A shadow processing method, device for a game scene and a terminal device

A game scene and shadow processing technology, applied in the field of game scene processing, can solve problems such as inappropriateness, difficult support for mobile devices, uncertain shadow data, etc., to achieve good performance, enhance shadow effects, and reduce the amount of calculation.

Inactive Publication Date: 2019-03-01
SUZHOU GAMEFRIEND NETWORK TECH CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Especially for business games, there is no obvious distinction between characters and scenes like other games. All objects in the scene can be manipulated and edited by the player, so for objects in the scene, no matter whether they are characters or items, it is not It is fixed, so the shadow data is

Method used

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  • A shadow processing method, device for a game scene and a terminal device
  • A shadow processing method, device for a game scene and a terminal device
  • A shadow processing method, device for a game scene and a terminal device

Examples

Experimental program
Comparison scheme
Effect test

Example Embodiment

[0040] Example 1

[0041] This embodiment provides a shadow processing method in a game scene, specifically as follows figure 1 shown, including the following steps:

[0042] Step S11: Read game scene objects.

[0043] Among them, the game scene objects include:

[0044] 1. Character models of players and system characters

[0045] 2. The props and items owned by the player and reflected in the game scene

[0046] 3. The game scene (such as tables, chairs, walls, doors, windows, etc.) that changes in real time according to the player's game progress and personal game content. The above are just examples, not limited to these examples.

[0047] Step S12: Determine whether the game scene object has been bound with a shadow map.

[0048] When the judgment result is that the game scene object has been bound with a shadow map, step S13 is performed, otherwise, other operations are performed. Among them, the shadow maps of scene objects are bound to the same shadow maps for s...

Example Embodiment

[0056] Example 2

[0057] This embodiment provides a shadow processing method in a game scene, specifically as follows figure 2 shown, including the following steps:

[0058] Step S21: Read game scene objects. The details are the same as step S11 in Embodiment 1, and are not repeated here.

[0059] Step S22: Determine whether the game scene object has been bound with a shadow map.

[0060] When the judgment result is that the game scene object has been bound with a shadow map, step S23 is executed.

[0061] When it is determined that the game scene object is not bound with a shadow map, step S25 is executed. It should be noted that, step S25 is specifically: further judging whether separate shadow data is required, and judging whether there is a specific shadow map of the game scene object in this atlas.

[0062] When the judgment result is that the game scene object needs separate shadow data and there is a specific shadow map of the game scene object in the atlas, step...

Example Embodiment

[0071] Example 3

[0072] The invention also provides a shadow processing device in a game scene, such as image 3 As shown, the terminal can perform the corresponding steps in the foregoing Embodiment 1, specifically including:

[0073] The reading module 31 is used for reading game scene object information;

[0074] The first judgment module 32 is used for judging whether the game scene object has been bound with a shadow map;

[0075] The shadow manager 33 is used to call the underlying rendering engine, and according to the position of each shadow relative to the camera and the distance of the light source, the size and shape of each shadow are scaled and changed, and finally all shadows are pasted Figure 1 one-time drawing;

[0076] The monitoring module 34 is used for monitoring the position changes of the camera and the light source;

[0077] The second judging module 35 is used for judging whether the positions of the camera and the light source have changed.

[0...

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Abstract

The invention discloses a shadow processing method for a game scene, comprising the following steps: reading a game scene object; judging whether the game scene object has been bound with a shadow map; when the game scene object has been bound with a shadow map, adding the bound shadow map to a shadow manager for drawing; judging whether the position of the camera and the light source is changed;as that position of the camera and the light source do not change, it ends. The camera angle and the light source angle in the scene are detected. When the two angles are changed, the shadow map is stretched to produce shadow projection feeling and enhance the shadow effect.

Description

technical field [0001] The present invention relates to the technical field of game scene processing, in particular to a shadow processing method and device in a game scene. Background technique [0002] With the continuous development of computer technology, mobile 3D games have become the mainstream of the market. Generally, in the game scene, the game picture quality is improved by performing shadow processing and optimization on the objects in the scene. Currently available shadow processing methods on the market include implementation of shadow rendering, offline shadow rendering, or projection. [0003] Among them, real-time shadow rendering: use the underlying rendering engine technology to perform real-time calculations on objects and light sources, and draw shadow effects. The disadvantage of this method is that the amount of calculation is too large, so it is not suitable for mobile applications. [0004] Offline Shadow Baking: Perform real-time calculations on o...

Claims

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Application Information

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IPC IPC(8): G06T15/00G06T15/04G06T15/60
CPCG06T15/005G06T15/04G06T15/60
Inventor 宋大伟邹黎盛
Owner SUZHOU GAMEFRIEND NETWORK TECH CO LTD
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