CN111340684A - Method and device for processing graphics in game - Google Patents

Method and device for processing graphics in game Download PDF

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Publication number
CN111340684A
CN111340684A CN202010089369.XA CN202010089369A CN111340684A CN 111340684 A CN111340684 A CN 111340684A CN 202010089369 A CN202010089369 A CN 202010089369A CN 111340684 A CN111340684 A CN 111340684A
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rendering surface
map
game scene
game
virtual object
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CN111340684B (en
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谢志华
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T11/002D [Two Dimensional] image generation
    • G06T11/001Texturing; Colouring; Generation of texture or colour
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T3/00Geometric image transformations in the plane of the image
    • G06T3/04Context-preserving transformations, e.g. by using an importance map
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T7/00Image analysis
    • G06T7/70Determining position or orientation of objects or cameras
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T7/00Image analysis
    • G06T7/90Determination of colour characteristics

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  • Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Vision & Pattern Recognition (AREA)
  • Image Generation (AREA)

Abstract

The embodiment of the invention provides a method and a device for processing graphics in a game, wherein the method comprises the following steps: creating a rendering surface corresponding to a game scene, wherein the game scene comprises at least one preset virtual object; obtaining a map corresponding to the preset virtual object, and drawing the map in the rendering surface; mixing the rendering surface to obtain a shadow mask corresponding to the rendering surface; and drawing the shadow mask on the top layer of the game scene so as to present corresponding shadow effect. Therefore, when the shadow effect of the game scene needs to be presented, the transmission of light rays needs to be simulated in real time to carry out corresponding blocking calculation, and the resource consumption and the memory occupation for presenting the shadow effect can be reduced.

Description

Method and device for processing graphics in game
Technical Field
The invention relates to the technical field of games, in particular to a method and a device for processing graphs in games.
Background
With the development of games, under the rapid development of 3D games, the implementation scheme for light and shadow becomes increasingly complex. However, for some 2D games, unrealistic light and shadow are not needed, and due to the lower configuration limitations of the mobile phone platform and the large number of map uses and renderings of the game scene, a shadow implementation solution with lower performance consumption for 2D games is needed, and it needs to conform to the style of the game itself.
At present, in the prior art, the 2D dynamic shadow effect is realized by simply simulating the propagation of light rays through ray scanning and other schemes. However, on one hand, the 2D dynamic shadow needs to simulate the propagation of light to perform corresponding blocking calculation, which is high in consumption, and most of the solutions are directed to 2D games with an overlooking view angle, and on the other hand, the 2D dynamic shadow needs to add related blocking identifiers and light source identifiers in a map by art, which is high in cost requirement.
Disclosure of Invention
In view of the above, embodiments of the present invention are proposed to provide a method of in-game graphics processing and a corresponding apparatus of in-game graphics processing that overcome or at least partially solve the above problems.
In order to solve the above problem, an embodiment of the present invention discloses a method for processing graphics in a game, where the method includes:
creating a rendering surface corresponding to a game scene, wherein the game scene comprises at least one preset virtual object;
obtaining a map corresponding to the preset virtual object, and drawing the map in the rendering surface;
mixing the rendering surface to obtain a shadow mask corresponding to the rendering surface;
and drawing the shadow mask on the top layer of the game scene so as to present corresponding shadow effect.
Optionally, the drawing the map corresponding to the preset virtual object in the rendering surface includes:
acquiring first position information of the preset virtual object in the game scene and a mapping relation between the rendering surface and a coordinate system of the game scene;
determining second position information of the map in the rendering surface according to the first position information and the mapping relation;
and drawing the map in the rendering surface according to the second position information.
Optionally, the mixing the rendering surface to obtain the shadow mask corresponding to the rendering surface includes:
acquiring the transparency of the map;
and mixing the rendering surface and the map according to the transparency to obtain the shadow mask corresponding to the rendering surface.
Optionally, the game scene is a virtual room.
Optionally, before the step of drawing the shadow mask on the top layer of the game scene to present the corresponding shadow effect, the method further comprises:
and responding to the switching of the game scenes, and determining the game scenes to be displayed.
Optionally, the type of the preset virtual object is a light source type.
The embodiment of the invention also discloses a device for processing the graphics in the game, which comprises:
the system comprises a rendering surface creating module, a rendering surface creating module and a rendering surface generating module, wherein the rendering surface creating module is used for creating a rendering surface corresponding to a game scene, and the game scene comprises at least one preset virtual object;
the map drawing module is used for acquiring a map corresponding to the preset virtual object and drawing the map in the rendering surface;
the mixing module is used for mixing the rendering surface to obtain a shadow mask corresponding to the rendering surface;
and the shadow mask drawing module is used for drawing the shadow mask on the top layer of the game scene so as to present a corresponding light and shadow effect.
Optionally, the map drawing module includes:
the first position obtaining submodule is used for obtaining first position information of the preset virtual object in the game scene and a mapping relation between the rendering surface and a coordinate system of the game scene;
a second position determining submodule, configured to determine second position information of the map in the rendering surface according to the first position information and the mapping relationship;
and the map drawing submodule is used for drawing the map in the rendering surface according to the second position information.
Optionally, the mixing module comprises:
the transparency obtaining submodule is used for obtaining the transparency of the map;
and the mixing sub-module is used for mixing the rendering surface and the chartlet according to the transparency to obtain the shadow mask corresponding to the rendering surface.
Optionally, the game scene is a virtual room.
Optionally, the apparatus further comprises:
and the game scene acquisition module is used for responding to the switching of the game scene and determining the game scene to be displayed.
Optionally, the type of the preset virtual object is a light source type.
The embodiment of the invention also discloses an electronic device, which comprises:
one or more processors; and
one or more machine-readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform one or more of the method steps as described in embodiments of the invention.
Embodiments of the invention also disclose a computer-readable storage medium having instructions stored thereon, which, when executed by one or more processors, cause the processors to perform one or more of the method steps as described in embodiments of the invention.
The embodiment of the invention has the following advantages:
in the embodiment of the invention, a rendering surface corresponding to a game scene is created, a chartlet corresponding to a preset virtual object in the game scene is obtained, the chartlet is drawn in the rendering surface, and the rendering surface is mixed to obtain a shadow mask corresponding to the rendering surface; and drawing the shadow mask on the top layer of the game scene to present corresponding shadow effect. Therefore, when the shadow effect of the game scene needs to be presented, the transmission of light rays needs to be simulated in real time to carry out corresponding blocking calculation, and the resource consumption and the memory occupation for presenting the shadow effect can be reduced.
Drawings
FIG. 1 is a flow chart of the steps of a method embodiment of in-game graphics processing of the present invention;
FIG. 2 is a schematic view of a shadow mask of the present invention;
FIG. 3 is a block diagram of an embodiment of an apparatus for in-game graphics processing according to the present invention.
Detailed Description
In order to make the aforementioned objects, features and advantages of the present invention comprehensible, embodiments accompanied with figures are described in further detail below.
Referring to fig. 1, a flowchart illustrating steps of an embodiment of a method for graphics processing in a game according to the present invention is shown, which may specifically include the following steps:
step 101, creating a rendering surface corresponding to a game scene, wherein the game scene comprises at least one preset virtual object;
the embodiment of the invention can be applied to terminal equipment, and the terminal equipment can comprise various mobile terminals, such as a mobile phone, a tablet computer, a game machine, a PDA and the like. The operating system of the terminal device may include Android (Android), IOS, Windows Phone, Windows, and the like, and may generally support the running of various game applications.
The method comprises the steps of running a game application on a terminal device and rendering a graphical user interface on a display of the terminal device, wherein content displayed by the graphical user interface at least partially comprises a part of or all game scenes, specific content contained in the game scenes can be set by a developer or a player according to requirements, and the specific content can comprise various scene elements, such as virtual vegetation, virtual buildings, NPCs (non-player characters), props capable of interacting with game characters and the like. .
In this embodiment, the game scene includes at least one preset virtual object, and the preset virtual object may be a preset illumination influence factor object, including an object (e.g., a lamp, a candle, etc.) identified as a light source in the game scene. In addition, the preset virtual object may also be a virtual character controlled by a player in a game scene, may be a designated type of virtual character, may also be a virtual character controlled by a teammate player, may also be a virtual character controlled by a designated player, and the like, and is specifically set by a game developer, which is not limited to this embodiment.
In the embodiment of the present invention, in order to achieve a shadow effect with low performance consumption, a rendering surface may be created for a game scene, where the rendering surface (render surface) may be a memory image, and is used to redirect pixels output by a rendering pipeline to a picture buffer.
Specifically, the rendering surface has two necessary characteristic parameters, namely a size parameter and a pixel format parameter, where the pixel format parameter may include: RGB, RGBA, R8, G8, B8, a8, R32, G32, B32, a32,. Creating the rendering surface is accomplished by setting the size parameter and the pixel format parameter separately, and as an example, the size parameter of the rendering surface may be set to 256 × 256 pixels and the pixel format parameter to A8, where the rendering surface in A8 format is in a single channel (grayscale) form.
102, obtaining a map corresponding to the preset virtual object, and drawing the map in the rendering surface;
in the embodiment of the present invention, all the preset virtual objects included in the game scene may be determined first, then the maps corresponding to the preset virtual objects are obtained respectively, and the maps are drawn in the rendering surface. The preset virtual object corresponds to at least one associated map, and for a more complex preset virtual object, the corresponding virtual model may correspond to a plurality of maps.
Specifically, a corresponding map may be created for each preset virtual object, the map may be a single-channel illumination map, the map may further have a transparency attribute, for example, the transparency attribute is 0.6, and the size of the map may be positively correlated with the illumination influence intensity of the preset virtual object. For example, when the preset virtual object is a lamp, the illumination influence intensity of the lamp is large, and the size of the map corresponding to the lamp is large; when the preset virtual object is a candle, the illumination influence intensity of the candle is small, and the size of the map corresponding to the candle is small. After the maps are created, the corresponding relationship between the preset virtual objects and the maps can be established and stored. When the map needs to be obtained, the map corresponding to the preset virtual object can be found from the corresponding relationship between the preset virtual object and the map, so that the map is obtained. Further, the target position of the map in the rendering surface can be determined according to the position of the preset virtual object in the game scene, so that the map can be drawn at the target position in the rendering surface.
And 103, mixing the rendering surface to obtain a shadow mask corresponding to the rendering surface.
In the embodiment of the present invention, a blending process may be performed on the rendering surface to blend the rendering surface with the map, so as to obtain the shadow mask corresponding to the rendering surface.
Specifically, a first color value of the rendering surface can be acquired, a second color value of the map corresponding to the preset virtual object is acquired, and the first color value and the second color value are weighted according to preset weights, so that the rendering surface and the map are mixed, and the shadow mask corresponding to the rendering surface is acquired. The preset weight may be a preset weighting weight, and is used for controlling a mixing manner of the rendering surface and the map. FIG. 2 shows a schematic view of a shadow mask of the present invention, in FIG. 2, white areas are mapped areas and black areas are non-mapped areas.
And 104, drawing the shadow mask on the top layer of the game scene to present a corresponding shadow effect.
In the embodiment of the invention, when the light and shadow effect in the game scene needs to be presented, the shadow mask can be drawn on the top layer of the game scene so as to present the corresponding light and shadow effect.
Because the shadow mask comprises the map corresponding to the preset virtual object, the shadow mask can be directly drawn to realize the light and shadow effect, and the condition that the transmission of light rays needs to be simulated to carry out corresponding blocking calculation is avoided, so that the resource consumption for realizing the light and shadow effect is reduced.
In a preferred embodiment of the present invention, the step 102 may include the following sub-steps:
acquiring first position information of the preset virtual object in the game scene and a mapping relation between the rendering surface and a coordinate system of the game scene; determining second position information of the map in the rendering surface according to the first position information and the mapping relation; and drawing the map in the rendering surface according to the second position information.
Specifically, after the rendering surface is created, a coordinate system of the rendering surface may be established, for example, with the upper left corner of the rendering surface as an origin, the positive X-axis direction from the upper left corner to the right, and the positive Y-axis direction from the upper left corner to the lower, and then a mapping relationship between the established coordinate system of the rendering surface and the coordinate system of the game scene is determined. By acquiring first position information of a preset virtual object in a game scene and a mapping relation between a rendering surface and a coordinate system of the game scene, second position information of a map in the rendering surface can be determined according to the first position information and the mapping relation, and the map is drawn in the rendering surface according to the second position information.
In a preferred embodiment of the present invention, the step 103 may comprise the following sub-steps:
acquiring the transparency of the map; and mixing the rendering surface and the map according to the transparency to obtain the shadow mask corresponding to the rendering surface.
In the embodiment of the invention, the transparency of the map can be acquired, and the rendering surface and the map are mixed according to the transparency of the map to acquire the shadow mask corresponding to the rendering surface.
Specifically, when the rendering surface is subjected to blending processing, a blending mode may be set, where the blending mode is used to specify a color value ratio when the illumination map and the rendering surface are blended. For example, a blending mode may be set to (DST _ ALPHA, ZERO), meaning that ALPHA transparency of the source color is used as the weighting weight, and ALPHA of the target color is not used at all, where the source color is a color value of the map and the target color is a color value of the rendering surface.
In a preferred embodiment of the present invention, the game scene may be a virtual room. The virtual room is a building that simulates a real room structure in a game, and the virtual room may have a door, a window, a lamp, and other entities.
In a preferred embodiment of the present invention, the step 104 may be preceded by the following sub-steps:
and responding to the switching of the game scenes, and determining the game scenes to be displayed.
Specifically, when the player controls the virtual character to enter another game scene from one game scene, which is equivalent to a trigger operation for switching one game scene, the game application may determine the game scene to be displayed in response to the switching of the game scene. The game scene to be displayed may be a game scene newly entered by the virtual character. As an example, when the currently displayed game scene is a virtual room a, switching between the game scenes may be triggered through a door opening/closing control of the virtual room, and if a door of the virtual room a is opened, it may be determined that the game scene to be displayed is a virtual room B or an outdoor scene, which is not limited in this embodiment.
In the embodiment of the invention, the corresponding shadow mask can be respectively made for each game scene in advance, when the shadow effect needs to be presented, the shadow mask corresponding to the game scene to be displayed is directly obtained, and the shadow mask is drawn on the top layer of the game scene to be displayed so as to present the corresponding shadow effect, thereby further reducing the resource consumption for realizing the shadow effect.
In a preferred embodiment of the present invention, the type of the preset virtual object may be a light source type. The light source type refers to an entity preset in a game to emit light, for example, a natural light source such as the sun or the moon, or an illumination light source triggered by a game character in a scene, for example, a desk lamp, a pendant lamp, or a flashlight, which may be specifically set by a developer or a player according to a requirement, but the embodiment is not limited thereto.
In the embodiment of the invention, for the preset virtual object of the light source type, a bright lighting effect needs to be presented in a dark environment, and for other virtual objects of a non-light source type in the game scene, a dark or shadow effect is presented in a dark environment. In order to quickly realize the light source effect, a map of a preset virtual object aiming at the light source type can be obtained to make a shadow mask, so that the condition that the preset virtual object of the light source type needs to be rendered in real time when the light and shadow effect needs to be presented is avoided.
It should be noted that, for simplicity of description, the method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the illustrated order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments of the present invention. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred and that no particular act is required to implement the invention.
Referring to fig. 3, a block diagram of an embodiment of an apparatus for graphics processing in a game according to the present invention is shown, which may specifically include the following modules:
a rendering surface creating module 301, configured to create a rendering surface corresponding to a game scene, where the game scene includes at least one preset virtual object;
a map drawing module 302, configured to obtain a map corresponding to the preset virtual object, and draw the map in the rendering surface;
a blending module 303, configured to perform blending processing on the rendering surface to obtain a shadow mask corresponding to the rendering surface;
and a shadow mask drawing module 304, configured to draw the shadow mask on a top layer of the game scene to present a corresponding light and shadow effect.
In a preferred embodiment of the present invention, the map drawing module 302 may include the following sub-modules:
the first position obtaining submodule is used for obtaining first position information of the preset virtual object in the game scene and a mapping relation between the rendering surface and a coordinate system of the game scene;
a second position determining submodule, configured to determine second position information of the map in the rendering surface according to the first position information and the mapping relationship;
and the map drawing submodule is used for drawing the map in the rendering surface according to the second position information.
In a preferred embodiment of the present invention, the mixing module 303 may include the following sub-modules:
the transparency obtaining submodule is used for obtaining the transparency of the map;
and the mixing sub-module is used for mixing the rendering surface and the chartlet according to the transparency to obtain the shadow mask corresponding to the rendering surface.
In a preferred embodiment of the present invention, the game scene is a virtual room.
In a preferred embodiment of the present invention, the apparatus may further include the following modules:
and the game scene acquisition module is used for responding to the switching of the game scene and determining the game scene to be displayed.
In a preferred embodiment of the present invention, the type of the preset virtual object is a light source type.
For the device embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, refer to the partial description of the method embodiment.
An embodiment of the present invention further provides an electronic device, including:
one or more processors; and
one or more machine-readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform steps of a method as described by embodiments of the invention.
Embodiments of the present invention also provide a computer-readable storage medium having stored thereon instructions, which, when executed by one or more processors, cause the processors to perform the steps of the method according to embodiments of the present invention.
The embodiments in the present specification are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other.
As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or terminal that comprises the element.
The method for processing graphics in a game and the device for processing graphics in a game provided by the invention are described in detail, and a specific example is applied in the text to explain the principle and the implementation of the invention, and the description of the above embodiment is only used to help understand the method and the core idea of the invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

Claims (10)

1. A method of in-game graphics processing, the method comprising:
creating a rendering surface corresponding to a game scene, wherein the game scene comprises at least one preset virtual object;
obtaining a map corresponding to the preset virtual object, and drawing the map in the rendering surface;
mixing the rendering surface to obtain a shadow mask corresponding to the rendering surface;
and drawing the shadow mask on the top layer of the game scene so as to present corresponding shadow effect.
2. The method according to claim 1, wherein the drawing the map corresponding to the preset virtual object in the rendering surface comprises:
acquiring first position information of the preset virtual object in the game scene and a mapping relation between the rendering surface and a coordinate system of the game scene;
determining second position information of the map in the rendering surface according to the first position information and the mapping relation;
and drawing the map in the rendering surface according to the second position information.
3. The method of claim 1, wherein the blending the rendering surface to obtain the shadow mask corresponding to the rendering surface comprises:
acquiring the transparency of the map;
and mixing the rendering surface and the map according to the transparency to obtain the shadow mask corresponding to the rendering surface.
4. The method of claim 1, wherein the game scene is a virtual room.
5. The method of claim 1, wherein prior to the step of drawing the shadow mask on the top layer of the game scene to present the corresponding shadow effect, comprising:
and responding to the switching of the game scenes, and determining the game scenes to be displayed.
6. The method of claim 1, wherein the type of the preset virtual object is a light source type.
7. An apparatus for in-game graphics processing, the apparatus comprising:
the system comprises a rendering surface creating module, a rendering surface creating module and a rendering surface generating module, wherein the rendering surface creating module is used for creating a rendering surface corresponding to a game scene, and the game scene comprises at least one preset virtual object;
the map drawing module is used for acquiring a map corresponding to the preset virtual object and drawing the map in the rendering surface;
the mixing module is used for mixing the rendering surface to obtain a shadow mask corresponding to the rendering surface;
and the shadow mask drawing module is used for drawing the shadow mask on the top layer of the game scene so as to present a corresponding light and shadow effect.
8. The apparatus of claim 7, wherein the chartlet drawing module comprises:
the first position obtaining submodule is used for obtaining first position information of the preset virtual object in the game scene and a mapping relation between the rendering surface and a coordinate system of the game scene;
a second position determining submodule, configured to determine second position information of the map in the rendering surface according to the first position information and the mapping relationship;
and the map drawing submodule is used for drawing the map in the rendering surface according to the second position information.
9. An electronic device, comprising:
one or more processors; and
one or more machine readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform the steps of the method of one or more of claims 1-6.
10. A computer-readable storage medium having stored thereon instructions, which, when executed by one or more processors, cause the processors to perform the steps of the method of one or more of claims 1-6.
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