Game scene picture display control method and device, and electronic device

By acquiring multiple key point attributes related to the plot to be presented and the virtual camera's operating mode, the movement path of the virtual camera in the 3D game scene is determined and controlled. This solves the problem of the inability to personalize and iterate the transition of the game scene plot, and achieves a low-cost and efficient improvement in the game experience.

CN115990337BActive Publication Date: 2026-04-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2021-10-18
Publication Date
2026-04-17

AI Technical Summary

Technical Problem

The existing game scene and plot transition methods cannot be customized and are difficult to iterate on, resulting in high development costs and a disjointed game experience.

Method used

By acquiring attribute information of multiple key points related to the plot to be presented and the target operation mode of the virtual camera, the motion path of the virtual camera in the 3D game scene is determined, and its movement in the graphical user interface is controlled to achieve personalized customization and iterative transition effects.

Benefits of technology

It enables personalized customization and secondary iteration of game scene and plot transitions, reducing development costs and improving the continuity and realism of the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game scene picture display control method and device and electronic device. The method comprises the following steps: acquiring attribute information of a plurality of first key points associated with a first plot to be presented and a first target running mode of a virtual camera, wherein the plurality of first key points are a plurality of preset camera positions of the virtual camera in a three-dimensional game scene, and the attribute information comprises the position and orientation of each key point in the plurality of first key points; determining a first virtual motion path of the virtual camera in the three-dimensional game scene based on the attribute information of the plurality of first key points; controlling the virtual camera to move in the three-dimensional game scene according to the first virtual motion path and the first target running mode, and displaying a game scene picture corresponding to the first plot in a graphical user interface. The application solves the technical problem that the game scene plot transition mode provided in the related art cannot be customized and is difficult to be iterated.
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Description

Technical Field

[0001] This invention relates to the field of computers, and more specifically, to a method, apparatus, and electronic device for controlling the display of game scene graphics. Background Technology

[0002] Currently, some game products often incorporate cinematic-style plot transitions to enhance the gaming experience and allow players to become more immersed in the game world.

[0003] The following game scene transition methods are commonly used in related technologies:

[0004] Method 1: Transition the virtual camera lens through the game scene, and then control the 3D virtual model in the game scene to perform specific actions according to the preset plot to achieve specific effects.

[0005] However, this method has the following technical drawbacks:

[0006] (1) The transition effect is difficult to customize. If each plot segment is customized through a specific program to achieve the transition effect, it will significantly increase the development cost of the game product, such as the communication cost between artists and programmers and the production cost of the program itself.

[0007] (2) It is difficult to iterate on existing transition effects, that is, the production process needs to be restarted for each iteration.

[0008] Method 2: Directly create a computer animation (CG) video from the preset storyline, and then play the CG video at a specific time.

[0009] However, this method has the following technical drawbacks:

[0010] (1) Creating CG videos will cause the game package size to increase continuously, thus occupying too much memory during runtime. Moreover, when returning to the game scene after playing the CG video, it is obvious that there is a lack of continuity between the CG video and the game scene.

[0011] (2) The transition effects of the shots are relatively simple and not easy to produce or expand.

[0012] (3) Difficulty in second iteration.

[0013] There is currently no effective solution to the above problems. Summary of the Invention

[0014] At least some embodiments of the present invention provide a method, apparatus and electronic device for displaying game scene screens, so as to at least solve the technical problem that the game scene plot transition methods provided in the related art cannot achieve personalized customization and are difficult to iterate twice.

[0015] According to one embodiment of the present invention, a method for controlling the display of a game scene is provided. A graphical user interface is provided via an electronic device. The content displayed by the graphical user interface includes game scene images obtained by capturing a three-dimensional game scene using a virtual camera. The method for controlling the display of the game scene images includes:

[0016] The system acquires attribute information of multiple first key points associated with the first storyline to be displayed and the first target running mode of the virtual camera. The multiple first key points are multiple preset camera positions of the virtual camera in the three-dimensional game scene. The attribute information includes the position and orientation of each key point. Based on the attribute information of the multiple first key points, the system determines the first virtual motion path of the virtual camera in the three-dimensional game scene. The system controls the virtual camera to move in the three-dimensional game scene according to the first virtual motion path and the first target running mode, and displays the game scene screen corresponding to the first storyline in the graphical user interface.

[0017] Optionally, the first target operation mode includes one of the following: a first operation mode, wherein the first operation mode is used to control the virtual camera to move along the first virtual motion path to follow the target object in the game scene and always face the target object; a second operation mode, wherein the second operation mode is used to control the virtual camera to move along the first virtual motion path to follow the target object in the game scene and face the forward direction of the first virtual motion path or the orientation of each of the multiple first key points; a third operation mode, wherein the third operation mode is used to control the virtual camera to roam in the game scene along the first virtual motion path and face the forward direction of the first virtual motion path or the orientation of each of the multiple first key points.

[0018] Optionally, determining the first virtual motion path of the virtual camera in the 3D game scene based on the attribute information of multiple first key points includes: determining the position and orientation of each pair of adjacent key points based on the attribute information of multiple first key points; and using the position and orientation of each pair of adjacent key points to determine a piecewise curve for connecting each pair of adjacent key points to obtain the first virtual motion path.

[0019] Optionally, controlling the virtual camera to move in the three-dimensional game scene according to the first virtual motion path and the first target running mode includes: obtaining the target parameter configuration information corresponding to the first target running mode from the data table, wherein the data table is used to store the parameter configuration information corresponding to each running mode in multiple running modes; and controlling the virtual camera to move along the first virtual motion path according to the target parameter configuration information.

[0020] Optionally, controlling the virtual camera to move along the first virtual motion path according to the target parameter configuration information includes: determining the target duration and target orientation corresponding to the first virtual motion path based on the target parameter configuration information, wherein the target duration is the total duration experienced by the virtual camera from the first key point to the last key point of the first virtual motion path; calculating the target position corresponding to the playback progress using the playback progress of the first plot and the target duration; and controlling the virtual camera to move along the first virtual motion path according to the target position and target orientation.

[0021] Optionally, controlling the virtual camera to move in the three-dimensional game scene according to the first virtual motion path and target parameter configuration information further includes: determining the target special effects configuration information corresponding to the first plot based on the target parameter configuration information, wherein the target special effects configuration information includes at least one of the following: virtual camera shake effect configuration information, zoom world time effect configuration information, and virtual camera lens switching effect configuration information; controlling the virtual camera to move along the first virtual motion path according to the target special effects configuration information.

[0022] Optionally, the above-mentioned method for controlling the display of game scene screens further includes: using the editor of the game development engine to adjust the attribute information of at least one of the multiple first key points; and redetermining the first virtual motion path based on the adjusted attribute information of the multiple first key points.

[0023] Optionally, the above-mentioned method for controlling the display of game scene images further includes: acquiring attribute information of multiple second key points associated with the second storyline to be displayed and the second target running mode of the virtual camera; determining the second virtual motion path of the virtual camera in the three-dimensional game scene based on the attribute information of the multiple second key points; sequentially controlling the virtual camera to move along the first virtual motion path according to the first target running mode and along the second virtual motion path according to the second target running mode, and combining and displaying the game scene images corresponding to the first storyline and the game scene images corresponding to the second storyline in the graphical user interface.

[0024] According to one embodiment of the present invention, a display control device for game scene images is also provided, which provides a graphical user interface via an electronic device. The content displayed by the graphical user interface includes game scene images obtained by capturing a three-dimensional game scene through a virtual camera. The display control device for game scene images includes:

[0025] The acquisition module is used to acquire attribute information of multiple first key points associated with the first storyline to be displayed and the first target running mode of the virtual camera. The multiple first key points are multiple preset camera positions of the virtual camera in the three-dimensional game scene. The attribute information includes the position and orientation of each key point. The determination module is used to determine the first virtual motion path of the virtual camera in the three-dimensional game scene based on the attribute information of the multiple first key points. The control module is used to control the virtual camera to move in the three-dimensional game scene according to the first virtual motion path and the first target running mode, and to display the game scene screen corresponding to the first storyline in the graphical user interface.

[0026] Optionally, the first target operation mode includes one of the following: a first operation mode, wherein the first operation mode is used to control the virtual camera to move along the first virtual motion path to follow the target object in the game scene and always face the target object; a second operation mode, wherein the second operation mode is used to control the virtual camera to move along the first virtual motion path to follow the target object in the game scene and face the forward direction of the first virtual motion path or the orientation of each of the multiple first key points; a third operation mode, wherein the third operation mode is used to control the virtual camera to roam in the game scene along the first virtual motion path and face the forward direction of the first virtual motion path or the orientation of each of the multiple first key points.

[0027] Optionally, the determining module is used to determine the position and orientation of each pair of adjacent key points among the multiple first key points based on the attribute information of multiple first key points; and to determine a piecewise curve for connecting each pair of adjacent key points using the position and orientation of each pair of adjacent key points to obtain a first virtual motion path.

[0028] Optionally, the control module is used to obtain target parameter configuration information corresponding to the first target operating mode from the data table, wherein the data table is used to store parameter configuration information corresponding to each operating mode in multiple operating modes; and to control the virtual camera to move along the first virtual motion path according to the target parameter configuration information.

[0029] Optionally, the control module is used to determine the target duration and target orientation corresponding to the first virtual motion path based on the target parameter configuration information, wherein the target duration is the total duration taken for the virtual camera to move from the first key point to the last key point of the first virtual motion path; calculate the target position corresponding to the playback progress using the playback progress of the first plot and the target duration; and control the virtual camera to move along the first virtual motion path according to the target position and target orientation.

[0030] Optionally, the control module is used to determine the target special effects configuration information corresponding to the first plot based on the target parameter configuration information, wherein the target special effects configuration information includes at least one of the following: virtual camera shake effect configuration information, zoom world time effect configuration information, and virtual camera lens switching effect configuration information; and to control the virtual camera to move along the first virtual motion path according to the target special effects configuration information.

[0031] Optionally, the display control device for the game scene screen mentioned above further includes: an adjustment module, used to adjust the attribute information of at least one of the multiple first key points using the editor of the game development engine; and to redetermine the first virtual motion path based on the adjusted attribute information of the multiple first key points.

[0032] Optionally, the acquisition module is further configured to acquire attribute information of multiple second key points associated with the second storyline to be displayed and the second target running mode of the virtual camera; the determination module is further configured to determine the second virtual motion path of the virtual camera in the three-dimensional game scene based on the attribute information of the multiple second key points; the control module is further configured to sequentially control the virtual camera to move along the first virtual motion path according to the first target running mode and along the second virtual motion path according to the second target running mode, and to combine and display the game scene screen corresponding to the first storyline and the game scene screen corresponding to the second storyline in the graphical user interface.

[0033] According to one embodiment of the present invention, a non-volatile storage medium is also provided, wherein a computer program is stored in the storage medium, and the computer program is configured to execute the display control method for the game scene screen described above when running.

[0034] According to one embodiment of the present invention, a processor is also provided, the processor being used to run a program, wherein the program is configured to execute the display control method for the game scene screen as described above during runtime.

[0035] According to one embodiment of the present invention, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to execute the display control method for the game scene screen as described above.

[0036] In at least some embodiments of the present invention, the method involves acquiring attribute information of multiple first key points associated with the first plot to be displayed and a first target operating mode of a virtual camera. These multiple first key points are multiple preset camera positions of the virtual camera in a three-dimensional game scene. The attribute information includes the position and orientation of each key point. The attribute information of the multiple first key points determines the first virtual motion path of the virtual camera in the three-dimensional game scene. The virtual camera is controlled to move in the three-dimensional game scene according to the first virtual motion path and the first target operating mode, and the game scene screen corresponding to the first plot is displayed in the graphical user interface. This achieves the purpose of using multiple customizable and iterable key points associated with the plot to determine the virtual motion path to control the movement of the virtual camera in the three-dimensional game scene. This realizes a more convenient way to create transition effects in the game plot based on a lens production method with freely editable virtual motion paths, so that game players can obtain a richer and more realistic game experience. This solves the technical problem that the game scene plot transition methods provided in related technologies cannot achieve personalized customization and are difficult to iterate. Attached Figure Description

[0037] The accompanying drawings, which are included to provide a further understanding of the invention and form part of this application, illustrate exemplary embodiments of the invention and, together with their description, serve to explain the invention and do not constitute an undue limitation thereof. In the drawings:

[0038] Figure 1 This is a hardware structure block diagram of a mobile terminal for a game scene display control method according to one embodiment of the present invention.

[0039] Figure 2 This is a flowchart of a method for controlling the display of a game scene screen according to one embodiment of the present invention;

[0040] Figure 3 This is a schematic diagram of a virtual army deployed in a game scene according to one optional embodiment of the present invention;

[0041] Figure 4 This is a structural block diagram of a game scene display control device according to one embodiment of the present invention;

[0042] Figure 5 This is a structural block diagram of a game scene display control device according to one optional embodiment of the present invention. Detailed Implementation

[0043] To enable those skilled in the art to better understand the present invention, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present invention.

[0044] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of the invention described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0045] According to one embodiment of the present invention, an embodiment of a display control method for a game scene screen is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0046] This method embodiment can be executed on a mobile terminal, computer terminal, or similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smartphone (such as an Android phone, iOS phone, etc.), tablet computer, PDA, mobile Internet Device (MID), PAD, game console, and other terminal devices. Figure 1 This is a hardware structure block diagram of a mobile terminal for a game scene display control method according to one embodiment of the present invention, such as... Figure 1 As shown, a mobile terminal may include one or more ( Figure 1Only one is shown in the diagram. A processor 102 (which may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data are also shown. Optionally, the mobile terminal may further include a transmission device 106 for communication functions, an input / output device 108, and a display device 110. Those skilled in the art will understand that... Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.

[0047] The memory 104 can be used to store computer programs, such as application software programs and modules, like the computer program corresponding to the game scene display control method in this embodiment of the invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, thereby realizing the aforementioned game scene display control method. The memory 104 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include memory remotely located relative to the processor 102, and these remote memories can be connected to the mobile terminal via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.

[0048] The transmission device 106 is used to receive or send data via a network. Specific examples of the network described above may include a wireless network provided by the mobile terminal's communication provider. In one example, the transmission device 106 includes a Network Interface Controller (NIC), which can connect to other network devices via a base station to communicate with the Internet. In another example, the transmission device 106 may be a Radio Frequency (RF) module used for wireless communication with the Internet.

[0049] The inputs in input / output device 108 can come from multiple human interface devices (HIDs). Examples include keyboards and mice, gamepads, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, and remote controls). Some HIDs, in addition to providing input functions, can also provide output functions, such as force feedback and vibration from gamepads, and audio output from controllers.

[0050] Display device 110 may be, for example, a head-up display (HUD), a touchscreen liquid crystal display (LCD), and a touch display (also referred to as a "touchscreen" or "touch display"). The LCD allows a user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), which allows the user to interact with the GUI by touching and / or gesturing on a touch-sensitive surface. Optional human-computer interaction functions include: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, a call interface, playing digital video, playing digital music, and / or web browsing, etc. Executable instructions for performing the above human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.

[0051] This embodiment provides a method for displaying and controlling game scene images running on the aforementioned mobile terminal. A graphical user interface (GUI) is provided via an electronic device. The GUI displays game scene images obtained by capturing a 3D game scene using a virtual camera. Figure 2 This is a flowchart of a game scene display control method according to one embodiment of the present invention, such as... Figure 2 As shown, the method includes the following steps:

[0052] Step S20: Obtain the attribute information of multiple first key points associated with the first plot to be displayed and the first target running mode of the virtual camera. The multiple first key points are multiple preset camera positions of the virtual camera in the three-dimensional game scene. The attribute information includes: the position and orientation of each key point among the multiple first key points.

[0053] The aforementioned plot to be presented can be any plot adapted to the transitions in the game scene. For example: a virtual legion assembly plot, a virtual legion battle plot, a victory plot after battle, etc. The multiple first key points associated with the first plot to be presented can be multiple points set in the game development engine's editor according to the needs of plot progression. These multiple first key points are multiple preset camera positions of the virtual camera in the 3D game scene. The aforementioned attribute information can include the position and orientation of each key point among the multiple first key points.

[0054] The target operating mode mentioned above may include, but is not limited to, one of the following:

[0055] (1) First operating mode (i.e., the mode of following and facing the target), wherein the first operating mode is used to control the virtual camera to move along the first virtual motion path to follow the target object in the game scene and always face the target object. That is, the virtual camera is controlled to always follow a target object (which may include, but is not limited to: virtual character model, virtual vehicle model, virtual building model, specified coordinates in the game scene, etc.) and move along the pre-set virtual motion path and always face the target object, similar to a track camera.

[0056] (2) Second operating mode (i.e., follow-but-not-facing-target mode), wherein the second operating mode is used to control the virtual camera to follow the target object in the game scene along the first virtual motion path and face the direction of the first virtual motion path or the orientation of each of the multiple first key points. That is, control the virtual camera to follow a target object, maintain a certain distance, and move along a pre-set virtual motion path but not face the target object, with the lens facing the direction of the virtual motion path or the orientation of the virtual camera position set during the virtual motion path creation process.

[0057] (3) The third operating mode (i.e., scene roaming mode) is used to control the virtual camera to roam in the game scene along the first virtual motion path and face the direction of the first virtual motion path or the orientation of each of the multiple first key points. That is, the virtual camera is controlled to roam in the three-dimensional game scene without following any target object, but moves along a pre-set virtual motion path, with the lens facing the direction of the virtual motion path or the orientation of the virtual camera position set during the creation of the virtual motion path.

[0058] Step S21: Determine the first virtual motion path of the virtual camera in the 3D game scene based on the attribute information of multiple first key points;

[0059] In determining the first virtual motion path of a virtual camera in a 3D game scene based on the attribute information of multiple first keypoints, the position and orientation of each pair of adjacent keypoints can be determined based on the attribute information of multiple first keypoints. Then, the position and orientation of each pair of adjacent keypoints are used to determine a piecewise curve to connect them, thus obtaining the first virtual motion path. That is, after determining the position and orientation of each pair of adjacent keypoints, a piecewise curve can be used to connect them to determine the transition position between them. The piecewise curve can be a default curve (e.g., an arc) or its shape can be fine-tuned manually to obtain the complete curve connecting the multiple first keypoints (i.e., the first virtual motion path). The game development engine's editor provides freely editable curves, allowing users to edit curves of arbitrary shapes. After editing, the curve is saved as an asset.

[0060] Figure 3 This is a schematic diagram of a virtual army deployed in a game scene according to one optional embodiment of the present invention, such as... Figure 3 As shown, multiple suitable camera positions can be pre-selected for the virtual camera in the game scene, and the position and orientation information of the virtual camera at each position can be recorded. Each camera position is then a keypoint, and the corresponding image frame is a keyframe. Connecting multiple keypoints then forms the virtual motion curve of the virtual camera. After the virtual motion curve is edited, it can be saved as an asset. This allows for personalized customization of the game scene displayed by the virtual camera lens, showcasing the game's storyline through appropriate camera positions and motion trajectories. Furthermore, since the story transition only requires loading the virtual motion curve into the game to generate game objects (such as actors in Unreal Engine) during gameplay, its memory footprint and file size are small. Simultaneously, throughout the entire story transition playback, only regular game footage is played, thus enhancing the continuity of the storyline.

[0061] Step S22: Control the virtual camera to move in the three-dimensional game scene according to the first virtual motion path and the first target running mode, and display the game scene screen corresponding to the first plot in the graphical user interface.

[0062] Through the above steps, the attribute information of multiple first key points associated with the first plot to be displayed and the first target running mode of the virtual camera can be obtained. These multiple first key points are multiple preset camera positions of the virtual camera in the three-dimensional game scene. The attribute information includes the position and orientation of each key point. The first virtual motion path of the virtual camera in the three-dimensional game scene is determined by the attribute information of the multiple first key points. The virtual camera is controlled to move in the three-dimensional game scene according to the first virtual motion path and the first target running mode, and the game scene screen corresponding to the first plot is displayed in the graphical user interface. This achieves the purpose of using multiple customizable and iterative key points associated with the plot to determine the virtual motion path to control the movement of the virtual camera in the three-dimensional game scene. This realizes a more convenient way to create transition effects in the game plot based on the lens production method of freely editable virtual motion path, so that game players can obtain a richer and more realistic game experience. This solves the technical problem that the game scene plot transition methods provided in related technologies cannot achieve personalized customization and are difficult to iterate.

[0063] Optionally, in step S22, controlling the virtual camera to move within the 3D game scene according to the first virtual motion path and the first target running mode may include the following execution steps:

[0064] Step S220: Obtain the target parameter configuration information corresponding to the first target running mode from the data table, wherein the data table is used to store the parameter configuration information corresponding to each running mode in multiple running modes;

[0065] Step S221: Control the virtual camera to move along the first virtual motion path according to the target parameter configuration information.

[0066] The aforementioned data table stores parameter configuration information for each of the various operating modes. It allows configuration of parameters for different operating modes, enabling the retrieval of target parameter configuration information for the first target operating mode during game execution. The data table can be used to configure multiple parameters for each operating mode, along with a description of each parameter.

[0067] For the mode that follows and moves towards a target, multiple parameters can be configured, including parameters A, B, C, D, E, F, G, H, I, J, K, L, and M. The specific descriptions of each parameter are as follows:

[0068] (1) Parameter A represents the offset of the virtual camera relative to the virtual motion path.

[0069] (2) Parameter B represents the angular offset of the virtual camera relative to the target position.

[0070] (3) Parameter C represents the time taken for the virtual camera to travel from the start point to the end point of the virtual motion path.

[0071] (4) Parameter D represents the follow time of the virtual camera.

[0072] (5) Parameter E represents the position of the virtual camera on the virtual motion path.

[0073] (6) The parameter F indicates whether to scale the game world time. The X value of the scale of the path point is 1, which means that the running rhythm of the entire game world of the client is slowed down, thereby achieving a slow motion effect.

[0074] (7) Parameter G represents the lower limit of jitter. If the Y value of the scale of the path point is greater than the lower limit of jitter, jitter will start. The larger the Y value is than the lower limit of jitter, the closer the jitter will be to the set frequency and amplitude.

[0075] (8) The parameter H represents the amplitude.

[0076] (9) Parameter I represents frequency.

[0077] (10) Parameter J represents the type of vibration, which may include, but is not limited to: single vibration, mixed vibration, etc.

[0078] (11) Parameter K indicates whether the camera will switch to the game scene instantly when the virtual camera starts playing the game scene. If it is false, the camera will slowly transition from the current position.

[0079] (12) Parameter L represents the total duration of the lens switching process.

[0080] (13) Parameter M indicates that the orientation of the lens is determined according to the orientation recorded by the key point.

[0081] For the scene roaming mode, multiple parameters can be configured, including parameters a, b, c, d, e, f, g, h, i, j, k, l, and m. The specific descriptions of each parameter are as follows:

[0082] (1) Parameter a represents the initial position of the virtual camera.

[0083] (2) Parameter b represents the initial angle of the virtual camera.

[0084] (3) Parameter c represents the time taken for the virtual camera to travel from the start point to the end point of the motion path.

[0085] (4) Parameter d represents the follow time of the virtual camera.

[0086] (5) Parameter e represents the position of the virtual camera on the virtual motion path.

[0087] (6) The parameter f indicates whether to scale the game world time. The X value of scale for the path point is 1, which means that the running rhythm of the entire game world on the client is slowed down, thus achieving a slow motion effect.

[0088] (7) The parameter g represents the lower limit of jitter. If the Y value of the scale of the path point is greater than the lower limit of jitter, jitter will start. The larger the Y value is than the lower limit of jitter, the closer the jitter will be to the set frequency and amplitude.

[0089] (8) The parameter h represents the amplitude.

[0090] (9) The parameter i represents the frequency.

[0091] (10) The parameter j represents the type of vibration, which may include, but is not limited to: single vibration, mixed vibration, etc.

[0092] (11) The parameter k indicates whether the camera will switch to the game scene instantly when the virtual camera starts playing the game scene. If it is false, the camera will slowly transition from the current position.

[0093] (12) Parameter l represents the total duration of the lens switching process.

[0094] (13) The parameter m indicates that the orientation of the lens is determined according to the orientation recorded by the key point.

[0095] For the follow-but-not-direct-to-target mode, the parameter configuration is basically similar to the follow-and-direct-to-target mode, the only difference being whether it is directed towards the target. That is, multiple parameters can be configured, including A, C, D, E, F, G, H, I, J, K, L, and M. The specific descriptions for each parameter are as follows:

[0096] (1) Parameter A represents the offset of the virtual camera relative to the virtual motion path.

[0097] (2) Parameter C represents the time taken for the virtual camera to travel from the start point to the end point of the virtual motion path.

[0098] (3) Parameter D represents the follow time of the virtual camera.

[0099] (4) Parameter E represents the position of the virtual camera on the virtual motion path.

[0100] (5) Parameter F indicates whether to scale the game world time. The X value of the path point scale is 1, which means that the running rhythm of the entire game world of the client is slowed down, thereby achieving a slow motion effect.

[0101] (6) Parameter G represents the lower limit of jitter. If the Y value of the scale of the path point is greater than the lower limit of jitter, jitter will start. The larger the Y value is than the lower limit of jitter, the closer the jitter will be to the set frequency and amplitude.

[0102] (7) The parameter H represents the amplitude.

[0103] (8) Parameter I represents frequency.

[0104] (9) Parameter J represents the type of vibration, which may include, but is not limited to: single vibration, mixed vibration, etc.

[0105] (10) Parameter K indicates whether the camera will switch to the game scene instantly when the virtual camera starts playing the game scene. If it is false, the camera will slowly transition from the current position.

[0106] (11) Parameter L represents the total duration of the lens switching process.

[0107] (12) Parameter M indicates that the orientation of the lens is determined according to the orientation recorded by the key point.

[0108] Optionally, in step S221, controlling the virtual camera to move along the first virtual motion path according to the target parameter configuration information may include the following execution steps:

[0109] Step S2210: Determine the target duration and target orientation corresponding to the first virtual motion path based on the target parameter configuration information, wherein the target duration is the total duration taken for the virtual camera to move from the first key point to the last key point of the first virtual motion path;

[0110] Step S2211: Calculate the target position corresponding to the playback progress using the playback progress and target duration of the first storyline;

[0111] Step S2212: Control the virtual camera to move along the first virtual motion path according to the target position and target orientation.

[0112] The total time taken to move from the first keypoint to the last keypoint along the virtual motion path can be configured in the aforementioned data table. For the same curve segment, if you want the virtual camera to move slowly from the first keypoint to the last keypoint, you can extend the total time; if you want the virtual camera to move quickly from the first keypoint to the last keypoint, you can shorten the total time. Considering that the positions of the multiple first keypoints are not continuous, to achieve smooth movement of the virtual camera, you need to divide the current runtime corresponding to the playback progress of the first storyline by the configured total time to determine the current target position and target orientation of the virtual camera, and then control the virtual camera to move along the first virtual motion path according to the target position and target orientation.

[0113] Optionally, in step S221, controlling the virtual camera to move within the 3D game scene according to the first virtual motion path and target parameter configuration information may further include the following execution steps:

[0114] Step S2213: Determine the target special effects configuration information corresponding to the first plot based on the target parameter configuration information. The target special effects configuration information includes at least one of the following: virtual camera shake effect configuration information, zoom world time effect configuration information, and virtual camera lens switching effect configuration information.

[0115] Step S2214: Control the virtual camera to move along the first virtual motion path according to the target effect configuration information.

[0116] The aforementioned target special effects configuration information may include, but is not limited to, at least one of the following: virtual camera shake effect configuration information, world time scaling effect configuration information (i.e., slow motion), and virtual camera lens transition effect configuration information. Based on the above three operating modes, and by adding special effects configuration information such as shake, slow motion, and transition methods, the transition effects in the game's storyline can be perfectly customized.

[0117] Regarding the virtual camera shake effect configuration, camera shake can be implemented during specified time periods in the game. For example, during a cavalry charge, camera shake is required when the camera moves closer. Regarding the world time scaling effect configuration, slow motion can be used to slow down the pace of the entire game world. For example, when destroying important virtual structures like the enemy's main base, slow motion can be used to slow down the final destruction of these structures to celebrate victory. Regarding the virtual camera lens switching effect configuration, it can switch from a normal game view to the initial position of a customized lens, or return to the previous position after a customized lens playback ends. This can be done through direct switching or by switching via movement within a specified time period, thus allowing for flexible configuration.

[0118] Optionally, the above-mentioned method for controlling the display of game scene images may further include the following execution steps:

[0119] Step S23: Using the game development engine's editor, adjust the attribute information of at least one key point among multiple first key points;

[0120] Step S24: Based on the adjusted attribute information of multiple first key points, redetermine the first virtual motion path.

[0121] By adjusting the position and / or orientation of at least one of the multiple first keypoints in the editor, secondary iterations can be easily performed. For example, the position of the second keypoint, which was previously edited, can be raised by a certain margin in the editor to allow for a more comprehensive observation of the game scene or virtual game character. Then, the position and / or orientation of the second keypoint can be saved again, thereby redetermining the first virtual motion path based on the adjusted attribute information of the multiple first keypoints.

[0122] Optionally, the above-mentioned method for controlling the display of game scene images may further include the following execution steps:

[0123] Step S25: Obtain attribute information of multiple second key points associated with the second storyline to be presented and the second target operation mode of the virtual camera;

[0124] Step S26: Determine the second virtual motion path of the virtual camera in the 3D game scene based on the attribute information of multiple second key points;

[0125] Step S27: Sequentially control the virtual camera to move along the first virtual motion path according to the first target running mode and along the second virtual motion path according to the second target running mode, and combine and display the game scene screen corresponding to the first plot and the game scene screen corresponding to the second plot in the graphical user interface.

[0126] The aforementioned data table enables not only individual playback of virtual camera shots but also free combination playback of virtual camera shots. After determining the first virtual movement path of the virtual camera in the 3D game scene based on the attribute information of multiple first key points, a second virtual movement path of the virtual camera in the 3D game scene can be determined based on the attribute information of multiple second key points. Then, the virtual camera is sequentially controlled to move along the first virtual movement path according to the first target operation mode and along the second virtual movement path according to the second target operation mode, and the game scene screens corresponding to the first and second storylines are displayed together in the graphical user interface. For example, the game scene screen of our virtual cavalry launching a charge is played first according to curve 1, and then the game scene screen of our virtual cavalry colliding with the enemy virtual cavalry is played according to curve 2, so that the combined effects of charging and colliding need to be displayed simultaneously in the game battle scene.

[0127] In game battle scenes, when simultaneously displaying charge and collision shots, the camera can follow and face the target during the charge, or follow but not face the target, thus achieving a following effect. When colliding with enemy virtual cavalry, the camera can switch to scene roaming mode, at which point the camera position will change with the curve. Furthermore, by configuring 0.1x speed, the update speed of the entire game world can be slowed down by 10 times when the game scene is played through this camera, thus achieving the effect of watching our virtual cavalry charge away against the enemy virtual cavalry in slow motion.

[0128] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of the present invention.

[0129] This embodiment also provides a display control device for a game scene, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0130] Figure 4 This is a structural block diagram of a game scene display control device according to one embodiment of the present invention. A graphical user interface is provided via an electronic device. The content displayed by the graphical user interface includes game scene images obtained by capturing a three-dimensional game scene using a virtual camera, such as... Figure 4 As shown, the device includes: an acquisition module 10, used to acquire attribute information of multiple first key points associated with the first plot to be displayed and a first target running mode of the virtual camera, wherein the multiple first key points are multiple preset camera positions of the virtual camera in the three-dimensional game scene, and the attribute information includes: the position and orientation of each key point among the multiple first key points; a determination module 20, used to determine the first virtual motion path of the virtual camera in the three-dimensional game scene based on the attribute information of the multiple first key points; and a control module 30, used to control the virtual camera to move in the three-dimensional game scene according to the first virtual motion path and the first target running mode, and to display the game scene screen corresponding to the first plot in the graphical user interface.

[0131] Optionally, the first target operation mode includes one of the following: a first operation mode, wherein the first operation mode is used to control the virtual camera to move along the first virtual motion path to follow the target object in the game scene and always face the target object; a second operation mode, wherein the second operation mode is used to control the virtual camera to move along the first virtual motion path to follow the target object in the game scene and face the forward direction of the first virtual motion path or the orientation of each of the multiple first key points; a third operation mode, wherein the third operation mode is used to control the virtual camera to roam in the game scene along the first virtual motion path and face the forward direction of the first virtual motion path or the orientation of each of the multiple first key points.

[0132] Optionally, the determining module 20 is used to determine the position and orientation of each pair of adjacent key points among the multiple first key points based on the attribute information of multiple first key points; and to determine a segmented curve for connecting each pair of adjacent key points using the position and orientation of each pair of adjacent key points to obtain a first virtual motion path.

[0133] Optionally, the control module 30 is used to obtain target parameter configuration information corresponding to the first target operating mode from the data table, wherein the data table is used to store parameter configuration information corresponding to each operating mode in multiple operating modes; and to control the virtual camera to move along the first virtual motion path according to the target parameter configuration information.

[0134] Optionally, the control module 30 is used to determine the target duration and target orientation corresponding to the first virtual motion path based on the target parameter configuration information, wherein the target duration is the total duration experienced by the virtual camera from the first key point to the last key point of the first virtual motion path; calculate the target position corresponding to the playback progress using the playback progress of the first plot and the target duration; and control the virtual camera to move along the first virtual motion path according to the target position and target orientation.

[0135] Optionally, the control module 30 is used to determine the target special effects configuration information corresponding to the first plot based on the target parameter configuration information, wherein the target special effects configuration information includes at least one of the following: virtual camera shake effect configuration information, zoom world time effect configuration information, and virtual camera lens switching effect configuration information; and to control the virtual camera to move along the first virtual motion path according to the target special effects configuration information.

[0136] Optionally, Figure 5 This is a structural block diagram of a game scene display control device according to one optional embodiment of the present invention, such as... Figure 5 As shown, the device includes Figure 4 In addition to all the modules shown, the display control device for the game scene screen also includes: an adjustment module 40, used to adjust the attribute information of at least one of the multiple first key points using the editor of the game development engine; and to redetermine the first virtual motion path based on the adjusted attribute information of the multiple first key points.

[0137] Optionally, the acquisition module 10 is further configured to acquire attribute information of multiple second key points associated with the second storyline to be displayed and the second target running mode of the virtual camera; the determination module 20 is further configured to determine the second virtual motion path of the virtual camera in the three-dimensional game scene based on the attribute information of the multiple second key points; the control module 30 is further configured to sequentially control the virtual camera to move along the first virtual motion path according to the first target running mode and along the second virtual motion path according to the second target running mode, and to combine and display the game scene screen corresponding to the first storyline and the game scene screen corresponding to the second storyline in the graphical user interface.

[0138] It should be noted that the above modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but are not limited to: all the above modules are located in the same processor; or, the above modules are located in different processors in any combination.

[0139] Embodiments of the present invention also provide a non-volatile storage medium storing a computer program, wherein the computer program is configured to execute the steps in any of the above method embodiments when running.

[0140] Optionally, in this embodiment, the non-volatile storage medium described above can be configured to store a computer program for performing the following steps:

[0141] S1, obtain the attribute information of multiple first key points associated with the first plot to be displayed and the first target running mode of the virtual camera. Among them, the multiple first key points are multiple preset camera positions of the virtual camera in the three-dimensional game scene. The attribute information includes: the position and orientation of each key point among the multiple first key points.

[0142] S2, determine the first virtual motion path of the virtual camera in the 3D game scene based on the attribute information of multiple first key points;

[0143] S3 controls the virtual camera to move in the three-dimensional game scene according to the first virtual motion path and the first target running mode, and displays the game scene screen corresponding to the first plot in the graphical user interface.

[0144] Optionally, in this embodiment, the aforementioned non-volatile storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0145] Embodiments of the present invention also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any of the above method embodiments.

[0146] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.

[0147] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:

[0148] S1, obtain the attribute information of multiple first key points associated with the first plot to be displayed and the first target running mode of the virtual camera. Among them, the multiple first key points are multiple preset camera positions of the virtual camera in the three-dimensional game scene. The attribute information includes: the position and orientation of each key point among the multiple first key points.

[0149] S2, determine the first virtual motion path of the virtual camera in the 3D game scene based on the attribute information of multiple first key points;

[0150] S3 controls the virtual camera to move in the three-dimensional game scene according to the first virtual motion path and the first target running mode, and displays the game scene screen corresponding to the first plot in the graphical user interface.

[0151] Optionally, specific examples in this embodiment can refer to the examples described in the above embodiments and optional implementations, and will not be repeated here.

[0152] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0153] In the above embodiments of the present invention, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0154] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.

[0155] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0156] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0157] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0158] The above description is only a preferred embodiment of the present invention. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of the present invention, and these improvements and modifications should also be considered within the scope of protection of the present invention.

Claims

1. A method for controlling the display of a game scene, characterized in that, A graphical user interface is provided via an electronic device, the content of which includes game scene images obtained by capturing a 3D game scene through a virtual camera, and the display control method for the game scene images includes: Acquire attribute information of multiple first key points associated with the first plot to be displayed and the first target operation mode of the virtual camera, wherein the multiple first key points are multiple preset camera positions of the virtual camera in the three-dimensional game scene, and the attribute information includes: the position and orientation of each key point among the multiple first key points; Based on the attribute information of the plurality of first key points, determine the position and orientation of each pair of adjacent key points among the plurality of first key points; By using the position and orientation of each pair of adjacent key points, a piecewise curve is determined to connect each pair of adjacent key points, thus obtaining the first virtual motion path; The virtual camera is controlled to move in the three-dimensional game scene according to the first virtual motion path and the first target running mode, and the game scene screen corresponding to the first plot is displayed in the graphical user interface.

2. The display control method for game scene graphics according to claim 1, characterized in that, The first target operating mode includes one of the following: A first operating mode is provided, wherein the first operating mode is used to control the virtual camera to move along the first virtual motion path to follow the target object in the game scene and always face the target object; The second operating mode is used to control the virtual camera to follow the target object in the game scene along the first virtual motion path and move towards the direction of the first virtual motion path or the orientation of each of the plurality of first key points. The third operating mode is used to control the virtual camera to roam in the game scene along the first virtual motion path and move in the direction of the first virtual motion path or the orientation of each of the plurality of first key points.

3. The display control method for game scene screen according to claim 1, characterized in that, Controlling the virtual camera to move within the 3D game scene according to the first virtual motion path and the first target running mode includes: Obtain the target parameter configuration information corresponding to the first target operating mode from the data table, wherein the data table is used to store the parameter configuration information corresponding to each operating mode in the multiple operating modes; The virtual camera is controlled to move along the first virtual motion path according to the target parameter configuration information.

4. The display control method for game scene screen according to claim 3, characterized in that, Controlling the virtual camera to move along the first virtual motion path according to the target parameter configuration information includes: Based on the target parameter configuration information, the target duration and target orientation corresponding to the first virtual motion path are determined, wherein the target duration is the total duration experienced by the virtual camera from the first key point to the last key point of the first virtual motion path; The target position corresponding to the playback progress is calculated using the playback progress of the first storyline and the target duration; The virtual camera is controlled to move along the first virtual motion path according to the target position and the target orientation.

5. The display control method for game scene screen according to claim 3, characterized in that, Controlling the virtual camera to move along the first virtual motion path according to the target parameter configuration information further includes: Based on the target parameter configuration information, the target special effects configuration information corresponding to the first plot is determined, wherein the target special effects configuration information includes at least one of the following: the shake effect configuration information of the virtual camera, the zoom world time effect configuration information, and the lens switching effect configuration information of the virtual camera; The virtual camera is controlled to move along the first virtual motion path according to the target special effects configuration information.

6. The display control method for game scene screen according to claim 1, characterized in that, The method for controlling the display of the game scene also includes: Using the game development engine's editor, adjust the attribute information of at least one of the multiple first key points; The first virtual motion path is redefined based on the adjusted attribute information of multiple first key points.

7. The display control method for game scene screen according to claim 1, characterized in that, The method for controlling the display of the game scene also includes: Obtain attribute information of multiple second key points associated with the second storyline to be displayed and the second target operating mode of the virtual camera; The second virtual motion path of the virtual camera in the three-dimensional game scene is determined based on the attribute information of the multiple second key points; The virtual camera is sequentially controlled to move along the first virtual motion path according to the first target operating mode and along the second virtual motion path according to the second target operating mode, and the game scene screen corresponding to the first plot and the game scene screen corresponding to the second plot are displayed together in the graphical user interface.

8. A display control device for a game scene, characterized in that, A graphical user interface is provided via an electronic device, the content of which includes game scene images captured by a virtual camera in a 3D game scene, and the display control device for the game scene images includes: The acquisition module is used to acquire attribute information of multiple first key points associated with the first plot to be displayed and the first target running mode of the virtual camera, wherein the multiple first key points are multiple preset camera positions of the virtual camera in the three-dimensional game scene, and the attribute information includes: the position and orientation of each key point among the multiple first key points; The determination module is used to determine the position and orientation of each pair of adjacent key points among the plurality of first key points based on the attribute information of the plurality of first key points; and to determine a piecewise curve for connecting each pair of adjacent key points using the position and orientation of each pair of adjacent key points to obtain a first virtual motion path; The control module is used to control the virtual camera to move in the three-dimensional game scene according to the first virtual motion path and the first target running mode, and to display the game scene screen corresponding to the first plot in the graphical user interface.

9. A non-volatile storage medium, characterized in that, The storage medium stores a computer program, wherein the computer program is configured to execute the display control method for the game scene screen as described in any one of claims 1 to 7 when it is run.

10. A processor, characterized in that, The processor is used to run a program, wherein the program is configured to execute the display control method for the game scene screen as described in any one of claims 1 to 7 when running.

11. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to execute the display control method for the game scene screen as described in any one of claims 1 to 7.

Citation Information

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