Game rendering updating method and device, computer device and storage medium

By acquiring the world space pose information and local bounding box of the game character within the game scene, and calculating the expected world space bounding box for camera cropping, the problem of mismatch between the game character model's movements and the world space bounding box is solved, thus improving the gaming experience.

CN114404951BActive Publication Date: 2026-02-17BEIJING PIXEL SOFTWARE TECH
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Patent Information

Application Number
CN202111623474.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-28
Publication Date
2026-02-17
Estimated Expiration
2041-12-28

AI Technical Summary

Technical Problem

In existing technologies, the character movements of game character models do not match the bounding box of the world space, resulting in the game character flashing within the camera's field of view, which affects the player's gaming experience.

Method used

By acquiring the world space pose information of the target game character within the game scene, the target local space bounding box is determined, and the desired world space bounding box is calculated. This bounding box is then used for camera cropping to ensure that the game character's pose matches the cropping process.

Benefits of technology

It effectively improved the issue of character flickering during camera cropping, ensuring a better gaming experience for players.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a game rendering updating method and device, computer equipment and a storage medium, and relates to the technical field of game rendering. After the world space pose information of a target game character in a target game scene is acquired, a target local space bounding box for realizing a target character action posture of the target game character is determined, the world space pose information is combined with the target local space bounding box, an expected world space bounding box for realizing the target character action posture of the target game character in the target game scene is calculated, and the expected world space bounding box is used for camera clipping processing of the target game character, so that the world space bounding box of the corresponding game character in the game scene participating in the camera clipping processing is substantially matched with the character action posture of the game character, the problem of character flashing of the game character in the camera clipping processing is effectively improved, and the game experience of a player is ensured.
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Description

Technical Field

[0001] This application relates to the field of game rendering technology, and more specifically, to a game rendering update method and apparatus, computer equipment, and storage medium. Background Technology

[0002] With the continuous advancement of science and technology, 3D games have seen significant development due to their ability to alleviate mental stress and soothe emotions. Currently, the conventional approach for determining whether certain game character models should be rendered in 3D games involves checking if the bounding box of the corresponding game character model in the game scene is within the camera's field of view, which represents the game's display interface. If the bounding box is not within the camera's field of view, the corresponding game character model is cropped, and rendering of that model is abandoned.

[0003] However, currently, the character animations of existing game character models do not actually match the bounding box of the world space. Some game character models, after performing certain actions, often enter the camera's field of view due to large displacements, but the corresponding bounding box of the world space remains unchanged. This results in the game character model's world space bounding box remaining outside the camera's field of view, causing the game character model to briefly appear on the current game display interface and then inexplicably disappear (i.e., the corresponding game character model is cropped out), affecting the player's gaming experience. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a game rendering update method and apparatus, computer equipment and storage medium that can substantially match the world space bounding box of the game character in the game scene with the character's action posture, effectively improve the problem of character flickering during camera cropping, and ensure the player's game experience.

[0005] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:

[0006] Firstly, this application provides a game rendering update method, the method comprising:

[0007] Obtain the current world-space pose information of the target game character within the target game scene;

[0008] Determine the target local space bounding box for the target game character to achieve the target character's action posture;

[0009] Based on the world space pose information and the target local space bounding box, calculate the expected world space bounding box for the target game character to achieve the target character's action posture within the target game scene;

[0010] According to the desired world space bounding box, the camera is cropped within the target game scene for the target game character.

[0011] In an optional implementation, the step of determining the target local bounding box for the target game character to achieve the target character's action posture includes:

[0012] Based on the original pose information of the target game character when maintaining its original posture in the model space, determine the first skeletal pose matrix of the target game character in its original posture;

[0013] Based on the motion pose information of the target game character when it realizes the target character's action posture in the model space, determine the second skeletal pose matrix of the target game character when it realizes the target character's action posture;

[0014] Calculate the pose offset matrix of the second skeleton pose matrix relative to the first skeleton pose matrix;

[0015] Based on the pose offset matrix, the original local bounding box of the target game character when maintaining its original pose in the model space is subjected to bounding box offset processing to obtain the target local bounding box.

[0016] In an optional implementation, the step of determining the first skeletal pose matrix of the target game character in its original pose based on the original pose information of the target game character while maintaining its original pose in the model space includes:

[0017] Extract the first target pose information of the root bone node of the target game character from the original pose information, wherein the first target pose information includes the original position information, original scaling information and original rotation information of the root bone node in the original pose.

[0018] Based on the original position information, the original scaling information, and the original rotation information, a first bone pose matrix matching the root bone node is constructed.

[0019] In an optional implementation, the step of determining the second skeletal pose matrix of the target game character when it achieves the target character's action pose based on the action pose information of the target game character in the model space includes:

[0020] The second target pose information of the root bone node of the target game character is extracted from the action pose information, wherein the second target pose information includes the bone position information, bone scaling information and bone rotation information of the root bone node when the target game character performs the target character action pose;

[0021] Based on the bone position information, the bone scaling information, and the bone rotation information, a second bone pose matrix matching the root bone node is constructed.

[0022] In an optional implementation, the step of performing camera cropping processing on the target game character within the target game scene according to the desired world space bounding box includes:

[0023] Determine the current camera field of view for the target game scene;

[0024] Determine whether the desired world space bounding box is outside the camera's field of view;

[0025] If it is determined that the desired world space bounding box is outside the camera's field of view, the target game character is cropped and separated from the target game scene.

[0026] Secondly, this application provides a game rendering update apparatus, the apparatus comprising:

[0027] The world pose acquisition module is used to obtain the world spatial pose information of the target game character within the target game scene.

[0028] The local bounding box determination module is used to determine the target local space bounding box for the target game character to achieve the target character's action posture;

[0029] The expected bounding box calculation module is used to calculate the expected world space bounding box for the target game character to realize the target character's action posture in the target game scene based on the world space pose information and the target local space bounding box;

[0030] The game rendering and cropping module is used to perform camera cropping processing on the target game character within the target game scene according to the desired world space bounding box.

[0031] In an optional implementation, the local bounding box determination module includes:

[0032] The skeleton pose determination submodule is used to determine the first skeleton pose matrix of the target game character in its original pose based on the original pose information of the target game character when it maintains its original pose in the model space.

[0033] The skeletal pose determination submodule is further configured to determine the second skeletal pose matrix of the target game character when the target game character realizes the target character action posture based on the action pose information of the target game character when the target game character realizes the target character action posture in the model space.

[0034] The pose offset calculation submodule is used to calculate the pose offset matrix of the second skeleton pose matrix relative to the first skeleton pose matrix.

[0035] The local bounding box offset submodule is used to perform bounding box offset processing on the original local bounding box of the target game character when it maintains its original posture in the model space according to the pose offset matrix, so as to obtain the target local bounding box.

[0036] In an optional implementation, the game rendering and cropping module includes:

[0037] The camera field of view determination submodule is used to determine the current camera field of view range corresponding to the target game scene;

[0038] The bounding box distribution determination submodule is used to determine whether the desired world space bounding box is outside the camera's field of view;

[0039] The character clipping and separation submodule is used to clip and separate the target game character from the target game scene when the bounding box distribution determination submodule determines that the desired world space bounding box is outside the camera's field of view.

[0040] Thirdly, this application provides a computer device including a processor and a memory, wherein the memory stores a computer program executable by the processor, and the processor can execute the computer program to implement the game rendering update method described in any of the foregoing embodiments.

[0041] Fourthly, this application provides a storage medium storing a computer program thereon, which, when executed by a processor, implements the game rendering update method described in any of the foregoing embodiments.

[0042] In this context, the beneficial effects of the embodiments of this application include the following:

[0043] After obtaining the world space pose information of the target game character in the target game scene, this application determines the target local bounding box for the target game character to achieve the target character's action posture. It then combines the world space pose information with the target local bounding box to calculate the expected world space bounding box for the target game character to achieve the target character's action posture in the target game scene. Finally, it uses the expected world space bounding box to perform camera cropping processing on the target game character, thereby ensuring that the world space bounding box of the corresponding game character in the game scene participating in camera cropping processing substantially matches the character's action posture. This effectively improves the problem of character flickering during camera cropping processing and ensures the player's gaming experience.

[0044] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0045] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0046] Figure 1 A schematic diagram of the composition of a computer device provided in an embodiment of this application;

[0047] Figure 2 A flowchart illustrating the game rendering update method provided in this application embodiment;

[0048] Figure 3 for Figure 2 A flowchart illustrating the sub-steps included in step S220;

[0049] Figure 4 for Figure 2 A flowchart illustrating the sub-steps included in step S240;

[0050] Figure 5 This is a schematic diagram illustrating the composition of the game rendering and updating apparatus provided in the embodiments of this application;

[0051] Figure 6 for Figure 5 A schematic diagram of the components of the local bounding box determination module;

[0052] Figure 7 for Figure 5 A schematic diagram of the components of the game rendering and clipping module.

[0053] Icons: 10-Computer equipment; 11-Memory; 12-Processor; 13-Communication unit; 100-Game rendering update device; 110-World pose acquisition module; 120-Local bounding box determination module; 130-Expected bounding box calculation module; 140-Game rendering clipping module; 121-Skeleton pose determination submodule; 122-Pose offset calculation submodule; 123-Local bounding box offset submodule; 141-Camera field of view determination submodule; 142-Bounding box distribution judgment submodule; 143-Character clipping and separation submodule. Detailed Implementation

[0054] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0055] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0056] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.

[0057] In the description of this application, it should be understood that relational terms such as "first" and "second" are used merely to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element. Those skilled in the art will understand the specific meaning of the above terms in this application based on the specific circumstances.

[0058] The following detailed description of some embodiments of this application is provided in conjunction with the accompanying drawings. Unless otherwise specified, the following embodiments and features can be combined with each other.

[0059] Please refer to Figure 1 , Figure 1This is a schematic diagram of the composition of the computer device 10 provided in this application embodiment. In this application embodiment, the computer device 10 can run 3D game software and, for each game character in the 3D game scene of the 3D game software, construct a world space bounding box that actually matches the character's action effect in the corresponding 3D game scene. This world space bounding box is used to perform camera cropping processing on the matched game characters (i.e., determining whether the world space bounding box of the corresponding game character is outside the current camera's field of view, and if it is determined to be outside the camera's field of view, cropping the corresponding game character out of the 3D game scene), determining the actual game character model that needs to be rendered and displayed in the current 3D game scene, thereby effectively improving the character flickering problem during the camera cropping process and ensuring the player's gaming experience. The world space bounding box is used to describe the range of motion space of the corresponding game character in the world coordinate system corresponding to a certain game scene; the computer device 10 can be, but is not limited to, a smartphone, tablet computer, laptop computer, server, etc.

[0060] In this embodiment, the computer device 10 may include a memory 11, a processor 12, a communication unit 13, and a game rendering and updating device 100. The memory 11, the processor 12, and the communication unit 13 are electrically connected to each other directly or indirectly to achieve data transmission or interaction. For example, these components can be electrically connected to each other via one or more communication buses or signal lines.

[0061] In this embodiment, the memory 11 may be, but is not limited to, random access memory (RAM), read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), etc. The memory 11 is used to store computer programs, and the processor 12 can execute the computer programs accordingly after receiving execution instructions.

[0062] In this embodiment, the memory 11 is also used to store at least one executable game action for each different game character in the three-dimensional game, wherein each executable game action corresponds to a character skeletal animation, each executable game action consists of multiple game character action postures arranged in sequence according to the occurrence time, and each game character action posture corresponds to a skeletal animation frame in the matched character skeletal animation.

[0063] In this embodiment, the processor 12 can be an integrated circuit chip with signal processing capabilities. The processor 12 can be a general-purpose processor, including at least one of a Central Processing Unit (CPU), Graphics Processing Unit (GPU), Network Processor (NP), Digital Signal Processor (DSP), Application-Specific Integrated Circuit (ASIC), Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor, capable of implementing or executing the methods, steps, and logic block diagrams disclosed in the embodiments of this application.

[0064] In this embodiment, the communication unit 13 is used to establish a communication connection between the computer device 10 and other electronic devices via a network, and to send and receive data via the network, wherein the network includes wired communication networks and wireless communication networks. For example, the computer device 10 can send the game display interface that needs to be displayed on the player's terminal device through the communication unit 13, so that the player can control the player character in the game display interface or adjust the camera field of view corresponding to the game display interface through the player's terminal device.

[0065] In this embodiment, the game rendering update device 100 includes at least one software function module that can be stored in the memory 11 in the form of software or firmware or embedded in the operating system of the computer device 10. The processor 12 can be used to execute the executable modules stored in the memory 11, such as the software function modules and computer programs included in the game rendering update device 100. The computer device 10 can use the game rendering update device 100 to substantially match the world space bounding box of the game character participating in camera cropping processing in the game scene with the character's action posture, so as to effectively improve the problem of character flickering during camera cropping processing and ensure the player's gaming experience.

[0066] Understandable, Figure 1The block diagram shown is only a schematic diagram of one configuration of the computer device 10. The computer device 10 may also include components such as... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown. Figure 1 The components shown can be implemented using hardware, software, or a combination thereof.

[0067] In this application, to ensure that the computer device 10 can substantially match the world space bounding box of the game character participating in the camera cropping process in the game scene with the character's action posture, so as to effectively improve the problem of character flickering during the camera cropping process and ensure the player's game experience, this application embodiment achieves the aforementioned function by providing a game rendering update method. The game rendering update method provided by this application will be described in detail below.

[0068] Please refer to Figure 2 , Figure 2 This is a schematic flowchart of the game rendering update method provided in this application embodiment. In this embodiment, the game rendering update method may include steps S210 to S240.

[0069] Step S210: Obtain the world space pose information of the target game character in the target game scene.

[0070] In this embodiment, the target game character is any game character within the target game scene. The world space pose information is used to describe the current pose distribution of the target game character in the world coordinate system corresponding to the target game scene. The pose distribution includes the target game character's current position information, scaling information, and orientation information within the target game scene.

[0071] Step S220: Determine the target local bounding box for the target game character to achieve the target character's action posture.

[0072] In this embodiment, the target character action is an executable character action selected for the target game character, the target character action posture is the current action posture to be achieved in the target character action, and the target local space bounding box is used to describe the effective motion space of the target game character in its own model space from the original posture to the final target character action posture, matching the effect of the final target character action posture. The original posture is the default posture when the corresponding game character is created.

[0073] Alternatively, please refer to Figure 3 , Figure 3 yes Figure 2A flowchart illustrating the sub-steps included in step S220 is provided. In this embodiment, step S220 may include sub-steps S221 to S224.

[0074] Sub-step S221: Based on the original pose information of the target game character when maintaining its original pose in the model space, determine the first skeletal pose matrix of the target game character in its original pose.

[0075] In this embodiment, a single game character includes multiple character bone nodes, where a parent-child relationship exists between any two connected character bone nodes. The original pose information includes the bone pose information of each character bone node of the corresponding target game character in the model space while maintaining its original posture. The bone pose information includes the bone position information, bone scaling information, and bone rotation information of the corresponding character bone node relative to its parent bone node. The first bone pose matrix is ​​used to describe the distribution of the target game character's origin point in the model space under its original posture.

[0076] At this point, the step of determining the first skeletal pose matrix of the target game character in its original pose based on the original pose information of the target game character while maintaining its original pose in the model space may include:

[0077] The first target pose information of the root bone node of the target game character is extracted from the original pose information, wherein the first target pose information includes the original position information, original scaling information and original rotation information of the root bone node in the original pose.

[0078] Construct a first bone pose matrix that matches the root bone node based on the original position information, original scaling information, and original rotation information.

[0079] The root bone node is used to represent the origin of the corresponding game character. The first bone pose matrix can be obtained by combining the original position information, the original scaling information and the original rotation information according to the dimensions and then performing matrix transformation.

[0080] Sub-step S222: Based on the action pose information of the target game character in the model space, determine the second skeletal pose matrix when the target game character achieves the target character action pose.

[0081] In this embodiment, the motion pose information includes the skeletal pose information of each character bone node corresponding to the target game character when the target character's motion pose effect is displayed in the model space. At this time, the skeletal pose information includes the bone position information, bone scaling information, and bone rotation information of the corresponding character bone node relative to its parent bone node. The second skeletal pose matrix is ​​used to describe the distribution of the target game character's origin point in the model space when the target character's motion pose effect is displayed.

[0082] At this point, the step of determining the second skeletal pose matrix of the target game character when it achieves the target character's action pose based on the action pose information of the target game character in the model space includes:

[0083] The second target pose information of the root bone node of the target game character is extracted from the action pose information. The second target pose information includes the bone position information, bone scaling information and bone rotation information of the root bone node when the target game character achieves the target character action pose.

[0084] A second bone pose matrix matching the root bone node is constructed based on bone position information, bone scaling information, and bone rotation information.

[0085] The second bone pose matrix can be obtained by combining the bone position information, the bone scaling information, and the bone rotation information according to dimensions and then performing matrix transformation.

[0086] Sub-step S223: Calculate the pose offset matrix of the second bone pose matrix relative to the first bone pose matrix.

[0087] In this embodiment, the pose offset matrix is ​​used to describe the pose offset of the target game character's origin from its original pose to the target character's action pose effect.

[0088] Sub-step S224: Based on the pose offset matrix, perform bounding box offset processing on the original local bounding box of the target game character when maintaining the original pose in the model space to obtain the target local bounding box.

[0089] In this embodiment, the original local bounding box is used to describe the bounding box distribution when the target game character maintains its original posture in the model space. Therefore, the pose offset matrix and the eight fixed-point coordinates corresponding to the original local bounding box need to be multiplied by matrix to obtain the target local bounding box when the target game character achieves the target character action posture.

[0090] Therefore, by executing the above sub-steps S221 to S224, this application can ensure that the target local space bounding box can effectively accommodate the target game character's action and posture effects in its own model space.

[0091] Step S230: Calculate the expected world space bounding box for the target game character to achieve the target character's action posture within the target game scene based on the world space pose information and the target local space bounding box.

[0092] In this embodiment, a world pose matrix can be constructed by including the character position information, character scaling information, and character orientation information in the world space pose information. Then, the position information of the eight vertices corresponding to the target local space bounding box can be extracted, and matrix multiplication can be performed on the vertex position matrix corresponding to each vertex position information according to the world pose matrix to obtain the vertex position information of the desired world space bounding box. This ensures that the desired world space bounding box can substantially match the target game character's action posture effect in the target game scene.

[0093] Step S240: Perform camera cropping on the target game character within the target game scene according to the desired world space bounding box.

[0094] In this embodiment, after determining the expected world space bounding box that substantially matches the target game character's action posture within the target game scene, the target game character can be cropped by combining the current camera field of view of the target game scene with the expected world space bounding box. This determines whether the target game character belongs to the actual game character model that needs to be rendered and displayed in the current 3D game scene. If it does not belong to the game character model that needs to be rendered and displayed, the target game character is cropped from the target game scene, thereby effectively improving the character flickering problem during the camera cropping process and ensuring the player's gaming experience.

[0095] Alternatively, please refer to Figure 4 , Figure 4 yes Figure 2 A flowchart illustrating the sub-steps included in step S240 is provided. In this embodiment, step S240 may include sub-steps S241 to S243.

[0096] Sub-step S241: Determine the current camera field of view of the target game scene.

[0097] Sub-step S242: Determine whether the desired world space bounding box is outside the camera's field of view.

[0098] Sub-step S243: If it is determined that the desired world space bounding box is outside the camera's field of view, the target game character is cropped and separated from the target game scene.

[0099] In this embodiment, if the expected world space bounding box of the target game character is at least partially within the camera's field of view, it indicates that the target game character is a game character model that actually needs to be rendered and displayed within the current camera's field of view; if the expected world space bounding box of the target game character is directly outside the camera's field of view, it indicates that the target game character is not a game character model that needs to be rendered and displayed within the current camera's field of view, and the target game character needs to be cropped and separated from the target game scene within the current camera's field of view.

[0100] Therefore, this application can update the game character model that needs to be rendered and displayed in the game scene by executing the above sub-steps S241 to S243.

[0101] Therefore, by executing the above steps S210 to S240, this application can ensure that the world space bounding box of the corresponding game character participating in the camera cropping process in the game scene substantially matches the character's action posture effect, and effectively improve the problem of character flashing during the camera cropping process, thus ensuring the player's gaming experience.

[0102] In this application, to ensure that the computer device 10 can execute the aforementioned game rendering update method through the game rendering update device 100, this application implements the aforementioned functions by dividing the game rendering update device 100 into functional modules. The specific composition of the game rendering update device 100 provided in this application will be described below.

[0103] Please refer to Figure 5 , Figure 5 This is a schematic diagram of the composition of the game rendering update device 100 provided in this application embodiment. In this application embodiment, the game rendering update device 100 may include a world pose acquisition module 110, a local bounding box determination module 120, a desired bounding box calculation module 130, and a game rendering clipping module 140.

[0104] The world pose acquisition module 110 is used to acquire the world space pose information of the target game character in the target game scene.

[0105] The local bounding box determination module 120 is used to determine the local bounding box of the target game character in the target character's action posture.

[0106] The expected bounding box calculation module 130 is used to calculate the expected world space bounding box of the target game character in the target game scene to achieve the target character's action posture based on the world space pose information and the target local space bounding box.

[0107] The game rendering clipping module 140 is used to perform camera clipping processing on the target game character within the target game scene according to the desired world space bounding box.

[0108] Alternatively, please refer to Figure 6 , Figure 6 yes Figure 5 A schematic diagram of the local bounding box determination module 120 is shown below. In this embodiment, the local bounding box determination module 120 may include a skeleton pose determination submodule 121, a pose offset calculation submodule 122, and a local bounding box offset submodule 123.

[0109] The skeleton pose determination submodule 121 is used to determine the first skeleton pose matrix of the target game character in its original pose based on the original pose information of the target game character when maintaining its original pose in the model space.

[0110] The skeletal pose determination submodule 121 is further configured to determine the second skeletal pose matrix of the target game character when it performs the target character action posture based on the action pose information of the target game character when it performs the target character action posture in the model space.

[0111] The pose offset calculation submodule 122 is used to calculate the pose offset matrix of the second bone pose matrix relative to the first bone pose matrix.

[0112] The local bounding box offset submodule 123 is used to perform bounding box offset processing on the original local bounding box of the target game character when it maintains its original posture in the model space according to the pose offset matrix, so as to obtain the target local bounding box.

[0113] Alternatively, please refer to Figure 7 , Figure 7 yes Figure 5 A schematic diagram of the composition of the game rendering and cropping module 140. In this embodiment, the game rendering and cropping module 140 includes a camera field of view determination submodule 141, a bounding box distribution judgment submodule 142, and a character cropping and separation submodule 143.

[0114] The camera field of view determination submodule 141 is used to determine the current camera field of view range of the target game scene.

[0115] The bounding box distribution determination submodule 142 is used to determine whether the desired world space bounding box is outside the camera's field of view.

[0116] The character clipping and separation submodule 143 is used to clip and separate the target game character from the target game scene when the bounding box distribution judgment submodule 142 determines that the expected world space bounding box is outside the camera's field of view.

[0117] It should be noted that the game rendering update apparatus 100 provided in this application embodiment has the same basic principle and technical effect as the aforementioned game rendering update method. For the sake of brevity, any parts not mentioned in this embodiment can be referred to the above description of the game rendering update method.

[0118] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can also be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the flowcharts and block diagrams in the accompanying drawings show the architecture, functionality, and operation of possible implementations of the apparatus, methods, and computer program products according to embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.

[0119] Furthermore, the functional modules in the various embodiments of this application can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part. If the function is implemented as a software functional module and sold or used as an independent product, it can be stored in a readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or part of the 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 to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes: USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, optical disks, and other media capable of storing program code.

[0120] In summary, in the game rendering update method and apparatus, computer equipment, and storage medium provided in this application, after obtaining the world space pose information of the target game character in the target game scene, this application determines the target local space bounding box for the target game character to achieve the target character action posture, combines the world space pose information with the target local space bounding box, calculates the expected world space bounding box for the target game character to achieve the target character action posture in the target game scene, and then uses the expected world space bounding box to perform camera cropping processing on the target game character, thereby ensuring that the world space bounding box of the corresponding game character in the game scene participating in camera cropping processing substantially matches the character action posture of the game character, so as to effectively improve the character flickering problem in the camera cropping process and ensure the player's game experience.

[0121] The above descriptions are merely various embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A game rendering update method, characterized in that, The method includes: Obtain the current world space pose information of the target game character within the target game scene; The target local bounding box for achieving the target character action posture is determined, wherein the target character action posture is the current action posture to be achieved in the target character action, the target character action is the executable character action selected for the target game character, and the target local bounding box is used to describe the effective motion space of the target game character in its own model space from the original posture to the achievement of the target character action posture, matching the final effect of the target character action posture. The original posture is the default posture when the target game character is created. Based on the world space pose information and the target local space bounding box, calculate the expected world space bounding box for the target game character to achieve the target character's action posture within the target game scene; According to the desired world space bounding box, the camera is cropped within the target game scene for the target game character.

2. The method according to claim 1, characterized in that, The step of determining the target local bounding box for the target game character to achieve the target character's action posture includes: Based on the original pose information of the target game character when maintaining its original posture in the model space, determine the first skeletal pose matrix of the target game character in its original posture; Based on the motion pose information of the target game character when it realizes the target character's action posture in the model space, determine the second skeletal pose matrix of the target game character when it realizes the target character's action posture; Calculate the pose offset matrix of the second skeleton pose matrix relative to the first skeleton pose matrix; Based on the pose offset matrix, the original local bounding box of the target game character when maintaining its original pose in the model space is subjected to bounding box offset processing to obtain the target local bounding box.

3. The method according to claim 2, characterized in that, The step of determining the first skeletal pose matrix of the target game character in its original pose based on the original pose information of the target game character while maintaining its original pose in the model space includes: Extract the first target pose information of the root bone node of the target game character from the original pose information, wherein the first target pose information includes the original position information, original scaling information and original rotation information of the root bone node in the original pose. Based on the original position information, the original scaling information, and the original rotation information, a first bone pose matrix matching the root bone node is constructed.

4. The method according to claim 3, characterized in that, The step of determining the second skeletal pose matrix of the target game character when it achieves the target character's action pose based on the action pose information of the target game character in the model space includes: The second target pose information of the root bone node of the target game character is extracted from the action pose information, wherein the second target pose information includes the bone position information, bone scaling information and bone rotation information of the root bone node when the target game character performs the target character action pose; Based on the bone position information, the bone scaling information, and the bone rotation information, a second bone pose matrix matching the root bone node is constructed.

5. The method according to any one of claims 1-4, characterized in that, The step of performing camera cropping processing on the target game character within the target game scene according to the desired world space bounding box includes: Determine the current camera field of view for the target game scene; Determine whether the desired world space bounding box is outside the camera's field of view; If it is determined that the desired world space bounding box is outside the camera's field of view, the target game character is cropped and separated from the target game scene.

6. A game rendering and updating device, characterized in that, The device includes: The world pose acquisition module is used to obtain the world spatial pose information of the target game character within the target game scene. The local bounding box determination module is used to determine the target local bounding box for the target game character to achieve the target character action posture, wherein the target character action posture is the current action posture to be achieved in the target character action, the target character action is the executable character action selected for the target game character, and the target local bounding box is used to describe the effective motion space of the target game character in its own model space from the original posture to the realization of the target character action posture, which matches the final target character action posture effect. The original posture is the default posture when the target game character is created. The expected bounding box calculation module is used to calculate the expected world space bounding box for the target game character to realize the target character's action posture in the target game scene based on the world space pose information and the target local space bounding box; The game rendering and cropping module is used to perform camera cropping processing on the target game character within the target game scene according to the desired world space bounding box.

7. The apparatus according to claim 6, characterized in that, The local bounding box determination module includes: The skeleton pose determination submodule is used to determine the first skeleton pose matrix of the target game character in its original pose based on the original pose information of the target game character when it maintains its original pose in the model space. The skeletal pose determination submodule is further configured to determine the second skeletal pose matrix of the target game character when the target game character realizes the target character action posture based on the action pose information of the target game character when the target game character realizes the target character action posture in the model space. The pose offset calculation submodule is used to calculate the pose offset matrix of the second skeleton pose matrix relative to the first skeleton pose matrix. The local bounding box offset submodule is used to perform bounding box offset processing on the original local bounding box of the target game character when it maintains its original posture in the model space according to the pose offset matrix, so as to obtain the target local bounding box.

8. The apparatus according to claim 6 or 7, characterized in that, The game rendering and cropping module includes: The camera field of view determination submodule is used to determine the current camera field of view range corresponding to the target game scene; The bounding box distribution determination submodule is used to determine whether the desired world space bounding box is outside the camera's field of view; The character clipping and separation submodule is used to clip and separate the target game character from the target game scene when the bounding box distribution determination submodule determines that the desired world space bounding box is outside the camera's field of view.

9. A computer device, characterized in that, It includes a processor and a memory, the memory storing a computer program that can be executed by the processor, the processor executing the computer program to implement the game rendering update method according to any one of claims 1-5.

10. A storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the game rendering update method according to any one of claims 1-5.

Citation Information

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