Object Display Method, Device, Equipment, Medium and Program Product

By combining the switching technology of bone data and texture image groups, the problems of inaccurate control of three-dimensional object model and large amount of data are solved, the control efficiency and resource utilization are improved, and the performance diversity of the model is enhanced.

CN115131474BActive Publication Date: 2025-07-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210574724.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-05-24
Publication Date
2025-07-18
Estimated Expiration
2042-05-24

AI Technical Summary

Technical Problem

When displaying a three-dimensional object model, the prior art cannot accurately control the performance of the model part, resulting in insufficient information and low human-computer interaction efficiency, and texture image switching leads to large amount of data and wastes computing resources.

Method used

By combining bone data to control the overall morphological changes of the three-dimensional object model, and switching specific texture images in the texture image group, the overall and partial performance of the model are controlled separately, so as to avoid excessive data volume caused by relying on texture image switching alone.

Benefits of technology

It improves the control efficiency and resource utilization of the three-dimensional object model, reduces the computer's data processing pressure, and enhances the control accuracy and diversity of the model.

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Abstract

The present application discloses an object display method, device, equipment, medium and program product, which relates to the field of interface performance. The method includes: displaying a three-dimensional object model, the shape of the three-dimensional object model being controlled by bone data, and the three-dimensional object model including model components; in response to receiving a first state change instruction, obtaining change data of the bone data; in response to receiving a second state change instruction, determining a target texture image corresponding to the second state change instruction from a group of texture images; and updating the display of the three-dimensional object model based on the change data and the target texture image. By controlling the whole and parts of the three-dimensional object model respectively, it avoids the problem that the bone data cannot accurately control the performance of the model parts in the three-dimensional object model, and avoids the problem of large amount of image data generated by the animation effect achieved entirely through texture image switching. The embodiments of the present application can be used in the display field of various three-dimensional object models such as maps, navigation, and electronic greeting cards.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of interface performance, including the display field of three-dimensional object models such as three-dimensional vehicle models, electronic greeting cards, and three-dimensional character models. In particular, the present application relates to a method, device, equipment, medium, and program product for object display. Background Art

[0002] The display of three-dimensional object models exists in various applications. For example, in games, it is necessary to display three-dimensional objects / three-dimensional characters, and in map products, it is necessary to display three-dimensional vehicle models, etc.

[0003] In the related art, when displaying a three-dimensional object model, the morphological changes of the three-dimensional object model are usually achieved by controlling the skeletal data of the model. Taking the display of a three-dimensional vehicle model as an example, by adjusting the coordinate positions corresponding to each skeletal point of the vehicle model, the vehicle model is adjusted from a straight-ahead state to various positions in a turning state, thereby realizing the turning process of the vehicle model.

[0004] However, when the morphological changes of the three-dimensional object model are carried out in the above manner, the change content that can be reflected is relatively limited, and the changes in the subtle parts cannot be reflected, resulting in less information transmitted by the three-dimensional object model. Users need to repeatedly operate and confirm the state of the three-dimensional object model, and the human-computer interaction efficiency is low. Summary of the Invention

[0005] The embodiments of the present application provide a method, device, equipment, medium, and program product for object display, which can improve the information transmission efficiency and human-computer interaction efficiency of map products. The technical solutions are as follows.

[0006] On the one hand, a method for object display is provided. The method includes:

[0007] Display a three-dimensional object model, where the three-dimensional object model includes skeletal data, the morphology of the three-dimensional object model is controlled by the skeletal data, the three-dimensional object model includes model components, and the model components are associated with a texture image group including multiple texture images;

[0008] In response to receiving a first state change instruction, obtain change data of the skeletal data. The first state change instruction is used to control the morphological change of the three-dimensional object model, and the change data is used to represent the morphological change situation of the three-dimensional object model;

[0009] In response to receiving a second state change instruction, determine a target texture image corresponding to the second state change instruction from the texture image group;

[0010] Update the morphology of the three-dimensional object model based on the changed data and the target texture image.

[0011] On the other hand, an object display method is provided, and the method includes:

[0012] Display a three-dimensional vehicle model, where the three-dimensional vehicle model includes vehicle components;

[0013] In response to receiving a first state change operation, display the overall morphological change of the three-dimensional vehicle model;

[0014] In response to receiving a second state change operation, display the component performance change of the vehicle components in the three-dimensional vehicle model;

[0015] Wherein, the overall morphological change of the three-dimensional vehicle model is controlled by the skeletal structure of the three-dimensional vehicle model, and the component performance change of the vehicle components is controlled by switching multiple texture images associated with the vehicle components.

[0016] On the other hand, an object display device is provided, and the device includes:

[0017] A display module for displaying a three-dimensional object model, where the three-dimensional object model includes skeletal data, the morphology of the three-dimensional object model is controlled by the skeletal data, the three-dimensional object model includes model components, and the model components are associated with a texture image group including multiple texture images;

[0018] An acquisition module for, in response to receiving a first state change instruction, acquiring changed data of the skeletal data, where the first state change instruction is used to control the morphological change of the three-dimensional object model, and the changed data is used to represent the morphological change situation of the three-dimensional object model;

[0019] A determination module for, in response to receiving a second state change instruction, determining a target texture image corresponding to the second state change instruction from the texture image group;

[0020] The display module is further configured to update and display the morphology of the three-dimensional object model based on the changed data and the target texture image.

[0021] On the other hand, an object display device is provided, and the device includes:

[0022] A display module for displaying a three-dimensional vehicle model, where the three-dimensional vehicle model includes vehicle components;

[0023] The display module is further configured to, in response to receiving a first state change operation, display the overall morphological change of the three-dimensional vehicle model;

[0024] The display module is further configured to display the change in the component performance of the vehicle components in the three-dimensional vehicle model in response to receiving a second state change operation;

[0025] Wherein, the overall shape change of the three-dimensional vehicle model is controlled by the skeletal structure of the three-dimensional vehicle model, and the change in the component performance of the vehicle components is controlled by switching multiple texture images associated with the vehicle components.

[0026] On the other hand, a computer device is provided, which includes a processor and a memory. At least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the object display method as described in any one of the embodiments of the present application above.

[0027] On the other hand, a computer-readable storage medium is provided. At least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the object display method as described in any one of the embodiments of the present application above.

[0028] On the other hand, a computer program product is provided. The computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the object display method as described in any one of the above embodiments.

[0029] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:

[0030] When displaying a three-dimensional object model, different controls are performed separately on the whole and parts of the three-dimensional object model. The whole of the three-dimensional object model is controlled through skeletal data, and the partial performance of the three-dimensional object model is achieved by switching texture images in a texture image group, avoiding the problem that skeletal data cannot accurately control the performance of the model part in the three-dimensional object model, and avoiding the large amount of image data generated by the animation effect completely realized by texture image switching, which wastes the data processing resources of the computer, improving the control efficiency of the three-dimensional object model and the resource consumption during the control process, and reducing the data processing pressure of the computer. Description of the Drawings

[0031] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the accompanying drawings required for the description of the embodiments. Obviously, the accompanying drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other accompanying drawings can also be obtained based on these drawings.

[0032] Figure 1 It is a schematic diagram of a map scene screen displayed by a vehicle-mounted terminal provided by an exemplary embodiment of the present application;

[0033] Figure 2 It is a schematic diagram of a greeting card model displayed in a terminal interface provided by an exemplary embodiment of the present application;

[0034] Figure 3 It is a schematic diagram of a three-dimensional character model displayed in a virtual environment interface provided by an exemplary embodiment of the present application;

[0035] Figure 4 It is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;

[0036] Figure 5 It is a flowchart of an object display method provided by an exemplary embodiment of the present application;

[0037] Figure 6 It is based on Figure 5 A schematic diagram of the coordinate axes of a three-dimensional vehicle model provided by the embodiment shown;

[0038] Figure 7 It is based on Figure 5 A schematic diagram of the distribution of skeletal data provided by the embodiment shown;

[0039] Figure 8 It is based on Figure 5 A schematic diagram of adjusting the shape of a three-dimensional vehicle model according to a state change instruction provided by the embodiment shown;

[0040] Figure 9 It is a flowchart of an object display method provided by another exemplary embodiment of the present application;

[0041] Figure 10 It is based on Figure 9 A schematic diagram of a texture image provided by the embodiment shown;

[0042] Figure 11 It is based on Figure 9 A schematic diagram of a texture image corresponding to other body components of a three-dimensional vehicle model provided by the embodiment shown;

[0043] Figure 12 It is based on Figure 9Schematic diagram of the turn signal texture image provided by the illustrated embodiment;

[0044] Figure 13 is based on Figure 9 Schematic diagram of the brake light texture image provided by the illustrated embodiment;

[0045] Figure 14 Flowchart of the object display method provided by another exemplary embodiment of the present application;

[0046] Figure 15 Flowchart of the object display method provided by another exemplary embodiment of the present application;

[0047] Figure 16 is based on Figure 15 Schematic diagram of the navigation interface for virtual environment construction displayed in the vehicle center control terminal provided by the illustrated embodiment;

[0048] Figure 17 is based on Figure 15 Schematic diagram of the navigation interface for physical environment construction displayed in the vehicle center control terminal provided by the illustrated embodiment;

[0049] Figure 18 is based on Figure 15 Schematic diagram of the window closing animation displayed in the map scene screen provided by the illustrated embodiment;

[0050] Figure 19 is based on Figure 15 Schematic diagram of the wiper animation provided by the illustrated embodiment;

[0051] Figure 20 is based on Figure 15 Schematic diagram of the reflective content animation provided by the illustrated embodiment;

[0052] Figure 21 Overall schematic diagram of the object display method flow provided by another exemplary embodiment of the present application;

[0053] Figure 22 is based on Figure 21 Schematic diagram of controlling the steering of a three-dimensional vehicle model according to bone data provided by the illustrated embodiment;

[0054] Figure 23 is based on Figure 21 Schematic diagram of controlling the turn signal of a three-dimensional vehicle model to light up according to the texture image provided by the illustrated embodiment;

[0055] Figure 24 Structural block diagram of the object display device provided by an exemplary embodiment of the present application;

[0056] Figure 25It is a structural block diagram of an object display device provided by another exemplary embodiment of the present application;

[0057] Figure 26 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners

[0058] To make the objectives, technical solutions and advantages of the present application clearer, the embodiments of the present application will be described in further detail below with reference to the accompanying drawings.

[0059] The object display method provided by the embodiments of the present application can be applied to a variety of different fields. First, in combination with different fields / scenarios, a brief overview of the overall solution of the object display method provided in the embodiments of the present application is given. In the following introduction, the map display field, the online greeting card display field, and the game field are taken as examples for introduction:

[0060] 1. Map display field

[0061] Among them, the map can be displayed in an in-vehicle terminal or in a smart mobile terminal; and the display of the map can be based on the navigation function or on the real-time driving condition feedback function.

[0062] When displaying the map scene picture, a three-dimensional vehicle model is displayed in the map scene picture, and the three-dimensional vehicle model is used to simulate the driving of the current vehicle on the road. The vehicle can be implemented as a car, a motorcycle, an electric vehicle, etc., and the present embodiment does not limit this. Taking a car as an example, since the three-dimensional vehicle model is used to simulate the driving of the vehicle in the physical world, the three-dimensional vehicle model itself has multiple components, such as: the headlight model component, the window model component, the windshield model component, the rearview mirror model component, the vehicle frame model component, etc.

[0063] The overall shape of the three-dimensional vehicle model itself in the map scene picture is controlled by bone data, that is, bone points are bound at the positions of each vertex of the three-dimensional vehicle model, and by controlling the bone points, the three-dimensional vehicle model can be controlled to turn, change lanes, etc. in the map scene picture.

[0064] Taking lane change as an example, during the process of the three-dimensional vehicle model changing lanes to the right, the front of the vehicle gradually shifts to the right and continues to move forward, so as to change lanes from the first lane to the second lane, and the second lane is to the right of the first lane.

[0065] Since the vehicle needs to turn on the right turn signal to indicate lane change during the lane change process, and the lighting of the right turn signal cannot be controlled by skeletal data. If the animations of the entire 3D vehicle model during the lane change process are all implemented through texture mapping animations (UV animations), it will lead to excessive data volume and increased terminal data load, resulting in low animation display efficiency. UV animations are mainly used to simulate infinitely repeating scenes in sequence frames, allowing the UV coordinates corresponding to the vertices of the model to change continuously over time, so that the texture pixels at the corresponding positions of the model change continuously over time.

[0066] In the embodiments of the present application, during the process of turning right, the overall shape of the 3D vehicle model is controlled by skeletal data, and the display of the right turn signal is achieved by continuously changing the texture images attached to the components of the vehicle light model. This can not only perform separate display control on the components but also reasonably control the data processing volume.

[0067] Schematically, as Figure 1 shown, a map scene screen 100 is displayed on the in-vehicle terminal. The map scene screen 100 includes a 3D vehicle model 110, which is used to simulate the driving situation of the vehicle where the current in-vehicle terminal is located in the physical world. When the vehicle receives the operation to turn on the right turn signal triggered by the controller 120, the steering wheel 130 receives a right rotation operation. In the map scene screen 100, according to the operation to turn on the right turn signal received by the controller 120, a flashing animation of the right vehicle light 140 of the 3D vehicle model 110 is displayed; and, according to the right rotation operation received by the steering wheel 130, the right deflection situation of the 3D vehicle model 110 is gradually displayed.

[0068] Among them, the right deflection situation of the 3D vehicle model 110 is controlled by controlling the skeletal data of the 3D vehicle model 110; and the flashing animation of the right vehicle light 140 is achieved by sequentially switching the texture images mounted on the components of the vehicle light model over time.

[0069] 2. Online greeting card display field

[0070] Among them, the online greeting card can be a birthday greeting card, a promotion greeting card, a wedding greeting card, etc., and this embodiment does not limit this. The online greeting card can be sent between accounts or automatically triggered by the system to send to an account.

[0071] When displaying the online greeting card, the online greeting card is implemented in the form of a 3D model, including multiple components, such as: the card itself, a light strip model connected to the card, a cake model, etc. When the 3D greeting card is opened in the user interface, the opening of the greeting card itself is controlled by the skeletal model, while the changes in the components connected to the greeting card are shown by the transformation of the texture images.

[0072] Schematically, such as Figure 2 As shown, a greeting card model 210 is displayed in the terminal interface 200. The top of the greeting card model 210 includes a cake model 220. When a greeting card display operation is received, a page-turning effect of the greeting card model 210 is displayed, and a candle flickering effect of the cake model 220 is displayed.

[0073] Among them, the page-turning effect of the greeting card model 210 is controlled by the skeletal data of the greeting card model 210; while the candle flickering effect of the cake model 220 is achieved by sequentially switching the texture images mounted on the cake model 220 over time.

[0074] 3. Game field

[0075] Generally, a variety of 3D models are included in the game interface, such as: 3D scene models that make up the 3D virtual environment, 3D character models in the 3D virtual environment, 3D animal models, etc. In this embodiment, a 3D character model in the 3D virtual environment is taken as an example for illustration.

[0076] Multiple components are mounted on the 3D character model, such as: the clothes worn by the 3D character model, the shoes worn by the 3D character model, the virtual items held by the 3D character model, the items worn on the head of the 3D character model, etc. Taking the hairpin model worn on the head of the 3D character model as an example for illustration, when the player controls the 3D character model to move in the 3D virtual environment, the hairpin model worn by the 3D character model emits light and flickers.

[0077] Schematically, such as Figure 3 As shown, a 3D character model 310 is displayed in the virtual environment interface 300. The head position of the 3D character model 310 includes a hairpin model 320. When a movement control operation for the 3D character model 310 is received, the movement process of the 3D character model 310 in the 3D virtual environment is displayed, and a flickering animation of the hairpin model 320 is displayed.

[0078] Among them, the movement process of the 3D character model 310 in the 3D virtual environment is controlled by the skeletal data of the 3D character model 310; while the flickering animation of the hairpin model 320 is achieved by sequentially switching the texture images mounted on the hairpin model 320 over time.

[0079] It should be noted that the above application scenarios are only schematic examples, and the specific application scenarios of the object display method in this application embodiment are not limited. That is, the object display method provided in this application embodiment can be applied to any scenario where the overall shape of the object is controlled by skeletal data and the partial display effect of the object is controlled by the switching of UV texture images.

[0080] It should be noted that the information involved in this application (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals are all authorized by the user individually or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions. For example, the model data involved in this application is obtained under full authorization.

[0081] In the embodiments of this application, the object display method is taken as an example in the field of map display for illustration. In map products, two-dimensional vehicle icons with directionality are often used to show the position of the driving vehicle or the current location on the map. To improve the user experience of the product, traditional two-dimensional vehicle icons are gradually being replaced by three-dimensional skeletal models with pose changes. In addition to indicating the current position, the three-dimensional skeletal models can also simulate effects such as vehicle acceleration, deceleration, and turning through skeletal animations, and to a certain extent, display the vehicle state. However, for simple skeletal animations, they can only simulate the changes in vehicle poses, that is, rotation, translation, and scaling changes, and other vehicle effects such as the flashing of turn signals and the effect of brake lights cannot be achieved.

[0082] For UV animations, they are mainly achieved by making a series of sequential frame pictures of a complete model. For some 3D models with high precision requirements and complex compositions, each frame picture corresponding to the model is relatively complex, with a lot of details and relatively large sizes. A series of complete model pictures need to be made (which is easily restricted by the requirements of the graphics card for picture sizes). For mobile devices such as mobile phones, it will occupy a relatively large amount of memory space, and the sequential frames need to be switched frequently. For the device's graphics card, it will generate a relatively large switching overhead and performance loss. If the number of animation frames is too large, it is difficult to support the performance loss caused by switching.

[0083] Based on the skeletal model, this solution can make UV animations as needed only at the specified positions of the model by differentiating different components of the model, without targeting the entire model. For specific animations, a single sequential frame picture can achieve complex animation effects, realizing the combined display of skeletal animations and UV animations in the same model. The solution is general, efficient, and scalable, saving memory space and also avoiding the overhead of the graphics card frequently switching frame pictures, and can be widely applied.

[0084] Based on the skeletal animation, this application makes up for the deficiencies of the skeletal animation by splitting the model and combining it with UV animations, realizing the combination of skeletal animations and UV animations in three-dimensional models.

[0085] The object display method provided by the embodiments of the present application can be implemented independently by a terminal or a server, or jointly implemented by a terminal and a server. Taking the field of map display and the joint implementation of the object display method by a terminal and a server as an example, the implementation environment involved in the embodiments of the present application is described. Schematically, please refer to Figure 4 , in this implementation environment, a terminal 410 and a server 420 are involved, and the terminal 410 and the server 420 are connected through a communication network 430.

[0086] In some embodiments, the terminal 410 is used to send a status change instruction to the server 420, and the status change instruction is used to indicate a change in the form of a three-dimensional object model. Schematically, when the terminal 410 receives a right-turn instruction for a three-dimensional vehicle object, it sends a right-turn instruction to the server 420, so that the server 420 generates form change data during the right-turn process of the three-dimensional vehicle object.

[0087] Among them, when the server 420 generates form change data, it includes the bone change data of the entire three-dimensional vehicle model and the texture change data corresponding to the model part of the three-dimensional vehicle model. Thus, the terminal 410 integrates the bone change data and the texture change data to reflect the overall turning form of the three-dimensional vehicle model and the texture change of the model part.

[0088] Schematically, the server 420 generates bone change data during the right-turn process of the three-dimensional vehicle model to reflect the overall rotation of the three-dimensional vehicle model. The server 420 generates texture change data for the headlight model part when the three-dimensional vehicle model turns right to reflect the display of the right turn signal when the three-dimensional vehicle model turns right.

[0089] The server 420 sends the generated bone change data and texture change data to the terminal 410. When the terminal 410 displays the three-dimensional vehicle model, it displays the situation of the three-dimensional vehicle model rotating to the right and moving forward according to the bone change data, and displays the animation of the right turn signal of the three-dimensional vehicle model lighting up or flashing.

[0090] It should be noted that when the above object display method is implemented independently by the terminal, the bone data, change rule data of the three-dimensional vehicle model, and the texture image group corresponding to the model part are stored in the terminal.

[0091] The above terminal can be various forms of terminal devices such as a mobile phone, a tablet computer, a desktop computer, a portable notebook computer, a smart TV, a vehicle-mounted terminal, and a smart home device. The embodiments of the present application do not limit this.

[0092] It should be noted that the above server can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms.

[0093] In some embodiments, the above server can also be implemented as a node in a blockchain system.

[0094] Combined with the above noun introduction and application scenarios, the object display method provided in this application will be described. This method can be executed by a server or a terminal, or jointly executed by a server and a terminal. In the embodiments of this application, an example will be given where this method is executed by a terminal. As Figure 5 shown, the method includes the following steps.

[0095] Step 501, display a three-dimensional object model, where the three-dimensional object model includes skeletal data.

[0096] The shape of the three-dimensional object model is controlled by the skeletal data. The three-dimensional object model also includes model components, and the model components are associated with a texture image group including multiple texture images.

[0097] Skeletal animation is a type of model animation. The three-dimensional model in skeletal animation has a skeleton structure composed of interconnected "bones", and animations are generated for the three-dimensional model by changing the orientation and position of the bones. The three-dimensional object model provided in the embodiments of this application includes skeletal data, that is, skeletal data is set for the three-dimensional object model. The skeletal data is used to represent the skeleton structure set in the three-dimensional object model, and the orientation, position, etc. of the three-dimensional object model are controlled through the skeleton structure.

[0098] For the three-dimensional object model, in order to unify model control, certain output rules are required during production. Among them, when formulating the output rules, the central position of the three-dimensional object model is selected as the center point of model production, and the model center point is located at the origin of the coordinate system in three-dimensional space. Optionally, the center point is also the lowest point of the three-dimensional object model in the Z-axis direction of the coordinate axis.

[0099] Schematically, taking a three-dimensional vehicle model as an example for illustration. As Figure 6 shown, taking the lowest point center position of the three-dimensional vehicle model 600 as the origin of the coordinate system, the front of the three-dimensional vehicle model 600 faces the negative direction of the Y-axis of the coordinate axis, the left side direction of the front of the three-dimensional vehicle model 600 is the positive direction of the X-axis of the coordinate axis, and the vertical upward direction is the positive direction of the Z-axis of the coordinate axis.

[0100] Skeletal data is mainly composed of a series of three-dimensional spatial geometric vertex data. The position of each vertex can be controlled by several bones, which is determined by the model complexity. Each bone represents a transformation matrix that controls the current pose change of the vertex, such as rotation, scaling, and translation transformations. Schematically, as Figure 7 shown, in the three-dimensional vehicle model 700, there are geometric vertices 710, geometric vertices 720, geometric vertices 730, and geometric vertices 740. The four geometric vertices are distributed at the four tires of the chassis position of the three-dimensional vehicle model 700. By constraining the four geometric vertices and controlling their positions, the three-dimensional vehicle model 700 can be controlled to turn, move forward, brake, etc. It should be noted that in the above example, the three-dimensional vehicle model includes four geometric vertices for illustration. In the embodiments of the present application, the number of geometric vertices in the three-dimensional vehicle model can be less or more. Optionally, more geometric vertices can be used to control the three-dimensional vehicle model more precisely.

[0101] In another optional embodiment, the three-dimensional object model can also be a three-dimensional human model. Then, the skeletal data is obtained by setting skeletal vertices at each joint of the three-dimensional human model. For example, skeletal vertices are set at key positions such as the elbow joint, knee joint, hip joint, neck, and shoulder of the three-dimensional human model, and the actions / morphologies / poses of the three-dimensional object model are controlled through the skeletal vertices.

[0102] The three-dimensional object model also includes model components. Among them, the model components of the three-dimensional object model are one or more sub-models that constitute the whole of the three-dimensional object model. In some embodiments, sub-model skeletal data is also correspondingly set for the model components, so as to separately control the morphology of the model components through the sub-model skeletal data. For example, when the three-dimensional object model is implemented as a three-dimensional vehicle model, the three-dimensional vehicle model includes a door sub-model, and the door sub-model is separately controlled through the sub-model skeletal data, so as to realize the opening / closing operation of the three-dimensional vehicle model.

[0103] In the embodiments of the present application, at least one model component in the three-dimensional object model is associated with a texture image group including multiple texture images. Among them, the multiple texture images in the texture image group are images for the model component to be switched and displayed at different times. That is, when the display effect of the model component needs to change according to the state change instruction, it is switched between multiple texture images, so as to reflect the animation display effect of the model component.

[0104] In some embodiments, the multiple texture images in the texture image group are displayed in order and cyclically to reflect the cyclic animation of the model component; or, the multiple texture images in the texture image group are displayed in order successively to reflect the single-time animation of the model component.

[0105] Taking the sequential loop display as an example, schematically, the texture image group associated with the model component includes texture image 1, texture image 2, texture image 3, and texture image 4. Then, when the display effect of the model component needs to change according to the state change instruction, from the moment of receiving the state change instruction to the 1st second, texture image 1 is displayed for the model component; from the 1st second to the 2nd second, texture image 2 is displayed; from the 2nd second to the 3rd second, texture image 3 is displayed; from the 3rd second to the 4th second, texture image 4 is displayed. In subsequent time, the texture images can be continuously displayed in the reverse order, forward order, reverse order, or multiple texture images can be displayed in the forward order loop until the state change ends.

[0106] Step 502: In response to receiving the first state change instruction, obtain the change data of the skeletal data.

[0107] The first state change instruction is used to control the morphological change of the three-dimensional object model, and the change data is used to represent the morphological change situation of the three-dimensional object model.

[0108] The morphological change refers to the changes in the structure, position, orientation, size, etc. of the three-dimensional object model. That is, the three-dimensional object model has corresponding pose changes at different moments, such as rotation, scaling, translation, etc.

[0109] In some embodiments, at the current moment after receiving the first state change instruction, determine the intermediate state of the skeletal animation of the three-dimensional object model. That is, the skeletal data of the three-dimensional object model changes over time, thereby reflecting the overall morphological change of the three-dimensional object model.

[0110] Optionally, the first state change instruction is used to indicate a single morphological change of the three-dimensional object model, or the state change instruction is used to indicate multiple consecutive morphological changes of the three-dimensional object model over time.

[0111] Step 503: In response to receiving the second state change instruction, determine the target texture image corresponding to the second state change instruction from the texture image group.

[0112] Optionally, based on the time difference relationship between the current moment and the moment of receiving the second state change instruction, determine the target texture image corresponding to the time difference relationship from the texture image group; or, based on the second state change instruction, determine the target texture image corresponding to the target state indicated by the second state change instruction from the texture image group.

[0113] First, take the determination of the target texture image according to the time difference relationship as an example for illustration.

[0114] Optionally, multiple texture images in the texture image group are played in a loop to reflect the loop animation effect of the model component; or, the texture images in the texture image group are played once to reflect the single animation effect of the model component. That is, multiple texture images corresponding to the model component are sequentially combined to form an animation with a dynamic effect.

[0115] After receiving the second state change instruction, since the texture image needs to change dynamically according to the elapsed time to reflect the animation effect shown by the model component, therefore, after receiving the second state change instruction, according to the time difference relationship between the current moment and the moment when the second state change instruction is received, the texture image required for the current animation effect is determined from multiple texture images as the target texture image.

[0116] In some embodiments, when determining the target texture image, the texture image to be displayed in the current animation loop can be directly determined according to the time difference between the current moment and the moment when the second state change instruction is received; or, since each updated texture image is developed from the most recently updated texture image, the time difference between each moment and the moment when the texture image was most recently updated is sequentially determined, and whether to update the texture image is determined according to the time difference.

[0117] Optionally, the texture image group includes multiple texture images arranged in sequence. When determining the target texture image, any of the following situations is included:

[0118] 1. Integrate multiple texture images into one texture map. Among them, by mounting the coordinates of the texture image in the texture map to the vertex parameters of the model component, the texture update of the model component is realized. The current offset is determined according to the time difference between the current moment and the moment when the offset was last calculated, and thus the target texture image in the integrated texture map is determined according to the current offset. The offset refers to the coordinate offset relative to the origin in the texture map, and the coordinate determined by the coordinate offset is used to select the texture image corresponding to the coordinate.

[0119] 2. Determine the texture update duration of multiple texture images in the texture image group. According to the ratio of the time difference between the current moment and the moment when the second state change instruction is received to the texture update duration, determine the order (i.e., which one in the arrangement) of the texture image to be displayed in the texture image group, and thus determine the target texture image to be updated and displayed currently from the texture image group according to the order.

[0120] 3. Determine whether texture image update is required based on the time difference between the current time and the time of the most recent texture image update. If update is required, determine the position of the updated texture image in the texture image group at the time of the most recent texture image update, and use the next texture image corresponding to this position as the target texture image.

[0121] It should be noted that the method of determining the target texture image among the sequentially arranged texture images above is only an illustrative example, and this embodiment does not limit it.

[0122] Optionally, the texture image group may also include multiple texture images stored by identifier. There is an order relationship among the multiple texture images stored by identifier, where this order relationship can be directly reflected by the identifier or stored separately. This embodiment does not limit it.

[0123] Second, take the determination of the target texture image corresponding to the target state as an example for illustration.

[0124] Optionally, the texture image group includes multiple texture images corresponding to different model states respectively. When receiving a second state change instruction, determine the target state that the second state change instruction needs to change to, and determine the texture image corresponding to the target state from the texture image group and attach it to the model component for display.

[0125] Illustratively, the three-dimensional object model is implemented as a three-dimensional vehicle model, and the three-dimensional vehicle model includes a headlight component. Then, the texture image group corresponding to the headlight component includes: 1. A regular headlight texture image; 2. A brake light texture image. When the second state change instruction is used to indicate that the three-dimensional vehicle model switches from the normal driving state to the braking state, determine the brake light texture image corresponding to the braking state in the texture image group, and display the brake light texture image when in the braking state; conversely, when the second state change instruction is used to indicate that the three-dimensional vehicle model switches from the braking state to the normal driving or accelerating state of releasing the brake, determine the regular headlight texture image from the texture image group, and display the regular headlight texture image when in the normal driving or accelerating state.

[0126] It should be noted that the above Determine the texture image according to the time difference relationship and Determine the texture map corresponding to the target state image can exist simultaneously. For example, the brake light and turn signal light of the three-dimensional vehicle model are implemented as two different model parts. The three-dimensional vehicle model can turn right while stepping on the brake. Then, the three-dimensional vehicle model can display the turn signal light while displaying the brake light, that is, simulate the vehicle flashing the turn signal light while the brake light is on.

[0127] It should be noted that obtaining the change data of the bone data in step 502 and determining the target texture image in step 503 above are two parallel processes. It is also possible to first obtain the change data and then determine the target texture image; it is also possible to first determine the target texture image and then obtain the change data; it is also possible to obtain the change data and determine the target texture image simultaneously. This embodiment does not limit this.

[0128] In some embodiments, the first state change instruction corresponding to the bone data and the second state change instruction corresponding to the target texture image are the same or different. That is, through the same state change instruction, it is possible to simultaneously obtain the bone data to adjust the overall shape of the three-dimensional object model and obtain the dynamic effect of the model component parts by the target texture image. In other words, the above first state change instruction and second state change instruction can be collectively referred to as the state change instruction. That is, in response to receiving the state change instruction, obtain the change data of the bone data and determine the target texture image corresponding to the state change instruction from the texture image group.

[0129] Step 504, update and display the shape of the three-dimensional object model based on the change data and the target texture image.

[0130] Optionally, when updating and displaying the three-dimensional object model based on the change data and the target texture image, it includes at least one of the following situations:

[0131] First, directly transform the entire three-dimensional object model to the target shape based on the change data; and, based on the different target texture images determined at each moment, display the performance animation of the model component parts over time.

[0132] Illustratively, taking the three-dimensional object model implemented as a three-dimensional vehicle model as an example, if the state change instruction is used to indicate that the three-dimensional vehicle model is enlarged by 1.5 times, then according to the state change instruction, determine the coordinates of each bone vertex in the bone data after being enlarged by 1.5 times, so as to perform an enlargement process on the three-dimensional vehicle model; and when the three-dimensional vehicle model is enlarged and displayed, the color of the headlight part of the three-dimensional vehicle model is changed and displayed among multiple colors. Then, at every preset time interval, determine the texture image corresponding to the currently required color from the texture image group and attach the texture image to the headlight part for display, so as to reflect the transformation animation of the displayed color of the headlight part.

[0133] Optionally, when the three-dimensional vehicle model is restored to the normal size, restore the normal display of the headlight part, that is, attach a pre-set fixed texture image to the headlight part for display.

[0134] Illustratively, such as Figure 8As shown, when a state change instruction is received while displaying the three-dimensional vehicle model 800, the skeletal data of the three-dimensional vehicle model 800 is adjusted according to the state change instruction, so as to control the three-dimensional vehicle model 800 to be enlarged by 1.5 times. At the same time, according to the state change instruction, each texture image that needs to be updated and displayed is obtained from the texture image group, and is sequentially attached to the headlight model 810 for display according to the time sequence, so as to display the transformation animation of the headlight model 810 of the three-dimensional vehicle model 800 when the three-dimensional vehicle model 800 is enlarged.

[0135] Second, based on the different change data determined at each moment, the overall morphological change process of the three-dimensional object model is displayed over time; and, based on the different target texture images determined at each moment, the performance animation of the model components is displayed over time.

[0136] Illustratively, taking the three-dimensional object model implemented as a three-dimensional vehicle model as an example, if the state change instruction is used to indicate controlling the three-dimensional vehicle model to turn right, then the coordinates of each bone vertex in the skeletal data at each moment during the right-turn process are determined according to the state change instruction, so as to sequentially display the various angles and positions of the three-dimensional vehicle model during the right-turn process; and, before and / or during the three-dimensional vehicle model executes a right turn, the right turn signal of the headlight part of the three-dimensional vehicle model is turned on for display. Then, every preset time period, the texture image corresponding to the current headlight part to be displayed is determined from the texture image group, and the texture image is attached to the headlight part for display, so as to reflect the effect of the right turn signal of the headlight part being turned on. Among them, when the right turn signal is turned on, it can be any one of situations such as a flashing effect, a running light effect, a constant-on effect, etc. This embodiment does not limit this.

[0137] Optionally, when the three-dimensional vehicle model resumes straight driving, the normal display of the headlight part is restored, that is, a preset fixed texture image is attached to the headlight part for display.

[0138] In summary, the object display method provided in this embodiment, when displaying a three-dimensional object model, performs different controls on the whole and parts of the three-dimensional object model respectively. The whole of the three-dimensional object model is controlled through skeletal data, and, the performance of the parts of the three-dimensional object model is realized by switching texture images in the texture image group, avoiding the problem that the skeletal data cannot accurately control the performance of the model parts in the three-dimensional object model, and avoiding the large amount of image data generated by the animation effect completely realized by texture image switching, wasting the computer's data processing resources, improving the control efficiency of the three-dimensional object model, as well as the resource consumption during the control process, and reducing the computer's data processing pressure.

[0139] The method provided in this embodiment sets different texture images in the texture image group for different states of the three-dimensional object model. Thus, when the state changes, while controlling the overall shape of the three-dimensional object model through the bone data, the texture image corresponding to the target state is found and displayed in the texture image group, avoiding the problem of large data volume caused by making an overall UV image for display at each stage during the shape change process.

[0140] The method provided in this embodiment sets a group of sequentially arranged texture images for the model component parts of the three-dimensional object model. Thus, an animation performance of the model component parts is constituted by a group of texture images. During the state change process of the three-dimensional object model, the animation performance of the model component parts is displayed, improving the control accuracy of the three-dimensional object model and the display diversity of the model component parts in the three-dimensional object model controlled by the bone data.

[0141] In an optional embodiment, the target texture image is determined based on the time difference relationship between the current moment and the moment when the second state change instruction is received. Figure 9 It is a flowchart of an object display method provided by another exemplary embodiment of the present application. This method can be executed by a server or a terminal, or jointly executed by a server and a terminal. In the embodiments of the present application, taking the case where this method is executed by a terminal as an example for illustration, the above Figure 5 The step 503 shown can be implemented as the following steps as shown in Figure 9 as follows.

[0142] Step 5031, obtain the number of texture images corresponding to the model component parts in the texture image group.

[0143] Optionally, the texture image group includes conventional texture images and texture images corresponding to the second state change instruction. In this embodiment, after receiving the second state change instruction, the model component parts are displayed as different texture images according to the duration of receiving the second state change instruction, thus constituting a dynamic effect within a period of time. Among them, the dynamic effect is jointly constituted by the conventional texture images and the texture images corresponding to the second state change instruction; or, the dynamic effect is constituted by multiple texture images corresponding to the second state change instruction.

[0144] When the dynamic effect is jointly constituted by the conventional texture images and the texture images corresponding to the second state change instruction, obtain the total number of the conventional texture images and the texture images corresponding to the second state change instruction as the number of texture images; when the dynamic effect is constituted by multiple texture images corresponding to the second state change instruction, obtain the total number of the texture images corresponding to the second state change instruction as the number of texture images.

[0145] In an optional embodiment, the model component is one of multiple components in a specified set of parts in a three-dimensional object model. The multiple components in the specified set of parts are parts of the same type in the three-dimensional object model. For example, if the set of turn signals includes a right front turn signal, a left front turn signal, a right rear turn signal, and a left rear turn signal, then when obtaining the number of texture images, obtain the number of the specified set of parts in the target state corresponding to the second state change instruction; or, separately obtain the number of model components in each specified set of parts in the target state. As Figure 10 shown, the set of turn signals 1010 of the three-dimensional vehicle model 1000 includes a right front turn signal 1011, a left front turn signal 1012, a right rear turn signal 1013, and a left rear turn signal 1014. When a right turn instruction is received, directly obtain the number of the set of turn signals 1010 in the right turn state; or, obtain the total number of the right rear turn signals 1013 in each set of turn signals 1010 in the right turn state.

[0146] Optionally, the multiple components in the specified set of parts are aggregated in the same texture map. In some cases, the different texture images of the specified set of parts in the target state are aggregated in the same texture map.

[0147] Step 5032, obtain the texture update duration corresponding to the number of texture images.

[0148] Optionally, the texture update duration refers to the display duration of a single display or a single cycle of the dynamic effect of the model component. For example, when the model component is a turn signal and the dynamic effect of the turn signal is a flashing effect, the texture update duration refers to the single flashing duration of the turn signal; when the model component is a turn signal and the dynamic effect of the turn signal is a marquee effect, the texture update duration refers to the duration of a single traversal of the marquee light effect along the length range of the turn signal.

[0149] In some embodiments, the texture update duration is preset, that is, the texture update duration is preset according to the update frequency of the texture image in the dynamic effect; or,

[0150] the texture update duration is determined according to the second state change instruction. In this case, there are multiple states corresponding to the same set of texture image groups, but the update frequencies of the texture image groups are different in multiple states, resulting in different texture update durations corresponding to the texture image groups. For example, the three-dimensional vehicle model includes a windshield model part. For the wiper effect of the windshield model part, the refresh frequencies of the wiper texture images are different in different wiper speed states, resulting in different texture update durations for a single wiper.

[0151] Step 5033: Determine a target texture image corresponding to the time difference relationship from the texture image group based on the time difference relationship between the current moment and the moment when the second state change instruction is received, the texture update duration, and the number of texture images.

[0152] When determining the target texture image according to the time difference relationship, the texture update duration, and the number of texture images, it includes at least one of the following situations:

[0153] 1 、 Determine the historical moment when the model component performed the most recent texture image update. The historical moment is developed from the moment when the second state change instruction is received based on the time difference of each update; based on the time difference between the current moment and the historical moment, the texture update duration, and the number of texture images, determine the target texture image corresponding to the time difference from the texture image group.

[0154] In some embodiments, the historical moment is used to indicate the moment when the texture image update calculation was last performed. That is, at the historical moment, the coordinate update of the texture image was calculated, but the display of the texture image was either updated or not actually updated.

[0155] In some embodiments, there are parts in the three-dimensional object model that do not need to be displayed through UV animation. Then, a fixed material is used in the animation and the vertex texture coordinates are kept unchanged, so as to keep the appearance of these parts unchanged during the state change process and only change synchronously with the change of the shape of the three-dimensional object model. For example Figure 11 As shown, the three-dimensional vehicle model includes a body component 1100. Among them, the body component 1100 includes multiple parts, such as: door 1110, wheel 1120, car bumper 1130, etc. The appearance of these body components 1100 remains unchanged during the state change process.

[0156] For the model components that need to be displayed through UV animation, in order to avoid the overhead caused by switching multiple texture images, the multiple texture images corresponding to the model components are aggregated into the same texture map. Thus, when selecting a texture image, only the texture coordinates in the texture map corresponding to the vertices of the model component need to be switched to achieve the switching of the rendering effect. Among them, when the texture image is attached to the model component, it is realized by being mounted in the specified vertex parameters of the model component.

[0157] Illustratively, taking the turn signal component of the three-dimensional vehicle model as an example, as Figure 12 shown, when a turn signal is received, in order to avoid the overhead of switching multiple texture pictures, the multiple animation states of the turn are aggregated into a texture picture 1200, and the turn signal animation is realized by continuously switching the texture coordinates in the texture picture 1200 corresponding to the vertices of the car lights.

[0158] In some embodiments, a historical texture image determined from a group of texture images at the time of the most recent texture image update is obtained; a ratio of the time difference between the current moment and the historical moment to the texture update duration is determined to obtain a moment change ratio; an integer part corresponding to the product of the moment change ratio and the number of texture images is determined, and a moment change amount is obtained by dividing the integer part by the number of texture images. Based on the historical texture image, the target texture image is determined from the group of texture images based on the moment change amount. Optionally, based on the coordinates of the historical texture image in the integrated texture image, the target texture image is determined from the group of texture images according to the coordinate offset amount corresponding to the moment change amount.

[0159] As Figure 12 shown, the turn signal animation contains 4 animation states, and the corresponding texture coordinate range is 0-1. The texture coordinates in the vertical direction of the vertices at the headlight can be changed. Assume that the duration of the UV animation is t, the moment of the most recent calculation of the change amount is last, and the current moment is current. Among them, the starting change amount of the texture coordinates is offset = 0, the maximum change amount is max = 0.75, and the current moment change amount is shown in Formula 1 below:

[0160] Formula 1: offset = offset'+ floor(4(current - last) / t)×0.25

[0161] where offset'represents the result of the change amount obtained at the time of the most recent calculation of the change amount. If offset>max, then offset is reset to 0, and floor(x) represents the largest integer less than or equal to x. The updated change amount is obtained by adding the change amount offset to the original vertical texture coordinates of the vertices in the headlight part, thereby obtaining the intermediate state of the turn signal UV animation.

[0162] For the brake light signal, the same method is used to calculate the animation state, and only some animation parameters need to be adjusted. As Figure 13 shown, in order to avoid the overhead of switching multiple texture images, multiple animation states of braking are aggregated into a single texture image 1300. When a brake signal is received, the texture image coordinates corresponding to the braking effect are found from the texture image 1300 and attached to the vertex parameters of the brake light, thereby realizing the display of the brake light.

[0163] 2 、 A ratio of the time difference between the current moment and the moment when the second state change instruction is received to the texture update duration is obtained to obtain texture update loop data; the decimal part of the texture update loop data is obtained, and based on the decimal part and the number of texture images, the target texture image is determined from the group of texture images.

[0164] Among them, the time difference between the current moment and the moment when the second state change instruction is received is used to determine the maximum integer multiple data of the texture update duration included in the time difference; the data difference between the time difference and the maximum integer multiple data is obtained, and based on the data difference and the number of texture images, the target texture image is determined from the texture image group. Optionally, according to the data difference, the ratio of the displayed duration in the current cycle to the texture update duration can be obtained, so that the order of the currently displayed texture image in the texture image group can be obtained by multiplying the ratio of the displayed duration to the texture update duration by the number of texture images, and the order is converted into the coordinates in the texture map, and then the target texture image can be determined.

[0165] Illustratively, the time difference between the current moment and the moment when the second state change instruction is received is 6.2 seconds, and the texture update duration is 3 seconds. Then, the maximum integer multiple data of the texture update duration included in the time difference is 6, because 6 is divisible by 3, and the data difference between the time difference and the maximum integer multiple data is 0.2. Taking the example that the texture image group includes 10 texture images, since the data difference does not reach 10% of the number of texture images (the displayed duration ratio corresponding to the first frame of texture image ranges from 0% to 10%), the first frame of texture image is currently updated, and the vertex coordinates corresponding to the first frame of texture image in the texture image group are obtained to get the target texture image.

[0166] In summary, the object display method provided in this embodiment, when displaying a three-dimensional object model, performs different controls on the whole and parts of the three-dimensional object model respectively. The whole of the three-dimensional object model is controlled through bone data, and the performance of parts of the three-dimensional object model is achieved by switching texture images in the texture image group, avoiding the problem that bone data cannot accurately control the performance of model parts in the three-dimensional object model, and avoiding the large amount of image data generated by the animation effect completely realized by texture image switching, which wastes the data processing resources of the computer. It improves the control efficiency of the three-dimensional object model and the resource consumption during the control process, and reduces the data processing pressure on the computer.

[0167] The method provided in this embodiment integrates multiple texture images, and respectively mounts each texture image to the vertex parameters of the model component part in the form of coordinates from the integrated texture map, realizing the animation performance of the texture image on the model component part, avoiding the data processing overhead caused by repeated switching of multiple texture images, and improving the data processing efficiency.

[0168] The method provided in this embodiment calculates the offset in the integrated texture map based on the time difference between the current moment and the moment of the most recent texture image update, and thus selects a texture image from the integrated texture map according to the offset and mounts it to the model component, reducing the amount of data processing in a single calculation and improving the calculation efficiency.

[0169] The method provided in this embodiment determines the time difference between the current moment and the moment of receiving the second state change instruction, and thus obtains the number of times the animation effect is played based on the texture update duration and the progress that has been played during the current animation effect playback, and then determines the target texture image based on the played progress. The method for determining the texture image is more direct, improving the accuracy of texture image determination.

[0170] In an optional embodiment, the skeletal data of the three-dimensional object model is changed through a set of state matrices. Figure 14 FIG. Figure 14 is a flowchart of an object display method provided by another exemplary embodiment of the present application. This method can be executed by a server or a terminal, or jointly executed by a server and a terminal. In the embodiments of the present application, this method is described by taking the execution by the terminal as an example. As Figure 14 shown, the method includes the following steps.

[0171] Step 1401: Display a three-dimensional object model, where the three-dimensional object model includes skeletal data.

[0172] The shape of the three-dimensional object model is controlled by the skeletal data. The three-dimensional object model also includes model components, and the model components are associated with a texture image group including multiple texture images.

[0173] Optionally, the three-dimensional object model is displayed in a three-dimensional virtual environment, that is, a completely virtual three-dimensional scene is constructed, including a three-dimensional virtual environment and a three-dimensional object model; or, the three-dimensional object model is displayed in the acquired display environment image, that is, in an Augmented Reality (AR) scene. On the one hand, an environmental image of the physical world is acquired by an image acquisition device, and on the other hand, the three-dimensional object model is displayed in the environmental image to simulate the situation where the three-dimensional object model is in the physical world.

[0174] Step 1402: In response to receiving a first state change instruction, obtain a set of state matrices corresponding to the skeletal data of the three-dimensional object model.

[0175] The set of state matrices includes coordinate data corresponding to the skeletal points of the three-dimensional object model.

[0176] In some embodiments, when controlling the morphological change of a three-dimensional object model through a first state change instruction, the number of animation frames of the morphological change is determined by the number of matrices in the state matrix set. That is, the state matrix set includes multiple state matrices, and each state matrix corresponds to a morphology of the three-dimensional object model. Thus, by continuously determining multiple state matrices in the state matrix set and controlling the three-dimensional object model to continuously transform in the morphology corresponding to the state matrix, an animation of the morphological change of the three-dimensional object model is achieved.

[0177] Schematically, the form of the state matrix is implemented as: Mat = M1 + M2 + … + M i , where i represents the number of skeletal vertices, and M i represents the coordinate position of the i-th skeletal vertex in the coordinate system constructed relative to the origin of the three-dimensional object model. The state matrix is expressed by the coordinates of each skeletal point of the three-dimensional object model, thereby reflecting the morphology of the three-dimensional object model under each state matrix, such as: structural morphology, dimensional morphology, directional morphology, etc.

[0178] Optionally, the manner of receiving the first state change instruction includes at least one of the following manners:

[0179] 1、 Receiving a first state change operation, which is used to control the morphological change of the three-dimensional object model; thereby generating a first state change instruction based on the first state change operation.

[0180] Schematically, taking the three-dimensional object model being implemented as a three-dimensional vehicle model and the three-dimensional vehicle model being displayed in the navigation interface corresponding to the in-vehicle terminal as an example, when the three-dimensional vehicle model is displayed in the navigation interface, the three-dimensional vehicle model is used to simulate the driving situation of the vehicle where the current in-vehicle terminal is located on the navigation map.

[0181] The first state change operation is an operation triggered by the vehicle driver / autopilot system, and the first state change operation is used to control the change of the overall form of the vehicle. For example, if the first state change operation is a right turn operation for controlling the vehicle to turn right, then the first state change operation is reflected in vehicle control as the vehicle driver / autopilot system's right rotation operation of the steering wheel. In this embodiment, when the steering wheel receives a right rotation operation, it will send a corresponding operation signal to the in-vehicle terminal, which is realized as the above-mentioned first state change instruction. In some embodiments, the operation signal includes specific operation parameters of the first state change operation. For example, if the first state change operation is a right turn operation of the steering wheel, the operation signal includes the real-time rotation direction and rotation angle of the steering wheel, so as to simulate the rotation of the steering wheel on the in-vehicle terminal through the operation signal, and synchronously control the three-dimensional vehicle model to turn right at the same angle and speed; or, if the first state change operation is a brake pedal operation, the operation signal includes the degree of brake pedal depression, so as to simulate the brake pedal depression on the in-vehicle terminal through the operation signal, and synchronously control the three-dimensional vehicle model to slow down the speed.

[0182] It should be noted that in the above embodiment, taking the three-dimensional vehicle model displayed in the navigation interface of the in-vehicle terminal as an example, the three-dimensional vehicle model can also be displayed in the driving simulation interface of the in-vehicle terminal, where the driving simulation interface is used to simulate the driving situation of the vehicle on the road without the need for navigation to the destination. Or, the above three-dimensional vehicle model can also be displayed in the navigation interface of a mobile terminal (such as a mobile phone, a tablet, etc.). After the mobile terminal is connected to the vehicle system, such as after the mobile phone is connected to the in-vehicle terminal via Bluetooth, the first state change operation of the vehicle can be obtained through the connection relationship, and a first state change signal can be generated.

[0183] In the above example, it is described by taking the vehicle operation component receiving the first state change operation and being reflected in the in-vehicle terminal as an example. In some embodiments, the first state change operation is directly received on the terminal and is reflected on the terminal. Schematically, taking the three-dimensional object model being realized as a three-dimensional character model as an example, the three-dimensional character model is displayed in the virtual environment interface, then the action control operation on the virtual environment interface is received as the first state change operation, and the action control operation is used to control the behavior state of the three-dimensional character model, such as controlling the three-dimensional character model to lie down, run, move forward, etc., and a first state change instruction is generated according to the action control operation.

[0184] 2、 Generate a first state change instruction according to the pre-determined state change path and the current state change node.

[0185] That is, first determine the state change situation of the three-dimensional object model at each time node or path node, and construct a state change path.

[0186] If a state change path is constructed based on time nodes, when it is determined according to the passage of time that a new time node is reached, a first state change instruction is generated according to the state change situation of this time node. By way of illustration, taking the implementation of a three-dimensional object model as a three-dimensional character model as an example, the constructed state change path includes the state change situations of the three-dimensional character model at each time node. For example, the state change path successively includes time node 1 (corresponding to action a of the three-dimensional character model), time node 2 (corresponding to action b of the three-dimensional character model), and time node 3 (corresponding to action c of the three-dimensional character model). Then, when time node 1 reaches time node 2 according to the passage of time, the action b corresponding to time node 2 is determined, and a first state change instruction corresponding to action b is generated to instruct to control the three-dimensional object model to execute action b.

[0187] If a state change path is constructed based on path nodes, when the path along which the three-dimensional object model moves reaches a new path node, a first state change instruction is generated according to the state change situation of this path node. By way of illustration, taking the implementation of a three-dimensional object model as a three-dimensional vehicle model as an example, the navigation path of the three-dimensional vehicle model is included in the currently displayed interface, and this navigation path is used as the state change path of the three-dimensional vehicle model. The three-dimensional vehicle model has morphological changes at each path node of the state change path. For example, turning, changing lanes, U-turning, etc. For example, the navigation path successively includes geographical location 4 (corresponding to the three-dimensional vehicle model turning left), geographical location 5 (corresponding to the three-dimensional vehicle model turning right), and geographical location 6 (corresponding to the three-dimensional vehicle model making a U-turn). Then, when the three-dimensional vehicle model travels to geographical location 5 according to the navigation path, the morphological change corresponding to geographical location 5, that is, the right-turn morphological change, is determined, and a first state change instruction corresponding to this right-turn morphological change is generated to instruct to control the three-dimensional vehicle model to turn right.

[0188] 3、 A first state change instruction is generated according to the state of the entity object associated with the three-dimensional object model.

[0189] Among them, the three-dimensional object model is bound to the entity object in the physical environment, and the three-dimensional object model is used to simulate the motion situation of the entity object. Optionally, the three-dimensional object model is bound to the entity object on the terminal through wireless communication technology. For example, the three-dimensional object model is bound to the entity object through a Bluetooth connection.

[0190] By way of illustration, when the three-dimensional object model is implemented as a three-dimensional vehicle model, a first state change instruction is generated according to the driving situation of the entity vehicle corresponding to the three-dimensional vehicle model.

[0191] Schematically, obtain the positioning information of the vehicle. When the positioning information indicates that the vehicle is in a turning process during the driving stage, generate a first state change instruction, which is used to indicate controlling the form of the three-dimensional vehicle model to change for turning; when the positioning information indicates that the vehicle is in a speed reduction process during the driving stage and the acceleration during the speed reduction process is small (i.e., the speed reduction is fast), generate a first state change instruction, which is used to indicate controlling the three-dimensional vehicle model to brake.

[0192] It should be noted that the receiving method of the above first state change instruction is only a schematic example, and this embodiment does not limit it.

[0193] Step 1403, based on the time difference relationship between the current moment and the moment when the first state change instruction is received, determine the target state matrix from the state matrix set.

[0194] The target state matrix is used to represent the form that the three-dimensional object model needs to reach at the current moment. In this embodiment, the form change of the three-dimensional object model according to the first state change instruction is a pre-determined state change animation. Therefore, according to the time difference relationship between the current moment and the moment when the first state change instruction is received, the form that the three-dimensional object model needs to reach at the current moment can be determined.

[0195] Optionally, the number of frames of the skeletal animation is determined by the number of matrices in the skeletal matrix set, and the number of matrices in the skeletal matrix set is pre-determined. Optionally, the skeletal matrix set is a matrix set corresponding to the first state change instruction, or the skeletal matrix set is a complete matrix set, and the number of matrices corresponding to the first state change instruction in the skeletal matrix set is pre-determined.

[0196] Schematically, assume that the total number of animation frames is n, that is, the number of matrices corresponding to the first state change instruction is n, the start time of the animation is start, and the current time is current. The unit is unified to milliseconds. Then the position of the current state matrix M of the bone in the matrix set is Mat = min((current – start) × n / 1000, n), where n is the total number of state matrices in the state matrix set, and min(x, y) is the largest integer less than or equal to x and y. When the position is greater than or equal to n, reset start to the current time. Optionally, the current position of the model point target = Mat × origin, where origin represents the original position of the model point.

[0197] Optionally, matrix operations consume a large amount of Central Processing Unit (CPU) resources. The matrix algorithm can be transferred to the Graphics Processing Unit (GPU) through an OpenGL shader to complete.

[0198] In the above embodiments, taking the morphological change of the three-dimensional object model according to the first state change instruction as an example where the morphological change is pre-determined, in some other embodiments, the morphological change of the three-dimensional object model according to the first state change instruction is realized according to the real-time indication of the first state change instruction.

[0199] Schematically, taking the three-dimensional object model implemented as a three-dimensional vehicle model as an example, the first state change instruction is determined according to the rotation angle corresponding to the steering wheel rotation operation and the degree of accelerator pedal depression, so as to determine the forward steering amplitude of the three-dimensional vehicle model based on the rotation angle corresponding to the steering wheel rotation operation and the degree of accelerator pedal depression, and correspondingly determine the target state matrix in the state matrix set corresponding to the state of the three-dimensional vehicle model.

[0200] In some embodiments, for the three-dimensional vehicle model in the navigation scenario, it is also necessary to determine the position of the three-dimensional vehicle model displayed on the map. Optionally, obtain the positioning information of the vehicle corresponding to the three-dimensional vehicle model, obtain the current vehicle position information car and steering information rotate based on the positioning information, and obtain the current map center position center. Then the attitude of the three-dimensional vehicle model on the map is target = rotate × target + (car - center).

[0201] Step 1404, use the coordinate data corresponding to the target state matrix as the change data of the skeleton data.

[0202] Optionally, use the coordinate data corresponding to each skeleton vertex in the target state matrix as the target of the attitude change of the three-dimensional object model. That is, currently, it is necessary to change the three-dimensional object model to the positions where the coordinate data of each skeleton vertex is located according to the target state matrix, so as to achieve the morphological change of the three-dimensional object model.

[0203] Step 1405, in response to receiving the second state change instruction, determine the target texture image corresponding to the second state change instruction from the texture image group.

[0204] Optionally, the ways of receiving the second state change instruction include at least one of the following ways:

[0205] 1、 Receive the second state change operation, which is used to control the rendering effect of the model components in the three-dimensional object model; thereby generate the second state change instruction based on the second state change operation.

[0206] Schematically, taking the implementation of a three-dimensional object model as a three-dimensional vehicle model and the three-dimensional vehicle model being displayed in the navigation interface corresponding to the in-vehicle terminal as an example, when the three-dimensional vehicle model is displayed in the navigation interface, the three-dimensional vehicle model is used to simulate the driving situation of the vehicle where the in-vehicle terminal is currently located. Among them, the three-dimensional vehicle model also includes model components, such as: the headlight component.

[0207] The second state change operation is an operation triggered by the vehicle driver / automatic driving system, and the second state change operation is used to control some manifestation forms in the vehicle. For example, the second state change operation is the operation of turning on the right turn signal, which is used to turn on the illumination of the vehicle's right turn signal. Then, the second state change operation is reflected in vehicle control as the vehicle driver / automatic driving system's control of the turn signal lever. In this embodiment, when the turn signal lever receives a control operation, it will send a corresponding operation signal to the in-vehicle terminal, that is, it is implemented as the above-mentioned second state change instruction. In some embodiments, the operation signal includes specific operation parameters of the second state change operation, such as: the control mode of the turn signal lever, so as to synchronously control the three-dimensional vehicle model to turn on the turn signal on the in-vehicle terminal; or, the second state change operation is the operation of stepping on the brake, so as to simulate the stepping on of the brake on the in-vehicle terminal through the operation signal and synchronously control the three-dimensional vehicle model to display the illumination of the brake lights.

[0208] It should be noted that in the above embodiments, taking the three-dimensional vehicle model being displayed in the navigation interface of the in-vehicle terminal as an example, the three-dimensional vehicle model can also be displayed in the driving simulation interface of the in-vehicle terminal, where the driving simulation interface is used to simulate the driving situation of the vehicle on the road without the need for navigation to a destination. Or, the above three-dimensional vehicle model can also be displayed in the navigation interface of a mobile terminal (such as: mobile phone, tablet, etc.). After the mobile terminal is connected to the vehicle system, such as: after the mobile phone is connected to the in-vehicle terminal via Bluetooth, the first state change operation of the vehicle can be obtained through the connection relationship and a second state change signal can be generated.

[0209] In the above examples, it is illustrated by taking the vehicle operation component receiving the second state change operation and being reflected in the in-vehicle terminal as an example. In some embodiments, the second state change operation is directly received on the terminal and is reflected on the terminal. Schematically, taking the implementation of a three-dimensional object model as a three-dimensional character model as an example, the three-dimensional character model is displayed in the virtual environment interface. Then, the display control operation of the pendant on the virtual environment interface is received, and the display control operation of the pendant is used to control the manifestation of the virtual items mounted on the three-dimensional character model. For example, controlling the hair hoop worn by the three-dimensional character model to be displayed as continuously changing rainbow colors, and generating a second state change instruction according to the display control operation of the pendant.

[0210] 2、Generate a second state change instruction according to a pre-determined state change path and the current state change node.

[0211] That is, first determine the state changes of the model components at each time node or path node, and construct a state change path.

[0212] If a state change path is constructed according to time nodes, then when a new time node is reached according to the passage of time, a second state change instruction is generated according to the state change situation of this time node. Schematically, taking the implementation of a three-dimensional object model as a three-dimensional character model as an example, the state change path constructed includes the state changes of the virtual objects mounted on the three-dimensional character model at each time node. For example, the state change path successively includes time node 1 (corresponding to the virtual object being displayed in red), time node 2 (corresponding to the virtual object being displayed in green), and time node 3 (corresponding to the virtual object being displayed in blue). Then, when the moving time node 1 reaches time node 2 according to the passage of time, determine that the display color corresponding to time node 2 is green, and generate a corresponding second state change instruction to instruct to control the virtual object mounted on the three-dimensional character model to be displayed in green.

[0213] If a state change path is constructed according to path nodes, then when the path of the three-dimensional object model moves to a new path node, a second state change instruction is generated according to the state change situation of this path node. Schematically, taking the implementation of a three-dimensional object model as a three-dimensional vehicle model as an example, the current displayed interface includes a navigation path for the three-dimensional vehicle model. Then, take this navigation path as the state change path of the three-dimensional vehicle model. The headlight components of the three-dimensional vehicle model have morphological changes at each path node of the state change path. For example, the left turn signal lights up, the right turn signal lights up, the brake lights light up, etc. For example, the navigation path successively includes geographical location 4 (corresponding to the left turn signal lighting up), geographical location 5 (corresponding to the right turn signal lighting up), and geographical location 6 (corresponding to the brake lights lighting up). Then, when the three-dimensional vehicle model drives to geographical location 5 according to the navigation path, determine the display situation of the turn signal corresponding to geographical location 5, that is, the right turn signal lights up, and generate a corresponding second state change instruction to instruct to control the right turn signal of the three-dimensional vehicle model to light up.

[0214] 3、 Generate a second state change instruction according to the state of the entity object associated with the three-dimensional object model.

[0215] Among them, the three-dimensional object model is bound to an entity object in the physical environment, and the three-dimensional object model is used to simulate the movement of the entity object. Optionally, the three-dimensional object model is bound to the entity object on the terminal through wireless communication technology. For example, the three-dimensional object model is bound to the entity object through a Bluetooth connection.

[0216] Schematically, when the three-dimensional object model is implemented as a three-dimensional vehicle model, a second state change instruction is generated according to the driving conditions of the physical vehicle corresponding to the three-dimensional vehicle model.

[0217] Schematically, obtain the positioning information of the vehicle. When the positioning information indicates that the vehicle is in the process of turning during the driving stage, generate a second state change instruction, and the second state change instruction is used to indicate controlling the lighting component of the three-dimensional vehicle model to turn on the turn signal; when the positioning information indicates that the vehicle is in the process of decelerating during the driving stage and the acceleration during the decelerating process is small (that is, the speed decelerates rapidly), generate a second state change instruction, and the second state change instruction is used to indicate controlling the brake light of the three-dimensional vehicle model to turn on.

[0218] It should be noted that the above-mentioned receiving method of the second state change instruction is only a schematic example, and this embodiment does not limit it.

[0219] Step 1406, update and display the morphology of the three-dimensional object model based on the change data and the target texture image.

[0220] Optionally, when rendering the overall morphology of the three-dimensional object model according to the change data, at the same time, render the performance effect of the model components in the three-dimensional object model according to the target texture image, so as to update and display the morphology of the three-dimensional object model.

[0221] In summary, the object display method provided in this embodiment, when displaying the three-dimensional object model, performs separate and different controls on the whole and parts of the three-dimensional object model. The whole of the three-dimensional object model is controlled by the bone data, and the performance of the parts of the three-dimensional object model is realized by switching the texture images in the texture image group, avoiding the problem that the bone data cannot accurately control the performance of the model parts in the three-dimensional object model, and avoiding the large amount of image data generated by the animation effect completely realized by texture image switching, wasting the computer's data processing resources, improving the control efficiency of the three-dimensional object model, and the resource consumption during the control process, and reducing the computer's data processing pressure.

[0222] The method provided in this embodiment controls the overall morphology of the three-dimensional object model through the state matrix in the state matrix set of the three-dimensional object model. Only need to calculate the target state matrix from the state matrix set and control the three-dimensional object model to be in the morphology corresponding to the target state matrix, then the control of the morphology of the three-dimensional object model can be realized, improving the model control efficiency and accuracy.

[0223] The method provided in this embodiment generates a state change signal through a state change operation, and controls the morphology of the three-dimensional object model and the performance effect of the model components based on the state change signal, improving the directness of model control and the control efficiency.

[0224] The method provided in this embodiment can generate a state change signal according to a change node through a pre-determined state change path, and can control the form of the three-dimensional object model and the display effect of the model components on the determined state change path without manual operation by the user. Taking the navigation scenario as an example, if the user forgets to turn on the turn signal, the turn signal displayed based on the path in the navigation interface can prompt the user to turn on the turn signal, improving the safety factor during navigation and the efficiency of human-computer interaction.

[0225] The method provided in this embodiment generates a state change signal according to the entity object bound to the three-dimensional object model, and adjusts the overall pose of the three-dimensional object model and the display effect of the model components according to the change of the pose of the entity object in the physical environment, improving the relevance and consistency between the three-dimensional object model and the entity object, and improving the accuracy of information expression.

[0226] In an alternative embodiment, the above three-dimensional object model is implemented as a three-dimensional vehicle model. Figure 15 FIG. is a flowchart of an object display method provided by another exemplary embodiment of the present application. Taking the application of this method to a vehicle-mounted terminal or a mobile terminal as an example for illustration, as Figure 15 shown, the method includes the following steps.

[0227] Step 1501, display a three-dimensional vehicle model, and the three-dimensional vehicle model includes model components.

[0228] In some embodiments, a map scene picture is displayed, and the map scene picture includes a three-dimensional vehicle model driving on the road.

[0229] Among them, the overall form change of the three-dimensional vehicle model is controlled by the bone structure of the three-dimensional vehicle model, and the component display change of the vehicle components is controlled by switching multiple texture images associated with the vehicle components. Among them, the component display change of the vehicle components is controlled by switching multiple texture images over time, or by switching according to state requirements.

[0230] Optionally, the map scene picture can be a picture displayed based on a virtual environment or a picture displayed based on a physical environment. The virtual environment and the physical environment are described as follows respectively.

[0231] Among them, the overall form change of the three-dimensional vehicle model is controlled by the bone structure of the three-dimensional vehicle model, and the component display change of the vehicle components is controlled by switching multiple texture images associated with the vehicle components. Among them, the component display change of the vehicle components is controlled by switching multiple texture images over time, or by switching according to state requirements.

[0232] 1. Virtual environment

[0233] Displays a virtual map scene image, which is an image displayed based on a constructed 3D scene model. That is, a 3D virtual environment is constructed by building 3D scene models such as 3D road models, 3D building models, and 3D facility models. The 3D vehicle model is in this 3D virtual environment and travels on the 3D road model.

[0234] Optionally, the 3D virtual environment can be a virtual environment in a game. In this embodiment, when controlling the 3D vehicle model in the 3D virtual environment, the overall shape of the 3D vehicle model is controlled by skeletal data, and the display of the model components of the 3D vehicle model is controlled by UV animation. Optionally, the 3D vehicle model can be a 3D vehicle model, a 3D motorcycle model, a 3D electric vehicle model, etc.

[0235] Alternatively, the 3D virtual environment can be a virtual environment running in a navigation software. In this embodiment, according to the linkage between the physical vehicle and the 3D vehicle model, the overall shape of the 3D vehicle model is controlled by skeletal data, and the display of the model components of the 3D vehicle model is controlled by UV animation. Optionally, the type / appearance of the 3D vehicle model is determined according to the vehicle type of the physical vehicle.

[0236] Schematically, taking the virtual environment in the navigation software as an example, as Figure 16 shown, a navigation interface 1600 is displayed on the vehicle center control terminal. The navigation interface 1600 is implemented as a virtual environment interface, and a vehicle model 1610 is also displayed in the navigation interface 1600, which simulates the driving process of the current vehicle. Among them, the image in the navigation interface 1600 is constructed based on the 3D scene model and is different from the physical environment where the vehicle is located.

[0237] 2. Physical environment

[0238] Displays an image acquisition screen, which is a physical environment image acquired by an image acquisition device. That is, by acquiring the current environment image in the physical world, the 3D vehicle model is displayed in the image acquisition screen corresponding to this physical environment and travels on the 3D road model.

[0239] Optionally, the image acquisition screen can be an image displayed in the navigation software. In this embodiment, according to the linkage between the physical vehicle and the 3D vehicle model, the overall shape of the 3D vehicle model in the physical environment image is controlled by skeletal data, and the display of the model components of the 3D vehicle model is controlled by UV animation. Optionally, the type / appearance of the 3D vehicle model is determined according to the vehicle type of the physical vehicle.

[0240] Schematically, taking the physical environment in the navigation software as an example, asFigure 17 As shown, a navigation interface 1700 is displayed on the vehicle center control terminal. The navigation interface 1700 includes a physically acquired environmental image. The physically acquired environmental image includes roads in the physical environment. The navigation interface 1700 also displays a vehicle model 1710. The vehicle model 1710 simulates the driving process of the current vehicle, and the vehicle model 1710 is displayed on the road in the physically acquired environmental image. Among them, the physically acquired environmental image in the navigation interface 1700 is acquired by a camera set on the vehicle and is consistent with the physical environment where the vehicle is located.

[0241] Step 1502: In response to a first state change operation, display the overall morphological change of the three-dimensional vehicle model.

[0242] The first state change operation is used to control the overall morphological change of the three-dimensional vehicle model, such as: structural change, direction change, size change, position change, etc.

[0243] Illustratively, in response to receiving a steering control operation, display the steering change of the three-dimensional vehicle model. For example, in response to receiving a steering wheel rotation operation on the physical vehicle, display the steering change of the three-dimensional vehicle model in the map scene image; in response to receiving a braking control operation, display the driving speed change of the three-dimensional vehicle model. For example, in response to receiving a brake pedal stepping operation on the physical vehicle, display the change in the displayed position of the three-dimensional vehicle model in the map scene image.

[0244] Step 1503: In response to a second state change operation, display the partial performance change of the vehicle components of the three-dimensional vehicle model.

[0245] Optionally, the vehicle components of the three-dimensional vehicle model include at least one of a headlight model component, a window model component, a windshield model component, and a rearview mirror model component.

[0246] Separate descriptions are made for the above components:

[0247] I. Headlight model component

[0248] Optionally, the headlight model component can be used to display a turn signal animation or a brake light animation.

[0249] In some embodiments, when the three-dimensional vehicle model turns in the map scene image, display a turn signal animation, and the indication direction of the turn signal animation corresponds to the turn of the three-dimensional vehicle model. For example, when the right turn signal is on, the three-dimensional vehicle model turns right in the map scene image; when the left turn signal is on, the three-dimensional vehicle model turns left in the map scene image.

[0250] In response to the three-dimensional vehicle model including a headlight model component, the first texture image group corresponding to the headlight model component includes multiple texture images, and the multiple texture images in the first texture image group form a turn signal animation in sequence; alternatively, the multiple texture images in the first texture image group form a brake light animation in sequence.

[0251] In some embodiments, for the turn signal animation, in response to receiving a steering instruction, the change data of the skeletal data during the steering process is obtained, and then the three-dimensional vehicle model during the steering process is updated with the vehicle form corresponding to the change data and the headlight display texture corresponding to the target texture image.

[0252] The display effect of the headlight model component has been illustrated in the above embodiments and will not be elaborated here.

[0253] II. Window model component

[0254] Optionally, the window model component can be used to display an open window animation or a close window animation of the three-dimensional vehicle model.

[0255] In some embodiments, when the physical vehicle receives an open window operation, the three-dimensional vehicle model synchronously displays an open window animation, and when the physical vehicle receives a close window operation, the three-dimensional vehicle model synchronously displays a close window animation.

[0256] In response to the three-dimensional vehicle model including a window model component, the second texture image group corresponding to the window model component includes multiple texture images, and the multiple texture images in the second texture image group form an open window animation in sequence; alternatively, the multiple texture images in the second texture image group form a close window animation in sequence.

[0257] Schematically, as Figure 18 shown, the map scene screen 1800 includes a three-dimensional vehicle model 1810, and the three-dimensional vehicle model 1810 includes a window model component 1811. When the window 1820 of the physical vehicle is closed, the window model component 1811 on the three-dimensional vehicle model 1810 synchronously displays a close window animation.

[0258] III. Windshield model component

[0259] Optionally, the windshield component can be the front windshield of the three-dimensional vehicle model or the rear windshield of the three-dimensional vehicle model, and this embodiment does not limit this. In some embodiments, when the physical vehicle associated with the three-dimensional vehicle model has a rear windshield wiper function, the rear windshield model component can also achieve the dynamic wiper effect formed by the UV animation.

[0260] Optionally, the windshield model component can be used to display the wiper animation of the three-dimensional vehicle model.

[0261] In some embodiments, when the physical vehicle receives a windshield wiper activation operation, the three-dimensional vehicle model synchronously displays a windshield wiper animation.

[0262] In response to the windshield model component being included in the three-dimensional vehicle model, a third texture image group corresponding to the windshield model component includes a plurality of texture images, and the plurality of texture images in the third texture image group sequentially form a windshield wiper animation.

[0263] Schematically, as Figure 19 shown, in the map scene screen 1900, a three-dimensional vehicle model 1910 is included, and a windshield model component 1911 is included on the three-dimensional vehicle model 1910. When the windshield 1920 of the physical vehicle activates the windshield wiper, the windshield model component 1911 on the three-dimensional vehicle model 1910 synchronously displays a windshield wiper animation.

[0264] IV. Rearview mirror model component

[0265] Optionally, the rearview mirror model component can be used to display an animation of the reflective content of the three-dimensional vehicle model.

[0266] In some embodiments, when the physical vehicle receives a driving control operation (such as: stepping on the accelerator), the three-dimensional vehicle model synchronously displays an animation of the reflective content to simulate the content that the physical vehicle's rearview mirror can display. Among them, the reflective content is pre-set content; or, the reflective content is the content generated after processing the images collected by the image acquisition device provided on the physical vehicle and displaying the generated texture images.

[0267] In response to the rearview mirror model component being included in the three-dimensional vehicle model, a fourth texture image group corresponding to the rearview mirror model component includes a plurality of texture images, and the plurality of texture images in the fourth texture image group sequentially form an animation of the reflective content.

[0268] Schematically, as Figure 20 shown, in the map scene screen 2000, a three-dimensional vehicle model 2010 is included, and a rearview mirror model component 2011 is included on the three-dimensional vehicle model 2010. When the physical vehicle is in motion, the rearview mirror model component 2011 on the three-dimensional vehicle model 2010 synchronously displays an animation of the reflective content 2020.

[0269] In some embodiments, the animation of the reflective content can be directly displayed on the rearview mirror model component based on the three-dimensional vehicle model, or a display area can be additionally set to magnify the rearview mirror model component, so as to display the animation of the reflective content in the display area, avoiding the problem that the display effectiveness of the animation of the reflective content is low due to the small display area of the rearview mirror model component.

[0270] In summary, for the object display method provided in this embodiment, when displaying a 3D object model, different controls are performed for the whole and parts of the 3D object model. The whole of the 3D object model is controlled through bone data, and the performance of parts of the 3D object model is achieved by switching texture images in a texture image group, avoiding the problem that bone data cannot accurately control the performance of the model parts in the 3D object model, and avoiding the large amount of image data generated by the animation effect achieved entirely by texture image switching, wasting the computer's data processing resources. The control efficiency of the 3D object model and the resource consumption during the control process are improved, and the computer's data processing pressure is reduced.

[0271] The method provided in this embodiment improves the authenticity of displaying a 3D vehicle model in a 3D virtual environment and the information display amount of the 3D vehicle model in the 3D virtual environment by setting a 3D virtual environment, displaying a 3D vehicle model on the basis of the 3D virtual environment, and controlling the display of the 3D vehicle model through bone data and UV animation.

[0272] The method provided in this embodiment improves the display information amount of the 3D vehicle model by setting the headlight model component part and simulating the display of the vehicle turn signal or brake light through the headlight model component part of the 3D vehicle model during the vehicle driving process, so as to indicate the details of the vehicle driving process.

[0273] The method provided in this embodiment can understand the window opening / closing situation of the vehicle through the window opening / closing animation of the 3D vehicle model displayed on the terminal when the vehicle is opening / closing the window, without the user turning his head to observe the actual window opening / closing situation, improving the information transmission efficiency.

[0274] The method provided in this embodiment shows the situation around the vehicle through the rearview mirror during the process of displaying the 3D vehicle model. The driver can observe in a first range through the rearview mirror of the vehicle itself and can also observe in a second range through the rearview mirror model component part of the 3D vehicle model, improving the observation efficiency of the objects around the vehicle and thus improving driving safety.

[0275] Figure 21 FIG. 17 is a schematic diagram of the overall process of an object display method provided in another exemplary embodiment of the present application. Taking the application of this method in the process of displaying a navigation interface by a 3D vehicle model as an example, as Figure 21 shown, the method includes the following steps.

[0276] Step 2101, identify the model material of the 3D vehicle model.

[0277] Optionally, model material identifiers are set at the vertex positions corresponding to the respective model components of the three-dimensional vehicle model, where the vertex positions of the respective model components are preset positions for determining the regions corresponding to the model components.

[0278] In some embodiments, the model material identified by the first model component in the three-dimensional vehicle model is a complete and fixed material, that is, the display appearance of the first model component is fixed; in addition, there is also a second model component in the three-dimensional vehicle model, and the model material identified by the second model component includes a set of texture images. Among them, the model material identified by the second model component is a texture set image integrated with a set of texture images, or the model material identified by the second model component is a texture image set including multiple individual texture images, and this embodiment does not limit this.

[0279] Then the display of the first model component remains fixed, while the display of the second model component changes under specific circumstances.

[0280] Schematically, when making a bone model, different material identifiers are set for the model vertices. Compared with the three-dimensional vehicle model, different materials are set for the body and the headlights respectively, and different components are distinguished by material information.

[0281] Step 2102, split the model components of the three-dimensional vehicle model.

[0282] Optionally, the respective model components of the three-dimensional vehicle model are split, so as to perform separate configuration for each model component.

[0283] In some embodiments, those with a fixed display effect can form a model component, or continuous regions with a fixed display effect can form a model component, or the model components of the three-dimensional vehicle model are split according to the components of the vehicle in the physical environment.

[0284] For example: the three-dimensional vehicle model is split into a door model, a window model, a roof model, a sunroof model, a rearview mirror model, a headlight model, a tire model, a wheel hub model, an engine hood model, a trunk model, etc., and this embodiment does not limit this.

[0285] Schematically, the bone model data is read, and the model is split into two parts, the body and the headlights, according to the vertex material identification information. Each part contains 3D space vertex data, vertex texture material information, texture coordinate information, and bone data for controlling the vertices. Each bone can be composed of a set of matrices, and any matrix in the set of matrices can control the position of the vertex at the current moment.

[0286] Step 2103, calculate the skeletal animation state of the three-dimensional vehicle model.

[0287] Optionally, during the display process of the three-dimensional vehicle model, the skeletal animation state of the three-dimensional vehicle model can be calculated in real time, or the skeletal animation state of the three-dimensional vehicle model can be calculated after receiving a model control operation.

[0288] In the embodiments of the present application, taking the real-time calculation of the skeletal animation state of the three-dimensional vehicle model as an example for illustration, that is, during the process of displaying the three-dimensional vehicle model, the skeletal data of the three-dimensional vehicle model is calculated in real time. Among them, the frequency of calculating the skeletal data is determined according to the display frame rate of the three-dimensional vehicle model. For example, the skeletal data is calculated and updated every 0.5 seconds.

[0289] Schematically, the skeletal data is used to control the steering, scaling, braking, acceleration, etc. of the three-dimensional vehicle model. Schematically, taking the steering of the three-dimensional vehicle model controlled by the skeletal data as an example, the three-dimensional vehicle model is a model displayed on the navigation interface, the navigation interface is an interface displayed by the vehicle-mounted terminal, and there is a connection relationship between the vehicle-mounted terminal and the vehicle itself. When a rotation operation of the steering wheel is received on the vehicle, the steering of the three-dimensional vehicle model in the navigation interface is controlled through the skeletal data according to the rotation operation.

[0290] Schematically, as Figure 22 shown, a three-dimensional vehicle model 2210 is displayed in the navigation interface 2200, and the three-dimensional vehicle model 2210 keeps moving forward. When a right rotation operation of the steering wheel is received, a steering signal is transmitted to the vehicle-mounted terminal. Thus, the vehicle-mounted terminal first calculates the change of the skeletal data of the three-dimensional vehicle model 2210 under the steering signal to obtain the updated skeletal data 2220, and then controls the three-dimensional vehicle model 2210 to steer according to the updated skeletal data 2220 in the navigation interface 2200 according to the updated skeletal data 2220.

[0291] Optionally, matrix operations consume a large amount of CPU, and the matrix algorithm can be transferred to the GPU through the OpenGL shader to be completed.

[0292] Step 2104, calculate the vehicle position.

[0293] Optionally, since the navigation process of the current vehicle is expressed through the three-dimensional vehicle model, it is necessary to perform positioning calculations on the position of the current vehicle in the physical environment. In some embodiments, authorization for the position permission is obtained before calculating the vehicle position. Among them, the authorization for the position permission is obtained through the user's separate authorization, and during the authorization process of the position permission, the usage path after obtaining the position information will be shown to the user first, so as to obtain the user's separate authorization.

[0294] Adjust the display position of the 3D vehicle model in the map displayed in the navigation interface according to the vehicle position, so as to control the display position of the 3D vehicle model in the map to match the position of the vehicle in the physical environment.

[0295] In some embodiments, the driving condition of the current vehicle can also be determined according to the change of the vehicle position. For example, when the vehicle position turns, it is determined that the vehicle is currently in the turning process, and the turning animation of the 3D vehicle model is correspondingly displayed; when the vehicle position acceleration becomes larger, it means that the vehicle is in the acceleration process; when the vehicle speed decreases, it means that the vehicle is in the deceleration process.

[0296] Step 2105, calculate the UV animation state.

[0297] Optionally, during the display process of the 3D vehicle model, the UV animation state of the model components can be calculated in real time, or the UV animation state of the model components can be calculated after receiving the model control operation.

[0298] In the embodiment of the present application, taking the calculation of the UV animation state of the model components after receiving the model control operation as an example, that is, during the display process of the 3D vehicle model, when receiving the model control operation and there is a change in the display of the model components under the model control operation, calculate the UV animation state of the model components, that is, calculate the coordinates of the texture image displayed by the model components in the texture image set. Among them, the frequency of calculating the UV animation state is determined according to the display frame rate of the 3D vehicle model. For example, after receiving the model control operation, the UV animation state is calculated and updated every 0.5 seconds.

[0299] Schematically, the texture image of the headlight component is used to control the 3D vehicle model to show the effect of the turn signal being on. Schematically, the 3D vehicle model is the model displayed on the navigation interface, the navigation interface is the interface displayed by the in-vehicle terminal, and the in-vehicle terminal has a connection relationship with the vehicle itself. When a control operation on the turn signal controller is received on the vehicle, the turn signal to be turned on is determined according to the control direction of the control operation, and the UV animation state of the turn signal is determined.

[0300] Schematically, such as Figure 23As shown, a three-dimensional vehicle model 2310 is displayed in the navigation interface 2300, and the three-dimensional vehicle model 2310 keeps moving forward. When an upward push operation is received on the turn signal controller, it indicates that the current vehicle needs to turn right, so a right turn signal is transmitted to the vehicle terminal. After receiving the right turn signal, the vehicle terminal calculates the texture image change of the headlight component 2320 of the three-dimensional vehicle model 2310 in real time to obtain an updated texture image 2330. The headlight component 2320 of the three-dimensional vehicle model 2310 is displayed according to the updated texture image 2330 to form a right turn signal lighting animation of the headlight component 2320.

[0301] Step 2106, rendering the three-dimensional vehicle model.

[0302] Optionally, the original point data of the 3D vehicle model is fixed, and the OpenGL VertexBuffer Objecte (VBO) technology is used to transfer the data to the graphics card once, avoiding the fluctuation of memory performance caused by repeated and frequent transfers, and distinguishing the body data from the headlight data. During the rendering process, the total state matrix of the skeletal animation is calculated and passed to the OpenGL shader to realize the change of vertex data. At the same time, different textures are bound according to the vertex texture material. The shader is also used to complete the change of texture coordinates for the headlight part, and finally the combination of skeletal animation and UV animation is realized.

[0303] In summary, the object display method provided in this embodiment performs different controls on the whole and part of the three-dimensional object model when displaying a three-dimensional object model. The whole three-dimensional object model is controlled by skeleton data, and the partial expression of the three-dimensional object model is achieved by switching texture images in a texture image group. This avoids the problem that the skeleton data cannot accurately control the expression of the model part in the three-dimensional object model, and avoids the problem that the animation effect achieved entirely by switching texture images generates a large amount of image data and wastes the computer's data processing resources. This improves the control efficiency of the three-dimensional object model and the resource consumption during the control process, and reduces the data processing pressure on the computer.

[0304] Figure 24 is a structural block diagram of an object display device provided by an exemplary embodiment of the present application, such as Figure 24 As shown, the device comprises:

[0305] A display module 2410 is used to display a three-dimensional object model, wherein the three-dimensional object model includes skeleton data, the shape of the three-dimensional object model is controlled by the skeleton data, and the three-dimensional object model includes model components, and the model components are associated with a texture image group including a plurality of texture images;

[0306] An acquisition module 2420, configured to acquire variation data of the skeletal data in response to receiving a first state change instruction, where the first state change instruction is used to control the three-dimensional object model to perform a morphological change, and the variation data is used to represent the morphological change condition of the three-dimensional object model;

[0307] A determination module 2430, configured to determine a target texture image corresponding to the second state change instruction from the texture image group in response to receiving the second state change instruction;

[0308] The display module 2410 is further configured to update and display the morphology of the three-dimensional object model based on the variation data and the target texture image.

[0309] In an optional embodiment, the determination module 2430 is further configured to determine a target texture image corresponding to the time difference relationship from the texture image group based on the time difference relationship between the current moment and the moment when the second state change instruction is received.

[0310] In an optional embodiment, the acquisition module 2420 is further configured to acquire the number of texture images corresponding to the model component in the texture image group; acquire the texture update duration corresponding to the number of texture images;

[0311] The determination module 2430 is further configured to determine a target texture image corresponding to the time difference relationship from the texture image group based on the time difference relationship between the current moment and the moment when the second state change instruction is received, the texture update duration, and the number of texture images.

[0312] In an optional embodiment, the determination module 2430 is further configured to determine the historical moment when the model component performed the most recent texture image update, and the historical moment is developed from the moment when the second state change instruction is received according to the time difference of each update;

[0313] The determination module 2430 is further configured to determine a target texture image corresponding to the time difference from the texture image group based on the time difference between the current moment and the historical moment, the texture update duration, and the number of texture images.

[0314] In an optional embodiment, the acquisition module 2420 is further configured to acquire the historical texture image determined from the texture image group during the most recent texture image update;

[0315] The determining module 2430 is further configured to determine a ratio of a time difference between the current moment and the historical moment to the texture update duration, so as to obtain a moment change ratio; determine an integer part corresponding to a product of the moment change ratio and the number of texture images; obtain a moment change amount by using a ratio of the integer part to the number of texture images; and determine the target texture image from the texture image group based on the moment change amount with the historical texture image as a reference.

[0316] In an optional embodiment, the obtaining module 2420 is further configured to obtain a time difference between the current moment and the moment when the second state change instruction is received.

[0317] The determining module 2430 is further configured to determine a maximum integer multiple data of the texture update duration included in the time difference.

[0318] The obtaining module 2420 is further configured to obtain a data difference between the time difference and the maximum integer multiple data, and determine the target texture image from the texture image group based on the data difference and the number of texture images.

[0319] In an optional embodiment, a plurality of texture images corresponding to the model components form an animation with a dynamic effect in sequence.

[0320] In an optional embodiment, the obtaining module 2420 is further configured to, in response to receiving the first state change instruction, obtain a set of state matrices corresponding to the bone data of the three-dimensional object model, where the set of state matrices includes a plurality of state matrices corresponding to the state change instruction, and each state matrix includes coordinate data corresponding to bone points of the three-dimensional object model.

[0321] The determining module 2430 is further configured to determine a target state matrix from the set of state matrices based on a time difference relationship between the current moment and the moment when the first state change instruction is received; and use the coordinate data corresponding to the target state matrix as change data of the bone data.

[0322] In an optional embodiment, the three-dimensional object model is a three-dimensional vehicle model.

[0323] The display module 2410 is further configured to display a map scene picture, where the map scene picture includes the three-dimensional vehicle model driving on a road, and the three-dimensional vehicle model includes at least one of a headlight model component, a window model component, a windshield model component, and a rearview mirror model component.

[0324] In an alternative embodiment, in response to the three-dimensional vehicle model including a headlight model component, a first texture image group corresponding to the headlight model component includes a plurality of texture images, and the plurality of texture images in the first texture image group sequentially form a turn signal animation; or, the plurality of texture images in the first texture image group sequentially form a brake light animation;

[0325] In response to the three-dimensional vehicle model including a window model component, a second texture image group corresponding to the window model component includes a plurality of texture images, and the plurality of texture images in the second texture image group sequentially form a window opening animation; or, the plurality of texture images in the second texture image group sequentially form a window closing animation;

[0326] In response to the three-dimensional vehicle model including a windshield model component, a third texture image group corresponding to the windshield model component includes a plurality of texture images, and the plurality of texture images in the third texture image group sequentially form a windshield wiper animation;

[0327] In response to the three-dimensional vehicle model including a rearview mirror model component, a fourth texture image group corresponding to the rearview mirror model component includes a plurality of texture images, and the plurality of texture images in the fourth texture image group sequentially form a reflection content animation.

[0328] In an alternative embodiment, the three-dimensional vehicle model includes a headlight model component, and the plurality of texture images in the first texture image group sequentially form a turn signal animation;

[0329] The obtaining module 2420 is further configured to obtain change data of the bone data during the turning process in response to receiving a turning instruction;

[0330] The display module 2410 is further configured to update and display the three-dimensional vehicle model during the turning process in a vehicle form corresponding to the change data; and, with a headlight display texture corresponding to the target texture image.

[0331] In an alternative embodiment, the display module 2410 is further configured to display a virtual map scene screen, where the virtual map scene screen is a screen displayed based on a constructed three-dimensional scene model; or,

[0332] The display module 2410 is further configured to display an image acquisition screen, where the image acquisition screen is a physical environment screen acquired by an image acquisition device.

[0333] Figure 25 is a structural block diagram of an object display device provided by an exemplary embodiment of the present application, as Figure 24 shown, the device includes:

[0334] A display module 2510 for displaying a three-dimensional vehicle model, the three-dimensional vehicle model including vehicle components;

[0335] The display module 2510 is further configured to display the overall morphological change of the three-dimensional vehicle model in response to receiving a first state change operation;

[0336] The display module 2510 is further configured to display the component performance change of the vehicle components in the three-dimensional vehicle model in response to receiving a second state change operation;

[0337] Wherein, the overall morphological change of the three-dimensional vehicle model is controlled by the skeletal structure of the three-dimensional vehicle model, and the component performance change of the vehicle components is controlled by switching multiple texture images associated with the vehicle components.

[0338] In an alternative embodiment, the display module 2510 is further configured to display the steering change of the three-dimensional vehicle model in response to receiving a steering control operation;

[0339] The display module is further configured to display the flashing performance of the vehicle lights of the three-dimensional vehicle model in response to receiving a turn signal activation operation.

[0340] In an alternative embodiment, the display module 2510 is further configured to display a map scene screen, and the map scene screen includes the three-dimensional vehicle model traveling on a prop;

[0341] Wherein, the map scene screen includes a virtual map scene screen or an image acquisition screen, the virtual map scene screen is a screen displayed based on a constructed three-dimensional scene model, and the image acquisition screen is a physical environment screen acquired through an image acquisition device.

[0342] In summary, the object display device provided in this embodiment, when displaying a three-dimensional object model, performs separate and different controls on the whole and parts of the three-dimensional object model. The whole of the three-dimensional object model is controlled through skeletal data, and the partial performance of the three-dimensional object model is achieved by switching texture images in a texture image group, avoiding the problem that skeletal data cannot precisely control the performance of the model part in the three-dimensional object model, and avoiding the large amount of image data generated by the animation effect achieved entirely through texture image switching, wasting the computer's data processing resources, improving the control efficiency of the three-dimensional object model, and the resource consumption during the control process, and reducing the computer's data processing pressure.

[0343] It should be noted that: For the object display device provided in the above embodiment, only the division of the above functional modules is used for illustration. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the object display device provided in the above embodiment and the object display method embodiment belong to the same concept. For the specific implementation process, please refer to the method embodiment and will not be elaborated here.

[0344] Figure 26 The structural schematic diagram of a computer device provided by an exemplary embodiment of the present application is shown. The computer device can be a Figure 4 server as shown.

[0345] Specifically: The computer device 2600 includes a central processing unit (CPU) 2601, a system memory 2604 including a random access memory (RAM) 2602 and a read only memory (ROM) 2603, and a system bus 2605 connecting the system memory 2604 and the central processing unit 2601. The computer device 2600 also includes a mass storage device 2606 for storing an operating system 2613, application programs 2614, and other program modules 2615.

[0346] The mass storage device 2606 is connected to the central processing unit 2601 through a mass storage controller (not shown) connected to the system bus 2605. The mass storage device 2606 and its associated computer-readable medium provide non-volatile storage for the computer device 2600. That is to say, the mass storage device 2606 can include computer-readable media (not shown) such as a hard disk or a compact disc read only memory (CD-ROM) drive.

[0347] Without loss of generality, computer-readable media can include computer storage media and communication media. Computer storage media includes volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media includes RAM, ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other solid-state storage technologies, CD-ROM, digital versatile disc (DVD) or other optical storage, magnetic tape cartridges, tapes, disk storage or other magnetic storage devices. Of course, those skilled in the art will know that computer storage media is not limited to the above several types. The above-mentioned system memory 2604 and mass storage device 2606 can be collectively referred to as memory.

[0348] According to various embodiments of the present application, the computer device 2600 can also run on a remote computer on the network through a network such as the Internet. That is, the computer device 2600 can be connected to the network 2612 through the network interface unit 2611 connected to the system bus 2605, or in other words, the network interface unit 2611 can also be used to connect to other types of networks or remote computer systems (not shown).

[0349] The above-mentioned memory further includes one or more programs, and one or more programs are stored in the memory and are configured to be executed by the CPU.

[0350] Embodiments of the present application also provide a computer device, which can be implemented as a Figure 4 terminal or server as shown. The computer device includes a processor and a memory, and at least one instruction, at least one program, a code set or an instruction set is stored in the memory, and at least one instruction, at least one program, a code set or an instruction set is loaded and executed by the processor to implement the object display method provided by the above-mentioned method embodiments.

[0351] Embodiments of the present application also provide a computer-readable storage medium, on which at least one instruction, at least one program, a code set or an instruction set is stored, and at least one instruction, at least one program, a code set or an instruction set is loaded and executed by the processor to implement the object display method provided by the above-mentioned method embodiments.

[0352] Embodiments of the present application also provide a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, causing the computer device to execute the object display method described in any one of the above embodiments.

[0353] Optionally, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), solid state drives (SSD, Solid State Drives), or optical discs, etc. Among them, the random access memory may include resistive random access memory (ReRAM, Resistance Random Access Memory) and dynamic random access memory (DRAM, Dynamic Random Access Memory). The above serial numbers of the embodiments of the present application are only for description and do not represent the advantages or disadvantages of the embodiments.

[0354] Those of ordinary skill in the art can understand that all or part of the steps to implement the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium, and the storage medium mentioned above can be read-only memory, a magnetic disk, or an optical disc, etc.

[0355] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. An object display method, characterized in that, The method includes: Displaying a three-dimensional object model, where the three-dimensional object model includes skeletal data, the shape of the three-dimensional object model is controlled by the skeletal data, the three-dimensional object model includes model components, the model components are associated with a texture image group including multiple texture images, and the multiple texture images in the texture image group are images displayed by the model components at different times for reflecting the animation display effect of the model components; Responding to receiving a first state change instruction, obtaining change data of the skeletal data, where the first state change instruction is used to control the shape change of the three-dimensional object model, and the change data is used to represent the shape change condition of the three-dimensional object model; Responding to receiving a second state change instruction, determining a target texture image corresponding to the second state change instruction from the texture image group; the multiple texture images corresponding to the model components are aggregated into the same texture map, and when selecting the target texture image, finding the texture image coordinates of the target texture image from the texture map and attaching them to the specified vertex parameters of the model components to achieve attaching the target texture image to the model components; Updating and displaying the shape of the three-dimensional object model based on the change data and the target texture image.

2. The method according to claim 1, characterized in that The step of responding to receiving a second state change instruction and determining a target texture image corresponding to the second state change instruction from the texture image group includes: Determining a target texture image corresponding to the time difference relationship from the texture image group based on the time difference relationship between the current moment and the moment when the second state change instruction is received.

3. The method according to claim 2, wherein The step of determining a target texture image corresponding to the time difference relationship from the texture image group based on the time difference relationship between the current moment and the moment when the second state change instruction is received includes: Obtaining the number of texture images corresponding to the model components in the texture image group; Obtaining the texture update duration corresponding to the number of texture images; Determining a target texture image corresponding to the time difference relationship from the texture image group based on the time difference relationship between the current moment and the moment when the second state change instruction is received, the texture update duration, and the number of texture images.

4. The method according to claim 3, characterized in that, The step of determining a target texture image corresponding to the time difference relationship from the texture image group based on the time difference relationship between the current moment and the moment when the second state change instruction is received, the texture update duration, and the number of texture images includes: Determining the historical moment when the model component performed the most recent texture image update, where the historical moment is developed from the moment when the second state change instruction is received according to the time difference of each update; Determining a target texture image corresponding to the time difference from the texture image group based on the time difference between the current moment and the historical moment, the texture update duration, and the number of texture images.

5. The method according to claim 4, wherein Determining a target texture image corresponding to the time difference from the texture image group based on the time difference between the current moment and the historical moment, the texture update duration, and the number of texture images, includes: Obtaining a historical texture image determined from the texture image group during the most recent texture image update; Determining a ratio of the time difference between the current moment and the historical moment to the texture update duration to obtain a moment change ratio; Determining an integer part corresponding to a product of the moment change ratio and the number of texture images; Obtaining a moment change amount based on a ratio of the integer part to the number of texture images; Determining the target texture image from the texture image group based on the moment change amount with the historical texture image as a reference.

6. The method according to claim 3, characterized in that, Determining a target texture image corresponding to the time difference relationship from the texture image group based on the time difference relationship between the current moment and the moment when the second state change instruction is received, the texture update duration, and the number of texture images, includes: Obtaining a time difference between the current moment and the moment when the second state change instruction is received; Determining a maximum integer multiple data of the texture update duration included in the time difference; Obtaining a data difference between the time difference and the maximum integer multiple data, and determining the target texture image from the texture image group based on the data difference and the number of texture images.

7. According to the method of any one of claims 1 to 6, characterized in that Multiple texture images corresponding to the model component parts form an animation with a dynamic effect in sequence.

8. The method according to any one of claims 1 to 6, characterized in that, The obtaining change data of the bone data in response to receiving a first state change instruction includes: In response to receiving the first state change instruction, obtaining a set of state matrices corresponding to the bone data of the three-dimensional object model, where the set of state matrices includes multiple state matrices corresponding to the state change instruction, and each state matrix includes coordinate data corresponding to the bone points of the three-dimensional object model; Determining a target state matrix from the set of state matrices based on the time difference relationship between the current moment and the moment when the first state change instruction is received; Taking the coordinate data corresponding to the target state matrix as the change data of the bone data.

9. The method according to any one of claims 1 to 6, characterized in that The three-dimensional object model is a three-dimensional vehicle model; The displaying the three-dimensional object model includes: Displaying a map scene screen, where the map scene screen includes the three-dimensional vehicle model driving on a road, and the three-dimensional vehicle model includes at least one of a headlight model component part, a window model component part, a windshield model component part, and a rearview mirror model component part.

10. According to the method of claim 9, characterized in that In response to the three-dimensional vehicle model including a headlight model component part, a first texture image group corresponding to the headlight model component part includes multiple texture images, and the multiple texture images in the first texture image group form a turn signal animation in sequence; or, the multiple texture images in the first texture image group form a brake light animation in sequence; In response to the three-dimensional vehicle model including a window model component, a second texture image group corresponding to the window model component includes a plurality of texture images, and the plurality of texture images in the second texture image group form an opening window animation in sequence; or, the plurality of texture images in the second texture image group form a closing window animation in sequence. In response to the three-dimensional vehicle model including a windshield model component, a third texture image group corresponding to the windshield model component includes a plurality of texture images, and the plurality of texture images in the third texture image group form a windshield wiper animation in sequence. In response to the three-dimensional vehicle model including a rearview mirror model component, a fourth texture image group corresponding to the rearview mirror model component includes a plurality of texture images, and the plurality of texture images in the fourth texture image group form a reflective content animation in sequence.

11. The method according to claim 10, wherein The three-dimensional vehicle model includes a headlight model component, and the plurality of texture images in the first texture image group form a turn signal animation in sequence. The step of obtaining the change data of the skeletal data in response to receiving a first state change instruction includes: In response to receiving a steering instruction, obtaining the change data of the skeletal data during the steering process. The step of updating and displaying the form of the three-dimensional object model based on the change data and the target texture image includes: Updating and displaying the three-dimensional vehicle model during the steering process with the vehicle form corresponding to the change data; and with the headlight display texture corresponding to the target texture image.

12. The method according to claim 9, wherein The step of displaying the map scene image includes: Displaying a virtual map scene image, which is an image displayed based on a constructed three-dimensional scene model; or Displaying an image acquisition image, which is a physical environment image acquired by an image acquisition device.

13. An object display method, characterized in that, The method includes: Displaying a three-dimensional vehicle model, which includes vehicle components. In response to receiving a first state change operation, displaying the overall form change of the three-dimensional vehicle model. In response to receiving a second state change operation, displaying the component performance change of the vehicle components in the three-dimensional vehicle model. Among them, the overall form change of the three-dimensional vehicle model is controlled by the skeletal structure of the three-dimensional vehicle model, and the component performance change of the vehicle components is controlled by switching a plurality of texture images associated with the vehicle components; the plurality of texture images are images that the vehicle components switch and display at different times, used to reflect the animation display effect of the vehicle components, and the plurality of texture images corresponding to the vehicle components are aggregated into the same texture map. When selecting a texture image, the texture image coordinates of the texture image are searched from the texture map and mounted to the specified vertex parameters of the vehicle components, so as to attach the texture image to the vehicle components.

14. The method according to claim 13, wherein The step of displaying the overall form change of the three-dimensional vehicle model in response to receiving a first state change operation includes: In response to receiving a steering control operation, displaying the steering change of the three-dimensional vehicle model. In response to receiving a second state change operation, displaying a change in the component performance of the vehicle components in the three-dimensional vehicle model, including: In response to receiving a turn signal on operation, displaying the flashing performance of the vehicle lights in the three-dimensional vehicle model.

15. The method according to claim 13, characterized in that The displaying of the three-dimensional vehicle model includes: Displaying a map scene image, where the map scene image includes the three-dimensional vehicle model driving on a prop; Among them, the map scene image includes a virtual map scene image or an image acquisition image. The virtual map scene image is an image displayed based on a constructed three-dimensional scene model, and the image acquisition image is a physical environment image obtained by an image acquisition device.

16. An object display device, characterized in that, The device includes: A display module for displaying a three-dimensional object model. The three-dimensional object model includes skeletal data, and the shape of the three-dimensional object model is controlled by the skeletal data. The three-dimensional object model includes model components, and the model components are associated with a texture image group including multiple texture images. The multiple texture images in the texture image group are images that are switched and displayed by the model components at different times, and are used to reflect the animation display effect of the model components; An acquisition module for, in response to receiving a first state change instruction, acquiring change data of the skeletal data. The first state change instruction is used to control the shape change of the three-dimensional object model, and the change data is used to represent the shape change situation of the three-dimensional object model; A determination module for, in response to receiving a second state change instruction, determining a target texture image corresponding to the second state change instruction from the texture image group; the multiple texture images corresponding to the model components are aggregated into the same texture map. When selecting the target texture image, searching for the texture image coordinates of the target texture image in the texture map and mounting them to the specified vertex parameters of the model components, so as to realize attaching the target texture image to the model components; the display module is further used to update and display the shape of the three-dimensional object model based on the change data and the target texture image.

17. An object display device, characterized in that, The device includes: A display module for displaying a three-dimensional vehicle model, where the three-dimensional vehicle model includes vehicle components; The display module is further used to, in response to receiving a first state change operation, display the overall shape change of the three-dimensional vehicle model; The display module is further used to, in response to receiving a second state change operation, display the change in the component performance of the vehicle components in the three-dimensional vehicle model; Among them, the overall morphological change of the three-dimensional vehicle model is controlled by the skeletal structure of the three-dimensional vehicle model, and the component performance change of the vehicle component is controlled by switching multiple texture images associated with the vehicle component; the multiple texture images are images displayed by the vehicle component at different times, and are used to reflect the animation display effect of the vehicle component. The multiple texture images corresponding to the vehicle component are aggregated into the same texture map. When selecting a texture image, the texture image coordinates of the texture image are searched from the texture map and mounted to the specified vertex parameters of the vehicle component, so as to attach the texture image to the vehicle component.

18. A computer device, characterized in that, The computer device includes a processor and a memory. At least one instruction, at least one program, a code set or an instruction set is stored in the memory. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the object display method according to any one of claims 1 to 15.

19. A computer-readable storage medium, characterized in that, At least one instruction, at least one program, a code set or an instruction set is stored in the storage medium. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the object display method according to any one of claims 1 to 15.

20. A computer program product, characterized in that, It includes computer instructions, and when the computer instructions are executed by a processor, the object display method according to any one of claims 1 to 15 is implemented.

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