Method, device and storage medium for adjusting display form of virtual game character

CN116747516BActive Publication Date: 2026-10-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310628176.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-05-30
Publication Date
2026-10-09
Estimated Expiration
2043-05-30

AI Technical Summary

Technical Problem

[0004]本公开至少部分实施例提供了一种调整虚拟游戏角色显示形态的方法、装置及存储介质,以至少解决由于广角画面中的虚拟游戏角色会随着三维空间发生变形而导致游戏玩家的视觉体验差的技术问题

Benefits of technology

[0009] In at least some embodiments of this disclosure, by obtaining the shooting position and shooting field of view of at least one virtual camera in the game scene, the initial form of at least one virtual game character in the game scene corresponding to the shooting field of view is determined. Finally, the initial form is axially compressed and zoomed based on the shooting field of view to obtain the target display form of at least one virtual game character. This achieves the purpose of flexibly adjusting the display form of the virtual game character based on the shooting position and shooting field of view of the virtual camera, thereby achieving the technical effect of maintaining a good display form of the virtual game character in the wide-angle image and improving the visual experience of the game player. This solves the technical problem that the virtual game character in the wide-angle image will deform with the three-dimensional space, resulting in a poor visual experience for the game player.

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Abstract

The application discloses a method and device for adjusting the display form of a virtual game character and a storage medium. The method comprises the following steps: acquiring the shooting position and the shooting field angle of at least one virtual camera in a game scene; determining the initial form of at least one virtual game character in the game scene picture corresponding to the shooting field angle; and performing axial compression zoom adjustment on the initial form based on the shooting field angle to obtain the target display form of the at least one virtual game character. The application solves the technical problem that the visual experience of a game player is poor due to the fact that the virtual game character in a wide-angle picture will be deformed along with the three-dimensional space.
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Description

Technical Field

[0001] This disclosure relates to the field of computer vision technology, and more specifically, to a method, apparatus, and storage medium for adjusting the display form of virtual game characters. Background Technology

[0002] Wide-angle lenses are frequently used in anime to enhance visual effects. Due to their short focal length and wide angle of view, wide-angle lenses can capture a large area of ​​scenery within a relatively short shooting distance. Games using anime characters can employ similar techniques to recreate the charm of the work, providing players with a better gaming experience. However, in reality, virtual game characters in wide-angle shots distort due to the stretching of three-dimensional space. Adjusting the field of view also alters the composition of the image, making it difficult to maintain a good display of the virtual game characters and thus negatively impacting the player's visual experience.

[0003] There is currently no effective solution to the above problems. Summary of the Invention

[0004] This disclosure provides at least some embodiments of a method, apparatus, and storage medium for adjusting the display form of virtual game characters, in order to at least solve the technical problem that the poor visual experience of game players is caused by the deformation of virtual game characters in wide-angle images as they change with three-dimensional space.

[0005] According to one embodiment of this disclosure, a method for adjusting the display form of a virtual game character is provided, comprising: obtaining the shooting position and shooting field of view of at least one virtual camera in a game scene, wherein the shooting field of view is used to determine the field of view range of at least one virtual camera at the shooting position; determining the initial form of at least one virtual game character in the game scene screen corresponding to the shooting field of view; and performing axial compression zoom adjustment on the initial form based on the shooting field of view to obtain the target display form of at least one virtual game character, wherein the axial compression zoom adjustment is used to determine the compression zoom direction corresponding to at least one virtual game character through the change of the field of view, and to perform compression zoom on the initial form according to the compression zoom direction to adjust the display form of at least one virtual game character.

[0006] According to one embodiment of this disclosure, an apparatus for adjusting the display form of a virtual game character is also provided, comprising: an acquisition module for acquiring the shooting position and shooting field of view of at least one virtual camera in a game scene, wherein the shooting field of view is used to determine the field of view of at least one virtual camera at the shooting position; a determination module for determining the initial form of at least one virtual game character in the game scene image corresponding to the shooting field of view; and an adjustment module for performing axial compression zoom adjustment on the initial form based on the shooting field of view to obtain the target display form of at least one virtual game character, wherein the axial compression zoom adjustment is used to determine the compression zoom direction corresponding to at least one virtual game character through the change of the field of view, and to perform compression zoom on the initial form according to the compression zoom direction to adjust the display form of at least one virtual game character.

[0007] According to one embodiment of the present disclosure, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the method of adjusting the display form of a virtual game character as described above when it is run.

[0008] According to one embodiment of this disclosure, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the method of adjusting the display form of a virtual game character as described above.

[0009] In at least some embodiments of this disclosure, by obtaining the shooting position and shooting field of view of at least one virtual camera in the game scene, the initial form of at least one virtual game character in the game scene corresponding to the shooting field of view is determined. Finally, the initial form is axially compressed and zoomed based on the shooting field of view to obtain the target display form of at least one virtual game character. This achieves the purpose of flexibly adjusting the display form of the virtual game character based on the shooting position and shooting field of view of the virtual camera, thereby achieving the technical effect of maintaining a good display form of the virtual game character in the wide-angle image and improving the visual experience of the game player. This solves the technical problem that the virtual game character in the wide-angle image will deform with the three-dimensional space, resulting in a poor visual experience for the game player. Attached Figure Description

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

[0011] Figure 1 This is a schematic diagram of a sliding zoom technique in related technologies;

[0012] Figure 2This is a schematic diagram illustrating the display status of a virtual game character using a wide-angle lens in a related technology.

[0013] Figure 3 This is a hardware structure block diagram of a mobile terminal for a method of adjusting the display form of a virtual game character according to an embodiment of this disclosure.

[0014] Figure 4 This is a flowchart of a method for adjusting the display form of a virtual game character according to an embodiment of this application;

[0015] Figure 5 This is a schematic diagram illustrating the effect of adjusting the display form of a virtual game character according to an embodiment of this application;

[0016] Figure 6 This is a schematic diagram of a method for adjusting the display form of a virtual game character according to an embodiment of this application;

[0017] Figure 7 This is a schematic diagram of another method for adjusting the display form of a virtual game character according to an embodiment of this application;

[0018] Figure 8 This is a schematic diagram of another method for adjusting the display form of a virtual game character according to an embodiment of this application;

[0019] Figure 9 This is a schematic diagram of another method for adjusting the display form of a virtual game character according to an embodiment of this application;

[0020] Figure 10 This is a schematic diagram of another method for adjusting the display form of a virtual game character according to an embodiment of this application;

[0021] Figure 11 This is a schematic diagram of a third vector according to an embodiment of this application;

[0022] Figure 12 This is a structural block diagram of a device for adjusting the display form of a virtual game character according to an embodiment of this application;

[0023] Figure 13 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Detailed Implementation

[0024] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.

[0025] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0026] First, some nouns or terms that appear in the description of the embodiments of this application shall be interpreted as follows:

[0027] Wide-angle lens: Also known as a short-angle lens, it is a type of auxiliary lens for photography. Images shot with a wide-angle lens can highlight the central subject and foreground while also featuring a wide background. Therefore, it allows you to capture more scenery in a relatively small environment. At the same shooting distance, the scene captured with a wide-angle lens will appear smaller than that captured with a standard lens. When shooting close-up objects, it will produce perspective distortion and increase the perceived distance between foreground and background objects.

[0028] Animation intellectual property (IP): Animation IP refers to the intellectual property rights of animation characters.

[0029] Game engine: A game engine is a pre-written, editable computer game system or the core component of an interactive real-time graphics application. These systems provide game designers with a variety of tools needed to write games, with the aim of enabling game designers to easily and quickly create game programs without starting from scratch.

[0030] Field of view (FOV): In optical engineering, the field of view is also called the field of view. The size of the field of view determines the field of view range of an optical instrument.

[0031] Hitchcock zoom: Also known as dolly zoom, Hitchcock zoom is a common lens technique in film and television shooting. The characteristic of Hitchcock zoom is that the size of the subject in the lens remains unchanged, while the size of the background changes.

[0032] In related technologies, to maintain the original composition in front of a wide-angle lens that is constantly adjusting its focus, the traditional wide-angle adjustment shooting technique, in real-world film and television shooting, uses Hitchcock zoom. Figure 1 This is a schematic diagram of a sliding zoom technique in related technologies, such as... Figure 1 As shown, by using a sliding zoom method, the camera's field of view is adjusted from field of view 1 to field of view 2, while also adjusting the distance between the camera and the subject. This ensures that the size of the subject in the frame remains constant, thus only changing the size of the background of the subject.

[0033] However, in actual three-dimensional (3D) game environments, if a wide-angle lens is applied by default, virtual game characters will deform as the 3D space is stretched. Figure 2 This is a schematic diagram illustrating the display status of a virtual game character using a wide-angle lens in related technologies, such as... Figure 2 As shown, (a) shows the virtual game character in the original shot, and (b) shows the virtual game character after applying a wide-angle lens. In comparison, in (b), the virtual game character will deform as the 3D space is stretched.

[0034] In one possible implementation, the inventors, after practical experience and careful research, found that the sliding zoom method commonly used in computer vision still suffers from a poor visual experience for gamers due to the deformation of virtual game characters in wide-angle shots across three-dimensional space. Therefore, this disclosure, which generally applies to 3D games, proposes a method for adjusting the display form of virtual game characters. This method involves acquiring the shooting position and field of view of at least one virtual camera in the game scene, determining the initial form of at least one virtual game character in the game scene corresponding to the field of view, and finally adjusting the initial form using axial compression zoom based on the field of view to obtain the target display form of at least one virtual game character. This achieves the goal of flexibly adjusting the display form of virtual game characters based on the shooting position and field of view of the virtual camera, thereby maintaining a good display form of virtual game characters in wide-angle shots and improving the visual experience for gamers. This solves the technical problem of poor visual experience caused by the deformation of virtual game characters in wide-angle shots across three-dimensional space.

[0035] The methods and embodiments described above in this disclosure can be executed on mobile terminals, computer terminals, or similar computing devices. Taking a mobile terminal as an example, the mobile terminal can be a smartphone, tablet computer, PDA, mobile internet device, PAD, game console, or other terminal device. Figure 3 This is a hardware structure block diagram of a mobile terminal for a method of adjusting the display form of a virtual game character according to an embodiment of this disclosure. Figure 3 As shown, a mobile terminal may include one or more ( Figure 3 Only one is shown in the diagram. Processor 302 (processor 302 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 304 for storing data. In one embodiment of this disclosure, it may also include: input / output device 308 and display device 310.

[0036] 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.

[0037] Those skilled in the art will understand that Figure 3 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 3 The more or fewer components shown, or having the same Figure 3 The different configurations shown.

[0038] According to one embodiment of this disclosure, an embodiment of a method for adjusting the display form of a virtual game character 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.

[0039] In one possible implementation, this disclosure provides a method for adjusting the display form of a virtual game character, providing a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device. Figure 4 This is a flowchart of a method for adjusting the display form of a virtual game character according to an embodiment of this application, such as... Figure 4 As shown, the method includes the following steps:

[0040] Step S41: Obtain the shooting position and shooting field of view of at least one virtual camera in the game scene, wherein the shooting field of view is used to determine the field of view of at least one virtual camera at the shooting position;

[0041] Step S42: Determine the initial form of at least one virtual game character in the game scene corresponding to the shooting field of view;

[0042] Step S43: Based on the shooting field of view, the initial form is subjected to axial compression zoom adjustment to obtain the target display form of at least one virtual game character. The axial compression zoom adjustment is used to determine the compression zoom direction corresponding to at least one virtual game character by changing the field of view, and to compress and zoom the initial form according to the compression zoom direction to adjust the display form of at least one virtual game character.

[0043] Optionally, at least one virtual camera has a wide-angle lens.

[0044] The aforementioned game scene can be a 3D game scene. The virtual game characters within this 3D scene can be developed and designed based on anime / manga IPs. Players can control these virtual characters to move or fight using touch controls on the graphical user interface of their terminal devices. At least one virtual camera within the game scene utilizes a wide-angle lens, which can largely reproduce the charm of the anime / manga IP, thereby enhancing the player's gaming experience.

[0045] After obtaining the shooting position and field of view of at least one virtual camera in the game scene, the field of view of at least one virtual camera at that shooting position can be determined based on the field of view, and thus the field of view can be presented in the game scene. Furthermore, the initial form of at least one virtual game character in the game scene corresponding to the shooting field of view is determined; this initial form is the original form data of the virtual game character in the game scene.

[0046] Furthermore, based on the shooting field of view, axial compression zoom adjustment is performed on the initial shape to obtain the target display shape of at least one virtual game character. Specifically, the axial compression zoom adjustment can determine the compression zoom direction corresponding to at least one virtual game character by changing the field of view, and then compress and zoom the initial shape according to the compression zoom direction to adjust the display shape of at least one virtual game character. If the shooting field of view changes, it is manifested as forward compression, that is, compression from the front to the back of the virtual game character based on the shooting field of view; if the shooting field of view does not change, it is manifested as backward compression, that is, compression from the back to the front of the virtual game character based on the shooting field of view, which gives the impression that the shooting field of view has changed.

[0047] Figure 5This is a schematic diagram illustrating the effect of adjusting the display form of a virtual game character according to an embodiment of this application, such as... Figure 5 As shown, (a) the image shows the virtual game character's appearance in the original shot; (b) the image shows the virtual game character's appearance after applying a wide-angle lens, where the game screen has a wider background compared to the original game screen; (c) the image shows the target display form obtained after axial compression and zoom adjustment of the virtual game character's initial form. Figure 5 It is known that the virtual game character displayed in the wide-angle lens differs from the virtual game character displayed in the original lens in terms of shooting field of view, and the virtual game character at the edge of the frame will be deformed to some extent due to the stretching in three-dimensional space. By adjusting the axial compression zoom of the initial shape based on the shooting field of view, at least one target display shape of the virtual game character can be obtained. This allows the shooting field of view of at least one virtual game character displayed in the wide-angle lens to change from that of the virtual character displayed in the original lens, thus allowing more background to be presented in the image, while the display shape of the virtual game character only undergoes little or no deformation, resulting in a better visual effect for the game.

[0048] Based on steps S41 to S43 above, by obtaining the shooting position and shooting field of view of at least one virtual camera in the game scene, the initial form of at least one virtual game character in the game scene corresponding to the shooting field of view is determined. Finally, the initial form is axially compressed and zoomed based on the shooting field of view to obtain the target display form of at least one virtual game character. This achieves the purpose of flexibly adjusting the display form of the virtual game character based on the shooting position and shooting field of view of the virtual camera. This achieves the technical effect of maintaining a good display form of the virtual game character in the wide-angle image and improving the visual experience of the game player. It also solves the technical problem that the virtual game character in the wide-angle image will deform with the three-dimensional space, resulting in a poor visual experience for the game player.

[0049] The method for adjusting the display form of virtual game characters in the embodiments of this application will be further described below.

[0050] Optionally, at least one virtual camera includes: a single virtual camera, in step S43, performing axial compression zoom adjustment on the initial shape based on the shooting field of view to obtain the target display shape of at least one virtual game character, including:

[0051] Step S431: Determine the initial coordinate information of the model surface pixels of at least one virtual game character using the initial shape, wherein the initial coordinate information of the model surface pixels is used to record the initial world coordinates of the model surface pixels.

[0052] Step S432: Based on the shooting field of view and the initial coordinate information of the model surface pixels, obtain the pixel displacement value corresponding to the initial coordinate information of the model surface pixels;

[0053] Step S433: The initial shape is axially compressed and zoomed to adjust using the initial coordinate information and pixel displacement value of the model surface pixels to obtain target coordinate information, wherein the target coordinate information is used to record the target world coordinates of the model surface pixels.

[0054] Step S434: Determine the target display form of at least one virtual game character using the target coordinate information.

[0055] Specifically, the initial world coordinates of at least one virtual game character's model surface pixels are determined using the initial shape. Then, the pixel displacement value corresponding to the initial world coordinates is obtained based on the shooting field of view and the initial world coordinates. Furthermore, by superimposing the pixel displacement value with the initial world coordinates, the target world coordinates of the model surface pixels after adjustment can be obtained. The target world coordinates can be used to determine the target display shape of at least one virtual game character, thereby resisting the distortion caused by adjusting the virtual game character under a wide-angle lens, making the virtual game character more aesthetically pleasing in front of the wide-angle lens.

[0056] Based on the above optional embodiments, by using the initial shape to determine the initial coordinate information of the surface pixels of at least one virtual game character, and then based on the shooting field of view and the initial coordinate information of the surface pixels of the model, the pixel displacement value corresponding to the initial coordinate information of the surface pixels of the model is obtained. Subsequently, the initial shape is axially compressed and zoomed using the initial coordinate information of the surface pixels of the model and the pixel displacement value to obtain the target coordinate information. Finally, the target display shape of at least one virtual game character is determined by the target coordinate information, thereby improving the aesthetics of the virtual game character in the game scene and further improving the visual experience of the game player.

[0057] Optionally, in step S432, obtaining the pixel displacement value corresponding to the initial coordinate information of the model surface pixels based on the shooting field of view and the initial coordinate information of the model surface pixels includes: obtaining the pixel displacement value corresponding to the initial coordinate information of the model surface pixels based on the shooting field of view, the initial coordinate information of the model surface pixels and a preset adjustment control value, wherein the preset adjustment control value is used to adjust the display thickness of at least one virtual game character in the shooting direction corresponding to the shooting field of view.

[0058] Specifically, when at least one virtual camera is a single virtual camera, the display thickness of the virtual game character in the shooting direction corresponding to the shooting field of view is adjusted using this single virtual camera, thereby maintaining a good display form of the virtual game character in the wide-angle shot. The display thickness of the virtual game character in the shooting direction corresponding to the shooting field of view is mainly adjusted using preset adjustment control values. These preset adjustment control values ​​can be flexibly set by the user. The larger the absolute value of the preset adjustment control value, the greater the adjustment range of the display thickness, and vice versa.

[0059] Based on the above optional implementation methods, by using the shooting field of view, the initial coordinate information of the model surface pixels, and the preset adjustment control value, the pixel displacement value corresponding to the initial coordinate information of the model surface pixels can be quickly obtained, so as to flexibly adjust the display form of the virtual game character.

[0060] Optionally, based on the shooting field of view, the initial coordinate information of the model surface pixels, and preset adjustment control values, the pixel displacement value corresponding to the initial coordinate information is obtained, including:

[0061] Step S4321: Determine the first vector using the initial coordinate information of the shooting field of view and the model surface pixels. The first vector is the perpendicular vector between the model surface pixels and the target virtual plane. The target virtual plane passes through the center of at least one virtual game character model and is perpendicular to the shooting direction.

[0062] Step S4322: Based on the first vector and the preset adjustment control value, obtain the pixel displacement value corresponding to the initial coordinate information of the pixel on the model surface.

[0063] Specifically, the first vector perpendicular to the target virtual plane is determined by using the shooting field of view and the initial coordinate information of the model surface pixels. Then, the first vector is multiplied with the preset adjustment control value to obtain the pixel displacement value corresponding to the initial coordinate information of the model surface pixels.

[0064] Based on the above optional implementation method, a first vector is determined by using the shooting field of view and the initial coordinate information of the model surface pixels. Then, the pixel displacement value corresponding to the initial coordinate information of the model surface pixels is obtained based on the first vector and the preset adjustment control value, so as to flexibly adjust the display form of the virtual game character.

[0065] Optionally, in step S4321, determining the first vector using the initial coordinate information of the shooting field of view and the pixels on the model surface includes:

[0066] Step S501: Obtain the second vector corresponding to the shooting field of view, wherein the second vector is the virtual camera front vector determined along the positive direction of the shooting direction;

[0067] Step S502: Determine the model center using the bounding box of at least one virtual game character;

[0068] Step S503: Determine the third vector using the initial coordinate information of the model center and the model surface pixels, wherein the third vector is the vector between the model surface pixels and the model center;

[0069] Step S504: Calculate the first vector based on the second vector and the third vector.

[0070] Optionally, in step S504, calculating the first vector based on the second vector and the third vector includes: performing a dot product calculation on the second vector and the third vector to obtain the first vector.

[0071] Figure 6 This is a schematic diagram illustrating a method for adjusting the display form of a virtual game character according to an embodiment of this application, such as... Figure 6 As shown, the second vector corresponding to the shooting field of view is obtained. The second vector is the virtual camera front vector determined along the shooting direction. After determining the model center using the model bounding box of the virtual game character, the third vector (i.e., the vector pointing from the model center to the front of the virtual game character) is determined using the initial coordinate information of the model center and the model surface pixels. The second vector and the third vector are multiplied to obtain the first vector, which is the perpendicular vector between the model surface pixels and the target virtual plane.

[0072] Figure 7 This is a schematic diagram illustrating another method for adjusting the display form of a virtual game character according to an embodiment of this application, such as... Figure 7 As shown, the second vector corresponding to the shooting field of view is obtained. The second vector is still the virtual camera back vector determined in the positive direction along the shooting direction. After determining the model center using the model bounding box of the virtual game character, the third vector (i.e., the vector pointing from the model center to the back of the virtual game character) is determined using the initial coordinate information of the model center and the model surface pixels. The second vector and the third vector are multiplied to obtain the first vector, which is the perpendicular vector between the model surface pixels and the target virtual plane.

[0073] It should be noted that the aforementioned virtual camera front vector, determined in the forward direction of the shooting direction, is one optional implementation of the second vector and does not constitute an undue limitation on this application. In actual calculations, the second vector can also be other types of vectors. For example, the second vector can also be a virtual camera back vector determined in the reverse direction of the shooting direction, or the second vector can simultaneously use both the virtual camera front vector and the virtual camera back vector. Furthermore, during the calculation of the second vector using different types of vectors, corresponding adjustment control values ​​are set for each type of vector. By adjusting these control values, the calculation is performed using the first vector and the initial shape data of the virtual game character, thereby achieving flexible control over the thickness of the virtual game character.

[0074] use Figure 6 , Figure 7 The first vector calculated in the middle and the preset adjustment control value can adjust the initial shape of the virtual game character, such as compressing it along the direction of the virtual camera, so as to present the virtual game character as a flattened shape. This allows the virtual game character to be displayed as forward compression, that is, compressed from the front to the back of the virtual game character based on the shooting field of view. Figure 8 This is a schematic diagram illustrating another method for adjusting the display form of a virtual game character according to an embodiment of this application, such as... Figure 8 As shown, when a flattened virtual game character is presented in a wide-angle shot, it can resist the distortion caused by spatial stretching, reduce the sense of space in the image, and thus enhance the aesthetics of the virtual game character.

[0075] Figure 9 This is a schematic diagram illustrating another method for adjusting the display form of a virtual game character according to an embodiment of this application, such as... Figure 9 As shown, to enhance the sense of space in the image, one can also utilize... Figure 6 , Figure 7 The first vector calculated in the middle and the preset adjustment control value can adjust the initial shape of the virtual game character, thus presenting a thickened shape of the virtual game character. The adjustment amount of the virtual camera position and field of view can be 0, so only the display thickness of the virtual game character is adjusted, such as... Figure 9 As shown, by adjusting the thickness of the virtual game character display, the sense of space in the image can be enhanced.

[0076] Based on the above optional implementation, by obtaining the second vector corresponding to the shooting field of view, the model center is determined by using the model bounding box of at least one virtual game character. Then, the third vector is determined by using the initial coordinate information of the model center and the model surface pixels. The third vector is the vector between the model surface pixels and the model center. Finally, the first vector can be quickly calculated based on the second and third vectors, which is used to determine the pixel displacement value corresponding to the initial coordinate information of the model surface pixels, so as to realize flexible adjustment of the display form of the virtual game character.

[0077] Optionally, in step S4321, determining the first vector using the initial coordinate information of the shooting field of view and the pixels on the model surface includes:

[0078] Step S601: Determine the model center using the bounding box of at least one virtual game character;

[0079] Step S602: The third vector is determined by using the initial coordinate information of the model center and the model surface pixels, and the fourth vector is determined by using the model center and the shooting field of view. The third vector is the vector between the model surface pixels and the model center, and the fourth vector is the vector of at least one virtual camera pointing to the model center within the field of view of the shooting field of view.

[0080] Step S603: Calculate the first vector based on the third and fourth vectors.

[0081] Optionally, in step S603, calculating the first vector based on the third vector and the fourth vector includes: performing a dot product of the direction vectors of the third vector and the fourth vector to obtain the first vector.

[0082] Specifically, the model center is determined by using the bounding box of at least one virtual game character model. Then, the initial coordinate information of the model center and the pixels on the model surface is used to determine the third vector, and the model center and the shooting field of view are used to determine the fourth vector. Subsequently, the first vector is obtained by performing a dot product calculation based on the direction vectors of the third and fourth vectors. This allows the virtual game character's facing direction to revolve around the virtual camera, thus ensuring that it is always displayed in the front of the game screen.

[0083] Figure 10 This is a schematic diagram illustrating another method for adjusting the display form of a virtual game character according to an embodiment of this application. Figure 10In the process of axial compression zoom adjustment of the initial shape based on the shooting field of view, the initial coordinate information of the model surface pixels, and preset adjustment control values, the first vector can be calculated either based on the second and third vectors, or based on the third and fourth vectors. When the first vector is calculated based on the second and third vectors, the target virtual plane passes through the center of each virtual game character's model and is perpendicular to the second vector. The shooting direction corresponds to this second vector. When the first vector is calculated based on the third and fourth vectors, the target virtual plane passes through the center of each virtual game character's model and is perpendicular to the fourth vector corresponding to each virtual game character. The shooting direction corresponds to this fourth vector. Then, based on the first vector and the preset adjustment control values, the pixel displacement value corresponding to the initial coordinate information of the model surface pixels is obtained. The target coordinate information is obtained using the initial coordinate information and pixel displacement value of the model surface pixels, and the target display shape of at least one virtual game character is determined through the target coordinate information. This allows the facing direction of the virtual game character to revolve around the virtual camera, thus ensuring a frontal display in the game screen.

[0084] Based on the above optional implementation, the model center is determined by using the bounding box of at least one virtual game character model, and then the third vector is determined by using the initial coordinate information of the model center and the pixels on the model surface, and the fourth vector is determined by using the model center and the shooting field of view. Finally, the first vector is calculated based on the third vector and the fourth vector, which is used to determine the pixel displacement value corresponding to the initial coordinate information of the pixels on the model surface, so as to realize the flexible adjustment of the display form of the virtual game character.

[0085] Optionally, determining the third vector using the initial coordinate information of the model center and the model surface pixels includes: subtracting the initial world coordinates of the model surface pixels from the world coordinates of the model center to obtain the third vector.

[0086] Figure 11 This is a schematic diagram of a third vector according to an embodiment of this application, such as... Figure 11 As shown, subtracting the initial world coordinates of the pixels on the model surface from the world coordinates of the model center can quickly yield the third vector.

[0087] Optionally, at least one virtual camera includes: multiple virtual cameras, and in step S43, the initial shape is adjusted by axial compression zoom based on the shooting field of view to obtain the target display shape of at least one virtual game character, including:

[0088] Step S435: Determine the initial coordinate information of the model surface pixels of at least one virtual game character using the initial shape, wherein the initial coordinate information of the model surface pixels is used to record the initial world coordinates of the model surface pixels.

[0089] Step S436: Based on the shooting field of view and the initial coordinate information of the model surface pixels, obtain the pixel displacement value corresponding to the initial coordinate information of the model surface pixels;

[0090] Step S437: The initial shape is axially compressed and zoomed to adjust using the initial coordinate information and pixel displacement value of the model surface pixels to obtain target coordinate information, wherein the target coordinate information is used to record the target world coordinates of the model surface pixels.

[0091] Step S438: By performing game scene image compositing processing on the target coordinate information, the target display form of at least one virtual game character is obtained.

[0092] Specifically, when at least one virtual camera includes multiple virtual cameras, additional virtual cameras are used to independently capture virtual game characters to obtain target coordinate information. Then, by performing game scene image compositing on the target coordinate information, the target display form of at least one virtual game character is obtained, thereby further enriching the ways to adjust the display form of virtual game characters.

[0093] Based on the above optional implementation method, the initial coordinate information of the surface pixels of at least one virtual game character is determined by using the initial shape. Then, based on the shooting field of view and the initial coordinate information of the surface pixels, the pixel displacement value corresponding to the initial coordinate information of the surface pixels is obtained. Subsequently, the initial shape is axially compressed and zoomed to obtain the target coordinate information by using the initial coordinate information and the pixel displacement value of the surface pixels. Finally, the target display shape of at least one virtual game character is obtained by compositing and rendering the game scene image based on the target coordinate information. This can resist the deformation of the virtual game character under the adjustment of the wide-angle lens, making the virtual game character more beautiful in front of the wide-angle lens.

[0094] Traditional wide-angle shooting techniques, such as Hitchcock zoom, can distort virtual game characters. In this embodiment, by acquiring the shooting position and field of view of at least one virtual camera in the game scene, the initial form of at least one virtual game character in the game scene corresponding to the field of view is determined. Finally, based on the field of view, axial compression zoom is applied to the initial form to obtain the target display form of at least one virtual game character. This asynchronous axial compression zoom can resist the distortion of virtual game characters, making them more aesthetically pleasing in front of a wide-angle lens and further enhancing the visual experience for gamers. Anime works often intentionally create inconsistencies between the spatial structure of characters and scenes for aesthetic purposes. The solution in this embodiment can effectively reproduce this effect, making it well-suited for games and films with anime IP rendering styles.

[0095] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this disclosure.

[0096] This embodiment also provides a device for adjusting the display form of a virtual game character. This device is used to implement the above embodiments and preferred embodiments, and details already described will not be repeated. As used below, the term "module" can be a combination of software and / or hardware that implements 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.

[0097] Figure 12 This is a structural block diagram of a device for adjusting the display form of a virtual game character according to an embodiment of this application, such as... Figure 12 As shown, the device includes:

[0098] The acquisition module 1201 is used to acquire the shooting position and shooting field of view of at least one virtual camera in the game scene, wherein the shooting field of view is used to determine the field of view of at least one virtual camera at the shooting position;

[0099] The determining module 1202 is used to determine the initial form of at least one virtual game character in the game scene screen corresponding to the shooting field of view;

[0100] The adjustment module 1203 is used to perform axial compression zoom adjustment on the initial form based on the shooting field of view to obtain the target display form of at least one virtual game character. The axial compression zoom adjustment is used to determine the compression zoom direction corresponding to at least one virtual game character through the change of the field of view, and to perform compression zoom on the initial form according to the compression zoom direction to adjust the display form of at least one virtual game character.

[0101] Optionally, at least one virtual camera includes: a single virtual camera, and the adjustment module 1203 is further configured to: determine the initial coordinate information of the model surface pixels of at least one virtual game character using the initial shape, wherein the initial coordinate information of the model surface pixels is used to record the initial world coordinates of the model surface pixels; obtain the pixel displacement value corresponding to the initial coordinate information of the model surface pixels based on the shooting field of view and the initial coordinate information of the model surface pixels; perform axial compression zoom adjustment on the initial shape using the initial coordinate information of the model surface pixels and the pixel displacement value to obtain target coordinate information, wherein the target coordinate information is used to record the target world coordinates of the model surface pixels; and determine the target display shape of at least one virtual game character through the target coordinate information.

[0102] Optionally, the adjustment module 1203 is further configured to: obtain the pixel displacement value corresponding to the initial coordinate information of the model surface pixels based on the shooting field of view, the initial coordinate information of the model surface pixels and the preset adjustment control value, wherein the preset adjustment control value is used to adjust the display thickness of at least one virtual game character in the shooting direction corresponding to the shooting field of view.

[0103] Optionally, the adjustment module 1203 is further configured to: determine a first vector using the shooting field of view and the initial coordinate information of the model surface pixels, wherein the first vector is a perpendicular vector between the model surface pixels and the target virtual plane, the target virtual plane passes through the center of at least one virtual game character model, and the target virtual plane is perpendicular to the shooting direction; and obtain the pixel displacement value corresponding to the initial coordinate information of the model surface pixels based on the first vector and a preset adjustment control value.

[0104] Optionally, the adjustment module 1203 is further configured to: obtain a second vector corresponding to the shooting field of view, wherein the second vector is a virtual camera front vector determined in the positive direction along the shooting direction; determine the model center using the model bounding box of at least one virtual game character; determine a third vector using the initial coordinate information of the model center and the model surface pixels, wherein the third vector is the vector between the model surface pixels and the model center; and calculate a first vector based on the second vector and the third vector.

[0105] Optionally, the adjustment module 1203 is further configured to: determine the model center using the model bounding box of at least one virtual game character; determine a third vector using the initial coordinate information of the model center and the model surface pixels, and determine a fourth vector using the model center and the shooting field of view, wherein the third vector is the vector between the model surface pixels and the model center, and the fourth vector is the vector pointing to the model center within the field of view of at least one virtual camera in the shooting field of view; and calculate a first vector based on the third vector and the fourth vector.

[0106] Optionally, the adjustment module 1203 is also used to: perform a subtraction operation between the initial world coordinates of the pixels on the model surface and the world coordinates of the model center to obtain a third vector.

[0107] Optionally, the adjustment module 1203 is also used to: perform a dot product calculation on the second vector and the third vector to obtain the first vector.

[0108] Optionally, the adjustment module 1203 is also used to: perform a dot product calculation on the direction vectors of the third vector and the fourth vector to obtain the first vector.

[0109] Optionally, the adjustment module 1203 is further configured to: determine the initial coordinate information of the model surface pixels of at least one virtual game character using the initial shape, wherein the initial coordinate information of the model surface pixels is used to record the initial world coordinates of the model surface pixels; obtain the pixel displacement value corresponding to the initial coordinate information of the model surface pixels based on the shooting field of view and the initial coordinate information of the model surface pixels; perform axial compression zoom adjustment on the initial shape using the initial coordinate information of the model surface pixels and the pixel displacement value to obtain target coordinate information, wherein the target coordinate information is used to record the target world coordinates of the model surface pixels; and obtain the target display shape of at least one virtual game character by performing game scene image compositing processing on the target coordinate information.

[0110] Optionally, at least one virtual camera has a wide-angle lens.

[0111] It should be noted that the above modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but are not limited to: all the above modules are located in the same processor; or, the above modules are located in different processors in any combination.

[0112] Embodiments of this disclosure also provide a computer-readable storage medium storing a computer program configured to perform the steps in any of the above method embodiments when executed.

[0113] 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.

[0114] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.

[0115] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0116] S1, obtain the shooting position and shooting field of view of at least one virtual camera in the game scene, wherein the shooting field of view is used to determine the field of view of at least one virtual camera at the shooting position;

[0117] S2, determine the initial form of at least one virtual game character in the game scene corresponding to the shooting field of view;

[0118] S3, based on the shooting field of view, the initial form is axially compressed and zoomed to obtain the target display form of at least one virtual game character. The axial compression and zoom adjustment is used to determine the compression and zoom direction corresponding to at least one virtual game character through the change of the field of view, and to compress and zoom the initial form according to the compression and zoom direction to adjust the display form of at least one virtual game character.

[0119] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining initial coordinate information of model surface pixels of at least one virtual game character using an initial shape, wherein the initial coordinate information of the model surface pixels is used to record the initial world coordinates of the model surface pixels; obtaining pixel displacement values ​​corresponding to the initial coordinate information of the model surface pixels based on the shooting field of view and the initial coordinate information of the model surface pixels; performing axial compression zoom adjustment on the initial shape using the initial coordinate information of the model surface pixels and the pixel displacement values ​​to obtain target coordinate information, wherein the target coordinate information is used to record the target world coordinates of the model surface pixels; and determining the target display shape of at least one virtual game character using the target coordinate information.

[0120] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining pixel displacement values ​​corresponding to the initial coordinate information of the model surface pixels based on the shooting field of view, the initial coordinate information of the model surface pixels, and a preset adjustment control value, wherein the preset adjustment control value is used to adjust the display thickness of at least one virtual game character in the shooting direction corresponding to the shooting field of view.

[0121] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining a first vector using the shooting field of view and the initial coordinate information of the model surface pixels, wherein the first vector is a perpendicular vector between the model surface pixels and the target virtual plane, the target virtual plane passing through the center of at least one virtual game character model, and the target virtual plane being perpendicular to the shooting direction; and obtaining pixel displacement values ​​corresponding to the initial coordinate information of the model surface pixels based on the first vector and a preset adjustment control value.

[0122] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: obtaining a second vector corresponding to the shooting field of view, wherein the second vector is a virtual camera front vector determined in the positive direction along the shooting direction; determining the model center using the model bounding box of at least one virtual game character; determining a third vector using the initial coordinate information of the model center and the model surface pixels, wherein the third vector is the vector between the model surface pixels and the model center; and calculating a first vector based on the second vector and the third vector.

[0123] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining the model center using the bounding box of at least one virtual game character; determining a third vector using the initial coordinate information of the model center and the model surface pixels, and determining a fourth vector using the model center and the shooting field of view, wherein the third vector is the vector between the model surface pixels and the model center, and the fourth vector is the vector pointing to the model center within the field of view of at least one virtual camera; and calculating a first vector based on the third vector and the fourth vector.

[0124] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: subtracting the initial world coordinates of the model surface pixels from the world coordinates of the model center to obtain a third vector.

[0125] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: performing a dot product of the second vector and the third vector to obtain the first vector.

[0126] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: performing a dot product of the direction vectors of the third vector and the fourth vector to obtain the first vector.

[0127] Optionally, the aforementioned computer-readable storage medium is further configured to store program code for performing the following steps: determining initial coordinate information of model surface pixels of at least one virtual game character using an initial shape, wherein the initial coordinate information of the model surface pixels is used to record the initial world coordinates of the model surface pixels; obtaining pixel displacement values ​​corresponding to the initial coordinate information of the model surface pixels based on the shooting field of view and the initial coordinate information of the model surface pixels; performing axial compression zoom adjustment on the initial shape using the initial coordinate information of the model surface pixels and the pixel displacement values ​​to obtain target coordinate information, wherein the target coordinate information is used to record the target world coordinates of the model surface pixels; and obtaining the target display shape of at least one virtual game character by performing game scene image compositing processing on the target coordinate information.

[0128] Optionally, at least one virtual camera has a wide-angle lens.

[0129] In the computer-readable storage medium of this embodiment, a method for adjusting the display form of a virtual game character is provided. By acquiring the shooting position and shooting field of view of at least one virtual camera in the game scene, the initial form of at least one virtual game character in the game scene corresponding to the shooting field of view is determined. Finally, the initial form is axially compressed and zoomed based on the shooting field of view to obtain the target display form of at least one virtual game character. This achieves the purpose of flexibly adjusting the display form of the virtual game character based on the shooting position and shooting field of view of the virtual camera, thereby achieving the technical effect of maintaining a good display form of the virtual game character in a wide-angle image and improving the visual experience of the game player. This solves the technical problem that the virtual game character in the wide-angle image will deform with the three-dimensional space, resulting in a poor visual experience for the game player.

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

[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 disclosure may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps according to various exemplary embodiments of this disclosure described in the "Exemplary Methods" section above.

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

[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 disclosure also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any of the above method embodiments.

[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, obtain the shooting position and shooting field of view of at least one virtual camera in the game scene, wherein the shooting field of view is used to determine the field of view of at least one virtual camera at the shooting position;

[0139] S2, determine the initial form of at least one virtual game character in the game scene corresponding to the shooting field of view;

[0140] S3, based on the shooting field of view, the initial form is axially compressed and zoomed to obtain the target display form of at least one virtual game character. The axial compression and zoom adjustment is used to determine the compression and zoom direction corresponding to at least one virtual game character through the change of the field of view, and to compress and zoom the initial form according to the compression and zoom direction to adjust the display form of at least one virtual game character.

[0141] Optionally, the processor may also be configured to perform the following steps via a computer program: determining the initial coordinate information of the model surface pixels of at least one virtual game character using the initial shape, wherein the initial coordinate information of the model surface pixels is used to record the initial world coordinates of the model surface pixels; obtaining the pixel displacement value corresponding to the initial coordinate information of the model surface pixels based on the shooting field of view and the initial coordinate information of the model surface pixels; performing axial compression zoom adjustment on the initial shape using the initial coordinate information of the model surface pixels and the pixel displacement value to obtain target coordinate information, wherein the target coordinate information is used to record the target world coordinates of the model surface pixels; and determining the target display shape of at least one virtual game character using the target coordinate information.

[0142] Optionally, the processor may also be configured to perform the following steps via a computer program: based on the shooting field of view, the initial coordinate information of the model surface pixels, and a preset adjustment control value, obtain the pixel displacement value corresponding to the initial coordinate information of the model surface pixels, wherein the preset adjustment control value is used to adjust the display thickness of at least one virtual game character in the shooting direction corresponding to the shooting field of view.

[0143] Optionally, the processor may also be configured to perform the following steps via a computer program: determining a first vector using the shooting field of view and the initial coordinate information of the model surface pixels, wherein the first vector is a perpendicular vector between the model surface pixels and the target virtual plane, the target virtual plane passes through the center of at least one virtual game character model, and the target virtual plane is perpendicular to the shooting direction; and obtaining the pixel displacement value corresponding to the initial coordinate information of the model surface pixels based on the first vector and a preset adjustment control value.

[0144] Optionally, the processor may also be configured to perform the following steps via a computer program: obtaining a second vector corresponding to the shooting field of view, wherein the second vector is a virtual camera front vector determined in the positive direction along the shooting direction; determining the model center using the model bounding box of at least one virtual game character; determining a third vector using the initial coordinate information of the model center and the model surface pixels, wherein the third vector is the vector between the model surface pixels and the model center; and calculating a first vector based on the second vector and the third vector.

[0145] Optionally, the processor may also be configured to perform the following steps via a computer program: determining the model center using the bounding box of at least one virtual game character; determining a third vector using the initial coordinate information of the model center and the model surface pixels; and determining a fourth vector using the model center and the shooting field of view, wherein the third vector is the vector between the model surface pixels and the model center, and the fourth vector is the vector pointing to the model center within the field of view of at least one virtual camera; and calculating a first vector based on the third vector and the fourth vector.

[0146] Optionally, the processor described above can also be configured to perform the following steps via a computer program: subtracting the initial world coordinates of the pixels on the model surface from the world coordinates of the model center to obtain a third vector.

[0147] Optionally, the processor described above can also be configured to perform the following steps via a computer program: perform a dot product of the second vector and the third vector to obtain the first vector.

[0148] Optionally, the processor described above can also be configured to perform the following steps via a computer program: perform a dot product of the direction vectors of the third vector and the fourth vector to obtain the first vector.

[0149] Optionally, the processor may also be configured to perform the following steps via a computer program: determining the initial coordinate information of the model surface pixels of at least one virtual game character using the initial shape, wherein the initial coordinate information of the model surface pixels is used to record the initial world coordinates of the model surface pixels; performing axial compression zoom adjustment on the initial shape based on the shooting field of view and the initial coordinate information of the model surface pixels to obtain the pixel displacement value corresponding to the initial coordinate information of the model surface pixels; performing axial compression zoom adjustment on the initial shape using the initial coordinate information of the model surface pixels and the pixel displacement value to obtain target coordinate information, wherein the target coordinate information is used to record the target world coordinates of the model surface pixels; and obtaining the target display shape of at least one virtual game character by performing game scene image compositing processing on the target coordinate information.

[0150] Optionally, at least one virtual camera has a wide-angle lens.

[0151] In the electronic device of this embodiment, a method for adjusting the display form of a virtual game character is provided. By acquiring the shooting position and shooting field of view of at least one virtual camera in the game scene, the initial form of at least one virtual game character in the game scene corresponding to the shooting field of view is determined. Finally, the initial form is axially compressed and zoomed based on the shooting field of view to obtain the target display form of at least one virtual game character. This achieves the purpose of flexibly adjusting the display form of the virtual game character based on the shooting position and shooting field of view of the virtual camera. This achieves the technical effect of maintaining a good display form of the virtual game character in a wide-angle image and improving the visual experience of the game player. It also solves the technical problem that the virtual game character in the wide-angle image will deform with the three-dimensional space, resulting in a poor visual experience for the game player.

[0152] Figure 13 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Figure 13 As shown, the electronic device 1300 is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.

[0153] like Figure 13 As shown, the electronic device 1300 is presented in the form of a general-purpose computing device. The components of the electronic device 1300 may include, but are not limited to: at least one processor 1310, at least one memory 1320, a bus 1330 connecting different system components (including memory 1320 and processor 1310), and a display 1340.

[0154] The memory 1320 stores program code that can be executed by the processor 1310, causing the processor 1310 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this disclosure.

[0155] The memory 1320 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 13201 and / or cache memory 13202, and may further include read-only memory (ROM) 13203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0156] In some instances, memory 1320 may also include programs / utilities 13204 having a set (at least one) of program modules 13205, 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 1320 may further include memory remotely located relative to processor 1310, which can be connected to electronic device 1300 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.

[0157] Bus 1330 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 1310, or a local bus using any of the various bus structures.

[0158] The display 1340 may be, for example, a touch screen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 1300.

[0159] Optionally, the electronic device 1300 can also communicate with one or more external devices 1400 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1300, and / or any device that enables the electronic device 1300 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 1350. Furthermore, the electronic device 1300 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 1360. Figure 13 As shown, network adapter 1360 communicates with other modules of electronic device 1300 via bus 1330. It should be understood that, although... Figure 13 As not shown, other hardware and / or software modules may be used in conjunction with electronic device 1300, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0160] The aforementioned electronic device 1300 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.

[0161] Those skilled in the art will understand that Figure 13The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, the electronic device 1300 may also include components that are more... Figure 13 The more or fewer components shown, or having the same Figure 13 Different configurations are shown. The memory 1320 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the method for adjusting the display form of a virtual game character in this embodiment of the present disclosure. The processor 1310 executes various functional applications and data processing by running the computer program stored in the memory 1320, thereby realizing the aforementioned method for adjusting the display form of a virtual game character.

[0162] The sequence numbers of the embodiments disclosed above are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0163] In the above embodiments of this disclosure, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0164] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.

[0165] 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.

[0166] Furthermore, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0167] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.

[0168] The above description is only a preferred embodiment of this disclosure. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principles of this disclosure, and these improvements and modifications should also be considered within the scope of protection of this disclosure.

Claims

1. A method for adjusting the display form of a virtual game character, characterized in that, include: The shooting position and shooting field of view of at least one virtual camera in the game scene are obtained, wherein the shooting field of view is used to determine the field of view range of the at least one virtual camera at the shooting position; Determine the initial form of at least one virtual game character in the game scene corresponding to the shooting field of view; Based on the shooting field of view, the initial form is axially compressed and zoomed to obtain the target display form of the at least one virtual game character. The axial compression and zoom adjustment is used to determine the compression and zoom direction corresponding to the at least one virtual game character by changing the field of view, and to compress and zoom the initial form according to the compression and zoom direction to adjust the display form of the at least one virtual game character. The method further includes: in response to a change in the shooting field of view, determining that the compression zoom direction is from the front to the back of the at least one virtual game character; and in response to no change in the shooting field of view, determining that the compression zoom direction is from the back to the front of the at least one virtual game character.

2. The method according to claim 1, characterized in that, The at least one virtual camera includes: a single virtual camera, which performs axial compression zoom adjustment on the initial form based on the shooting field of view to obtain the target display form of the at least one virtual game character, including: The initial coordinate information of the model surface pixels of the at least one virtual game character is determined using the initial shape, wherein the initial coordinate information of the model surface pixels is used to record the initial world coordinates of the model surface pixels; Based on the shooting field of view and the initial coordinate information of the pixels on the model surface, obtain the pixel displacement value corresponding to the initial coordinate information of the pixels on the model surface; The initial shape is axially compressed and zoomed using the initial coordinate information of the model surface pixels and the pixel displacement value to obtain target coordinate information, wherein the target coordinate information is used to record the target world coordinates of the model surface pixels; The target display form of the at least one virtual game character is determined by the target coordinate information.

3. The method according to claim 2, characterized in that, Based on the shooting field of view and the initial coordinate information of the model surface pixels, obtaining the pixel displacement value corresponding to the initial coordinate information of the model surface pixels includes: Based on the shooting field of view, the initial coordinate information of the model surface pixels, and the preset adjustment control value, the pixel displacement value corresponding to the initial coordinate information of the model surface pixels is obtained, wherein the preset adjustment control value is used to adjust the display thickness of the at least one virtual game character in the shooting direction corresponding to the shooting field of view.

4. The method according to claim 3, characterized in that, Based on the shooting field of view, the initial coordinate information of the model surface pixels, and the preset adjustment control value, the pixel displacement value corresponding to the initial coordinate information of the model surface pixels is obtained by: A first vector is determined using the shooting field of view and the initial coordinate information of the model surface pixels, wherein the first vector is the perpendicular vector between the model surface pixels and the target virtual plane, the target virtual plane passes through the model center of the at least one virtual game character, and the target virtual plane is perpendicular to the shooting direction; Based on the first vector and the preset adjustment control value, the pixel displacement value corresponding to the initial coordinate information of the pixel on the model surface is obtained.

5. The method according to claim 4, characterized in that, Determining the first vector using the shooting field of view and the initial coordinate information of the pixels on the model surface includes: Obtain the second vector corresponding to the shooting field of view, wherein the second vector is the virtual camera front vector determined along the positive direction of the shooting direction; The model center is determined using the bounding box of the at least one virtual game character; A third vector is determined using the initial coordinate information of the model center and the model surface pixels, wherein the third vector is the vector between the model surface pixels and the model center; The first vector is calculated based on the second vector and the third vector.

6. The method according to claim 4, characterized in that, Determining the first vector using the shooting field of view and the initial coordinate information of the pixels on the model surface includes: The model center is determined using the bounding box of the at least one virtual game character; A third vector is determined using the initial coordinate information of the model center and the model surface pixels, and a fourth vector is determined using the model center and the shooting field of view. The third vector is the vector between the model surface pixels and the model center, and the fourth vector is the vector from which the at least one virtual camera points to the model center within the field of view of the shooting field of view. The first vector is calculated based on the third vector and the fourth vector.

7. The method according to claim 5 or 6, characterized in that, Determining the third vector using the initial coordinate information of the model center and the pixels on the model surface includes: The third vector is obtained by subtracting the initial world coordinates of the pixels on the model surface from the world coordinates of the model center.

8. The method according to claim 5, characterized in that, The first vector is calculated based on the second vector and the third vector, including: The first vector is obtained by performing a dot product between the second vector and the third vector.

9. The method according to claim 6, characterized in that, The first vector is calculated based on the third vector and the fourth vector, including: The first vector is obtained by performing a dot product of the direction vectors of the third vector and the fourth vector.

10. The method according to claim 1, characterized in that, The at least one virtual camera includes: multiple virtual cameras, which perform axial compression zoom adjustment on the initial form based on the shooting field of view to obtain the target display form of the at least one virtual game character, including: The initial coordinate information of the model surface pixels of at least one virtual game character is determined using the initial shape, wherein the initial coordinate information of the model surface pixels is used to record the initial world coordinates of the model surface pixels; Based on the shooting field of view and the initial coordinate information of the pixels on the model surface, obtain the pixel displacement value corresponding to the initial coordinate information of the pixels on the model surface; The initial shape is axially compressed and zoomed using the initial coordinate information of the model surface pixels and the pixel displacement value to obtain target coordinate information, wherein the target coordinate information is used to record the target world coordinates of the model surface pixels; By performing game scene image compositing on the target coordinate information, the target display form of the at least one virtual game character is obtained.

11. The method according to claim 1, characterized in that, The lens of at least one virtual camera is a wide-angle lens.

12. A device for adjusting the display form of a virtual game character, characterized in that, include: An acquisition module is used to acquire the shooting position and shooting field of view of at least one virtual camera in the game scene, wherein the shooting field of view is used to determine the field of view range of the at least one virtual camera at the shooting position; The determining module is used to determine the initial form of at least one virtual game character in the game scene screen corresponding to the shooting field of view; An adjustment module is used to perform axial compression zoom adjustment on the initial form based on the shooting field of view to obtain the target display form of the at least one virtual game character. The axial compression zoom adjustment is used to determine the compression zoom direction corresponding to the at least one virtual game character by changing the field of view, and to perform compression zoom on the initial form according to the compression zoom direction to adjust the display form of the at least one virtual game character. The adjustment module is further configured to: in response to a change in the shooting field of view, determine that the compression zoom direction is from the front to the back of the at least one virtual game character; and in response to no change in the shooting field of view, determine that the compression zoom direction is from the back to the front of the at least one virtual game character.

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 execute, when run by a processor, the method for adjusting the display form of a virtual game character as described in any one of claims 1 to 11.

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 for adjusting the display form of a virtual game character as described in any one of claims 1 to 11.

Citation Information

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