CN112907741B - Terrain scene generation method and device, electronic equipment and storage medium - Google Patents
Terrain scene generation method and device, electronic equipment and storage medium Download PDFInfo
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Abstract
The application relates to a terrain scene generation method, a device, electronic equipment and a storage medium, wherein the method comprises the following steps: when the game runs, acquiring a calculation logic file, and generating a terrain model based on the calculation logic file; wherein the computing logic file comprises: and generating each algorithm required to be executed by the terrain model, the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively. The method and the device can reduce the volume of the game release package, and can enable more players to download the game, so that the user experience can be improved.
Description
Technical Field
The present application relates to the field of internet technologies, and in particular, to a method and apparatus for generating a terrain scene, an electronic device, and a storage medium.
Background
With the development of information technology, the field of games is developed, and as well known, game scenes are elements with very large proportion in games, are realistic scenes, can often infect the player's inner world, and have higher immersion. In a game scene, many terrain scenes, such as mountain terrain, submarine terrain, etc., are often involved, so how to generate the terrain scenes becomes a key problem for a player to have a better game experience.
In the related art, before game release, a game developer encapsulates image data of all terrains related in a prefabricated game in a release package, transmits the image data to each player, downloads the release package by each player, and renders the image data according to the pre-prepared terrains in the release package to present a corresponding terrain scene when the game is operated.
However, in the above related art, the game developer needs to encapsulate the topographic data in the release package of the game, which will result in a larger volume of the release package of the game, and further, due to the larger volume of the release package of the game, some player terminals with smaller memory may not be able to download the game, which may result in poor user experience.
Disclosure of Invention
An object of the present application is to provide a terrain scene generating method, a device, an electronic apparatus and a storage medium, which are used for solving at least one technical problem.
In a first aspect, a terrain scene generation method is provided, including:
when the game runs, acquiring a calculation logic file;
generating a terrain model based on the calculation logic file;
wherein the computing logic file comprises:
and generating each algorithm required to be executed by the terrain model, the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively.
In one possible implementation, generating the terrain model based on the computational logic file further includes:
obtaining random seeds;
wherein generating a terrain model based on the computational logic file comprises:
a terrain model is generated based on the random seed and the computational logic.
In another possible implementation, generating the terrain model includes:
determining a current area to be rendered;
a terrain model is generated for the region to be rendered.
In another possible implementation, generating a terrain model for an area to be rendered includes:
respectively generating a seabed foundation elevation and a foundation elevation of at least one land area;
generating an ecological circle shade, and generating a global basic elevation map based on the ecological circle shade, the seabed basic elevation and the basic elevation of at least one land area;
generating a final global elevation map through a beach algorithm and a water erosion algorithm by the global basic elevation map;
and generating a terrain model for the area to be rendered based on the final global elevation and the acquired map data.
In another possible implementation, generating a terrain model for an area to be rendered includes:
respectively generating a basic elevation of a hilly area, a basic elevation of a mountain area and a basic elevation of a seabed sand accumulation area;
Generating an ecological circle shade, and generating a global basic elevation map based on the ecological circle shade, the basic elevation of the hilly area, the basic elevation of the mountain area and the basic elevation of the seabed sediment;
generating a final global elevation map through a beach algorithm and a water erosion algorithm by the global basic elevation map;
and generating a terrain model for the area to be rendered based on the final global elevation and the acquired map data.
In another possible implementation, generating the base elevation of the hilly area includes:
world coordinates corresponding to each pixel in the region to be rendered are obtained;
generating a first gray scale image according to the input seeds and world coordinates corresponding to each pixel respectively;
a base elevation of the hilly area is generated based on the first gray map.
In another possible implementation, generating the base elevation of the mountain area includes:
acquiring subdivision values corresponding to the areas to be rendered, wherein the subdivision values are used for determining the number of the divided intervals of the areas to be rendered;
generating a point at random positions in each section according to the input seeds;
determining whether points generated in each interval need to be erased or not based on the input probability information and the seeds, and erasing the determined points needing to be erased;
Calculating the distance between each pixel and a preset point corresponding to each pixel, wherein the preset point is the nearest point to each pixel;
generating a second gray level map based on the distance between each pixel and the preset point corresponding to each pixel and the maximum distance, wherein the maximum distance is the maximum distance in the distances between the pixels and the preset points corresponding to the pixels;
a base elevation of the mountain area is generated based on the second gray scale map.
In another possible implementation, the base elevation of the seafloor sand-accumulating region is generated based on the elevation of the mountain region, comprising at least one of:
performing reverse processing on the second gray level image to obtain a reverse processed gray level image, and generating a basic elevation of a first seabed sand accumulation area based on the reverse processed gray level image, wherein the basic elevation of the first seabed sand accumulation area is an elevation of a seabed coral region;
scaling the second gray level map according to a preset mode to obtain a scaled elevation, and generating a basic elevation of a second seabed sand accumulation area based on the scaled elevation, wherein the basic elevation of the second seabed sand accumulation area is an elevation of the seabed which meets preset conditions.
In another possible implementation, the region to be rendered includes: at least two terrain blocks;
Generating a terrain model for an area to be rendered, comprising:
a corresponding terrain model is generated for each of the at least two terrain blocks by a different thread.
In another possible implementation, the method further includes:
acquiring the current position of the player, and determining at least one first terrain block and/or at least one second terrain block based on the current position of the player;
stopping rendering the image corresponding to the at least one first topographic block; releasing image data corresponding to at least one second topographic block;
the first terrain block is a terrain block with a distance between the first terrain block and the current position of the player being greater than the line-of-sight distance and smaller than the buffer distance;
the second terrain block is a terrain block with a distance from the current position of the player being greater than the line-of-sight distance and less than the buffer distance.
In a second aspect, the present application provides a terrain scene generating apparatus, including:
the first acquisition module is used for acquiring a calculation logic file when the game runs;
the generating module is used for generating a terrain model based on the calculation logic file;
wherein the computing logic file comprises:
and generating each algorithm required to be executed by the terrain model, the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively.
In one possible implementation, the apparatus further includes: a second acquisition module, wherein,
the second acquisition module is used for acquiring random seeds;
the generation module is specifically used for generating the terrain model based on the calculation logic file: a terrain model is generated based on the random seed and the computational logic.
In another possible implementation manner, the generating module is specifically configured to, when generating the terrain model:
determining a current area to be rendered;
a terrain model is generated for the region to be rendered.
In another possible implementation manner, the generating module is specifically configured to, when generating a terrain model for an area to be rendered:
respectively generating a seabed foundation elevation and a foundation elevation of at least one land area;
generating an ecological circle shade, and generating a global basic elevation map based on the ecological circle shade, the seabed basic elevation and the basic elevation of at least one land area;
generating a final global elevation map through a beach algorithm and a water erosion algorithm by the global basic elevation map;
and generating a terrain model for the area to be rendered based on the final global elevation and the acquired map data.
In another possible implementation manner, the generating module is specifically configured to, when generating the terrain model for the area to be rendered:
Respectively generating a basic elevation of a hilly area, a basic elevation of a mountain area and a basic elevation of a seabed sand accumulation area;
generating an ecological circle shade, and generating a global basic elevation map based on the ecological circle shade, the basic elevation of the hilly area, the basic elevation of the mountain area and the basic elevation of the seabed sediment;
generating a final global elevation map through a beach algorithm and a water erosion algorithm by the global basic elevation map;
and generating the terrain model for the area to be rendered based on the final global elevation and the acquired mapping data.
In another possible implementation manner, the generating module is specifically configured to, when generating the base elevation of the hilly area:
world coordinates corresponding to each pixel in the region to be rendered are obtained;
generating a first gray scale image according to the input seeds and world coordinates corresponding to each pixel respectively;
and generating a basic elevation corresponding to the hilly area based on the first gray level diagram.
In another possible implementation manner, the generating module is specifically configured to, when generating the basic elevation of the mountain area:
acquiring subdivision values corresponding to the areas to be rendered, wherein the subdivision values are used for determining the number of the divided intervals of the areas to be rendered;
Generating a point at random positions in each section according to the input seeds;
determining whether points generated in each interval need to be erased or not based on the input probability information and the seeds, and erasing the determined points needing to be erased;
calculating the distance between each pixel and a preset point corresponding to each pixel, wherein the preset point is the nearest point to each pixel;
generating a second gray level map based on the distance between each pixel and the preset point corresponding to each pixel and the maximum distance, wherein the maximum distance is the maximum distance in the distances between the pixels and the preset points corresponding to the pixels;
a base elevation of the mountain area is generated based on the second gray scale map.
In another possible implementation, the generating module is specifically configured to at least one of:
performing reverse processing on the second gray level image to obtain a reverse processed gray level image, and generating a basic elevation of a first seabed sand accumulation area based on the reverse processed gray level image, wherein the basic elevation of the first seabed sand accumulation area is an elevation of a seabed coral region;
scaling the second gray level map according to a preset mode to obtain a scaled elevation, and generating a basic elevation of a second seabed sand accumulation area based on the scaled elevation, wherein the basic elevation of the second seabed sand accumulation area is an elevation of the seabed which meets preset conditions.
In another possible implementation, the region to be rendered includes: at least two terrain blocks; the generating module is specifically configured to, when generating a terrain model for an area to be rendered:
a corresponding terrain model is generated for each of the at least two terrain blocks by a different thread.
In another possible implementation, the apparatus further includes: a third acquisition module, a determination module, a rendering module, and a data release module, wherein,
the third acquisition module is used for acquiring the current position of the player;
a determining module for determining at least one first terrain block and/or at least one second terrain block based on the current location of the player;
the rendering module is used for stopping rendering the image corresponding to the at least one first terrain block; the method comprises the steps of,
the release data module is used for releasing the image data corresponding to the at least one second topographic block;
the first terrain block is a terrain block with a distance between the first terrain block and the current position of the player being greater than the line-of-sight distance and smaller than the buffer distance;
the second terrain block is a terrain block with a distance from the current position of the player being greater than the line-of-sight distance and less than the buffer distance.
In a third aspect, an electronic device is provided, comprising:
One or more processors;
a memory;
one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, the one or more applications configured to: operations corresponding to the method of terrain scene generation according to the first aspect and any possible implementation manner of the first aspect are performed.
In a fourth aspect, a computer readable storage medium is provided, the storage medium storing at least one instruction, at least one program, code set, or instruction set, the at least one instruction, at least one program, code set, or instruction set being loaded and executed by a processor to implement a method of terrain scene generation as shown in the first aspect and any possible implementation of the first aspect.
Compared with the prior art that image data of all terrains involved in game operation are packaged in a release package, in the method, the device, the electronic equipment and the storage medium for generating the terrain scene, a player terminal acquires a calculation logic file, namely a terrain model can be generated according to the calculation logic file, and the calculation logic file comprises: and generating each algorithm required to be executed by the terrain model, the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively. And each terrain model can be obtained without the need of running the image data packaged with all terrains as in the related art, so that the volume of the game release package can be reduced, more players can also be enabled to download the game, and further the user experience can be improved.
Drawings
FIG. 1 is a flow chart of a terrain scene generation method according to an embodiment of the present application;
FIG. 2 is a diagram of a common random number noise plot;
FIG. 3 is a Perlin noise plot;
FIG. 4 is a perlin noise plot for multiple iterations;
FIG. 5 is a schematic diagram obtained using the Voronoi algorithm;
FIG. 6 is a schematic diagram of a terrain block divided into 8 x 8 patches when the score value is 64;
FIG. 7 is a schematic diagram of discrete dots generated at 60% erasure rate;
FIG. 8 is a gray scale map obtained by using the Voronoi algorithm in the embodiment of the present application;
fig. 9 is a gray scale map obtained by reverse processing of a gray scale map obtained by using a Voronoi algorithm;
fig. 10 is a schematic structural diagram of a device for generating a terrain scene in an embodiment of the present application;
fig. 11 is a schematic device structure of an electronic device according to an embodiment of the present application;
FIG. 12 is a diagram of a land ocean area in an embodiment of the present application;
fig. 13 is a diagram of a marine field in an embodiment of the present application.
Detailed Description
The present application is described in further detail below with reference to the accompanying drawings.
The present embodiment is merely illustrative of the present application and is not intended to be limiting, and those skilled in the art, after having read the present specification, may make modifications to the present embodiment without creative contribution as required, but is protected by patent laws within the scope of the claims of the present application.
For the purposes of making the objects, technical solutions and advantages of the embodiments of the present application more clear, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments. All other embodiments, which can be made by one of ordinary skill in the art based on the embodiments herein without making any inventive effort, are intended to be within the scope of the present application.
In addition, the term "and/or" herein is merely an association relationship describing an association object, and means that three relationships may exist, for example, a and/or B may mean: a exists alone, A and B exist together, and B exists alone. In this context, unless otherwise specified, the term "/" generally indicates that the associated object is an "or" relationship.
The embodiment of the application provides a terrain scene generation method, which can be executed by electronic equipment, as shown in fig. 1, and can include:
step S101, when the game runs, a calculation logic file is acquired.
In particular, in embodiments of the present application, the game play process may include a game initialization process, and a process in which a player operates a game.
Further, in the embodiment of the application, the electronic device may obtain the computing logic file from the game installation package. Wherein the computing logic file comprises: and generating each algorithm required to be executed by the terrain model, the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively.
Step S102, generating a terrain model based on the calculation logic file.
For the embodiments of the present application, the terrain model may be a surface generated using a mathematical function. For example, the terrain model may be a mountain ecological terrain, a hilly ecological terrain, a seafloor dune ecological terrain, or the like.
Specifically, in the embodiment of the application, each algorithm in the calculation logic file is used to generate a corresponding terrain model. In the embodiment of the application, after the electronic device obtains each algorithm to be executed for generating the terrain model, the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively, each algorithm can be executed according to the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively, and the corresponding terrain model can be generated. In particular, the manner in which the corresponding terrain model is generated is detailed in the following examples.
Compared with the prior art that image data of all terrains involved in game operation are packaged in a release package, in the embodiment of the application, a player terminal acquires a calculation logic file, namely a terrain model can be generated according to the calculation logic file, and the calculation logic file comprises: and generating each algorithm required to be executed by the terrain model, the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively. And each terrain model can be obtained without the need of running the image data packaged with all terrains as in the related art, so that the volume of the game release package can be reduced, more players can also be enabled to download the game, and further the user experience can be improved.
In another possible implementation manner of the embodiment of the present application, before step S102, the method may further include: random seeds were obtained.
Specifically, in the embodiment of the present application, a 32-bit integer may be obtained as a seed of the random algorithm by using the random number function of the engine itself. In embodiments of the present application, the seed of the random algorithm may be generated locally.
Specifically, step S102 may specifically include: a terrain model is generated based on the random seed and the computational logic. In the embodiment of the application, the topography calculated according to each different value is made to have a certain similarity and completely different. The manner in which the corresponding terrain model is generated by means of the random seed and the calculation logic file is described in detail in the following embodiments.
Another possible implementation manner of the embodiment of the present application, generating a terrain model includes: determining a current area to be rendered; a terrain model is generated for the region to be rendered.
For the embodiment of the application, in the game initialization process, firstly, according to the position of the player at the client, a region with a specific visual distance being visible is calculated and is used as the region to be rendered currently. In this embodiment of the present application, the area where the specific visual distance is visible may be an area determined by taking the position where the client player is located as a center and taking the specific visual distance as a radius, or the area where the specific visual distance is visible may be an area within a specific visual distance range in the current direction according to the current direction information of the client player and determined by taking the position where the client player is located as a reference. Other ways of calculating the area visible to the specific visual distance according to the position of the client player are within the scope of the present application, and the embodiment of the present application is not limited thereto.
Further, in this embodiment of the present application, the specific visual distance may be a preset distance, or may be a visual distance input by a client player, or may be a visual distance determined according to environmental factors such as a current terrain, a current weather with a game scene, and a shielding. The embodiments of the present application are not limited thereto.
For example, the specific visual distance may be 300 meters, that is, during the game initialization process, an area within 300 meters may be used as the current area to be rendered according to the position of the client player, that is, an area with a radius of 300 meters may be used as the current area to be rendered with the position of the client player as the center of a circle.
For the embodiment of the present application, after determining the current area to be rendered, a corresponding terrain model is generated for the determined current area to be rendered, where a manner of generating the terrain model for the area to be rendered is described in the following embodiment.
For the embodiments of the present application, in addition to generating a large enough plot for a player to explore when a client player first enters a game (during the course of game initialization), it is also necessary to update the state of the plots in real time as the player's displacement (the player's course of operating the game updates the state of the plots in real time as the player's displacement). And calculating the number (region number) of the terrain block which should be in the current line of sight according to the world coordinates of the client player in real time, and further generating a terrain model corresponding to the region.
Specifically, generating a terrain model for an area to be rendered, comprising: respectively generating a seabed foundation elevation and a foundation elevation of at least one land area; generating an ecological circle shade, and generating a global basic elevation map based on the ecological circle shade, the seabed basic elevation and the basic elevation of at least one land area; generating a final global elevation map through a beach algorithm and a water erosion algorithm by the global basic elevation map; and generating a terrain model for the area to be rendered based on the final global elevation and the acquired map data.
In an embodiment of the present application, the land area may include: mountain areas, hilly areas, grassland areas, etc., that is: the base elevation of the land area may include: basic elevation of mountain area, basic elevation of hilly area, basic elevation of grassland area; in the embodiment of the application, the basic elevation of the land area comprises: the basic elevation of mountain areas and the basic elevation of hilly areas are described as examples, and the following embodiments are described in detail:
specifically, a manner of generating a terrain model for an area to be rendered includes: step Sa (not shown in the figure), step Sb (not shown in the figure), step Sc (not shown in the figure), step Sd (not shown in the figure), step Se (not shown in the figure), and step Sf (not shown in the figure), wherein,
Step Sa, generating a basic elevation of the hilly area.
Specifically, generating the base elevation of the hilly area may include: world coordinates corresponding to each pixel in the region to be rendered are obtained; generating a first gray scale image according to the input seeds and world coordinates corresponding to each pixel respectively; a base elevation of the hilly area is determined based on the first gray map.
For the present embodiments, a multi-iteration perlin noise algorithm is used to generate the base elevation of the terrain. The Perlin algorithm was designed by Ken Perlin in 1983 to generate more natural and organic graphics. The algorithm can calculate a gray scale map (first gray scale map) of the smooth transition based on the input seeds and world coordinates. In the embodiment of the application, world coordinates corresponding to each pixel are block coordinates and local coordinates of each pixel respectively, and a gray level map of smooth transition is calculated. In the embodiment of the application, the noise diagram obtained by using the perlin noise algorithm is in smooth transition on a plane, and is more suitable for simulating the naturally-formed terrain. For example, as shown in fig. 2 and 3, wherein fig. 2 is a normal random number noise chart, fig. 3 is a Perlin noise chart, and as can be seen from comparison of fig. 2 and 3, the values of the Perlin noise chart shown in fig. 3 show smooth transitions on a plane.
For example, using 8-time size perlin noise diagram as the substrate, reducing the depth to 50%, overlapping 25% depth and 4-time size perlin noise diagram (using another seed to avoid regularity), adding the next level of detail, and so on until 1-time size and 6.25% depth diagram are the final detail, so as to synthesize a gray scale diagram with rich detail, and ensuring that the gray scale interval is laid as full as possible between 0 and 1. In the embodiment of the application, the synthesized gray level map with rich details is used as the first gray level map. In the embodiment of the present application, the manner of generating the first gray map by using the multi-iteration perlin noise algorithm is not limited to an example manner, and any manner of generating the first gray map by using the multi-iteration perlin noise algorithm is within the protection scope of the embodiment of the present application. Wherein, the Perlin noise point diagram obtained by the Perlin noise point algorithm of multiple iterations is shown in fig. 4.
Step Sb, generating basic elevation of a mountain area;
specifically, generating a base elevation of a mountain area includes: acquiring subdivision values corresponding to the areas to be rendered, wherein the subdivision values are used for determining the number of the divided intervals of the areas to be rendered; generating a point at random positions in each section according to the input seeds; determining whether points generated in each interval need to be erased or not based on the input probability information and the seeds, and erasing the determined points needing to be erased; calculating the distance between each pixel and a preset point corresponding to each pixel, wherein the preset point is the nearest point to each pixel; generating a second gray level map based on the distance between each pixel and the preset point corresponding to each pixel and the maximum distance, wherein the maximum distance is the maximum distance in the distances between the pixels and the preset points corresponding to the pixels; a base elevation of the mountain area is generated based on the second gray scale map.
Specifically, in the embodiments of the present application, the Voronoi algorithm is used to generate the base elevation of the mountain area. Voronoi diagram is oneSeed speciesAnd the space segmentation algorithm is used for segmenting the plane according to the scattered points scattered randomly in the plane to form a relatively organic graph, as shown in fig. 5. But in embodiments of the present application it is not necessary that the boundaries be well defined as shown in FIG. 5The graph needs to possess a gray-scale graph with smooth transitions, so in the embodiment of the application, according to the core of Voronoi, an algorithm is designed as follows:
1. a subdivision value (necessarily an exponent of 2) is input that determines how many intervals each block will be divided into, for example, 8 x 8 intervals for a subdivision value of 64, as shown in fig. 6. In the embodiment of the present application, the area to be rendered may be one terrain block, or may include at least two terrain blocks. The embodiments of the present application are not limited thereto.
2. A seed is input, a point is generated at a random position in each of the divided intervals according to the seed, and whether the point in each is to be erased is calculated according to the seed and an input probability, as shown in fig. 7, and a discrete point is generated at an erasure rate of 60%, as shown in fig. 7.
3. Each pixel in the graph (namely one unit of the resolution of the topographic elevation map) is traversed, the distance between the pixel and the nearest discrete point is calculated, the distance is recorded at the position of the pixel, and the maximum distance value appearing in the whole graph is counted.
4. When all pixels are calculated, the calculated maximum distance sum of 0 is taken as a section, and the distance recorded on each pixel is normalized to be a value between 0 and 1, so that a gray scale map as shown in fig. 8 can be generated. The features of the Voronoi diagram shown in fig. 8 make it very suitable for generating a high-level diagram of steep ridges and continuous mountains, which we also apply here.
Sc, generating a foundation elevation of a seabed sand accumulation area;
specifically, generating a base elevation of a seabed sand region includes: performing reverse processing on the second gray level image to obtain a reverse processed gray level image, and generating a basic elevation of a first seabed sand accumulation area based on the reverse processed gray level image, wherein the basic elevation of the first seabed sand accumulation area is an elevation of a seabed coral region; and/or scaling the second gray level graph according to a preset mode to obtain a scaled elevation, and generating a basic elevation of the second seabed sand accumulation area based on the scaled elevation, wherein the basic elevation of the second seabed sand accumulation area is an elevation of the seabed which meets preset conditions.
For the embodiment of the application, the Voronoi algorithm is used to generate the sea floor volume Sha Gaocheng, and the reverse processing of the Voronoi diagram shown in fig. 8 can obtain a cell-like diagram, specifically, as shown in fig. 9, the Voronoi diagram can be used to make an elevation diagram of a sea floor with a coral coverage area, and the non-reverse Voronoi diagram can also be used to make a more gentle sea floor volume Sha Gaocheng through scaling of a value interval.
Sd, generating an ecological circle shade, and generating a global basic elevation map based on the basic elevation of the hilly area, the basic elevation of the mountain area and the basic elevation of the seabed sand accumulation area;
for the embodiment of the application, a large-size and low-iteration perlin noise algorithm is used for generating an ecological circle mask, the regional ranges of different ecological circles such as ocean, mountain land, beach and plain can be obtained according to different value intervals of the mask, and then the regional ranges are multiplied by the elevation maps of the corresponding regions in sequence to obtain the global basic elevation map. Specifically, a large-size, low-iteration Perlin algorithm is used to generate a land ocean region map (comprising land regions and ocean regions), wherein the generated land and ocean regions are shown in fig. 12; specifically, preset data is obtained from a logic file, and a land ocean region map (comprising a land region and an ocean region) is generated through a large-size and low-iteration Perlin algorithm based on the obtained preset data. In the embodiment of the present application, the preset data may include: the size of the noise, the number of iterations, and the plane offset, etc.
Further, a smaller-sized and low-iteration Perlin algorithm is used to generate a mountain area, that is, a mountain area and a non-mountain area in the area to be rendered can be obtained, then an actual area of the mountain is determined using the land area and the mountain area (for example, the actual area of the mountain can be obtained by multiplying the land area and the mountain area), and then an actual area of a hilly of the land area and the actual area of the mountain (for example, the actual area of the mountain can be obtained by subtracting the Liu Deou area), and then the above images of the land area and the ocean area are processed in a reverse manner to obtain an ocean area map, as shown in fig. 13. In the embodiment of the present application, the size and the iteration number of the Perlin algorithm used in generating the mountain area may be adjusted according to the actual situation, and in the embodiment of the present application, the size and the iteration number of the Perlin algorithm are not limited.
Further, after the ocean actual area map, the hilly actual area map and the mountain actual area map are obtained in the above embodiment, the actual sea floor elevation map is obtained from the ocean actual area map and the foundation elevation of the sea floor sand accumulation area; obtaining an actual hilly elevation map by using the actual hilly area map and the basic elevation of the hilly area; obtaining an actual mountain elevation map by using the mountain actual area map and the basic elevation of the mountain area; then obtaining a global basic elevation map based on the obtained actual seabed elevation map, the actual hilly elevation map and the actual mountain elevation map; specifically, in the embodiment of the application, the actual sea floor elevation map is obtained by multiplying the actual sea floor area map as a mask by the base elevation of the sea floor sand accumulation area; multiplying the actual hilly area graph by the basic elevation of the hilly area as a mask to obtain an actual hilly elevation graph; the actual mountain area map is multiplied by the basic mountain area map as a mask to obtain the actual mountain area map.
Further, in the embodiment of the present application, the land area includes a hilly area and a mountain area, which is described as an example, and the embodiment of the present application is not limited thereto, for example, the land area may also include a grassland area, etc., and the specific calculation manner is similar to the above embodiment. In addition, the present embodiment is not limited to the land area including the hilly area and the mountain area, and may be referred to as a first area and a second area, which may be any area on land.
When the resolution is low, the gray level is larger in size, the height and depth are smaller, the iteration times are more, and the details are more abundant.
Se, generating a final global elevation map through a beach algorithm and a water erosion algorithm by the global basic elevation map;
further, according to the predetermined sea level height and the global basic elevation calculated by the above steps, an area which is close to the sea level height and has a nearby terrain inclination smaller than a certain threshold is flattened into a beach (here, the constraint that some ecological circle areas are multiplied according to design requirements is also adopted, so that the beach cannot appear in special topography such as mangrove forest, and the reality of the terrain is increased).
Further, the global basic elevation is subjected to a water erosion algorithm to calculate a final global elevation. Meanwhile, in the past operation process, additional information such as ecological circle range, low-inclination angle information and the like aiming at the current terrain is also saved, and basis is provided for subsequent calculation.
And step Sf, generating a terrain model for the area to be rendered based on the final global elevation map and the acquired mapping data.
For the embodiments of the present application, the mapping data is used to display a mapping of the terrain model. In the embodiment of the present application, the terrain model of the region is obtained based on the obtained final global elevation map and the obtained map data.
In the above embodiments, the manner in which the corresponding terrain model is generated for each area has been described, and each area may be calculated by the main process when the corresponding terrain model is generated, but in order to relieve the pressure of the main process, different threads may be used to generate the corresponding terrain model for each area.
Specifically, the region to be rendered includes: at least two terrain blocks; generating a terrain model for an area to be rendered, comprising: a corresponding terrain model is generated for each of the at least two terrain blocks by a different thread.
In the embodiment of the present application, the threads used for generating the corresponding terrain model by each terrain block may be different, or may be partially the same, which is not limited in the embodiment of the present application. Further, for example, the world is divided into individual terrain blocks in units of 1 square kilometer, the land block of which the periphery is at most four terrain blocks to be displayed is calculated at any time according to the position of a client player, and the land blocks are calculated and generated simultaneously by multithreading. That is, in the embodiment of the present application, the calculation pressure of each thread can be reduced and the speed of generating the terrain model of each terrain block can be increased by calculating and generating each terrain block by different threads.
Further, in order to further reduce the calculation pressure of each thread and increase the speed of generating the terrain model of each terrain block, the ecological circle mask and each basic elevation can be generated through different threads when the corresponding terrain model is generated for each terrain block. The main process displays a loading interface and shows the terrain generation progress at the moment, waits for each thread to return a calculation result, and can start one thread by itself as long as all the calculation of the demand data of each terrain is completed, and the beach algorithm and the water erosion algorithm are sequentially operated by inputting the calculation result so as to further reduce the thread pressure and improve the speed of generating the terrain model by each terrain block. Further, when all the calculation of the single terrain block is completed, a unit terrain with the size of 1 square kilometer is generated for the single terrain block, and the generation of the terrain three-dimensional model is completed by inputting elevation data and mapping data according to the calculation result.
The generation of the three-dimensional model in the above embodiment may be applied to a game initialization process or a process in which a player operates a game, and when the generation of the three-dimensional model in the above embodiment is applied to a game initialization process, a game interface may be entered after the above process is completed.
The foregoing embodiment describes the generation manner of the terrain model corresponding to each area or each terrain block, but because the player changes in real time in the world when operating the game, that is, the position where the player is located changes in real time, when the player changes the position, it may not be required to display some terrain blocks currently, and in order to relieve the pressure of the memory and the processing capability of the terminal, rendering some terrain blocks may be stopped, or the data of some terrain blocks may be released.
Specifically, the method further comprises: acquiring the current position of the player, and determining at least one first terrain block and/or at least one second terrain block based on the current position of the player; stopping rendering the image corresponding to the at least one first topographic block; and releasing the image data corresponding to the at least one second topographic block.
The first terrain block is an area block with a distance between the first terrain block and the current position of the player being greater than the line-of-sight distance and smaller than the buffer distance; the second terrain block is an area block with a distance from the current position of the player being greater than the line-of-sight distance and less than the buffer distance.
Specifically, in the embodiment of the present application, the line-of-sight distance may be preset, or may be input by the client player; the buffer distance may be preset or may be input by the client player. The embodiments of the present application are not limited thereto.
For the embodiment of the application, when the client player is operating the game, the client player continuously moves in the map scene, so that the client player can generate a large enough land block for the player to explore except when entering the game for the first time, and the off or the deletion of the land block outside the sight distance can be performed in order to save the memory. In embodiments of the present application, when a terrain block is deleted, the relevant terrain data for the deleted data may be saved so that recovery may occur as soon as the player moves to the relevant location.
Specifically, the number of the terrain block in the current sight distance is calculated in real time according to the world coordinates of the client player, and the number of the terrain block which needs to be closed or deleted is compared with the generated terrain block set; if the topographic block exceeds the viewing distance but is still within the buffer distance, the topographic block is temporarily closed, saving graphics card efficiency, and can be quickly opened when it reenters the viewing distance, saving time for running the algorithm. If the topographic block exceeds the line of sight and the buffer distance, the topographic block can be deleted, the change information caused by the player is stored in the client hard disk, but all the data obtained by the calculation are not stored so as to save the archiving size, when the topographic block needs to be displayed again, the algorithm is restarted, the topographic model is calculated, and then the change of the player is superimposed, so that the uniformity of the game world is ensured.
The above embodiment describes a method for generating a terrain scene from the viewpoint of a method flow, and the following embodiment describes an apparatus for generating a terrain scene from the viewpoint of a virtual module or a virtual unit, specifically the following embodiment.
The embodiment of the application provides a device for generating a terrain scene, as shown in fig. 10, the device 1000 for generating the terrain scene may include:
a first obtaining module 1001, configured to obtain a calculation logic file when the game runs;
a generating module 1002, configured to generate a terrain model based on the calculation logic file;
wherein the computing logic file comprises:
and generating each algorithm required to be executed by the terrain model, the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively.
Another possible implementation manner of the embodiment of the present application, the apparatus 1000 further includes: a second acquisition module, wherein,
the second acquisition module is used for acquiring random seeds;
the generation module 1002 is specifically configured to, when generating a terrain model based on the calculation logic file: a terrain model is generated based on the random seed and the computational logic.
In another possible implementation manner of the embodiment of the present application, when the generating module 1002 is configured to generate a terrain model, the generating module is specifically configured to:
Determining a current area to be rendered;
a terrain model is generated for the region to be rendered.
In another possible implementation manner of this embodiment of the present application, when the generating module 1002 generates the terrain model for the area to be rendered, the generating module is specifically configured to:
respectively generating a seabed foundation elevation and a foundation elevation of at least one land area;
generating an ecological circle mask, and generating a global base elevation map based on the ecological circle mask, the seabed base elevation, and the base elevation of the at least one land area;
generating a final global elevation map through a beach algorithm and a water erosion algorithm by the global basic elevation map;
and generating the terrain model for the area to be rendered based on the final global elevation and the acquired mapping data.
In another possible implementation manner of this embodiment of the present application, when the generating module 1002 generates the terrain model for the area to be rendered, the generating module is specifically configured to:
respectively generating a basic elevation of a hilly area, a basic elevation of a mountain area and a basic elevation of a seabed sand accumulation area;
generating an ecological circle shade, and generating a global basic elevation map based on the ecological circle shade, the basic elevation of the hilly area, the basic elevation of the mountain area and the basic elevation of the seabed sediment;
Generating a final global elevation map through a beach algorithm and a water erosion algorithm by the global basic elevation map;
and generating the terrain model for the area to be rendered based on the final global elevation and the acquired mapping data.
In another possible implementation manner of the embodiment of the present application, when the generating module 1002 generates the base elevation of the hilly area, the generating module is specifically configured to:
world coordinates corresponding to each pixel in the region to be rendered are obtained;
generating a first gray scale image according to the input seeds and world coordinates corresponding to each pixel respectively;
a base elevation of the hilly area is generated based on the first gray map.
In another possible implementation manner of the embodiment of the present application, when the generating module 1002 generates the basic elevation of the mountain area, the generating module is specifically configured to:
acquiring subdivision values corresponding to the areas to be rendered, wherein the subdivision values are used for determining the number of the divided intervals of the areas to be rendered;
generating a point at random positions in each section according to the input seeds;
determining whether points generated in each interval need to be erased or not based on the input probability information and the seeds, and erasing the determined points needing to be erased;
Calculating the distance between each pixel and a preset point corresponding to each pixel, wherein the preset point is the nearest point to each pixel;
generating a second gray level map based on the distance between each pixel and the preset point corresponding to each pixel and the maximum distance, wherein the maximum distance is the maximum distance in the distances between the pixels and the preset points corresponding to the pixels;
a base elevation of the mountain area is generated based on the second gray scale map.
Another possible implementation manner of the embodiment of the present application, when the generating module 1002 generates the base elevation of the seabed sand accumulation area, is specifically used for at least one of the following:
performing reverse processing on the second gray level image to obtain a reverse processed gray level image, and generating a basic elevation of a first seabed sand accumulation area based on the reverse processed gray level image, wherein the basic elevation of the first seabed sand accumulation area is an elevation of a seabed coral region;
scaling the second gray level map according to a preset mode to obtain a scaled elevation, and generating a basic elevation of a second seabed sand accumulation area based on the scaled elevation, wherein the basic elevation of the second seabed sand accumulation area is an elevation of the seabed which meets preset conditions.
Another possible implementation manner of the embodiment of the present application, the area to be rendered includes: at least two terrain blocks; the generating module 1002 is specifically configured to, when generating a terrain model for an area to be rendered:
A corresponding terrain model is generated for each of the at least two terrain blocks by a different thread.
Another possible implementation manner of the embodiment of the present application, the apparatus 1000 further includes: a third acquisition module, a determination module, a rendering module, and a data release module, wherein,
the third acquisition module is used for acquiring the current position of the player;
a determining module for determining at least one first terrain block and/or at least one second terrain block based on the current location of the player;
the rendering module is used for stopping rendering the image corresponding to the at least one first terrain block; the method comprises the steps of,
the release data module is used for releasing the image data corresponding to the at least one second topographic block;
the first terrain block is a terrain block with a distance between the first terrain block and the current position of the player being greater than the line-of-sight distance and smaller than the buffer distance; the second terrain block is a terrain block with a distance from the current position of the player being greater than the line-of-sight distance and less than the buffer distance.
For the embodiment of the present application, the first acquiring module 1001, the second acquiring module, and the third acquiring module may be the same acquiring module, or may be different acquiring modules, or may be partially the same acquiring module, which is not limited in the embodiment of the present application.
Compared with the prior art that image data of all terrains involved in game operation are packaged in a release package, in the embodiment of the application, a player terminal acquires a calculation logic file, namely a terrain model can be generated according to the calculation logic file, and the calculation logic file comprises: and generating each algorithm required to be executed by the terrain model, the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively. And each terrain model can be obtained without the need of running the image data packaged with all terrains as in the related art, so that the volume of the game release package can be reduced, more players can also be enabled to download the game, and further the user experience can be improved.
The foregoing embodiment provides a terrain scene generating device, which is applicable to the foregoing method embodiment and is not described herein.
In the above embodiments, a method for generating a terrain scene is described from the viewpoint of a method flow, and a device for generating a terrain scene is described from the viewpoint of a virtual module, and an electronic device and a computer-readable storage medium are described below, respectively, in detail in the following embodiments.
In an embodiment of the present application, as shown in fig. 11, an electronic device 1100 shown in fig. 11 includes: a processor 1101 and a memory 1103. The processor 1101 is coupled to a memory 1103, such as via a bus 1102. Optionally, the electronic device 1100 may also include a transceiver 1104. It should be noted that, in practical applications, the transceiver 1104 is not limited to one, and the structure of the electronic device 1100 is not limited to the embodiments of the present application.
The processor 1101 may be a CPU (Central Processing Unit ), general purpose processor, DSP (Digital Signal Processor, data signal processor), ASIC (Application Specific Integrated Circuit ), FPGA (Field Programmable Gate Array, field programmable gate array) or other programmable logic device, transistor logic device, hardware components, or any combination thereof. Which may implement or perform the various exemplary logic blocks, modules, and circuits described in connection with this disclosure. The processor 1101 may also be a combination that performs computing functions, such as a combination comprising one or more microprocessors, a combination of a DSP and a microprocessor, or the like.
Bus 1102 may include a path that communicates information between the components. Bus 1102 may be a PCI (Peripheral Component Interconnect, peripheral component interconnect Standard) bus or an EISA (Extended Industry Standard Architecture ) bus, or the like. Bus 1102 may be divided into address bus, data bus, control bus, and the like. For ease of illustration, only one thick line is shown in FIG. 11, but not only one bus or one type of bus.
The Memory 1103 may be, but is not limited to, a ROM (Read Only Memory) or other type of static storage device that can store static information and instructions, a RAM (Random Access Memory ) or other type of dynamic storage device that can store information and instructions, an EEPROM (Electrically Erasable Programmable Read Only Memory ), a CD-ROM (Compact Disc Read Only Memory, compact disc Read Only Memory) or other optical disk storage, optical disk storage (including compact discs, laser discs, optical discs, digital versatile discs, blu-ray discs, etc.), magnetic disk storage media or other magnetic storage devices, or any other medium that can be used to carry or store desired program code in the form of instructions or data structures and that can be accessed by a computer.
The memory 1103 is used for storing application program codes for executing the present application and is controlled to be executed by the processor 1101. The processor 1101 is configured to execute application code stored in the memory 1103 to implement what is shown in the foregoing method embodiment.
Among them, electronic devices include, but are not limited to: mobile terminals such as mobile phones, notebook computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), in-vehicle terminals (e.g., in-vehicle navigation terminals), and the like, and stationary terminals such as digital TVs, desktop computers, and the like. But may also be a server or the like. The electronic device shown in fig. 11 is only an example, and should not impose any limitation on the functionality and scope of use of the embodiments of the present application.
The present application provides a computer readable storage medium having a computer program stored thereon, which when run on a computer, causes the computer to perform the corresponding method embodiments described above. Compared with the prior art, in the embodiment of the application, the player terminal obtains the calculation logic file, namely, the corresponding terrain model can be generated according to the calculation logic file, and the calculation logic file comprises: and generating each algorithm required to be executed by the terrain model, the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively. And each terrain model can be obtained without the need of running the image data packaged with all terrains as in the related art, so that the volume of the game release package can be reduced, more players can also be enabled to download the game, and further the user experience can be improved.
It should be understood that, although the steps in the flowcharts of the figures are shown in order as indicated by the arrows, these steps are not necessarily performed in order as indicated by the arrows. The steps are not strictly limited in order and may be performed in other orders, unless explicitly stated herein. Moreover, at least some of the steps in the flowcharts of the figures may include a plurality of sub-steps or stages that are not necessarily performed at the same time, but may be performed at different times, the order of their execution not necessarily being sequential, but may be performed in turn or alternately with other steps or at least a portion of the other steps or stages.
The foregoing is only a partial embodiment of the present application, and it should be noted that, for a person skilled in the art, several improvements and modifications can be made without departing from the principle of the present application, and these improvements and modifications should also be considered as the protection scope of the present application.
Claims (5)
1. A terrain scene generation method, comprising:
when the game runs, acquiring a calculation logic file;
Generating a terrain model based on the calculation logic file;
wherein the computational logic file comprises:
generating each algorithm to be executed by the terrain model, the execution sequence of each algorithm and the parameter information corresponding to each algorithm respectively;
the generating a terrain model based on the calculation logic file further comprises:
obtaining random seeds;
wherein the generating a terrain model based on the computational logic file comprises:
generating a terrain model based on the random seed and the computational logic file;
the generating a terrain model includes:
determining a current area to be rendered;
generating the terrain model for the area to be rendered;
the generating the terrain model for the area to be rendered comprises the following steps:
respectively generating a basic elevation of a hilly area, a basic elevation of a mountain area and a basic elevation of a seabed sand accumulation area;
generating an ecological circle shade, and generating a global basic elevation map based on the ecological circle shade, the basic elevation of the hilly area, the basic elevation of the mountain area and the basic elevation of the seabed sediment;
generating a final global elevation map through a beach algorithm and a water erosion algorithm by the global basic elevation map;
Generating the terrain model for the region to be rendered based on the final global elevation and the acquired map data;
the generating the basic elevation of the hilly area comprises the following steps:
world coordinates corresponding to each pixel in the region to be rendered are obtained;
generating a first gray scale image according to the input seeds and world coordinates corresponding to each pixel respectively;
generating a basic elevation of the hilly area based on the first gray map;
the generating the basic elevation of the mountain area comprises the following steps:
acquiring a subdivision value corresponding to the region to be rendered, wherein the subdivision value is used for determining the number of intervals divided by the region to be rendered;
generating a point at random positions in each section according to the input seeds;
determining whether points generated in each interval need to be erased or not based on the input probability information and the seeds, and erasing the determined points needing to be erased;
calculating the distance between each pixel and a preset point corresponding to each pixel, wherein the preset point is the nearest point to each pixel;
generating a second gray level map based on the distance between each pixel and the preset point corresponding to each pixel and the maximum distance, wherein the maximum distance is the maximum distance in the distances between the pixel and the preset point corresponding to the pixel;
Generating a basic elevation of the mountain area based on the second gray scale map;
the foundation elevation for generating the seabed sand accumulation area comprises the following steps:
scaling the second gray level map according to a preset mode to obtain a scaled elevation, and generating a basic elevation of a second seabed sand accumulation area based on the scaled elevation, wherein the basic elevation of the second seabed sand accumulation area is an elevation of the seabed which meets preset conditions.
2. The method of claim 1, wherein the generating a base elevation of a seafloor sand area comprises:
and carrying out reverse processing on the second gray level image to obtain a reverse processed gray level image, and generating a basic elevation of a first seabed sand accumulation area based on the reverse processed gray level image, wherein the basic elevation of the first seabed sand accumulation area is an elevation of a seabed coral area.
3. The method of claim 1, wherein the region to be rendered comprises: at least two terrain blocks;
the generating the terrain model for the area to be rendered comprises the following steps:
a corresponding terrain model is generated for each of the at least two terrain blocks by a different thread.
4. A method according to any one of claims 1-3, wherein the method further comprises:
acquiring the current position of a player, and determining at least one first terrain block and/or at least one second area block based on the current position of the player;
stopping rendering the image corresponding to the at least one first topographic block; releasing the image data corresponding to the at least one second topographic block;
the first terrain block is a terrain block with a distance between the first terrain block and the current position of the player being greater than the line-of-sight distance and smaller than the buffer distance;
the second terrain block is a terrain block with a distance from the current position of the player being greater than the line-of-sight distance and less than the buffer distance.
5. An electronic device, comprising:
one or more processors;
a memory;
one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, the one or more applications configured to: a method of performing the terrain scene generation according to any of claims 1 to 4.
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