Information processing methods, apparatus, readable storage media, and electronic devices for the model

By determining the positions of the portal model and the virtual geometric model in the game scene, obtaining and hiding the obscured parts, and displaying the unobscured parts, a dynamic effect of the character model walking out of the portal was achieved, solving the problem of the single appearance mode of the character model and realizing a variety of appearance modes from multiple perspectives.

CN116603235BActive Publication Date: 2025-11-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310419356.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-04-14
Publication Date
2025-11-14
Estimated Expiration
2043-04-14

AI Technical Summary

Technical Problem

Current technologies offer only one way for character models to appear, making it impossible to display a variety of appearance effects from multiple perspectives.

Method used

By determining the position of the portal model in the game scene, determining the virtual geometric model based on the portal model, obtaining and hiding the occluded part of the first virtual character model, and displaying the unoccluded part, the effect of the character model walking out of the portal is achieved.

Benefits of technology

It enriches the ways character models can appear, allowing them to display dynamic entrance effects from multiple perspectives, thus solving the problem of limited entrance options for character models.

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Abstract

This application discloses a method, apparatus, readable storage medium, and electronic device for processing information about a model. The method includes: determining a portal model in a game scene; determining a virtual geometric model in a first sub-scene based on the position of the portal model in the game scene; during the movement of a first virtual character model from the first sub-scene to a second sub-scene via the portal model, acquiring a first sub-virtual character model occluded by the virtual geometric model and a second sub-virtual character model not occluded by the virtual geometric model within the first virtual character model; and hiding the first sub-virtual character model and rendering the second sub-virtual character model in the game scene's scene view. This application solves the technical problem of a single way for character models to appear.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and more specifically, to a model information processing method, apparatus, readable storage medium, and electronic device. Background Technology

[0002] Currently, the main methods used are switching rendering layers or culling pixels to process information about the portal model. However, this method can only achieve the portal effect, and the world inside the portal can only be seen from the portal's perspective, resulting in a limited range of ways for the character model to appear.

[0003] There is currently no effective solution to the technical problem of the limited appearance methods of the aforementioned character models. Summary of the Invention

[0004] At least some embodiments of this application provide a method, apparatus, readable storage medium, and electronic device for processing information about a model, in order to at least solve the technical problem of the limited appearance of character models.

[0005] According to one embodiment of this application, an information processing method for a model is provided. The method may include: determining a portal model in a game scene, wherein the portal model is used to display at least a first sub-scene of the game scene, and to transfer a first virtual character model in the game scene from the first sub-scene to a second sub-scene of the game scene, wherein the first sub-scene is captured by a first virtual camera from a target perspective facing the portal model, and the second sub-scene is a scene scene other than the first sub-scene in the game scene; determining a virtual geometric model in the first sub-scene based on the position of the portal model in the game scene, wherein the virtual geometric model is used to occlude the first virtual character model in the first sub-scene; during the process of the first virtual character model moving from the first sub-scene to the second sub-scene via the portal model, acquiring the first sub-virtual character model occluded by the virtual geometric model and the second sub-virtual character model not occluded by the virtual geometric model; and hiding the first sub-virtual character model in the scene scene of the game scene and rendering and displaying the second sub-virtual character model.

[0006] According to one embodiment of this application, an information processing device for a model is also provided. The device may include: a first determining unit, configured to determine a portal model in a game scene, wherein the portal model is used to display at least a first sub-scene of the game scene, and to transmit a first virtual character model from the first sub-scene to a second sub-scene of the game scene, the first sub-scene being captured by a first virtual camera from a target perspective facing the portal model, and the second sub-scene being a scene from the game scene excluding the first sub-scene; and a second determining unit, configured to determine based on the portal model... The system defines the position of the character model in the game scene, and determines the virtual geometric model in the first sub-scene, wherein the virtual geometric model is used to occlude the first virtual character model in the first sub-scene; the acquisition unit is used to acquire the first sub-virtual character model occluded by the virtual geometric model and the second sub-virtual character model not occluded by the virtual geometric model in the first virtual character model during the process of the first virtual character model moving from the first sub-scene to the second sub-scene; the processing unit is used to hide the first sub-virtual character model in the scene of the game scene and render and display the second sub-virtual character model.

[0007] According to one embodiment of this application, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the information processing method of the above model at runtime.

[0008] According to one embodiment of this application, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the information processing method of the above model.

[0009] In at least some embodiments of this application, a portal model is determined in the game scene; based on the position of the portal model in the game scene, a virtual geometric model is determined in a first sub-scene; during the process of a first virtual character model moving from the first sub-scene to a second sub-scene via the portal model, a first sub-virtual character model occluded by the virtual geometric model and a second sub-virtual character model not occluded by the virtual geometric model are obtained; in the scene of the game scene, the first sub-virtual character model is hidden, and the second sub-virtual character model is rendered and displayed. That is, in the embodiments of this application, the virtual geometric model can be determined first based on the position of the portal model in the game scene, then the first sub-virtual character model occluded by the virtual geometric model and the second sub-virtual character model not occluded by the virtual geometric model can be determined, and finally the first sub-virtual character model is hidden, and the second sub-virtual character model is rendered and displayed, so as to simulate the effect of a virtual character model walking out of the portal model, thereby solving the technical problem of a single appearance method for character models and achieving the technical effect of enriching the appearance methods of character models. Attached Figure Description

[0010] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0011] Figure 1 This is a hardware structure block diagram of a terminal device for an information processing method according to an embodiment of this application;

[0012] Figure 2(a) is a flowchart of an information processing method for a model according to an embodiment of this application;

[0013] Figure 2(b) is a schematic diagram of the positional relationship between a virtual geometric model and a portal model according to an embodiment of this application;

[0014] Figure 3 It is a schematic diagram illustrating the positional relationship between a door model and a scene model inside the door, based on related technologies;

[0015] Figure 4 This is a schematic diagram of pixels that exceed the display range of a gate model, based on related technologies.

[0016] Figure 5 This is a schematic diagram of a gate model and a cube model according to an embodiment of this application;

[0017] Figure 6This is a schematic diagram of an example model that is not hidden by a cube model according to an embodiment of this application;

[0018] Figure 7 This is a schematic diagram of an example model that is partially hidden by a cube model according to an embodiment of this application;

[0019] Figure 8 This is a schematic diagram of another example model that is not hidden by the cube model according to an embodiment of this application;

[0020] Figure 9 This is a schematic diagram of another example model that is partially hidden by a cube model according to an embodiment of this application;

[0021] Figure 10 This is a schematic diagram illustrating a view from behind a door according to an embodiment of this application;

[0022] Figure 11 This is a schematic diagram of an image captured by a main camera according to an embodiment of this application;

[0023] Figure 12 This is a schematic diagram of an image captured by a camera positioned at the same location as the main camera, according to an embodiment of this application.

[0024] Figure 13 This is a schematic diagram of a simulated character walking from a distance to a close-up according to an embodiment of this application;

[0025] Figure 14 This is a schematic diagram illustrating how a character model is hidden after moving beyond the position of a door model, according to an embodiment of this application.

[0026] Figure 15 This is a schematic diagram of an information processing device according to an embodiment of this application;

[0027] Figure 16 This is a schematic diagram of an electronic device according to an embodiment of this application. Detailed Implementation

[0028] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.

[0029] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0030] First, some nouns or terms that appear in the description of the embodiments of this application are to be interpreted as follows:

[0031] Template testing, template testing is based on template buffer, template buffer can be used as a per-pixel mask for general purposes in order to save or discard pixels;

[0032] Render Texture refers to a special type of texture defined by the Unity engine. It is a Server-Side Texture that exists on the graphics processing unit (GPU) side and is connected to a FrameBuffer Object.

[0033] A 3D engine is a collection of algorithms that abstract real-world objects into polygons or various curves, perform related calculations in a computer, and output the final image. A 3D engine is like building a "real world" within a computer.

[0034] The camera in the 3D engine is similar to a real camera, and it can capture corresponding images. In a camera system, multiple cameras can exist at the same time. Usually, only the content observed by one camera will be the main subject of the image in the game screen.

[0035] According to one embodiment of this application, an embodiment of an information processing method for a model is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0036] In one possible implementation, the information processing methods for models in the computer field, which typically involve switching rendering layers or culling pixels to process portal model information, still suffer from the technical problem of limited character model appearance methods after practical experience and careful research. Therefore, this disclosure proposes a method for processing model information that can be applied to any scenario involving portal model information processing. The method involves: determining a portal model in a game scene; determining a virtual geometric model in a first sub-scene based on the portal model's position in the game scene; during the movement of a first virtual character model from the first sub-scene to a second sub-scene via the portal model, acquiring a first sub-virtual character model occluded by the virtual geometric model and a second sub-virtual character model not occluded by the virtual geometric model; and hiding the first sub-virtual character model and rendering the second sub-virtual character model in the game scene. This solves the technical problem of limited character model appearance methods and achieves a richer variety of character model appearance methods.

[0037] The methods described in this application can be executed in a terminal device, computer terminal, or similar computing device. For example, when running on a terminal device, the terminal device can be a smartphone, tablet computer, PDA, mobile internet device, PAD, game console, or other similar device. Figure 1 This is a hardware structure block diagram of a terminal device for an information processing method according to an embodiment of this application. For example... Figure 1 As shown, the terminal device may include one or more ( Figure 1 Only one is shown in the image. Processor 102 (processor 102 may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and memory 104 for storing data. In one embodiment of this application, it may also include: input / output device 108 and display device 110.

[0038] In some optional embodiments primarily focused on gaming scenarios, the aforementioned device may also provide a human-computer interaction interface with a touch-sensitive surface. This interface can sense finger contact and / or gestures to interact with a graphical user interface (GUI). The human-computer interaction functions may include the following: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. Executable instructions for performing the aforementioned human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.

[0039] Those skilled in the art will understand that Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the terminal device described above. For example, the terminal device may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.

[0040] In one possible implementation, this application provides a model information processing method. Figure 2(a) is a flowchart of a model information processing method according to an embodiment of this application. As shown in Figure 2(a), the method includes the following steps:

[0041] Step S202: Determine the portal model in the game scene.

[0042] In the technical solution provided by step S202 of this application, the portal model can at least be used to display the first sub-scene of the game scene, and transmit the first virtual character model and the first sub-scene to the second sub-scene of the game scene. The first sub-scene is captured by the first virtual camera from a target perspective facing the portal model. The second sub-scene is the scene in the game scene excluding the first sub-scene. The portal model can be a door model or a door panel model in the game scene. The first and second sub-scenes can be two scene scenes separated by the portal model, such as a scene outside the door and another scene inside the door. The first virtual character model can be a virtual character in the game scene, and the first virtual camera can be the main camera in the game scene.

[0043] In this embodiment, a portal model can be determined in the game scene. This portal model can be used to teleport a first virtual character model in the game scene. For example, when the first virtual character model needs to move from a snow scene to a grass scene, it can be teleported through the portal model. It should be noted that this is only an example and does not specifically limit the appearance of the portal model in the game scene. Any portal model used to teleport the first virtual character model in the game scene is within the protection scope of this application embodiment, and will not be described in detail here.

[0044] Step S204: Based on the position of the portal model in the game scene, determine the virtual geometric model in the first sub-scene screen.

[0045] In the technical solution provided in step S204 of this application, the position of the portal model in the game scene can be a point in the game scene used to teleport the first virtual character model, and the virtual geometric model can be a cube model, which can be used to occlude the first virtual character model in the first sub-scene screen.

[0046] In this embodiment, after determining the portal model in the game scene in step S202 above, the edge position from which the first virtual character model moves out of the portal model can be determined based on the position of the portal model in the game scene, and the virtual geometric model can be determined in the first sub-scene screen based on the edge position.

[0047] Optionally, the face of the portal model at the edge can be a face that fits into the face of the virtual geometric model. In this embodiment, the face of the portal model at the edge can be used as a face of the virtual geometric model to construct the virtual geometric model. It should be noted that this is only a preferred embodiment for constructing the virtual geometric model, and the method for constructing the virtual geometric model is not specifically limited. Any method and process used to construct the virtual geometric model is within the protection scope of the embodiments of this application, and will not be described in detail here.

[0048] Step S206: During the process of the first virtual character model moving from the first sub-scene screen to the second sub-scene screen via the portal model, the first sub-virtual character model occluded by the virtual geometry model and the second sub-virtual character model not occluded by the virtual geometry model in the first virtual character model are obtained.

[0049] In the technical solution provided by step S206 of this application, the first virtual character model is composed of a first sub-virtual character model and a second sub-virtual character model. The first sub-virtual character model can be a part of the first virtual character model that is occluded by the virtual geometric model, and the second sub-virtual character model can be another part of the first virtual character model that is not occluded by the virtual geometric model.

[0050] In this embodiment, during the process of the first virtual character model moving from the first sub-scene to the second sub-scene through the portal model, the first sub-virtual character model occluded by the virtual geometric model and the second sub-virtual character model not occluded by the virtual geometric model can be obtained. This achieves the technical effect of simulating the movement process of the first virtual character model through the portal model, thereby enriching the appearance methods of the character model.

[0051] Optionally, the virtual geometric model can include multiple different faces, each of which can be used to occlude the first virtual character model within the corresponding viewpoint. If one of the faces is deleted, a portion of the first virtual character model within the viewpoint corresponding to that face will not be occluded by the virtual geometric model, and this portion of the model is the second sub-virtual character model.

[0052] Optionally, during the process of the first virtual character model moving from the first sub-scene screen to the second sub-scene screen via the portal model, a virtual character model with completely consistent actions and positions with the first virtual character model can be obtained. By gradually blurring and shrinking the virtual character model, the technical effect of simulating the movement effect of the first virtual character model from near to far can be achieved. Alternatively, by gradually clarifying and manipulating the virtual character model, the technical effect of simulating the movement effect of the first virtual character model from far to near can be achieved.

[0053] Step S208: In the scene view of the game scene, hide the first sub-virtual character model and render and display the second sub-virtual character model.

[0054] In the technical solution provided by step S208 of this application, after determining the first sub-virtual character model and the second sub-virtual character model in the first virtual character model, the first sub-virtual character model can be hidden in the scene screen of the game scene, and the second sub-virtual character model can be rendered and displayed. This achieves the purpose of partially hiding the first virtual character model before the first virtual character model completely exits the portal model, thereby realizing the technical effect of simulating the first virtual character model passing through the portal model to enter another scene screen.

[0055] Optionally, after the first virtual character model has completely exited the portal model and entered the second sub-scene, the first virtual character model can be rendered and displayed in the second sub-scene.

[0056] Through steps S202 to S208 of this application, a portal model is determined in the game scene; based on the position of the portal model in the game scene, a virtual geometric model is determined in the first sub-scene screen; during the process of the first virtual character model moving from the first sub-scene screen to the second sub-scene screen via the portal model, the first sub-virtual character model occluded by the virtual geometric model and the second sub-virtual character model not occluded by the virtual geometric model in the first virtual character model are obtained; in the scene screen of the game scene, the first sub-virtual character model is hidden and the second sub-virtual character model is rendered and displayed. In other words, in this embodiment, the virtual geometric model can be determined first based on the position of the portal model in the game scene. Then, the first sub-virtual character model that is occluded by the virtual geometric model and the second sub-virtual character model that is not occluded by the virtual geometric model can be determined. Finally, the first sub-virtual character model is hidden and the second sub-virtual character model is rendered and displayed to simulate the effect of the virtual character model walking out of the portal model. This solves the technical problem of the single appearance mode of the character model and achieves the technical effect of enriching the appearance mode of the character model.

[0057] The method described above in this embodiment will be further described below.

[0058] As an optional implementation, step S204, determining the virtual geometric model in the first sub-scene screen based on the position of the portal model in the game scene, includes: determining the virtual geometric model in the first sub-scene screen based on the edge position of the first virtual character model moving out of the portal model.

[0059] In this embodiment, the virtual geometric model is located at the edge of the portal model. The position of the virtual geometric model can be determined based on the edge position of the first virtual character model entering the first sub-scene screen from the portal model.

[0060] For example, Figure 2(b) is a schematic diagram of the positional relationship between a virtual geometric model and a portal model according to an embodiment of this application. As shown in Figure 2(b), the virtual geometric model 201 is located at the edge of the portal model 202. The virtual geometric model can be determined in the first sub-scene based on the edge position from which the first virtual character model moves out of the portal model. It should be noted that this is only an example and does not specifically limit the method of determining the virtual geometric model in the first sub-scene. Any method and process used to determine the virtual geometric model in the first sub-scene is within the protection scope of the embodiments of this application, and will not be described in detail here.

[0061] As an optional implementation, a virtual geometric model is determined in the first sub-scene based on the edge position from which the first virtual character model moves out of the portal model, including: determining the faces of the virtual geometric model in the first sub-scene based on the edge position; and constructing a virtual geometric model including the faces.

[0062] In this embodiment, the face of the virtual geometric model can be determined in the first sub-scene based on the edge position of the first virtual character model moving out of the portal model, and the virtual geometric model can be constructed based on the face of the virtual geometric model.

[0063] As an optional implementation, determining the face of the virtual geometric model in the first sub-scene based on the edge position includes: determining the face of the portal model at the edge position as the face of the virtual geometric model.

[0064] In this embodiment, the face of the portal model at the edge position is aligned with the face of the virtual geometric model. That is, the face of the portal model at the edge position can be determined as the face of the virtual geometric model, and the virtual geometric model can be constructed based on the face of the virtual geometric model.

[0065] As an optional implementation, step S206, obtaining the first sub-virtual character model occluded by the virtual geometric model in the first virtual character model, includes: obtaining the first sub-virtual character model occluded by at least one first face in the virtual geometric model in the first virtual character model.

[0066] In this embodiment, the virtual geometric model may include multiple different faces, each of which can be used to occlude the first virtual character model within the corresponding viewpoint. The first face can be any face in the virtual geometric model other than the second face, and the second face can be any face in the virtual geometric model that can be captured by the first virtual camera from the target viewpoint and is used to display the first virtual character model. That is, the first face can be used to hide the first virtual character model, and the second face can be used to display the first virtual character model.

[0067] In this embodiment, a first sub-virtual character model can be obtained from the first virtual character model that is occluded by at least one first face in the virtual geometric model. For example, the first face can be the top and right face in the virtual geometric model. Then, the part of the first virtual character model occluded by the top and right face of the virtual geometric model is the first sub-virtual character model.

[0068] Optionally, the second face in the virtual geometric model described above can be a face that has been deleted from the virtual geometric model.

[0069] As an optional implementation, before the first virtual character model moves from the first sub-scene to the second sub-scene via the portal model, the method further includes: obtaining a second virtual character model with the same character attribute information as the first virtual character model, and a second virtual camera with the same camera attribute information as the first virtual camera; using the second virtual camera to capture images of the second virtual character model to obtain a rendered texture of the second virtual character model; determining the rendered texture as a texture map of the portal model; and simulating the movement performance of the first virtual character model moving in the first sub-scene based on the texture map on the portal model.

[0070] In this embodiment, the character attribute information of the first virtual character model may include the actions and / or position of the first virtual character model, the character attribute information of the second virtual character model may include the actions and / or position of the second virtual character model, the camera attribute information of the first virtual camera may include the position of the first virtual camera, and the camera attribute information of the second virtual camera may include the position of the second virtual camera.

[0071] In this embodiment, a second virtual character model with the same character attribute information as the first virtual character model and a second virtual camera with the same camera attribute information as the first virtual camera can be obtained first. Then, the rendered texture obtained by the second virtual camera shooting the second virtual character model is determined as the texture of the portal model. Finally, the texture of the portal model is used to simulate the movement of the first virtual character model in the first sub-scene on the portal model, so as to achieve the technical effect of displaying the dynamic process of the first virtual character model entering the portal model.

[0072] Optionally, the second virtual character model is not occluded by the virtual geometric model and is not captured by the first virtual camera.

[0073] As an optional implementation, simulating the movement of the first virtual character model in the first sub-scene based on the texture on the portal model includes: scaling and / or blurring the texture; and simulating the movement of the first virtual character model relative to the first virtual camera based on the processed texture.

[0074] In this embodiment, the motion performance results may include: the performance results of the first virtual character model relative to the first virtual camera from near to far and the performance results of the first virtual character model relative to the first virtual camera from far to near.

[0075] In this embodiment, the movement of the first virtual character model relative to the first virtual camera can be simulated by scaling and / or blurring the texture of the portal model. For example, shrinking and gradually blurring the texture can simulate the movement of the first virtual character model relative to the first virtual camera from near to far; while enlarging and gradually clarifying the texture can simulate the movement of the first virtual character model relative to the first virtual camera from far to near.

[0076] As an optional implementation, after the first virtual character model moves from the first sub-scene screen to the second sub-scene screen via the portal model, the method further includes: hiding the movement performance result on the portal model, and rendering and displaying the first virtual character model in the second sub-scene screen.

[0077] In this embodiment, after the first virtual character model has completely passed through the portal model, that is, after the first virtual character model has moved from the first sub-scene to the second sub-scene, the movement result can be hidden on the portal model, and the first virtual character model can be rendered and displayed in the second sub-scene. In other words, the first virtual character model is displayed in the second sub-scene.

[0078] The technical solutions of the embodiments of this application will be further illustrated below with reference to preferred embodiments.

[0079] To implement a portal effect in a game scene, you can first place the portal's surface model within the current scene model A. Then, use another camera B, positioned at the same location as the main camera A, to capture an image of the scene model B inside the portal using RenderTexture. The captured RenderTexture image is then pasted onto the portal's surface model. Finally, when the virtual character wants to enter the scene B inside the portal from the current scene A, the rendering layers of the two cameras are switched, making the scene B inside the portal visible to the main camera A and the current scene A visible to camera B. This makes scene A the scene inside the portal, and scene B the current scene. However, this method requires an additional RenderTexture image of the same size as the screen resolution.

[0080] In one implementation method, the effect of the world inside a portal in a game scene can also be achieved by using the stencil testing function in the shader. This involves using the portal's polygon model to cull the pixel display of the scene model inside the portal, ensuring that the world inside the portal is only visible from the portal's perspective. Scene models outside the portal's display area are not displayed; that is, the model inside the portal cannot leave the portal's display area. However, this method is mostly used in card games, such as 3D scene worlds within cards.

[0081] Figure 3 This is a schematic diagram illustrating the positional relationship between a door model and a scene model inside the door, based on related technologies, such as... Figure 3 As shown, the spherical mesh 301 can be used to simulate the model world inside the portal model 302. One can pass through the portal model 302 to enter the spherical mesh 301, that is, pass through the portal model 302 to enter the model world inside the portal. Figure 4 This is a schematic diagram based on a related technology of pixels exceeding the display range of a gate model, such as... Figure 4 As shown above, Figure 3 In contrast, pixels that are outside the display range of the portal model 401 will be discarded and will not be displayed.

[0082] However, this application provides a method for applying a portal effect in a character interface. When a virtual character appears in a portal, the method can achieve a display effect that gradually changes from blurry to clear. Then, the virtual character walks out of the portal. Before the virtual character walks out of the portal, it can be seen from the perspective inside the portal, but not from any perspective outside the portal. After the character walks out of the portal, the virtual character is not affected in any way and can be seen from any perspective. That is, it can simulate the effect of a virtual character walking out of another world inside the portal, thereby solving the technical problem of the single appearance mode of the character model and achieving the technical effect of enriching the appearance mode of the character model.

[0083] The following section further describes the application method of the portal effect described above in the embodiment of this application in the character interface.

[0084] In this embodiment, template testing in Shader is mainly used to hide and show the virtual character model, and Render Texture is used to simulate the long-distance blur effect before the virtual character walks out of the door.

[0085] Figure 5 This is a schematic diagram of a gate model and a cube model according to an embodiment of this application, as shown below. Figure 5 As shown, a portal surface model 501 and a cube model 502 for hiding virtual characters can be created first. The portal surface model 501 can be used to display another world inside the portal and the blurred virtual characters.

[0086] In this embodiment, the cube model is not rendered. A stencil test is used to hide the virtual character model. For example, the stencil value of the cube model can be set to Ref: 6, Pass: Replace; the stencil of the virtual character model can be set to Ref: 6, Com: NotEqual. That is, by setting the stencil value, the cube model hides the character model or the model of the world inside the portal. The Comp of the virtual character model is set to NotEqual, which means that only pixels with reference values ​​different from buffer values ​​are rendered. Pixels set to the NotEqual model will be discarded and will not be rendered if they are set to the Replace model.

[0087] It should be noted that the above method can achieve the following display effect: the virtual character part within the cube model will be hidden and not displayed, and can only be seen through the portal model view; the virtual character part outside the cube model will be displayed in all views; and the content inside the portal cannot be seen from the view behind the portal.

[0088] Figure 6 This is a schematic diagram of an example model that is not hidden by a cube model according to an embodiment of this application, such as... Figure 6 As shown, the example model is a complete model, meaning that the example model is not hidden by the cube model; Figure 7 This is a schematic diagram of an example model that is partially hidden by a cube model according to an embodiment of this application, such as... Figure 7 As shown, the example model 701 is not fully displayed, and the undisplayed part is hidden in the cube model 702.

[0089] Figure 8 This is a schematic diagram of another example model that is not hidden by the cube model according to an embodiment of this application, such as... Figure 8 As shown, Figure 8 A portal model 802 has been added, and the example model 801 does not pass through the portal model 802. The example model 801 is a complete model. Figure 9 This is a schematic diagram of another example model, partially hidden by a cube model, according to an embodiment of this application, such as... Figure 9 As shown, Figure 9 A portal model 902 has also been added, and after part of the example model 901 passes through the portal model 902, the part that does not pass through the portal model 902 is hidden; Figure 10 This is a schematic diagram illustrating a view from behind a door according to an embodiment of this application, such as... Figure 10 As shown, from the perspective of looking behind the portal, the world inside the portal and the example model are not visible.

[0090] In this embodiment, two virtual character models with consistent actions and positions can be used, such as virtual character model A and virtual character model B. Virtual character model A will be hidden as long as it is within the range of the cube model. Therefore, it can be captured by the main camera A and displayed normally in the screen. Virtual character model B is not hidden by the cube model and is not captured by the main camera A. Therefore, it can be captured by camera B, which is in the same position as the main camera A, and rendered as a render texture.

[0091] Figure 11 This is a schematic diagram of an image captured by a main camera according to an embodiment of this application, such as... Figure 11 As shown, the image 1101 captured by the aforementioned main camera A is hidden; Figure 12 This is a schematic diagram of an image captured by a camera positioned at the same location as the main camera, according to an embodiment of this application. Figure 12 As shown, the virtual character model can be captured as a separate Render Texture using camera B, which is positioned identically to the main camera A.

[0092] In this embodiment, the Render Texture can be used as a texture map for the door model. By blurring and scaling the texture map, the effect of the virtual character model moving from far away to near can be simulated.

[0093] Figure 13 This is a schematic diagram of a simulated character walking from a distance to a close-up, according to an embodiment of this application. Figure 13 As shown, texture 1301 is the image of the virtual character model in the distance, and texture 1302 is the image of the virtual character model walking closer. That is, the effect of the virtual character model walking from a distance to a close distance is simulated by blurring and scaling textures 1301 and 1302.

[0094] In this embodiment, since the virtual character model no longer needs the Render Texture image of the virtual character model after it walks out of the door, the virtual character model is hidden after it moves beyond the position of the portal model.

[0095] Figure 14 This is a schematic diagram illustrating how a character model is hidden after moving beyond the position of a door model, according to an embodiment of this application. Figure 14 As shown, the virtual character model 1401 is hidden after moving beyond the position of the portal model 1402.

[0096] It should be noted that existing technologies blur the virtual character model image by sampling the render texture (RT) map four times and offsetting it once in each of the vertical, horizontal, and vertical directions. However, in this embodiment, two temporary RT maps, such as RT1 and RT2, can be set up first. The RT map of the virtual character model can be copied to RT1, then RT1 is blurred using a shader, and the blurred RT1 is copied to RT2. Then, RT2 is blurred using a shader, and the blurred RT2 is copied to RT1. This process is repeated iteratively multiple times. The more iterations, the better the blur quality, thereby achieving the technical effect of improving the blur quality of the virtual character model.

[0097] In this embodiment, by designing a facet model and a cube model for the portal, the cube model is not rendered, and a template test is used to hide the virtual character model. For the portal model, a template test can be used to hide and show the world model inside the portal. Then, a Render Texture is used as the texture of the portal model. By blurring and scaling the texture, the effect of the virtual character model moving from far to near before walking out of the portal is simulated, and the virtual character model is hidden after walking out of the portal model. This achieves the technical effect of enriching the appearance methods of the character model, thereby solving the technical problem of the single appearance method of the character model.

[0098] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the related technology, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods of the various embodiments of this application.

[0099] This embodiment also provides an information processing device for a model, which is used to implement the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the terms "unit" and "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0100] Figure 15 This is a schematic diagram of an information processing device according to an embodiment of this application, such as... Figure 15 As shown, the information processing device 1500 of the model includes: a first determining unit 1501, a second determining unit 1502, an acquisition unit 1503, and a processing unit 1504.

[0101] The first determining unit 1501 is used to determine a portal model in the game scene. The portal model is used to display at least a first sub-scene screen of the game scene and to transfer a first virtual character model in the game scene from the first sub-scene screen to a second sub-scene screen of the game scene. The first sub-scene screen is captured by a first virtual camera from a target perspective facing the portal model. The second sub-scene screen is the scene screen of the game scene other than the first sub-scene screen.

[0102] The second determining unit 1502 is used to determine a virtual geometric model in the first sub-scene based on the position of the portal model in the game scene, wherein the virtual geometric model is used to occlude the first virtual character model in the first sub-scene.

[0103] The acquisition unit 1503 is used to acquire, during the process of the first virtual character model moving from the first sub-scene screen to the second sub-scene screen via the portal model, the first sub-virtual character model that is occluded by the virtual geometry model and the second sub-virtual character model that is not occluded by the virtual geometry model.

[0104] Processing unit 1504 is used to hide the first sub-virtual character model in the scene of the game scene and render and display the second sub-virtual character model.

[0105] Optionally, the second determining unit 1502 includes: a determining module, used to determine a virtual geometric model in the first sub-scene based on the edge position of the first virtual character model moving out of the portal model.

[0106] Optionally, the determination module includes: a determination submodule, used to determine the faces of the virtual geometric model in the first sub-scene based on the edge position; and a construction submodule, used to construct the virtual geometric model including the faces.

[0107] Optionally, the determination submodule is also used to determine the face of the virtual geometric model in the first sub-scene based on the edge position through the following steps: determining the face of the portal model at the edge position as the face of the virtual geometric model.

[0108] Optionally, the acquisition unit 1503 includes: an acquisition module, used to acquire a first sub-virtual character model in the first virtual character model that is occluded by at least one first face in the virtual geometric model, wherein the first face is a face in the virtual geometric model other than the second face, and the second face is a face in the virtual geometric model that can be captured by the first virtual camera from the target perspective and is used to display the first virtual character model.

[0109] Optionally, the device further includes: a first acquisition unit, configured to acquire, before the first virtual character model moves from the first sub-scene screen to the second sub-scene screen via the portal model, a second virtual character model whose character attribute information is the same as that of the first virtual character model, and a second virtual camera whose camera attribute information is the same as that of the first virtual camera; a shooting unit, configured to use the second virtual camera to shoot the second virtual character model and obtain the rendered texture of the second virtual character model; a third determination unit, configured to determine the rendered texture as a texture of the portal model; and a simulation unit, configured to simulate the movement performance of the first virtual character model moving in the first sub-scene screen based on the texture on the portal model.

[0110] Optionally, the simulation unit includes: a processing module for scaling and / or blurring the texture; and a simulation module for simulating the movement of the first virtual character model relative to the first virtual camera based on the processed texture.

[0111] Optionally, the simulation unit further includes a rendering module, which, after the first virtual character model moves from the first sub-scene screen to the second sub-scene screen via the portal model, hides the movement performance result on the portal model and renders and displays the first virtual character model in the second sub-scene screen.

[0112] In the information processing apparatus of this embodiment, a first determining unit is configured to determine a portal model in a game scene, wherein the portal model is used to display at least a first sub-scene of the game scene, and to transmit a first virtual character model in the game scene from the first sub-scene to a second sub-scene of the game scene. The first sub-scene is captured by a first virtual camera from a target perspective facing the portal model, and the second sub-scene is a scene scene other than the first sub-scene in the game scene. A second determining unit is configured to determine a virtual geometric model in the first sub-scene based on the position of the portal model in the game scene. A virtual geometric model is used to occlude a first virtual character model in a first sub-scene. An acquisition unit is used to acquire, during the process of the first virtual character model moving from the first sub-scene to the second sub-scene via a portal model, the first sub-virtual character model occluded by the virtual geometric model and the second sub-virtual character model not occluded by the virtual geometric model. A processing unit is used to hide the first sub-virtual character model in the scene of the game scene and render and display the second sub-virtual character model, thereby achieving the technical effect of enriching the appearance methods of the character model and solving the technical problem of the single appearance method of the character model.

[0113] It should be noted that the above-mentioned units and modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but not limited to these: all the above-mentioned units and modules are located in the same processor; or, the above-mentioned units and modules are located in different processors in any combination.

[0114] Embodiments of this application also provide a computer-readable storage medium storing a computer program, wherein the computer program is configured to execute the steps in any of the above method embodiments when run.

[0115] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0116] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any terminal device in a group of terminal devices.

[0117] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0118] S1, determine a portal model in the game scene, wherein the portal model is used to display at least the first sub-scene of the game scene, and transfer the first virtual character model in the game scene from the first sub-scene to the second sub-scene of the game scene. The first sub-scene is captured by the first virtual camera from a target perspective facing the portal model. The second sub-scene is the scene in the game scene other than the first sub-scene.

[0119] S2, based on the position of the portal model in the game scene, determine the virtual geometric model in the first sub-scene screen, wherein the virtual geometric model is used to occlude the first virtual character model in the first sub-scene screen;

[0120] S3, during the process of the first virtual character model moving from the first sub-scene screen to the second sub-scene screen via the portal model, the first sub-virtual character model occluded by the virtual geometry model and the second sub-virtual character model not occluded by the virtual geometry model in the first virtual character model are obtained.

[0121] S4: In the game scene, hide the first sub-virtual character model and render and display the second sub-virtual character model.

[0122] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining a virtual geometric model in a first sub-scene based on the edge position from which the first virtual character model moves out of the portal model.

[0123] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining the faces of a virtual geometric model in a first sub-scene frame based on edge locations; and constructing a virtual geometric model including the faces.

[0124] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining the face of the portal model at the edge position as the face of the virtual geometric model.

[0125] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining a first sub-virtual character model in the first virtual character model that is occluded by at least one first face in the virtual geometric model, wherein the first face is a face in the virtual geometric model other than the second face, and the second face is a face in the virtual geometric model that can be captured from the target viewpoint by the first virtual camera and is used to display the first virtual character model.

[0126] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining a second virtual character model whose character attribute information is the same as that of the first virtual character model, and a second virtual camera whose camera attribute information is the same as that of the first virtual camera; using the second virtual camera to photograph the second virtual character model to obtain a rendered texture of the second virtual character model; determining the rendered texture as a texture map of the portal model; and simulating the movement performance of the first virtual character model moving in the first sub-scene based on the texture map on the portal model.

[0127] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: scaling and / or blurring the texture; simulating the movement of the first virtual character model relative to the first virtual camera based on the processed texture.

[0128] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: hiding the movement performance result on the portal model and rendering and displaying the first virtual character model in the second sub-scene screen.

[0129] In the computer-readable storage medium of this embodiment, a portal model is determined in the game scene; based on the position of the portal model in the game scene, a virtual geometric model is determined in a first sub-scene screen; during the process of a first virtual character model moving from the first sub-scene screen to a second sub-scene screen via the portal model, a first sub-virtual character model occluded by the virtual geometric model and a second sub-virtual character model not occluded by the virtual geometric model are obtained; in the scene screen of the game scene, the first sub-virtual character model is hidden, and the second sub-virtual character model is rendered and displayed. This application solves the technical problem of a single way of character model appearance.

[0130] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this application can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this application.

[0131] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of this application may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps described in the "Exemplary Methods" section of this embodiment according to various exemplary embodiments of this application.

[0132] The program product for implementing the above-described method according to embodiments of this application may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the embodiments of this application is not limited thereto. In the embodiments of this application, the computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0133] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0134] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0135] Embodiments of this application also provide an electronic device including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the steps in any of the above method embodiments.

[0136] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.

[0137] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:

[0138] S1, determine a portal model in the game scene, wherein the portal model is used to display at least the first sub-scene of the game scene, and transfer the first virtual character model in the game scene from the first sub-scene to the second sub-scene of the game scene. The first sub-scene is captured by the first virtual camera from a target perspective facing the portal model. The second sub-scene is the scene in the game scene other than the first sub-scene.

[0139] S2, based on the position of the portal model in the game scene, determine the virtual geometric model in the first sub-scene screen, wherein the virtual geometric model is used to occlude the first virtual character model in the first sub-scene screen;

[0140] S3, during the process of the first virtual character model moving from the first sub-scene screen to the second sub-scene screen via the portal model, the first sub-virtual character model occluded by the virtual geometry model and the second sub-virtual character model not occluded by the virtual geometry model in the first virtual character model are obtained.

[0141] S4: In the game scene, hide the first sub-virtual character model and render and display the second sub-virtual character model.

[0142] Optionally, the processor may also be configured to perform the following steps via a computer program: determining a virtual geometric model in a first sub-scene based on the edge position from which the first virtual character model moves out of the portal model.

[0143] Optionally, the processor may also be configured to perform the following steps via a computer program: determining the faces of a virtual geometric model in a first sub-scene based on edge locations; and constructing a virtual geometric model including the faces.

[0144] Optionally, the processor described above can also be configured to perform the following steps via a computer program: determining the face of the portal model at the edge position as the face of the virtual geometric model.

[0145] Optionally, the processor may also be configured to perform the following steps via a computer program: acquiring a first sub-virtual character model occluded by at least one first face in a virtual geometric model, wherein the first face is a face in the virtual geometric model other than the second face, and the second face is a face in the virtual geometric model that can be captured by the first virtual camera from the target perspective and is used to display the first virtual character model.

[0146] Optionally, the processor may also be configured to perform the following steps via a computer program: obtaining a second virtual character model whose character attribute information is the same as that of the first virtual character model, and a second virtual camera whose camera attribute information is the same as that of the first virtual camera; using the second virtual camera to capture images of the second virtual character model to obtain a rendered texture of the second virtual character model; determining the rendered texture as a texture map of the portal model; and simulating the movement performance of the first virtual character model moving in the first sub-scene based on the texture map on the portal model.

[0147] Optionally, the processor may also be configured to perform the following steps via a computer program: scaling and / or blurring the texture; and simulating the movement of the first virtual character model relative to the first virtual camera based on the processed texture.

[0148] Optionally, the processor may also be configured to perform the following steps via a computer program: hiding the movement performance result on the portal model and rendering and displaying the first virtual character model in the second sub-scene.

[0149] In the electronic device of this embodiment, a portal model is determined in the game scene; based on the position of the portal model in the game scene, a virtual geometric model is determined in a first sub-scene screen; during the process of a first virtual character model moving from the first sub-scene screen to a second sub-scene screen via the portal model, a first sub-virtual character model occluded by the virtual geometric model and a second sub-virtual character model not occluded by the virtual geometric model are acquired; in the scene screen of the game scene, the first sub-virtual character model is hidden, and the second sub-virtual character model is rendered and displayed. This application solves the technical problem of a single way of character model appearance.

[0150] Figure 16 This is a schematic diagram of an electronic device according to an embodiment of this application. Figure 16 As shown, the electronic device 160 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.

[0151] like Figure 16 As shown, the electronic device 160 is presented in the form of a general-purpose computing device. The components of the electronic device 160 may include, but are not limited to: at least one processor 1610, at least one memory 1620, a bus 1630 connecting different system components (including memory 1620 and processor 1610), and a display 1640.

[0152] The memory 1620 stores program code that can be executed by the processor 1610, causing the processor 1610 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this application.

[0153] The memory 1620 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 16201 and / or cache memory 16202, and may further include read-only memory (ROM) 16203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0154] In some instances, memory 1620 may also include programs / utilities 16204 having a set (at least one) of program modules 16205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 1620 may further include memory remotely located relative to processor 1610, which can be connected to electronic device 160 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.

[0155] Bus 1630 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 1610, or a local bus using any of the various bus structures.

[0156] The display 1640 may be, for example, a touchscreen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 160.

[0157] Optionally, the electronic device 160 can also communicate with one or more external devices 1600 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 160, and / or any device that enables the electronic device 160 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 1650. Furthermore, the electronic device 160 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via a network adapter 1660. Figure 16 As shown, network adapter 1660 communicates with other modules of electronic device 160 via bus 1630. It should be understood that, although... Figure 16 As not shown, other hardware and / or software modules may be used in conjunction with electronic device 160, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0158] The aforementioned electronic device 160 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.

[0159] Those skilled in the art will understand that Figure 16 The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, the electronic device 160 may also include components that are more... Figure 16 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 1620 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the information processing method of the model in this embodiment. The processor 1610 executes various functional applications and data processing by running the computer program stored in the memory 1620, thereby implementing the aforementioned information processing method of the model.

[0160] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0161] In the above embodiments of this application, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0162] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some interfaces; indirect couplings or communication connections between units or modules may be electrical or other forms.

[0163] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0164] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0165] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to related technologies, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.

[0166] The above are merely preferred embodiments of this application. It should be noted that those skilled in the art can make various improvements and modifications without departing from the principles of this application, and these improvements and modifications should also be considered within the scope of protection of this application.

Claims

1. An information processing method for a model, characterized in that, include: A portal model is defined in the game scene, wherein the portal model is used to display at least a first sub-scene screen of the game scene, and to transmit a first virtual character model in the game scene from the first sub-scene screen to a second sub-scene screen of the game scene. The first sub-scene screen is captured by a first virtual camera from a target perspective facing the portal model. The second sub-scene screen is the scene screen of the game scene other than the first sub-scene screen. Based on the position of the portal model in the game scene, a virtual geometric model is determined in the first sub-scene screen, wherein the virtual geometric model is used to occlude the first virtual character model in the first sub-scene screen; During the process of the first virtual character model moving from the first sub-scene screen to the second sub-scene screen via the portal model, the first sub-virtual character model occluded by the virtual geometry model and the second sub-virtual character model not occluded by the virtual geometry model in the first virtual character model are obtained. In the game scene, the first sub-virtual character model is hidden, and the second sub-virtual character model is rendered and displayed.

2. The method according to claim 1, characterized in that, Based on the position of the portal model in the game scene, a virtual geometric model is determined in the first sub-scene screen, including: Based on the edge position from which the first virtual character model moves out of the portal model, the virtual geometric model is determined in the first sub-scene.

3. The method according to claim 2, characterized in that, Based on the edge position from which the first virtual character model moves out of the portal model, the virtual geometric model is determined in the first sub-scene, including: Based on the edge position, the face of the virtual geometric model is determined in the first sub-scene image; Construct the virtual geometric model including the face.

4. The method according to claim 3, characterized in that, Based on the edge position, the faces of the virtual geometric model are determined in the first sub-scene, including: The face of the portal model at the edge position is defined as the face of the virtual geometric model.

5. The method according to claim 1, characterized in that, Obtaining the first sub-virtual character model occluded by the virtual geometry model in the first virtual character model includes: Obtain the first sub-virtual character model in the first virtual character model that is occluded by at least one first face in the virtual geometric model, wherein the first face is a face in the virtual geometric model other than the second face, and the second face is a face in the virtual geometric model that can be captured by the first virtual camera from the target perspective and is used to display the first virtual character model.

6. The method according to claim 1, characterized in that, Before the first virtual character model moves from the first sub-scene screen to the second sub-scene screen via the portal model, the method further includes: Obtain a second virtual character model whose character attribute information is the same as that of the first virtual character model, and a second virtual camera whose camera attribute information is the same as that of the first virtual camera; The second virtual camera is used to photograph the second virtual character model to obtain the rendered texture of the second virtual character model; The rendered texture is determined as the texture of the portal model; The movement of the first virtual character model in the first sub-scene is simulated based on the texture on the portal model.

7. The method according to claim 6, characterized in that, The movement performance of the first virtual character model simulating its movement within the first sub-scene based on the texture on the portal model includes: The texture is scaled and / or blurred. The processed textures simulate the movement of the first virtual character model relative to the first virtual camera.

8. The method according to claim 6, characterized in that, After the first virtual character model moves from the first sub-scene screen to the second sub-scene screen via the portal model, the method further includes: The movement effect is hidden on the portal model, and the first virtual character model is rendered and displayed in the second sub-scene.

9. The method according to claim 6, characterized in that, The character attribute information of the first virtual character model includes the execution action and / or position of the first virtual character model, and the character attribute information of the second virtual character model includes the execution action and / or position of the second virtual character model; and / or, the camera attribute information of the first virtual camera includes the position of the first virtual camera, and the camera attribute information of the second virtual camera includes the position of the second virtual camera.

10. The method according to claim 6, characterized in that, The second virtual character model was not obscured by the virtual geometric model and was not captured by the first virtual camera.

11. The method according to any one of claims 1 to 10, characterized in that, The virtual geometric model is a cube model.

12. An information processing device for a model, characterized in that, include: The first determining unit is used to determine a portal model in a game scene, wherein the portal model is used to display at least a first sub-scene screen of the game scene, and to transfer a first virtual character model in the game scene from the first sub-scene screen to a second sub-scene screen of the game scene. The first sub-scene screen is captured by a first virtual camera from a target perspective facing the portal model, and the second sub-scene screen is a scene screen of the game scene other than the first sub-scene screen. The second determining unit is used to determine a virtual geometric model in the first sub-scene based on the position of the portal model in the game scene, wherein the virtual geometric model is used to occlude the first virtual character model in the first sub-scene. The acquisition unit is used to acquire, during the process of the first virtual character model moving from the first sub-scene screen through the portal model to the second sub-scene screen, a first sub-virtual character model that is occluded by the virtual geometry model and a second sub-virtual character model that is not occluded by the virtual geometry model in the first virtual character model. The processing unit is configured to hide the first sub-virtual character model in the scene of the game scene and render and display the second sub-virtual character model.

13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to perform the method described in any one of claims 1 to 10 when executed by a processor.

14. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the method described in any one of claims 1 to 10.

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