Method and apparatus for generating a footprint in a virtual scene

CN116360581BActive Publication Date: 2026-09-08SHANGHAI MIHA YOUHAIYUANCHENG TECH CO LTD
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Patent Information

Application Number
CN202111628880.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-28
Publication Date
2026-09-08
Estimated Expiration
2041-12-28

AI Technical Summary

Technical Problem

[0003]发明人在实现本发明的过程中发现,现有的踩踏印记生成方式至少存在如下缺陷:通过物理引擎模拟真实的视觉效果时,需要耗费大量的算力资源,对系统资源的消耗较大,容易引起界面卡顿的问题

Benefits of technology

[0040] In the method and apparatus for generating trampling marks based on associated interactive objects in a virtual scene provided by this invention, the unit trampling parameters of the load-bearing object unit corresponding to the trampling operation are determined by the object trampling parameters in the associated interactive objects. Then, virtual trampling marks are generated according to the unit trampling parameters. This allows for the rapid generation of trampling marks based on the unit trampling parameters of the load-bearing object unit without the need for calculation by a physics engine. This achieves the rapid generation of highly realistic trampling marks with minimal computing resources. Furthermore, since it consumes less system computing resources, it avoids interface lag and has lower hardware requirements, making it more adaptable. Moreover, by introducing the object trampling parameters of the associated interactive objects to determine the unit trampling parameters of the load-bearing object unit, it is possible to simulate the influence of the associated interactive objects on the unit trampling parameters of the load-bearing object unit. Additionally, by adjusting the number of associated interactive objects, the data storage volume of the unit trampling parameters can be reduced.

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Abstract

The application relates to the field of electronic information, and particularly discloses a virtual scene stamping mark generation method and device. The method comprises the following steps: determining an associated interactive object of a load-bearing object unit corresponding to a detected stamping operation; acquiring object stamping parameters stored in the associated interactive object, determining unit stamping parameters of the load-bearing object unit according to the object stamping parameters; and generating a virtual stamping mark matched with the unit stamping parameters. The application can quickly generate stamping marks according to the unit stamping parameters without the need of physical engine calculation, so that the stamping marks with high fidelity can be quickly generated under the condition of less occupation of computing resource.
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Description

Technical Field

[0001] This invention relates to the field of virtual reality, specifically to a method and apparatus for generating footprints in a virtual scene. Background Technology

[0002] With the increasing development of virtual reality technology, virtual scenes can simulate the physical effects of interactions between different objects in the real world. For example, some load-bearing objects in virtual scenes can respond to the trampling actions triggered by action objects in the virtual scene, thus displaying a state corresponding to the trampling action on their own model surface. For instance, in a virtual scene, if a user-controlled character walks on a ground-type load-bearing object, the walking action is a trampling action triggered by the ground-type load-bearing object, and the ground-type load-bearing object will display a trampling mark on the ground surface corresponding to the trampling action. For example, when a character walks on snow, the snow will generate a footprint-like trampling mark.

[0003] In the process of realizing this invention, the inventors discovered that the existing methods of generating trampling marks have at least the following drawbacks: when simulating realistic visual effects through a physics engine, a large amount of computing power is required, which consumes a lot of system resources and is prone to causing interface lag. Summary of the Invention

[0004] In view of the above problems, the present invention is proposed to provide a method and apparatus for generating footprints in a virtual scene that overcomes or at least partially solves the above problems.

[0005] According to one aspect of the present invention, a method for generating trampling marks in a virtual scene is provided, the method comprising:

[0006] Identify the associated interactive object of the load-bearing object unit corresponding to the detected trampling operation;

[0007] Obtain the object stepping parameters stored in the associated interaction object, and determine the unit stepping parameters of the load-bearing object unit based on the object stepping parameters;

[0008] A virtual footprint is generated that matches the unit's treading parameters.

[0009] In some examples, the associated interactive object for determining the load-bearing object unit corresponding to the detected trampling operation includes:

[0010] Obtain the unit area range of the load-bearing object unit corresponding to the trampling operation, and the load-bearing object influence range of each associated interactive object contained in the virtual scene;

[0011] The associated interactive object is determined as the one whose influence range of the load-bearing object matches the range of the unit area.

[0012] In some examples, obtaining the object trampling parameters stored in the associated interaction object includes:

[0013] In response to detecting that the action object performing the stomping operation generates interaction association information with the associated interaction object, the object stomping parameters stored in the associated interaction object are obtained.

[0014] In some examples, the interaction association information between the action object and the associated interaction object includes:

[0015] The action object enters the interaction range of the associated interaction object; and / or, the action object triggers an interaction action against the associated interaction object.

[0016] The object stepping parameter of the associated interactive object is determined by at least one of the following:

[0017] The relative distance between the action object and the associated interaction object, the action type of the interaction action triggered by the action object on the associated interaction object, and the object category information of the associated interaction object.

[0018] In some examples, the associated interaction object stores multiple sets of object trampling parameters;

[0019] The step of responding to the detection that the action object performing the stomping operation generates interaction association information with the associated interaction object, and obtaining the object stomping parameters stored in the associated interaction object, includes:

[0020] Determine the interaction type and / or interaction depth of the interactive associated information;

[0021] Obtain a set of object stepping parameters that match the interaction type and / or interaction depth from multiple sets of object stepping parameters.

[0022] In some examples, before determining the associated interactive object of the load-bearing object unit corresponding to the detected trampling operation, the method further includes:

[0023] Based on the object description information of each loaded object contained in the virtual scene, the associated interactive object contained in the virtual scene is determined, and the associated interactive object is loaded in the virtual scene; and, in response to the loading operation of the associated interactive object, the object stepping parameters stored in the associated interactive object are stored in a load-bearing object unit that matches the load-bearing object influence range of the associated interactive object.

[0024] The object description information includes at least one of the following: object category information, object interaction method, object interaction scope, and historical interaction records.

[0025] In some examples, the load-bearing object unit has multiple associated interactive objects; the unit's stepping parameters are determined in the following way:

[0026] Retrieve the first object's trampling parameters stored in multiple related interactive objects;

[0027] Based on the priority coefficients of multiple associated interactive objects, the first object trampling parameters of multiple associated interactive objects are weighted and calculated to obtain the second object trampling parameters.

[0028] The unit stepping parameters of the load-bearing object unit are determined based on the stepping parameters of the second object.

[0029] The priority coefficients of the plurality of associated interactive objects are determined by at least one of the following:

[0030] The relative distance between the action object performing the stomping operation and the associated interaction object, and the interaction priority between the action object and the associated interaction object.

[0031] In some examples, the unit stepping parameters are determined in the following way:

[0032] The initial unit stepping parameters of the load-bearing object unit are obtained, and the initial unit stepping parameters are corrected according to the object stepping parameters to obtain the unit stepping parameters of the load-bearing object unit.

[0033] According to another aspect of the present invention, a device for generating footprints in a virtual scene is provided, the device comprising:

[0034] The determination module is suitable for determining the associated interactive object of the load-bearing object unit corresponding to the detected trampling operation;

[0035] The acquisition module is adapted to acquire the object stepping parameters stored in the associated interactive object, and determine the unit stepping parameters of the load-bearing object unit based on the object stepping parameters;

[0036] The generation module is adapted to generate virtual footprints that match the unit's treading parameters.

[0037] According to another aspect of the present invention, an electronic device is provided, comprising: a processor, a memory, a communication interface, and a communication bus, wherein the processor, the memory, and the communication interface communicate with each other via the communication bus;

[0038] The memory is used to store at least one executable instruction that causes the processor to perform the method described above.

[0039] According to another aspect of the present invention, a computer storage medium is provided, the storage medium storing at least one executable instruction that causes a processor to perform the method described above.

[0040] In the method and apparatus for generating trampling marks based on associated interactive objects in a virtual scene provided by this invention, the unit trampling parameters of the load-bearing object unit corresponding to the trampling operation are determined by the object trampling parameters in the associated interactive objects. Then, virtual trampling marks are generated according to the unit trampling parameters. This allows for the rapid generation of trampling marks based on the unit trampling parameters of the load-bearing object unit without the need for calculation by a physics engine. This achieves the rapid generation of highly realistic trampling marks with minimal computing resources. Furthermore, since it consumes less system computing resources, it avoids interface lag and has lower hardware requirements, making it more adaptable. Moreover, by introducing the object trampling parameters of the associated interactive objects to determine the unit trampling parameters of the load-bearing object unit, it is possible to simulate the influence of the associated interactive objects on the unit trampling parameters of the load-bearing object unit. Additionally, by adjusting the number of associated interactive objects, the data storage volume of the unit trampling parameters can be reduced.

[0041] The above description is merely an overview of the technical solution of the present invention. In order to better understand the technical means of the present invention and to implement it in accordance with the contents of the specification, and in order to make the above and other objects, features and advantages of the present invention more apparent and understandable, specific embodiments of the present invention are described below. Attached Figure Description

[0042] Various other advantages and benefits will become apparent to those skilled in the art upon reading the following detailed description of preferred embodiments. The accompanying drawings are for illustrative purposes only and are not intended to limit the invention. Furthermore, the same reference numerals denote the same parts throughout the drawings. In the drawings:

[0043] Figure 1 The flowchart shows a method for generating footprints based on associated interactive objects in a virtual scene according to Embodiment 1 of the present invention;

[0044] Figure 2 The flowchart of a method for generating footprints based on associated interactive objects in a virtual scene, as provided in Embodiment 2 of the present invention, is shown.

[0045] Figure 3 This diagram illustrates the range relationship between the associated interactive object and the load-bearing object unit according to an embodiment of the present invention.

[0046] Figure 4 This diagram illustrates the structure of a device for generating footprints in a virtual scene based on associated interactive objects, according to Embodiment 3 of the present invention.

[0047] Figure 5 A schematic diagram of the structure of an electronic device provided in Embodiment 5 of the present invention is shown. Detailed Implementation

[0048] Exemplary embodiments of the present disclosure will now be described in more detail with reference to the accompanying drawings. While exemplary embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure may be implemented in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the disclosure to those skilled in the art.

[0049] Example 1

[0050] Figure 1 The flowchart illustrates a method for generating footprints based on associated interactive objects in a virtual scene, as provided in Embodiment 1 of the present invention. Figure 1 As shown, the method includes:

[0051] S110. Determine the associated interactive object of the load-bearing object unit corresponding to the detected trampling operation.

[0052] The virtual scene contains multiple virtual objects, such as surface objects, character objects, plant objects, building objects, and item objects. Some objects can interact through a trampling action. A trampling action refers to the action resulting from contact between objects in the virtual scene. Specifically, a trampling action can take various forms, such as a trampling event, a trampling command, or a trampling trigger message; this invention does not limit these forms. For the two objects triggering the trampling action, the object that actively triggers the action is defined as the action object, and the object passively responding to the action is defined as the load-bearing object. In some cases, both objects triggering the trampling action can be action objects and each other's load-bearing objects. In this embodiment, the virtual scene includes various scenes presented on electronic screens, such as game scenes, virtual reality scenes, and human-computer interaction scenes.

[0053] Furthermore, since load-bearing objects typically have a large surface area, they can be divided into multiple regions, with each region containing load-bearing objects called load-bearing object units. In some examples, load-bearing objects can be represented using a 3D mesh, where each grid cell represents a load-bearing object unit. The degree to which a load-bearing object unit is easily deformed by foot traffic depends not only on itself but also on its associated interactive objects. For instance, assuming a load-bearing object unit is a surface object unit, its associated interactive objects include plant objects growing within a certain area of ​​the surface object unit. The root growth of these plant objects can loosen the surface object unit, thus altering its susceptibility to deformation due to foot traffic. In short, the associated interactive objects of a load-bearing object unit include various virtual objects that can influence the material composition of the area containing the associated load-bearing object unit.

[0054] Based on the above, when a virtual scene action object triggers a stepping operation on a load-bearing object, the load-bearing object unit corresponding to the stepping operation is determined. Specifically, the load-bearing object unit to which the stepping position triggers the operation belongs is the unit corresponding to the stepping operation. Then, the associated interaction object of the load-bearing object unit corresponding to this stepping operation is determined, so that the unit stepping parameters of the load-bearing object unit can be determined by combining the associated interaction object and the load-bearing object unit. The stepping position can be described by position coordinates, which can be obtained by acquiring parameter information corresponding to the stepping event, stepping command, and stepping trigger message.

[0055] It should be noted that S110 can be executed in advance before a trampling operation is detected. That is, before a trampling operation is detected, the associated interaction objects of each load-bearing object unit are determined under preset conditions. For example, the preset conditions are: when the associated interaction objects in the virtual scene are detected to be loaded. This method can determine the associated interaction objects of each load-bearing object unit in advance, and when a trampling operation is detected later, the object trampling operation stored in the associated interaction objects can be quickly obtained, making the generation of trampling marks faster. S110 can also be executed after a trampling operation is detected. That is, after the action object triggers the trampling operation and the load-bearing object unit corresponding to the trampling operation is determined, the associated interaction object of that load-bearing object unit is determined. This method can determine the associated interaction object of the load-bearing object unit in real time, improving accuracy.

[0056] S120. Obtain the object stepping parameters stored in the associated interaction object, and determine the unit stepping parameters of the load-bearing object unit based on the object stepping parameters.

[0057] The unit trampling parameter describes the degree to which a load-bearing object unit is easily deformed by trampling operations, based on the influence of associated interactive objects. In related technologies, the unit trampling parameter of a load-bearing object unit is only related to its own material, resulting in low realism. To solve this problem, in this embodiment, the unit trampling parameter of the load-bearing object unit can be determined based on the object trampling parameters stored in the associated interactive objects. This invention does not limit the type or number of associated interactive objects associated with the load-bearing object unit. Specifically, the object trampling parameter stored in an associated interactive object describes the influence of that interactive object on the degree to which its associated load-bearing object unit is easily deformed by trampling operations, thus the unit trampling parameter of the load-bearing object unit can be obtained based on the object trampling parameter.

[0058] In some examples, the load-bearing object unit stores initial unit trampling parameters. These parameters describe the degree to which the load-bearing object unit is prone to deformation due to trampling operations, excluding the influence of associated interactive objects. Typically, the degree to which load-bearing object units made of different materials are prone to trampling deformation varies. Furthermore, in some examples, even load-bearing object units made of the same material may exhibit varying degrees of deformation due to differences in material properties such as moisture content and shape. Therefore, initial unit trampling parameters can accurately describe the degree to which the load-bearing object unit is prone to trampling deformation. The type and number of initial unit trampling parameters can be flexibly set according to the specific scenario. For example, initial unit trampling parameters can be single-dimensional parameters or composite parameters with multiple dimensions; this invention does not limit this. The trampling deformation parameter, on the other hand, considers the degree to which the material of the load-bearing object is prone to trampling deformation under the influence of associated interactive objects. Based on the above, the unit trampling parameters are determined in the following way:

[0059] Obtain the initial unit stepping parameters of the load-bearing object unit, and correct the initial unit stepping parameters according to the object stepping parameters of the associated interactive object of the load-bearing object unit to obtain the unit stepping parameters of the load-bearing object unit.

[0060] It should be noted that in some examples, the initial unit trampling parameter of the load-bearing object unit can be empty. In this case, the unit trampling parameter is the object trampling parameter of the associated interactive object. By using this method, the data storage of the unit trampling parameter can be reduced by adjusting the number of associated interactive objects. For example, assuming the load-bearing object unit is a surface object unit and the associated interactive object is a tree object, it can be understood that the number of tree objects is usually less than the number of surface object units. Tree objects have a certain range of influence, and the unit trampling parameters of the surface object units within the range of influence of the tree objects are stored on the tree objects. There is no need to store a unit trampling parameter for each surface object unit separately, thereby reducing the data storage of the unit trampling parameter.

[0061] Furthermore, a load-bearing object attribute table can be created to store the initial unit trampling parameters of each load-bearing object unit. The initial unit trampling parameters can be further subdivided into multi-dimensional material trampling parameters, which further include: a first-dimensional material trampling parameter corresponding to the gravel depth, a second-dimensional material trampling parameter corresponding to the gravel hardness, a third-dimensional material trampling parameter corresponding to the gravel moisture content, and a fourth-dimensional material trampling parameter corresponding to the gravel load-bearing ratio.

[0062] The load-bearing object attribute table can be implemented in various ways, such as a look-up table (LUT), also called a color lookup table. The data stored in the load-bearing object attribute table includes the initial unit stepping parameters of the load-bearing object units. These initial unit stepping parameters can be further subdivided into multi-dimensional material stepping parameters, and the load-bearing object attribute table is a color lookup table containing multiple channels. Each channel in the color lookup table corresponds to a different dimension of the material stepping parameters in the multi-dimensional material stepping parameters. The multi-dimensional material stepping parameters include at least two of the following: a first-dimensional material stepping parameter corresponding to the gravel depth, a second-dimensional material stepping parameter corresponding to the gravel hardness, a third-dimensional material stepping parameter corresponding to the gravel moisture content, and a fourth-dimensional material stepping parameter corresponding to the gravel load-bearing ratio. Furthermore, the color lookup table includes: a first channel corresponding to the first-dimensional material stepping parameter, a second channel corresponding to the second-dimensional material stepping parameter, a third channel corresponding to the third-dimensional material stepping parameter, and a fourth channel corresponding to the fourth-dimensional material stepping parameter. For example, the first channel can be an R channel, the second channel can be a G channel, the third channel can be a B channel, and the fourth channel can be an A channel, with the value range of each channel being 1-255.

[0063] Furthermore, the object trampling parameters stored in each associated interactive object can be subdivided into at least one dimension of object trampling parameters. A dimension of object trampling parameters is correlated with a dimension of material trampling parameters in the multi-dimensional material trampling parameters of the load-bearing object. These correlations include positive and negative correlations. Different dimensions of object trampling parameters can be pre-defined in relation to different dimensions of material trampling parameters. Then, the initial unit trampling parameters are corrected based on the object trampling parameters to obtain the specific unit trampling parameters of the load-bearing object unit, including:

[0064] For an object trampling parameter in one dimension, the material trampling parameter in one dimension that is related to the object trampling parameter in that dimension in the initial unit trampling parameter is corrected to obtain the corrected material trampling parameter.

[0065] The unit stepping parameters of the load-bearing object unit are determined based on the corrected material stepping parameters of each dimension.

[0066] For example, the object trampling parameters include: a first-dimensional object trampling parameter corresponding to looseness, and a second-dimensional object trampling parameter corresponding to water absorption. The first-dimensional object trampling parameter is correlated with the second-dimensional material trampling parameter (corresponding to gravel hardness), with the value of the second-dimensional material trampling parameter increasing as the first-dimensional object trampling parameter increases (positive correlation). The second-dimensional object trampling parameter is correlated with the third-dimensional material trampling parameter (corresponding to gravel moisture content), with the value of the third-dimensional material trampling parameter decreasing as the first-dimensional object trampling parameter increases (negative correlation). Accordingly, the unit trampling parameters of a load-bearing object unit are determined by the aforementioned multi-dimensional material trampling parameters. The unit trampling parameters also have the same multi-dimensional material trampling parameters as the initial unit trampling parameters, except that the unit trampling parameters have been modified for some dimensions of the material trampling parameters based on the corresponding object trampling parameters. Therefore, by setting the correlation between material stepping parameters in various dimensions and object stepping parameters in various dimensions, the unit stepping parameters of the load-bearing object unit can be flexibly determined based on the influence of the associated interactive object on the material stepping parameters in various dimensions, so that the setting of the unit stepping parameters is more in line with the real environmental conditions.

[0067] In this example, a load-bearing object attribute table can be created to store the initial unit stepping parameters for each load-bearing object unit. Accordingly, obtaining the initial unit stepping parameters for a load-bearing object unit specifically includes quickly obtaining the initial unit stepping parameters corresponding to the load-bearing object unit by querying the load-bearing object attribute table. To ensure the accuracy of the data stored in the load-bearing object attribute table, in this example, whenever a load-bearing object unit creation operation is detected, the load-bearing object attribute table is updated synchronously based on the detected creation operation to ensure data synchronization. The load-bearing object unit creation operation includes: a load-bearing object generation operation for creating new load-bearing object units and a load-bearing object modification operation for changing the material properties of already created load-bearing object units. Any operation that can cause a change in the material properties of a load-bearing object unit is considered a load-bearing object modification operation. In specific implementation, a monitoring list can be pre-set to store preset operation events associated with the load-bearing object unit creation operation that need to be monitored, including: a load-bearing object generation operation for generating load-bearing object units and a load-bearing object modification operation for changing the material properties of already created load-bearing object units. Specifically, a pre-defined hook function or callback function can be used to listen for the aforementioned operation events. Each time an operation event is detected, the initial unit's stepping parameters are updated via the hook function or callback function. Similarly, an associated interactive object attribute table can be created to store the stepping parameters of each associated interactive object. Accordingly, whenever an associated interactive object creation operation is detected, the associated interactive object attribute table is updated synchronously based on the detected creation operation to ensure data synchronization. The associated interactive object creation operation includes: an associated interactive object generation operation for creating new associated interactive objects, and an associated interactive object modification operation for changing the stepping parameters of already created associated interactive objects.

[0068] S130, Generate virtual trampling marks that match the unit trampling parameters.

[0069] To simulate the visual effect of trampling, if an action object triggers a trampling operation on a load-bearing object unit, a trampling mark will be loaded onto the surface of the load-bearing object unit at the location corresponding to the trampling operation. The trampling mark demonstrates the visual deformation (e.g., indentation, bending) of the load-bearing object unit's surface caused by the trampling operation. There is a certain correspondence between the trampling mark and the unit's trampling parameters; a larger unit trampling parameter (i.e., easier to deform) will result in a larger depth and / or range of the trampling mark. In some examples, the trampling mark can be rendered using textures. In the above embodiments, the unit trampling parameters of the load-bearing object unit corresponding to the trampling operation are determined by the object trampling parameters in the associated interactive object. Then, a virtual trampling mark is generated based on the unit trampling parameters. This allows for the rapid generation of trampling marks based on the unit trampling parameters of the load-bearing object unit without the need for calculation by a physics engine. This achieves the rapid generation of highly realistic trampling marks with minimal computing resources. Furthermore, since it consumes less system computing resources, it avoids interface lag and has lower hardware requirements, making it more adaptable. Moreover, by introducing the object trampling parameters of the associated interactive object to determine the unit trampling parameters of the load-bearing object unit, it is possible to simulate the influence of the associated interactive object on the unit trampling parameters of the load-bearing object unit. Additionally, by adjusting the number of associated interactive objects, the data storage volume of the unit trampling parameters can be reduced.

[0070] Example 2

[0071] Figure 2 The flowchart illustrates a method for generating footprints based on associated interactive objects in a virtual scene, as provided in Embodiment 2 of the present invention. Figure 2 As shown, the method includes:

[0072] S210. Based on the object description information of each loaded object contained in the virtual scene, determine the associated interactive objects contained in the virtual scene, and load the associated interactive objects in the virtual scene.

[0073] The virtual scene includes multiple associated interactive objects, which are objects visually presented in the scene displayed on the electronic screen, such as surface objects, character objects, item objects, and plant objects. When an action object enters a scene, various types of virtual objects within a certain range are pre-loaded to construct the virtual scene corresponding to the action object. Only a portion of these virtual objects are associated interactive objects, and the associated interactive objects differ for different action objects. Therefore, the associated interactive objects contained in the virtual scene can be determined based on the object description information of the action object. This object description information includes at least one of the following: object category information, object interaction method, object interaction range, and historical interaction records. Specifically, S210 can employ at least one of the following methods:

[0074] In the first implementation, the object description information includes object category information. Based on the object category information corresponding to the action object performing the stepping operation, the associated interactive objects contained in the virtual scene are determined, and these associated interactive objects are loaded into the virtual scene. The object category information includes action objects of various categories, each corresponding to a different associated interactive object. Therefore, when an action object is detected entering the scene to be loaded, the object category information of the action object is obtained, and based on the associated interactive objects corresponding to the preset object category information, the associated interactive objects contained in the virtual scene are determined and loaded into the virtual scene to improve loading efficiency.

[0075] In the second implementation, the object description information is the object interaction method. Based on the object interaction method corresponding to the action object performing the stepping operation, the associated interactive objects contained in the virtual scene are determined, and these associated interactive objects are loaded into the virtual scene. Since the associated interactive objects that can respond to object interactions differ depending on the object interaction method of the action object, when an action object is detected entering the scene to be loaded, the object interaction method of the action object is obtained, and based on the associated interactive objects corresponding to the preset object interaction method, the associated interactive objects contained in the virtual scene are determined and loaded into the virtual scene to improve loading efficiency.

[0076] In the third implementation, the object description information represents the object's interaction range. Based on the interaction range of the object corresponding to the action object performing the stomping operation, the associated interactive objects within the virtual scene are determined, and these associated interactive objects are loaded into the virtual scene. Different action objects require different interaction ranges depending on their interaction skills and other object operations. Therefore, when an action object is detected entering the scene to be loaded, its interaction range is obtained, and virtual objects within that range are identified as associated interactive objects within the virtual scene. These associated interactive objects are then loaded into the virtual scene to improve loading efficiency.

[0077] In the fourth implementation, the object description information is a historical interaction record. Based on the historical interaction record corresponding to the action object performing the stepping operation, the associated interactive objects contained in the virtual scene are determined, and these associated interactive objects are loaded into the virtual scene. The historical interaction records of different action objects contain virtual objects that they can interact with or frequently interact with. When an action object is detected entering a scene to be loaded, its historical interaction record is retrieved, and the virtual objects contained in the historical interaction record are identified as associated interactive objects in the virtual scene. These associated interactive objects are then loaded into the virtual scene to improve loading efficiency.

[0078] Optionally, the associated interaction object is a virtual object that can affect the load-bearing object unit when interacting with the action object. The specific object can be determined based on its size and type. For example, preferably, a tree object is used as the associated interaction object, because the root system of a tree object is underground, thus it can cause vibrations or other effects on the ground-type load-bearing object unit during combat. Similarly, a building object can be used as the associated interaction object, because the foundation of a building is underground, thus it can also affect the ground-type load-bearing object unit during interaction.

[0079] The above-mentioned classification methods can be used individually or in combination. This invention does not limit the specific details.

[0080] S220. Obtain the unit area range of the load-bearing object unit corresponding to the trampling operation, as well as the load-bearing object influence range of each associated interactive object contained in the virtual scene.

[0081] Each load-bearing object unit corresponds to a unit region, which is the area where the load-bearing object unit is located. The unit region can be calculated and determined by the coordinate information of each vertex of the load-bearing object unit. Each associated interaction object stores its own object trampling parameters and load-bearing object influence range. The load-bearing object influence range of an associated interaction object means that the material properties of all load-bearing object units within that range will be affected by the associated interaction object.

[0082] S230. The associated interactive objects that match the influence range of the load-bearing object with the range of the unit area are identified as associated interactive objects.

[0083] Obtain the load-bearing object influence range and the unit area range of each load-bearing object unit for each associated interactive object. Identify the associated interactive objects whose load-bearing object influence range matches the unit area range as associated interactive objects. In this case, the associated interactive objects whose load-bearing object influence range matches the unit area range mean that the load-bearing object influence range and the unit area range at least partially overlap.

[0084] To facilitate understanding, let's illustrate with a specific example: See [link to example]. Figure 3 , Figure 3 This diagram illustrates the relationship between the unit area of ​​a load-bearing object and the influence range of a related interactive object. Taking the action object as a character object P1, the related interactive objects as tree objects K1-K3, and the load-bearing object unit as a ground object unit as an example, the influence ranges of the tree objects K1-K3 are A1-A3 respectively, and the influence range of the ground object unit is shown as a rectangular dashed box B1. Taking the ground object unit corresponding to the influence range B1 as the ground object unit that triggers the trampling operation by the character object P1 as an example, since the influence ranges A1 and A2 of tree objects K1 and K2 overlap with the influence range B1 of the ground object unit, while the influence range A3 of tree object K3 does not overlap with the influence range B1, tree objects K1 and K2 are related interactive objects that match the ground object unit corresponding to the influence range B1.

[0085] S220 and S230 are used to determine the associated interactive objects of the load-bearing object unit. S220 and S230 can be executed in advance before the stepping operation is detected (i.e. before S240), or they can be executed in real time. That is, when S240 responds to the detection that the action object performing the stepping operation generates interactive association information with the associated interactive object, S220 and S230 are executed to determine the associated interactive object of the load-bearing object unit, and then the object stepping parameters stored in the associated interactive object are obtained. The execution order of S220 and S230 is not limited here.

[0086] S240. In response to detecting that the action object performing the stepping operation generates interaction association information with the associated interaction object, obtain the object stepping parameters stored in the associated interaction object.

[0087] When a virtual scene action object triggers a stepping operation on a load-bearing object, the load-bearing object unit corresponding to the stepping operation is determined. The load-bearing object unit corresponding to the stepping operation is the load-bearing object unit to which the stepping position belongs. Then, in response to the detection that the action object performing the stepping operation generates interaction association information with the associated interaction object, the object stepping parameters stored in the associated interaction object are obtained.

[0088] The interaction association information between the action object and the associated interaction object includes: the action object entering the interaction range of the associated interaction object; and / or, the action object triggering an interaction action on the associated interaction object.

[0089] Furthermore, the object stepping parameter of the associated interactive object is determined by at least one of the following:

[0090] The relative distance between the action object and the associated interaction object, the action type of the interaction action triggered by the action object on the associated interaction object, and the object category information of the associated interaction object.

[0091] Specifically, the relative distance between the action object and the associated interactive object: If the relative distance between the action object and the associated interactive object is less than or equal to a preset value, the object stepping parameter of the associated interactive object is obtained. In other words, when the action object approaches the associated interactive object, the object stepping parameter of the associated interactive object is obtained. The action type of the interaction action triggered by the action object on the associated interactive object: A valid action type is preset. The valid action type is the action type of the operation that triggers the acquisition of the object stepping parameter of the associated interactive object. When an interaction action triggered by the action object on the associated interactive object is detected, the action type of the interaction action is obtained. If the action type is a valid action type, the object stepping parameter of the associated interactive object is obtained. The object category information of the associated interactive object: The object category information includes action objects of various categories. A valid object category is preset. The valid object category is the object category of the operation that triggers the acquisition of the object stepping parameter of the associated interactive object. When an interaction association information is generated between the action object performing the stepping operation and the associated interactive object, the object category information of the action object is obtained. If the object category is a valid object category, the object stepping parameter of the associated interactive object is obtained.

[0092] Furthermore, in some examples, the interaction association information has different interaction types and / or different interaction depths, and the associated interaction object stores multiple sets of object stepping parameters, each set of object stepping parameters corresponding to an interaction type and / or interaction depth. In this case, S240 includes multiple sub-steps:

[0093] Sub-step 1: Determine the interaction type and / or interaction depth of the interactive information.

[0094] The interaction type refers to the various interaction types of an action object with respect to its associated interaction object, such as physical skill type and magical skill type. Different interaction types exist depending on whether the associated interaction object is moving or stationary, and these different interaction types may also have different interaction depths. Interaction depth includes information such as the intensity of the interaction operation. Under different interaction types and / or interaction depths, the associated interaction object has different effects on the material properties of the load-bearing object unit, i.e., different object stomping parameters. For example, assuming the associated interaction object is a tree-shaped monster, the load-bearing object unit is a ground object unit, the action object is a character object, the tree-shaped monster is in a moving state, and the action object performs a slashing operation against the tree-shaped monster, then the interaction object corresponds to a dynamic physical skill type. Depending on the intensity of the action object's slashing operation, different interaction depths correspond to different intensities. Different interaction depths result in different effects on the softness of the ground object unit's material.

[0095] Sub-step 2: Obtain a set of object stepping parameters that match the interaction type and / or interaction depth from multiple sets of object stepping parameters.

[0096] Correspondingly, the specific values ​​of the object stepping parameters stored in the associated interaction object can be flexibly set according to the type of interaction association information. For example, the associated interaction object stores multiple sets of object stepping parameters, and each set of object stepping parameters corresponds to different interaction association information, specifically, different interaction types and / or interaction depths. Therefore, during the interaction between the action object and the associated interaction object, when interaction association information is detected between the action object and the associated interaction object, the interaction type and / or interaction depth of the interaction association information are determined, and then a set of object stepping parameters that matches the current interaction association information is dynamically selected. This allows the object stepping parameters to be determined in real time based on the interaction actions between the action object and the associated interaction object, thereby determining the unit stepping parameters. This enables the generated stepping marks to change according to the changes in the interaction actions of the action object, resulting in higher realism.

[0097] S240 is one implementation of obtaining object trampling parameters stored in the associated interactive object in S120 of Embodiment 1, and can be omitted in some examples. Specifically, in another implementation, obtaining object trampling parameters stored in the associated interactive object includes:

[0098] S200, in response to the loading operation of the associated interactive object, store the object trampling parameters stored in the associated interactive object into a load-bearing object unit that matches the influence range of the load-bearing object of the associated interactive object.

[0099] In other words, when the associated interaction object is detected to be loaded, the object trampling parameters stored in the associated interaction object are passed to the load-bearing object unit that matches the load-bearing object influence range of the associated interaction object, so as to determine the unit trampling parameters of the load-bearing object unit based on the object trampling parameters. Here, the associated interaction object is the associated interaction object of the load-bearing object unit that matches the load-bearing object influence range of the associated interaction object.

[0100] It should be noted that in the embodiment of S200, S220 and S230 are executed before S210, and S200 is executed after S210, while S240 is omitted. That is, S220 and S230 are executed in advance to determine the associated interactive objects of each load-bearing object unit. Subsequently, when loading the associated interactive objects, S200 is executed to store the object trampling parameters of the associated interactive objects into their corresponding load-bearing object units. Thus, when a trampling operation is detected later, the unit trampling parameters stored in the load-bearing object unit can be directly obtained without real-time calculation, and trampling marks can be generated more quickly.

[0101] The main difference between the implementations of S240 and S200 lies in the timing of acquiring the object's trampling parameters. In S240, after determining the load-bearing object unit corresponding to the trampling operation, the object's trampling parameters of the associated interactive object of that load-bearing object unit are acquired in real time, resulting in a more real-time generated trampling mark with less computation. In S200, when the associated interactive objects within a certain range in the virtual scene are loaded, the object's trampling parameters are pre-stored in the load-bearing object unit, thus enabling the trampling mark to be loaded faster.

[0102] S250. Determine the unit stepping parameters of the load-bearing object unit based on the object's stepping parameters.

[0103] In some examples, the associated interaction objects linked to a load-bearing object unit may include multiple associated interaction objects. For instance, assuming the load-bearing object unit is a surface object unit and the associated interaction objects are tree objects, the root systems of multiple trees may extend into the area of ​​a single load-bearing object unit. In this case, the unit's trampling parameters are determined as follows:

[0104] Sub-step 1: Obtain the first object's stepping parameters stored in multiple related interactive objects.

[0105] Among them, the first object trampling parameter is the object trampling parameter stored in a single associated interaction object, which is used to describe the degree to which the associated interaction object is prone to trampling deformation of its associated load-bearing object unit due to trampling operation.

[0106] Sub-step two: Perform a weighted calculation based on the priority coefficients of multiple associated interactive objects and the first object trampling parameters of multiple associated interactive objects to obtain the second object trampling parameters.

[0107] Specifically, for each associated interaction object, the first object stepping parameter of the associated interaction object is multiplied by the priority coefficient corresponding to the associated interaction object to obtain a product. Then, the products of each associated interaction object are summed to obtain the second object stepping parameter. The second object stepping parameter is used to describe the influence of multiple associated interaction objects of a load-bearing object unit on the degree to which the load-bearing object unit is easily deformed by stepping operations.

[0108] The priority coefficients of multiple associated interaction objects are determined by at least one of the following:

[0109] The relative distance between the action object performing the stomping operation and the associated interactive object, and the interaction priority between the action object and the associated interactive object.

[0110] For example, the priority coefficients, from largest to smallest, correspond to the relative distance between the action object and its associated interaction objects, from smallest to largest. In other words, the closer an associated interaction object is to the action object, the higher its priority coefficient. Another example is setting interaction priorities between different action objects and their associated interaction objects. The associated interaction object with a higher interaction priority has a larger priority coefficient. For instance, assuming the action object is a fire-type character object and the associated interaction objects include fire-type plants, then the interaction priority of fire-type plants is higher than that of water-type plants, and correspondingly, the priority coefficient of fire-type plants is higher than that of water-type plants. These methods can be used individually or in combination; there are no restrictions on this.

[0111] Of course, other methods can be used to obtain the second object's stepping parameter by weighting the first object's stepping parameter of multiple related interactive objects. For example, the average of the first object's stepping parameters of multiple related interactive objects can be calculated and used as the second object's stepping parameter.

[0112] Sub-step 3: Determine the unit stepping parameters of the load-bearing object unit based on the stepping parameters of the second object.

[0113] The trampling parameters of the second object are determined based on the trampling parameters of the first object of multiple related interactive objects, and then the unit trampling parameters of the load-bearing object unit are determined based on the trampling parameters of the second object. This approach can take into account the influence of multiple related interactive objects on the unit trampling parameters of the load-bearing object unit, resulting in a higher degree of realism in the trampling imprints generated based on the unit trampling parameters.

[0114] S240 and S250 are one implementation of S120 in Embodiment 1. S120 can also be implemented in other ways, which are not limited here.

[0115] S260, Generate virtual tread marks that match the unit tread parameters.

[0116] To simulate the visual effect of stomping, if an action object triggers a stomping operation on a load-bearing object unit, a stomping mark will be loaded onto the surface of the load-bearing object unit at the location corresponding to the stomping operation. The stomping mark demonstrates the visual deformation (e.g., indentation, bending) of the load-bearing object unit's surface caused by the stomping operation. There is a certain correspondence between the stomping mark and the unit's stomping parameters; a larger unit stomping parameter (i.e., easier to deform) results in a larger stomping mark depth and / or range. In some examples, the stomping mark can be rendered using textures. In this case, the stomping mark can be considered a filter, and the unit stomping parameters are used to generate filter parameters, specifically representing the color value and / or range value of the stomping mark. Generating stomping marks in this way ensures that the stomping mark closely matches the stomping effect of the action object, achieving a high degree of realism.

[0117] Those skilled in the art can flexibly adjust the execution order of the above steps, and can break down the above steps into more steps, or merge them into fewer steps, and can also delete some of the steps. Furthermore, the above Embodiment 1 and Embodiment 2 can be combined with each other, and the present invention does not limit this. Moreover, the above steps can be executed cyclically; for example, if the action object continuously triggers a stomping operation, corresponding stomping marks will be continuously generated. In short, the generation of stomping marks can be dynamically executed following the stomping operations triggered by the action object.

[0118] In this embodiment, the unit trampling parameters of the load-bearing object unit corresponding to the trampling operation are determined by the object trampling parameters in the associated interactive object. Then, a virtual trampling mark is generated based on the unit trampling parameters. This allows for the rapid generation of trampling marks based on the unit trampling parameters of the load-bearing object unit without requiring calculations through a physics engine. This achieves rapid generation of highly realistic trampling marks with minimal computing resources. Furthermore, because it consumes less system computing resources, it avoids interface lag and has lower hardware requirements, offering better adaptability. Introducing the object trampling parameters of the associated interactive object to determine the unit trampling parameters of the load-bearing object unit allows for the simulation of the influence of the associated interactive object on the unit trampling parameters of the load-bearing object unit. Moreover, by adjusting the number of associated interactive objects, the data storage volume of the unit trampling parameters can be reduced. Furthermore, since the object trampling parameters of the associated interactive object can be dynamically determined by the interaction type and / or interaction depth of dynamically generated interactive association information, the value of the object trampling parameters can be dynamically changed based on the interactive association information, making the parameter state of the unit trampling parameters of the load-bearing object unit more consistent with the current interaction state.

[0119] Example 3

[0120] Figure 4 This invention illustrates a device for generating footprints in a virtual scene according to Embodiment 3 of the present invention, comprising:

[0121] Module 01 is adapted to determine the associated interactive object of the load-bearing object unit corresponding to the detected stepping operation;

[0122] The acquisition module 02 is suitable for acquiring the object stepping parameters stored in the associated interactive object, and determining the unit stepping parameters of the load-bearing object unit based on the object stepping parameters;

[0123] Generation module 03 is suitable for generating virtual footprints that match the unit's treading parameters.

[0124] In some examples, module 01 is also used to: obtain the unit area range of the load-bearing object unit corresponding to the trampling operation, and the load-bearing object influence range of each associated interactive object contained in the virtual scene;

[0125] The associated interactive objects that match the influence range of the load-bearing object with the range of the unit area are identified as associated interactive objects.

[0126] In some examples, module 02 is also used for:

[0127] In response to the detection that the action object performing the stomping operation generates interaction association information with the associated interaction object, the object stomping parameters stored in the associated interaction object are obtained.

[0128] In some examples, the interaction association information generated between the action object and the associated interaction object includes:

[0129] The action object enters the interaction range of the associated interaction object; and / or, the action object triggers an interaction action on the associated interaction object.

[0130] The object stepping parameter of the associated interactive object is determined by at least one of the following:

[0131] The relative distance between the action object and the associated interaction object, the action type of the interaction action triggered by the action object on the associated interaction object, and the object category information of the associated interaction object.

[0132] In some examples, the associated interaction object stores multiple sets of object trampling parameters;

[0133] The acquisition module 02 is also used for:

[0134] Determine the interaction type and / or interaction depth of the interactive information;

[0135] Obtain a set of object stepping parameters that match the interaction type and / or interaction depth from multiple sets of object stepping parameters.

[0136] In some examples, the device also includes:

[0137] The loading module 04 is adapted to determine the associated interactive objects contained in the virtual scene based on the object description information of each loaded object contained in the virtual scene, load the associated interactive objects in the virtual scene, and, in response to the loading operation of the associated interactive objects, store the object trampling parameters stored in the associated interactive objects into a load-bearing object unit that matches the load-bearing object influence range of the associated interactive objects.

[0138] The object description information includes at least one of the following: object category information, object interaction method, object interaction scope, and historical interaction records.

[0139] In some examples, the load-bearing object unit has multiple associated interactive objects; the unit's stepping parameters are determined in the following way:

[0140] Retrieve the first object's trampling parameters stored in multiple related interactive objects;

[0141] Based on the priority coefficients of multiple associated interactive objects, the first object trampling parameters of multiple associated interactive objects are weighted and calculated to obtain the second object trampling parameters.

[0142] The unit stepping parameters of the load-bearing object unit are determined based on the stepping parameters of the second object.

[0143] The priority coefficients of multiple associated interaction objects are determined by at least one of the following:

[0144] The relative distance between the action object performing the stomping operation and the associated interactive object, and the interaction priority between the action object and the associated interactive object.

[0145] In some examples, the unit stepping parameters are determined in the following way:

[0146] Obtain the initial unit stepping parameters of the load-bearing object unit, and correct the initial unit stepping parameters according to the object stepping parameters to obtain the unit stepping parameters of the load-bearing object unit.

[0147] The specific structure and working principle of each of the above modules can be found in the description of the corresponding part of the method embodiment, and will not be repeated here.

[0148] Example 4

[0149] Embodiment 4 of this application provides a non-volatile computer storage medium storing at least one executable instruction. This executable instruction can execute the method for generating trampling marks in a virtual scene in any of the above method embodiments. Specifically, the executable instruction can be used to cause the processor to perform the corresponding operations in the above method embodiments.

[0150] Example 5

[0151] Figure 5 The diagram shows a structural schematic of an electronic device according to Embodiment 5 of the present invention. The specific embodiments of the present invention do not limit the specific implementation of the electronic device.

[0152] like Figure 5 As shown, the electronic device may include: a processor 502, a communications interface 506, a memory 504, and a communications bus 508.

[0153] in:

[0154] The processor 502, communication interface 506, and memory 504 communicate with each other via communication bus 508.

[0155] Communication interface 506 is used to communicate with other network elements such as clients or other servers.

[0156] The processor 502 is used to execute program 510, specifically to execute the relevant steps in the above-described embodiment of the method for generating footprints in the virtual scene.

[0157] Specifically, program 510 may include program code that includes computer operation instructions.

[0158] Processor 502 may be a central processing unit (CPU), an application-specific integrated circuit (ASIC), or one or more integrated circuits configured to implement embodiments of the present invention. The electronic device includes one or more processors, which may be processors of the same type, such as one or more CPUs, or processors of different types, such as one or more CPUs and one or more ASICs.

[0159] Memory 504 is used to store program 510. Memory 504 may include high-speed RAM memory, and may also include non-volatile memory, such as at least one disk storage device.

[0160] Specifically, program 510 can be used to enable processor 502 to execute the corresponding operations in the above-described virtual scene trampling mark generation method embodiment.

[0161] The algorithms and displays provided herein are not inherently related to any particular computer, virtual device, or other equipment. Various general-purpose devices can also be used in conjunction with the teachings herein. The required structure for constructing such devices is apparent from the above description. Furthermore, this invention is not directed to any particular programming language. It should be understood that the contents of the invention described herein can be implemented using various programming languages, and the above description of specific languages ​​is for the purpose of disclosing the best mode of implementation of the invention.

[0162] Numerous specific details are set forth in the specification provided herein. However, it will be understood that embodiments of the invention may be practiced without these specific details. In some instances, well-known methods, structures, and techniques have not been shown in detail so as not to obscure the understanding of this specification.

[0163] Similarly, it should be understood that, in order to streamline this disclosure and aid in understanding one or more of the various aspects of the invention, features of the invention are sometimes grouped together in a single embodiment, figure, or description thereof in the above description of exemplary embodiments of the invention. However, this method of disclosure should not be construed as reflecting an intention that the claimed invention requires more features than are expressly recited in each claim.

[0164] Those skilled in the art will understand that modules in the device of the embodiments can be adaptively changed and placed in one or more devices different from that embodiment. Modules, units, or components in the embodiments can be combined into a single module, unit, or component, and further, they can be divided into multiple sub-modules, sub-units, or sub-components. Except where at least some of such features and / or processes or units are mutually exclusive, any combination can be used to combine all features disclosed in this specification (including the accompanying claims, abstract, and drawings) and all processes or units of any method or device so disclosed. Unless expressly stated otherwise, each feature disclosed in this specification (including the accompanying claims, abstract, and drawings) may be replaced by an alternative feature serving the same, equivalent, or similar purpose.

[0165] Furthermore, those skilled in the art will understand that although some embodiments herein include certain features included in other embodiments but not others, combinations of features from different embodiments are intended to be within the scope of the invention and form different embodiments. For example, any of the claimed embodiments can be used in any combination.

[0166] The various component embodiments of the present invention can be implemented in hardware, or as software modules running on one or more processors, or a combination thereof. Those skilled in the art will understand that microprocessors or digital signal processors (DSPs) can be used in practice to implement some or all of the functions of some or all of the components in the apparatus according to embodiments of the present invention. The present invention can also be implemented as a device or apparatus program (e.g., a computer program and computer program product) for performing part or all of the methods described herein. Such programs implementing the present invention can be stored on a computer-readable medium or can be in the form of one or more signals. Such signals can be downloaded from an Internet website, provided on a carrier signal, or provided in any other form.

[0167] It should be noted that the above embodiments are illustrative of the invention and not restrictive, and that those skilled in the art can devise alternative embodiments without departing from the scope of the appended claims. In the claims, any reference signs placed between parentheses should not be construed as limiting the claims. The word "comprising" does not exclude the presence of elements or steps not listed in the claims. The word "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. The invention can be implemented by means of hardware comprising several different elements and by means of a suitably programmed computer. In the unit claims enumerating several means, several of these means may be embodied by the same item of hardware. The use of the words first, second, and third, etc., does not indicate any order. These words can be interpreted as names.

Claims

1. A method for generating trampling marks in a virtual scene, the method comprising: Identify the associated interactive object of the load-bearing object unit corresponding to the detected trampling operation; Obtain the object stepping parameters stored in the associated interaction object, and determine the unit stepping parameters of the load-bearing object unit based on the object stepping parameters; Generate virtual footprints that match the unit's trampling parameters; The associated interactive objects include virtual objects that can affect the material composition of the area where the load-bearing object unit is located; The step of obtaining the object trampling parameters stored in the associated interaction object includes: In response to detecting that the action object performing the stomping operation generates interaction association information with the associated interaction object, the object stomping parameters stored in the associated interaction object are obtained; The interaction association information between the action object and the associated interaction object includes: The action object enters the interaction range of the associated interaction object; and / or, the action object triggers an interaction action against the associated interaction object. The object stepping parameter of the associated interactive object is determined by at least one of the following: The relative distance between the action object and the associated interaction object, the action type of the interaction action triggered by the action object on the associated interaction object, and the object category information of the associated interaction object.

2. The method according to claim 1, wherein, The associated interaction objects of the load-bearing object unit corresponding to the detected trampling operation include: Obtain the unit area range of the load-bearing object unit corresponding to the trampling operation, and the load-bearing object influence range of each associated interactive object contained in the virtual scene; The associated interactive object is determined as the one whose influence range of the load-bearing object matches the range of the unit area.

3. The method according to claim 1, wherein, The associated interaction object stores multiple sets of object stepping parameters; The step of responding to the detection that the action object performing the stomping operation generates interaction association information with the associated interaction object, and obtaining the object stomping parameters stored in the associated interaction object, includes: Determine the interaction type and / or interaction depth of the interactive associated information; Obtain a set of object stepping parameters that match the interaction type and / or interaction depth from multiple sets of object stepping parameters.

4. The method according to any one of claims 1-2, wherein, Before determining the associated interaction object of the load-bearing object unit corresponding to the detected trampling operation, the method further includes: Based on the object description information of each loaded object contained in the virtual scene, the associated interactive object contained in the virtual scene is determined, and the associated interactive object is loaded in the virtual scene; and, in response to the loading operation of the associated interactive object, the object trampling parameters stored in the associated interactive object are stored in a load-bearing object unit that matches the load-bearing object influence range of the associated interactive object. The object description information includes at least one of the following: object category information, object interaction method, object interaction scope, and historical interaction records.

5. The method according to any one of claims 1-3, wherein, The load-bearing object unit has multiple associated interactive objects; the unit's stepping parameters are determined in the following way: Retrieve the first object's trampling parameters stored in multiple related interactive objects; Based on the priority coefficients of multiple related interactive objects, the first object trampling parameters of multiple related interactive objects are weighted and calculated to obtain the second object trampling parameters. The unit stepping parameters of the load-bearing object unit are determined based on the stepping parameters of the second object. The priority coefficients of the plurality of associated interactive objects are determined by at least one of the following: The relative distance between the action object performing the stomping operation and the associated interaction object, and the interaction priority between the action object and the associated interaction object.

6. The method according to any one of claims 1-3, wherein, The unit's stepping parameters are determined in the following way: The initial unit stepping parameters of the load-bearing object unit are obtained, and the initial unit stepping parameters are corrected according to the object stepping parameters to obtain the unit stepping parameters of the load-bearing object unit.

7. A device for generating footprints in a virtual scene, the device comprising: The determination module is suitable for determining the associated interactive object of the load-bearing object unit corresponding to the detected trampling operation; The acquisition module is adapted to acquire the object stepping parameters stored in the associated interactive object, and determine the unit stepping parameters of the load-bearing object unit based on the object stepping parameters; The generation module is adapted to generate virtual footprints that match the unit's treading parameters; The associated interactive objects include virtual objects that can affect the material composition of the area where the load-bearing object unit is located; The step of obtaining the object trampling parameters stored in the associated interaction object includes: In response to detecting that the action object performing the stomping operation generates interaction association information with the associated interaction object, the object stomping parameters stored in the associated interaction object are obtained; The interaction association information between the action object and the associated interaction object includes: The action object enters the interaction range of the associated interaction object; and / or, the action object triggers an interaction action against the associated interaction object. The object stepping parameter of the associated interactive object is determined by at least one of the following: The relative distance between the action object and the associated interaction object, the action type of the interaction action triggered by the action object on the associated interaction object, and the object category information of the associated interaction object.

8. An electronic device, comprising: The processor, memory, communication interface, and communication bus are provided, wherein the processor, memory, and communication interface communicate with each other via the communication bus. The memory is used to store at least one executable instruction that causes the processor to perform the method as described in any one of claims 1-6.

9. A computer storage medium storing at least one executable instruction that causes a processor to perform the method as described in any one of claims 1-6.

Citation Information

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