Method and apparatus for producing virtual scene, electronic device, and storage medium

Through 3D modeling and mapping software, models and mapping files are generated, combined with Unreal Engine's real-time rendering technology, the problem of high time cost in the production of three-rendering and two-milling virtual scenes is solved, and efficient virtual scene production is achieved.

CN114247136BActive Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111601223.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-24
Publication Date
2025-07-29
Estimated Expiration
2041-12-24

AI Technical Summary

Technical Problem

In the production of a three-render and two-dimensional scene, the prior art requires a lot of time to adjust the model material and lighting parameters to obtain ideal picture effects. The traditional method cannot easily synchronize the parameters, resulting in high time costs.

Method used

The model file of the target virtual scene is created through 3D modeling software, and the map drawing software is used to generate a map file that meets the PBR standard. It uses Unreal Engine for real-time rendering, displays multiple preview screens, and selects the best preview screen to obtain ideal results.

Benefits of technology

It reduces the time cost of virtual scene production, improves production efficiency, simplifies the parameter setting process, and ensures the display effect from a specified perspective.

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Abstract

The present application provides a method and apparatus for creating a virtual scene, an electronic device, and a computer-readable storage medium. The method includes: creating model files of several objects in a target virtual scene through 3D modeling software; determining texture map files corresponding to the model files of each object through texture map drawing software; under multiple combinations of rendering parameters, performing real-time rendering on the model files and texture map files of the several objects through the Unreal Engine, and displaying multiple preview images corresponding to the target virtual scene; determining the best preview image from the multiple preview images, and obtaining the target virtual scene in the best preview image. The solution of the present application reduces the time cost in the process of creating a virtual scene and improves the production efficiency of the virtual scene.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and particularly to a method and apparatus for producing a virtual scene, an electronic device, and a computer-readable storage medium. Background Art

[0002] The three-render-two scene game is a 2.5D fixed perspective type game. Compared with conventional 3D games, most game scenes of this type of game present a fixed 2.5D orthographic perspective, that is, a semi-bird's-eye view angle. In the three-render-two scene game, the virtual scene can be produced by traditional three-render-two production methods. First, 3D models of objects such as buildings, statues, and trees in the virtual scene are produced, and continuous texture maps are used for tiling mapping onto the model surface. After constructing the lighting environment of the virtual scene in a three-dimensional production software (such as 3ds Max), it can be rendered and output through an offline renderer such as V-Ray, so as to obtain an image containing the virtual scene. However, to obtain an ideal picture effect of the virtual scene, it takes a long time for rendering. When debugging parameters such as model materials and lighting in the later stage, a large amount of time cost is consumed. Summary of the Invention

[0003] The purpose of the embodiments of this application is to provide a method and apparatus for producing a virtual scene, an electronic device, and a computer-readable storage medium, which are used to quickly render an ideal picture effect of the virtual scene and save time costs.

[0004] On the one hand, this application provides a method for producing a virtual scene, including:

[0005] Producing model files of several objects in a target virtual scene through 3D modeling software;

[0006] Determining texture map files corresponding to the model files of each object through texture map drawing software;

[0007] Under multiple combinations of rendering parameters, performing real-time rendering on the model files and texture map files of the several objects through the Unreal Engine, and displaying multiple preview pictures corresponding to the target virtual scene;

[0008] Determining the best preview picture from the multiple preview pictures, and obtaining the target virtual scene in the best preview picture.

[0009] In one embodiment, the model file includes a high-poly model;

[0010] The producing model files of several objects in a target virtual scene through 3D modeling software includes:

[0011] Producing the high-poly models of the several objects through the 3D modeling software according to the specified perspective corresponding to the target virtual scene in the three-render-two standard.

[0012] In one embodiment, the model file includes model - specific texture coordinates corresponding to the high - polygon model.

[0013] The method of creating model files of several objects in a target virtual scene through 3D modeling software includes:

[0014] For each object, according to the specified cutting method corresponding to the object, cut the surface of the high - polygon model of the object to obtain the model - specific texture coordinates corresponding to the high - polygon model of the object.

[0015] In one embodiment, the method of determining the texture map file corresponding to the model file of each object through texture mapping software includes:

[0016] According to the specified viewing angle corresponding to the target virtual scene in the three - dimensional rendering to two - dimensional standard, determine the texture map file corresponding to the model file of each object through the texture mapping software, so that the texture map file meets the artistic effect of the object at the specified viewing angle.

[0017] In one embodiment, before the method of performing real - time rendering on the model files and texture map files of the several objects through the Unreal Engine, the method further includes:

[0018] Obtain the rendering parameters corresponding to the model file, texture map file, and lighting as the rendering parameter combination.

[0019] In one embodiment, the method of performing real - time rendering on the model files and texture map files of the several objects through the Unreal Engine includes:

[0020] Perform real - time rendering on the model files and texture map files of the several objects through the path tracing mode of the Unreal Engine.

[0021] In one embodiment, the method of performing real - time rendering on the model files and texture map files of the several objects through the Unreal Engine and displaying multiple preview images corresponding to the target virtual scene includes:

[0022] Perform real - time rendering on the model files and texture map files of the several objects through the Unreal Engine according to the local rendering method.

[0023] In one embodiment, the method of determining the best preview image from the multiple preview images includes:

[0024] In response to a selection instruction, determine the preview image indicated by the selection instruction as the best preview image.

[0025] In one embodiment, the method of obtaining the target virtual scene in the best preview image includes:

[0026] Based on the rendering parameter combination corresponding to the best preview image, render and output the best preview image according to the remote rendering method to obtain the target virtual scene.

[0027] On the other hand, the present application provides a virtual scene production device, including:

[0028] A modeling module, configured to produce model files of several objects in the target virtual scene through 3D modeling software;

[0029] A drawing module, configured to determine texture map files corresponding to the model files of each object through texture map drawing software;

[0030] A rendering module, configured to perform real-time rendering on the model files and texture map files of the several objects through the Unreal Engine under multiple rendering parameter combinations, and display multiple preview images corresponding to the target virtual scene;

[0031] An acquisition module, configured to determine the best preview image from the multiple preview images and obtain the target virtual scene in the best preview image.

[0032] Furthermore, the present application provides an electronic device, and the electronic device includes:

[0033] A processor;

[0034] A memory for storing instructions executable by the processor;

[0035] Wherein, the processor is configured to execute the above-mentioned virtual scene production method.

[0036] In addition, the present application further provides a computer-readable storage medium, and the storage medium stores a computer program, and the computer program can be executed by the processor to complete the above-mentioned virtual scene production method.

[0037] In the solution of the present application, after producing model files of several objects in the target virtual scene through 3D modeling software and determining texture map files corresponding to the model files of each object through texture map drawing software, the texture map files and model files can be imported into the Unreal Engine, and real-time rendering is performed through the Unreal Engine under multiple rendering parameter combinations, so as to display multiple preview images of the target virtual scene, and determine the best preview image from them to obtain the target virtual scene in the best preview image;

[0038] Since the texture map drawing software can generate texture map files that are easy to migrate, and the Unreal Engine can directly configure rendering parameters and perform real-time rendering to display preview images, the time cost in the virtual scene production process is reduced, and the production efficiency of the virtual scene is improved. Description of the Drawings

[0039] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the accompanying drawings required for use in the embodiments of the present application.

[0040] Figure 1 Schematic diagram of the traditional three-to-two production method provided by an embodiment of the present application;

[0041] Figure 2 Schematic diagram of the structure of an electronic device provided by an embodiment of the present application;

[0042] Figure 3 Schematic flowchart of the method for producing a virtual scene provided by an embodiment of the present application;

[0043] Figure 4 Schematic diagram of the virtual scene of a three-to-two game provided by an embodiment of the present application;

[0044] Figure 5 Schematic diagram of the mold in the virtual scene provided by an embodiment of the present application;

[0045] Figure 6 Schematic diagram of the high-poly model of the virtual scene provided by an embodiment of the present application;

[0046] Figure 7 Schematic diagram of the model-specific texture coordinates provided by an embodiment of the present application;

[0047] Figure 8 Schematic comparison diagram of the lighting environment provided by an embodiment of the present application;

[0048] Figure 9 Schematic comparison diagram of the lighting environment provided by another embodiment of the present application;

[0049] Figure 10 Schematic diagram of the three-to-two production method provided by an embodiment of the present application;

[0050] Figure 11 Block diagram of the device for producing a virtual scene provided by an embodiment of the present application. Detailed implementation manners

[0051] The following will describe the technical solutions in the embodiments of the present application with reference to the accompanying drawings in the embodiments of the present application.

[0052] Similar reference numerals and letters denote similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. At the same time, in the description of the present application, the terms "first", "second", etc. are only used for distinguishing descriptions and cannot be understood as indicating or implying relative importance.

[0053] See Figure 1, which is a schematic diagram of the traditional three-render-two production method provided by an embodiment of the present application. As Figure 1 shown, first, the medium model of the object in the virtual scene can be made in 3D modeling software, and then the high model can be made. Further, existing image resources can be used for certain processing as the texture map on the surface of the high model and tiled and mapped. After setting a series of parameters such as lighting, model materials, and rendering algorithms in the 3D modeling software, rendering output is performed through an offline renderer.

[0054] The above process adds textures to the model surface through tiled mapping, and tiled mapping can only be mapped in the shape of basic geometric bodies. For the rugged model surface, the planar texture will be greatly distorted or stretched after mapping, resulting in a poor display effect of the model. After setting a series of parameters of the lighting environment through the 3D modeling software, it cannot be conveniently synchronized to other software. Therefore, relevant parameters need to be manually set again in the offline renderer, consuming a lot of time costs. After rendering and outputting the virtual scene through the offline renderer, it may be necessary to readjust the parameters to obtain a better artistic effect. In this case, the parameter settings need to be repeated in the 3D modeling software and the manual repeated settings need to be made in the offline renderer. To obtain an ideal effect, a large amount of time costs need to be consumed.

[0055] As Figure 2 shown, this embodiment provides an electronic device 1, including: at least one processor 11 and a memory 12. Figure 2 Here, one processor 11 is taken as an example. The processor 11 and the memory 12 are connected through a bus 10. The memory 12 stores instructions executable by the processor 11. The instructions are executed by the processor 11 so that the electronic device 1 can execute all or part of the processes of the methods in the following embodiments. In one embodiment, the electronic device 1 can be a host for executing the production method of the virtual scene.

[0056] The memory 12 can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (abbreviated as SRAM), electrically erasable programmable read-only memory (abbreviated as EEPROM), erasable programmable read-only memory (abbreviated as EPROM), programmable read-only memory (abbreviated as PROM), read-only memory (abbreviated as ROM), magnetic memory, flash memory, a magnetic disk, or an optical disc.

[0057] The present application also provides a computer-readable storage medium storing a computer program that can be executed by the processor 11 to complete the method for creating a virtual scene provided by the present application.

[0058] See Figure 3 , which is a schematic flowchart of the method for creating a virtual scene provided by an embodiment of the present application. As Figure 3 shown, the method may include the following steps 310-step 340.

[0059] Step 310: Create model files for several objects in the target virtual scene through 3D modeling software.

[0060] Among them, the 3D modeling software may be 3ds Max, ZBrush, etc.

[0061] The target virtual scene is the virtual scene that needs to be created in a 3D-2D game. The target virtual scene may include one or more objects. Here, the objects may be objects such as buildings, statues, trees, furniture, flowers and plants, etc.

[0062] The host can generate a medium model for each object in response to an editing instruction for each object, and generate a high model with a higher number of faces and more fineness based on the medium model, and construct a model file based on the high model. Here, the editing instruction is used to edit the model of each object.

[0063] Step 320: Determine the texture file corresponding to the model file of each object through texture painting software.

[0064] Among them, the texture painting software may be Substance Painter, Photoshop, etc.

[0065] After obtaining the model files of the objects in the target virtual scene, the model files can be imported into the texture painting software. For the model file of each object, the host can generate several texture files for the model file in the texture painting software in response to the texture painting instruction for the model file. Here, the texture file may be a texture file of one or more attributes such as base color, roughness, metallicity, normal, etc., depending on the display effect of the target virtual scene. The texture painting instruction is used to instruct the texture painting software to generate the corresponding texture file.

[0066] The texture painting software can generate texture files that meet the PBR (Physically-Based Rendering) standard, which is convenient for exporting as 3D model assets and importing into the rendering engine, thereby greatly reducing the time cost of rendering the subsequent virtual scene.

[0067] Step 330: Under multiple combinations of rendering parameters, use the Unreal Engine to perform real-time rendering on the model files and texture files of several objects, and display multiple preview images corresponding to the target virtual scene.

[0068] After obtaining the model files of each object in the target virtual scene and several texture files corresponding to the model files, the host can import the model files of each object and their corresponding texture files into the Unreal Engine (UE).

[0069] The host can obtain a combination of rendering parameters in response to a configuration operation on the Unreal Engine. Here, the combination of rendering parameters can be a combination of parameters covering aspects such as models, materials, and lighting. In one embodiment, the host can obtain rendering parameters corresponding to the model file, texture file (material texture), lighting, etc., including but not limited to the number, type, color, brightness, attenuation distance of the scene lights; the position coordinates, rotation angle, and scaling ratio of the models of each object; the color, brightness, scaling size, roughness, metallicity, reflectivity, refractive index, etc. of the material texture. After obtaining the above multiple rendering parameters, the multiple rendering parameters can be used as the combination of rendering parameters.

[0070] After obtaining any combination of rendering parameters, the host can use the Unreal Engine to perform real-time rendering on the model files and texture files of several objects, and display a preview image of the target virtual scene under this combination of rendering parameters. The preview image can present the rendering effect of the target virtual scene under the combination of rendering parameters. Here, the Unreal Engine can perform real-time rendering through rendering modes such as conventional dynamic real-time rendering and ray tracing.

[0071] In the rendering stage, the host can respond to the configuration operation multiple times, obtain the combination of rendering parameters corresponding to the configuration operation, and perform real-time rendering based on the combination of rendering parameters, so as to display the rendering effects of the target virtual scene under different combinations of rendering parameters.

[0072] Step 340: Determine the best preview image from multiple preview images, and obtain the target virtual scene in the best preview image.

[0073] The host can respond to the selection instruction to determine the preview image with the best display effect from multiple preview images as the best preview image. Here, the selection instruction can be used to indicate saving the combination of rendering parameters corresponding to the best preview image. After determining the best preview image, the target virtual scene in the best preview image can be obtained.

[0074] Through the above measures, model files of several objects in the target virtual scene are created using 3D modeling software, texture map files that meet the PBR standard are generated in texture painting software, and the model files and texture map files are imported into the Unreal Engine. Multiple combinations of rendering parameters are configured in the Unreal Engine, so as to quickly determine the best preview image corresponding to the best combination of rendering parameters through real-time rendering and display, greatly reducing the time cost of rendering an ideal visual effect of the virtual scene.

[0075] In one embodiment, the model file of the object in the target virtual scene includes the high-poly model of the object. When creating the model file of the object using 3D modeling software, the host can create the high-poly models of several objects using the 3D modeling software according to the specified viewing angle corresponding to the target virtual scene in the three-render-two standard.

[0076] See Figure 4 , which is a schematic diagram of the virtual scene of a three-render-two game provided by an embodiment of the present application. As Figure 4 shown, the virtual scene in the three-render-two game presents a 2.5D orthographic viewing angle. The specified viewing angle of the target virtual scene is the finally presented viewing angle. In the three-render-two game, the presented viewing angle of the virtual scene remains unchanged all the time. Therefore, the visual effect of the image under the specified viewing angle can be enhanced during the production stage. In this case, the visual effect of the image of the virtual scene under other viewing angles may be poor, or there may be mistakes such as continuity errors, but it has no impact on the three-render-two game.

[0077] The host can obtain editing instructions for each object corresponding to the specified viewing angle. The editing instructions focus on the display effect of the object in the target virtual scene under the specified viewing angle. The host can generate medium-poly models with excellent display effects for each object under the specified viewing angle in response to the editing instructions for each object. See Figure 5 , which is a schematic diagram of the medium-poly model of the virtual scene provided by an embodiment of the present application, Figure 5 is the medium-poly model created when making the Figure 4 target virtual scene.

[0078] Based on the medium-poly model, the host generates a high-poly model with excellent display effect, more polygons, and regular wireframe under the specified viewing angle through the 3D modeling software in response to the editing instructions. See Figure 6 , which is a schematic diagram of the high-poly model of the virtual scene provided by an embodiment of the present application, Figure 6 is the high-poly model created based on the Figure 5 medium-poly model, and is used to obtain the Figure 4 target virtual scene in

[0079] Through the above measures, high-poly models with excellent display effects under the specified viewing angle in the three-render-two standard can be created using 3D modeling software, so as to facilitate the generation of a target virtual scene with an ideal display effect in the subsequent process.

[0080] In one embodiment, the model file of an object in the target virtual scene includes model-specific texture coordinates corresponding to the high-poly model. When creating the model file of an object using 3D modeling software, for each object, the host can perform cropping on the surface of the high-poly model of the object according to the specified cropping method corresponding to the object, so as to obtain the model-specific texture coordinates corresponding to the high-poly model of the object.

[0081] For any object, the host can obtain the cropping instruction corresponding to the object and parse out the specified cropping method corresponding to the object from the cropping instruction.

[0082] See Figure 7 , which is a schematic diagram of the model-specific texture coordinates provided by an embodiment of the present application. Figure 7 The upper-right object in is a spherical polyhedron. According to the specified cropping method, its surface can be cropped into 4 parts. After the top and bottom parts are flattened, they are circular, and the middle two parts are rectangular after being flattened. The model-specific texture coordinates of the 4 parts can be labeled as A, B, C, and D. Subsequently, the texture map of the 3D model can be added to the model surface through the model-specific texture coordinates of the 4 parts.

[0083] After the host crops to obtain the model-specific texture coordinates of the high-poly models of each object according to the corresponding specified cropping methods, the surface of the 3D model of each object is completely unfolded into a plane coordinate system. Can one very intuitively and conveniently find the corresponding position of any place on the surface of the 3D model in the texture coordinates of the plane coordinate system, so as to facilitate the production of texture map files and also facilitate the subsequent addition of texture map files to the surface of the 3D model.

[0084] In one embodiment, when determining the texture map file corresponding to the model file of each object through texture map drawing software, the host can determine the texture map file corresponding to the model file of each object through the texture map drawing software according to the specified viewing angle corresponding to the target virtual scene in the three-dimensional rendering to two-dimensional annotation. Here, the specified viewing angle is the viewing angle at which the target virtual scene is finally presented.

[0085] For any model file, the host can respond to the texture map drawing instruction corresponding to the specified viewing angle and generate several texture map files for the model file based on the model-specific texture coordinates corresponding to the model file. In this case, the texture map file can meet the artistic effect of the object at the specified viewing angle. Exemplarily, to meet the artistic effect of any object at the specified viewing angle, the texture map files corresponding to attributes such as base color, roughness, and metallicity can indicate more obvious changes and contrasts when presented at the specified viewing angle.

[0086] The texture map file made based on the model-specific texture coordinates has a size matching the model-specific texture coordinates. Taking Figure 7 as an example, for Figure 7The texture map file of any attribute made of a middle spherical polyhedron may include 4 parts that match the model-specific texture coordinates A, B, C, and D. The part corresponding to the model texture coordinates A and B is a rectangle, and the part corresponding to the model texture coordinates C and D is a circle.

[0087] Since the rendering perspective of the virtual scene in a three-render-two game remains unchanged, after obtaining a texture map file with a display effect focused on a specified perspective, a target virtual scene with a better display effect can be rendered subsequently based on the texture map file. To obtain a better display effect, Substance Painter can be used as the texture drawing software.

[0088] In one embodiment, when the host performs real-time rendering on the model files and texture map files of several objects through the Unreal Engine, the host can perform real-time rendering on the model files and texture map files of several objects through the path tracing mode of the Unreal Engine. Compared with the two rendering modes of conventional dynamic real-time rendering and ray tracing, the path tracing mode has the best rendering effects in terms of ambient occlusion effect, global illumination effect, specular reflection effect, etc.

[0089] Before rendering, the host can respond to a configuration operation to enable relevant functions such as ray tracing and path tracing rendering of the Unreal Engine. After importing the model files of each object and several texture map files corresponding to the model files, the host can respond to a configuration operation to construct a lighting environment. Exemplarily, in the path tracing and ray tracing rendering modes, when using a point light, a spot light, and a rectangular light, by adjusting the light source radius (the rectangular light is the light source width and height), the reflection area of the light source on the model surface can be directly controlled; the distance between the light source and the reflecting object (object) can be adjusted to control a soft light source reflection effect.

[0090] See Figure 8 , which is a comparison schematic diagram of the lighting environment provided by an embodiment of the present application. Figure 8 The light source radius on the left is 0. Figure 8 The light source radius on the right is 50. See Figure 9 , which is a comparison schematic diagram of the lighting environment provided by another embodiment of the present application. Figure 9 The light source on the left is close to the reflecting object. At this time, the edge of the reflected light source is relatively sharp. Figure 9 The light source on the right is far from the reflecting object. At this time, the edge of the reflected light source is relatively soft.

[0091] After building the lighting environment, the host can perform real-time rendering in the Unreal Engine in path tracing mode to obtain a preview image of the target virtual scene.

[0092] In one embodiment, when the host performs real-time rendering on the model files and texture files of several objects through the Unreal Engine and displays multiple preview images corresponding to the target virtual scene, the host can perform real-time rendering on the model files and texture files of several objects through the Unreal Engine according to the local rendering method, so as to obtain preview images corresponding to the rendering parameter combination. Here, the local rendering method can directly enable the rendering program in the Unreal Engine, so as to quickly start the rendering work and display the preview images, so as to facilitate adjusting the rendering parameter combination and displaying it in real time.

[0093] In one embodiment, after determining the best preview image, in order to obtain the target virtual scene in the best preview image, the host can render and output the best preview image based on the rendering parameter combination corresponding to the best preview image according to the remote rendering method to obtain the target virtual scene. Here, the remote rendering method can start a rendering program outside the Unreal Engine, export the rendering parameter combination, model file and texture file to the rendering program, and then perform rendering through the rendering program. Since the rendering parameter combination corresponding to the best preview image has been determined and there is no need to continue adjusting, the remote rendering method can avoid data loss caused by the Unreal Engine crashing when the rendering fails or crashes.

[0094] To illustrate the overall production process of the virtual scene in the three-render-two game of this solution, see Figure 10 , which is a schematic diagram of the three-render-two production method provided by an embodiment of the present application. As Figure 10 shown, first, the medium model of the objects in the virtual scene can be made in 3D modeling software, and then the high model can be made, and the model-specific texture coordinates can be split from the surface of the high model. After the high model and the model-specific texture coordinates are imported into the texture painting software, several texture files of the high model can be made through the texture painting software based on the model-specific texture coordinates. After the model files of each object are imported into the Unreal Engine, through the Unreal Engine, with the help of the model-specific texture coordinates, the textures in the texture files are added to the surface of the high model. After setting up the lighting scene in the Unreal Engine, real-time rendering can be performed, and the preview images of the virtual scene can be output.

[0095] Through the model-specific texture coordinates, the process of texture addition can be realized more accurately, avoiding problems such as texture distortion or stretching caused by the uneven surface of the high model. The texture files output by the texture painting software can be directly imported into the Unreal Engine process for processing, and the rendering parameters of the lighting environment are configured in the Unreal Engine. Compared with the existing solutions, the production process is greatly simplified and the time cost is reduced. Through the real-time rendering function of the Unreal Engine, the virtual scene can be adjusted in time, so as to quickly obtain an ideal display effect.

[0096] Figure 11 is a block diagram of a virtual scene production device according to an embodiment of the present invention. As Figure 11As shown, the device may include:

[0097] A modeling module 1110, configured to produce model files of several objects in a target virtual scene through 3D modeling software;

[0098] A drawing module 1120, configured to determine texture map files corresponding to the model files of each object through texture map drawing software;

[0099] A rendering module 1130, configured to perform real-time rendering on the model files and texture map files of the several objects through Unreal Engine under multiple combinations of rendering parameters, and display multiple preview images corresponding to the target virtual scene;

[0100] An acquisition module 1140, configured to determine the best preview image from the multiple preview images, and obtain the target virtual scene in the best preview image.

[0101] For the implementation processes of the functions and roles of each module in the above device, please refer to the implementation processes of the corresponding steps in the above method for making a virtual scene for details, which will not be elaborated here.

[0102] In several embodiments provided in the present application, the disclosed device and method may also be implemented in other ways. The device embodiments described above are merely illustrative. For example, the flowcharts and block diagrams in the accompanying drawings show the possible architectures, functions, and operations of devices, methods, and computer program products according to multiple embodiments of the present application. In this regard, each block in the flowchart or block diagram may represent a module, a program segment, or a part of code, and the module, program segment, or part of code contains one or more executable instructions for implementing the specified logical function. In some alternative implementations, the functions marked in the blocks may also occur in a different order from that marked in the accompanying drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagram and / or flowchart, and the combination of blocks in the block diagram and / or flowchart, may be implemented by a dedicated hardware-based system for performing the specified functions or actions, or may be implemented by a combination of dedicated hardware and computer instructions.

[0103] In addition, in each embodiment of the present application, the various functional modules may be integrated together to form an independent part, or each module may exist alone, or two or more modules may be integrated to form an independent part.

[0104] If a function is implemented in the form of a software functional module and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods in various embodiments of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.

Claims

1. A method for producing a virtual scene, characterized in that Including: Producing model files of several objects in a target virtual scene through 3D modeling software; Determining texture map files corresponding to the model files of each object through texture map drawing software; Under multiple combinations of rendering parameters, performing real-time rendering on the model files and texture map files of the several objects through the Unreal Engine, and displaying multiple preview images corresponding to the target virtual scene; Determining the best preview image from the multiple preview images, and obtaining the target virtual scene in the best preview image; Wherein, the model files include high-poly models; The producing model files of several objects in a target virtual scene through 3D modeling software includes: According to the specified viewing angle corresponding to the target virtual scene in the three-render-two standard, producing high-poly models of the several objects through the 3D modeling software; For each object, performing cropping on the surface of the high-poly model of the object according to the specified cropping method corresponding to the object, to obtain the model-specific texture coordinates corresponding to the high-poly model of the object; The determining texture map files corresponding to the model files of each object through texture map drawing software includes: For any model file, in response to a texture map drawing instruction corresponding to a specified viewing angle, generating several texture map files for the model file based on the model-specific texture coordinates corresponding to the model file.

2. The method according to claim 1, characterized in that, The determining texture map files corresponding to the model files of each object through texture map drawing software includes: According to the specified viewing angle corresponding to the target virtual scene in the three-render-two standard, determining texture map files corresponding to the model files of each object through the texture map drawing software, so that the texture map files meet the artistic effect of the object at the specified viewing angle.

3. The method according to claim 1, wherein Before performing real-time rendering on the model files and texture map files of the several objects through the Unreal Engine, the method further includes: Obtaining rendering parameters corresponding to the model files, texture map files, and lights as the rendering parameter combination.

4. The method according to claim 1, wherein The performing real-time rendering on the model files and texture map files of the several objects through the Unreal Engine includes: Performing real-time rendering on the model files and texture map files of the several objects through the path tracing mode of the Unreal Engine.

5. The method according to claim 1, wherein The performing real-time rendering on the model files and texture map files of the several objects through the Unreal Engine, and displaying multiple preview images corresponding to the target virtual scene includes: Performing real-time rendering on the model files and texture map files of the several objects through the Unreal Engine according to the local rendering method.

6. The method according to claim 1, characterized in that, The determining the best preview image from the multiple preview images includes: In response to a selection instruction, determining the preview image indicated by the selection instruction as the best preview image.

7. The method according to claim 1, wherein The obtaining the target virtual scene in the best preview image includes: Based on the rendering parameter combination corresponding to the best preview image, rendering and outputting the best preview image according to the remote rendering method to obtain the target virtual scene.

8. An apparatus for producing a virtual scene, characterized in that Including: A modeling module for producing model files of several objects in a target virtual scene through 3D modeling software; A drawing module for determining texture map files corresponding to the model files of each object through texture map drawing software; A rendering module, configured to perform real-time rendering on the model files and texture files of the several objects through the Unreal Engine under multiple combinations of rendering parameters, and display multiple preview images corresponding to the target virtual scene; An acquisition module, configured to determine the best preview image from the multiple preview images, and obtain the target virtual scene in the best preview image; Wherein, the model file includes a high-poly model; When the modeling module is used to produce the model files of several objects in the target virtual scene through 3D modeling software, it includes: Producing the high-poly model of the several objects through the 3D modeling software according to the specified viewing angle corresponding to the target virtual scene in the three-to-two rendering standard; For each object, cutting the surface of the high-poly model of the object according to the specified cutting method corresponding to the object, to obtain the model-specific texture coordinates corresponding to the high-poly model of the object; When the drawing module is used to determine the texture files corresponding to the model files of each object through texture drawing software, it includes: For any model file, in response to a texture drawing instruction corresponding to a specified viewing angle, generating several texture files for the model file on the basis of the model-specific texture coordinates corresponding to the model file.

9. An electronic device, characterized in that, The electronic device includes: A processor; A memory for storing instructions executable by the processor; Wherein, the processor is configured to execute the method for producing a virtual scene according to any one of claims 1-7.

10. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, and the computer program can be executed by the processor to complete the method for producing a virtual scene according to any one of claims 1-7.

Citation Information

Patent Citations

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    CN111105491A