施例中,可以将游戏大地图划分为多个区域,虚拟角色在同一区域内移动时,背景是不变的,上述第一区域是多个区域中的一个区域。上述目标背景图是预先对游戏大地图的背景进行渲染得到的背景图,游戏大地图中的每个区域对应于预先已渲染的目标背景图中剪裁出的一个背景图。如图4所示的预先已渲染的目标背景图,在该背景图中裁剪出与第一区域对应的第一背景图。
在一些实施例中,所述方法还包括:当所述目标虚拟角色从所述第一区域中的第一位置移动到第二区域中的第二位置时,获取从预先已渲染的所述目标背景图中裁剪出的与所述第二区域对应的所述第二背景图;根据所述第二背景图和第二前景图,生成与所述第二位置对应的第二游戏画面,其中,所述第二前景图是与所述第二位置对应的前景图;向所述目标客户端发送所述第二游戏画面,其中,所述目标客户端用于显示所述第二游戏画面。
在一些实施例中,目标虚拟角色在游戏地图中移动时,可以认为处于一个个的“区域”内。当目标虚拟角色在一个区域中时,对应一种背景图;当移动到另一个区域时,背景图产生一定的变化。云游戏环境中,通过云端强大的算力和存储能力,提前渲染了游戏地图上所有区域对应的目标背景图,可以在目标背景图中剪裁出每个区域对应的背景图,达到了节约背景图的渲染时间、减少延迟的效果。
在一些实施例中,上述第一区域和第二区域是游戏大地图中的不同区域,第一位置可以是第一区域中的任意位置,第二位置可以是第二区域内的任意位置。由于提前渲染了游戏地图上所有区域对应的背景图,可以从预先已渲染的目标背景图中剪裁出每个区域对应的背景图。例如,如图5所示是根据本发明实施例的游戏画面示意图二。目标虚拟角色从图3所示的第一区域中的第一位置移动到图5所示的第二区域中的第二位置,在图4所示的预先已渲染的目标背景图中剪裁出与第二区域相对应的第二背景图。在对第二背景图进行剪裁的过程,或者是在获取第二背景图的过程中,对图5所示的前景进行渲染得到第二前景图。将剪裁得到的第二背景图与第二前景图进行叠加,得到图5所示的第二游戏画面。可以由服务器将第二游戏画面发送给用户设备上安装的游戏客户端,以使其在游戏客户端的显示界面中显示第二游戏画面。在本实施例中,在服务器中渲染前景图,并在服务器中将前景图和背景图叠加生成游戏画面。由于服务器具有较强的计算能力,可以节省渲染时间,减少时延,将生成的游戏画面发送给游戏客户端,由游戏客户端进行显示,可以提升用户体验。
在一些实施例中,所述方法还包括:当所述目标虚拟角色从所述第一区域中的第一位置移动到所述第一区域中的第三位置时,根据所述第一背景图和第三前景图,生成与所述第三位置对应的第三游戏画面,其中,所述第三前景图是与所述第三位置对应的前景图;向所述目标客户端发送所述第三游戏画面,其中,所述目标客户端用于显示所述第三游戏画面。
在一些实施例中,目标虚拟角色在游戏地图中移动时,可以认为处于划分游戏地图得到的一个个的“区域“内。当目标虚拟角色在一个区域中时,对应一种背景图。上述第一位置和第三位置可以是第一区域中的不同位置,目标虚拟角色在同一区域中移动时,背景图不变。如图6所示是根据本发明实施例的游戏画面示意图三,目标虚拟角色从图3所示的第一区域内的第一位置移动到图6所示的第三位置,由于第一位置和第三位置在同一区域内,背景不变。可以对目标虚拟角色所在的第三位置的前景进行渲染,得到第三前景图。将在预先已渲染的目标背景图中剪裁出的第一背景图,与第三前景图进行叠加,得到如图6所示的第三游戏画面。在本实施例中,在服务器中渲染前景图, 并在服务器中将前景图和背景图叠加生成游戏画面。由于服务器具有较强的计算能力,可以节省渲染时间,减少时延,将生成的游戏画面发送给游戏客户端,由游戏客户端进行显示,可以提升用户体验。
在一些实施例中,所述根据所述第一背景图和第三前景图生成与所述第三位置对应的第三游戏画面,包括:对所述第一背景图执行与所述第三位置对应的形变处理,得到第三背景图;对所述第三前景图进行渲染,得到渲染后的所述第三前景图,并将所述渲染后的所述第三前景图叠加在所述第三背景图上,得到所述第三游戏画面。
在一些实施例中,在宏大地图场景的同一区域中看到的背景是一样的,如果完全不变化,就会显得有些生硬。可以把当前视角的背景图中的每个像素进行形变,最终出现的图像,就能很好的体现因为玩家移动而产生背景的视野变化。在本实施例中,上述形变处理可以是对背景图进行放大或者缩小处理。还可以对背景图中的每个像素点的像素值进行处理,例如,像素值增大或减少预设值,预设值可以根据实际情况而定。或者对相邻像素值进行均值处理等。
在一些实施例中,以图3所示的目标虚拟角色位于第一区域的第一位置为例,目标虚拟角色移动到第一区域的第三位置。由于第一位置和第三位置处于同一区域,背景图像相同。在预先已渲染的目标背景图中裁剪出与第一区域对应的第一背景图,对第一背景图的像素进行形变处理,得到第三背景图。对目标虚拟对象所在的第三位置的前景进行渲染,得到第三前景图,将第三前景图与第三背景图进行叠加,得到如图7所示的第三游戏画面。对比图3所示的游戏界面和图7所示的游戏界面,在前景中目标虚拟角色从第一区域的第一位置移动到第一区域的第三位置。在背景图中,图3中的背景图可以是在预先渲染的目标背景图中剪裁出的与第一区域对应的第一背景图,图7中的背景图是对目标背景图中剪裁出的与第一区域对应的背景图进行形变处理后得到的。
在一些实施例中,可以通过机器学习生成了形变模型,该形变模型可以是神经网络模型。可以使用训练样本对神经网络模型进行训练得到形变模型。训练样本可以包括:原始图像和形变图像。将目标背景图中剪裁出的与第一区域对应的第一背景图输入到形变模型,可以得到形变模型输出的第三背景图,第三背景图是第一背景图形变后的背景图。对目标虚拟对象所在的第三位置的前景进行渲染,得到第三前景图,将第三前景图与第三背景图进行叠加,得到如图7所示的第三游戏画面。对比图3所示的游戏界面和图7所示的游戏界面,在前景中目标虚拟角色从第一区域的第一位置移动到第一区域的第三位置。在背景图中,图3中的背景图可以是在预先渲染的目标背景图中剪裁出的与第一区域对应的第一背景图,图7中的背景图是对目标背景图中剪裁出的与第一区域对应的背景图进行形变处理后得到的。
在上述实施例中,对于同一区域内不同位置的背景图,无需重新进行渲染,通过简单的形变处理就能很好的体现背景的变化。
在一些实施例中,所述对所述第一背景图执行与所述第三位置对应的形变处理,得到第三背景图,包括:对所述第一背景图中的部分像素点或全部像素点的像素值进行调整,得到所述第三背景图。
在一些实施例中,在宏大地图场景的同一区域中看到的背景是一样的,如果完全不变化,就会显得有些生硬。可以把当前视角的背景图中的每个像素进行形变,最终出现的图像,就能很好的体现因为玩家移动而产生背景的视野变化。在本实施例中,上述形变处理可以是对背景图进行放大或者缩小处理。还可以对背景图中的全部或部分像素点的像素值进行处理,例如,部分像素点的像素值增大或减少预设值,预设值可以根据实际情况而定。或者对部分相邻像素值进行均值处理等。
在一些实施例中,可以通过机器学习生成了形变模型,该形变模型可以是神经网络模型。可以使用训练样本对神经网络模型进行训练得到形变模型。训练样本可以包括:原始图像和形变图像。将目标背景图中剪裁出的与第一区域对应的第一背景图输入到形变模型,可以得到形变模型输出的第三背景图,第三背景图是第一背景图形变后的背景图。上述形变模型可以对第一背景图中的部分或全部像素点的像素值进行处理。
在上述实施例中,对于同一区域内不同位置的背景图,无需重新进行渲染,通过简单的形变处理就能很好的体现背景的变化。
在一些实施例中,所述根据所述第一背景图和第一前景图,生成与所述第一位置对应的第一游戏画面,包括:对所述第一前景图进行渲染,得到渲染后的所述第一前景图,并将所述渲染后的所述第一前景图叠加在所述第一背景图上,得到所述第一游戏画面;或者对所述第一背景图进行缩放处理,得到第四背景图;对所述第一前景图进行渲染,得到渲染后的所述第一前景图,并将所述渲染后的所述第一前景图叠加在所述第四背景图上,得到所述第一游戏画面。
在一些实施例中,可以在对与第一区域对应的第一背景图进行剪裁的过程中,或者在获取第一背景图的过程中,对第一前景图进行渲染,将渲染完成的第一前景图与剪裁出的第一背景图进行叠加,得到第一游戏画面。
在一些实施例中,为了满足不同屏幕大小的用户设备的适配性,可以对第一背景图进行放大或缩小处理,上述缩放处理包括放大处理和缩小处理。例如,计算机PC端的显示屏通常比手机端的显示屏幕大,为了满足PC端和手机端不同显示屏幕大小的适配性,可以对提前渲染得到的第一背景图进行缩放处理,对于屏幕较大的PC端,可以将第一背景图放大,对于屏幕较小的手机端,可以将第一背景图缩小。对第一前景图进行渲染后,将缩放处理得到的第四背景图与第一前景图进行叠加,得到第一游戏画面。在本实施例中,通过对预先已渲染的第一背景图进行缩放处理,可以更好的适配不同显示屏的终端设备,保证了不同终端设备中,游戏画面的画质。
在一些实施例中,所述获取从预先已渲染的目标背景图中裁剪出的与所述第一位置对应的第一背景图,包括:从缓存服务器中获取从预先已渲染的所述目标背景图中裁剪出的所述第一背景图,其中,所述缓存服务器用于存储预先已渲染的所述目标背景图。
在一些示例中,上述缓存服务器可以是Cache云。在游戏渲染中,可以根据目标虚拟角色在游戏地图中的位置(坐标),以及摄像机视角等索引参数发给cache云。cache云根据索引参数,从预先已渲染的目标背景图中,剪裁出目标虚拟角色当前所在区域对应的游戏背景画面,得到第一背景图。
在一些示例中,上述cache云还可以根据目标虚拟角色当前所在的位置,确定目标虚拟角色在第一区域中的相对位置。根据目标虚拟角色在第一区域中的相对位置,对剪裁得到的第一背景图进行一定的拉伸和变形,得到第三背景图,以确保同一区域内不同位置的背景图像的真实性。
如图8所示是根据本发明可选实施例的整体架构示意图。游戏地图中的高清游戏背景作为原始素材,可以在云端的离线渲染群集中提前进行渲染,得到预先已渲染的目标背景图。离线渲染群集可以是多台配置了计算力强大的中央处理器的服务器,这些服务器可以持续的将游戏背景的原始素材渲染成游戏高清背景格式的图片或者视频。
渲染后的目标背景图作为游戏资源,存储在对应的存储云服务器群集中。Cache云加载存储云中的目标背景图,可以按照游戏场景、目标虚拟角色所在的位置(例如,坐标位置),以及摄像机角度的索引信息对目标虚拟背景图进行存储,目标背景图可以存储在内存或者SSD中,供游戏服务器来请求。
用户设备通过就近接入的方式,连接到云游戏的proxy节点。Proxy节点将玩家执行的操作转发到云游戏服务器,玩家可以通过对键盘、鼠标、手柄等输入进行操作,控制目标虚拟角色在游戏场景中移动。
proxy节点可以将游戏服务器产生的游戏的音视频流转发给用户设备;游戏服务器可以对游戏逻辑和游戏渲染进行处理,并最终将渲染好的画面编码为视频流,发送给proxy节点,并由proxy发送给用户设备。
对于多人游戏的场景,还有用于多人游戏场景的逻辑服务器,负责玩家状态的同步和交互。游戏渲染中,会根据游戏的场景,玩家所在的地图坐标,及其摄像机视角等参数发给cache云。cache云通过索引,从预先已渲染的游戏背景中,裁剪目标虚拟角色当前所在位置对应的游戏背景画面(第一背景图)。cache云可以根据玩家的当前所在的位置,确定在第一区域中的相对位置,对第一背景图进行一定的拉伸和变形,以确保真实性。
用户设备,可以直接显示游戏画面,例如上述根据第一背景图和第一前景图生成的第一游戏画面。用户设备还可以对前景和背景进行渲染融合,例如,对第一背景图和第一前景图进行叠加,得到第一游戏画面,并对第一游戏画面进行显示。由此可以进一步缩短云游戏服务器处理游戏背景而带来的延迟。
在一些实施例中,所述方法还包括:对所述游戏的背景图进行渲染,得到预先已渲染的所述目标背景图;向所述缓存服务器发送所述预先已渲染的所述目标背景图。
在一些示例中,可以由云端离线渲染集群对游戏的背景图进行渲染,得到预先已渲染的目标背景图,云端离线渲染集群对渲染得到的目标背景图发送给cache云。
如图9所示是根据本发明实施例的对游戏的背景图进行渲染的示意图,游戏地图中的高清游戏背景作为原始素材,可以在云端的离线渲染群集中提前进行渲染,得到预先已渲染的目标背景图。离线渲染群集可以是多台配置了计算力强大的中央处理器的服务器,这些服务器可以持续的将游戏背景的原始素材渲染成游戏高清背景格式的图片或者视频。
渲染后的目标背景图作为游戏资源,存储在对应的存储云服务器群集中。Cache云加载存储云中的目标背景图,可以按照游戏场景、目标虚拟角色所在的位置(例如,坐标位置),以及摄像机角度的索引信息对目标虚拟背景图进行存储,目标背景图可以存储在内存或者SSD中,供游戏服务器来请求。
在一些实施例中,所述获取在预先已渲染的目标背景图中裁剪出的与所述第一位置对应的第一背景图,包括:获取从预先已渲染的所述目标背景图中裁剪出的、与所述第一位置对应的第一静态背景图,其中,所述预先已渲染的所述目标背景图包括预先已渲染的目标静态背景图,或者,包括预先已渲染的目标动态背景图;或者获取在预先已渲染的所述目标背景图中裁剪出的与所述第一位置对应的第一动态背景图,其中,所述预先已渲染的所述目标背景图包括预先已渲染的目标动态背景图。
在一些示例中,对游戏场景预先进行渲染得到的可以是静态图,也可以是动态图。可以根据目标虚拟角色当前所在的位置,对目标静态图进行剪裁,得到与第一位置对应的第一静态图。或者,根据目标虚拟角色当前所在的位置,对目标动态图进行剪裁,得到与第一位置对应的第一动态图。
如图10所示是根据本发明可选实施例的信息交互示意图,游戏服务器和cache服务器类似于C/S结构。Cache云加载存储云中的目标背景图,可以按照游戏场景、目标虚拟角色所在的位置(例如,坐标位置),以及摄像机角度的索引信息对目标虚拟背景图进行存储,目标背景图可以存储在内存或者SSD中,供游戏服务器来请求。
游戏服务器将目标虚拟角色当前所在的第一位置,以及摄像机的视角发送给cache服务器。Cache云对目标背景图进行剪裁,得到与目标虚拟角色当前所在的第一位置对应的第一背景图,Cache云对第一背景图进行缩放处理,以及进行一定的视角畸变处理。Cache云将剪裁后的第一背景图,或者进行缩放处理的背景图,或者进行畸变处理的背景图,或者进行缩放处理和畸变处理的背景图发送给游戏服务器。游戏服务器对前景图和背景图进行叠加得到游戏画面,将游戏换件压缩为视频帧。游戏服务器将视频帧发送给proxy服务器,proxy服务器将视频帧发送给用户设备,在用户设备中显示游戏画面。对于多人游戏的场景,还有用于多人游戏场景的逻辑服务器,负责玩家状态的同步和交互。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本发明并不受所描述的动作顺序的限制,因为依据本发明,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本发明所必须的。
根据本发明实施例还提供了一种用于实施上述游戏画面的显示方法的游戏画面的显示装置。如图11所示,该装置包括:第一获取模块1102,用于获取游戏中的目标虚拟角色当前所在的第一位置;第二获取模块1104,用于获取从预先已渲染的背景图中裁剪出的与所述第一位置对应的第一背景图;生成模块1106,用于根据所述第一背景图和第一前景图,生成与所述第一位置对应的第一游戏画面,其中,所述第一前景图是与所述第一位置对应的前景图;发送模块1108,用于向目标客户端发送所述第一游戏画面,其中,所述目标客户端用于显示所述第一游戏画面。
在一些实施例中,所述第二获取模块,用于当确定所述第一位置位于所述游戏的游戏地图的第一区域中的情况下,获取从预先已渲染的所述目标背景图中裁剪出的、与所述第一区域对应的所述第一背景图,其中,所述游戏地图包括一组区域,所述一组区域中的每个区域对应于从预先已渲染的所述背景图中裁剪出的一个背景图。
在一些实施例中,所述第二获取模块,还用于当所述目标虚拟角色从所述第一区域中的第一位置移动到第二区域中的第二位置时,获取从预先已渲染的所述目标背景图中裁剪出的、与所述第二区域对应的所述第二背景图;所述生成模块,还用于根据所述第二背景图和第二前景图,生成与所述第二位置对应的第二游戏画面,其中,所述第二前景图是与所述第二位置对应的前景图;向所述目标客户端发送所述第二游戏画面,其中,所述目标客户端用于显示所述第二游戏画面。
在一些实施例中,所述生成模块,还用于当所述目标虚拟角色从所述第一区域中的第一位置移动到所述第一区域中的第三位置时,根据所述第一背景图和第三前景图生成与所述第三位置对应的第三游戏画面,其中,所述第三前景图是与所述第三位置对应的前景图;向所述目标客户端发送所述第三游戏画面,其中,所述目标客户端用于显示所述第三游戏画面。
在一些实施例中,上述所述第二获取模块,用于对所述第一背景图执行与所述第三位置对应的形变处理,得到第三背景图;对所述第三前景图进行渲染,得到渲染后的所述第三前景图,并将所述渲染后的所述第三前景图叠加在所述第三背景图上,得到所述第三游戏画面。
在一些实施例中,上述装置还用于对所述第一背景图中的部分像素点或全部像素点的像素值进行调整,得到所述第三背景图。
在一些实施例中,上述装置还用于对所述第一前景图进行渲染,得到渲染后的所述第一前景图,并将所述渲染后的所述第一前景图叠加在所述第一背景图上,得到所述第一游戏画面;对所述第一背景图进行缩放处理,得到第四背景图;对所述第一前景图进行渲染,得到渲染后的所述第一前景图,并将所述渲染后的所述第一前景图叠加在所述第四背景图上,得到所述第一游戏画面。
在一些实施例中,上述装置还用于从缓存服务器中获取从预先已渲染的所述背景图中裁剪出的所述第一背景图,其中,所述缓存服务器用于存储预先已渲染的所述背景图。
在一些实施例中,上述装置还用于对所述游戏的背景图进行渲染,得到预先已渲染的所述背景图;向所述缓存服务器发送所述预先已渲染的所述背景图。
在一些实施例中,上述装置还用于获取从预先已渲染的所述背景图中裁剪出的与所述第一位置对应的第一静态背景图,其中,所述预先已渲染的所述背景图包括预先已渲染的静态背景图,或者,包括预先已渲染的动态背景图;获取在预先已渲染的所述背景图中裁剪出的与所述第一位置对应的第一动态背景图,其中,所述预先已渲染的所述背景图包括预先已渲染的动态背景图。
根据本发明实施例的又一个方面,还提供了一种用于实施上述游戏画面的显示方法的电子设备,该电子设备可以是图1所示的终端设备或服务器。本实施例以该电子设备为服务器为例来说明。如图12所示,该电子设备包括存储器1202和处理器1204,该存储器1202中存储有计算机程序,该处理器1204被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
在一些实施例中,在本实施例中,上述电子设备可以位于计算机网络的多个网络设备中的至少一个网络设备。
在一些实施例中,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,获取游戏中的目标虚拟角色当前所在的第一位置;
S2,获取从预先已渲染的背景图中裁剪出的与所述第一位置对应的第一背景图;
S3,根据所述第一背景图和第一前景图,生成与所述第一位置对应的第一游戏画面,其中,所述第一前景图是与所述第一位置对应的前景图;
S4,向目标客户端发送所述第一游戏画面,其中,所述目标客户端用于显示所述第一游戏画面。
在一些实施例中,本领域普通技术人员可以理解,图12所示的结构仅为示意,电子装置电子设备也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图12其并不对上述电子装置电子设备的结构造成限定。例如,电子装置电子设备还可包括比图12中所示更多或者更少的组件(如网络接口等),或者具有与图12所示不同的配置。
其中,存储器1202可用于存储软件程序以及模块,如本发明实施例中的游戏画面的显示方法和装置对应的程序指令/模块,处理器1204通过运行存储在存储器1202内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的游戏画面的显示方法。存储器1202可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1202可进一步包括相对于处理器1204远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器1202具体可以但不限于用于存储物品的样本特征与目标虚拟资源账号等信息。作为一种示例,如图12所示,上述存储器1202中可以但不限于包括上述游戏画面的显示装置中的第一获取模块1102、第二获取模块1104、生成模块1106及发送模块1108。此外,还可以包括但不限于上述游戏画面的显示装置中的其他模块单元,本示例中不再赘述。
在一些实施例中,上述的传输装置1206用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1206包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1206为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
此外,上述电子设备还包括:显示器1208,用于显示上述第一游戏画面;和连接总线1210,用于连接上述电子设备中的各个模块部件。
在其他实施例中,上述终端设备或者服务器可以是一个分布式系统中的一个节点,其中,该分布式系统可以为区块链系统,该区块链系统可以是由该多个节点通过网络通信的形式连接形成的分 布式系统。其中,节点之间可以组成点对点(P2P,Peer To Peer)网络,任意形式的计算设备,比如服务器、终端等电子设备都可以通过加入该点对点网络而成为该区块链系统中的一个节点。
根据本申请的一个方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述各种可选实现方式中提供的方法。其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。
在一些实施例中,在本实施例中,上述计算机可读的存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,获取游戏中的目标虚拟角色当前所在的第一位置;
S2,获取从预先已渲染的背景图中裁剪出的与所述第一位置对应的第一背景图;
S3,根据所述第一背景图和第一前景图,生成与所述第一位置对应的第一游戏画面,其中,所述第一前景图是与所述第一位置对应的前景图;
S4,向目标客户端发送所述第一游戏画面,其中,所述目标客户端用于显示所述第一游戏画面。
在一些实施例中,在本实施例中,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是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
上述本发明实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本发明的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本发明各个实施例所述方法的全部或部分步骤。
在本发明的上述实施例中,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。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本发明各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本发明的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本发明原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本发明的保护范围。
Claims (18)
- 一种游戏画面的显示方法,由服务器执行,包括:获取游戏中的目标虚拟角色当前所在的第一位置;获取从预先已渲染的背景图中裁剪出的与所述第一位置对应的第一背景图;根据所述第一背景图和第一前景图,生成与所述第一位置对应的第一游戏画面,其中,所述第一前景图是与所述第一位置对应的前景图;向目标客户端发送所述第一游戏画面,其中,所述目标客户端用于显示所述第一游戏画面。
- 根据权利要求1所述的方法,其中,所述获取在预先已渲染的背景图中裁剪出的与所述第一位置对应的第一背景图,包括:当确定所述第一位置位于所述游戏的游戏地图的第一区域中的情况下,获取从预先已渲染的所述背景图中裁剪出的、与所述第一区域对应的所述第一背景图,其中,所述游戏地图包括一组区域,所述一组区域中的每个区域对应于从预先已渲染的所述背景图中裁剪出的一个背景图。
- 根据权利要求2所述的方法,其中,所述方法还包括:当所述目标虚拟角色从所述第一区域中的第一位置移动到第二区域中的第二位置时,获取从预先已渲染的所述目标背景图中裁剪出的、与所述第二区域对应的第二背景图;根据所述第二背景图和第二前景图,生成与所述第二位置对应的第二游戏画面,其中,所述第二前景图是与所述第二位置对应的前景图;向所述目标客户端发送所述第二游戏画面,其中,所述目标客户端用于显示所述第二游戏画面。
- 根据权利要求2所述的方法,其中,所述方法还包括:当所述目标虚拟角色从所述第一区域中的第一位置移动到所述第一区域中的第三位置时,根据所述第一背景图和第三前景图,生成与所述第三位置对应的第三游戏画面,其中,所述第三前景图是与所述第三位置对应的前景图;向所述目标客户端发送所述第三游戏画面,其中,所述目标客户端用于显示所述第三游戏画面。
- 根据权利要求4所述的方法,其中,所述根据所述第一背景图和第三前景图,生成与所述第三位置对应的第三游戏画面,包括:对所述第一背景图执行与所述第三位置对应的形变处理,得到第三背景图;对所述第三前景图进行渲染,得到渲染后的所述第三前景图,并将所述渲染后的所述第三前景图叠加在所述第三背景图上,得到所述第三游戏画面。
- 根据权利要求5所述的方法,其中,所述对所述第一背景图执行与所述第三位置对应的形变处理,得到第三背景图,包括:对所述第一背景图中的部分像素点或全部像素点的像素值进行调整,得到所述第三背景图。
- 根据权利要求1所述的方法,其中,所述根据所述第一背景图和第一前景图,生成与所述第一位置对应的第一游戏画面,包括:对所述第一前景图进行渲染,得到渲染后的所述第一前景图,并将所述渲染后的所述第一前景图叠加在所述第一背景图上,得到所述第一游戏画面;或者对所述第一背景图进行缩放处理,得到第四背景图;对所述第一前景图进行渲染,得到渲染后的所述第一前景图,并将所述渲染后的所述第一前景图叠加在所述第四背景图上,得到所述第一游戏画面。
- 根据权利要求1至7中任一项所述的方法,其中,所述获取从预先已渲染的背景图中裁剪出的与所述第一位置对应的第一背景图,包括:从缓存服务器中获取从预先已渲染的所述背景图中裁剪出的所述第一背景图,其中,所述缓存服务器用于存储预先已渲染的所述背景图。
- 根据权利要求8所述的方法,其中,所述方法还包括:对所述游戏的背景图进行渲染,得到预先已渲染的所述背景图;向所述缓存服务器发送所述预先已渲染的所述背景图。
- 根据权利要求1至7中任一项所述的方法,其中,所述获取从预先已渲染的背景图中裁剪出的与所述第一位置对应的第一背景图,包括:获取从预先已渲染的所述背景图中裁剪出的与所述第一位置对应的第一静态背景图,其中,所述预先已渲染的所述背景图包括预先已渲染的静态背景图或者预先已渲染的动态背景图;或者获取在预先已渲染的所述背景图中裁剪出的与所述第一位置对应的第一动态背景图,其中,所述预先已渲染的所述背景图包括预先已渲染的动态背景图。
- 一种游戏画面的显示装置,包括:第一获取模块,用于获取游戏中的目标虚拟角色当前所在的第一位置;第二获取模块,用于获取从预先已渲染的背景图中裁剪出的与所述第一位置对应的第一背景图;生成模块,用于根据所述第一背景图和第一前景图,生成与所述第一位置对应的第一游戏画面,其中,所述第一前景图是与所述第一位置对应的前景图;发送模块,用于向目标客户端发送所述第一游戏画面,其中,所述目标客户端用于显示所述第一游戏画面。
- 根据权利要求11所述的装置,其中,所述第二获取模块,用于当确定所述第一位置位于所述游戏的游戏地图的第一区域中的情况下,获取从预先已渲染的所述目标背景图中裁剪出的、与所述第一区域对应的所述第一背景图,其中,所述游戏地图包括一组区域,所述一组区域中的每个区域对应于从预先已渲染的所述背景图中裁剪出的一个背景图。
- 根据权利要求12所述的装置,其中,所述第二获取模块,还用于当所述目标虚拟角色从所述第一区域中的第一位置移动到第二区域中的第二位置时,获取从预先已渲染的所述目标背景图中裁剪出的、与所述第二区域对应的所述第二背景图;所述生成模块,还用于根据所述第二背景图和第二前景图,生成与所述第二位置对应的第二游戏画面,其中,所述第二前景图是与所述第二位置对应的前景图;向所述目标客户端发送所述第二游戏画面,其中,所述目标客户端用于显示所述第二游戏画面。
- 根据权利要求12所述的装置,其中,所述生成模块,还用于当所述目标虚拟角色从所述第一区域中的第一位置移动到所述第一区域中的第三位置时,根据所述第一背景图和第三前景图生成与所述第三位置对应的第三游戏画面,其中,所述第三前景图是与所述第三位置对应的前景图;向所述目标客户端发送所述第三游戏画面,其中,所述目标客户端用于显示所述第三游戏画面。
- 根据权利要求14所述的装置,其中,所述第二获取模块,用于对所述第一背景图执行与所述第三位置对应的形变处理,得到第三背景图;对所述第三前景图进行渲染,得到渲染后的所述第三前景图,并将所述渲染后的所述第三前景图叠加在所述第三背景图上,得到所述第三游戏画面。
- 一种计算机可读的存储介质,所述计算机可读的存储介质包括存储的程序,其中,所述程序运行时执行所述权利要求1至10任一项中所述的方法。
- 一种电子设备,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至10任一项中所述的方法。
- 一种计算机程序产品,该计算机程序产品包括计算机指令,该计算机指令存储在计算机可读存储介质中,计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行如权利要求1至10任一项中所述的方法。
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