Virtual object display control method, device and electronic device

By setting the display hierarchical dyeing intensity of virtual objects and adjusting display parameters, the problem of virtual objects not matching the scene is solved, the visual performance of virtual objects with low calculation consumption is achieved, and the color contrast of the object parts is improved, and the Visual experience of virtual space.

CN114392551BActive Publication Date: 2024-12-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111563431.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-20
Publication Date
2024-12-10
Estimated Expiration
2041-12-20

AI Technical Summary

Technical Problem

The visual representation of virtual objects in the virtual space does not match the scene, the calculation consumption is high, and it is difficult to apply to mobile games. The color contrast of different object parts is insufficient, which affects the visual experience.

Method used

By setting the dyeing intensity of the display level of the virtual object, adjusting the display parameters according to the ambient light parameters and material properties, the visual performance of the virtual object is consistent with the scene, and ensuring the colors of different object parts under the premise of low calculation consumption. Contrast.

Benefits of technology

Under the premise of low calculation consumption, the visual performance of virtual objects is consistent with the scene, which improves the visual performance of virtual objects, especially in different environments, maintains the color contrast of the object parts and improves the user experience.

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Abstract

The present invention provides a display control method, device and electronic device for a virtual object, the method comprising: obtaining a target object to be displayed; each display level in the target object is set with a tinting intensity; the tinting intensity is used to indicate the degree to which the display effect of the object part in the display level is affected by the ambient light; obtaining the ambient light parameters of the scene in which the target object is located, and determining the display parameters of the display level based on the ambient light parameters and the tinting intensity set at the display level; and controlling the display of the target object based on the display parameters of each display level in the target object. In this method, the degree to which the display effect of the object part in the level is affected by the ambient light is controlled based on the tinting intensity set at each level, so that the visual performance of the virtual object can be matched with the scene, and the calculation consumption is low. At the same time, different object parts are affected by the ambient light to different degrees, so that there is a certain color contrast between different object parts, which improves the visual performance of the virtual object.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a display control method, device and electronic equipment for a virtual object. Background Art

[0002] In a virtual space, the brightness of ambient light varies in different scenes. For example, the ambient light in a daytime scene is brighter, while the ambient light in a night scene is darker; the ambient light in an indoor scene is brighter, while the ambient light in an outdoor scene is darker. The brightness of ambient light may affect the visual performance of other virtual objects in the virtual space. In related technologies, virtual objects usually use illuminated materials, and the color of virtual objects is calculated based on the ambient light of the scene so that the visual performance of the virtual objects matches the scene, but this method is computationally intensive and requires large computing resources. Summary of the invention

[0003] In view of this, the purpose of the present invention is to provide a display control method, device and electronic device for a virtual object, so as to achieve the matching of the visual performance of the virtual object with the scene under the premise of low computing consumption, and at the same time, to ensure a certain color contrast between different parts of the object, thereby improving the visual performance of the virtual object.

[0004] In a first aspect, an embodiment of the present invention provides a display control method for a virtual object, the method comprising: obtaining a target object to be displayed; wherein the target object includes at least one display level; each of the display levels is used to display at least a portion of an object part of the target object; the display level is provided with a tinting intensity; the tinting intensity is used to indicate the extent to which the display effect of the object part in the display level is affected by ambient light; obtaining ambient light parameters of a scene in which the target object is located, and determining display parameters of the display level based on the ambient light parameters and the tinting intensity set for the display level; and controlling the display of the target object based on the display parameters of each of the display levels in the target object.

[0005] Before the step of acquiring the target object to be displayed, the method further includes: setting the coloring intensity of the display level according to the material properties of the object part in each display level in the target object.

[0006] The above-mentioned step of setting the tinting intensity of the display level according to the material properties of the object part in each display level in the target object includes: if the material of the object part in the display level has a self-luminous property, setting the tinting intensity of the display level to be lower than a first threshold; if the material of the object part in the display level does not have a self-luminous property, setting the tinting intensity of the display level to be higher than a second threshold.

[0007] The above-mentioned display level is also set with initial display parameters of the object part; based on the above-mentioned ambient light parameters and the tinting intensity set at the display level, the step of determining the display parameters of the display level includes: multiplying the ambient light parameters and the tinting intensity set at the display level to obtain a first intermediate result; based on the first intermediate result, adjusting the initial display parameters of the above-mentioned display level to obtain the final display parameters of the display level.

[0008] The step of adjusting the initial display parameters of the display level based on the first intermediate result to obtain the final display parameters of the display level includes: multiplying the first intermediate result by the initial display parameters of the display level to obtain the final display parameters of the display level.

[0009] The step of adjusting the initial display parameters of the display level based on the first intermediate result to obtain the final display parameters of the display level includes: adding the first intermediate result to the initial display parameters of the display level to obtain the final display parameters of the display level.

[0010] The step of obtaining the ambient light parameters of the scene where the target object is located includes: obtaining the scene picture currently displayed in the graphical user interface; and determining the ambient light parameters of the scene where the target object is located based on the pixel display parameters in the scene picture.

[0011] In a second aspect, an embodiment of the present invention further provides a display control device for a virtual object, comprising:

[0012] A target object acquisition module is used to acquire a target object to be displayed; wherein the target object includes at least one display level; each display level is used to display at least part of the object part of the target object; the above display level is set with a tinting intensity; the tinting intensity is used to indicate the degree to which the display effect of the object part in the display level is affected by the ambient light; an ambient light parameter acquisition module is used to acquire the ambient light parameters of the scene where the above target object is located, and determine the display parameters of the display level based on the ambient light parameters and the tinting intensity set at the display level; a display control module is used to control the display of the above target object based on the display parameters of each display level in the target object.

[0013] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned virtual object display control method.

[0014] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned virtual object display control method.

[0015] The embodiments of the present invention bring the following beneficial effects:

[0016] The above-mentioned display control method, device and electronic device for virtual objects obtain a target object to be displayed; wherein the target object includes at least one display level; each of the display levels is used to display at least part of the object part of the target object; the display level is set with a tinting intensity; the tinting intensity is used to indicate the degree to which the display effect of the object part in the display level is affected by ambient light; the ambient light parameters of the scene in which the target object is located are obtained, and the display parameters of the display level are determined based on the ambient light parameters and the tinting intensity set for the display level; based on the display parameters of each display level in the target object, the display of the target object is controlled. In this method, the tinting intensity is set for each level, and the degree to which the display effect of the object part in the level is affected by ambient light is controlled based on the tinting intensity. This method can achieve the visual performance of the virtual object to be consistent with the scene under the premise of low computing consumption. At the same time, different object parts are affected by ambient light to different degrees, so that there is a certain color contrast between different object parts, which further improves the visual performance of the virtual object.

[0017] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0018] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0020] Figure 1 A flowchart of a display control method of a virtual object provided by an embodiment of the present invention;

[0021] Figure 2 A flowchart of another method for controlling display of a virtual object provided by an embodiment of the present invention;

[0022] Figure 3 A schematic diagram of the structure of a device for controlling display of a virtual object provided by an embodiment of the present invention;

[0023] Figure 4 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0024] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0025] At present, in game scenes with different backgrounds, in order to achieve the effect that the color and brightness of virtual objects perfectly match the environmental scenes, before the visual special effects are displayed, the material of the virtual object needs to calculate the display brightness of the virtual object based on the current ambient light parameters. Therefore, the amount of calculation is relatively large and requires a large amount of computing resources. As a result, this technology is usually applied to console games and is difficult to apply to mobile games. In another way, in different scenes of day and night in the game world, the display brightness of the virtual object is adjusted as a whole, so that the brightness and color of the virtual object itself cannot maintain a certain contrast, which reduces the visual effect of the special effects and affects the user's visual experience.

[0026] Based on the above, the embodiments of the present invention provide a method, device and system for controlling the display of virtual objects. This technology can be applied to games, animations and films, and can be specifically used for displaying and controlling virtual objects in games or other three-dimensional scenes.

[0027] To facilitate understanding of this embodiment, a display control method for a virtual object disclosed in an embodiment of the present invention is first described in detail. Figure 1 As shown, the method comprises the following steps:

[0028] Step S102, obtaining a target object to be displayed; wherein the target object includes at least one display level; each display level is used to display at least a part of the object part of the target object; the display level is provided with a tinting intensity; the tinting intensity is used to indicate the degree to which the display effect of the object part in the display level is affected by the ambient light;

[0029] In game scenes or other virtual scenes, there are usually multiple elements such as environmental scenes, virtual characters, NPCs (Non-Player Characters, non-player controlled characters). In order to simulate real time, there are day and night in virtual scenes. The brightness of the ambient light is different in different environmental scenes. For example, the ambient light is brighter in daytime scenes and darker in night scenes. There are also virtual characters with different identities in virtual scenes. Each virtual character has its own unique skills. In order to make the game more realistic, each skill has a corresponding visual effect. For example: luminous effects, smoke effects, flash effects, etc. Usually a visual effect is composed of multiple parts, such as the flame effect in the game scene, including the fire part and the smoke part. Each part corresponds to a display level, which is used to set the parameters of some objects of the visual effect.

[0030] The above-mentioned explosion effects, trailing effects, glowing trails and other special effects mainly use particle systems and material systems, as well as blueprints and lights, for their abstract visual effects. The particle system is the smallest unit that can be placed in a scene or component. A particle system consists of one or more emitters. The particle emitter is responsible for generating particles and managing the properties of particles, such as the life, color, and size of the particles. The material system includes shading models and shaders. Materials are resources that can be applied to mesh objects. They define the surface types used to make up objects, such as the color, glossiness, and whether objects can be seen through. Materials can be used to control the visual appearance of the scene. The content of materials includes material expressions and meshes, colors, texture maps, material properties, and material inputs. Materials are constructed through visual script nodes in the material editor, that is, meshes composed of material expressions. Visual effects are created through particle systems and material systems and attached to target virtual characters. When users control virtual characters to use skills, visual effects are released to achieve rich visual effects.

[0031] In one method, in the rendering document file of the game engine, a target visual effect is selected, that is, the above-mentioned target object, which can be various elements in the virtual scene, such as characters, still lifes, special effects, etc. The target object includes at least one display level, for example: the flame special effect includes a fire light part and a smoke part, wherein each part corresponds to a display level, and under a certain display level, the part of the target object corresponding to the display level will be displayed. In addition, the above-mentioned display level is also provided with a tinting intensity, wherein the tinting intensity can indicate the degree to which the display effect of the part of the target object corresponding to the display level is affected by the ambient light. The ambient light is the light illuminated in a specific environment. The brightness of the ambient light will affect the display effect of the visual special effect. For example: the flame in the game scene includes a fire light part and a smoke part, wherein the fire light part is relatively bright during the day and at night, and is not greatly affected by the ambient light, while the smoke part is relatively bright during the day and relatively dark at night.

[0032] When the value of the above tinting intensity is set relatively low, it means that the display of the object part of this level is less affected by the ambient light, or even not affected by the ambient light; when the value of the tinting intensity is set relatively high, it means that the display of the object part of this level is more affected by the ambient light. According to the different display levels of the target object and the different material properties of different target objects, different proportions of tinting intensity are set. The tinting intensity can be set by the engineer when designing the display level. Based on this, the target object can achieve a good fit with the environment in different environmental scenes.

[0033] Step S104, obtaining ambient light parameters of the scene where the target object is located, and determining display parameters of the display level based on the ambient light parameters and the tinting intensity set at the display level;

[0034] In a specific implementation, there are three main types of ambient lighting in the game scene, namely: ambient light, diffuse light, and specular light. Ambient light means that even if there is no direct light source irradiating the model of a target object, as long as there is light reaching the model, the model can be seen. This overall brightness based on the entire natural environment is ambient light. Diffuse light is the most common. Both eyes and lights can be regarded as diffuse light. In general, the color of the target object model is basically determined by diffuse light. Specular light propagates in a specific direction and reflects in one direction when it reaches the surface of the model, thus forming high-brightness illumination that can only be observed within a certain angle range. Another type is self-luminescence, that is, the light emitted by the model itself is realized through the self-luminous material of the model. The color and transparency of the self-luminous light are described in the model's material Emissive.

[0035] In another specific implementation, there are five main types of ambient light sources in the game scene, namely directional light source, point light source, spot light source, rectangular light source and sky light. Directional light source simulates light emitted from an infinitely distant source. The shadows cast by this light source are all parallel, which is suitable for simulating sunlight. The properties of directional light source include the following five categories: light source, light beam, Lightmass (global illumination), illumination function and cascade shadow map. The working principle of point light source is similar to that of light bulbs in real life, emitting light uniformly in all directions from a point in space. Spot light source emits light from a single point in a cone, which is mainly composed of inner cone angle and outer cone angle. In the inner cone angle, the light will reach full brightness. When entering the range of the outer cone angle from the range of the inner radius, attenuation will occur, forming a penumbra, or a softening effect will be formed around the illumination circle of the spot light source. Its working principle is similar to that of a flashlight. The properties of point light source and spot light source include the following four categories: light source, light source description file, Lightmass (global illumination) and light source function. A rectangular light source emits light into the scene from a rectangular plane with a defined width and height. It can simulate any type of light source with a rectangular area, such as a TV, monitor screen, ceiling lamp, etc. The properties of a rectangular light source can be divided into four categories: light source, Lightmass (global illumination), light function, and light description file. Sky lighting is used to capture distant parts of the level and apply them to the scene as light sources. Even if the sky comes from the atmosphere, clouds on top of the skybox, or distant mountains, the appearance of the sky and its lighting will match. The properties of the sky lighting component are divided into two types: sky lighting and light sources.

[0036] Based on the above, the ambient light parameters in this embodiment may include light source parameters, based on the light source in the scene, the light intensity, light direction, light reflection conditions, etc. at the location of the target object. Specifically, the light source parameters may include parameters such as intensity, light source color, cast shadow, minimum roughness, etc.; the light source parameters may also include parameters related to the light beam emitted by the light source, such as beam shielding, shielding mask darkness, floodlight scaling, floodlight threshold, etc. The light source parameters may also include the mobility of the light source and the parameters of the movement mode. The light source of the ambient light is mainly divided into static, fixed and mobile in terms of mobility. Specifically, the position, rotation, scaling and mobility of the light source can be set. There are many scenes in the game world, such as: daytime, night, cloudy, sunny, indoor, outdoor, etc. In order to simulate the lighting effects in real scenes, each scene is in a different environment, and its ambient light parameters are also different.

[0037] The ambient light parameters of the scene where the target object is located and the tinting intensity of the display layer setting are calculated based on a preset algorithm to obtain the display parameters of the display level. For example, the tinting intensity of the display level setting is used as a weight parameter to adjust the ambient light parameters, thereby adjusting the display parameters of the display level. The display parameters may specifically include parameters such as color, brightness, and saturation of the object part in the display level.

[0038] Step S106: based on the display parameters of each display level in the target object, control the display of the target object.

[0039] Specifically, taking the target object as a visual effect as an example, the display level corresponding to each component of the visual effect displays parameters such as duration, generation rate, particle survival time, size, speed direction during generation, etc. In addition, initial display parameters are also set in the display level. The display parameters of the display level are determined based on a preset algorithm, thereby controlling the display of the target object.

[0040] The above-mentioned display control method of virtual objects obtains the target object to be displayed; wherein the target object includes at least one display level; each display level is used to display at least part of the object part of the target object; the display level is set with a tinting intensity; the tinting intensity is used to indicate the degree to which the display effect of the object part in the display level is affected by the ambient light; the ambient light parameters of the scene where the target object is located are obtained, and the display parameters of the display level are determined based on the ambient light parameters and the tinting intensity set in the display level; based on the display parameters of each display level in the target object, the display of the target object is controlled. In this method, the tinting intensity is set for each level, and the degree to which the display effect of the object part in the level is affected by the ambient light is controlled based on the tinting intensity. This method can achieve the visual performance of the virtual object to be consistent with the scene under the premise of low computing consumption. At the same time, different object parts are affected by the ambient light to different degrees, so that there is a certain color contrast between different object parts, which further improves the visual performance of the virtual object.

[0041] The following embodiment provides an implementation method for setting the color intensity of a display level.

[0042] Specifically, the tinting intensity of the display level is set according to the material attribute of the object part in each display level in the target object.

[0043] Material properties usually affect the visual performance of object parts. For example, the visual effects in the game scene are usually created by the particle system and the material system. The effect of the particles mainly depends on the coordination of the material. The material describes the process of interaction between the object and the light in the scene, and is one of the most important parts that determine the appearance of the object surface. In game development, different models will use different materials. In one way, material properties include: general properties, Phong E (specular reflection shading), ray tracing settings, translucency, real-time rendering, and vector rendering. There is a more specific property setting panel corresponding to each property. For example, the detail panel of the general property displays the material ball color, transparency, ambient color, self-illumination, diffuse reflection, reflectivity, glow intensity, and hidden source. In the above transparency, black is opaque and white is transparent. The above diffuse reflection value can be understood as the reflectivity of the intrinsic color. For example, when the diffuse reflection value is 0.8, it means that 80% of the intrinsic color is reflected. If the diffuse reflection value is 1, it means that the intrinsic color is fully displayed. If the value is 0, it means that no color is reflected at all, that is, black.

[0044] In actual implementation, different materials have different visual effects under the same lighting, and the same material has different effects under different lighting. Therefore, for visual effects, it is necessary to set the tinting intensity of the component according to the material properties of its components to make the visual performance of the object more realistic, so that the visual effects can better fit the scene.

[0045] When there are fewer display levels in the target object, engineers can set the tinting intensity of each display level based on the material properties of the object part in the display level; when there are more display levels in the target object, the material properties can be divided into multiple types, and the tinting intensity corresponding to each material property can be set in advance, without the need for engineers to set the tinting intensity of each layer.

[0046] The following embodiment provides a specific implementation method for setting the color intensity of the display level.

[0047] Specifically, if the material of the object part in the display level has a self-luminous property, the tinting intensity of the display level is set to be lower than the first threshold; if the material of the object part in the display level does not have a self-luminous property, the tinting intensity of the display level is set to be higher than the second threshold.

[0048] In one implementation, if the material of the object part corresponding to a certain display level of the target object has a self-luminous property, that is, the object part corresponding to the display level emits light by itself, then the tinting intensity of the display level is set to be lower than a first threshold. For the display level with a tinting intensity lower than the first threshold, it can be understood that the brightness of the display level is not affected by ambient light, or is less affected by ambient light.

[0049] In another implementation, if the material of an object part in a certain display level of the target object does not have a self-luminous property, that is, the object part corresponding to the display level needs to reflect other light sources, then the tinting intensity of the display level is set higher than the second threshold. For the display level with a tinting intensity higher than the second threshold, it can be understood that the display level is greatly affected by the ambient light.

[0050] The first threshold and the second threshold can be the same or different. Engineers can pre-set the tinting intensity when setting the display level. For example, the tinting intensity of the smoke part in the flame special effect is set to a value higher than the second threshold. In a complete visual special effect, if the degree of influence of ambient light on each part of the display effect is similar, the first threshold and the second threshold are relatively close or the same. If the degree of influence of ambient light on each part of the display effect is very different, the first threshold and the second threshold are also very different.

[0051] The following embodiment provides a specific calculation method for determining display parameters of a display level.

[0052] The above display level is also set with initial display parameters of the object part; the ambient light parameters and the tinting intensity set by the display level are multiplied to obtain a first intermediate result; based on the first intermediate result, the initial display parameters of the above display level are adjusted to obtain the final display parameters of the display level.

[0053] Specifically, in each display level of the target object, the initial display parameters of the object part corresponding to the display level can be set. The initial display parameters are mainly related to the material properties of the particles that create the part. For example, the initial display parameters may include the color parameters and brightness parameters of the object part, and may also include parameters such as display duration, generation rate, particle survival time, size, and speed direction during generation. The ambient light parameters are multiplied by the tinting intensity set at the display level to obtain an intermediate result, that is, the above-mentioned first intermediate result, and then the display parameters of the display level are adjusted using the first intermediate result through a preset algorithm to obtain the final display parameters of the display level.

[0054] In one method, the first intermediate result is multiplied by the initial display parameter of the display level to obtain the final display parameter of the display level. In this method, the preset algorithm is to perform a product process on the first intermediate result and the initial display parameter of the display level, and the final display parameter of the display level can be obtained by multiplying the first intermediate result and the initial display parameter.

[0055] In another way, the first intermediate result is added to the initial display parameters of the display level to obtain the final display parameters of the display level. In this way, the preset algorithm is to add the first intermediate result to the initial display parameters of the display level, and the final display parameters of the display level can be obtained by adding the first intermediate result to the initial display parameters.

[0056] The following embodiment provides a specific implementation method for determining the ambient light parameters of the scene where the target object is located.

[0057] Specifically, a scene picture currently displayed in the graphical user interface is obtained; and based on pixel display parameters in the scene picture, ambient light parameters of the scene where the target object is located are determined.

[0058] The virtual camera shoots in the virtual scene to obtain the scene picture, which is then displayed in the graphical user interface. Therefore, in the course of the game, a variety of scene pictures will be displayed, and the scene color and brightness in different scene pictures are also ever-changing. In this embodiment, in order to obtain the ambient light parameters, the scene picture needs to be processed. In one method, a brightness histogram of the scene picture is obtained. The horizontal axis in the figure is the interval of pixel brightness in the screen, and the vertical axis is the proportion of pixels falling into the interval, which can be understood as the distribution of pixel brightness values ​​in the scene. By summing all the brightness stages in the histogram, an intermediate data is obtained. The intermediate data may have values ​​that are too high or too low in brightness. In order to maintain a good contrast in the scene, the over-bright and over-dark areas specified by the percentage are eliminated, and then divided by the number of pixels to obtain the pixel mean. The pixel mean can be used as the ambient light parameter.

[0059] Based on the above calculation results, pixel display parameters can be obtained, thereby determining the ambient light parameters of the scene where the target object is located.

[0060] Based on the above, this embodiment provides another specific display control method of a virtual object, such as Figure 2 As shown, the method comprises the following steps:

[0061] Step S202, setting the coloring intensity of the display level according to the material properties of the object parts in each display level in the target object;

[0062] Step S204, obtaining a target object; wherein the target object includes at least one display level; each display level is used to display at least a part of the object part of the target object; the display level is provided with a dye intensity; the dye intensity is used to indicate the degree to which the display effect of the object part in the display level is affected by the ambient light;

[0063] Step S206, obtaining the scene picture currently displayed in the graphical user interface; and determining the ambient light parameters of the scene where the target object is located based on the pixel display parameters in the scene picture;

[0064] Step S208, multiplying the ambient light parameter and the tinting intensity set by the display level to obtain a first intermediate result;

[0065] Step S210, adjusting the initial display parameters of the display level based on the first intermediate result to obtain the final display parameters of the display level;

[0066] Step S212: controlling the display of the target object based on the display parameters of each display level in the target object.

[0067] When the target object is a special effect, the above method can solve the problem of incompatibility of special effect brightness in different environments with only a low cost, making the special effect brighter during the day and darker at night, and changing the color of the special effect according to different atmospheres. In addition, according to the different properties of different special effects, different tinting intensities are set, so that the special effects can be well integrated with the environment in various environments.

[0068] For the above method embodiments, see Figure 3 A display control device for a virtual object shown includes:

[0069] The target object acquisition module 300 is used to acquire the target object to be displayed; wherein the target object includes at least one display level; each display level is used to display at least part of the object part of the target object; the display level is provided with a dye intensity; the dye intensity is used to indicate the degree to which the display effect of the object part in the display level is affected by the ambient light;

[0070] An ambient light parameter acquisition module 302 is used to acquire ambient light parameters of the scene where the target object is located, and determine display parameters of the display level based on the ambient light parameters and the tinting intensity set at the display level;

[0071] The display control module 304 is used to control the display of the target object based on the display parameters of each display level in the target object.

[0072] The display control device of the above-mentioned virtual object obtains the target object to be displayed; wherein the target object includes at least one display level; each display level is used to display at least part of the object part of the target object; the display level is set with a tinting intensity; the tinting intensity is used to indicate the degree to which the display effect of the object part in the display level is affected by the ambient light; the ambient light parameters of the scene where the target object is located are obtained, and the display parameters of the display level are determined based on the ambient light parameters and the tinting intensity set in the display level; based on the display parameters of each display level in the target object, the display of the target object is controlled. In this method, the tinting intensity is set for each level, and the degree to which the display effect of the object part in the level is affected by the ambient light is controlled based on the tinting intensity. This method can achieve the visual performance of the virtual object to be consistent with the scene under the premise of low computing consumption. At the same time, different object parts are affected by the ambient light to different degrees, so that there is a certain color contrast between different object parts, which further improves the visual performance of the virtual object.

[0073] The above-mentioned device also includes: a setting module, which is used to: set the coloring intensity of the above-mentioned display level according to the material properties of the object part in each display level in the target object.

[0074] The above-mentioned setting module is also used to: if the material of the object part in the display level has a self-luminous property, set the tinting intensity of the display level to be lower than the first threshold; if the material of the object part in the display level does not have a self-luminous property, set the tinting intensity of the display level to be higher than the second threshold.

[0075] The above-mentioned display level is set with initial display parameters of the object part; the above-mentioned ambient light parameter acquisition module is also used to: multiply the ambient light parameters and the tinting intensity set by the display level to obtain a first intermediate result; adjust the initial display parameters of the above-mentioned display level based on the first intermediate result to obtain the final display parameters of the display level.

[0076] The ambient light parameter acquisition module is further used to: multiply the first intermediate result by the initial display parameter of the display level to obtain the final display parameter of the display level.

[0077] The above-mentioned ambient light parameter acquisition module is also used to: add the above-mentioned first intermediate result and the initial display parameter of the above-mentioned display level to obtain the final display parameter of the display level.

[0078] The above-mentioned ambient light parameter acquisition module is also used to: acquire the scene picture currently displayed in the graphical user interface; and determine the ambient light parameters of the scene where the target object is located based on the pixel display parameters in the scene picture.

[0079] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned virtual object display control method.

[0080] See also Figure 4 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the above-mentioned method for display control of virtual objects.

[0081] Further, Figure 4 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0082] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 4 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0083] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0084] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned method for display control of virtual objects.

[0085] The computer program product of the virtual object display control method, device and system provided in the embodiments of the present invention includes a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0086] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0087] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0088] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, etc., which can store program codes.

[0089] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0090] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A display control method for a virtual object, characterized in that: The method comprises: Acquire a target object to be displayed; wherein the target object includes at least one display level; each of the display levels is used to display at least a portion of the object part of the target object; the display level is provided with a tinting intensity; the tinting intensity is used to indicate the degree to which the display effect of the object part in the display level is affected by ambient light; Acquire ambient light parameters of the scene where the target object is located, and determine display parameters of the display level based on the ambient light parameters and the tinting intensity set by the display level; Based on the display parameters of each of the display levels in the target object, the target object is controlled to be displayed.

2. The method according to claim 1, characterized in that Before the step of acquiring the target object to be displayed, the method further includes: The tinting intensity of the display level is set according to the material attribute of the object part in each display level in the target object.

3. The method according to claim 2, characterized in that The step of setting the tinting intensity of the display level according to the material properties of the object part in each display level in the target object comprises: If the material of the object part in the display level has a self-luminous property, setting the tinting intensity of the display level to be lower than a first threshold; If the material of the object part in the display level does not have a self-luminous property, the tinting intensity of the display level is set to be higher than a second threshold.

4. The method according to claim 1, characterized in that: The display level is also provided with initial display parameters of the object part; the step of determining the display parameters of the display level based on the ambient light parameters and the tinting intensity set by the display level comprises: Multiplying the ambient light parameter and the tinting intensity set at the display level to obtain a first intermediate result; The initial display parameters of the display level are adjusted based on the first intermediate result to obtain the final display parameters of the display level.

5. The method according to claim 4, characterized in that The step of adjusting the initial display parameters of the display level based on the first intermediate result to obtain the final display parameters of the display level includes: The first intermediate result is multiplied by an initial display parameter of the display level to obtain a final display parameter of the display level.

6. The method according to claim 4, characterized in that The step of adjusting the initial display parameters of the display level based on the first intermediate result to obtain the final display parameters of the display level includes: The first intermediate result is added to the initial display parameter of the display level to obtain the final display parameter of the display level.

7. The method according to claim 1, characterized in that The step of obtaining the ambient light parameters of the scene where the target object is located comprises: Get the scene currently displayed in the graphical user interface; Based on the pixel display parameters in the scene picture, the ambient light parameters of the scene where the target object is located are determined.

8. A display control device for a virtual object, characterized in that: The device comprises: A target object acquisition module, used to acquire a target object to be displayed; wherein the target object includes at least one display level; each of the display levels is used to display at least part of the object part of the target object; the display level is provided with a staining intensity; the staining intensity is used to indicate the degree to which the display effect of the object part in the display level is affected by the ambient light; An ambient light parameter acquisition module, used to acquire ambient light parameters of the scene where the target object is located, and determine display parameters of the display level based on the ambient light parameters and the tinting intensity set at the display level; A display control module is used to control the display of the target object based on the display parameters of each display level in the target object.

9. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the display control method of the virtual object according to any one of claims 1 to 7.

10. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the display control method of a virtual object according to any one of claims 1 to 7.