Virtual Cloud Model Processing Method, Device and Computer Equipment
By generating a three-dimensional virtual cloud model and simulating its interaction with other objects, the problems of high repetition and poor realism of virtual clouds were solved, thus improving the display effect of virtual clouds.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-02-03
- Publication Date
- 2026-05-26
AI Technical Summary
The existing virtual cloud technology suffers from high repetition, poor realism, and a strong sense of flatness, resulting in poor display effects.
By generating cloud texture materials, a three-dimensional virtual cloud model is generated based on the position information of the initial rendered model in the virtual scene and the preset movement speed. The area to be adjusted and the parameters are determined based on the distance field between the virtual cloud model and the selected virtual object, and then adjusted to simulate the interaction effect between the cloud and other objects.
It reduces the repetitiveness and flatness of virtual clouds, and improves the realism and display effect of virtual clouds.
Smart Images

Figure CN116168156B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically, to a method, apparatus, and computer device for processing virtual cloud models. Background Technology
[0002] More and more video games have entered people's lives. In some video games, it is often necessary to display virtual clouds in the virtual sky to enhance the richness and realism of the virtual sky.
[0003] In related technologies, virtual clouds are frequently used as background elements to enhance the visual effects of games already online. Specifically, this can be achieved by overlaying one or more transparent cloud textures onto the game's skybox to create virtual clouds, and then controlling these cloud textures to slowly cycle and move across the skybox. Generally, the realism and depth of the clouds can be improved by increasing the number of cloud textures.
[0004] However, since the virtual clouds in these related technologies are merely cloud textures and cannot interact with other virtual objects in video games, they suffer from high repetition, poor realism, and a flat, piecemeal appearance, resulting in poor display quality. Summary of the Invention
[0005] The purpose of this application is to provide a virtual cloud model processing method, apparatus, and computer equipment, which can reduce the repetition and flatness of virtual cloud layers, improve the realism of virtual cloud layers, and thus improve the display effect of virtual cloud layers.
[0006] The embodiments of this application are implemented as follows:
[0007] A first aspect of this application provides a virtual cloud model processing method, which provides a graphical user interface for a game through a terminal device. The graphical user interface displays a virtual scene, and the virtual scene includes multiple candidate virtual objects. The method includes:
[0008] Based on the position information of the initial rendered model in the virtual scene and the preset movement speed, cloud texture material is generated;
[0009] The cloud texture material is applied to the initial rendering model to obtain and display a virtual cloud model;
[0010] Based on the position information of the virtual cloud model and the distance field of each candidate virtual object, the region to be adjusted and the parameters to be adjusted of the virtual cloud model are determined. The parameters to be adjusted include the offset intensity and offset direction of the region to be adjusted.
[0011] The adjustment area of the virtual cloud model is adjusted according to the adjustment parameters to obtain and display the processed virtual cloud model.
[0012] A second aspect of this application provides a virtual cloud model processing apparatus that provides a graphical user interface for a game via a terminal device. The graphical user interface displays a virtual scene, which includes multiple selectable virtual objects. The apparatus includes:
[0013] The generation module is used to generate cloud texture materials based on the position information of the initial rendered model in the virtual scene and the preset movement speed;
[0014] The display module is used to assign the cloud texture material to the initial rendering model to obtain and display the virtual cloud model.
[0015] The determining module is used to determine the region to be adjusted and the parameters to be adjusted of the virtual cloud model based on the position information of the virtual cloud model and the distance field of each of the candidate virtual objects. The parameters to be adjusted include the offset intensity and offset direction of the region to be adjusted.
[0016] The display module is also used to adjust the area to be adjusted of the virtual cloud model according to the parameters to be adjusted, so as to obtain and display the processed virtual cloud model.
[0017] A third aspect of this application provides a computer device, the computer device including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the virtual cloud model processing method described in the first aspect above.
[0018] A fourth aspect of this application provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements the virtual cloud model processing method described in the first aspect.
[0019] The beneficial effects of the embodiments of this application include:
[0020] This application provides a method for processing virtual cloud models. Based on the position information and preset movement speed of an initial rendered model in a virtual scene, a cloud texture material is generated. This cloud texture material is then applied to the initial rendered model to obtain and display the virtual cloud model. Since the position information of the initial rendered model accurately indicates its position in the virtual scene, it ensures that the cloud texture material can be accurately applied to the corresponding initial rendered model. Furthermore, since the preset movement speed indicates the direction and speed of movement of the initial rendered model in the virtual scene, it ensures that after applying the cloud texture material, the resulting virtual cloud model can move within the virtual scene at the preset movement speed. Thus, the virtual cloud model can simulate the effect of clouds or cloud layers moving with the wind in a real scene. Since the initial rendered model is a three-dimensional model, the resulting virtual cloud model is also three-dimensional. Additionally, since the position information of each initial rendered model is different, the cloud texture material generated based on the position information of each initial rendered model will also be different. This reduces the repetition and flatness of cloud patterns displayed by different virtual cloud models, and improves the realism of virtual clouds.
[0021] Based on the position information of the virtual cloud model and the distance fields of each candidate virtual object, the adjustment area and adjustment parameters of the virtual cloud model are determined. The adjustment area is then adjusted according to these parameters to obtain and display the processed virtual cloud model. Since the adjustment area refers to the region on the virtual cloud model that requires adjustment of its display effect after interaction or collision with the candidate virtual objects, the processed virtual cloud model obtained by adjusting this area based on the adjustment parameters can accurately simulate the deformation or movement effects of clouds colliding with other objects in a real scene, thereby improving the realism of the virtual cloud layer.
[0022] In this way, the repetition and flatness of the virtual cloud layer can be reduced, the realism of the virtual cloud layer can be improved, and thus the display effect of the virtual cloud layer can be enhanced. Attached Figure Description
[0023] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0024] Figure 1 A flowchart illustrating the first virtual cloud model processing method provided in this application embodiment;
[0025] Figure 2 A flowchart illustrating the second virtual cloud model processing method provided in this application embodiment;
[0026] Figure 3 A flowchart illustrating the third virtual cloud model processing method provided in this application embodiment;
[0027] Figure 4 A schematic diagram of a noise map provided in an embodiment of this application;
[0028] Figure 5 A flowchart illustrating the fourth virtual cloud model processing method provided in this application embodiment;
[0029] Figure 6 A flowchart illustrating the fifth virtual cloud model processing method provided in this application embodiment;
[0030] Figure 7 A flowchart illustrating the sixth virtual cloud model processing method provided in this application embodiment;
[0031] Figure 8 A flowchart illustrating the seventh virtual cloud model processing method provided in this application embodiment;
[0032] Figure 9 An interactive schematic diagram of a virtual cloud model provided in an embodiment of this application;
[0033] Figure 10 A schematic diagram of the structure of a virtual cloud model processing device provided in an embodiment of this application;
[0034] Figure 11 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0035] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0036] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0037] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.
[0038] In related technologies, virtual clouds are frequently used as background elements to enhance the visual effects of some games. Specifically, one or more transparent cloud textures are overlaid on the game's skybox to create virtual clouds, which are then slowly and cyclically moved across the skybox. Generally, the realism and depth of the clouds can be improved by increasing the number of cloud textures. However, because the virtual clouds in these technologies are merely cloud textures and cannot interact with other virtual objects in the game, they suffer from high repetition, poor realism, and a flat, piecemeal appearance, resulting in a poor overall display effect.
[0039] To address this, this application provides a virtual cloud model processing method. By generating a cloud texture material based on the position information and preset movement speed of an initial rendered model in the virtual scene, and assigning this cloud texture material to the initial rendered model, a virtual cloud model is obtained and displayed. The method then determines the area to be adjusted and the parameters to be adjusted based on the position information of the virtual cloud model and the distance fields of each candidate virtual object. The area to be adjusted is then adjusted according to these parameters, resulting in the processed virtual cloud model, which reduces the repetition and flatness of the virtual cloud layer, improves its realism, and ultimately enhances the display effect of the virtual cloud layer.
[0040] In one embodiment of this application, the virtual cloud model processing method can run on a terminal device or a server. The terminal device can be a local terminal device. When the virtual cloud model processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0041] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game display method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0042] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0043] In one possible implementation, this invention provides a virtual cloud model processing method, which provides a graphical user interface through a first terminal device. The first terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The content displayed in the graphical user interface may include a virtual scene, which may include multiple candidate virtual objects and various virtual models; this application does not limit the scope of the method.
[0044] This application uses a virtual cloud model processing method applied in terminal games or electronic animations as an example for illustration. However, it does not imply that this application's embodiments can only be applied to virtual cloud model processing in terminal games or electronic animations.
[0045] It should be noted that the initial rendering model and the virtual cloud model mentioned above in the embodiments of this application can be obtained by modeling based on Unreal Engine 4 (UE4) or Unreal Engine 5 (UE5), and the cloud texture material and the distance field mentioned above can also be generated based on UE4 or UE5. The embodiments of this application do not limit this.
[0046] Specifically, based on the virtual cloud model processing method provided in the embodiments of this application, visual programming can be performed in the blueprint visualization script in UE4 or UE5 to generate a blueprint file by connecting the material nodes in the blueprint visualization script. This blueprint file can be equivalent to the code in the terminal game, thus ensuring that the virtual cloud model processing method can be implemented in the terminal game.
[0047] The virtual cloud model processing method provided in the embodiments of this application will be explained in detail below.
[0048] Figure 1 A flowchart illustrating a virtual cloud model processing method provided in this application is shown. This method can be applied to a computer device, which may be the aforementioned terminal device or server. See also... Figure 1 This application provides a virtual cloud model processing method, including:
[0049] Step 1001: Generate cloud texture material based on the position information of the initial rendering model in the virtual scene and the preset movement speed.
[0050] Optionally, the initial rendered model can be an unrendered blank model used to form a virtual cloud model in the virtual scene. Generally, the initial rendered model can be completely transparent, or it may not be displayed on the aforementioned graphical user interface.
[0051] The initial rendering model can be a three-dimensional model, and the shape of the initial rendering model can be arbitrary. This application embodiment does not limit this.
[0052] The initial rendering model can be preset by relevant technical personnel or it can be randomly generated during game operation. This application embodiment does not limit this.
[0053] Optionally, the position information of the initial rendering model in the virtual scene may include the global coordinates and local coordinates of the initial rendering model.
[0054] The global coordinates of the initial rendering model refer to the coordinates of the initial rendering model in a global coordinate system established based on a fixed point in the virtual scene as the origin.
[0055] The local coordinates of the initial rendering model refer to the coordinates of the initial rendering model in a local coordinate system established with a point on the initial rendering model as the origin.
[0056] Optionally, the preset movement speed can be used to indicate the direction and speed at which the initial rendered model moves in the virtual scene.
[0057] The preset movement speed can be set by relevant technical personnel according to actual needs. Generally, the preset movement speed can also be adjusted by setting the preset wind direction and preset wind speed in the virtual scene.
[0058] Optionally, the cloud texture material can be a texture map with a cloud pattern, or any material information that can display a cloud pattern.
[0059] It's worth noting that since the local coordinate systems of each initial rendered model are established based on a single point on that initial rendered model, their local coordinates remain unchanged regardless of how the model moves within the virtual space. This eliminates the need to re-determine the initial rendered model's position as it changes during subsequent processing, and also avoids generating new cloud textures. Therefore, it's preferable to generate the cloud texture based on the local coordinates of the initial rendered model. This reduces the computational burden on the virtual cloud model processing method, thereby improving its efficiency.
[0060] Step 1002: Assign the cloud texture material to the initial rendering model to obtain and display the virtual cloud model.
[0061] Optionally, applying the cloud texture material to the initial rendering model can specifically refer to rendering the initial rendering model based on the cloud texture material. In this way, the cloud texture material can be applied to the initial rendering model, allowing the originally transparent or blank initial rendering model to display the style of clouds.
[0062] In other words, the virtual cloud model is a model obtained by pasting the cloud texture material onto the initial rendering model.
[0063] It's worth noting that since the position information of the initial rendered model can accurately indicate its location within the virtual scene, it ensures that the cloud texture material can be accurately applied to the corresponding initial rendered model. Furthermore, since the preset movement speed indicates the direction and speed of the initial rendered model's movement within the virtual scene, it ensures that after applying the cloud texture material to the initial rendered model, the resulting virtual cloud model can move within the virtual scene at the preset movement speed. This allows the virtual cloud model to simulate the effect of clouds or cloud layers moving with the wind in a real scene, thereby improving the realism of the virtual clouds.
[0064] Since the initial rendered model is a 3D model, the resulting virtual cloud model is also 3D, thus reducing the flatness of the virtual cloud layer. Furthermore, because the positional information of each initial rendered model is different, the cloud texture materials generated based on the positional information of each initial rendered model are also different, which reduces the repetition of cloud patterns displayed by each virtual cloud model.
[0065] Step 1003: Determine the area to be adjusted and the parameters to be adjusted of the virtual cloud model based on the location information of the virtual cloud model and the distance field of each candidate virtual object.
[0066] Optionally, each candidate virtual object can refer to any virtual object in the virtual scene that has a physical form or that can interact with the virtual cloud model. For example, the candidate virtual object can be a virtual building, a virtual flying object, a virtual mountain, etc. In addition, the candidate virtual object can also be virtual wind particles generated by other virtual objects in the virtual scene.
[0067] The distance field of each candidate virtual object can refer to a virtual field formed outside the surface of each candidate virtual object in the virtual scene. For example, the distance field of each candidate virtual object can be a simulated distance field or a global distance field generated based on the above-mentioned UE4 or UE5, and this application embodiment does not limit it in this way.
[0068] Generally, if the virtual cloud model comes into contact with the distance field of any candidate virtual object, it can be considered that the virtual cloud model has collided or interacted with that candidate virtual object.
[0069] Optionally, the area to be adjusted may refer to the area on the virtual cloud model where the display effect needs to be adjusted after the virtual cloud model interacts or collides with each of the candidate virtual objects.
[0070] Optionally, the parameters to be adjusted include: the offset intensity and offset direction of the region to be adjusted.
[0071] The offset intensity can refer to the distance between the position of any point in the area to be adjusted before and after the adjustment.
[0072] The offset direction can refer to the direction from the position of any point in the area to be adjusted before the adjustment to the position after the adjustment.
[0073] It is worth noting that by using the position information of the virtual cloud model and the distance field of each candidate virtual object, it can be determined whether the virtual cloud model interacts or collides with each candidate virtual object. This ensures that the area to be adjusted and the parameters to be adjusted can be accurately determined, which facilitates subsequent operations.
[0074] Step 1004: Adjust the area to be adjusted of the virtual cloud model according to the parameter to be adjusted, and obtain and display the processed virtual cloud model.
[0075] Optionally, the processed virtual cloud model can refer to a virtual cloud model whose shape, movement speed, or movement direction changes after it interacts or collides with each of the candidate virtual models.
[0076] It is worth noting that since the area to be adjusted refers to the area on the virtual cloud model that needs to have its display effect adjusted after the virtual cloud model interacts or collides with each of the selected virtual objects, the processed virtual cloud model obtained by adjusting the area to be adjusted based on the adjustment parameters can accurately simulate the effect of deformation or movement of clouds after colliding with other objects in the real scene, thereby improving the realism of the virtual cloud layer.
[0077] In this embodiment, a cloud texture material is generated based on the position information and preset movement speed of the initial rendering model in the virtual scene. The cloud texture material is then applied to the initial rendering model to obtain and display a virtual cloud model. The adjustment area and adjustment parameters of the virtual cloud model are determined based on the position information of the virtual cloud model and the distance field of each candidate virtual object. The adjustment area of the virtual cloud model is then adjusted based on the adjustment parameters to obtain and display the processed virtual cloud model.
[0078] The process involves generating cloud texture materials based on the initial rendered model's position and preset movement speed within the virtual scene. These materials are then applied to the initial rendered model to obtain and display a virtual cloud model. Since the initial rendered model's position accurately indicates its location within the virtual scene, the cloud texture material can be accurately applied to it. Furthermore, the preset movement speed indicates the direction and speed of the initial rendered model's movement within the virtual scene, ensuring that the virtual cloud model moves at the preset speed after the cloud texture material is applied. This simulates the effect of clouds or cloud layers moving with the wind in a real scene. Because the initial rendered model is a 3D model, the resulting virtual cloud model is also 3D. Additionally, since the position information of each initial rendered model is different, the cloud texture materials generated based on this information will also differ. This reduces the repetition and flatness of the cloud patterns displayed by different virtual cloud models, improving the realism of the virtual clouds.
[0079] Based on the position information of the virtual cloud model and the distance fields of each candidate virtual object, the adjustment area and adjustment parameters of the virtual cloud model are determined. The adjustment area is then adjusted according to these parameters to obtain and display the processed virtual cloud model. Since the adjustment area refers to the region on the virtual cloud model that requires adjustment of its display effect after interaction or collision with the candidate virtual objects, the processed virtual cloud model obtained by adjusting this area based on the adjustment parameters can accurately simulate the deformation or movement effects of clouds colliding with other objects in a real scene, thereby improving the realism of the virtual cloud layer.
[0080] In this way, the repetition and flatness of the virtual cloud layer can be reduced, the realism of the virtual cloud layer can be improved, and thus the display effect of the virtual cloud layer can be enhanced.
[0081] In one possible implementation, see [link to relevant documentation]. Figure 2 Based on the initial rendering model's position information and preset movement speed in the virtual scene, a cloud texture material is generated, including:
[0082] Step 1005: Generate a noise map based on the position information of the initial rendering model in the virtual scene and the preset movement speed, and use the noise map as the cloud texture material.
[0083] Alternatively, the noise map can be an infinite, non-repeating image generated from a procedural noise field based on the positional information of the initial rendering model, and the noise map can be used to display cloud patterns.
[0084] It is worth noting that since the procedural noise field can generate random patterns using random seeds, using the noise map generated by the procedural noise field with the position information of the initial rendering model and the preset movement speed as the cloud texture material can improve the randomness of the cloud texture material, thereby reducing the repetition of cloud patterns displayed by each virtual cloud model.
[0085] In one possible implementation, see [link to relevant documentation]. Figure 3 Based on the position information of the initial rendered model in the virtual scene and the preset movement speed, a noise map is generated, including:
[0086] Step 1006: Determine the initial noise seed based on the position information corresponding to the center point of the initial rendering model.
[0087] Optionally, the center point of the initial rendering model may refer to a point located at the geometric center of the initial rendering model, or it may be a center point defined by relevant technicians according to actual needs. This application embodiment does not limit this.
[0088] Generally, the initial noise seed can be the center point of the initial rendering model. The initial noise seed can refer to a random seed corresponding to the initial rendering model, which ensures that the final generated noise map or cloud texture material corresponds to the initial rendering model.
[0089] Step 1007: Assign the preset movement speed to the initial noise seed to obtain the target noise seed.
[0090] Optionally, assigning the preset movement speed to the initial noise seed can be done by multiplying the value corresponding to the preset movement speed with the position information of the center point of the initial rendering model corresponding to the initial noise seed.
[0091] The target noise seed can refer to a random seed that moves over time according to the speed and direction indicated by the preset moving speed.
[0092] Step 1008: Generate the noise map based on the target noise seed.
[0093] This ensures that after the cloud texture material is applied to the initial rendering model, the resulting virtual cloud model can move within the virtual scene at the preset speed. In this way, the virtual cloud model can simulate the effect of clouds or cloud layers moving with the wind in a real scene, thereby improving the realism of the virtual cloud layer.
[0094] One possible implementation involves determining the initial noise seed based on the position information corresponding to the center point of the initial rendering model, including:
[0095] Multiply the position information corresponding to the center point of the initial rendered model by the preset scaling value, and use the resulting product as the initial noise seed.
[0096] Optionally, the position information corresponding to the center point of the initial rendering model includes the local coordinates or global coordinates of the center point. As described in the above embodiments, the local coordinates of the center point can be preferred as the position information corresponding to the center point of the initial rendering model, and this application embodiment will not elaborate on this.
[0097] Optionally, the preset scaling value can be set by relevant technical personnel according to actual needs. Generally, the preset scaling value is less than 1.
[0098] In this way, the noise map generated from the initial noise seed obtained by multiplying the position information corresponding to the center point of the initial rendering model with a preset scaling value can be magnified, making the shape and size of the pattern displayed in the noise map closer to the shape and size of real clouds, thus improving the realism of the virtual cloud layer.
[0099] For example, the target noise seed can be obtained using the following formula:
[0100] Z = (J + (t·v))·S
[0101] Where Z is the value of the target noise seed, J is the position information corresponding to the center point of the initial rendering model, J can specifically be the local coordinates of the center point of the initial rendering model, t is the time value, v is the preset movement speed, and S is the preset scaling value. Generally, the initial value of t is 0. That is to say, when the target noise seed is just generated or the cloud texture material is not applied to the initial rendering model, t can always be 0. It can be understood that after the cloud texture material is applied to the initial rendering model, t begins to increase over time.
[0102] See Figure 4 , Figure 4 (a) is a schematic diagram of the noise map generated by directly using the position information corresponding to the center point of the initial rendering model as the initial noise seed. Specifically, the local coordinates corresponding to the center point of the initial rendering model are (1, 1, 1). Figure 4(b) is a schematic diagram of the noise map generated by multiplying the position information corresponding to the center point of the initial rendering model with the preset scaling value and using the product as the initial noise seed. Specifically, the preset scaling value is 0.05, so the product obtained by multiplying the position information corresponding to the center point of the initial rendering model with the preset scaling value is (0.05, 0.05, 0.05).
[0103] By comparison Figure 4 As can be seen intuitively from (a) and (b), magnifying the noise map generated from the initial noise seed obtained by multiplying the position information corresponding to the center point of the initial rendering model with the preset scaling value can make the shape and size of the pattern displayed in the noise map closer to the shape and size of the real cloud.
[0104] In one possible implementation, see [link to relevant documentation]. Figure 5 Based on the location information of the virtual cloud model and the distance field of each candidate virtual object, the adjustment area and adjustment parameters of the virtual cloud model are determined, including:
[0105] Step 1009: Based on the position information of the virtual cloud model and the distance field of each candidate virtual object, determine the collision area where each candidate virtual object collides with the virtual cloud model.
[0106] Optionally, the collision area may refer to the part of each candidate virtual object that comes into contact with, collides with, or interacts with the virtual cloud model.
[0107] Step 1010: Determine the area to be adjusted based on the collision area.
[0108] In this way, the specific parts of the virtual cloud model that need to be adjusted can be accurately determined, making it easier to accurately simulate the effect of deformation or movement of clouds after colliding with other objects in the real scene.
[0109] Step 1011: Determine the parameter to be adjusted based on the position information of each point in the area to be adjusted and the distance field of the collision area.
[0110] Optionally, each point in the area to be adjusted can refer to a virtual particle that constitutes the virtual cloud model in the area to be adjusted.
[0111] Optionally, the distance field of the collision region may refer to a portion of the distance fields of each candidate virtual object that corresponds to the collision region. Alternatively, the distance field of the collision region may be a distance field regenerated based on the collision region; this embodiment does not limit this.
[0112] It is worth noting that this can ensure that the area to be adjusted and the parameters to be adjusted are accurately determined, which facilitates subsequent operations.
[0113] In one possible implementation, see [link to relevant documentation]. Figure 6 Based on the position information of the virtual cloud model and the distance field of each candidate virtual object, the collision area where each candidate virtual object collides with the virtual cloud model is determined, including:
[0114] Step 1012: Based on the global coordinates of each point on the virtual cloud model, determine the straight-line distance from the distance field of each candidate virtual object to each point on the virtual cloud model using the surface distance algorithm.
[0115] Alternatively, each point on the virtual cloud model can refer to all the virtual particles that constitute the virtual cloud model.
[0116] Optionally, the surface distance algorithm can be an algorithm corresponding to the Distance To Nearest Surface material expression in UE4 or UE5, used to output the distance from the distance field of each candidate virtual object to the virtual cloud model in the virtual scene that is closest to each candidate virtual object. This application embodiment does not limit this.
[0117] Optionally, the straight-line distance refers to the shortest distance from the distance field of each candidate virtual object to each point on the virtual cloud model.
[0118] Step 1013: Select the points in the distance field of each candidate virtual object whose straight-line distance to the virtual cloud model is less than a preset distance as target points, and take the area formed by the target points as the collision area.
[0119] Optionally, each target point can refer to a point in the distance field of each candidate virtual object that collides, contacts, or interacts with the virtual cloud model.
[0120] Optionally, the preset distance can be a value set by relevant technical personnel according to actual needs. Generally, the preset distance can be set relatively small, ensuring that each target point or collision area is only determined after the virtual cloud model comes into contact or collides with the distance fields of each candidate virtual object. This avoids misjudging a collision between the virtual cloud model and the candidate virtual objects when the distance fields of the virtual cloud model and the candidate virtual objects are too far apart, thus improving the reliability of virtual cloud model processing.
[0121] In one possible implementation, determining the area to be adjusted based on the collision area includes:
[0122] The collision region is adjusted based on a preset weight value to obtain the intermediate region.
[0123] Optionally, the preset weight value can be a parameter used to narrow the influence range of the distance field of each candidate virtual object.
[0124] Generally, a larger value can be selected as the preset weight value. In this case, the collision region can be divided by the preset weight value, and the result of dividing the collision region by the preset weight value can be used as the intermediate region.
[0125] Furthermore, the larger the preset weight value, the greater the influence range of the distance field of each candidate virtual object. Therefore, the interactive range between each candidate virtual object and the virtual cloud model can be adjusted by changing the preset weight value. This reduces the influence range of the distance field of each candidate virtual object, preventing malfunctions caused by excessively large distance fields.
[0126] The intermediate region is adjusted based on a preset exponent, and the adjusted intermediate region is multiplied by the straight-line distance determined by the surface distance algorithm to obtain the region to be adjusted.
[0127] Optionally, the preset exponent can be a value used to adjust the influence intensity of the distance field of each candidate virtual object.
[0128] If the preset exponent is larger, the difference between the maximum and minimum influence strength of the distance field of each candidate virtual object will be smaller. Therefore, the smoothness of the transition of the influence strength of the distance field of each candidate virtual object can be adjusted by adjusting the preset exponent.
[0129] In this way, the influence range and intensity of the distance field of each candidate virtual object can be better adjusted, thereby more accurately determining the area to be adjusted.
[0130] In one possible implementation, see [link to relevant documentation]. Figure 7 Based on the position information of each point in the area to be adjusted and the distance field of the collision area, the parameter to be adjusted is determined, including:
[0131] Step 1014: Normalize the global coordinates of each point in the collision region determined by the distance field gradient algorithm to determine the divergence direction of the region to be adjusted.
[0132] Optionally, the distance field gradient algorithm can be an algorithm that corresponds to the DistanceFieldGradient material expression in UE4 or UE5, used to output the global coordinates of each point in the collision region. This application does not limit this aspect.
[0133] Generally, the global coordinates of all points on the candidate virtual object corresponding to the collision region can be input into the distance field gradient algorithm to obtain the global coordinates of each point in the collision region.
[0134] For example, normalization can be performed using a normalization algorithm. This normalization algorithm can be an algorithm corresponding to the Normalize expression in UE4 or UE5 for outputting a normalized vector. This normalized vector is also a unit vector, and its overall length is 1.
[0135] It is understandable that the value output by the normalization algorithm is the divergence direction of the region to be adjusted.
[0136] Optionally, the divergence direction can be used to indicate the direction in which each point in the area to be adjusted needs to move after colliding or interacting with the collision area in a stationary state.
[0137] Step 1015: Determine the offset direction based on the global coordinates of each point in the area to be adjusted, the divergence direction of the area to be adjusted, and the movement direction indicated by the preset movement speed.
[0138] Optionally, the offset direction is used to indicate the direction in which each point in the area to be adjusted needs to move after colliding with or interacting with the collision area while moving at the preset moving speed.
[0139] Specifically, the divergence direction of each point in the area to be adjusted can be determined according to the global coordinates of each point in the area to be adjusted, and then the divergence direction of each point in the area to be adjusted can be superimposed with the movement direction indicated by the preset movement speed to determine the offset direction.
[0140] Step 1016: Determine the offset intensity based on the straight-line distance between each point on the distance field of each candidate virtual object and the virtual cloud model, as well as the preset intensity variable.
[0141] Optionally, the preset intensity variable can be set by technicians according to actual needs. Generally, the larger the preset intensity variable, the greater the offset and deformation of the virtual cloud model after it collides with each candidate virtual object.
[0142] Optionally, the straight-line distance between each point on the distance field of each candidate virtual object and the virtual cloud model can be multiplied by the preset intensity variable, and the resulting product can be used as the offset intensity.
[0143] In this way, the area to be adjusted and the parameter to be adjusted can be accurately determined.
[0144] In one possible implementation, see [link to relevant documentation]. Figure 8 The offset direction is determined based on the global coordinates of each point in the area to be adjusted, the divergence direction of the area to be adjusted, and the movement direction indicated by the preset movement speed, including:
[0145] Step 1017: Determine the difference between the vector corresponding to the divergence direction of each point in the area to be adjusted and the vector corresponding to the movement direction indicated by the preset movement speed, and determine the opposite of the difference.
[0146] It is worth noting that in real-world scenarios, when an object passes through or collides with a cloud, the cloud, while maintaining its original speed and direction of movement, will also bounce back according to the direction of impact of the object. Therefore, by inverting this difference, the relative direction between the divergence direction of the area to be adjusted and the direction of movement indicated by the preset speed can be accurately indicated.
[0147] Step 1018: Use the opposite of the difference as the offset direction of each point in the area to be adjusted.
[0148] For example, the offset direction can be determined by the following formula.
[0149] X = -1 × (FY)
[0150] Where X is the offset direction, F is the vector corresponding to the divergence direction, and Y is the vector corresponding to the movement direction indicated by the preset movement speed.
[0151] This allows for accurate determination of the offset direction, ensuring that when adjusting the area to be adjusted according to the offset direction, the change in the display effect of the virtual cloud model corresponds to the process of the processed virtual cloud model, thus improving the realism of the virtual cloud layer and consequently its display effect.
[0152] In one possible implementation, the method further includes:
[0153] Configure preset masking properties for the virtual cloud model and / or the processed virtual cloud model.
[0154] Optionally, the preset masking property can be a pseudo-semi-transparent effect achieved by outputting the model to the opaque template interface of the material and introducing the Dither Temporal AA material expression in UE4 or UE5 for transparency blending.
[0155] This not only achieves a semi-transparent effect in areas of the virtual cloud model and / or the processed virtual cloud model where cloud patterns are not displayed, but also reduces the processing load on rendering and displaying the virtual cloud model and / or the processed virtual cloud model.
[0156] In one possible implementation, the method may further include:
[0157] Adjust the voxel density of the distance field for each candidate virtual object.
[0158] It is worth noting that the accuracy of distance field recognition for each candidate virtual object can be adjusted by adjusting the voxel density of the distance field of each candidate virtual object. Generally, the voxel density of the distance field of each candidate virtual object can be increased, which can reduce the jagged edges of the distance field of each candidate virtual object.
[0159] To better illustrate the processing effect of the virtual cloud model processing method provided in this application embodiment, this application embodiment also provides an interactive schematic diagram of the virtual cloud model. See also... Figure 9 , Figure 9 The diagram illustrates the interaction between two collision regions P and a virtual cloud model. Assuming the virtual cloud model moves from the bottom to the top of the image, it can be seen that the collision region P pushes the clouds in front of it to both sides. In other words, after colliding with or interacting with the collision region P, the clouds in the virtual cloud model shift to the sides of the collision region P.
[0160] pass Figure 9 It is evident that the virtual cloud model processing method provided in this application can better simulate and display the collision effect between the virtual cloud model and each candidate virtual object in a real scene.
[0161] The following describes the apparatus, device, and computer-readable storage medium used to implement the virtual cloud model processing method provided in this application. The specific implementation process and technical effects are described above and will not be repeated below.
[0162] Figure 10 This is a schematic diagram of the structure of a virtual cloud model processing device provided in an embodiment of this application. See also... Figure 10 The device includes:
[0163] The generation module 201 is used to generate cloud texture materials based on the position information of the initial rendered model in the virtual scene and the preset movement speed.
[0164] Display module 202 is used to assign the cloud texture material to the initial rendering model to obtain and display the virtual cloud model;
[0165] The determination module 203 is used to determine the area to be adjusted and the parameters to be adjusted of the virtual cloud model based on the position information of the virtual cloud model and the distance field of each candidate virtual object.
[0166] Optionally, the parameters to be adjusted include: the offset intensity and offset direction of the region to be adjusted;
[0167] The display module 202 is also used to adjust the area to be adjusted of the virtual cloud model according to the parameter to be adjusted, so as to obtain and display the processed virtual cloud model.
[0168] Optionally, the generation module 201 is further configured to generate a noise map based on the position information of the initial rendering model in the virtual scene and the preset movement speed, and use the noise map as the cloud texture material.
[0169] The generation module 201 is further configured to determine an initial noise seed based on the position information corresponding to the center point of the initial rendered model. A preset movement speed is assigned to the initial noise seed to obtain a target noise seed. The noise map is then generated based on the target noise seed.
[0170] The generation module 201 is also used to multiply the position information corresponding to the center point of the initial rendering model with a preset scaling value, and use the resulting product as the initial noise seed.
[0171] The determining module 203 is further configured to determine the collision region where each candidate virtual object collides with the virtual cloud model based on the position information of the virtual cloud model and the distance field of each candidate virtual object. The region to be adjusted is determined based on the collision region. The parameter to be adjusted is determined based on the position information of each point in the region to be adjusted and the distance field of the collision region.
[0172] The determining module 203 is further configured to determine the straight-line distance from the distance field of each candidate virtual object to each point on the virtual cloud model based on the global coordinates of each point on the virtual cloud model using a surface distance algorithm. Points on the distance field of each candidate virtual object whose straight-line distance to the virtual cloud model is less than a preset distance are designated as target points, and the area formed by the target points is designated as the collision area.
[0173] The determining module 203 is also used to adjust the collision region based on a preset weight value to obtain an intermediate region. The intermediate region is adjusted based on a preset exponent, and the adjusted intermediate region is multiplied by the straight-line distance determined based on the surface distance algorithm to obtain the region to be adjusted.
[0174] The determining module 203 is further configured to normalize the global coordinates of each point in the collision region determined by the distance field gradient algorithm, and determine the divergence direction of the region to be adjusted. The offset direction is determined based on the global coordinates of each point in the region to be adjusted, the divergence direction of the region to be adjusted, and the movement direction indicated by the preset movement speed. The offset intensity is determined based on the straight-line distance between each point in the distance field of each candidate virtual object and the virtual cloud model, and a preset intensity variable.
[0175] The determining module 203 is further configured to determine the difference between the vector corresponding to the divergence direction of each point in the area to be adjusted and the vector corresponding to the movement direction indicated by the preset movement speed, and to determine the negative of the difference. The negative of the difference is used as the offset direction of each point in the area to be adjusted.
[0176] The display module 202 is also used to configure preset masking attributes for the virtual cloud model and / or the processed virtual cloud model.
[0177] The determination module 203 is also used to adjust the voxel density of the distance field of each candidate virtual object.
[0178] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.
[0179] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).
[0180] Figure 11 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. See also... Figure 11 The computer device includes a memory 301 and a processor 302. The memory 301 stores a computer program that can run on the processor 302. When the processor 302 executes the computer program, it implements the steps in any of the above method embodiments.
[0181] Processor 302 is used to generate cloud texture material based on the position information of the initial rendered model in the virtual scene and the preset movement speed;
[0182] Processor 302 is used to assign the cloud texture material to the initial rendering model to obtain and display the virtual cloud model;
[0183] The processor 302 is used to determine the area to be adjusted and the parameters to be adjusted of the virtual cloud model based on the position information of the virtual cloud model and the distance field of each candidate virtual object.
[0184] Optionally, the parameters to be adjusted include: the offset intensity and offset direction of the region to be adjusted;
[0185] The processor 302 is also used to adjust the area to be adjusted of the virtual cloud model according to the parameter to be adjusted, so as to obtain and display the processed virtual cloud model.
[0186] The processor 302 is also used to generate a noise map based on the position information of the initial rendering model in the virtual scene and the preset movement speed, and to use the noise map as the cloud texture material.
[0187] Processor 302 is also used to determine an initial noise seed based on the position information corresponding to the center point of the initial rendered model. A preset movement speed is assigned to the initial noise seed to obtain a target noise seed. The noise map is then generated based on the target noise seed.
[0188] The processor 302 is also used to multiply the position information corresponding to the center point of the initial rendered model with a preset scaling value, and use the resulting product as the initial noise seed.
[0189] The processor 302 is further configured to determine the collision region where each candidate virtual object collides with the virtual cloud model based on the position information of the virtual cloud model and the distance field of each candidate virtual object. The processor then determines the region to be adjusted based on the collision region. Finally, the processor determines the parameter to be adjusted based on the position information of each point in the region to be adjusted and the distance field of the collision region.
[0190] The processor 302 is also used to determine the straight-line distance from the distance field of each candidate virtual object to each point on the virtual cloud model based on the global coordinates of each point on the virtual cloud model using a surface distance algorithm. Points in the distance field of each candidate virtual object whose straight-line distance to the virtual cloud model is less than a preset distance are taken as target points, and the area formed by the target points is taken as the collision area.
[0191] The processor 302 is also used to adjust the collision region based on a preset weight value to obtain an intermediate region. The intermediate region is adjusted based on a preset exponent, and the adjusted intermediate region is multiplied by the straight-line distance determined based on a surface distance algorithm to obtain the region to be adjusted.
[0192] Processor 302 is further configured to normalize the global coordinates of each point in the collision region determined by the distance field gradient algorithm, and determine the divergence direction of the region to be adjusted. The offset direction is determined based on the global coordinates of each point in the region to be adjusted, the divergence direction of the region to be adjusted, and the movement direction indicated by the preset movement speed. The offset intensity is determined based on the straight-line distance between each point in the distance field of each candidate virtual object and the virtual cloud model, and a preset intensity variable.
[0193] The processor 302 is further configured to determine the difference between the vector corresponding to the divergence direction of each point in the area to be adjusted and the vector corresponding to the movement direction indicated by the preset movement speed, and to determine the inverse of the difference. The inverse of the difference is used as the offset direction of each point in the area to be adjusted.
[0194] The processor 302 is also used to configure preset masking attributes for the virtual cloud model and / or the processed virtual cloud model.
[0195] Processor 302 is also used to adjust the voxel density of the distance field of each candidate virtual object.
[0196] This application also provides a computer-readable storage medium storing a computer program that, when executed by a processor, can implement the steps in the various method embodiments described above.
[0197] The processor is used to generate cloud texture materials based on the position information of the initial rendered model in the virtual scene and the preset movement speed;
[0198] The processor is used to apply the cloud texture material to the initial rendering model, thereby obtaining and displaying the virtual cloud model;
[0199] The processor is used to determine the area to be adjusted and the parameters to be adjusted of the virtual cloud model based on the location information of the virtual cloud model and the distance field of each candidate virtual object.
[0200] Optionally, the parameters to be adjusted include: the offset intensity and offset direction of the region to be adjusted;
[0201] The processor is also used to adjust the area to be adjusted of the virtual cloud model according to the parameter to be adjusted, so as to obtain and display the processed virtual cloud model.
[0202] The processor is also used to generate a noise map based on the position information of the initial rendering model in the virtual scene and the preset movement speed, and to use the noise map as the cloud texture material.
[0203] The processor is also used to determine an initial noise seed based on the position information corresponding to the center point of the initial rendered model. A preset movement speed is assigned to the initial noise seed to obtain a target noise seed. The noise map is then generated based on the target noise seed.
[0204] The processor is also used to multiply the position information corresponding to the center point of the initial rendered model with a preset scaling value, and use the resulting product as the initial noise seed.
[0205] The processor is also used to determine the collision region where each candidate virtual object collides with the virtual cloud model based on the position information of the virtual cloud model and the distance field of each candidate virtual object. Based on the collision region, the region to be adjusted is determined. Based on the position information of each point in the region to be adjusted and the distance field of the collision region, the parameter to be adjusted is determined.
[0206] The processor is also used to determine the straight-line distance from the distance field of each candidate virtual object to each point on the virtual cloud model based on the global coordinates of each point on the virtual cloud model using a surface distance algorithm. Points on the distance field of each candidate virtual object whose straight-line distance to the virtual cloud model is less than a preset distance are taken as target points, and the area formed by the target points is taken as the collision area.
[0207] The processor is also used to adjust the collision region based on a preset weight value to obtain an intermediate region. This intermediate region is then adjusted based on a preset exponent, and the adjusted intermediate region is multiplied by a straight-line distance determined by a surface distance algorithm to obtain the region to be adjusted.
[0208] The processor is also used to normalize the global coordinates of each point in the collision region determined by the distance field gradient algorithm, and determine the divergence direction of the region to be adjusted. The offset direction is determined based on the global coordinates of each point in the region to be adjusted, the divergence direction of the region to be adjusted, and the movement direction indicated by the preset movement speed. The offset intensity is determined based on the straight-line distance between each point in the distance field of each candidate virtual object and the virtual cloud model, and a preset intensity variable.
[0209] The processor is further configured to determine the difference between the vector corresponding to the divergence direction of each point in the area to be adjusted and the vector corresponding to the movement direction indicated by the preset movement speed, and to determine the inverse of the difference. The inverse of the difference is used as the offset direction of each point in the area to be adjusted.
[0210] The processor is also used to configure preset masking properties for the virtual cloud model and / or the processed virtual cloud model.
[0211] The processor is also used to adjust the voxel density of the distance field for each candidate virtual object.
[0212] Optionally, this application also provides a program product, such as a computer-readable storage medium, including a program that, when executed by a processor, is used to perform any of the above-described virtual cloud model processing method embodiments.
[0213] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0214] 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 network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0215] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in the form of hardware plus software functional units.
[0216] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute partial steps of the methods of the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0217] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
[0218] The above description is merely a preferred embodiment of this application and is not intended to limit this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for processing virtual cloud models, characterized in that, The method provides a graphical user interface for the game via a terminal device, wherein the graphical user interface displays a virtual scene, and the virtual scene includes multiple virtual objects to be selected; the method includes: Based on the position information of the initial rendered model in the virtual scene and the preset movement speed, cloud texture material is generated; The cloud texture material is applied to the initial rendering model to obtain and display a virtual cloud model; Based on the position information of the virtual cloud model and the distance field of each candidate virtual object, the region to be adjusted and the parameters to be adjusted of the virtual cloud model are determined. The parameters to be adjusted include the offset intensity and offset direction of the region to be adjusted. The adjustment area of the virtual cloud model is adjusted according to the adjustment parameters to obtain and display the processed virtual cloud model. The step of determining the region to be adjusted and the parameters to be adjusted of the virtual cloud model based on the position information of the virtual cloud model and the distance field of each of the candidate virtual objects includes: Based on the position information of the virtual cloud model and the distance field of each candidate virtual object, the collision area where each candidate virtual object collides with the virtual cloud model is determined; The area to be adjusted is determined based on the collision area; The parameters to be adjusted are determined based on the position information of each point in the region to be adjusted and the distance field of the collision region.
2. The virtual cloud model processing method as described in claim 1, characterized in that, The step of generating cloud texture material based on the position information and preset movement speed of the initial rendering model in the virtual scene includes: A noise map is generated based on the position information of the initial rendering model in the virtual scene and the preset movement speed, and the noise map is used as the cloud texture material.
3. The virtual cloud model processing method as described in claim 2, characterized in that, The step of generating a noise map based on the position information of the initial rendering model in the virtual scene and the preset movement speed includes: The initial noise seed is determined based on the position information corresponding to the center point of the initial rendering model. The preset movement speed is applied to the initial noise seed to obtain the target noise seed; The noise map is generated based on the target noise seed.
4. The virtual cloud model processing method as described in claim 3, characterized in that, The step of determining the initial noise seed based on the position information corresponding to the center point of the initial rendering model includes: The position information corresponding to the center point of the initial rendering model is multiplied by a preset scaling value, and the resulting product is used as the initial noise seed. The position information corresponding to the center point of the initial rendering model includes the local coordinates or global coordinates of the center point.
5. The virtual cloud model processing method as described in claim 1, characterized in that, The step of determining the collision region where each candidate virtual object collides with the virtual cloud model based on the position information of the virtual cloud model and the distance field of each candidate virtual object includes: Based on the global coordinates of each point on the virtual cloud model, the straight-line distance from the distance field of each candidate virtual object to each point on the virtual cloud model is determined by the surface distance algorithm; Points whose straight-line distance to the virtual cloud model is less than a preset distance from each point in the distance field of each candidate virtual object are taken as target points, and the area formed by each target point is taken as the collision area.
6. The virtual cloud model processing method as described in claim 1, characterized in that, Determining the region to be adjusted based on the collision region includes: The collision region is adjusted based on a preset weight value to obtain an intermediate region; The intermediate region is adjusted based on a preset exponent, and the adjusted intermediate region is multiplied by the straight-line distance determined based on the surface distance algorithm to obtain the region to be adjusted.
7. The virtual cloud model processing method as described in claim 1, characterized in that, The step of determining the parameters to be adjusted based on the position information of each point in the region to be adjusted and the distance field of the collision region includes: The global coordinates of each point in the collision region determined by the distance field gradient algorithm are normalized to determine the divergence direction of the region to be adjusted. The offset direction is determined based on the global coordinates of each point in the area to be adjusted, the divergence direction of the area to be adjusted, and the movement direction indicated by the preset movement speed. The offset intensity is determined based on the straight-line distance between each point on the distance field of each candidate virtual object and the virtual cloud model, as well as a preset intensity variable.
8. The virtual cloud model processing method as described in claim 7, characterized in that, Determining the offset direction based on the global coordinates of each point in the area to be adjusted, the divergence direction of the area to be adjusted, and the movement direction indicated by the preset movement speed includes: Determine the difference between the vector corresponding to the divergence direction of each point in the area to be adjusted and the vector corresponding to the movement direction indicated by the preset movement speed, and determine the opposite of the difference; The opposite of the difference is used as the offset direction of each point in the region to be adjusted.
9. The virtual cloud model processing method according to any one of claims 1-8, characterized in that, The method further includes: Configure preset masking attributes for the virtual cloud model and / or the processed virtual cloud model.
10. A virtual cloud model processing device, characterized in that, The device provides a graphical user interface for the game via a terminal device, the content displayed by the graphical user interface including a virtual scene, the virtual scene including multiple virtual objects to be selected; the device includes: The generation module is used to generate cloud texture materials based on the position information of the initial rendered model in the virtual scene and the preset movement speed; The display module is used to assign the cloud texture material to the initial rendering model to obtain and display the virtual cloud model. The determining module is used to determine the region to be adjusted and the parameters to be adjusted of the virtual cloud model based on the position information of the virtual cloud model and the distance field of each of the candidate virtual objects. The parameters to be adjusted include the offset intensity and offset direction of the region to be adjusted. The display module is also used to adjust the area to be adjusted of the virtual cloud model according to the parameters to be adjusted, so as to obtain and display the processed virtual cloud model. The determining module is specifically used to determine the collision area where each candidate virtual object collides with the virtual cloud model based on the position information of the virtual cloud model and the distance field of each candidate virtual object; determine the area to be adjusted based on the collision area; and determine the adjustment parameters based on the position information of each point in the area to be adjusted and the distance field of the collision area.
11. A computer device, characterized in that, include: A memory and a processor, wherein the memory stores a computer program that can run on the processor, and when the processor executes the computer program, it implements the steps of the method described in any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, implements the steps of the method according to any one of claims 1 to 9.