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Rendering method and device for virtual grass in game and electronic equipment

A grass and game technology, applied in the field of animation interaction processing, can solve problems such as the inability to achieve multiple force synthesis and changing the shape of grass blades

Pending Publication Date: 2020-03-27
NETEASE (HANGZHOU) NETWORK CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, this method cannot realize the synthesis of multiple forces.
At the same time, if the rendering is done through the vertex shader, each vertex considered is independent, which will cause the shape of the grass leaves to change in some cases

Method used

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  • Rendering method and device for virtual grass in game and electronic equipment
  • Rendering method and device for virtual grass in game and electronic equipment
  • Rendering method and device for virtual grass in game and electronic equipment

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Embodiment Construction

[0052] In order to make the above objects, features and advantages of the present invention more comprehensible, the present invention will be further described in detail below in conjunction with the accompanying drawings and specific embodiments.

[0053] refer to figure 2 , which shows a flow chart of the steps of an embodiment of a method for rendering virtual grass in a game according to the present invention, which may specifically include the following steps:

[0054] Step 201, determine the stress points of the blades of the virtual grass in the current game scene;

[0055] It should be noted that this method can be applied to various electronic devices, such as mobile phones, tablet computers, computers and so on. Users can run corresponding games, such as MOBA (multiplayer online arena) games, by installing game data packages in the above-mentioned various electronic devices. This embodiment does not limit the type of the electronic device.

[0056] In the embodi...

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PUM

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Abstract

The invention provides a rendering method for a virtual grass cluster in a game. The method comprises the following steps: determining stress points of grass leaves of the virtual grass cluster in a current game scene; when at least one game skill is rendered in the current game scene, determining force field information of the game skill; generating a scene force field graph matched with the current scene according to a preset four-channel color buffer and the force field information of at least one skill; and rendering the virtual grass according to the scene force field graph and the stresspoints. Therefore, a multi-skill coverage rendering effect is achieved, a vivid grass cluster effect is rendered, grass clusters are prevented from deforming in the rendering process, and the image processing efficiency and the user experience are improved.

Description

technical field [0001] The invention relates to the neighborhood of animation interaction processing, in particular to a rendering method, device and electronic equipment for virtual grass in a game. Background technique [0002] The grass used for stealth in the game, the animation of its model is usually done through skeletal animation or vertex animation, and the animation of the grass is usually realized through the vertex animation of the shader. [0003] In order to realize the interaction between skills and grass in vertex animation, there are two general methods. The first one is to directly transmit the required force data of grass to the vertex shader of the grass model, and then the shader itself operates through the received data. The force and current position of each vertex of each grass model. However, this method cannot meet the needs of multiple different force fields, such as figure 1 The above is a schematic diagram of the rendering effect of a virtual g...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T13/60A63F13/52A63F13/57
CPCG06T13/60A63F13/52A63F13/57
Inventor 罗锦聪
Owner NETEASE (HANGZHOU) NETWORK CO LTD
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