CN113546411B - Game model rendering method, device, terminal and storage medium - Google Patents
Game model rendering method, device, terminal and storage medium Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/04—Texture mapping
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
- G06T15/20—Perspective computation
- G06T15/205—Image-based rendering
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02D—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
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Abstract
The embodiment of the invention discloses a rendering method, a rendering device, a terminal and a storage medium of a game model; the method comprises the steps that a target game model is obtained from preset game texture resources, and a target material ball and a target basic texture map associated with the target game model are obtained, wherein the target basic texture map is a square continuous tiled texture; acquiring a target map attribute corresponding to the target basic texture map when the target game model is on; rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute. The embodiment of the invention improves the problem of overlarge consumption of related resources in the process of representing a picture with higher precision in the prior art.
Description
Technical Field
The present invention relates to the field of image processing, and in particular, to a method, an apparatus, a terminal, and a storage medium for rendering a game model.
Background
In the context of rapid development of computer technology, the creation of game models through modeling software is an indispensable step in the production of many products. For example, in game production, a plurality of three-dimensional models need to be built by modeling software, and then virtual scenes of the game are formed by combining the three-dimensional models.
Currently, to represent the reality and detail of a game model, a large amount of texture Map support is often required, such as color Map (Diffuse Map), normal Map (Normal Map), and hybrid Map. If a plurality of textures exist on the game model, the pixel of one texture map can reach 1k to 2k, the size of the whole game inclusion can reach about 20G, the size approaches to the size of a 3A game (high development cost game), and if a plurality of texture maps with the size of 2k are loaded, the memory of a game running terminal can be directly exploded.
Generally, a game model in a game inclusion needs to correspondingly store a texture map; however, as the game model of the game virtual scene increases, the number of texture maps required grows linearly, which ultimately results in a very bulky game piece.
In order to reduce the size of the game inclusion, the texture mapping is compressed through a compression strategy in the prior art so as to reduce the size of the game inclusion, so that the memory of the game running terminal can support the game inclusion. But compressing the texture map will affect the sharpness of the texture map and thus the picture accuracy. It can be seen that the related resources are consumed too much when representing a higher precision picture in the prior art.
Disclosure of Invention
The embodiment of the invention provides a rendering method, a rendering device, a rendering terminal and a storage medium of a game model, which can be used for solving the problem that related resources are excessively consumed when a picture with higher precision is displayed in the prior art to a certain extent.
The embodiment of the invention provides a rendering method of a game model, which comprises the following steps:
in a first aspect, an embodiment of the present application provides a method for rendering a game model, including:
Obtaining a target game model from a preset game texture resource, and a target material ball and a target basic texture map associated with the target game model, wherein the game texture resource comprises a game model, a material ball associated with the game model and a basic texture map associated with the game model, and the basic texture map is a square continuous tiled texture;
acquiring a target map attribute corresponding to the target basic texture map when the target game model is on;
Rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
In some embodiments, the target base texture map is a square continuous tiled texture of a preset unit pattern, and the rendering the target game model based on the target material ball, the target map attribute and the target base texture map to obtain a rendered model of the target game model includes:
Rendering the target game model based on the target material ball, the target map attribute and the tetragonal continuous tiled texture to obtain a rendered model of the target game model, wherein the rendered model comprises a plurality of preset unit patterns.
In some embodiments, the rendering the target game model based on the target material ball, the target map attribute, and the target base texture map to obtain a rendered model of the target game model includes:
Based on the target map attribute and the target material ball, adjusting the map attribute of the target basic texture map to obtain an adjusted target basic texture map;
and rendering the target game model based on the adjusted target basic texture map to obtain a rendered model of the target game model.
In some embodiments, the rendering the target game model based on the target material ball, the target map attribute, and the target base texture map to obtain a rendered model of the target game model includes:
Rendering the target game model based on the target basic texture map to obtain a preliminary game model with a preliminary rendering effect;
and adjusting the mapping attribute of the target basic texture mapping on the preliminary game model based on the target material ball and the target mapping attribute to obtain the rendered model.
In some embodiments, one of the base texture maps comprises at least two base texture subgraphs, one base texture subgraph corresponding to each map attribute;
Rendering the target game model based on the target basic texture map to obtain a preliminary game model with a preliminary rendering effect, including:
Rendering the target game model based on the basic texture subgraph of the target basic texture map to obtain a preliminary game model with a preliminary rendering effect;
The adjusting the mapping attribute of the target basic texture mapping on the preliminary game model based on the target material ball and the target mapping attribute to obtain the rendered model comprises the following steps:
And adjusting the mapping attribute of the basic texture subgraph on the preliminary game model to a corresponding target mapping attribute based on the target material ball to obtain the rendered model.
In some embodiments, the at least two base texture subgraphs are taken from at least two of a color map, a highlight map, a gloss map, a height map, and a normal map of a preset unit pattern.
In some embodiments, the color map includes a mask layer for penetrating out texture regions in the color map, masking non-texture regions in the color map, the texture regions being regions in which texture patterns in the target base texture map are located.
In some embodiments, the rendering the target game model based on the base texture subgraph of the target base texture map to obtain a preliminary game model with a preliminary rendering effect includes:
determining a target basic texture subgraph used when the target game model is rendered from the basic texture subgraphs of the target basic texture map;
Rendering the target game model based on the target basic texture subgraph to obtain a preliminary game model with a preliminary rendering effect;
the step of adjusting the mapping attribute of the basic texture subgraph on the preliminary game model to the corresponding target mapping attribute based on the target material ball to obtain the rendered model comprises the following steps:
and adjusting the mapping attribute of the target basic texture subgraph on the preliminary game model to a corresponding target mapping attribute based on the target material ball to obtain the rendered model.
In some embodiments, the target map attribute includes a first display parameter value of the color map, a second display parameter value of the highlight map, a third display parameter value of the gloss map, and a fourth display parameter value of the normal map;
the target texture ball-based adjustment of the mapping attribute of the target basic texture subgraph on the preliminary game model to the corresponding target mapping attribute, to obtain the rendered model, comprises:
and adjusting the display parameter value of the color map of the target basic texture map on the preliminary game model to be the first display parameter value, the display parameter value of the highlight map to be the second display parameter value, the display parameter value of the glossiness map to be the third display parameter value and the display parameter value of the normal map to be the fourth display parameter value based on the target material ball to obtain the rendered model.
In some embodiments, the target map attributes include a first tile parameter value of the color map, a second tile parameter value of the highlight map, a third tile parameter value of the gloss map, and a fourth tile parameter value of the normal map;
the target texture ball-based adjustment of the mapping attribute of the target basic texture subgraph on the preliminary game model to the corresponding target mapping attribute, to obtain the rendered model, comprises:
and adjusting the tiling parameter value of the color map of the target basic texture map on the preliminary game model to be the first tiling parameter value, the tiling parameter value of the highlight map to be the second tiling parameter value, the tiling parameter value of the glossiness map to be the third tiling parameter value and the tiling parameter value of the normal map to be the fourth tiling parameter value based on the target material ball to obtain the rendered model.
In some embodiments, before the obtaining the target game model from the preset game texture resource and the target texture ball and the target base texture map associated with the target game model, the method further includes:
Acquiring a preset unit pattern;
based on the preset unit patterns and preset mapping attributes, obtaining basic texture subgraphs corresponding to each mapping attribute;
Obtaining a basic texture map corresponding to the preset unit pattern based on the basic texture subgraph;
And adding the basic texture map and a preset game model in the game texture resource in a correlated way.
In some embodiments, before the obtaining the target game model from the preset game texture resource and the target texture ball and the target base texture map associated with the target game model, the method further includes:
Acquiring a material ball corresponding to a preset map attribute;
and adding the material ball and a preset game model in the game texture resource in a correlated way.
In a second aspect, an embodiment of the present application further provides a rendering device for a game model, including:
A first obtaining unit, configured to obtain a target game model from a preset game texture resource, and a target material ball and a target base texture map associated with the target game model, where the game texture resource includes a game model, a material ball associated with the game model, and a base texture map associated with the game model, and the base texture map is a square continuous tiled texture;
a second obtaining unit, configured to obtain a target map attribute corresponding to the target base texture map when the target game model is on the target game model;
and the rendering unit is used for rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
In a third aspect, an embodiment of the present application further provides a terminal, including a memory storing a plurality of instructions; the processor loads instructions from the memory to execute steps in any of the game model rendering methods provided by the embodiments of the present application.
In a fourth aspect, embodiments of the present application further provide a computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform steps in any of the rendering methods of game models provided in the embodiments of the present application.
According to the embodiment of the application, the game model, the material balls associated with the game model and the basic texture map associated with the game model are stored in the game texture resource, the target game model and the target material balls and the target basic texture map associated with the target game model are obtained from the game texture resource, and the target game model is rendered, so that the map attribute of the target basic texture map in the rendered model is the target map attribute. In the first aspect, as the target material ball is used in rendering, the mapping attribute of the target basic texture mapping can be changed in real time, so that the same basic texture mapping can be multiplexed in different game models; on one hand, the problem that the game texture resources are overlarge because different texture maps are required to be stored for different game models respectively, and further the game running terminal cannot support the game inclusion because of overlarge game inclusion is avoided; on the other hand, because the occupied space of the texture map is reduced without relying on compressing the texture map, the definition of the texture map is improved to a certain extent, and the picture precision is improved.
In the second aspect, since the base texture map is a square continuous tiled texture, the base texture map can be infinitely multiplexed without the occurrence of sharpness problems such as stretching and seams by real-time change of the map attribute of the target base texture map, and the picture accuracy is improved to some extent. Therefore, the application can solve the problem of overlarge consumption of related resources in the process of representing the picture with higher precision in the prior art to a certain extent.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are needed in the description of the embodiments will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present invention, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic flow chart of a method for rendering a game model according to an embodiment of the present application;
FIG. 2 is a schematic illustration of a predetermined unit pattern provided in an embodiment of the present application;
FIG. 3 is a schematic diagram illustrating a relationship between a target base texture map and a target base texture subgraph provided in an embodiment of the present application;
FIG. 4 is a schematic illustration of display parameter value adjustment provided in an embodiment of the present application;
FIG. 5 is a schematic diagram showing the effects of different tile parameter values provided in an embodiment of the present application;
FIG. 6 is a schematic illustration of tile parameter value adjustment provided in an embodiment of the present application;
FIG. 7 is a schematic diagram of a game model rendering device according to an embodiment of the present application;
Fig. 8 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present invention will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to fall within the scope of the invention.
The embodiment of the invention provides a rendering method, a rendering device, a terminal and a storage medium of a game model.
The rendering device of the game model can be integrated in an electronic device, and the electronic device can be a terminal, a server and other devices. The terminal can be a mobile phone, a tablet computer, an intelligent Bluetooth device, a notebook computer, a personal computer (Personal Computer, PC) or the like; the server may be a single server or a server cluster composed of a plurality of servers.
In some embodiments, the rendering device of the game model may be integrated in a plurality of electronic devices, for example, the rendering device of the game model may be integrated in a plurality of servers, and the rendering method of the game model of the present invention is implemented by the plurality of servers.
For example, in some embodiments, the rendering device of the game model may be integrated in a terminal and server cluster, thereby implementing Cloud Gaming (Cloud Gaming); the server can render the picture by the rendering method of the game model provided by the scheme, and send the rendered picture to the terminal through the network so as to play the rendered picture at the terminal, thereby reducing the consumption of computing resources of the terminal and improving the picture quality of the picture displayed by the terminal.
In some embodiments, the server may also be implemented in the form of a terminal, for example, a personal computer may be provided as the server to integrate the rendering means of the game model.
For example, the electronic device may be a mobile terminal, where the mobile terminal may obtain, through a network, a target game model from a preset game texture resource, and a target texture ball and a target base texture map associated with the target game model, where the game texture resource includes the game model, the texture ball associated with the game model, and the base texture map is a square continuous tiled texture; acquiring a target map attribute corresponding to a target basic texture map when the target game model is on; rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
In the following, a description will be given beginning to a method for rendering a game model according to an embodiment of the present application, where an execution body of the method for rendering a game model according to an embodiment of the present application may be an electronic device such as a terminal, a server, or the like, or an electronic device integrated with the apparatus for rendering a game model according to an embodiment of the present application, and in order to simplify and facilitate description, in a subsequent method embodiment, the execution body is omitted, and the method for rendering a game model includes: obtaining a target game model from preset game texture resources, and a target material ball and a target basic texture map associated with the target game model, wherein the game texture resources comprise the game model, the material ball associated with the game model and the basic texture map associated with the game model, and the basic texture map is a square continuous tiled texture; acquiring a target map attribute corresponding to a target basic texture map when the target game model is on; rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
Referring to fig. 1, fig. 1 is a flowchart of a method for rendering a game model according to an embodiment of the present application. It should be noted that although a logical order is depicted in the flowchart, in some cases the steps depicted or described may be performed in a different order than presented herein. The rendering method of the game model comprises steps 101-103, wherein:
101. and acquiring a target game model from a preset game texture resource, and associating a target material ball and a target basic texture map with the target game model.
The game texture resource comprises a game model, material balls associated with the game model and a basic texture map associated with the game model, wherein the basic texture map is a square continuous tiled texture.
Game texture resources refer to a resource library that stores base texture maps, game models, and material balls, such as game pieces.
The game model is a model of a virtual article, and the virtual article is any model capable of being provided with texture maps, such as clothing, cloth, walls, tables and chairs and the like. The game model can be a three-dimensional model, which can be designed through three-dimensional software, and can also be obtained by establishing a three-dimensional geometric structure through a two-dimensional image.
The target game model refers to a game model to be rendered.
Specifically, when a rendering instruction for a target game model is detected, the target game model is acquired from a preset game texture resource, and a target material ball and a target base texture map associated with the target game model.
Wherein the rendering instructions are instructions for mapping the target base texture map to a target game model surface. The rendering instructions may be triggered automatically when the game is run to display a game screen, or may be triggered in a game engine such as Unity.
Rendering refers to processing visual effects on the game model after the game model is manufactured, for example, the game model can display corresponding visual effects in a game scene by setting the lighting, materials, textures, colors, environments and the like of the game model.
The mapping is a link in the 3D movie and television animation and game making process, namely: a material plan made of planar software such as Ps (Photoshop) covers a process of creating a stereoscopic model by using 3D manufacturing software such as Maya and 3DMax, and is called a map.
According to the embodiment of the application, the rendering of the target game model can be realized in a mapping mode. Setting the lighting, material, texture, color, environment, etc. of the target game model may be achieved by mapping the texture map to the target game model surface and setting the map attribute of the texture map mapped to the target game model.
A texture map is typically a two-dimensional image, which is a discrete number of pixels, called texels, that ultimately map to pixels on the screen.
The basic texture map is used for controlling the appearance of the game model. The basic texture map is a texture map which can be mapped to the surface of a game model by adjusting the map attribute through a material ball, and particularly is a square continuous tiled texture. The base texture map may be made by an artist or may be a texture map set by default in the game model editor. Because the square continuous tiled textures can be infinitely repeated, no seam appears on the left, right, up and down, and the method is very suitable for repeated resources in games.
The target base texture map is a base texture map associated with the target game model for mapping to a surface of the target game model.
Wherein the material ball is an editor for setting or adjusting the map properties of the underlying texture map on the game model.
The target texture ball is a texture ball associated with the target game model for setting or adjusting the mapping properties of the target base texture map on the target game model.
In an embodiment of the application, a game texture resource stores a game model, a material ball associated with the game model, and a base texture map associated with the game model. In the game texture resource, each game model can be correspondingly associated with one basic texture map, and can also be correspondingly associated with a plurality of basic texture maps; the game models can be correspondingly associated with one material ball or a plurality of material balls; each material ball may be associated with one game model, or may be associated with a plurality of game models (i.e., a plurality of game models share a material ball). Illustratively, as shown in Table 1, a game texture resource is associated with each game model with one base texture map, with each game model with one texture ball, and with each texture ball with one game model.
TABLE 1
102. And obtaining the target map attribute corresponding to the target basic texture map when the target game model is on.
Wherein the target texture map attribute is an attribute parameter value for setting the target base texture map. Such as display parameter values, tiling parameter values, etc. of the target base texture map.
The display parameter values of the target base texture map are used to adjust the color shade of the target base texture map on the target game model or whether it is displayed.
The tiling parameter values of the target base texture map are used to adjust the number of tilings of the target base texture map on the target game model.
In step 102, there are various ways to obtain the target map attribute, which illustratively includes:
(1) The rendering instruction in step 101 carries the target map attribute, and the target map attribute can be determined directly based on the rendering instruction.
(2) The target game model and the target map attribute are stored in the game texture resource in an associated manner, and when a rendering instruction of the target game model is detected in step 101, the target map attribute stored in association with the target game model can be obtained from the game texture resource from the identification information of the target game model carried in the rendering instruction.
103. And rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model.
Wherein the map attribute of the target base texture map in the rendered model is a target map attribute. The rendered model refers to a model obtained by mapping the target base texture map to the target game model surface.
Step 103 may be implemented to render the target game model mainly by mapping, i.e. mainly mapping the texture map to the target game model surface. For ease of understanding, the process of rendering a target game model by way of a map is described by way of example as follows: performing UV unfolding on the target game model to obtain a UV unfolding result; and mapping the target basic texture mapping to a corresponding position according to the UV unfolding result to obtain a mapped target game model which is used as a rendered model.
Wherein UV is a abbreviation of U, V texture map coordinates, which may also be referred to as texture map coordinates, which may define a position of each point in a two-dimensional image, and in a game model, UV may precisely correspond each point on the image to a surface of the game model, so that the game model may exhibit a corresponding visual effect; UV spreading refers to converting the surface of the game model into a planar representation.
In the embodiment of the application, the game model, the material balls associated with the game model and the basic texture map associated with the game model are stored in the game texture resource, the target game model and the target material balls and the target basic texture map associated with the target game model are obtained from the game texture resource, and the target game model is rendered, so that the map attribute of the target basic texture map in the rendered model is the target map attribute. In the first aspect, as the target material ball is used in rendering, the mapping attribute of the target basic texture mapping can be changed in real time, so that the same basic texture mapping can be multiplexed in different game models; on one hand, the problem that the game texture resources are overlarge because different texture maps are required to be stored for different game models respectively, and further the game running terminal cannot support the game inclusion because of overlarge game inclusion is avoided; on the other hand, because the occupied space of the texture map is reduced without relying on compressing the texture map, the definition of the texture map is improved to a certain extent, and the picture precision is improved.
In the second aspect, since the base texture map is a square continuous tiled texture, the base texture map can be infinitely multiplexed without the occurrence of sharpness problems such as stretching and seams by real-time change of the map attribute of the target base texture map, and the picture accuracy is improved to some extent. Therefore, the embodiment of the application can solve the problem of overlarge consumption of related resources in the process of representing the picture with higher precision in the prior art to a certain extent.
The rendering of the target game model in step 103 by means of mapping is performed in various ways, and illustratively includes:
1) The mapping attribute of the target basic texture mapping is adjusted, and then the adjusted target basic texture mapping is mapped to the target game model. In this case, step 103 may specifically include the following steps 1031A to 1032A:
1031A, based on the target map attribute and the target texture sphere, adjusting the map attribute of the target base texture map to obtain an adjusted target base texture map.
The process of adjusting the map attribute of the target base texture map in step 1031A is similar to the process of adjusting the map attribute of the target base texture map on the preliminary game model in step 1032B, and specific reference may be made to step 1032B and its expanded description, and for simplicity of description, details are not repeated here. For example, reference may be made to the adjustment process of the map properties of the target base texture map when the base texture map is a single texture map, or a set of texture maps. For another example, the adjustment process of the target base texture map attribute may be referred to when the target map attribute is a display parameter value or a tiling parameter value.
The differences are: in step 1031A, the map attributes of the target base texture map that have not been mapped to the target game model are adjusted, and in step 1031A, the map attributes of the target base texture map that have been mapped to the target game model are adjusted.
1032A, rendering the target game model based on the adjusted target base texture map, to obtain a rendered model of the target game model.
Illustratively, first, performing UV expansion on a target game model to obtain a UV expansion result; and then mapping the adjusted target basic texture map to a corresponding position according to the UV unfolding result to obtain a rendered model of the target game model.
By adjusting the mapping attribute of the target basic texture mapping first and then mapping the adjusted target basic texture mapping to the target game model, the mapping attribute of the target basic texture mapping in the rendered model can be ensured to be the target mapping attribute on the basis of mapping the target basic texture mapping to the target game model.
2) Mapping the target basic texture map to a target game model, and then adjusting the map attribute of the target basic texture map on the target game model. In this case, step 103 may specifically include the following steps 1031B to 1032B:
1031B, rendering the target game model based on the target basic texture map to obtain a preliminary game model with a preliminary rendering effect.
The primary rendering effect is a rendering effect formed by mapping a target basic texture map of a default map attribute to a target game model surface.
The preliminary game model is a model obtained by mapping the target base texture map to the target game model surface. The difference between the preliminary game model and the rendered model is that: the map attribute of the target base texture map in the preliminary game model is a default map attribute, and the map attribute of the target base texture map in the rendered model is a target map attribute.
For example, step 1031B may specifically include: firstly, performing UV unfolding on a target game model to obtain a UV unfolding result; and then, mapping the target basic texture map to a corresponding position according to the UV unfolding result to obtain a preliminary game model with a preliminary rendering effect.
1032B, adjusting the mapping attribute of the target basic texture mapping on the preliminary game model based on the target material ball and the target mapping attribute, so as to obtain the rendered model.
The mapping attribute of the target base texture map on the preliminary game model is adjusted in step 1032B, which will be described in detail later, and is not repeated here for simplicity of description.
By mapping the target base texture map to the target game model and then adjusting the map attribute of the target base texture map on the target game model, the map attribute of the target base texture map in the rendered model can be ensured to be the target map attribute on the basis of mapping the target base texture map to the target game model.
3) Mapping the target base texture map to the target game model while setting the map attribute of the target base texture map on the target game model.
Further, in order to reduce the memory occupied by the texture map in the game enclosure, the basic texture map stored in the game texture resource is a square continuous tiled texture of a preset unit pattern. Fig. 2 is a schematic diagram illustrating a preset unit pattern according to an embodiment of the present application, where (a) in fig. 2 shows a square continuous tile texture using a texture pattern as the preset unit pattern, and (b) in fig. 2 shows that a plurality of identical texture patterns can be tiled all around by (a) the texture pattern. A preset unit pattern may be determined according to practical situations, for example, a texture pattern may be used as a preset unit pattern, as shown in fig. 2 (a), or two identical texture patterns may be used as a preset unit pattern, where specific metrics of a preset unit pattern are not limited.
That is, the target base texture map stored in the game texture resource is a square continuous tile texture of a predetermined unit pattern. At this time, step 103 may specifically include: and rendering the target game model based on the target material ball, the target map attribute and the tetragonal continuous tiled texture to obtain a rendered model of the target game model. The rendered model comprises a plurality of preset unit patterns.
As described above, the manner of rendering the target game model is various, and by way of example, "rendering the target game model based on the target material ball, the target map attribute, and the square continuous tile texture, results in a rendered model of the target game model" is similar to the above-described manners 1) to 3). The target mapping attribute comprises a tiling parameter value of a square continuous tiling texture, and the tiling parameter value of the square continuous tiling texture when the target material ball is adjusted on the target game model can be obtained after rendering in the process of mapping the square continuous tiling texture to the target game model, so that a plurality of preset unit patterns are tiled on the after-rendering model.
The method comprises the steps that a square continuous tiling texture with a preset unit is stored in a game texture resource to serve as a basic texture map of a game model, and the basic texture map is read from the game texture resource to be rendered in the game model rendering process, so that on one hand, the memory occupied by the map of the game texture resource can be reduced because the square continuous tiling texture with the preset unit is only stored; on the other hand, because the stored square continuous tiled textures are program textures, the program textures have the characteristics of infinite expansion multiplexing and no distortion or blurring, and can be used for rendering a plurality of different game models under the condition of only storing the square continuous tiled textures of one preset unit, and the definition of the texture map can be met.
Program texture generally refers to textures that are generated using a mathematical description. In contrast, textures may be referred to as data textures, which are directly stored texture data. Program texture allows textures to be created in any direction and on any scale, allowing unlimited expansion without interruption or discontinuity, and without storing large amounts of texture data. Therefore, in the embodiment of the application, the required number of square continuous tiling textures can be copied by storing the square continuous tiling textures of one preset unit, so that multiplexing is realized.
The base texture map stored in the game resource in steps 101-103 may be a single texture map or a set of texture maps. The following describes the rendering of the target game model by mapping in step 103 when the base texture map is a single texture map and when the base texture map is a set of texture maps, respectively:
Since there are various ways of rendering the target game model by the mapping method in step 103, the above ways 1) to 3) are described, and when step 103 is implemented in the following way 2) as an example, the base texture mapping is a single texture mapping and a set of texture mapping, respectively, the rendering process of the target game model is performed by the mapping method in step 103.
1. The base texture map is a single texture map.
When the target map attribute is the target display parameter value, step 103 specifically includes: and adjusting the display parameter value of the target basic texture map on the preliminary game model to be a target display parameter value through the target material ball. Wherein the target display parameter values are display parameter values for adjusting a target base texture map on the preliminary game model.
When the target map attribute is the target tiling parameter value, step 103 specifically includes: and adjusting the tiling parameter value of the target basic texture map on the preliminary game model to be a target tiling parameter value through the target material ball. Wherein the target tiling parameter values are tiling parameter values for adjusting a target base texture map on the preliminary game model.
2. The base texture map is a set of texture maps.
Wherein a set of texture maps comprises at least two base texture subgraphs. One base texture sub-graph corresponds to one map attribute. For example, the target base texture map may be a set of texture maps that includes both a color map (Diffuse), a highlight map (specular), a gloss map (Glossiness), a Height map (Height), and a Normal map (Normal), where the color map, the highlight map, the gloss map, the Height map, or the Normal map are base texture subgraphs.
Wherein the color map is used to represent the color of the object surface. The highlight map is used for representing the range, intensity and color of the highlight of an object. The glossiness map is used for representing the roughness of the material of the object. The height map is used to represent object height information without angle information. The normal map is used to indicate the direction and steepness of the object's incline.
There are various mapping attributes, such as the color mapping, the highlight mapping, the glossiness mapping, the height mapping, and the normal mapping mentioned above; as another example, light mapping (Light), thickness mapping (Thickness), etc., are not intended to be exhaustive. The mapping attribute may be any mapping attribute existing in the past or any mapping attribute occurring in the future, and is not limited thereto.
At this time, step 1031B may specifically include: and rendering the target game model based on the basic texture subgraph of the target basic texture map to obtain a preliminary game model with a preliminary rendering effect. Correspondingly, step 1032B may specifically include: and adjusting the mapping attribute of the basic texture subgraph on the preliminary game model to a corresponding target mapping attribute based on the target material ball to obtain the rendered model.
The target base texture map comprises at least two base texture subgraphs, the at least two base texture subgraphs being taken from at least two of a color map, a highlight map, a gloss map, a height map, and a normal map of the preset unit pattern.
Further, the color map includes a mask layer, the mask layer is used for penetrating out texture areas in the color map, masking non-texture areas in the color map, and the texture areas are areas where texture patterns in the target basic texture map are located. Specifically, the color map is generally three channels of RGB, and by adding the alpha channel in the color map, the mask layer of the color map is added, so that the texture area in the color map can be penetrated out, the non-texture area in the color map is masked, the detail processing of the texture area is facilitated, the texture expression can be carried out in a regional manner, and the detail expression of the texture can be improved. For example, in the ancient dress clothing for games, the patterns on ancient costume clothes are quite multi-process details, the patterns on ancient costume clothes can be transmitted and the patterns background can be masked through the mask layer of the color paste, the process details of the patterns are convenient to process, and therefore the process details of the patterns on ancient costume clothes can be carefully represented.
It will be appreciated that when the target base texture map is a set of texture maps, each base texture sub-map in the set of maps may be used to render separately or one or more base texture sub-maps may be selected from the set of texture maps for rendering when rendering the target virtual model. The following are illustrated by examples 1 and 2, respectively:
1. each base texture sub-graph in a set of maps is rendered separately.
At this time, step 1031B may specifically include: traversing basic texture subgraphs of the target basic texture map, and rendering the target game model aiming at each basic texture subgraph to finally obtain a preliminary game model with a preliminary rendering effect. Correspondingly, step 1032B specifically includes: and based on the target material ball, adjusting the mapping attribute of each basic texture subgraph on the preliminary game model to a corresponding target mapping attribute to obtain a rendered model.
2. One or more base texture subgraphs are selected from a set of texture maps for rendering.
In this case, the step 1031B may specifically include the following steps a1 to a2:
a1, determining a target basic texture subgraph used in rendering of the target game model from the basic texture subgraphs of the target basic texture map.
The target basic texture subgraph refers to a basic texture subgraph needed to be used in rendering in each basic texture subgraph of the target basic texture map.
There are various ways of determining the target base texture subgraph in step a1, and exemplary ways include:
(1) The rendering instruction carries the identification information of the target basic texture subgraph which needs to be used in rendering. At this time, in step a1, the target base texture subgraph may be determined directly from the base texture subgraphs of the target base texture map based on the identification information carried by the rendering instruction. FIG. 3 is a schematic diagram illustrating a relationship between a target base texture map and target base texture subgraphs according to an embodiment of the present application, for example, the target base texture map includes 5 base texture subgraphs (identifier information: diffuse, specular, glossiness, height, normal respectively), as shown in FIG. 3 (a); according to the identification information (Diffuse, normal, glossiness) carried by the rendering instruction, 3 required basic texture subgraphs are selected, as shown in fig. 3 (b).
(2) The target map attribute carries the identification information of the target basic texture subgraph which needs to be used in rendering. At this time, in step a1, the target base texture subgraph may be determined directly from the base texture subgraphs of the target base texture subgraphs based on the identification information carried in the target map attribute.
And a2, rendering the target game model based on the target basic texture subgraph to obtain a preliminary game model with a preliminary rendering effect.
The implementation of step a2 is similar to that of step 1031B, and reference may be made to the above description, so that the description is omitted here for simplicity.
Correspondingly, step 1032B specifically includes: and adjusting the mapping attribute of the target basic texture subgraph on the preliminary game model to a corresponding target mapping attribute based on the target material ball to obtain the rendered model.
There are various target map attribute expressions, such as a map display parameter value and a tile parameter value. The adjustment of the map attributes of the target base texture subgraph on the preliminary game model will be described below by taking the target map attributes as the display parameter values and the tiling parameter values, respectively.
(1) The target map attribute is a display parameter value.
The display parameter values are used to adjust the color shade of the target base texture map on the target game model or whether it is displayed. For example, a display parameter value of 0 for a target base texture map indicates that the display target base texture map is turned off, and a display parameter value of >1 indicates that the display target base texture map is turned on, wherein a display parameter value of 0.8 indicates that the display target base texture map is turned on with 0.8 times the primary color.
Illustratively, the target base texture subgraph includes a color map, a highlight map, a glossiness map, and a normal map. At this time, the target map attribute includes a first display parameter value of the color map, a second display parameter value of the highlight map, a third display parameter value of the glossiness map, and a fourth display parameter value of the normal map. The step of adjusting the mapping attribute of the target basic texture subgraph on the preliminary game model to the corresponding target mapping attribute based on the target material ball, and the step of obtaining the rendered model may specifically include: and adjusting the display parameter value of the color map of the target basic texture map on the preliminary game model to be the first display parameter value, the display parameter value of the highlight map to be the second display parameter value, the display parameter value of the glossiness map to be the third display parameter value and the display parameter value of the normal map to be the fourth display parameter value based on the target material ball to obtain the rendered model.
For ease of understanding, the following description will be given of the adjustment of the map attribute of the target base texture map, taking the example that the target base texture sub-map includes a color map, a highlight map, a glossiness map, and a normal map, and the target map attribute is a display parameter. For example, the adjustment process may include the following steps b1 to b4:
b1, adjusting the display parameter value of the color map on the preliminary game model to be a first display parameter value through the target material ball to obtain a first sub-game model. As shown in fig. 4, fig. 4 is a schematic diagram illustrating adjustment of display parameter values provided in an embodiment of the present application, where "Diffuse" in fig. 4 represents a color map, and "0.54" represents a display parameter value of the color map.
And b2, adjusting the display parameter value of the highlight map on the first sub-game model to be a second display parameter value through the target material ball to obtain a second sub-game model. As shown in fig. 4, "specular" in fig. 4 represents the highlight map, and "0.14" represents the display parameter value of the highlight map.
And b3, adjusting the display parameter value of the glossiness map on the second sub-game model to be a third display parameter value through the target material ball to obtain a third sub-game model. As shown in fig. 4, "Glossiness" in fig. 4 represents the gloss map, and "1.86" represents the display parameter value of the gloss map.
And b4, adjusting the display parameter value of the normal map on the third sub-game model to be a fourth display parameter value through the target material ball, and obtaining a rendered model. As shown in fig. 4, "Normal" in fig. 4 indicates a Normal map, and "0.42" indicates a display parameter value of the Normal map.
The adjustment process shown in steps b1 to b4 is only an example, and in fact, when the mapping attribute of the target basic texture subgraph on the preliminary game model is adjusted, there is no strict execution sequence requirement, and the adjustment of the mapping attribute of the target basic texture subgraph on the preliminary game model can be performed in series or in parallel.
(2) The target map attribute is a tiling parameter value.
The tiling parameter values are used to adjust the number of tiles of the target base texture map on the target game model. Taking a game model as an example, please refer to fig. 5, fig. 5 is a schematic diagram showing the display effects of different tile parameter values according to an embodiment of the present application. For example, when the tiling parameter value is 1, the number of texture patterns displayed on the clothing model is relatively small, as shown in fig. 5 (a); when the tiling parameter value is 11.3, the number of texture patterns displayed on the clothing model is relatively large, as shown in fig. 5 (b).
Illustratively, the target base texture subgraph includes a color map, a highlight map, a glossiness map, and a normal map. At this time, the step of adjusting the map attribute of the target basic texture subgraph on the preliminary game model to the corresponding target map attribute based on the target material ball, which includes the first tile parameter value of the color map, the second tile parameter value of the highlight map, the third tile parameter value of the glossiness map, and the fourth tile parameter value of the normal map, to obtain the rendered model may specifically include: and adjusting the tiling parameter value of the color map of the target basic texture map on the preliminary game model to be the first tiling parameter value, the tiling parameter value of the highlight map to be the second tiling parameter value, the tiling parameter value of the glossiness map to be the third tiling parameter value and the tiling parameter value of the normal map to be the fourth tiling parameter value based on the target material ball to obtain the rendered model.
For ease of understanding, the following description will be given of the adjustment of the tile properties of the target base texture map, taking the example that the target base texture sub-map includes a color map, a highlight map, a glossiness map, and a normal map, and the target tile properties are tiling parameters. For example, the adjustment process may include the following steps c 1-c 4:
And c1, adjusting the tiling parameter value of the color map on the preliminary game model to be the first tiling parameter value through the target material ball to obtain a fourth sub-game model. As shown in fig. 6, fig. 6 is a schematic diagram illustrating adjustment of tile parameter values provided in an embodiment of the present application, where "Diffuse" in fig. 6 represents a color map, and "11.3" represents tile parameter values of the color map.
And c2, adjusting the tiling parameter value of the highlight map on the fourth sub-game model to be the second tiling parameter value through the target material ball to obtain a fifth sub-game model. As shown in fig. 6, fig. 6 is a schematic diagram illustrating adjustment of tile parameter values provided in an embodiment of the present application, where "specular" in fig. 6 represents a highlight map and "1" represents tile parameter values of the highlight map.
And c3, adjusting the tiling parameter value of the glossiness map on the fifth sub-game model to be a third tiling parameter value through the target material ball to obtain a sixth sub-game model. As shown in fig. 6, "Glossiness" in fig. 6 represents the gloss map, and "11.3" represents the tiling parameter value of the gloss map.
And c4, adjusting the tiling parameter value of the normal map on the sixth sub-game model to be a fourth tiling parameter value through the target material ball, and obtaining a rendered model. As shown in fig. 6, "Normal" in fig. 6 indicates a Normal map, and "11.3" indicates a tiling parameter value of the Normal map.
The adjustment process shown in steps c1 to c4 is only an example, and in fact, when the mapping attribute of the target basic texture subgraph on the preliminary game model is adjusted, there is no strict execution sequence requirement, and the adjustment of the mapping attribute of the target basic texture subgraph on the preliminary game model can be performed in series or in parallel.
The adjustment process of the display parameter value and the tiling parameter value is described with reference to the color map, the highlight map, the glossiness map, the height map and the normal map as 4 target basic texture subgraphs, respectively, it is understood that when the target basic texture subgraphs are single maps or the target basic texture subgraphs are a set of texture maps, the adjustment process of the display parameter value and the tiling parameter value can be referred to realize the adjustment of the tiling attribute of the target basic texture map.
Furthermore, in order to better meet the mapping requirement, the embodiment of the application can also store the basic texture mapping, the game model and the material balls in a game resource library in a correlated manner before formally mapping. That is, the rendering method of the game model may further include a storage process of the base texture map and the material balls.
(1) The process of storing the base texture map to the game texture resource may include, for example, the following steps d1 to d4:
d1, acquiring a preset unit pattern.
As described above, the preset unit pattern may be set according to actual needs.
For example, the preset unit pattern may be drawn by a corresponding software tool, such as a Svg tool, which may draw a texture pattern according to the underlying picture style, like a curvelinear tool in photoshop. Or can be obtained directly from the square continuous tiled texture template of the corresponding software tool, such as from the texture pattern template of Substance Designer, and a plurality of basic texture patterns are provided in Substance Designer, and can be obtained according to actual requirements. The specific acquisition manner of acquiring the preset unit pattern is not limited herein.
D2, acquiring a basic texture subgraph corresponding to each mapping attribute based on the preset unit pattern and the preset mapping attribute.
The preset mapping attribute is a mapping attribute to be imported into the basic texture mapping, specifically, the corresponding preset mapping attribute can be selected according to the actual service requirement, and the specific type of the preset mapping attribute is not limited.
D3, obtaining a basic texture map corresponding to the preset unit pattern based on the basic texture subgraph.
For example, according to the preset mapping attribute, mapping attribute drawing, such as color drawing, can be performed by a corresponding software tool based on the preset unit pattern, so as to form a basic texture subgraph corresponding to each mapping attribute. Drawing Diffuse, specular, gloussiness, height and Normal map attributes of the preset unit pattern through Substance Painter to form basic texture subgraphs corresponding to Diffuse, specular, gloussiness, height and Normal map attributes respectively: color mapping, high gloss mapping, height mapping, and normal mapping. Basic texture subgraph: the color map, the highlight map, the glossiness map, the height map and the normal map form a set of texture maps, namely basic texture maps corresponding to preset unit patterns.
And d4, associating the basic texture map with a preset game model and adding the basic texture map and the preset game model into the game texture resource.
As shown in Table 1, the basic texture map and the preset game model can be added into the game texture resources in an associated manner, so that when the game model is rendered later, the basic texture map resources corresponding to the game model can be found, and the rendering of the game model can be completed accurately.
(2) The process of storing the material ball into the game texture resource may, for example, specifically include the following steps e 1-e 2:
And e1, acquiring a material ball corresponding to the preset map attribute.
The preset mapping attribute is a mapping attribute which needs to be imported into the material ball for being used on the game model later, and particularly, the corresponding preset mapping attribute can be selected according to actual service requirements, and the specific type of the preset mapping attribute is not limited.
For example, a texture ball with preset map attributes can be derived through a corresponding software tool. The texture ball with Diffuse, specular, gloussiness, height and Normal map properties is derived, for example, by Substance Painter.
And e2, associating the material ball with a preset game model and adding the material ball into the game texture resource.
As shown in Table 1, each material ball and a preset game model can be associated and added into game texture resources, so that when the game model is rendered later, the material ball corresponding to the game model can be found, and the rendering of the game model can be accurately completed.
Or, only one material ball is stored in one game texture resource, and the material ball is associated with each preset game model in the game texture resource, so that when the game model is rendered later, the material ball corresponding to the game model can be found, and the rendering of the game model is accurately completed.
In order to better implement the above method, the embodiment of the present invention further provides a rendering device of a game model, where the rendering device of the game model may be specifically integrated in an electronic device, for example, a computer device, where the computer device may be a terminal, a server, or other devices.
The terminal can be a mobile phone, a tablet personal computer, an intelligent Bluetooth device, a notebook computer, a personal computer and other devices; the server may be a single server or a server cluster composed of a plurality of servers.
For example, in this embodiment, a method according to an embodiment of the present invention will be described in detail by taking a specific integration of a rendering device of a game model in a smart phone as an example.
For example, as shown in fig. 7, the rendering apparatus 700 of the game model may include:
A first obtaining unit 701, configured to obtain a target game model from a preset game texture resource, and a target material ball and a target base texture map associated with the target game model, where the game texture resource includes a game model, a material ball associated with the game model, and a base texture map associated with the game model, and the base texture map is a square continuous tiled texture;
A second obtaining unit 702, configured to obtain a target map attribute corresponding to the target base texture map when the target game model is on the target game model;
And a rendering unit 703, configured to render the target game model based on the target material ball, the target map attribute and the target base texture map, to obtain a rendered model of the target game model, where the map attribute of the target base texture map in the rendered model is the target map attribute.
In some embodiments, the target base texture map is a square continuous tiled texture of a preset unit pattern, and the rendering unit 703 is specifically configured to:
Rendering the target game model based on the target material ball, the target map attribute and the tetragonal continuous tiled texture to obtain a rendered model of the target game model, wherein the rendered model comprises a plurality of preset unit patterns.
In some embodiments, the rendering unit 703 is specifically configured to:
Based on the target map attribute and the target material ball, adjusting the map attribute of the target basic texture map to obtain an adjusted target basic texture map;
and rendering the target game model based on the adjusted target basic texture map to obtain a rendered model of the target game model.
In some embodiments, the rendering unit 703 is specifically configured to:
Rendering the target game model based on the target basic texture map to obtain a preliminary game model with a preliminary rendering effect;
and adjusting the mapping attribute of the target basic texture mapping on the preliminary game model based on the target material ball and the target mapping attribute to obtain the rendered model.
In some embodiments, one of the base texture maps comprises at least two base texture subgraphs, one base texture subgraph corresponding to one map attribute, and the rendering unit 703 is specifically configured to:
Rendering the target game model based on the basic texture subgraph of the target basic texture map to obtain a preliminary game model with a preliminary rendering effect;
And adjusting the mapping attribute of the basic texture subgraph on the preliminary game model to a corresponding target mapping attribute based on the target material ball to obtain the rendered model.
In some embodiments, the at least two base texture subgraphs are taken from at least two of a color map, a highlight map, a gloss map, a height map, and a normal map of a preset unit pattern.
In some embodiments, the color map includes a mask layer for penetrating out texture regions in the color map, masking non-texture regions in the color map, the texture regions being regions in which texture patterns in the target base texture map are located.
In some embodiments, the rendering unit 703 is specifically configured to:
determining a target basic texture subgraph used when the target game model is rendered from the basic texture subgraphs of the target basic texture map;
Rendering the target game model based on the target basic texture subgraph to obtain a preliminary game model with a preliminary rendering effect;
and adjusting the mapping attribute of the target basic texture subgraph on the preliminary game model to a corresponding target mapping attribute based on the target material ball to obtain the rendered model.
In some embodiments, the target map attribute includes a first display parameter value of the color map, a second display parameter value of the highlight map, a third display parameter value of the glossiness map, and a fourth display parameter value of the normal map, and the rendering unit 703 is specifically configured to:
and adjusting the display parameter value of the color map of the target basic texture map on the preliminary game model to be the first display parameter value, the display parameter value of the highlight map to be the second display parameter value, the display parameter value of the glossiness map to be the third display parameter value and the display parameter value of the normal map to be the fourth display parameter value based on the target material ball to obtain the rendered model.
In some embodiments, the target map attribute includes a first tile parameter value of the color map, a second tile parameter value of the highlight map, a third tile parameter value of the glossiness map, and a fourth tile parameter value of the normal map, and the rendering unit 703 is specifically configured to:
and adjusting the tiling parameter value of the color map of the target basic texture map on the preliminary game model to be the first tiling parameter value, the tiling parameter value of the highlight map to be the second tiling parameter value, the tiling parameter value of the glossiness map to be the third tiling parameter value and the tiling parameter value of the normal map to be the fourth tiling parameter value based on the target material ball to obtain the rendered model.
In some embodiments, before the target game model is obtained from the preset game texture resource and the target texture ball and the target base texture map associated with the target game model are obtained, the rendering device 700 of the game model further includes an association unit (not shown in the figure), where the association unit is specifically configured to:
Acquiring a preset unit pattern;
based on the preset unit patterns and preset mapping attributes, obtaining basic texture subgraphs corresponding to each mapping attribute;
Obtaining a basic texture map corresponding to the preset unit pattern based on the basic texture subgraph;
And adding the basic texture map and a preset game model in the game texture resource in a correlated way.
In some embodiments, before the target game model is obtained from a preset game texture resource and the target texture ball and the target base texture map associated with the target game model are related, the association unit is specifically configured to:
Acquiring a material ball corresponding to a preset map attribute;
and adding the material ball and a preset game model in the game texture resource in a correlated way.
As can be seen from the foregoing, the rendering device of the game model of the present embodiment may obtain, by the first obtaining unit 701, a target game model, and a target material ball and a target base texture map associated with the target game model from preset game texture resources, where the game texture resources include the game model, the material ball associated with the game model, and the base texture map is a square continuous tile texture; acquiring, by the second acquiring unit 702, a target map attribute corresponding to the target base texture map while on the target game model; the rendering unit 703 renders the target game model based on the target material ball, the target map attribute and the target base texture map to obtain a rendered model of the target game model, wherein the map attribute of the target base texture map in the rendered model is the target map attribute. Therefore, the embodiment of the invention can solve the problem of overlarge consumption of related resources in the process of representing the picture with higher precision in the prior art.
Correspondingly, the embodiment of the application also provides a computer device which can be a terminal, and the terminal can be a terminal device such as a smart phone, a tablet Personal computer, a notebook Personal computer, a touch screen, a game machine, a Personal computer (PC, personal Computer), a Personal digital assistant (Personal DIGITAL ASSISTANT, PDA) and the like. Fig. 8 is a schematic structural diagram of a computer device according to an embodiment of the present application. The computer device 800 includes a processor 801 having one or more processing cores, a memory 802 having one or more computer readable storage media, and a computer program stored on the memory 802 and executable on the processor. The processor 801 is electrically connected to the memory 802. It will be appreciated by those skilled in the art that the computer device structure shown in the figures is not limiting of the computer device and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
The processor 801 is a control center of the computer device 800, connects various parts of the entire computer device 800 using various interfaces and lines, and performs various functions of the computer device 800 and processes data by running or loading software programs and/or modules stored in the memory 802, and calling data stored in the memory 802, thereby performing overall monitoring of the computer device 800.
In an embodiment of the present application, the processor 801 in the computer device 800 loads instructions corresponding to the processes of one or more application programs into the memory 802 according to the following steps, and the processor 801 executes the application programs stored in the memory 802, thereby implementing various functions:
Obtaining a target game model from a preset game texture resource, and a target material ball and a target basic texture map associated with the target game model, wherein the game texture resource comprises a game model, a material ball associated with the game model and a basic texture map associated with the game model, and the basic texture map is a square continuous tiled texture;
acquiring a target map attribute corresponding to the target basic texture map when the target game model is on;
Rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Optionally, as shown in fig. 8, the computer device 800 further includes: a touch display 803, a radio frequency circuit 804, an audio circuit 805, an input unit 806, and a power supply 807. The processor 801 is electrically connected to the touch display 803, the radio frequency circuit 804, the audio circuit 805, the input unit 806, and the power supply 807, respectively. Those skilled in the art will appreciate that the computer device structure shown in FIG. 8 is not limiting of the computer device and may include more or fewer components than shown, or may be combined with certain components, or a different arrangement of components.
The touch display 803 may be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display 803 may include a display panel and a touch panel. Wherein the display panel may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of a computer device, which may be composed of graphics, text, icons, video, and any combination thereof. Alternatively, the display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations on or near the user (such as operations on or near the touch panel by the user using any suitable object or accessory such as a finger, stylus, etc.), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends the touch point coordinates to the processor 801, and can receive and execute commands sent from the processor 801. The touch panel may overlay the display panel, and upon detection of a touch operation thereon or thereabout, the touch panel is passed to the processor 801 to determine the type of touch event, and the processor 801 then provides a corresponding visual output on the display panel based on the type of touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display 803 to realize the input and output functions. In some embodiments, however, the touch panel and the touch panel may be implemented as two separate components to perform the input and output functions. I.e. the touch-sensitive display 803 may also implement an input function as part of the input unit 806.
The radio frequency circuit 804 may be used to transceive radio frequency signals to establish wireless communication with a network device or other computer device via wireless communication.
Audio circuitry 805 may be used to provide an audio interface between a user and a computer device through speakers, microphones, and so on. The audio circuit 805 may transmit the received electrical signal converted from audio data to a speaker, and convert the electrical signal into a sound signal for output by the speaker; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 805 and converted into audio data, which are processed by the audio data output processor 801 for transmission to, for example, another computer device via the radio frequency circuit 804, or which are output to the memory 802 for further processing. The audio circuitry 805 may also include an ear bud jack to provide communication of the peripheral headphones with the computer device.
The input unit 806 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
A power supply 807 is used to power the various components of the computer device 800. Alternatively, the power supply 807 may be logically connected to the processor 801 through a power management system, so that functions of managing charging, discharging, and power consumption management are implemented through the power management system. The power supply 807 may also include one or more of any components, such as a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown in fig. 8, the computer device 800 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments.
As can be seen from the above, the computer device provided in this embodiment may store the game model, the material ball associated with the game model, and the base texture map associated with the game model in the game texture resource, obtain the target game model and the target material ball and the target base texture map associated with the target game model from the game texture resource, and render the target game model, so that the map attribute of the target base texture map in the rendered model is the target map attribute. In the first aspect, as the target material ball is used in rendering, the mapping attribute of the target basic texture mapping can be changed in real time, so that the same basic texture mapping can be multiplexed in different game models; on one hand, the problem that the game texture resources are overlarge because different texture maps are required to be stored for different game models respectively, and further the game running terminal cannot support the game inclusion because of overlarge game inclusion is avoided; on the other hand, because the occupied space of the texture map is reduced without relying on compressing the texture map, the definition of the texture map is improved to a certain extent, and the picture precision is improved.
In the second aspect, since the base texture map is a square continuous tiled texture, the base texture map can be infinitely multiplexed without the occurrence of sharpness problems such as stretching and seams by real-time change of the map attribute of the target base texture map, and the picture accuracy is improved to some extent. Therefore, the embodiment of the application can solve the problem of overlarge consumption of related resources in the process of representing the picture with higher precision in the prior art to a certain extent.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, an embodiment of the present application provides a computer-readable storage medium in which a plurality of computer programs are stored, the computer programs being capable of being loaded by a processor to perform steps in any of the rendering methods of game models provided by the embodiments of the present application. For example, the computer program may perform the steps of:
Obtaining a target game model from a preset game texture resource, and a target material ball and a target basic texture map associated with the target game model, wherein the game texture resource comprises a game model, a material ball associated with the game model and a basic texture map associated with the game model, and the basic texture map is a square continuous tiled texture;
acquiring a target map attribute corresponding to the target basic texture map when the target game model is on;
Rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the storage medium may include: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
The steps in the rendering method of any game model provided by the embodiment of the present application can be executed by the computer program stored in the storage medium, so that the beneficial effects that can be achieved by the rendering method of any game model provided by the embodiment of the present application can be achieved, which are detailed in the previous embodiments and are not described herein.
The above description of the rendering method, apparatus, storage medium and computer device of a game model provided by the embodiments of the present application applies specific examples to illustrate the principles and embodiments of the present application, and the description of the above embodiments is only used to help understand the method and core idea of the present application; meanwhile, as those skilled in the art will have variations in the specific embodiments and application scope in light of the ideas of the present application, the present description should not be construed as limiting the present application.
Claims (14)
1. A method of rendering a game model, comprising:
Obtaining a target game model from a preset game texture resource, and a target material ball and a target basic texture map associated with the target game model, wherein the game texture resource comprises a game model, a material ball associated with the game model and a basic texture map associated with the game model, and the basic texture map is a square continuous tiled texture;
acquiring a target map attribute corresponding to the target basic texture map when the target game model is on;
Rendering the target game model based on the target material ball, the target texture map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute, and the method specifically comprises rendering the target game model based on the target basic texture map to obtain a preliminary game model with a preliminary rendering effect, and adjusting the map attribute of the target basic texture map on the preliminary game model based on the target material ball and the target map attribute to obtain the rendered model.
2. The method of claim 1, wherein the target base texture map is a square continuous tiled texture of a preset unit pattern, the rendering the target game model based on the target material ball, the target map attribute, and the target base texture map, resulting in a rendered model of the target game model, further comprising:
Rendering the target game model based on the target material ball, the target map attribute and the tetragonal continuous tiled texture to obtain a rendered model of the target game model, wherein the rendered model comprises a plurality of preset unit patterns.
3. The method of claim 1, wherein rendering the target game model based on the target material ball, the target map attribute, and the target base texture map results in a rendered model of the target game model, further comprising:
Based on the target map attribute and the target material ball, adjusting the map attribute of the target basic texture map to obtain an adjusted target basic texture map;
and rendering the target game model based on the adjusted target basic texture map to obtain a rendered model of the target game model.
4. The method of claim 1, wherein one of the base texture maps comprises at least two base texture subgraphs, one base texture subgraph corresponding to each map attribute;
Rendering the target game model based on the target basic texture map to obtain a preliminary game model with a preliminary rendering effect, including:
Rendering the target game model based on the basic texture subgraph of the target basic texture map to obtain a preliminary game model with a preliminary rendering effect;
The adjusting the mapping attribute of the target basic texture mapping on the preliminary game model based on the target material ball and the target mapping attribute to obtain the rendered model comprises the following steps:
And adjusting the mapping attribute of the basic texture subgraph on the preliminary game model to a corresponding target mapping attribute based on the target material ball to obtain the rendered model.
5. The method of claim 4, wherein the at least two base texture subgraphs are taken from at least two of a color map, a highlight map, a gloss map, a height map, and a normal map of a predetermined unit pattern.
6. The method of claim 5, wherein the color map includes a mask layer for penetrating texture regions in the color map, masking non-texture regions in the color map, the texture regions being regions in which texture patterns in the target base texture map are located.
7. The method of claim 5, wherein rendering the target game model based on the base texture subgraph of the target base texture map results in a preliminary game model with a preliminary rendering effect, comprising:
determining a target basic texture subgraph used when the target game model is rendered from the basic texture subgraphs of the target basic texture map;
Rendering the target game model based on the target basic texture subgraph to obtain a preliminary game model with a preliminary rendering effect;
the step of adjusting the mapping attribute of the basic texture subgraph on the preliminary game model to the corresponding target mapping attribute based on the target material ball to obtain the rendered model comprises the following steps:
and adjusting the mapping attribute of the target basic texture subgraph on the preliminary game model to a corresponding target mapping attribute based on the target material ball to obtain the rendered model.
8. The method of claim 7, wherein the target map attribute comprises a first display parameter value for the color map, a second display parameter value for the highlight map, a third display parameter value for the gloss map, and a fourth display parameter value for the normal map;
the target texture ball-based adjustment of the mapping attribute of the target basic texture subgraph on the preliminary game model to the corresponding target mapping attribute, to obtain the rendered model, comprises:
and adjusting the display parameter value of the color map of the target basic texture map on the preliminary game model to be the first display parameter value, the display parameter value of the highlight map to be the second display parameter value, the display parameter value of the glossiness map to be the third display parameter value and the display parameter value of the normal map to be the fourth display parameter value based on the target material ball to obtain the rendered model.
9. The method of claim 7, wherein the target map attribute comprises a first tile parameter value for the color map, a second tile parameter value for the highlight map, a third tile parameter value for the gloss map, and a fourth tile parameter value for the normal map;
the target texture ball-based adjustment of the mapping attribute of the target basic texture subgraph on the preliminary game model to the corresponding target mapping attribute, to obtain the rendered model, comprises:
and adjusting the tiling parameter value of the color map of the target basic texture map on the preliminary game model to be the first tiling parameter value, the tiling parameter value of the highlight map to be the second tiling parameter value, the tiling parameter value of the glossiness map to be the third tiling parameter value and the tiling parameter value of the normal map to be the fourth tiling parameter value based on the target material ball to obtain the rendered model.
10. The method of claim 1, wherein prior to obtaining the target game model from the predetermined game texture resources and the target texture ball and the target base texture map associated with the target game model, further comprising:
Acquiring a preset unit pattern;
based on the preset unit patterns and preset mapping attributes, obtaining basic texture subgraphs corresponding to each mapping attribute;
Obtaining a basic texture map corresponding to the preset unit pattern based on the basic texture subgraph;
And adding the basic texture map and a preset game model in the game texture resource in a correlated way.
11. The method of claim 1, wherein prior to obtaining the target game model from the predetermined game texture resources and the target texture ball and the target base texture map associated with the target game model, further comprising:
Acquiring a material ball corresponding to a preset map attribute;
and adding the material ball and a preset game model in the game texture resource in a correlated way.
12. A rendering device of a game model, comprising:
A first obtaining unit, configured to obtain a target game model from a preset game texture resource, and a target material ball and a target base texture map associated with the target game model, where the game texture resource includes a game model, a material ball associated with the game model, and a base texture map associated with the game model, and the base texture map is a square continuous tiled texture;
a second obtaining unit, configured to obtain a target map attribute corresponding to the target base texture map when the target game model is on the target game model;
The rendering unit is used for rendering the target game model based on the target material ball, the target map attribute and the target basic texture map to obtain a rendered model of the target game model, wherein the map attribute of the target basic texture map in the rendered model is the target map attribute, and the rendering unit specifically comprises rendering the target game model based on the target basic texture map to obtain a preliminary game model with a preliminary rendering effect, and adjusting the map attribute of the target basic texture map on the preliminary game model based on the target material ball and the target map attribute to obtain the rendered model.
13. A terminal comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads instructions from the memory to perform the steps in the method of rendering a game model according to any one of claims 1 to 11.
14. A computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the steps in the method of rendering a game model according to any one of claims 1 to 11.
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