A game display power consumption control method, device and computer readable storage medium
By creating large triangular slices in the game and reducing the number of triangles, the high power consumption problem when the 3D game viewpoint is zoomed out is solved, thus improving the device's battery life.
Patent Information
- Application Number
- CN202211648216.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-21
- Publication Date
- 2025-11-21
- Estimated Expiration
- 2042-12-21
AI Technical Summary
In existing technologies, 3D games require high system power consumption to ensure normal rendering when the viewpoint is zoomed out, which leads to a decrease in the device's battery life.
During gameplay, when the distance between the viewport camera and the viewport exceeds a preset threshold, the outer vertices of triangles with the same material, brightness, and transparency are connected by comparing the face information of the triangles to form a large triangle slice, which is then stored in the cache set to reduce the number of triangles and reduce the GPU load.
This technology enables dynamic adjustment of GPU-loaded texture rendering data when dynamically adjusting the view window, thereby reducing system power consumption and improving device battery life.
Smart Images

Figure CN115999149B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the field of mobile communication, and in particular to a game display power consumption control method, device and computer readable storage medium. BACKGROUND
[0002] In the prior art, with the continuous development of intelligent terminal devices, game applications are also becoming more and more abundant. In particular, 3D games are composed of a plurality of triangles when modeling, and the more triangles, the more detailed and better the model drawn. When rendering the picture, the GPU image processor actually loads and renders the parameter information of the vertices and faces in each different triangle to make the picture more detailed, but at the same time, the GPU overhead is also larger and the power consumption is also larger. For example, when the user zooms out the picture of the 3D game, if normal rendering is to be ensured, higher system power consumption needs to be paid.
[0003] Therefore, how to reduce the system rendering power consumption when the game picture is zoomed out or zoomed in while ensuring the normal rendering of the game picture has become a technical problem to be solved at present. SUMMARY
[0004] In order to solve the above technical defects in the prior art, the present application provides a game display power consumption control method, which comprises:
[0005] In the game process, when the distance of the user's viewport camera exceeds a preset threshold, taking any cut surface triangle in the scene element, comparing the face information of the cut surface triangle with the face information of the three edge line triangles of the triangle;
[0006] In the comparison of the face information, connecting the outer vertices of the triangle whose one or more of the material, brightness and transparency of the cut surface is in the same range, and taking the discrete mean of the face information of the triangle and the three edge line triangles, and composing a large triangle slice according to the discrete mean;
[0007] In the face information of the large triangle slice, storing the large triangle slice in a preset cache set, and removing the triangle and the three edge line triangles in the scene element;
[0008] Element data of the large triangle slice is handed over to a preset image processor for scene rendering.
[0009] Optionally, in the game process, when the distance of the user's viewport camera exceeds a preset threshold, taking any cut surface triangle in the scene element, comparing the face information of the cut surface triangle with the face information of the three edge line triangles of the triangle, comprises:
[0010] acquire a processing resource state of the device, preset the threshold corresponding to the processing resource state;
[0011] acquire a remaining power state of the device, and adjust the threshold in real time according to the remaining power state.
[0012] Optionally, when the distance of the viewport camera of the user exceeds the preset threshold during the game, any cut surface triangle in the scene element is taken, the surface information of the cut surface of the three edge-sharing triangles of the triangle is compared with the surface information of the triangle, and the following includes:
[0013] acquire a current game attribute and / or game type, and preset the threshold corresponding to the game attribute and / or the game type;
[0014] acquire a current game progress and / or game state, and adjust the threshold in real time according to the game progress and / or the game state.
[0015] Optionally, when the distance of the viewport camera of the user exceeds the preset threshold during the game, any cut surface triangle in the scene element is taken, the surface information of the cut surface of the three edge-sharing triangles of the triangle is compared with the surface information of the triangle, and the following includes:
[0016] When the distance of the viewport camera of the user is zoomed out from within the threshold to exceed the threshold, any cut surface triangle in the scene element to be rendered after zooming out is taken;
[0017] The surface information of the cut surface of the three edge-sharing triangles of the triangle is compared with the surface information of the triangle, wherein the surface information includes one or more of the material, the brightness, and the transparency.
[0018] Optionally, in the comparison of the surface information, the outer vertices of the triangle, whose one or more of the material, the brightness, and the transparency of the cut surface are in the same range, are connected, the discrete average of the surface information of the triangle and the three edge-sharing triangles is taken, a large triangle slice is composed according to the discrete average, and the following includes:
[0019] preset a material difference threshold, a brightness difference threshold, and a transparency difference threshold corresponding to the game attribute and / or the game type;
[0020] The surface information is compared to determine whether the difference of the material of each two cut surfaces is within the range of the material difference threshold, whether the difference of the brightness is within the range of the brightness difference threshold, and whether the difference of the transparency is within the range of the transparency difference threshold.
[0021] Optionally, in the comparison of the face information, the outer vertices of the triangles whose one or more of the material, brightness and transparency of the cut surface are in the same range are connected, and the discrete mean values of the face information of the triangle and the three adjacent triangles are taken to form a large triangle slice according to the discrete mean values.
[0022] When the difference in the material, the difference in the brightness or the difference in the transparency between two of the cut surfaces is in the range of the material difference threshold, the brightness difference threshold or the transparency difference threshold, the outer vertices of the two cut surfaces are connected.
[0023] The discrete mean values of the face information of the two cut surfaces are taken to obtain four discrete mean values of the face information of the triangle and the three adjacent triangles, and the large triangle slice is formed according to the four discrete mean values of the face information.
[0024] Optionally, the method further comprises:
[0025] When the difference in the material, the difference in the brightness or the difference in the transparency between two of the cut surfaces is not in the range of the material difference threshold, the brightness difference threshold or the transparency difference threshold, the triangle adjacent to the left of the triangle is taken as a new triangle.
[0026] The face information of the cut surface of the three adjacent triangles of the new triangle is compared with the face information of the new triangle.
[0027] Optionally, the method further comprises:
[0028] When the distance of the viewport camera of the user is zoomed in from beyond the threshold to within the threshold, the large triangle slice is disassembled.
[0029] The element data obtained by disassembling is submitted to the image processor for scene rendering.
[0030] The application further provides a game display power consumption control device, which comprises a memory, a processor and a computer program stored in the memory and executable on the processor, and the computer program implements the steps of the game display power consumption control method according to any one of the above.
[0031] The application further provides a computer readable storage medium, which stores a game display power consumption control program, and the game display power consumption control program implements the steps of the game display power consumption control method according to any one of the above when executed by a processor.
[0032] The game display power consumption control method, device and computer readable storage medium of the application are implemented as follows: in the game process, when the viewport camera distance of a user exceeds a preset threshold, a triangular plane in a scene element is taken, the plane information of a three-edge triangular plane compared with the triangular plane and the plane information of the triangular plane are compared, in the comparison of the plane information, the outer vertexes of the triangular plane with one or more of the material, brightness and transparency of the plane in the same range are connected, the discrete mean values of the plane information of the triangular plane and the three-edge triangular planes are taken, the discrete mean values are used to form a large triangular slice, in the plane information of the large triangular slice, the large triangular slice is stored in a preset cache set, and the triangular plane and the three-edge triangular planes are removed from the scene element, and the element data of the large triangular slice is handed over to a preset image processor for scene rendering. An adaptive game display power consumption control scheme is realized, so that the user can dynamically adjust the GPU loading texture rendering data when dynamically adjusting the view window map, thereby effectively reducing the system power consumption and improving the battery endurance of the device. BRIEF DESCRIPTION OF DRAWINGS
[0033] The application will be further described below with reference to the drawings and embodiments. In the drawings:
[0034] Figure 1 is a schematic diagram of a hardware structure of a mobile terminal related to the application;
[0035] Figure 2 is a first flowchart of the game display power consumption control method of the application;
[0036] Figure 3 is a second flowchart of the game display power consumption control method of the application;
[0037] Figure 4 is a third flowchart of the game display power consumption control method of the application;
[0038] Figure 5 is a fourth flowchart of the game display power consumption control method of the application;
[0039] Figure 6 is a fifth flowchart of the game display power consumption control method of the application;
[0040] Figure 7 is a sixth flowchart of the game display power consumption control method of the application;
[0041] Figure 8 is a seventh flowchart of the game display power consumption control method of the application;
[0042] Figure 9 is an eighth flowchart of the game display power consumption control method of the application. DETAILED DESCRIPTION
[0043] It should be understood that the specific embodiments described herein are merely illustrative of the present application and should not be construed as limiting the present application.
[0044] In the following description, suffixes such as "module", "part", or "unit" used for components are merely intended for facilitation of explanation of the present application, and are not intended to have specific meanings or roles.
[0045] A terminal can be implemented in various forms. For example, the terminal described in the present application can include a mobile terminal such as a mobile phone, a tablet, a notebook computer, a palmtop computer, a Personal Digital Assistant (PDA), a Portable Media Player (PMP), a navigation device, a wearable device, a smart band, a pedometer, etc., and a stationary terminal such as a digital TV, a desktop computer, etc.
[0046] In the following description, a mobile terminal will be exemplified, and it will be understood by those skilled in the art that the configuration according to the embodiments of the present application can be applied to a stationary type terminal, except for elements particularly used for mobile purposes.
[0047] Referring to Figure 1 , which is a schematic view of a hardware structure of a mobile terminal according to an embodiment of the present application, the mobile terminal 100 can include a Radio Frequency (RF) unit 101, a WiFi module 102, an audio output unit 103, an A / V (audio / video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111, etc. Those skilled in the art will understand that the mobile terminal structure shown in FIG. 1 is not intended to limit the present application, and the mobile terminal can include more or less components, or some components can be combined, or different components can be arranged. Figure 1 The mobile terminal structure shown in FIG. 1 is not intended to limit the present application, and the mobile terminal can include more or less components, or some components can be combined, or different components can be arranged.
[0048] Hereinafter, the components of the mobile terminal will be described in detail. Figure 1 The components of the mobile terminal will be described in detail.
[0049] The radio frequency unit 101 can be used for receiving and transmitting signals in information or communication processes. Specifically, the radio frequency unit 101 receives downlink information from a base station and provides the received information to the processor 110 for processing. In addition, the radio frequency unit 101 transmits uplink data to the base station. Generally, the radio frequency unit 101 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier, a duplexer, etc. In addition, the radio frequency unit 101 can communicate with a network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to GSM (Global System for Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution), TDD-LTE (Time Division Duplexing-Long Term Evolution), etc.
[0050] The WiFi belongs to a short-range wireless transmission technology. The WiFi module 102 can help a user to send and receive e-mails, browse web pages, and access streaming media, etc. The WiFi module 102 provides the user with wireless broadband Internet access. Although Figure 1 The WiFi module 102 is shown, but it is understood that it does not belong to the necessary components of the mobile terminal, and can be omitted as needed without changing the essence of the application.
[0051] The audio output unit 103 can convert audio data, which is received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109, into an audio signal and output the audio signal as sound when the mobile terminal 100 is in a call signal reception mode, a call mode, a recording mode, a voice recognition mode, a broadcast reception mode, etc. In addition, the audio output unit 103 can provide audio output related to a particular function performed by the mobile terminal 100 (e.g., a call signal reception sound, a message reception sound, etc.). The audio output unit 103 can include a speaker, a buzzer, etc.
[0052] The A / V input unit 104 is configured to receive audio or video signals. The A / V input unit 104 can include a graphics processor (GPU) 1041 and a microphone 1042. The graphics processor 1041 processes image data of a still picture or a video obtained by an image capture device (e.g., a camera) in a video call mode or an image call mode. Processed image frames can be displayed on the display unit 106. Processed image frames can be stored in the memory 109 (or other storage medium) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 can receive sound (audio data) via the microphone 1042 in a phone call mode, a recording mode, a voice recognition mode, and the like, and can process such sound into audio data. Processed audio (voice) data can be converted into a format transmittable to a mobile communication base station via the radio frequency unit 101 in the case of the phone call mode. The microphone 1042 can implement various types of noise cancellation (or suppression) algorithms to cancel (or suppress) noise or interference generated in the process of receiving and transmitting audio signals.
[0053] The mobile terminal 100 also includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 1061 according to the brightness of ambient light, and the proximity sensor can turn off the display panel 1061 and / or the backlight when the mobile terminal 100 is moved to the ear. As one of the motion sensors, the accelerometer sensor can detect the magnitude of acceleration in each direction (generally three axes), and can detect the magnitude and direction of gravity when at rest, and can be used for applications that identify the posture of the mobile phone (such as switching between horizontal and vertical screens, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometers, taps), and the like. As for the fingerprint sensor, pressure sensor, iris sensor, molecular sensor, gyroscope, barometer, hygrometer, thermometer, infrared sensor, and other sensors that can be configured to the mobile phone, they are not described here.
[0054] The display unit 106 is configured to display information input by a user or information provided to the user. The display unit 106 can include a display panel 1061, which can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
[0055] The user input unit 107 can be used to receive input numerals or character information, and to generate key signal inputs related to user settings of the mobile terminal and control of functions. Specifically, the user input unit 107 can include a touch panel 1071 and other input devices 1072. The touch panel 1071, also called a touch screen, can collect a touch operation of a user on or proximate thereto (such as an operation of the user using a finger, a stylus, or any suitable object or accessory on or proximate to the touch panel 1071), and drive a corresponding connection device according to a pre-set program. The touch panel 1071 can include two parts, a touch detecting device and a touch controller. The touch detecting device detects a user's touch position and detects a signal resulting from a touch operation, and transmits the signal to the touch controller. The touch controller receives touch information from the touch detecting device, converts it into touch coordinates, and transmits the touch coordinates to the processor 110, and can receive commands from the processor 110 and execute them. In addition, the touch panel 1071 can be implemented in various types such as a resistive type, a capacitive type, an infrared type, and a surface acoustic wave type. In addition to the touch panel 1071, the user input unit 107 can include other input devices 1072. Specifically, the other input devices 1072 can include one or more of, but are not limited to, a physical keyboard, function keys (such as a volume control button, a switch button, etc.), a trackball, a mouse, a joystick, etc.
[0056] Further, the touch panel 1071 can cover the display panel 1061, and when the touch panel 1071 detects a touch operation on or proximate thereto, it transmits the same to the processor 110 to determine the type of the touch event, and then the processor 110 provides a corresponding visual output on the display panel 1061 according to the type of the touch event. Although in the above description, the touch panel 1071 and the display panel 1061 are implemented as two separate components to achieve the input and output functions of the mobile terminal, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to achieve the input and output functions of the mobile terminal, without being limited thereto. Figure 1
[0057] The interface unit 108 serves as an interface through which at least one external device can be connected to the mobile terminal 100. For example, the external device can include a wired or wireless headset port, an external power (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device having an identification module, an audio input / output (I / O) port, a video I / O port, an earphone port, etc. The interface unit 108 can be used to receive input (e.g., data information, power, etc.) from the external device and to transmit the received input to one or more elements within the mobile terminal 100, or can be used to transmit data between the mobile terminal 100 and the external device.
[0058] The memory 109 can be used to store software programs and various data. The memory 109 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, application programs required by at least one function (such as a sound playing function, an image playing function, etc.), and the like; and the data storage area can store data created according to the use of the mobile phone (such as audio data, a phone book, etc.), and the like. In addition, the memory 109 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other volatile solid-state memory device.
[0059] The processor 110 is the control center of the mobile terminal, connects all parts of the mobile terminal through various interfaces and lines, executes various functions of the mobile terminal and processes data by running or executing software programs and / or modules stored in the memory 109 and calling data stored in the memory 109, and thus performs overall monitoring on the mobile terminal. The processor 110 can include one or more processing units; preferably, the processor 110 can integrate an application processor and a modem processor, wherein the application processor mainly processes an operating system, a user interface, and application programs, and the like, and the modem processor mainly processes wireless communication. It can be understood that the above-mentioned modem processor can also not be integrated into the processor 110.
[0060] The mobile terminal 100 can also include a power supply 111 (such as a battery) for supplying power to various components; preferably, the power supply 111 can be logically connected to the processor 110 through a power management system, so as to realize the functions of managing charging, discharging, and power consumption management, and the like through the power management system.
[0061] Although Figure 1 The mobile terminal 100 can also include a Bluetooth module and the like, which are not shown here.
[0062] Based on the above mobile terminal hardware structure, various embodiments of the method of the present application are proposed.
[0063] Figure 2 The first flowchart is a game display power consumption control method of the present application. The embodiment proposes a game display power consumption control method, which comprises the following steps:
[0064] S1, in the game process, when the viewport camera distance of the user exceeds a preset threshold, taking any section of a triangular shape in a scene element, comparing the surface information of a three-edge triangular shape with the surface information of the triangular shape;
[0065] S2, in the comparison of the surface information, connecting the outer vertices of the triangle whose one or more of the material, brightness and transparency of the cut surface is in the same range, and taking the discrete mean of the surface information of the triangle and the three co-edge line triangles, and composing a large triangle slice according to the discrete mean;
[0066] S3, in the surface information of the large triangle slice, storing the large triangle slice to a preset cache set, and removing the triangle and the three co-edge line triangles in the scene element;
[0067] S4, submitting the element data of the large triangle slice to a preset image processor for scene rendering.
[0068] In the embodiment, the CPU processor is used to synthesize the triangle slices in advance before the GPU image processor loads the rendering triangle slice information, so as to reduce the number of triangle slices to be rendered by the GPU, reduce the load of the GPU and reduce the power consumption. Specifically, the steps are as follows: first, the game viewport coordinates are determined, wherein the game includes the screen coordinates and the concept of the viewport coordinates. The viewport coordinates are equivalent to a camera to perspective the visible area of the screen. The farther the camera, the smaller the corresponding display of the elements in the scene; then, the number of vertices and the number of faces to be loaded and rendered by the GPU are determined, wherein it is assumed that a certain element in the scene is composed of n triangles. The number of vertices and the number of faces to be loaded and rendered by the element are x and y respectively; then, the above triangle elements are processed, for example, when the camera of the user viewport is zoomed out, each element can be processed in loading to reduce the number of vertices and faces. The specific merging scheme includes two aspects: one is that the three adjacent triangle slices of the three common edges of the triangle are compared with the face information of the triangle. If the slice material, brightness and transparency are in the same range, the outer vertices of the three adjacent triangles are connected to form a new triangle slice. The face information of the large triangle slice is the discrete average of the face information of the four triangles. The large triangle slice is stored in the cache set, and the four small triangles are removed from the element. The other is that if the face information of the adjacent triangle slice is too different from the triangle, the left adjacent triangle of the triangle is processed as described above until all large triangle slices that can be synthesized are found. The remaining small triangle slices that are not synthesized are also placed in the cache set; finally, the large triangle slice elements after the merging are given to the GPU for rendering. Thus, when the user zooms out the camera to a reasonable range, each triangle adjacent to the edge is synthesized into a new large triangle. At this time, the number of vertices and the number of faces of the triangle to be loaded and rendered by the element is reduced to 1 / 4 of the original, so that the workload of the GPU is reduced, and the system power consumption is reduced. Further, in the embodiment, the opposite processing is performed when the viewport camera is zoomed in, for example, the loaded triangle is disassembled again when the viewport camera is zoomed in to a certain range, so as to ensure the display effect when the scene is enlarged.
[0069] It can be seen that in the embodiment, a scheme for dynamically adjusting the GPU to load and render the texture is provided when the user dynamically adjusts the view window map, so as to effectively reduce the system power consumption.
[0070] The beneficial effect of the embodiment is that, by taking any cross-section triangle in a scene element, comparing the cross-section surface information of the three co-edge line triangles of the triangle with the surface information of the triangle when the user's viewport camera distance exceeds a preset threshold value in the game process; in the comparison of the surface information, connecting the outer vertex of the triangle whose one or more of the material, brightness and transparency of the cross-section is in the same range, and taking the discrete mean of the surface information of the triangle and the three co-edge line triangles, and composing a large triangle slice according to the discrete mean; in the surface information of the large triangle slice, and storing the large triangle slice to a preset cache set, and removing the triangle and the three co-edge line triangles in the scene element; and the element data of the large triangle slice is handed over to a preset image processor for scene rendering. An adaptive game display power consumption control scheme is realized, so that the user can dynamically adjust the GPU load texture rendering data when dynamically adjusting the view window map, thereby effectively reducing the system power consumption and improving the battery endurance of the device.
[0071] Figure 3 is a second flowchart of the game display power consumption control method of the application, based on the above embodiment, the taking any cross-section triangle in a scene element, comparing the cross-section surface information of the three co-edge line triangles of the triangle with the surface information of the triangle when the user's viewport camera distance exceeds a preset threshold value in the game process, includes:
[0072] S01, acquiring the processing resource state of the device, and presetting the threshold value corresponding to the processing resource state;
[0073] S02, acquiring the remaining power state of the device, and adjusting the threshold value in real time according to the remaining power state.
[0074] Optionally, in the embodiment, the processing resource state includes memory occupancy and processor occupancy, and when the memory occupancy and / or the processor occupancy is high, a lower threshold value is determined, so as to reduce the system power consumption.
[0075] Optionally, in the embodiment, when the remaining power is low, a lower threshold value is determined, so as to improve the battery endurance of the device.
[0076] Figure 4 is a third flowchart of the game display power consumption control method of the application, based on the above embodiment, the taking any cross-section triangle in a scene element, comparing the cross-section surface information of the three co-edge line triangles of the triangle with the surface information of the triangle when the user's viewport camera distance exceeds a preset threshold value in the game process, includes:
[0077] S03, acquire the current game attribute and / or game type, preset the threshold value corresponding to the game attribute and / or the game type;
[0078] S04, acquire the current game progress and / or game state, and adjust the threshold value in real time according to the game progress and / or the game state.
[0079] Optionally, in the embodiment, in the racing type game, the surrounding environment has less influence on the game body, and the stretching range of the picture is large, therefore, a lower threshold value is determined to improve the subsequent synthesis probability; on the contrary, in the battle type game, the surrounding environment has greater influence on the game body, therefore, a higher threshold value is determined to improve the accuracy of the picture.
[0080] Optionally, in the embodiment, when the memory occupancy rate and / or the processor occupancy rate are in the preset idle range and the game is in the stage of team battle or battle, the threshold value is improved, thereby improving the accuracy of the picture.
[0081] Optionally, in the embodiment, when the memory occupancy rate and / or the processor occupancy rate are not in the preset idle range and the game is in the stage of team battle or battle, the threshold value is reduced, thereby improving the fluency of the picture.
[0082] Figure 5 is a fourth flowchart of the game display power consumption control method, based on the above embodiment, when the user's viewport camera distance exceeds the preset threshold value in the game process, any cut surface triangle in the scene element is taken, the surface information of the three edge line triangles of the triangle is compared with the surface information of the triangle, including:
[0083] S11, when the user's viewport camera distance is zoomed out from the threshold value to exceed the threshold value, any cut surface triangle in the scene element to be rendered after zooming out is taken;
[0084] S12, comparing the surface information of the three edge line triangles of the triangle with the surface information of the triangle, wherein the surface information includes one or more of the material, the brightness and the transparency.
[0085] Figure 6 is a fifth flowchart of the game display power consumption control method, based on the above embodiment, in the comparison of the surface information, the outer vertexes of the triangle whose one or more of the material, the brightness and the transparency of the cut surface are in the same range are connected, and the discrete mean value of the surface information of the triangle and the three edge line triangles is taken, and a large triangle slice is composed according to the discrete mean value, including:
[0086] S21, presetting material difference threshold, brightness difference threshold and transparency difference threshold corresponding to the game attribute and / or the game type;
[0087] S22, comparing the surface information, determining whether the difference of the material of each two of the sections is within the range of the material difference threshold, whether the difference of the brightness is within the range of the brightness difference threshold and whether the difference of the transparency is within the range of the transparency difference threshold.
[0088] Figure 7 is the sixth flow chart of the game display power consumption control method, based on the above embodiment, in the comparison of the surface information, the outer vertices of the triangle and the three edge line triangles are connected when one or more of the material, brightness and transparency of the section are within the same range, and the discrete mean of the surface information of the triangle and the three edge line triangles is taken, and the large triangle slice is composed according to the discrete mean, and the method further comprises:
[0089] S23, when the difference of the material of each two of the sections is within the range of the material difference threshold, or the difference of the brightness is within the range of the brightness difference threshold, or the difference of the transparency is within the range of the transparency difference threshold, the outer vertices of each two of the sections are connected;
[0090] S24, taking the discrete mean of the surface information of each two of the sections to obtain the discrete mean of the four surface information of the triangle and the three edge line triangles, and composing the large triangle slice according to the discrete mean of the four surface information.
[0091] Figure 8 is the seventh flow chart of the game display power consumption control method, based on the above embodiment, the method further comprises:
[0092] S31, when the difference of the material of each two of the sections is not within the range of the material difference threshold, and the difference of the brightness is not within the range of the brightness difference threshold, and the difference of the transparency is not within the range of the transparency difference threshold, taking the triangle adjacent to the left of the triangle as a new triangle;
[0093] S32, comparing the surface information of the sections of the three edge line triangles of the new triangle with the surface information of the new triangle.
[0094] Figure 9 is the eighth flow chart of the game display power consumption control method, based on the above embodiment, the method further comprises:
[0095] S41, when the distance of the viewport camera of the user is pulled in from beyond the threshold to within the threshold, the large triangle slice is disassembled.
[0096] S42, the element data obtained by disassembling is submitted to the image processor for scene rendering.
[0097] Based on the above embodiments, the application further provides a game display power consumption control device, which comprises a memory, a processor and a computer program stored in the memory and executable on the processor, and the computer program implements the steps of the game display power consumption control method according to any one of the above embodiments when executed by the processor.
[0098] It should be noted that the above device embodiments and method embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments, and the technical features in the method embodiments are all applicable to the device embodiments, which will not be repeated here.
[0099] Based on the above embodiments, the application further provides a computer readable storage medium, which stores a game display power consumption control program, and the game display power consumption control program implements the steps of the game display power consumption control method according to any one of the above embodiments when executed by a processor.
[0100] It should be noted that the above medium embodiments and method embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments, and the technical features in the method embodiments are all applicable to the medium embodiments, which will not be repeated here.
[0101] It should be noted that in this document, the terms "comprise", "contain" or any other variant thereof are intended to cover non-exclusive inclusion, so that the process, method, article or device including a series of elements not only includes those elements, but also includes other elements not explicitly listed or inherent to such process, method, article or device. Without more limitations, the element defined by the statement "comprises a" does not exclude the presence of another identical element in the process, method, article or device including the element.
[0102] The above-mentioned serial numbers of the embodiments of the application are only for description, and do not represent the advantages and disadvantages of the embodiments.
[0103] Those skilled in the art can clearly understand the above-mentioned embodiment method can be realized by means of software and necessary general hardware platform, of course, also can be realized by hardware, but in many cases, the former is a better embodiment. Based on such understanding, the technical solutions of the present application essentially or say the part which contributes to the prior art can be embodied in the form of software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), including a plurality of instructions to make a terminal (may be a mobile phone, computer, server, air conditioner, or network equipment, etc.) execute the method described in various embodiments of the present application.
[0104] The embodiments of the present application are described above in combination with the drawings, but the present application is not limited to the above-mentioned specific embodiments, and the above-mentioned specific embodiments are only illustrative, not limiting, and those skilled in the art can make many forms under the inspiration of the present application without departing from the scope of the present application and the scope protected by the claims.
Claims
1. A game display power consumption control method, characterized by, The method comprises: acquiring current game attributes and / or game types; during game playing, when the distance between the user's viewport camera and the scene exceeds a preset threshold, taking any cut surface triangle in the scene element, comparing the surface information of the three tangent triangles of the triangle with the surface information of the triangle; in the comparison of the surface information, connecting the outer vertices of the triangle and the three tangent triangles whose material, brightness and transparency are in the same range, and taking the discrete mean of the surface information of the triangle and the three tangent triangles to form a large triangle slice according to the discrete mean; storing the large triangle slice to a preset cache set and removing the triangle and the three tangent triangles from the scene element; sending the element data of the large triangle slice to a preset image processor for scene rendering; during game playing, when the distance between the user's viewport camera and the scene exceeds a preset threshold, taking any cut surface triangle in the scene element, comparing the surface information of the three tangent triangles of the triangle with the surface information of the triangle; when the distance between the user's viewport camera and the scene is pulled from within the threshold to exceed the threshold, taking any cut surface triangle in the scene element to be rendered after being pulled; comparing the surface information of the three tangent triangles of the triangle with the surface information of the triangle, wherein the surface information comprises one or more of the material, the brightness and the transparency; in the comparison of the surface information, connecting the outer vertices of the triangle and the three tangent triangles whose material, brightness and transparency are in the same range, and taking the discrete mean of the surface information of the triangle and the three tangent triangles to form a large triangle slice according to the discrete mean; presetting a material difference threshold, a brightness difference threshold and a transparency difference threshold corresponding to the game attributes and / or the game types; comparing the surface information to determine whether the difference in the material of the two tangent surfaces is within the range of the material difference threshold, whether the difference in the brightness is within the range of the brightness difference threshold, and whether the difference in the transparency is within the range of the transparency difference threshold; determining that the outer vertices of the two tangent surfaces are connected when the difference in the material of the two tangent surfaces is within the range of the material difference threshold, or the difference in the brightness is within the range of the brightness difference threshold, or the difference in the transparency is within the range of the transparency difference threshold; taking the discrete mean of the surface information of the two tangent surfaces to obtain the discrete mean of the four surface information of the triangle and the three tangent triangles, and forming the large triangle slice according to the discrete mean of the four surface information; the method further comprises: determining whether the difference in the material of each pair of the cut surfaces is not within the range of the material difference threshold, the difference in the brightness is not within the range of the brightness difference threshold, and the difference in the transparency is not within the range of the transparency difference threshold, and taking the triangle adjacent to the left of the triangle as a new triangle; comparing the surface information of the cut surfaces of the three triangles sharing edges with the new triangle with the surface information of the new triangle.
2. The game display power consumption control method according to claim 1, wherein Before the step of, during the game, when the distance of the viewport camera of the user exceeds a preset threshold, taking a triangle of any cut surface in a scene element, comparing the surface information of the cut surfaces of the three triangles sharing edges with the triangle with the surface information of the triangle, the method further includes: obtaining the processing resource state of the device, and presetting the threshold corresponding to the processing resource state; obtaining the residual power state of the device, and adjusting the threshold in real time according to the residual power state.
3. The game display power consumption control method of claim 1, wherein, Before the step of, during the game, when the distance of the viewport camera of the user exceeds a preset threshold, taking a triangle of any cut surface in a scene element, comparing the surface information of the cut surfaces of the three triangles sharing edges with the triangle with the surface information of the triangle, the method further includes: presetting the threshold corresponding to the game attribute and / or the game type; obtaining the current game progress and / or game state, and adjusting the threshold in real time according to the game progress and / or the game state.
4. The game display power consumption control method of claim 1, wherein, The method further includes: when the distance of the viewport camera of the user is pulled in from exceeding the threshold to within the threshold, disassembling the large triangle slice; delivering the element data obtained by disassembling to the image processor for scene rendering.
5. A game display power consumption control device, characterized by, The device includes a memory, a processor, and a computer program stored on the memory and executable on the processor, and the computer program is executed by the processor to implement the steps of the game display power consumption control method according to any one of claims 1 to 4.
6. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a game display power consumption control program, and the game display power consumption control program is executed by the processor to implement the steps of the game display power consumption control method according to any one of claims 1 to 4.
Citation Information
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