Information processing method and device in game, storage medium and electronic device

By acquiring two-dimensional images from a 3D game scene and determining scene display information, the scene visuals under different game perspectives are simulated, solving the problem of low efficiency in 3D game scene pre-showing and achieving efficient 3D game scene pre-showing.

CN115999148BActive Publication Date: 2026-05-01NETEASE (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
2022-12-14
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

In the production of 3D game scenes, existing technologies suffer from low scene pre-visualization efficiency. In particular, the style pre-visualization stage requires a lot of manpower and resources for model building, texturing and rendering, resulting in insufficient budget or inaccurate pre-visualization effects.

Method used

By acquiring a 2D image of the 3D game scene to be generated in 2D space, using the original artwork to simulate the scene from different game perspectives, and determining the scene display information of the 3D game scene based on the 2D image, a preview of the 3D game scene can be achieved, avoiding the steps of model building and rendering.

Benefits of technology

It greatly reduced the budget, improved the production efficiency of 3D game scenes, solved the problem of low scene pre-show efficiency, and achieved efficient pre-show of 3D game scenes.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a method and device for processing information in a game, a storage medium and an electronic device. The method comprises: obtaining a two-dimensional graph corresponding to a three-dimensional game scene to be generated in a two-dimensional space, wherein the two-dimensional graph is converted from a draft graph, and the draft graph is used to simulate a scene picture of the three-dimensional game scene to be generated under different game perspectives; determining scene display information of the three-dimensional game scene to be generated based on the two-dimensional graph, wherein the scene display information is used to represent a rendering display result of the three-dimensional game scene to be generated; and previewing the three-dimensional game scene based on the scene display information. The application solves the technical problem of low scene rehearsal efficiency of the three-dimensional game scene.
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Description

Information processing methods, devices, storage media, and electronic devices in games Technical Field

[0001] This disclosure relates to the field of information processing technology, and more specifically, to an information processing method, apparatus, storage medium, and electronic device for games. Background Technology

[0002] Currently, the creation of 3D game scenes typically involves building models and textures before rendering them in a game engine. In the early stages of 3D game scene development, it's common to explore different game styles. As the project style undergoes trial and error and adjustments, various inconveniences arise during the style preview phase. For example, it may be necessary to adjust the rendering direction or even completely rebuild the models within the game scene. This often requires significant manpower and resources to write shaders or adjust the style of the models.

[0003] Therefore, when using the above methods to preview 3D game scenes in the style preview stage, it is difficult to achieve accurate preview effects or consume too much preview budget due to limited budget, resulting in low scene preview efficiency in the style preview stage.

[0004] There is currently no effective solution to the above problems. Summary of the Invention

[0005] This disclosure provides at least some embodiments of an information processing method, apparatus, storage medium, and electronic device for games, to at least solve the technical problem of low scene pre-show efficiency in 3D game scenes.

[0006] According to one embodiment of this disclosure, an information processing method for a game is provided, comprising: acquiring a two-dimensional image corresponding to a three-dimensional game scene to be generated in a two-dimensional space, wherein the two-dimensional image is converted from an original artwork, and the original artwork is used to simulate the scene view of the three-dimensional game scene to be generated under different game perspectives; determining scene display information of the three-dimensional game scene to be generated based on the two-dimensional image, wherein the scene display information is used to characterize the rendering display result of the three-dimensional game scene to be generated; and previewing the three-dimensional game scene based on the scene display information to obtain a scene preview result.

[0007] According to one embodiment of this disclosure, an information processing device for a game is provided, comprising: an acquisition unit, configured to acquire a two-dimensional image corresponding to a three-dimensional game scene to be generated in a two-dimensional space, wherein the two-dimensional image is converted from an original artwork, and the original artwork is used to simulate the scene view of the three-dimensional game scene to be generated under different game perspectives; a determination unit, configured to determine scene display information of the three-dimensional game scene to be generated based on the two-dimensional image, wherein the scene display information is used to characterize the rendering display result of the three-dimensional game scene to be generated; and a preview unit, configured to preview the three-dimensional game scene based on the scene display information to obtain a scene preview result.

[0008] According to one embodiment of the present disclosure, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the information processing method in the game described above when it is run.

[0009] According to one embodiment of this disclosure, 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 perform the information processing method in any of the above-described games.

[0010] In at least some embodiments of this disclosure, a two-dimensional image corresponding to the 3D game scene to be generated in two-dimensional space is obtained. This two-dimensional image is converted from a concept art image, which is used to simulate the scene view of the 3D game scene to be generated from different game perspectives. Scene display information of the 3D game scene to be generated is determined based on the two-dimensional image, whereby the scene display information characterizes the rendering display result of the 3D game scene to be generated. The 3D game scene is then previewed based on the scene display information to obtain a scene preview result. In other words, in these embodiments, a concept art image can be used to simulate the scene view of the 3D game scene to be generated from different game perspectives. Then, the concept art image is converted into a two-dimensional image corresponding to the 3D game scene to be generated in two-dimensional space. Based on the two-dimensional image, the scene display information of the 3D game scene to be generated can be determined, and based on the scene display information, the generated 3D game scene can be previewed. This process eliminates the need for model building, model texturing, and model rendering steps, enabling a preview of the 3D game scene. This significantly reduces the budget and improves the production efficiency of 3D game scenes, thereby solving the technical problem of low scene preview efficiency in 3D game scenes. Ultimately, this achieves the technical effect of performing scene preview of 3D game scenes in the early stages of 3D game scene production. Attached Figure Description

[0011] The accompanying drawings, which are included to provide a further understanding of this disclosure and form part of this application, illustrate exemplary embodiments of this disclosure and are used to explain this disclosure, but do not constitute an undue limitation of this disclosure. In the drawings:

[0012] Figure 1 is a hardware structure block diagram of a mobile terminal for an information processing method in a game according to an embodiment of the present disclosure.

[0013] Figure 2 is a flowchart of an information processing method in a game according to an embodiment of the present disclosure;

[0014] Figure 3 is a schematic diagram of a circle drawn on a sphere according to an embodiment of the present disclosure;

[0015] Figure 4 is a flowchart of an information processing method in a prior art game according to an embodiment of the present disclosure;

[0016] Figure 5 is a schematic diagram of a scene concept art according to an embodiment of the present disclosure;

[0017] Figure 6 is a schematic diagram of a model layout according to an embodiment of the present disclosure;

[0018] Figure 7 is a schematic diagram of a rendered scene concept art according to an embodiment of the present disclosure;

[0019] Figure 8 is a flowchart of an information processing method in a game according to an embodiment of the present disclosure;

[0020] Figure 9 is a schematic diagram of an information processing device in a game according to an embodiment of the present disclosure;

[0021] Figure 10 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Detailed Implementation

[0022] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.

[0023] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure 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 this disclosure 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 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.

[0024] In related technologies, the creation of 3D game scenes typically requires modeling various virtual objects to be generated, applying textures to the models, and finally rendering them in a game engine to obtain the 3D game scene. This process is labor-intensive, consuming significant manpower and resources, and takes a considerable amount of time to complete. Furthermore, when there are many virtual objects in the scene, it places a heavy burden on the game engine, affecting the game's smoothness and visual appeal. Additionally, the creation of 3D game scenes often requires continuous trial and error adjustments to the scene style, consuming substantial manpower and resources to write color palettes or adjust model styles, resulting in low scene preview efficiency. Therefore, this disclosure proposes an information processing method for games, which obtains a 2D image of the 3D game scene to be generated in a 2D space. The 2D image is converted from an original artwork, which is used to simulate the scene to be generated. The scene images of a 3D game scene from different game perspectives can be obtained. Based on the acquired 2D images, the scene display information of the 3D game scene to be generated can be determined. The scene display information is used to characterize the rendering display result of the 3D game scene to be generated. By previewing the 3D game scene based on the scene display information, the scene preview result can be obtained. In other words, in this embodiment of the disclosure, a 2D image can be generated based on the scene images of the 3D game scene to be generated from different game perspectives. Based on this 2D image, the scene display information of the 3D game scene can be determined, and then the rendering display result of the 3D game scene can be obtained. In this process, there is no need to perform steps such as model building, model texturing, and model rendering to obtain the rendering result of the 3D game scene. This greatly reduces the budget and improves the production efficiency of 3D game scenes, thereby solving the technical problem of low scene pre-visualization efficiency of 3D game scenes. Thus, the technical effect of performing scene pre-visualization of 3D game scenes in the early production of 3D game scenes is achieved.

[0025] The above-described method embodiments disclosed herein can be executed in a mobile terminal, computer terminal, or similar computing device. Taking a mobile terminal as an example, the mobile terminal can be a smartphone, tablet computer, PDA, mobile internet device, PAD, game console, or other terminal device. Figure 1 is a hardware structure block diagram of a mobile terminal for an information processing method in a game according to an embodiment of this disclosure. As shown in Figure 1, the mobile terminal may include one or more (only one is shown in Figure 1) processors 102 (processors 102 may include, but are not limited to, central processing units (CPUs), graphics processing units (GPUs), digital signal processing (DSP) chips, microprocessors (MCUs), programmable logic devices (FPGAs), neural network processors (NPUs), tensor processors (TPUs), artificial intelligence (AI) type processors, etc.) and a memory 104 for storing data. In one embodiment of this disclosure, it may also include an input / output device 108 and a display device 110.

[0026] In some optional embodiments primarily focused on gaming scenarios, the aforementioned device may also provide a human-computer interaction interface with a touch-sensitive surface. This interface can sense finger contact and / or gestures to interact with a graphical user interface (GUI). The human-computer interaction functions may include the following: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. Executable instructions for performing the aforementioned human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.

[0027] Those skilled in the art will understand that the structure shown in FIG1 is merely illustrative and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may include more or fewer components than shown in FIG1, or have a different configuration than that shown in FIG1.

[0028] According to one embodiment of this disclosure, an embodiment of an information processing method in a game 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. Also, 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.

[0029] In one possible implementation, this disclosure provides an information processing method for games, applied in a game engine. Figure 2 is a flowchart of the information processing method for games according to an embodiment of this disclosure. As shown in Figure 2, the method includes the following steps:

[0030] Step S201: Obtain the two-dimensional image corresponding to the three-dimensional game scene to be generated in two-dimensional space. The two-dimensional image is converted from the original image, which is used to simulate the scene of the three-dimensional game scene to be generated under different game perspectives.

[0031] In the technical solution provided in step S201 of this disclosure, spherical reflection images of various different areas can be captured by a panoramic camera. Then, an artist can draw the spherical reflection images onto the surface of a sphere based on different camera shooting angles to obtain the original artwork. Alternatively, the spherical reflection images can be first imported into image processing software Photoshop for processing, and then the processed spherical reflection images can be drawn onto the surface of the sphere by an artist. Alternatively, a 3D game scene can be built using materials, and then the artist can draw the built 3D game scene onto the surface of the sphere to obtain the original artwork. This original artwork can be used... To simulate the scene of the 3D game scene to be generated from different game perspectives, since the original artwork is located on the surface of a sphere, the scene of the 3D game scene to be generated from different game perspectives can be viewed by rotating the sphere. However, since the original artwork is a 3D image, the game engine cannot process the 3D image drawn on the sphere. Therefore, after obtaining the original artwork, it can be converted into a 2D image of the 3D game scene to be generated in 2D space, and then the 2D image is stored in the game engine. Afterwards, the game engine can retrieve the 2D image of the 3D game scene to be generated in 2D space that it has stored.

[0032] For example, Figure 3 is a schematic diagram of an original artwork on a sphere according to an embodiment of the present disclosure. As shown in Figure 3, since the original artwork is located on the sphere, the sphere can be rotated with reference point A as an example. The left side of Figure 3 shows the scene before the sphere is rotated, and the right side of Figure 3 shows the scene after the sphere is rotated with reference point A. Based on this, rotating the sphere can enable viewing the original artwork from different angles, that is, viewing the scene of the three-dimensional game scene to be generated from different angles.

[0033] Optionally, when converting the original artwork into a two-dimensional image corresponding to the three-dimensional game scene to be generated in two-dimensional space, the original artwork located on the surface of the sphere can be decomposed and projected onto a two-dimensional plane to obtain the two-dimensional image corresponding to the original artwork. This two-dimensional image can be called a Latlong image.

[0034] Step S202: Determine the scene display information of the three-dimensional game scene to be generated based on the two-dimensional graph, wherein the scene display information is used to characterize the rendering display result of the three-dimensional game scene to be generated.

[0035] In the technical solution provided by step S202 of this disclosure, after obtaining the two-dimensional image corresponding to the three-dimensional game scene to be generated in two-dimensional space, the scene display information of the three-dimensional game scene to be generated can be determined based on the two-dimensional image. The scene display information is used to characterize the rendering display result of the three-dimensional game scene to be generated.

[0036] Optionally, a polyhedron can be generated in the game engine based on a two-dimensional image in three-dimensional space. This polyhedron is the three-dimensional image corresponding to the two-dimensional image in three-dimensional space. Since a hexahedron has smaller performance than a sphere, and the virtual camera can be located at the center point of the polyhedron, the faces seen by the virtual camera from the positive and negative axes of each coordinate axis in the hexahedron are very uniform. This can generate better scene display information, thereby effectively previewing the three-dimensional game scene and achieving the goal of better restoring the scene image of the three-dimensional game scene to be generated. Of course, the generated polyhedron can also be other polyhedra, and no specific restrictions are made here.

[0037] Optionally, since the two-dimensional image is derived from the original image located on the surface of the sphere, each point in the two-dimensional image corresponds to a point in the original image, and the two points have the same pixel value. The polyhedron is derived from the two-dimensional image, that is, each point in the polyhedron corresponds to a point in the two-dimensional image, and the two points have the same pixel value. Thus, each point in the original image has a corresponding point in the two-dimensional image and a corresponding point in the polyhedron, and the pixel values ​​of these three points are the same.

[0038] For example, assuming the generated polyhedron is a hexahedron, since the pixel value of each point on the hexahedron corresponds to the pixel value of the corresponding point in the two-dimensional image, when determining the pixel value of each point on the hexahedron, a three-dimensional spatial coordinate system can be established with the center point of the hexahedron as the origin. Taking any point on the surface of the hexahedron as an example, the directed line segment pointing from that point to the center of the hexahedron is called vector A. In addition, the directed line segment pointing from the scene origin to the center of the hexahedron can be called vector B. Then, vector A is subtracted from vector B to obtain a new vector, which can be called the new vector Redirection.

[0039] Optionally, after obtaining the new vector, the inverse vector corresponding to the new vector Redirection can be solved, and the inverse vector can be standardized. The standardized vector is used as the input of the Direction UV function in two-dimensional space. Based on the Direction UV function, the pixel value corresponding to the point on the hexahedron can be obtained. The pixel value corresponding to each point in the hexahedron can be obtained by the above method.

[0040] Optionally, after obtaining the pixel value corresponding to each point in the hexahedron, the scene display information of the three-dimensional game scene to be generated is obtained, wherein the scene display information is used to characterize the rendering display result of the three-dimensional game scene to be generated.

[0041] Step S203: Preview the 3D game scene based on the scene display information to obtain the scene preview result.

[0042] In the technical solution provided by step S203 of this disclosure, after obtaining the scene display information of the three-dimensional game scene to be generated, the three-dimensional game scene can be previewed based on the scene display information, thereby obtaining the scene preview result.

[0043] In at least some embodiments of this disclosure, a two-dimensional image corresponding to the 3D game scene to be generated in two-dimensional space is obtained. This two-dimensional image is converted from a concept art image, which is used to simulate the scene view of the 3D game scene to be generated from different game perspectives. Scene display information of the 3D game scene to be generated is determined based on the two-dimensional image, whereby the scene display information characterizes the rendering display result of the 3D game scene to be generated. The 3D game scene is then previewed based on the scene display information to obtain a scene preview result. In other words, in these embodiments, a concept art image can be used to simulate the scene view of the 3D game scene to be generated from different game perspectives. Then, the concept art image is converted into a two-dimensional image corresponding to the 3D game scene to be generated in two-dimensional space. Based on the two-dimensional image, the scene display information of the 3D game scene to be generated can be determined. Based on the scene display information, the generated 3D game scene can be previewed. This process eliminates the need for model building, model texturing, and model rendering steps, enabling a preview of the 3D game scene. This significantly reduces the budget and improves the production efficiency of 3D game scenes, thereby solving the technical problem of low scene preview efficiency in 3D game scenes. Ultimately, this achieves the technical effect of performing scene preview of 3D game scenes in the early stages of 3D game scene production.

[0044] The method described above in this embodiment will be further illustrated with examples below.

[0045] As an optional implementation, step S202, determining the scene display information of the three-dimensional game scene to be generated based on the two-dimensional image, includes: converting the two-dimensional image into a polyhedron corresponding to the three-dimensional game scene to be generated in three-dimensional space, wherein the points on the surface of the polyhedron correspond to the pixels of the two-dimensional image; and obtaining scene display information based on the polyhedron.

[0046] In this embodiment, the original artwork is a panoramic perspective original artwork of the 3D game scene to be generated. The original artwork can be used to simulate the scene of the 3D game scene to be generated from different game perspectives. Since the 2D image is converted from the original artwork, it also includes information about the scene of the 3D game scene to be generated at different game times. However, the 2D image cannot be used to preview the 3D game scene to be generated. Therefore, the 2D image can be converted into a polyhedron corresponding to the 3D game scene to be generated in 3D space to restore the scene of the 3D game scene to be generated. The points on the surface of the polyhedron correspond to the pixels in the 2D image. The scene display information of the 3D game scene to be generated can be obtained based on the polyhedron.

[0047] Optionally, the 2D image can be converted into a polyhedron in 3D space corresponding to the 3D game scene to be generated within the game engine. Since a hexahedron has lower performance requirements than a sphere, and the virtual camera is located at the center of the hexahedron set, the faces seen by the virtual camera from both the positive and negative axes of the coordinate system are very uniform. Therefore, a hexahedron is preferred when converting the 2D image into the polyhedron corresponding to the 3D game scene to be generated. Because of the lower performance requirements of the hexahedron, the 2D image can be converted into a hexahedron.

[0048] Optionally, after converting the 2D image into a polyhedron, a 3D spatial coordinate system can be established with the center point of the polyhedron as the origin. Since the center point of the polyhedron can be regarded as the location of the virtual camera, this 3D spatial coordinate system can also be called the camera coordinate system. The first vector of the polyhedron in the camera space is determined. The virtual camera is used to capture the 3D game scene to be generated from different game perspectives to obtain the scene image. Based on the first vector, the target sampling color information sampled by the virtual camera on the surface of the polyhedron at its first position is determined. Scene display information is generated based on the target sampling color information.

[0049] Optionally, after establishing a camera coordinate system with the first position of the virtual camera within the polyhedron as the origin, the first vector of the polyhedron in the camera space can be determined. When determining the first vector of the polyhedron in the camera space, a second vector can be determined based on the points on the surface of the polyhedron corresponding to any pixel in the two-dimensional image, and the first position of the virtual camera within the polyhedron. A third vector can be determined based on the first position and the scene origin in three-dimensional space. The first vector is then determined based on the second and third vectors. It should be noted that the direction of the second vector is from the point on the surface of the polyhedron to the first position, and the direction of the third vector is from the scene origin to the first position.

[0050] For example, since the virtual camera is located at the first position on the polyhedron, that is, at the center point of the polyhedron, when determining the second vector based on the point corresponding to any pixel in the 2D image on the surface of the polyhedron and the first position of the virtual camera in the polyhedron, we can take any point on the surface of the polyhedron as an example. For ease of explanation, this point can be called the target point. Then, the directed line segment pointing from the target point to the first position of the virtual camera in the polyhedron can be determined as the second vector. In addition, the directed line segment pointing from the origin of the 3D scene to the first position of the virtual camera in the polyhedron can be determined as the third vector. After determining the second and third vectors, the vector difference between the second and third vectors can be determined as the first vector of the target point on the polyhedron in the camera space. For example, the second vector can be subtracted from the third vector to obtain the first vector. Using the same method, the first vector of each point on the polyhedron in the camera space can be determined.

[0051] As an optional implementation, after determining the first vector, the target sampling color information sampled by the virtual camera on the surface of the polyhedron at the first position can be determined based on the first vector. For example, the inverse vector of the first vector can be obtained; based on the world coordinates of the polyhedron in three-dimensional space and the world coordinates of the virtual camera in three-dimensional space, the inverse vector is converted into a three-dimensional vector; and the target sampling color information is determined based on the three-dimensional vector.

[0052] In this embodiment, since the original artwork corresponding to the game screen has multiple pixels, any pixel can correspond to a point on the polyhedron. That is, there exists a point that can be used to interpret the color of the pixel. Taking the first vector corresponding to the target point in the polyhedron as an example, the first vector can be inverted, that is, the inverse vector of the first vector can be determined. After determining the inverse vector of the first vector, the inverse vector corresponding to the first vector can be further converted into a three-dimensional vector based on the world coordinates of the polyhedron in three-dimensional space CubePosition.xyz and the world coordinates of the virtual camera in three-dimensional space CameraPostion.xyz.

[0053] For example, assuming the coordinates of the inverse vector of the first vector are represented by (x, y, z), the inverse vector of the first vector can be standardized using the following formula to obtain the corresponding three-dimensional vector:

[0054]

[0055] Using the same method described above, the inverse vector corresponding to each first vector can be converted into a three-dimensional vector, resulting in multiple three-dimensional vectors.

[0056] As an optional implementation, determining the target sampled color information based on a three-dimensional vector includes: converting the three-dimensional vector into a corresponding second position in a two-dimensional space; and determining the sampled color information stored at the second position as the target sampled color information. The different positions in the two-dimensional space are used to store the sampled color information sampled by the virtual camera from different pixels of the original image, and the different positions are obtained based on different three-dimensional vector conversions.

[0057] In this embodiment, after converting the inverse vector of the first vector into a three-dimensional vector, the target sampling color sampled by the virtual camera at its first position on the polyhedron can be determined based on this three-dimensional vector. For example, the three-dimensional vector can be input into the Direction UV function in two-dimensional space for calculation to determine the second position corresponding to the three-dimensional vector in two-dimensional space. Since different positions in two-dimensional space are used to store the sampling color information sampled by the virtual camera on different pixels of the original image, based on this, after determining the second position corresponding to the three-dimensional vector in two-dimensional space, the sampling color information sampled by the virtual camera on the original image stored at the second position can be determined as the target sampling color. Using the same method, the target sampling color corresponding to each point in the polyhedron can be determined.

[0058] As an alternative implementation, the three-dimensional vector is determined by the first position and different points on the surface of the sphere, where the different points on the surface of the sphere correspond to different pixels in the original drawing, and the surface of the sphere is used to represent the original drawing.

[0059] In this embodiment, since the original artwork is drawn on a sphere by an artist to depict the scene of the 3D game scene to be generated from different game perspectives, the original artwork is located on the surface of the sphere. By rotating the sphere, the scene of the 3D game scene to be generated from different game perspectives can be observed. Based on this, it can also be considered that the virtual camera is located at the center of the sphere, and the original artwork is obtained by the virtual camera capturing the scene of the 3D game scene to be generated from different game perspectives. Different points on the surface of the sphere correspond to different pixels in the original artwork. Based on this, the point corresponding to each pixel in the original artwork can be determined in the polyhedron. Then, the pixel value of the corresponding pixel in the original artwork is assigned to the corresponding point in the polyhedron, so that the corresponding point in the polyhedron has the same pixel value as the corresponding point in the original artwork, thereby realizing the conversion of the original artwork to the polyhedron.

[0060] For example, the position of the virtual camera within the sphere can be called the first position, and the directed line segment pointing from different points on the surface of the sphere to this first position can be called a three-dimensional vector.

[0061] As an alternative implementation, the two-dimensional image is generated based on different three-dimensional vectors and the sampled color information of different pixels of the original image sampled by the virtual camera, with the virtual camera located inside the sphere.

[0062] In this embodiment, the virtual camera is positioned inside the sphere to obtain a two-dimensional image. As previously described, the virtual camera can also be located at the center point of a hexahedron to obtain sampled color information. It should be noted that if the two-dimensional image is transformed to obtain a polyhedron with a different number of faces, the virtual camera can also be located at the geometric center of the generated polyhedron; that is, the virtual camera in this embodiment can be located at the geometric center of any geometric shape.

[0063] In this embodiment, the directed line segments pointing from different points on the sphere surface to the first position of the virtual camera can be called three-dimensional vectors. Based on this, taking any three-dimensional vector as an example, the three-dimensional vector can be input into the Direction UV function in two-dimensional space for calculation to determine the point on the sphere surface corresponding to the three-dimensional vector in two-dimensional space, and the sampled color information of the point on the sphere surface corresponding to the three-dimensional vector can be assigned to the corresponding point in two-dimensional space.

[0064] As an optional implementation, the method further includes: determining virtual objects in the three-dimensional game scene to be generated; determining colliders of the virtual objects; previewing the three-dimensional game scene based on scene display information to obtain a scene preview result, including: adding colliders to the three-dimensional game scene previewed based on scene display information; performing collision operations on the virtual objects based on the colliders to generate collision animation results in the three-dimensional game scene, wherein the scene preview result includes the collision animation results.

[0065] In this embodiment, the 3D game scene to be generated can be regarded as the scene images captured by multiple cameras in different areas. Since there may be occlusion between objects in the images captured by different cameras, there may also be occlusion between virtual objects in the 3D game scene generated based on the captured scene images. Based on this, a collider can be set for the occluded virtual objects in the game engine and added to the 3D game scene. The virtual objects are then subjected to collision operations based on the collider to generate collision animation effects in the 3D game scene.

[0066] As an optional implementation, multiple virtual cameras are used to capture different 3D game scenes to be generated from different game perspectives to obtain scene images. The method further includes: in response to the collider being located between the first virtual camera and the second virtual camera among the multiple virtual cameras, based on the first shooting result of the third virtual camera among the multiple virtual cameras capturing the collider, converting the second shooting result of the first virtual camera capturing the collider and the third shooting result of the second virtual camera capturing the collider into each other, wherein the first shooting result is used to associate the second shooting result and the third shooting result.

[0067] In this embodiment, when the collider is located between the first virtual camera and the second virtual camera, the collider may not be captured by the first virtual camera or the second virtual camera, or the first virtual camera or the second virtual camera may only capture part of the information of the collider. In this case, the virtual camera that can capture all the information of the collider among the multiple cameras can be called the third virtual camera. Then, based on the first shooting result of the third virtual camera on the collider, the second shooting result of the first virtual camera on the collider and the third shooting result of the second virtual camera on the collider are converted into each other.

[0068] Optionally, after obtaining the scene information of the 3D game scene to be generated, the 3D game scene can be previewed based on the scene display information to obtain the scene preview result. For example, based on the scene display information corresponding to different 3D game scenes to be generated, different 3D game scenes can be displayed on the display interface of the game engine for users to preview different 3D game scenes and obtain the scene preview result. The scene preview result is used at least to characterize the occlusion relationship between virtual objects in different 3D game scenes.

[0069] The technical solutions of the present invention will be further illustrated below with reference to preferred embodiments.

[0070] In related technologies, generating 3D game scenes typically involves creating models for each object in the scene, applying textures, and finally rendering the scene using a game engine. This process is labor-intensive and requires significant manpower. Furthermore, when the generated 3D game scene contains too many game assets, the rendering cost and burden on the game engine increase dramatically, significantly impacting game smoothness and visual appeal. Additionally, the generation of 3D game scenes often requires continuous trial and error to ensure the style matches expectations. In such cases, style adjustments necessitate substantial manpower and resources for developing color palettes or adjusting model styles. Therefore, using the aforementioned methods for style previewing of 3D game scenes can lead to budget constraints, making accurate previewing difficult or excessive budget expenditure, resulting in low efficiency during the style previewing phase.

[0071] The following is a further description of the production process of 3D game scenes in the prior art. Figure 4 is a flowchart of an information processing method in a prior art according to one embodiment of this disclosure. As shown in Figure 4, the method includes the following steps:

[0072] Step S401: Determine the project style of the 3D game scene to be generated, and create the scene concept art corresponding to the 3D game scene to be generated.

[0073] In this embodiment, a panoramic camera can be used to capture scene images of the 3D game scene to be created from different game perspectives. Figure 5 is a schematic diagram of a scene concept art according to one embodiment of this disclosure. This image can be captured by a panoramic camera or built by a game engine using assets.

[0074] Step S402: Create a model based on the original scene artwork.

[0075] In this embodiment, after obtaining the original scene artwork, models can be created for each object in the original scene artwork, and the models can be made in a quantized manner. Figure 6 is a schematic diagram of a model quantization process according to one embodiment of the present disclosure.

[0076] Step S403: Edit and render the original scene artwork.

[0077] In this embodiment, after modeling each object in the scene concept art in the game engine, the scene concept art can be further edited and rendered. Figure 7 is a schematic diagram of a rendered scene concept art according to one embodiment of the present disclosure. After rendering the scene concept art, the rendered details can be adjusted based on the scene concept art provided in step S401 to ensure that the three-dimensional game scene to be created is restored to the greatest extent.

[0078] In the above steps, the project style needs to be constantly adjusted to ensure that the generated 3D game scene meets expectations. This process requires a lot of manpower and resources. Due to limited budget, it may be difficult to achieve accurate pre-show effects or consume too much pre-show budget, resulting in the technical problem of low scene pre-show efficiency in the style pre-show stage.

[0079] However, embodiments of the present invention provide an information processing method for games. By drawing an original artwork on a sphere, the original artwork can be used to simulate the scene of the three-dimensional game scene to be generated under different game perspectives. The original artwork is then converted into a two-dimensional image corresponding to the three-dimensional game scene to be generated in two-dimensional space. Based on the two-dimensional image, scene display information of the three-dimensional game scene to be generated is determined. The scene display information is used to characterize the rendering display result of the three-dimensional game scene to be generated. The three-dimensional game scene is previewed based on the scene display information to obtain a scene preview result. In other words, in this embodiment of the disclosure, the scene of the 3D game scene to be generated can be simulated from different game perspectives by drawing original artwork. Then, the scene display information of the 3D game scene to be generated can be obtained by converting the original artwork. Based on the scene display information, the 3D game scene can be previewed and the scene preview result can be obtained. The whole process does not require model building, model texturing and model rendering, which greatly saves computer resources and production costs. By converting the original artwork that simulates the 3D game scene to be generated, the scene display information of the 3D game scene can be determined. Based on the scene display information, the 3D game scene can be previewed, which solves the technical problem of low scene pre-show efficiency of 3D game scenes and realizes the technical effect of previewing the scene during the production of 3D game scenes.

[0080] The following is a further description of the process for generating a three-dimensional game scene according to an embodiment of the present invention. Figure 8 is a flowchart of an information processing method in a game according to one embodiment of the present disclosure. As shown in Figure 8, the method includes the following steps:

[0081] Step S801: Create the panoramic perspective concept art corresponding to the 3D game scene to be generated.

[0082] In this embodiment, an artist can draw a panoramic perspective original on the surface of the sphere corresponding to the three-dimensional game scene to be generated. The panoramic perspective original can be used to simulate the scene of the three-dimensional game scene to be generated from different game perspectives, and the panoramic perspective original is a three-dimensional image.

[0083] Optionally, a panoramic camera can be used to capture spherical reflection images of various different areas. Then, the acquired spherical reflection images can be directly used as scene images of the 3D game scene to be generated from different game perspectives. Alternatively, the acquired spherical reflection images can be input into an image processor like Photoshop for processing. The processed images can then be used as scene images of the 3D game scene to be generated from different game perspectives. Afterward, artists can draw the scene images of the 3D game scene to be generated from different game perspectives on the sphere based on the different shooting angles. The drawn pictures can be called the panoramic perspective original paintings corresponding to the 3D game scene to be generated.

[0084] Alternatively, in another possible implementation, the 3D game scene to be generated can be built using materials in the game engine or computer device first, and then a panoramic image corresponding to the 3D game scene to be generated can be rendered. After that, the obtained panoramic image is imported into Photoshop for processing, and then the processed image is drawn on a sphere by artists based on different perspectives. The finished drawing can be called the panoramic perspective original painting corresponding to the 3D game scene to be generated.

[0085] Step S802: Convert the panoramic perspective original drawing corresponding to the three-dimensional game scene to be generated into a two-dimensional drawing.

[0086] In this embodiment, the panoramic perspective original can be converted into a two-dimensional image, which is the two-dimensional image of the three-dimensional game scene to be generated in two-dimensional space.

[0087] Optionally, since the panoramic perspective original image is located on the surface of a sphere, any point on the sphere can be used as a sampling point. The line connecting this point to the nearest point on the sphere can be taken as the vector A corresponding to that point on the sphere. In other words, the line segment pointing from this point to a point in the panoramic perspective original image can be taken as vector A. This vector A can be input into the Direction UV function to obtain the two-dimensional coordinates of that point in the panoramic perspective original image in two-dimensional space. The pixel value of that point in the panoramic perspective original image can be taken as the pixel value of the point corresponding to that two-dimensional coordinate in the two-dimensional image. Using the same method, the point corresponding to each point in the panoramic perspective original image in two-dimensional space can be determined, and the pixel value of each point in the panoramic perspective original image can be taken as the pixel value of the point corresponding to that point in two-dimensional space. In this way, the panoramic perspective original image can be converted into a two-dimensional image.

[0088] Step S803: Convert the two-dimensional image corresponding to the three-dimensional game scene to be generated in two-dimensional space into the corresponding polyhedron in three-dimensional space.

[0089] In this embodiment, the two-dimensional image corresponding to the three-dimensional game scene to be generated in two-dimensional space can be converted into a polyhedron, and the three-dimensional game scene to be generated can be restored through the polyhedron.

[0090] Optionally, a corresponding polyhedron can be generated in three-dimensional space according to the two-dimensional diagram. Since hexahedrons have a greater advantage in performance consumption, the generated polyhedron can be a hexahedron.

[0091] Optionally, the position of each point in the 2D image on the existing blank hexahedron surface can be determined, and the pixel value of each point in the 2D image can be assigned to the corresponding position on the blank hexahedron surface, thus converting the 2D image into the corresponding polyhedron. Specifically, the center point of the blank hexahedron can be considered the position of the virtual camera, and a 3D coordinate system can be established with this point as the origin. Then, taking any point on the surface of the blank hexahedron as an example, this point is used as a sampling point, and the line segment pointing from this sampling point to the origin is used as vector A. Alternatively, the line segment pointing from the scene origin to the center of the hexahedron can be used as vector B. Subtracting vector A from vector B yields a new vector, Redirection. This new vector Redirection can be used as the vector of the hexahedron in camera space. Then, by inverting the new vector Redirection using the following formula and performing standardization, the sampled texture color corresponding to the sampling point, i.e., the pixel value corresponding to the sampling point, can be obtained.

[0092]

[0093] Here, CubePosition represents the world coordinates within the hexahedron, and CameraPosition represents the world coordinates of the virtual camera. Through the above steps, a three-dimensional vector is obtained, which is the vector corresponding to the sampled texture color of the sampling point. Inputting this vector into the DirectionUV function mentioned in step S802 yields the actual texture color corresponding to the sampling point. Using the same method, the sampled texture color corresponding to each sampling point in the hexahedron can be obtained. After obtaining the sampled texture color corresponding to each sampling point in the hexahedron, the two-dimensional image corresponding to the three-dimensional game scene to be generated in two-dimensional space is converted into a corresponding polyhedron in three-dimensional space.

[0094] Step S804: Import the processed layered panoramic perspective original artwork into the game engine in sequence to achieve the occlusion effect of the three-dimensional game scene.

[0095] In this embodiment, if the 3D game scene to be generated is based on scene images captured by multiple cameras in different areas, there may be occlusion between objects in the images captured by multiple cameras. Therefore, there may also be occlusion between objects in the 3D game scene generated based on the captured scene images. Therefore, colliders can be placed in the generated 3D game scene. When placing colliders, the line-of-sight occlusion between cameras must also be considered, otherwise the camera plugin that uses ray criterion as the standard may not be able to switch automatically.

[0096] 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 this disclosure, 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 this disclosure.

[0097] This embodiment also provides an information processing device for a game, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the terms "unit" and "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.

[0098] Figure 9 is a schematic diagram of an information processing device in a game according to an embodiment of the present disclosure. As shown in Figure 9, the information processing device 900 in the game includes: an acquisition unit 901, a determination unit 902, and a preview unit 903.

[0099] The acquisition unit 901 is used to acquire the two-dimensional image of the three-dimensional game scene to be generated in two-dimensional space. The two-dimensional image is converted from the original image, which is used to simulate the scene of the three-dimensional game scene to be generated under different game perspectives.

[0100] The determining unit 902 is used to determine the scene display information of the three-dimensional game scene to be generated based on the two-dimensional map, wherein the scene display information is used to characterize the rendering display result of the three-dimensional game scene to be generated;

[0101] Preview unit 903 is used to preview the 3D game scene based on scene display information and obtain the scene preview result.

[0102] Optionally, the determining unit 902 includes: a conversion module for converting a two-dimensional image into a polyhedron corresponding to the three-dimensional game scene to be generated in three-dimensional space, wherein points on the surface of the polyhedron correspond to pixels in the two-dimensional image; and an acquisition module for acquiring scene display information based on the polyhedron.

[0103] Optionally, the acquisition module includes: a first determining submodule, used to determine a first vector of the polyhedron in the camera space, wherein the camera space is established based on a virtual camera within the polyhedron, and the virtual camera is used to capture the scene image of the three-dimensional game scene to be generated from different game perspectives; a second determining submodule, used to determine the target sampling color information sampled by the virtual camera on the surface of the polyhedron at its first position based on the first vector; and a generation submodule, used to generate scene display information based on the target sampling color information.

[0104] Optionally, the first determining submodule is further configured to determine a second vector based on the point corresponding to any pixel point of the two-dimensional image on the surface of the polyhedron and the first position; the first determining submodule is further configured to determine a third vector based on the first position and the scene origin in three-dimensional space; the first determining submodule is further configured to determine a first vector based on the second vector and the third vector.

[0105] Optionally, the direction of the second vector is the direction from a point on the surface of the polyhedron to the first position, and the direction of the third vector is the direction from the scene origin to the first position. The first determining submodule is further used to determine the vector difference between the second vector and the third vector as the first vector.

[0106] Optionally, the second determining submodule is used to obtain the inverse vector of the first vector; the second determining submodule is also used to convert the inverse vector into a three-dimensional vector based on the world coordinates of the polyhedron in three-dimensional space and the world coordinates of the virtual camera in three-dimensional space; the second determining submodule is also used to determine the target sampling color information based on the three-dimensional vector.

[0107] Optionally, the first determining submodule is used to convert the three-dimensional vector into a corresponding second position in the two-dimensional space; the first determining submodule is also used to determine the sampled color information stored at the second position as the target sampled color information, wherein different positions in the two-dimensional space are used to store the sampled color information sampled by the virtual camera from different pixels of the original image.

[0108] Optionally, different positions are obtained based on different three-dimensional vector transformations. The different three-dimensional vectors are determined by the first position and different points on the surface of the sphere. The different points on the surface of the sphere correspond to different pixels in the original image. The surface of the sphere is used to present the original image.

[0109] Optionally, the two-dimensional image is generated based on different three-dimensional vectors and the sampled color information of different pixels of the original image sampled by the virtual camera, with the virtual camera located inside the sphere.

[0110] Optionally, the device 900 further includes: a first determining unit for determining virtual objects in the three-dimensional game scene to be generated; and a second determining unit for determining the colliders of the virtual objects.

[0111] Optionally, the preview unit 903 is also used to add colliders to the 3D game scene previewed based on scene display information; the preview unit 903 is also used to perform collision operations on virtual objects based on colliders to generate collision animation results in the 3D game scene, wherein the scene preview results include collision animation results.

[0112] Optionally, multiple virtual cameras are used to capture different 3D game scenes to be generated from different game perspectives to obtain scene images. The device 900 further includes: a conversion unit, used to convert between the second and third capture results of the first and second virtual cameras on the collider in response to the collider being located between the first and second virtual cameras among the multiple virtual cameras, based on the first capture result of the third virtual camera on the collider. The first capture result is used to associate the second and third capture results.

[0113] Optionally, the preview unit 903 is also used to preview different three-dimensional game scenes based on the scene display information corresponding to the different three-dimensional game scenes to be generated, and obtain scene preview results, wherein the scene preview results are at least used to characterize the occlusion relationship between virtual objects in different three-dimensional game scenes.

[0114] Optionally, the concept art is a panoramic perspective concept art of the 3D game scene to be generated.

[0115] In the information processing device of the game in this embodiment, the acquisition unit is used to acquire a two-dimensional image corresponding to the three-dimensional game scene to be generated in two-dimensional space, wherein the two-dimensional image is converted from the original image, and the original image is used to simulate the scene scene of the three-dimensional game scene to be generated under different game perspectives; the determination unit is used to determine the scene display information of the three-dimensional game scene to be generated based on the two-dimensional image, wherein the scene display information is used to characterize the rendering display result of the three-dimensional game scene to be generated; and the preview unit is used to preview the three-dimensional game scene based on the scene display information to obtain the scene preview result. In other words, in this embodiment of the disclosure, the original artwork can be used to simulate the scene of the 3D game scene to be generated under different game perspectives. Then, the original artwork is converted into a 2D image corresponding to the 3D game scene to be generated in 2D space. Based on the 2D image, the scene display information of the 3D game scene to be generated can be determined. Based on the scene display information, the generated 3D game scene can be previewed. In this process, there is no need to perform steps such as model building, model texturing, and model rendering, and the 3D game scene can be previewed. This greatly reduces the budget and improves the production efficiency of 3D game scenes, thereby solving the technical problem of low scene pre-visualization efficiency of 3D game scenes. In this way, the technical effect of scene pre-visualization of 3D game scenes in the early production of 3D game scenes is achieved.

[0116] It should be noted that the above-mentioned units and modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but not limited to these: all the above-mentioned units and modules are located in the same processor; or, the above-mentioned units and modules are located in different processors in any combination.

[0117] Embodiments of this disclosure also provide a computer-readable storage medium storing a computer program configured to perform the steps in any of the above method embodiments when executed.

[0118] Optionally, in this embodiment, the computer-readable 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.

[0119] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.

[0120] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0121] S1, obtain the two-dimensional image of the three-dimensional game scene to be generated in two-dimensional space. The two-dimensional image is converted from the original image. The original image is used to simulate the scene of the three-dimensional game scene to be generated under different game perspectives.

[0122] S2, determine the scene display information of the three-dimensional game scene to be generated based on the two-dimensional graph, wherein the scene display information is used to characterize the rendering display result of the three-dimensional game scene to be generated;

[0123] S3 previews the 3D game scene based on the scene display information, and obtains the scene preview result.

[0124] Optionally, the aforementioned computer-readable storage medium is further configured to store a computer program for performing the following steps: converting a two-dimensional image into a polyhedron in three-dimensional space corresponding to the three-dimensional game scene to be generated, wherein points on the surface of the polyhedron correspond to pixels in the two-dimensional image; and obtaining scene display information based on the polyhedron.

[0125] Optionally, the aforementioned computer-readable storage medium is further configured to store a computer program for performing the following steps: determining a first vector of the polyhedron in a camera space, wherein the camera space is established based on a virtual camera within the polyhedron, the virtual camera being used to capture the three-dimensional game scene to be generated from different game perspectives to obtain scene images; determining, based on the first vector, target sampled color information sampled by the virtual camera from the surface of the polyhedron at a first position; and generating a submodule for generating scene display information based on the target sampled color information.

[0126] Optionally, the aforementioned computer-readable storage medium is further configured to store a computer program for performing the following steps: determining a second vector based on a point on the surface of the polyhedron corresponding to an arbitrary pixel point of a two-dimensional image, and a first position; determining a third vector based on the first position and the scene origin in three-dimensional space; and determining a first vector based on the second and third vectors.

[0127] Optionally, the aforementioned computer-readable storage medium is further configured to store a computer program for performing the following steps: obtaining the inverse vector of a first vector; converting the inverse vector into a three-dimensional vector based on the world coordinates of the polyhedron in three-dimensional space and the world coordinates of the virtual camera in three-dimensional space; and a second determining submodule, further configured to determine target sampling color information based on the three-dimensional vector.

[0128] Optionally, the aforementioned computer-readable storage medium is further configured to store a computer program for performing the following steps: converting a three-dimensional vector into a corresponding second position in a two-dimensional space; determining the sampled color information stored at the second position as target sampled color information, wherein different positions in the two-dimensional space are used to store sampled color information sampled by the virtual camera from different pixels of the original image.

[0129] Optionally, the aforementioned computer-readable storage medium is further configured to store a computer program for performing the following steps: determining virtual objects in a three-dimensional game scene to be generated; determining colliders of the virtual objects.

[0130] Optionally, the aforementioned computer-readable storage medium is further configured to store a computer program for performing the following steps: adding colliders to a 3D game scene based on a scene display information preview; performing collision operations on virtual objects based on the colliders to generate collision motion results in the 3D game scene, wherein the scene preview results include the collision motion results.

[0131] Optionally, the aforementioned computer-readable storage medium is further configured to store a computer program for performing the following steps: in response to the collider being located between a first virtual camera and a second virtual camera among a plurality of virtual cameras, converting between a second image captured by the first virtual camera and a third image captured by the second virtual camera on the collider based on a first image captured by a third virtual camera among the plurality of virtual cameras, wherein the first image is used to associate the second image and the third image.

[0132] Optionally, the aforementioned computer-readable storage medium is further configured to store a computer program for performing the following steps: previewing different three-dimensional game scenes based on scene display information corresponding to the different three-dimensional game scenes to be generated, and obtaining scene preview results, wherein the scene preview results are at least used to characterize the occlusion relationship between virtual objects in different three-dimensional game scenes.

[0133] This embodiment of the computer-readable storage medium provides a technical solution. By employing and achieving this solution, the desired technical effect is realized, thereby solving the technical problem of low scene pre-show efficiency in 3D game scenes.

[0134] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.

[0135] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of this disclosure may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps according to various exemplary embodiments of this disclosure described in the "Exemplary Methods" section above.

[0136] The program product for implementing the above-described method according to embodiments of the present disclosure may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the embodiments of the present disclosure is not limited thereto. In the embodiments of the present disclosure, the computer-readable storage medium may be any tangible medium that contains or stores a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0137] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0138] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0139] Embodiments of this disclosure 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.

[0140] 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.

[0141] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:

[0142] S1, obtain the two-dimensional image of the three-dimensional game scene to be generated in two-dimensional space. The two-dimensional image is converted from the original image. The original image is used to simulate the scene of the three-dimensional game scene to be generated under different game perspectives.

[0143] S2, determine the scene display information of the three-dimensional game scene to be generated based on the two-dimensional graph, wherein the scene display information is used to characterize the rendering display result of the three-dimensional game scene to be generated;

[0144] S3 previews the 3D game scene based on the scene display information, and obtains the scene preview result.

[0145] Optionally, the processor is further configured to store a computer program for performing the following steps: converting a two-dimensional image into a polyhedron in three-dimensional space corresponding to the three-dimensional game scene to be generated, wherein points on the surface of the polyhedron correspond to pixels in the two-dimensional image; and obtaining scene display information based on the polyhedron.

[0146] Optionally, the processor is further configured to store a computer program for performing the following steps: determining a first vector of the polyhedron in a camera space, wherein the camera space is established based on a virtual camera within the polyhedron, the virtual camera being used to capture the scene image of the three-dimensional game scene to be generated from different game perspectives; determining, based on the first vector, target sampled color information of the surface of the polyhedron sampled by the virtual camera at a first position; and generating a submodule for generating scene display information based on the target sampled color information.

[0147] Optionally, the processor is further configured to store a computer program for performing the following steps: determining a second vector based on a point on the surface of the polyhedron corresponding to an arbitrary pixel in the two-dimensional image, and a first position; determining a third vector based on the first position and the scene origin in three-dimensional space; and determining a first vector based on the second and third vectors.

[0148] Optionally, the processor is further configured to store a computer program for performing the following steps: obtaining the inverse vector of the first vector; converting the inverse vector into a three-dimensional vector based on the world coordinates of the polyhedron in three-dimensional space and the world coordinates of the virtual camera in three-dimensional space; and a second determination submodule, further configured to determine the target sampling color information based on the three-dimensional vector.

[0149] Optionally, the processor is further configured to store a computer program for performing the following steps: converting a three-dimensional vector into a corresponding second position in a two-dimensional space; determining the sampled color information stored at the second position as the target sampled color information, wherein different positions in the two-dimensional space are used to store the sampled color information sampled by the virtual camera from different pixels of the original image.

[0150] Optionally, the processor is also configured to store a computer program for performing the following steps: determining virtual objects in the three-dimensional game scene to be generated; determining the colliders of the virtual objects.

[0151] Optionally, the processor is further configured to store a computer program for performing the following steps: adding colliders to a 3D game scene based on a scene display information preview; performing collision operations on virtual objects based on the colliders to generate collision animation results in the 3D game scene, wherein the scene preview results include the collision animation results.

[0152] Optionally, the processor is further configured to store a computer program for performing the following steps: in response to the collider being between a first virtual camera and a second virtual camera among a plurality of virtual cameras, converting between a second image captured by the first virtual camera and a third image captured by the second virtual camera on the collider based on a first image captured by a third virtual camera among the plurality of virtual cameras, wherein the first image is used to associate the second image and the third image.

[0153] Optionally, the processor is further configured to store a computer program for performing the following steps: based on scene display information corresponding to different 3D game scenes to be generated, previewing different 3D game scenes to obtain scene preview results, wherein the scene preview results are at least used to characterize the occlusion relationship between virtual objects in different 3D game scenes.

[0154] In the electronic device of this embodiment, a technical solution is provided. By adopting and implementing this solution, the desired objective is achieved, thereby realizing the technical effect and solving the technical problem of low scene pre-show efficiency in 3D game scenes.

[0155] Figure 10 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. As shown in Figure 10, the electronic device 1000 is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of the present disclosure.

[0156] As shown in Figure 10, the electronic device 1000 is presented in the form of a general-purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processor 1010, at least one memory 1020, a bus 1030 connecting different system components (including memory 1020 and processor 1010), and a display 1040.

[0157] The memory 1020 stores program code that can be executed by the processor 1010, causing the processor 1010 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this disclosure.

[0158] The memory 1020 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 10201 and / or cache memory 10202, and may further include read-only memory (ROM) 10203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0159] In some instances, memory 1020 may also include programs / utilities 10204 having a set (at least one) of program modules 10205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 1020 may further include memory remotely located relative to processor 1010, which can be connected to electronic device 1000 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.

[0160] Bus 1030 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 1010, or a local bus using any of the various bus structures.

[0161] The display 1040 may be, for example, a touch screen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 1000.

[0162] Optionally, the electronic device 1000 can also communicate with one or more external devices 1000 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1000, and / or any device that enables the electronic device 1000 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 1050. Furthermore, the electronic device 1000 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 1060. As shown in Figure 10, the network adapter 1060 communicates with other modules of the electronic device 1000 via the bus 1030. It should be understood that, although not shown in Figure 10, other hardware and / or software modules can be used in conjunction with the electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0163] The aforementioned electronic device 1000 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.

[0164] It will be understood by those skilled in the art that the structure shown in FIG10 is merely illustrative and does not limit the structure of the electronic device described above. For example, the electronic device 1000 may include more or fewer components than shown in FIG10, or have a different configuration than that shown in FIG1. ​​The memory 1020 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the information processing method in the game in this embodiment of the present disclosure. The processor 1010 executes various functional applications and data processing by running the computer program stored in the memory 1020, thereby implementing the information processing method in the game described above.

[0165] The sequence numbers of the embodiments disclosed above are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0166] In the above embodiments of this disclosure, 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.

[0167] 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.

[0168] 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.

[0169] Furthermore, the functional units in the various embodiments of this disclosure 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.

[0170] 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 this disclosure, 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 this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.

[0171] The above description is only a preferred embodiment of this disclosure. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principles of this disclosure, and these improvements and modifications should also be considered within the scope of protection of this disclosure.

Claims

1. An information processing method in a game, characterized in that, include: The process involves: acquiring a 2D image of the 3D game scene to be generated in 2D space, wherein the 2D image is converted from a concept art image, which is used to simulate the scene view of the 3D game scene to be generated from different game perspectives; determining scene display information of the 3D game scene to be generated based on the 2D image, wherein the scene display information is used to characterize the rendering display result of the 3D game scene to be generated; previewing the 3D game scene based on the scene display information to obtain a scene preview result; wherein the concept art image is a panoramic perspective concept art image of the 3D game scene to be generated drawn on the surface of a sphere.

2. The method according to claim 1, characterized in that, Determining scene display information for the three-dimensional game scene to be generated based on the two-dimensional image includes: converting the two-dimensional image into a polyhedron corresponding to the three-dimensional game scene to be generated in three-dimensional space, wherein the points on the surface of the polyhedron correspond to the pixels of the two-dimensional image; and obtaining the scene display information based on the polyhedron.

3. The method according to claim 2, characterized in that, Obtaining scene display information based on the polyhedron includes: determining a first vector of the polyhedron in a camera space, wherein the camera space is established based on a virtual camera within the polyhedron, the virtual camera being used to capture the three-dimensional game scene to be generated from different game perspectives to obtain the scene image; determining, based on the first vector, target sampling color information sampled by the virtual camera from the surface of the polyhedron at a first position; and generating scene display information based on the target sampling color information.

4. The method according to claim 3, characterized in that, Determining the first vector of the polyhedron in camera space includes: determining a second vector based on a point on the surface of the polyhedron corresponding to any pixel in the two-dimensional image, and the first position; determining a third vector based on the first position and the scene origin in the three-dimensional space; and determining the first vector based on the second vector and the third vector.

5. The method according to claim 4, characterized in that, The direction of the second vector is the direction from a point on the surface of the polyhedron to the first position, and the direction of the third vector is the direction from the origin of the scene to the first position. Determining the first vector based on the second vector and the third vector includes: determining the vector difference between the second vector and the third vector as the first vector.

6. The method according to claim 3, characterized in that, Based on the first vector, determining the target sampling color information sampled by the virtual camera on the surface of the polyhedron at its first position includes: obtaining the inverse vector of the first vector; converting the inverse vector into a three-dimensional vector based on the world coordinates of the polyhedron in the three-dimensional space and the world coordinates of the virtual camera in the three-dimensional space; and determining the target sampling color information based on the three-dimensional vector.

7. The method according to claim 6, characterized in that, Determining the target sampled color information based on the three-dimensional vector includes: converting the three-dimensional vector into a corresponding second position in the two-dimensional space; determining the sampled color information stored at the second position as the target sampled color information, wherein different positions in the two-dimensional space are used to store the sampled color information sampled by the virtual camera from different pixels of the original image.

8. The method according to claim 7, characterized in that, The different positions are obtained based on different three-dimensional vector transformations. The different three-dimensional vectors are determined by the first position and different points on the surface of the sphere. The different points on the surface of the sphere correspond to different pixels in the original image. The surface of the sphere is used to present the original image.

9. The method according to claim 8, characterized in that, The two-dimensional image is generated based on the different three-dimensional vectors and the sampled color information of different pixels of the original image sampled by the virtual camera, and the virtual camera is located inside the sphere.

10. The method according to any one of claims 1 to 8, characterized in that, The method further includes: determining virtual objects in the three-dimensional game scene to be generated; determining colliders of the virtual objects; previewing the three-dimensional game scene based on the scene display information to obtain a scene preview result, including: adding the colliders to the three-dimensional game scene previewed based on the scene display information; performing collision operations on the virtual objects based on the colliders to generate collision animation results in the three-dimensional game scene, wherein the scene preview result includes the collision animation results.

11. The method according to claim 10, characterized in that, Multiple virtual cameras are used to capture images of different 3D game scenes to be generated from different game perspectives to obtain the scene images. The method further includes: in response to the collider being located between the first virtual camera and the second virtual camera among the multiple virtual cameras, based on the first shooting result captured by the third virtual camera among the multiple virtual cameras, converting the second shooting result captured by the first virtual camera and the third shooting result captured by the second virtual camera on the collider to each other, wherein the first shooting result is used to associate the second shooting result and the third shooting result.

12. The method according to any one of claims 1 to 8, characterized in that, Previewing the 3D game scene based on the scene display information to obtain a scene preview result includes: previewing different 3D game scenes based on the scene display information corresponding to the different 3D game scenes to be generated, and obtaining the scene preview result, wherein the scene preview result is at least used to characterize the occlusion relationship between virtual objects in different 3D game scenes.

13. An information processing device for games, characterized in that, include: An acquisition unit is used to acquire a two-dimensional image of the three-dimensional game scene to be generated in two-dimensional space, wherein the two-dimensional image is converted from an original artwork, and the original artwork is used to simulate the scene view of the three-dimensional game scene to be generated under different game perspectives; a determination unit is used to determine the scene display information of the three-dimensional game scene to be generated based on the two-dimensional image, wherein the scene display information is used to characterize the rendering display result of the three-dimensional game scene to be generated; a preview unit is used to preview the three-dimensional game scene based on the scene display information to obtain a scene preview result; wherein the original artwork is a panoramic perspective original artwork of the three-dimensional game scene to be generated drawn on the surface of a sphere.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to perform the method described in any one of claims 1 to 12 when executed by a processor.

15. 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 perform the method described in any one of claims 1 to 12.

Citation Information

Patent Citations

  • Virtual Environment Rendering

    US20180158231A1