Planet data construction method and apparatus

CN117298571BActive Publication Date: 2026-08-21ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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Patent Information

Application Number
CN202311267317.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-09-27
Publication Date
2026-08-21
Estimated Expiration
2043-09-27

AI Technical Summary

Technical Problem

但对于地貌复杂的大地形,所需的单高度图和纹理数据是巨大的,需要占据巨大的存储空间,因此在游戏、VR(VirtualReality,虚拟现实技术)、动画cg(ComputerGraphics,计算机图形学)构建等多种场景下不适用

Benefits of technology

[0019]The planet data construction method provided in this application generates corresponding 3D objects based on the attribute information carried in the planet environment construction request. Simultaneously, it generates multiple sets of ecological maps corresponding to different texture types. The 3D objects are then divided according to a preset partitioning strategy to obtain planet environment units, and identifiers are configured for each planet environment unit. The method receives construction parameters input by the user for each planet environment unit and selects corresponding ecological maps from the sets of ecological maps corresponding to different texture types. The selected ecological maps are then associated with the construction parameters and the planet environment unit identifiers. Furthermore, 2D index information is generated based on the environmental ecological maps within the ecological maps. A global planetary color map is loaded, and the 2D index information is associated with the color weight data of the global planetary color map. This method enables the reuse of rendering resources, reducing the storage space required for rendering while still meeting the needs for terrain and landform rendering.

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Abstract

The application provides a planet data construction method and device, the method comprises the following steps: in response to a planet environment construction request, generating a plurality of ecological graph sets and a three-dimensional object, dividing the three-dimensional object into a planet environment unit configured with an environment unit identifier; in the case that a user uploads a construction parameter for the planet environment unit, selecting a target ecological graph from the plurality of ecological graph sets, and constructing a first association relationship corresponding to the planet environment unit based on target index information corresponding to the target ecological graph, the construction parameter and the environment unit identifier; selecting an environment ecological graph from the plurality of ecological graph sets to generate two-dimensional index information, and constructing a second association relationship corresponding to the planet environment unit based on color weight data contained in a loaded planet global color graph and the two-dimensional index information; the first association relationship and the second association relationship are used as an environment construction relationship corresponding to the planet environment unit, and the environment construction relationship is used for constructing a planet environment for the planet environment unit.
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Description

Technical Field

[0001] This application relates to the field of data processing technology, and in particular to a method and apparatus for constructing planetary data. Background Technology

[0002] With the development of internet technology, the gaming industry has increasingly higher requirements for the refinement, richness, and user experience of created virtual scenes. To enhance user experience and the sophistication of virtual scenes, more and more games are using cutscenes, animations, or advertisements to mask terrain during planetary landings. Current technologies store single-level height maps and texture data for various terrains, allowing for direct access to rendering data during terrain mapping. However, for large, complex terrains, the required single-level height maps and texture data are enormous, consuming vast amounts of storage space. Therefore, this approach is unsuitable for various scenarios such as games, VR (Virtual Reality), and computer graphics (CG) creation. Thus, an effective solution to address these issues is urgently needed. Summary of the Invention

[0003] In view of this, embodiments of this application provide a method for constructing planetary data to address the technical deficiencies in the prior art. Embodiments of this application also provide a planetary data construction apparatus, a computing device, and a computer-readable storage medium.

[0004] According to a first aspect of the embodiments of this application, a method for constructing planetary data is provided, comprising:

[0005] In response to the planetary environment construction request, multiple ecological map sets and three-dimensional objects are generated, and the three-dimensional objects are divided into planetary environment units configured with environmental unit identifiers;

[0006] Upon receiving the construction parameters uploaded by the user for the planetary environment unit, a target ecological map is selected from the multiple ecological map sets, and a first association relationship corresponding to the planetary environment unit is constructed based on the target index information corresponding to the target ecological map, the construction parameters, and the environment unit identifier;

[0007] A two-dimensional index information is generated by selecting an environmental ecological map from the multiple ecological map sets. Based on the color weight data contained in the loaded planetary global color map and the two-dimensional index information, a second association relationship corresponding to the planetary environmental unit is constructed.

[0008] The first association relationship and the second association relationship are used as the environment construction relationship corresponding to the planetary environment unit. The environment construction relationship is used to construct a planetary environment for the planetary environment unit.

[0009] According to a second aspect of the embodiments of this application, a planetary data construction apparatus is provided, comprising:

[0010] The generation module is configured to generate multiple ecological map sets and three-dimensional objects in response to a planetary environment construction request, and to divide the three-dimensional objects into planetary environment units configured with environment unit identifiers;

[0011] The selection module is configured to, upon receiving construction parameters uploaded by the user for a planetary environment unit, select a target ecological map from the multiple ecological map sets, and construct a first association relationship corresponding to the planetary environment unit based on the target index information corresponding to the target ecological map, the construction parameters, and the environment unit identifier;

[0012] The loading module is configured to select an environmental ecological map from the multiple ecological map sets to generate two-dimensional index information, and construct a second association relationship corresponding to the planetary environmental unit based on the color weight data contained in the loaded planetary global color map and the two-dimensional index information.

[0013] The construction module is configured to use the first association relationship and the second association relationship as the environment construction relationship corresponding to the planetary environment unit, and the environment construction relationship is used to construct a planetary environment for the planetary environment unit.

[0014] According to a third aspect of the embodiments of this application, a computing device is provided, comprising:

[0015] Memory and processor;

[0016] The memory is used to store computer-executable instructions, and the processor executes the computer-executable instructions to implement the steps of the planet data construction method.

[0017] According to a fourth aspect of the embodiments of this application, a computer-readable storage medium is provided that stores computer-executable instructions, which, when executed by a processor, implement the steps of the planetary data construction method.

[0018] According to a fifth aspect of the present application, a chip is provided that stores a computer program, which, when executed by the chip, implements the steps of the planetary data construction method.

[0019] The planet data construction method provided in this application generates corresponding 3D objects based on the attribute information carried in the planet environment construction request. Simultaneously, it generates multiple sets of ecological maps corresponding to different texture types. The 3D objects are then divided according to a preset partitioning strategy to obtain planet environment units, and identifiers are configured for each planet environment unit. The method receives construction parameters input by the user for each planet environment unit and selects corresponding ecological maps from the sets of ecological maps corresponding to different texture types. The selected ecological maps are then associated with the construction parameters and the planet environment unit identifiers. Furthermore, 2D index information is generated based on the environmental ecological maps within the ecological maps. A global planetary color map is loaded, and the 2D index information is associated with the color weight data of the global planetary color map. This method enables the reuse of rendering resources, reducing the storage space required for rendering while still meeting the needs for terrain and landform rendering.

[0020] Subsequently, by identifying the planetary environment unit, the corresponding construction parameters, ecological map, and color weight data can be obtained. The planetary environment unit is then rendered. The color weight data is obtained from the two-dimensional index information generated from the environmental ecological map. For planetary environment units with similar environments, color weight data can be reused. Throughout the process, by extensively reusing a small number of pre-generated ecological maps and utilizing construction parameters to create terrain differences, while also reusing color weight data, rendering resource utilization is high, saving storage and computing resources. This can meet the rendering needs of various scenarios. Attached Figure Description

[0021] Figure 1 This is a schematic diagram of a planetary data construction method provided in an embodiment of this application;

[0022] Figure 2 This is a flowchart of a planetary data construction method provided in one embodiment of this application;

[0023] Figure 3 This is a schematic diagram of a rendering result optimization process provided in an embodiment of this application;

[0024] Figure 4 This is a flowchart illustrating a planet data construction method for VR scenes provided in one embodiment of this application;

[0025] Figure 5 This is a schematic diagram of the structure of a planetary data construction device provided in one embodiment of this application;

[0026] Figure 6 This is a structural block diagram of a computing device provided in one embodiment of this application. Detailed Implementation

[0027] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.

[0028] The terminology used in one or more embodiments of this application is for the purpose of describing particular embodiments only and is not intended to limit the scope of one or more embodiments of this application. The singular forms “a,” “the,” and “the” used in one or more embodiments of this application and in the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” used in one or more embodiments of this application refers to and includes any or all possible combinations of one or more associated listed items.

[0029] It should be understood that although the terms first, second, etc., may be used to describe various information in one or more embodiments of this application, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, first may also be referred to as second without departing from the scope of one or more embodiments of this application, and similarly, second may also be referred to as first.

[0030] First, the terminology used in one or more embodiments of the present invention will be explained.

[0031] Planetary Environment Unit: The smallest three-dimensional spatial unit for planet rendering. PCG (Procedural Content Generation): A tool used to create ecological maps for terrain rendering. LOD (Levels of Detail): Determines resource allocation for object rendering based on the position and importance of object model nodes in the display environment, reducing the face count and detail of less important objects to achieve high-efficiency rendering computation. GPU (Graphics Processing Unit): A microprocessor specifically designed for image and graphics-related computations in personal computers, workstations, game consoles, and some mobile devices. Draw Call: A drawing command that instructs the GPU to perform graphics drawing and rendering.

[0032] In existing technologies, in game scenarios, such as various planet-based games, terrain is often masked through cutscenes, transitional interfaces, or in-game advertisements. This is because generating the rendering resources required for a planet takes time, and during this process, the planet is not yet rendered. To avoid displaying an unrendered planet model to the user, visual occlusion using cutscenes or similar methods is necessary. However, this results in all game users seeing the same effect when landing on a planet, lacking personalization and reducing the overall user experience.

[0033] This application provides a method for constructing planetary data. This application also relates to a planetary data construction apparatus, a computing device, and a computer-readable storage medium, which will be described in detail in the following embodiments.

[0034] See Figure 1 , Figure 1 A schematic diagram of a planetary data construction method according to an embodiment of this application is shown.

[0035] Figure 1 The application includes a user-submitted planet construction request and a server. The planet construction request contains the planet's attribute information. The server can be understood as an application that receives the planet construction request and performs planet data construction and planet rendering processing. This application can be applied to various computing devices such as computers, microservices, and distributed systems. One or more embodiments of this application are not specifically limited.

[0036] In practical applications, when a user initiates a planet construction request, the server obtains the planet's attribute information from the request, generates a 3D object based on the attribute information, and generates ecological graph sets corresponding to various texture types. Further, the 3D object is divided according to a preset partitioning strategy to obtain the smallest planetary environment unit for rendering the planet, and an identifier is configured for each planetary environment unit. The identifier of the planetary environment unit is obtained based on the parameters uploaded by the user for that unit. Then, according to a preset filtering strategy, the corresponding ecological graph is selected from various ecological graph sets. For example, the preset filtering strategy is to select two ecological graphs from ecological graph set 1, and from the ecological graph set 2, select the corresponding ecological graphs from the ecological graph set 3. Figure 3 Two ecological maps are selected from the set, and their identifiers, construction parameters, and relationships with the ecological maps are established. The planet's global color map is loaded, and two-dimensional index information is generated based on the ecological maps. A relationship is then established between the two-dimensional index information and the color weight data of the planet's global color map. When planet rendering is required later, the corresponding planetary environment unit to be rendered can be determined, and the construction data, ecological map, and color weight data for that unit can be obtained. The corresponding planetary environment unit is then rendered, and finally, the rendered image is displayed to the user.

[0037] In summary, by using a pre-generated set of a small number of ecological maps, ecological maps can be reused, resulting in less storage space. By using user-input construction parameters, the terrain of different regions can be dynamically adjusted to increase the terrain differences of the reused ecological maps. By generating a two-dimensional index from the ecological maps, and establishing a correlation between the two-dimensional index and the color weight data of the color weight map, the global color map of the planet can be reused, reducing the storage space occupied. In turn, by using less storage space, the consumption of runtime computing resources can be reduced, enabling seamless planet landing.

[0038] Figure 2 A flowchart of a planetary data construction method according to an embodiment of this application is shown, which specifically includes the following steps:

[0039] Step S202: In response to the planetary environment construction request, generate multiple ecological map sets and three-dimensional objects, and divide the three-dimensional objects into planetary environment units configured with environment unit identifiers.

[0040] The planet data construction method provided in this application can be applied to game scenes, VR scenes, animation CG construction scenes, and movie scene rendering scenes. The comparison of this application embodiment is not limited. For ease of understanding, this application embodiment takes a game scene as an example to describe the planet data construction method in detail. Specifically, it can be applied to planet movement operations such as planet landing and switching in game scenes. By pre-generating a small number of ecological maps and reusing ecological maps, the differences in the ecological map or the planet's terrain rendered by the ecological map are realized through construction parameters. Color weight map reuse is realized by associating temperature and humidity texture with color weight data. The three-dimensional object is segmented to determine the smallest rendering unit. The rendering parameters such as construction parameters, ecological maps, and color weight data are associated with the rendering unit, which solves the problems of large storage space occupation, large computing resource occupation, and long time consumption when rendering large planets.

[0041] Specifically, an ecological map set refers to a collection of multiple ecological maps. Unlike a regular terrain tile texture set, it stores the data required for rendering the mesh itself, as well as the data determining which tile texture to use. Here, a tile is a map used for rendering. An ecological map describes the ecological environment; through rendering, the ecological environment described by the ecological map can be applied to other objects, giving them the same ecological environment as the ecological map. The ecological environment can be understood as topographical environment, climate environment, etc. A three-dimensional object refers to an object composed of three dimensions, such as a cylinder, cone, or cube. An environmental unit identifier is a unique symbol used for identification.

[0042] Based on this, the server receives the planet construction request submitted by the user and triggers the server to generate a set of ecological maps consisting of multiple ecological maps describing the ecological environment such as landform and climate. At the same time, it generates objects with three-dimensional space, divides the three-dimensional objects into the smallest three-dimensional spatial units for planet rendering, and assigns a unique identifier to each smallest three-dimensional spatial unit to identify the smallest three-dimensional spatial unit, so as to facilitate subsequent data construction processing on the three-dimensional spatial units, thereby supporting data rendering applications in game scenes.

[0043] For example, user 1 sends a request to the server to build the environment of planet A, which triggers the server to generate three sets of ecological graphs and generate a cube A. The three-dimensional object is divided into n planet environment units with configuration identifier ID_n. The n planet environment units are used as the basic units for rendering planet A.

[0044] Furthermore, the generated 3D objects are not randomly generated. If 3D objects were randomly generated, they would have no relation to the planet in the planet environment construction request, and consequently, planet rendering could not be based on the processing of the 3D objects. Therefore, to solve this problem, this application provides a method for generating 3D objects, as follows:

[0045] In response to a planetary environment construction request carrying attribute information, a set of ecological graphs corresponding to various texture types is generated; multiple ecological graph sets are constructed based on the ecological graph sets corresponding to various texture types; and a three-dimensional object is generated according to the attribute information.

[0046] Specifically, attribute information refers to the basic information describing the characteristics of a planet, such as its volume, weight, and density. Texture type refers to the texture category that simulates various features of an object's surface. Texture types include, but are not limited to, photometric texture types, normal texture types, height texture types, temperature and humidity texture types, and roughness texture types.

[0047] Based on this, the server receives a planetary environment construction request submitted by the user, carrying basic information describing the planet's features. This triggers the server to generate ecological map sets corresponding to the texture types describing various features of the planet's surface. These ecological map sets provide the ecological maps needed to render the terrain's ecological features. Considering that in a planetary rendering scenario, realistic planetary topography needs to be rendered on the planet's surface, and since the map sets only provide ecological maps, they need to be attached to 3D objects to present a more realistic and three-dimensional planet in 3D space, it is necessary to first generate corresponding 3D objects based on the planet's attribute information. This serves as the foundation for planet generation, facilitating subsequent ecological rendering of the planet. For example, 3D objects can be generated based on volume, weight, or density attributes.

[0048] In practical applications, the generation of 3D objects can be set according to actual needs, and this embodiment does not impose excessive limitations. Furthermore, in addition to the three types of ecological graph sets mentioned above, other dimensional ecological graph sets can be set according to actual needs, such as a roughness ecological graph set for rendering the roughness of a planet's surface, and a species ecological graph set for rendering the various organisms present on the planet's surface. Therefore, in practical applications, the ecological graph set can be set according to actual needs, and this embodiment does not impose excessive limitations.

[0049] Using the previous example, the request sent by user 1 to build planet A environment includes the fact that planet A has a volume of 1000 cubic kilometers. The server generates a corresponding 1000 cubic kilometer cube A based on the volume attribute of planet A, and performs subsequent processing based on cube A.

[0050] In summary, by using the attribute information carried in the request, a corresponding 3D object is generated, which establishes a certain relationship between the generated 3D object and the planet in the request. This allows the processing of the 3D object to be applied to the processing of the planet.

[0051] Furthermore, the ecological environment encompasses many aspects and possesses numerous characteristics, such as topographical environment and climate environment. Multiple ecological map sets can be understood as describing the ecological environment from different perspectives. These multiple ecological map sets need to be generated according to the different types of ecological environments they describe, enabling the rendering of the planet's ecological environment from multiple perspectives. This results in a more diverse and realistic rendering of the planet's ecology. Therefore, to address this issue, this application provides various methods for generating ecological map sets, as detailed below:

[0052] In response to a planetary environment construction request carrying attribute information, an ecosystem graph program is invoked; the ecosystem graph program constructs a set of height ecosystem graphs corresponding to height texture types, a set of normal ecosystem graphs corresponding to normal texture types, and a set of environmental ecosystem graphs corresponding to temperature and humidity texture types; the set of height ecosystem graphs corresponding to height texture types, the set of normal ecosystem graphs corresponding to normal texture types, and the set of environmental ecosystem graphs corresponding to temperature and humidity texture types are used as ecosystem graph sets corresponding to various texture types respectively.

[0053] Specifically, an ecomap program refers to a tool that can receive and execute recognition instructions to generate target results. This tool can be used to generate ecomaps corresponding to various texture types. The generated ecomaps must be well-blended and transitioned, such as continuous or seamless textures. Height texture type refers to the height of a local texture on the surface of an object; normal texture type refers to the direction of the normals on the surface of an object; temperature and humidity texture refers to the temperature and humidity on the surface of an object.

[0054] Based on this, when the server receives a request from the user to construct a planetary environment carrying basic information describing the planet's features, it triggers the server to call the ecological mapping program. The ecological mapping program generates corresponding height ecological maps based on the height of the planet's landforms, forming a set of height ecological maps; it generates corresponding normal ecological maps based on the normal direction of the planet's landforms, forming a set of normal ecological maps; and it generates corresponding environmental ecological maps based on the planet's temperature and humidity, forming a set of environmental ecological maps.

[0055] Using the previous example, the server receives a request from user 1 to build the environment of planet A. The server calls an ecosystem graph program, such as the PCG tool program. The PCG tool program generates a height ecosystem graph set A, a normal ecosystem graph set A, and an environment ecosystem graph set A according to different texture types.

[0056] In summary, based on different ecological environments and types, corresponding ecological map sets are generated. Different ecological maps can be used to render planets, resulting in diverse ecological characteristics and more realistic planet rendering effects.

[0057] Furthermore, during planet rendering, to facilitate efficient rendering, rendering is typically performed in parallel using chunks of data. However, chunks that are too large or too small will result in low resource utilization and waste. Simultaneously, the ecological environments of different regions within a planet vary, so the rendering parameters for each planetary environmental unit are different. Incorrectly obtaining the planetary environmental unit corresponding to the rendering region will lead to incorrect rendering results. Therefore, to address this issue, this application provides a method for finding planetary environmental units, as follows:

[0058] Based on the attribute information of the three-dimensional object, a target partitioning strategy is selected from a set of preset partitioning strategies; according to the preset unit partitioning parameters in the target partitioning strategy, the three-dimensional object is divided into initial planetary environment units; an identifier is configured for each initial planetary environment unit, and a planetary environment unit with an environment unit identifier is obtained based on the identifier configuration result.

[0059] Specifically, the partitioning strategy set refers to a collection of various strategies for partitioning 3D objects. A partitioning strategy refers to a strategy for partitioning a planet according to certain rules. For example, a partitioning strategy can be formulated based on the planet's volume, surface area, or weight. A target partitioning strategy refers to the partitioning strategy selected based on actual needs. Element partitioning parameters refer to the partitioning values ​​used when partitioning a 3D object. For example, an element partitioning parameter of N*M*6 means that N represents the number of columns after partitioning one two-dimensional face of the 3D object, M represents the number of rows after partitioning the same two-dimensional face of the 3D object, and 6 means that all six faces of the 3D object are partitioned in the same way; or an element partitioning parameter of X*Y*Z means that X represents the length of the partitioned planetary environment element, Y represents the width of the partitioned planetary environment element, and Z represents the height of the partitioned planetary environment element.

[0060] In addition to the two unit division parameters mentioned above, other unit division parameters can be set according to actual needs, such as weight division parameters, which can be used to determine the weight of the divided planetary environment units, and shape division parameters, which can be used to determine the shape of the divided planetary environment units. Therefore, in practical applications, unit division parameters can be set according to actual needs, and this application embodiment does not impose too many limitations.

[0061] Therefore, to meet different application requirements, the server may need to employ different strategies to divide the rendering units (i.e., initial planetary environment units) of varying sizes based on those requirements. Upon receiving a request, the server can select a partitioning strategy matching the 3D object based on the attribute information in the request. This partitioning strategy ensures that the initial planetary environment units are divided without wasting resources or overloading the computation. Subsequently, the 3D object can be divided using the unit partitioning parameters provided in the partitioning strategy, resulting in multiple initial planetary environment units. By configuring an identifier for each initial planetary environment unit, planetary environment units with configured identifiers can be obtained, facilitating the differentiation of different rendering units.

[0062] Following the previous example, based on the volume properties of cube A, the target partitioning strategy A is determined, with a unit partitioning parameter of 64*64*6. Cube A is partitioned according to this parameter 64*64*6 to obtain n planetary environment units. To distinguish the n planetary environment units, each planetary environment unit is assigned a unique ID_n identifier as a planetary environment unit identifier to identify different planetary environment units.

[0063] In practical applications, the identifier only needs to be unique, and there are no specific restrictions on the specific form of the identifier. It can be a number, text, image, or other identifier information. Alternatively, the position coordinates of the object to be identified can be calculated and used as the identifier of the object.

[0064] For example, based on planet Y, a corresponding 3D object cuboid Y is generated. After dividing Y into planetary environment units, multiple planetary environment units are obtained. Each planetary environment unit has different positional information in 3D space. For instance, calculating the position of planetary environment unit Y1 yields the position sampling coordinates of Y1 as (x1, y1, i). This coordinate information can serve as the identifier for Y1, where x1 and y1 represent its texture coordinates, and i represents the index of a texture array element. The index i of the texture data element can point to the index texture array, the MinMaxHeight texture array, or the TilingOffset texture array.

[0065] The indexed texture array stores the index of a texture within the ecosystem map set. The MinMaxHeight texture array stores the data needed for planet rendering and clipping. The TilingOffset texture array stores the UV perturbation or linear transformation data required for sampling the ecosystem map. UV, also known as UV coordinates, where U represents the horizontal direction and V represents the vertical direction, allows you to locate any pixel on the image. Tiling, a texture attribute, indicates how many times larger the texture used is compared to the input texture; Offset, a texture attribute, indicates the starting position of the texture used, with a value ranging from 0 to 1.

[0066] In summary, by using a planetary attribute-based classification strategy, planets can be divided according to actual needs, avoiding resource waste and poor rendering effects. At the same time, each planetary environment unit is distinguished by assigning a label to avoid incorrectly acquiring planetary environment units, which would lead to incorrect rendering results.

[0067] Step S204: Upon receiving the construction parameters uploaded by the user for the planetary environment unit, select the target ecological map from the multiple ecological map sets, and construct the first association relationship corresponding to the planetary environment unit based on the target index information corresponding to the target ecological map, the construction parameters, and the environment unit identifier.

[0068] Based on this, and building upon the aforementioned 3D objects and planetary environment units, further improvements are made to achieve more realistic planetary ecosystem rendering effects. This includes supporting user-defined uploaded rendering parameters and construction parameters. These rendering parameters allow for dynamic adjustments to the planetary ecosystem. Therefore, upon receiving the planetary rendering parameters corresponding to the user-uploaded minimum planetary rendering unit, various ecological maps describing the ecological environment characteristics of that minimum planetary rendering unit can be selected. The identifier corresponding to the minimum planetary rendering unit, along with the planetary rendering parameters and the ecological map, is then associated, establishing a relationship between the minimum planetary rendering unit, the rendering parameters, and the ecological map. This association is then used to subsequently construct the environment construction relationship corresponding to the planetary rendering unit.

[0069] Specifically, construction parameters refer to the data used to adjust the ecological characteristics of the rendered planet, such as offset data, texture data, and blur data. The target ecological map refers to the actual ecological map used by the rendered planet, determined according to its requirements. Each ecological map has corresponding index information, which can be used to locate the corresponding ecological map. The first association relationship refers to the physical relationship between the environmental unit identifier, construction parameters, and ecological map; through the first association relationship, the construction parameters and ecological maps related to the planet's environmental units can be determined.

[0070] Continuing with the previous example, User 1 uploaded construction parameter A for planetary environment unit ID_1. The server selects a height ecology map from the height ecology map set A, a normal ecology map from the normal ecology map set A, and an environmental ecology map from the environmental ecology map set A. It then establishes an association between the height ecology map's corresponding index information 1, the normal ecology map's corresponding index information 2, the environmental ecology map's corresponding index information 3, the ID_1 identifier of the corresponding planetary environment unit ID_1, and construction parameter A. This serves as the first association for planetary environment unit ID_1. This process is repeated for each unit, building the first association for subsequent unit environment construction relationships. The construction parameters can also be understood as the UV perturbation or linear transformation data required for sampling the ecology map, stored in the TilingOffset texture array. The index information corresponding to the ecology map can be understood as the index of a texture in the ecology map set, stored in the index texture array.

[0071] Furthermore, the ecological environments of different regions of a planet vary, but the number of ecological maps in the ecological map set is small. To ensure the rendered planetary ecological environment reflects these differences, the ecological map corresponding to the planetary environment unit, or the planetary environment unit rendered by the ecological map, can be readjusted through construction parameters. Incorrectly obtaining the construction parameters corresponding to the planetary environment unit will result in incorrect rendering of the planetary region corresponding to that unit, wasting resources. Therefore, to address this issue, this application provides a method for confirming planetary environment units, as follows:

[0072] In response to a click command submitted by a user, a target planetary environment unit is determined; the target environment unit identifier of the target planetary environment unit is obtained and sent to the user, wherein the user confirms the target planetary environment unit based on the target environment unit identifier; if the user uploads construction parameters for the target planetary environment unit, the following steps are performed: selecting a target ecological graph from the multiple ecological graph sets, and constructing a first association relationship corresponding to the planetary environment unit based on the target index information corresponding to the target ecological graph, the construction parameters, and the environment unit identifier.

[0073] Specifically, a click command refers to a user's click operation on a planetary environment unit that needs to be rendered. The target planetary environment unit refers to the planetary environment unit that needs to be rendered and is currently selected by the user.

[0074] Based on this, the user clicks on the planetary environment unit they want to render. The server receives the user's click command, obtains the identifier of the corresponding planetary environment unit, and sends this identifier to the user for confirmation. At this point, the user can see the selected planetary environment unit on their terminal. If this unit is the one that needs to be rendered, the rendering parameters can be uploaded. If it is not the planetary environment unit selected by the user, the server waits for the user to select it again before uploading the parameters, or displays an error message to the user to facilitate subsequent processing. After the user confirms and uploads the rendering parameters for the target planetary environment unit, the server performs subsequent operations on the target planetary environment unit based on the obtained rendering parameters.

[0075] Using the previous example, when user 1 clicks on planetary environment unit ID_1, the server obtains the identifier corresponding to planetary environment unit ID_1 as ID_1, sends ID_1 to user 1 for confirmation. After user confirmation, the user uploads the construction parameter A. The server obtains the construction parameter A to facilitate the subsequent operation of building the first association relationship.

[0076] In summary, by confirming with the user, the obtained construction parameters are ensured to be the construction parameters of the target planetary environment unit, thus avoiding incorrect rendering of the planetary region corresponding to the target planetary environment unit and preventing resource waste.

[0077] Furthermore, to achieve differentiation of the rendered planets and ensure the accuracy of the rendering results, a parameter strategy input by the user can be received. Based on the parameter strategy, construction parameters for the planetary environment unit can be generated. Then, the steps of selecting a target ecological map from the multiple ecological map sets and constructing a first association relationship corresponding to the planetary environment unit based on the target index information corresponding to the target ecological map, the construction parameters, and the environment unit identifier can be performed.

[0078] Specifically, parameter strategy refers to a method that can automatically generate various parameters of the ecological map or the rendered planetary region according to certain rules. For example, parameter strategy can be understood as the percentage of difference in the rendered region.

[0079] Based on this, the server receives the strategy of user inputting construction parameters and generates a variety of different construction parameters for use in planetary environment unit rendering.

[0080] Furthermore, in the specific shading process, the ecological map set is essentially a texture array. The ecological map does not contain data information for terrain appearance texture shading. Additional texture shading is needed to complete the rendering of the environment unit, making the rendered terrain more realistic. This application embodiment provides a method for obtaining terrain appearance texture shading data, as follows:

[0081] In a preset set of terrain appearance texture coloring data, the terrain appearance texture coloring data corresponding to the construction parameters is obtained; the first association relationship is updated using the terrain appearance texture coloring data; correspondingly, the step of using the first association relationship and the second association relationship as the environment construction relationship corresponding to the planetary environment unit includes: using the updated first association relationship and the second association relationship as the environment construction relationship corresponding to the planetary environment unit.

[0082] Specifically, terrain appearance texture shading data refers to rendering data that can change terrain color and / or the biological atmosphere of the ecological environment; a collection of various terrain appearance texture shading data is a terrain appearance texture shading data set.

[0083] Based on this, the server determines the terrain and appearance texture coloring data related to the construction parameters from the preset terrain and appearance texture coloring data set according to the construction parameters of the target planet environment unit, and uses it as the rendering data for coloring the target planet environment unit; it associates the determined rendering data with the first association relationship, updates the first association relationship according to the association result, and updates the environment construction relationship corresponding to the target planet environment unit according to the updated first association relationship.

[0084] Continuing with the previous example, the preset terrain texture shading data set is CA{C1,C2,C3,C4,C5}. Based on the construction parameter A, the server determines the terrain texture shading data in CA as C5, associates C5 with the first association relationship, updates the first association relationship using the association result, uses the updated first association relationship as the primary association relationship, and updates the construction relationship based on the updated first association relationship, using the updated construction relationship as the primary construction relationship. Here, the terrain texture shading data set can be understood as the data required for planet rendering and clipping stored in the MinMaxHeight texture array.

[0085] In summary, based on the method of acquiring terrain appearance coloring data, we can ensure that terrain appearance textures can be colored, making the rendered results more realistic.

[0086] Furthermore, the ecological environment of each planetary environment unit is different, and the required rendering resources also differ. If the same strategy is used to obtain rendering resources for each planetary environment unit, the rendering resources for some planetary environment units will be higher or lower than the rendering requirements, resulting in resource waste or rendering failure. To solve this problem, this application provides a method for obtaining the target ecology map, as follows:

[0087] Determine the set of ecological graphs corresponding to the target texture type from the multiple ecological graph sets; select an initial ecological graph from the ecological graph set corresponding to the target texture type according to the number of selections corresponding to the target texture type, and use it as the target ecological graph.

[0088] Specifically, the target texture type refers to the ecological features of the planetary environment unit that need to be rendered. The selection quantity refers to the number of ecological maps required to render a certain ecological feature.

[0089] Based on this, the server determines the set of ecological maps corresponding to the ecological features that need to be rendered for the target planet's environmental unit, determines the number of ecological maps to be selected based on the number of ecological maps required to render a certain ecological feature for the target planet's environmental unit, and selects the corresponding number of ecological maps from the set of ecological maps.

[0090] Following the previous example, the server determines the required texture types and quantities for Planet Environment Unit ID_1 as (height texture type, 2), (normal texture type, 2), and (temperature and humidity texture type, 1). It selects two height ecology maps from the height ecology map set A as height ecology map-G1 and height ecology map-G2, two normal ecology maps from the normal ecology map set A as normal ecology map-F1 and normal ecology map-F2, and one environmental ecology map from the environmental ecology map set A as environmental ecology map-H1. These selected height ecology map-G1, height ecology map-G2, normal ecology map-F1, normal ecology map-F2, and environmental ecology map-H1 are then used as the target ecology map for Planet Environment Unit ID_1. The selection methods for ecology maps for other planetary environment units are the same as for Planet Environment Unit ID_1, and will not be elaborated further here.

[0091] In summary, by determining the method of obtaining the target ecosystem map, we ensure that the rendering resources obtained for the planetary environment units are matched, thus avoiding resource waste or rendering errors.

[0092] Step S206: Select an environmental ecological map from the multiple ecological map sets to generate two-dimensional index information. Based on the color weight data contained in the loaded planetary global color map and the two-dimensional index information, construct the second association relationship corresponding to the planetary environmental unit.

[0093] Based on this, and building upon the aforementioned target ecological map and planetary environmental units, further steps are taken to achieve more realistic planetary ecological detail color rendering effects. Ecological details refer to ecological features influenced by temperature and humidity, such as vegetation and soil. Therefore, an environmental ecological map can be selected from the target ecological map. Based on the temperature and humidity texture corresponding to the environmental ecological map, a physical structure information with rapid search capabilities, namely two-dimensional index information, can be generated. The global planetary color information map loaded by the server stores color weight data related to various regions and landforms of the planet. The generated physical structure information is then correlated with the color weight data for subsequent construction of environmental relationships corresponding to the planetary environmental units.

[0094] Specifically, the environmental ecology map refers to an ecology map recording the temperature and humidity of various regions of a planet, generated based on the planet's temperature and humidity texture. Two-dimensional index information refers to a physical structure that allows for the rapid retrieval of related information. The planetary global color map refers to a color weight map recording the color weight data of the planet's terrain in various regions. The second correlation refers to the relationship between the temperature and humidity texture of a planetary environmental unit and the color weight data of that unit. Color weight data refers to data used to adjust the ecological color representation under ecological conditions.

[0095] Continuing with the previous example, the server loads the global color map of planet A, determines the temperature and humidity texture of planetary environment unit ID_1, generates the corresponding two-dimensional index (Ax, By), determines the color weight data A1 of planetary environment unit ID_1, and establishes a relationship between the two-dimensional index (Ax, By) and the color weight data A1. The establishment of the second relationship for other planetary environment units is detailed in the example for planetary environment unit ID_1, and will not be elaborated upon here.

[0096] Furthermore, planetary environmental units correspond to many types of ecological maps, but only environmental ecological maps possess temperature and humidity texture characteristics. Temperature and humidity textures can represent the ecological details of planetary environmental units. For areas with the same ecological environment, the temperature and humidity textures are the same. Therefore, in order to successfully obtain environmental ecological maps, this application embodiment provides an ecological map set confirmation method, as follows:

[0097] Determine the ecological map set corresponding to the temperature and humidity texture type from the multiple ecological map sets; select an environmental ecological map from the ecological map set corresponding to the temperature and humidity texture type; generate two-dimensional index information based on the environmental ecological map.

[0098] Based on this, among the various ecological map sets generated by the server, the environmental ecological map set corresponding to the temperature and humidity texture type generated by the server is determined. The environmental ecological map set stores a variety of environmental ecological maps. An environmental ecological map is selected from these maps, and two-dimensional index information is generated based on the selected environmental ecological map.

[0099] Following the previous example, we determine the environmental ecological map set A from the set of height ecological maps A, the set of normal ecological maps A, and the set of environmental ecological maps A. We then select one environmental ecological map from the set of environmental ecological maps A as the environmental ecological map-H1, and generate the corresponding two-dimensional index (Ax, By) based on the environmental ecological map-H1.

[0100] In summary, the ecological map set confirmation method can ensure that the obtained ecological map is an environmental ecological map, guarantee the successful generation of two-dimensional index information, and establish a second association relationship.

[0101] Step S208: The first association relationship and the second association relationship are used as the environment construction relationship corresponding to the planetary environment unit. The environment construction relationship is used to construct a planetary environment for the planetary environment unit.

[0102] Based on this, and building upon the first and second association relationships obtained above, to further facilitate the direct acquisition of rendering resources directly or indirectly associated with a planetary environment unit, thereby improving rendering efficiency, the first association relationship established by the construction data, ecosystem map, and planetary environment unit identifier, and the second association relationship established by the ecosystem map and color weight data, can be constructed into an environment construction relationship related to the planetary environment unit. When planetary environment unit construction is required, rendering resources related to the rendering of the planetary environment unit can be obtained through this environment construction relationship. This allows for the construction of a planetary environment for each planetary environment unit based on rendering resources. Once each unit is constructed, a more realistic planet rendering effect can be obtained.

[0103] Specifically, environment construction relationships refer to the associations related to planetary environment units, which can be used to quickly obtain the relevant rendering resources required for rendering planetary environment units. These rendering resources include the ecosystem map, construction parameters, color weight data, etc., required for rendering planetary environment units.

[0104] Continuing with the previous example, a new relationship is established between the first and second relationships of the planetary environment unit ID_1, serving as the environment construction relationship for planetary environment unit ID_1. When rendering planetary environment unit ID_1 is required, the construction parameters A1, height ecology map-G1, height ecology map-G2, normal ecology map-F1, normal ecology map-F2, environment ecology map-H1, and color weight data A1 can be quickly obtained through this environment construction relationship.

[0105] Furthermore, since there are multiple planetary environment units, it is necessary to establish the association between each planetary environment unit and the rendering resource. Due to the large number of planetary environment units, it is possible that some planetary environment units may be missed in establishing the association with the rendering resource. To solve this problem, this application provides a planetary environment unit rendering processing method, as follows:

[0106] In response to a planet rendering command, a planetary environment unit to be rendered is determined; a first environment unit identifier is determined based on the planetary environment unit to be rendered, and a first environment construction relationship is loaded based on the first environment unit identifier; based on the first environment construction relationship and the first environment unit identifier, a first construction parameter, a first terrain appearance texture coloring data, a first ecological map corresponding to the first index information, and a first color weight data associated with the planetary environment unit to be rendered are obtained; based on the first construction parameter, the first terrain appearance texture coloring data, the first ecological map, and the first color weight data, unit environment rendering is performed on the planetary environment unit to be rendered.

[0107] Specifically, the planet rendering instruction refers to the instruction to determine the environment unit to be rendered and to render the environment unit. This includes a first environment unit identifier, a first environment construction relationship, first construction parameters, first index information, first terrain texture shading data, a first ecological map, and first color weight data. These correspond to the environment unit identifier, environment construction relationship, construction parameters, index information, terrain texture shading data, target ecological map, and color weight data in the above embodiments. Related descriptions can be found in the descriptions in the above embodiments, and will not be elaborated upon further in this embodiment.

[0108] Based on this, a rendering instruction for a planetary environment unit to be rendered is received. The identifier of the planetary environment unit to be rendered is obtained according to the rendering instruction, and the environment construction relationship corresponding to the planetary environment unit to be rendered is obtained. Based on the environment construction relationship, the construction parameters, ecological map, terrain appearance texture shading data and color weight data corresponding to the first association relationship can be obtained. The environment unit to be rendered is rendered using the obtained construction parameters, ecological map, terrain appearance texture shading data and color weight data.

[0109] Following the previous example, the server receives the rendering instruction for planetary environment unit ID_1, determines the ID_1 identifier and environment construction relationship corresponding to planetary environment unit ID_1, determines the first and second association relationships of planetary environment unit ID_1 through the environment construction relationship, obtains the construction parameters A1, height ecology map-G1, height ecology map-G2, normal ecology map-F1, normal ecology map-F2, terrain appearance texture shading data C5, environment ecology map-H1 and color weight data A1, and renders planetary environment unit ID_1.

[0110] In summary, by using the planetary environment unit rendering method, we can view the rendering effect of the rendered planetary environment unit, and determine whether the relevant rendering resources are associated and correct through this rendering effect.

[0111] Furthermore, rendering is a high-precision operation. When performing parallel rendering using planetary environment units as chunks, these units need to be further divided into smaller basic rendering units. And to render more realistic terrain details and achieve a more lifelike rendering effect, this application provides a method for rendering terrain details, as follows:

[0112] The planetary environment unit to be rendered is segmented based on the quadtree segmentation rule to obtain rendering primitives; based on the ecological map information of the first ecological map and the preset weight algorithm, terrain weight data is generated; based on the first construction parameters, the first terrain appearance texture coloring data, the first ecological map, the first color weight data and the terrain weight data, the rendering primitives are used as the basic rendering units to perform unit environment rendering on the planetary environment unit to be rendered.

[0113] Specifically, quadtree partitioning rules refer to the partitioning method of planetary environmental units according to the quadtree structure; rendering primitives refer to the smallest rendering unit, and rendering primitives are used as the most basic unit when rendering planets; weighting algorithm refers to a weighting algorithm encapsulated in a calculation program, which can be used to process target information to obtain weight data; and terrain weight data refers to data used to adjust the ecological performance under the ecological environment.

[0114] This includes the first construction parameter, the first terrain texture coloring data, the first ecological map, and the first color weight data. The construction parameter, terrain texture coloring data, target ecological map, and color weight data correspond to those in the above embodiments, and their descriptions can be found in the descriptions in the above embodiments. This embodiment will not elaborate further here.

[0115] Therefore, when rendering the planetary environment unit to be rendered, after obtaining the rendering data information related to the environment construction relationship of the planetary environment unit to be rendered, it is necessary to determine the most basic rendering unit and perform rendering processing based on the most basic rendering unit. Therefore, the target planetary environment unit can be segmented according to the quadtree partitioning rule to obtain multiple rendering primitives. Rendering primitives are used as the smallest unit for rendering. In order to render more detailed ecological representations and improve the rendering results, the ecological map information in the obtained ecological map can be calculated and processed through a preset weighting algorithm to obtain terrain weight data. Based on the terrain weight data, more detailed terrain and ecological environment can be rendered to obtain more detailed ecological representations. Finally, the rendering primitives can be rendered according to the obtained rendering data information, such as the first construction parameters, the first terrain appearance texture coloring data, the first ecological map, the first color weight data, and the terrain weight data, to achieve unit environment rendering of the planetary environment unit to be rendered.

[0116] Continuing with the previous example, the server receives the rendering command for the planetary environment unit ID_1 and obtains the construction parameters A1, height ecology map-G1, height ecology map-G2, normal ecology map-F1, normal ecology map-F2, terrain texture shading data C5, environment ecology map-H1, and color weight data A1. Based on the quadtree partitioning rules, the planetary environment unit ID_1 is divided into multiple rendering primitives. Taking rendering primitive X1 as an example, rendering processing is performed. The rendering processing of other rendering primitives is similar to that of X1, and will not be elaborated further here. The height information in the height ecology map is processed according to a preset weighting algorithm to obtain terrain weight data Q-1. Rendering primitive X1 is then rendered based on the construction parameters A1, height ecology map-G1, height ecology map-G2, normal ecology map-F1, normal ecology map-F2, terrain texture shading data C5, environment ecology map-H1, color weight data A1, and terrain weight data Q-1. This process is repeated to achieve the rendering processing of the planetary environment unit ID_1.

[0117] In addition, geomorphic weight data can be generated by calculating and processing the slope information of the normal ecological map using a weighting algorithm, by calculating and processing the curvature information of the curvature ecological map using a weighting algorithm, and by calculating and processing the topological attribute information such as slope, curvature, height, and erosion information in ecological maps such as height ecological map, normal ecological map, and curvature ecological map using a weighting algorithm. Here, no specific limitations are made on the information used to generate geomorphic weight data.

[0118] In summary, by rendering terrain details, the environmental units of the planet to be rendered are processed to produce more realistic terrain details, resulting in a more realistic rendering effect. At the same time, by calculating and processing the ecological map information according to the weight algorithm to obtain terrain weight data, a better rendering effect can be achieved with less computing resources.

[0119] Furthermore, dividing the planet into multiple planetary environment units for rendering results in environmental differences between the planetary regions corresponding to each unit. This leads to significant differences in the transitions between the various planetary environment units, resulting in unnatural transitions. To address this issue, this application provides an optimization method for planetary environment unit rendering, as follows:

[0120] Identify the associated rendering planetary environment units adjacent to the location of the planetary environment unit to be rendered, and read the associated planetary unit construction parameters of the associated rendering planetary environment units from the construction parameters; generate edge blending parameters based on the construction parameters and the associated planetary unit construction parameters, and use the edge blending parameters to optimize the rendered planetary environment unit.

[0121] Specifically, the associated planetary unit construction parameters refer to the data used to adjust the ecological characteristics of the associated rendered planetary environment units, such as offset data, texture data, and blur data; the edge blending parameters refer to the data used to make the rendering transition of adjacent parts of the planetary environment units to be rendered and the associated rendered planetary environment units natural.

[0122] Therefore, in order to improve the rendering effect of the planet, it is necessary to optimize the edge area of ​​the planet environment unit to make the rendering effect transition naturally. To do this, the associated rendering planet environment unit can be determined based on the associated rendering planet environment unit information contained in the construction parameters of the planet environment unit to be rendered, and the construction parameters of the associated planet unit can be obtained. Edge blending parameters can be generated using the construction parameters of the planet environment unit to be rendered and the associated planet unit construction parameters, and the edge area of ​​the planet environment unit can be optimized based on the edge blending parameters.

[0123] Furthermore, the construction parameters of a planetary environment unit can also store index information of the rendering resources corresponding to that planetary environment unit. For example, the construction parameters can store index information of rendering resources such as the ecological map pointing to that planetary environment unit, the color weight data, and the terrain appearance texture shading data. Therefore, the rendering resource information of the corresponding planetary environment unit can also be obtained based on the construction parameters, and the rendering resource information corresponding to the construction parameters can be fused to obtain edge blending parameters.

[0124] Furthermore, edge blending, or optimization, can be performed simultaneously during the rendering process. When acquiring the rendering resources corresponding to a planetary environment unit, the rendering resources corresponding to planetary environment units connected to that planetary environment unit can also be acquired. The acquired rendering resources can be used for edge blending, thus achieving edge optimization during rendering.

[0125] See Figure 3 , Figure 3 A schematic diagram of a rendering result optimization process according to an embodiment of this application is shown.

[0126] Figure 3 This includes the unoptimized planetary environment unit ID_1 after rendering, the rendered planetary environment unit ID_2 adjacent to ID_1, and the adjacent portion AB of ID_1 and ID_2. It also includes the optimized planetary environment unit ID_1, as planetary environment unit ID_1-y, the optimized planetary environment unit ID_2, as planetary environment unit ID_2-y, and the optimized adjacent portion AB of ID_1 and ID_2, as ID_1-y and the adjacent portion AB-y of ID_1-y.

[0127] Continuing with the previous example, we determine the adjacent rendering planetary environment unit ID_2 to be rendered from the planetary environment unit ID_1, and determine the construction parameters A1 for ID_1 and A2 for ID_2. During rendering, we use the first set of UVs for rendering, and simultaneously generate a second set of UVs based on the first set of UVs through mapping. The generated second set of UVs ensures a natural AB transition between adjacent parts. The second set of UVs is used for MipMap calculation to ensure that the MipMap used at the edges of adjacent environment units is consistent, that is, to ensure that the rendered colors of the environment unit edges are consistent, thus ensuring a more natural AB transition visually. Furthermore, to ensure that the final rendering result conforms to a realistic ecological environment, mesh vertex fusion processing is also required. That is, the transition of mesh vertices at the edges needs to be processed. This transition processing can be implemented using an interpolation algorithm. Specifically, the interpolation algorithm ensures that the height data used at the edges of two adjacent environment units is the same, thus ensuring seamless overlap between the two environment unit meshes, while also ensuring a smooth transition from one environment unit mesh to another. By performing rendering optimization on the rendered planetary environment units, we can obtain the optimized ID_1-y, ID_2-y, and AB-y.

[0128] In summary, by optimizing the rendering of planetary environment units, we can achieve a natural transition between adjacent parts of each planetary environment unit after rendering, and avoid unnatural transitions and poor rendering effects caused by the ecological differences between adjacent planetary environment units.

[0129] Furthermore, when users perform movement operations such as switching planets or logging in during gameplay, the target area of ​​the target planet needs to be loaded. To improve the user's gaming experience, the target area needs to be displayed to the user in real time. This application embodiment provides a method for displaying and rendering the target area, as follows:

[0130] Upon receiving a planet movement request, the system determines the planet to be rendered; loads the construction parameters, ecosystem map, terrain texture shading data, and color weight parameters corresponding to the environment units to be rendered in the area to be displayed on the planet; renders the corresponding environment units according to the construction parameters, ecosystem map, terrain texture shading data, and color weight parameters; and displays the game screen containing the area to be displayed to the user based on the rendering results, as a response to the planet movement request.

[0131] Specifically, the area to be displayed refers to the target area of ​​the target planet after rendering, and the game screen refers to the area to be displayed after rendering, as well as other screens in the game.

[0132] Based on this, the rendering resources and the association between the rendering planet environment units have been established, and the rendering results have been optimized. They can be directly reused in actual use. Therefore, when the game is running and a player initiates a planet movement operation, the server receives the player's planet movement operation request. Based on the received request, the server can determine the target area of ​​the target planet. For the target area that needs to be rendered, the server can obtain the rendering resources such as the construction parameters, ecological map, terrain appearance texture shading data, and color weight parameters corresponding to the target planet environment unit by determining the target planet environment unit corresponding to the target area, as well as the optimization operation, and directly render the target area of ​​the target planet. The rendered target area and other game screens are then displayed to the player.

[0133] In addition, upon receiving the movement operation of user 1 upon logging into planet A, the server determines the target area as the first target area, identifies the corresponding planetary environment unit identifiers as ID_1 and ID_2, obtains the rendering resources for ID_1 and ID_2, performs rendering processing on the planetary environment units ID_1 and ID_2, obtains the rendered first target area, and displays the rendered first target area along with other game screens to user 1.

[0134] In summary, when actual rendering is required, the preprocessing results can be reused to directly render the target area, avoiding the need for real-time generation of rendering resources and the wasted time. This is especially problematic in games, where lengthy rendering times can cause game lag and a poor player experience.

[0135] In summary, the system generates corresponding 3D objects based on the attribute information carried in the planetary environment construction request, and simultaneously generates multiple sets of ecological maps corresponding to different texture types. The 3D objects are then divided according to a preset partitioning strategy to obtain planetary environment units, which are then assigned identifiers. The system receives construction parameters input by the user for each planetary environment unit and selects corresponding ecological maps from the sets of ecological maps corresponding to different texture types. The selected ecological maps are then associated with the construction parameters and the planetary environment unit identifiers. Furthermore, 2D index information is generated based on the environmental ecological maps within the ecological maps, and the planetary global color map is loaded. The 2D index information is then associated with the color weight data of the planetary global color map. This system enables the reuse of rendering resources, minimizing storage space usage while still meeting the requirements for rendering terrain and landforms.

[0136] The following is in conjunction with the appendix Figure 4 Taking the planetary data construction method provided in this application as an example of simulating planetary landing in a VR scene, the planetary data construction method will be further explained. Among other things, Figure 4This application provides a flowchart illustrating a planet data construction method for VR scenes according to an embodiment of the present application, which specifically includes the following steps:

[0137] Step S402: In response to the planetary environment construction request carrying attribute information, the ecological graph program is invoked.

[0138] Taking a VR scenario as an example, when user 2 experiences the simulated Mars landing movement in a VR scenario, when user 2 enters the simulated Mars landing movement mode, a Mars environment construction request is sent to the server, triggering the server to call the PCG tool program.

[0139] Step S404: Construct a set of height ecological maps corresponding to the height texture type, a set of normal ecological maps corresponding to the normal texture type, and a set of environmental ecological maps corresponding to the temperature and humidity texture type through an ecological map program; use the set of height ecological maps corresponding to the height texture type, the set of normal ecological maps corresponding to the normal texture type, and the set of environmental ecological maps corresponding to the temperature and humidity texture type as ecological map sets corresponding to various texture types respectively.

[0140] The server uses the PCG tool to generate a set of Martian ecological maps H corresponding to Martian altitude textures, a set of Martian normal ecological maps H corresponding to Martian normal textures, and a set of Martian temperature and humidity ecological maps H corresponding to Martian temperature and humidity textures. This results in multiple sets of Martian ecological maps.

[0141] Step S406: Construct multiple ecological graph sets based on ecological graph sets corresponding to various texture types, and generate three-dimensional objects based on attribute information.

[0142] Step S408: Select a target partitioning strategy from the preset partitioning strategy set based on the attribute information of the 3D object; divide the 3D object into initial planetary environment units according to the preset unit partitioning parameters in the target partitioning strategy.

[0143] The server generates a corresponding cuboid h of 2000 square kilometers based on the surface area attribute information of Mars (2000 square kilometers). Based on the surface area attribute information of Mars, it selects the corresponding (256*256*6) partitioning strategy to divide the cuboid h into 256*256*6 initial planetary environment units.

[0144] Step S410: Configure the identifier for each initial planetary environment unit, and obtain the planetary environment unit with the environment unit identifier configured according to the identifier configuration result.

[0145] Assign a unique identifier id_n to each of the initial 256*256*6 Mars environment units to obtain 256*256*6 Mars environment units.

[0146] Step S412: In response to the click command submitted by the user, determine the target planetary environment unit.

[0147] Step S414: Obtain the target environment unit identifier of the target planet environment unit and send the target environment unit identifier to the user, wherein the user confirms the target planet environment unit based on the target environment unit identifier.

[0148] When User 2 submits the target Mars environment unit command, the server sends the target Mars environment unit identifier ID_6 to User 2, which User 2 confirms as the target Mars environment unit ID_6.

[0149] Step S416: Upon receiving the construction parameters uploaded by the user for the planetary environment unit, determine the ecological graph set corresponding to the target texture type from multiple ecological graph sets; select the initial ecological graph from the ecological graph set corresponding to the target texture type according to the number of selections corresponding to the target texture type, as the target ecological graph, and construct the first association relationship corresponding to the planetary environment unit based on the target index information, construction parameters and environment unit identifier corresponding to the target ecological graph.

[0150] When a user uploads build parameter 2 for ID_6, the server selects a height ecology graph-H1 from the height ecology graph set H and an environmental ecology graph-H3 from the environmental ecology graph set H for ID_6. Height ecology graph-H1 and environmental ecology graph-H3 are the target ecology graphs, and their index information is determined to be (gx, gy) and (hx, hy), respectively. The server establishes a first association relationship with the received build parameter 2, (gx, gy), (hx, hy), and ID_6.

[0151] Step S418: Obtain the terrain texture coloring data corresponding to the construction parameters from the preset terrain texture coloring data set; update the first association relationship using the terrain texture coloring data; determine the ecological map set corresponding to the temperature and humidity texture type from multiple ecological map sets; select the environmental ecological map from the ecological map set corresponding to the temperature and humidity texture type; generate two-dimensional index information based on the environmental ecological map.

[0152] Step S420: Based on the color weight data and two-dimensional index information contained in the loaded planetary global color map, construct the second association relationship corresponding to the planetary environment unit; use the updated first association relationship and second association relationship as the environment construction relationship corresponding to the planetary environment unit, and use the environment construction relationship to construct the planetary environment for the planetary environment unit.

[0153] The server determines the terrain texture coloring data Y3 in the preset terrain texture coloring data set Y, constructs the correlation between Y3 and the first correlation relationship, and updates the first correlation relationship and the environment construction relationship. In the global color map of Mars corresponding to Mars, the color weight data of ID_6 is determined as color weight data-h, and a second correlation relationship is established between color weight data-h and (hx, hy). The first correlation relationship and the second correlation relationship are used to construct the Mars environment construction relationship.

[0154] Step S422: In response to the planet rendering command, determine the planet environment unit to be rendered; determine the first environment unit identifier based on the planet environment unit to be rendered, and load the first environment construction relationship based on the first environment unit identifier.

[0155] Step S424: Based on the first environment construction relationship and the first environment unit identifier, obtain the first construction parameters, the first terrain appearance texture coloring data, the first ecological map corresponding to the first index information, and the first color weight data associated with the planetary environment unit to be rendered; segment the planetary environment unit to be rendered based on the quadtree segmentation rule to obtain rendering primitives; generate terrain weight data based on the ecological map information of the first ecological map and the preset weight algorithm.

[0156] Step S426: Based on the first construction parameters, the first terrain appearance texture coloring data, the first ecological map first color weight data, and the terrain weight data, unit environment rendering is performed on the planetary environment unit to be rendered, with rendering primitives as the basic rendering unit.

[0157] Based on ID_6 contained in the Mars rendering instruction, the server finds the corresponding Mars environment unit ID_6, determines the corresponding Mars environment construction relationship, and finds the corresponding first and second association relationships. It acquires color weight data -h, terrain texture shading data Y3, altitude ecology map -H1, environment ecology map -H3, and construction parameter 2. ID_6 is then divided into multiple rendering primitives. Taking rendering primitive T1 as an example, the server renders rendering primitive T1 using the acquired parameters.

[0158] Step S428: Determine the associated rendering planetary environment unit that is adjacent to the location of the planetary environment unit to be rendered, and read the associated planetary unit construction parameters of the associated rendering planetary environment unit from the construction parameters.

[0159] Step S430: Generate edge blending parameters based on the construction parameters and the construction parameters of the associated planetary units, and use the edge blending parameters to optimize the rendered planetary environment units.

[0160] The server determines the adjacent Mars environment unit ID_5 for rendering. It then determines the construction parameters 3 for ID_6 and obtains a second set of UVs through the first set of UV mapping. This second set of UVs ensures a natural transition between adjacent A and B parts, thus optimizing the rendering of the planetary environment unit.

[0161] Step S432: Upon receiving a planet movement request, determine the planet to be rendered; load the construction parameters, ecological map, terrain appearance texture shading data, and color weight parameters corresponding to the environment units to be rendered in the area to be displayed in the planet to be rendered.

[0162] Step S434: Render the corresponding environment unit according to the construction parameters, ecological map, terrain appearance texture shading data and color weight parameters of the environment unit to be rendered; display the game screen containing the area to be displayed to the user based on the rendering result as a response to the planet movement request.

[0163] When User 2 moves, the server receives User 2's movement request, determines the target area of ​​Mars for User 2 to land on Mars, determines the Mars environment units to be rendered as ID_6 and ID_5 based on the target area, obtains the rendering parameters corresponding to the Mars environment units to be rendered, renders the Mars environment units to be rendered, and displays the VR screen including the rendering result to User 2, so that User 2 can successfully experience a seamless landing on Mars.

[0164] This application obtains the construction parameters, ecological map, and color weight data corresponding to a planetary environment unit by identifying the unit's identifier. The planetary environment unit is then rendered, and the color weight data is obtained through a two-dimensional index generated from the ecological map. For planetary environment units with similar environments, color weight data can be reused. The entire process reuses a small number of pre-generated ecological maps, utilizes construction parameters to achieve terrain differences, and reuses color weight data, thus achieving seamless landing on large-volume planets with minimal storage space and real-time computation. During planet rendering, the server leverages the GPU's efficient parallel capabilities to efficiently process rendering resources, reducing CPU usage. Furthermore, when drawing the planet, the GPU renders the basic appearance of the planet with a single draw call, achieving extremely high efficiency. When optimizing the planet rendering results, the GPU's vertex shaders can process in parallel, resulting in high processing efficiency.

[0165] Corresponding to the above method embodiments, this application also provides embodiments of a planetary data construction apparatus. Figure 5 A schematic diagram of a planetary data construction apparatus according to an embodiment of this application is shown. Figure 5 As shown, the device includes:

[0166] The generation module 502 is configured to generate multiple ecological map sets and three-dimensional objects in response to a planetary environment construction request, and to divide the three-dimensional objects into planetary environment units configured with environment unit identifiers;

[0167] The selection module 504 is configured to, upon receiving construction parameters uploaded by the user for a planetary environment unit, select a target ecological map from the multiple ecological map sets, and construct a first association relationship corresponding to the planetary environment unit based on the target index information corresponding to the target ecological map, the construction parameters, and the environment unit identifier;

[0168] The loading module 506 is configured to select an environmental ecological map from the multiple ecological map sets to generate two-dimensional index information, and construct a second association relationship corresponding to the planetary environmental unit based on the color weight data contained in the loaded planetary global color map and the two-dimensional index information.

[0169] The construction module 508 is configured to use the first association relationship and the second association relationship as the environment construction relationship corresponding to the planetary environment unit, and the environment construction relationship is used to construct a planetary environment for the planetary environment unit.

[0170] In an optional embodiment, the planetary data construction apparatus further includes:

[0171] The confirmation module is configured to determine a target planetary environment unit in response to a click command submitted by a user; obtain the target environment unit identifier of the target planetary environment unit, and send the target environment unit identifier to the user, wherein the user confirms the target planetary environment unit based on the target environment unit identifier; and, if the user uploads construction parameters for the target planetary environment unit, execute the step of selecting a target ecological graph from the multiple ecological graph sets, and constructing a first association relationship corresponding to the planetary environment unit based on the target index information corresponding to the target ecological graph, the construction parameters, and the environment unit identifier.

[0172] In an optional embodiment, the generation module 502 is further configured to:

[0173] In response to a planetary environment construction request carrying attribute information, a set of ecological graphs corresponding to various texture types is generated; multiple ecological graph sets are constructed based on the ecological graph sets corresponding to various texture types; and a three-dimensional object is generated according to the attribute information.

[0174] In an optional embodiment, the generation module 502 is further configured to:

[0175] In response to a planetary environment construction request carrying attribute information, an ecosystem graph program is invoked; the ecosystem graph program constructs a set of height ecosystem graphs corresponding to height texture types, a set of normal ecosystem graphs corresponding to normal texture types, and a set of environmental ecosystem graphs corresponding to temperature and humidity texture types; the set of height ecosystem graphs corresponding to height texture types, the set of normal ecosystem graphs corresponding to normal texture types, and the set of environmental ecosystem graphs corresponding to temperature and humidity texture types are used as ecosystem graph sets corresponding to various texture types respectively.

[0176] In an optional embodiment, the generation module 502 is further configured to:

[0177] Based on the attribute information of the three-dimensional object, a target partitioning strategy is selected from a set of preset partitioning strategies; according to the preset unit partitioning parameters in the target partitioning strategy, the three-dimensional object is divided into initial planetary environment units; an identifier is configured for each initial planetary environment unit, and a planetary environment unit with an environment unit identifier is obtained based on the identifier configuration result.

[0178] In an optional embodiment, the selection module 504 is further configured to:

[0179] Determine the set of ecological graphs corresponding to the target texture type from the multiple ecological graph sets; select an initial ecological graph from the ecological graph set corresponding to the target texture type according to the number of selections corresponding to the target texture type, and use it as the target ecological graph.

[0180] In an optional embodiment, the planetary data construction apparatus further includes:

[0181] The update module is configured to obtain the terrain texture coloring data corresponding to the construction parameters from a preset terrain texture coloring data set; update the first association relationship using the terrain texture coloring data; correspondingly, the step of using the first association relationship and the second association relationship as the environment construction relationship corresponding to the planetary environment unit includes: using the updated first association relationship and the second association relationship as the environment construction relationship corresponding to the planetary environment unit.

[0182] In an optional embodiment, the loading module 506 is further configured to:

[0183] Determine the ecological map set corresponding to the temperature and humidity texture type from the multiple ecological map sets; select an environmental ecological map from the ecological map set corresponding to the temperature and humidity texture type; generate two-dimensional index information based on the environmental ecological map.

[0184] In an optional embodiment, the planetary data construction apparatus further includes:

[0185] The rendering module is configured to determine a planetary environment unit to be rendered in response to a planetary rendering command; determine a first environment unit identifier based on the planetary environment unit to be rendered; load a first environment construction relationship based on the first environment unit identifier; obtain a first construction parameter, a first terrain appearance texture coloring data, a first ecological map corresponding to the first index information, and a first color weight data associated with the planetary environment unit to be rendered based on the first environment construction relationship and the first environment unit identifier; and perform unit environment rendering on the planetary environment unit to be rendered based on the first construction parameter, the first terrain appearance texture coloring data, the first ecological map, and the first color weight data.

[0186] In an optional embodiment, the planetary data construction apparatus further includes:

[0187] The rendering unit partitioning module is configured to partition the planetary environment unit to be rendered based on the quadtree partitioning rule to obtain rendering primitives; generate terrain weight data according to the ecological map information of the first ecological map and the preset weighting algorithm; and perform unit environment rendering on the planetary environment unit to be rendered using the rendering primitives as the basic rendering unit based on the first construction parameters, the first terrain appearance texture coloring data, the first ecological map, the first color weight data and the terrain weight data.

[0188] The rendering unit partitioning module is further configured as follows:

[0189] Identify the associated rendering planetary environment units adjacent to the location of the planetary environment unit to be rendered, and read the associated planetary unit construction parameters of the associated rendering planetary environment units from the construction parameters; generate edge blending parameters based on the construction parameters and the associated planetary unit construction parameters, and use the edge blending parameters to optimize the rendered planetary environment unit.

[0190] In an optional embodiment, the planetary data construction apparatus further includes:

[0191] The application module is configured to, upon receiving a planet movement request, determine the planet to be rendered; load the construction parameters, ecosystem map, terrain texture shading data, and color weight parameters corresponding to the environment units to be rendered in the area to be displayed within the planet; render the corresponding environment units according to the construction parameters, ecosystem map, terrain texture shading data, and color weight parameters; and display the game screen containing the area to be displayed to the user based on the rendering results, as a response to the planet movement request.

[0192] The information processing apparatus provided in this application implements the steps of the information processing method of an embodiment of this specification, so that the planet graphic generation process does not require manual texturing, and thus does not require storing texturing data, reducing the storage and operating pressure of related equipment. In addition, the automated generation and rendering of planet models avoids manual input and improves the generation efficiency of planet models.

[0193] The above is an illustrative scheme of a planetary data construction device according to this embodiment. It should be noted that the technical solution of this planetary data construction device and the technical solution of the aforementioned planetary data construction method belong to the same concept. Details not described in detail in the technical solution of the planetary data construction device can be found in the description of the technical solution of the aforementioned planetary data construction method. Furthermore, the components in the device embodiment should be understood as functional modules necessary to implement each step of the program flow or each step of the method; these functional modules are not actual functional divisions or separations. A device claim defined by such a set of functional modules should be understood as a functional module architecture that primarily implements the solution through the computer program described in the specification, and not as a physical device that primarily implements the solution through hardware.

[0194] Figure 6 A structural block diagram of a computing device according to an embodiment of this application is shown. The components of the computing device 600 include, but are not limited to, a memory 610 and a processor 620. The processor 620 is connected to the memory 610 via a bus 630, and a database 650 is used to store data.

[0195] The computing device 600 also includes an access device 640, which enables the computing device 600 to communicate via one or more networks 660. Examples of these networks include a Public Switched Telephone Network (PSTN), a Local Area Network (LAN), a Wide Area Network (WAN), a Personal Area Network (PAN), or a combination of communication networks such as the Internet. The access device 640 may include one or more of any type of wired or wireless network interface (e.g., a Network Interface Card (NIC)), such as an IEEE 802.11 Wireless Local Area Network (WLAN) interface, a Wi-MAX interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC) interface, and so on.

[0196] In one embodiment of this application, the aforementioned components of the computing device 600 and Figure 6 Other components, not shown, can also be connected to each other, for example, via a bus. It should be understood that... Figure 6The block diagram of the computing device shown is for illustrative purposes only and is not intended to limit the scope of this application. Those skilled in the art can add or replace other components as needed.

[0197] The computing device 600 can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or PCs. The computing device 600 can also be a mobile or stationary server.

[0198] The processor 620 is used to execute computer-executable instructions for the planetary data construction method.

[0199] The above is an illustrative scheme of a computing device according to this embodiment. It should be noted that the technical solution of this computing device and the technical solution of the planetary data construction method described above belong to the same concept. For details not described in detail in the technical solution of the computing device, please refer to the description of the technical solution of the planetary data construction method described above.

[0200] An embodiment of this application also provides a computer-readable storage medium storing computer instructions that, when executed by a processor, are used for a planetary data construction method.

[0201] The above is an illustrative scheme of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium belongs to the same concept as the technical solution of the planetary data construction method described above. For details not described in detail in the technical solution of the storage medium, please refer to the description of the technical solution of the planetary data construction method described above.

[0202] An embodiment of this application also provides a chip that stores a computer program, which, when executed by the chip, implements the steps of the planetary data construction method.

[0203] The foregoing has described specific embodiments of this application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired results. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0204] The computer instructions include computer program code, which may be in the form of source code, object code, executable file, or some intermediate form. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording media, USB flash drive, portable hard drive, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the content included in the computer-readable medium may be appropriately added or removed according to the requirements of patent practice. For example, in some regions, according to patent practice, computer-readable media may not include electrical carrier signals and telecommunication signals.

[0205] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this application is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this application. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this application.

[0206] In the above embodiments, 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.

[0207] The preferred embodiments disclosed above are merely illustrative of this application. The optional embodiments do not exhaustively describe all details, nor do they limit the invention to the specific implementations described. Clearly, many modifications and variations can be made based on the content of this application. These embodiments are selected and specifically described in this application to better explain the principles and practical applications of this application, thereby enabling those skilled in the art to better understand and utilize this application. This application is limited only by the claims and their full scope and equivalents.

Claims

1. A method for constructing planetary data, characterized in that, include: In response to the planetary environment construction request, multiple ecological map sets and three-dimensional objects are generated, and the three-dimensional objects are divided into planetary environment units configured with environmental unit identifiers; Upon receiving the construction parameters uploaded by the user for the planetary environment unit, a target ecological map is selected from the multiple ecological map sets, and a first association relationship corresponding to the planetary environment unit is constructed based on the target index information corresponding to the target ecological map, the construction parameters, and the environment unit identifier; A two-dimensional index information is generated by selecting an environmental ecological map from the multiple ecological map sets. Based on the color weight data contained in the loaded planetary global color map and the two-dimensional index information, a second association relationship corresponding to the planetary environmental unit is constructed. The first association relationship and the second association relationship are used as the environment construction relationship corresponding to the planetary environment unit. The environment construction relationship is used to construct a planetary environment for the planetary environment unit.

2. The method according to claim 1, characterized in that, After constructing the first association relationship corresponding to the planetary environment unit based on the target index information corresponding to the target ecosystem map, the construction parameters, and the environment unit identifier, the method further includes: From the preset terrain appearance texture coloring data set, obtain the terrain appearance texture coloring data corresponding to the construction parameters; The first association relationship is updated using the terrain appearance texture coloring data; Accordingly, the step of using the first association relationship and the second association relationship as the environment construction relationship corresponding to the planetary environment unit includes: The updated first and second association relationships are used as the environment construction relationships corresponding to the planetary environment units.

3. The method according to claim 1, characterized in that, In response to the planetary environment construction request, multiple ecological map sets and three-dimensional objects are generated, including: In response to a request to construct a planetary environment carrying attribute information, a set of ecological graphs corresponding to various texture types is generated. Multiple ecological graph sets are constructed based on ecological graph sets corresponding to various texture types, and three-dimensional objects are generated based on the attribute information.

4. The method according to claim 3, characterized in that, In response to the planetary environment construction request carrying attribute information, a set of ecological graphs corresponding to various texture types is generated, including: In response to a request to construct a planetary environment carrying attribute information, the ecosystem mapping program is invoked; The ecological graph program constructs a set of height ecological graphs corresponding to height texture types, a set of normal ecological graphs corresponding to normal texture types, and a set of environmental ecological graphs corresponding to temperature and humidity texture types. The set of height ecological maps corresponding to the height texture type, the set of normal ecological maps corresponding to the normal texture type, and the set of environmental ecological maps corresponding to the temperature and humidity texture type are used as ecological map sets corresponding to various texture types respectively.

5. The method according to claim 2, characterized in that, The step of using the updated first association and the second association as the environment construction relationship corresponding to the planetary environment unit, and the environment construction relationship being used to construct the planetary environment for the planetary environment unit, further includes: The planetary environment units to be rendered are determined in response to planet rendering commands; A first environment unit identifier is determined based on the planetary environment unit to be rendered, and a first environment construction relationship is loaded based on the first environment unit identifier; Based on the first environment construction relationship and the first environment unit identifier, obtain the first construction parameters, the first terrain appearance texture shading data, the first ecological map corresponding to the first index information, and the first color weight data associated with the planetary environment unit to be rendered; Based on the first construction parameters, the first terrain appearance texture coloring data, the first ecological map, and the first color weight data, unit environment rendering is performed on the planetary environment unit to be rendered.

6. The method according to claim 5, characterized in that, After obtaining the first construction parameters, first terrain appearance texture shading data, first ecological map corresponding to the first index information, and first color weight data associated with the planetary environment unit to be rendered based on the first environment construction relationship and the first environment unit identifier, the process further includes: The planetary environment unit to be rendered is segmented based on the quadtree segmentation rule to obtain rendering primitives; Based on the ecological map information of the first ecological map and the preset weighting algorithm, generate terrain weight data; Based on the first construction parameters, the first terrain appearance texture coloring data, the first ecological map, the first color weight data, and the terrain weight data, the rendering primitives are used as the basic rendering units to perform unit environment rendering on the planetary environment unit to be rendered.

7. The method according to claim 6, characterized in that, After rendering the planetary environment unit based on the first construction parameters, the first ecological map, the first terrain appearance texture coloring data, and the first color weight data, the process further includes: Determine the associated rendering planetary environment unit that is adjacent to the location of the planetary environment unit to be rendered, and read the associated planetary unit construction parameters of the associated rendering planetary environment unit from the construction parameters; Edge blending parameters are generated based on the construction parameters and the associated planetary unit construction parameters, and the rendered planetary environment unit is optimized using the edge blending parameters.

8. The method according to claim 4, characterized in that, The step of selecting an environmental ecological map from the multiple ecological map sets to generate two-dimensional index information includes: Determine the ecological map set corresponding to the temperature and humidity texture type from the multiple ecological map sets; Select an environmental ecology map from the set of ecology maps corresponding to the temperature and humidity texture type; Two-dimensional index information is generated based on the environmental ecology map.

9. The method according to claim 1, characterized in that, The step of dividing the three-dimensional object into planetary environment units configured with environment unit identifiers includes: Based on the attribute information of the three-dimensional object, a target partitioning strategy is selected from a preset set of partitioning strategies; According to the preset unit division parameters in the target division strategy, the three-dimensional object is divided into initial planetary environment units; For each initial planetary environment unit, an identifier is configured, and the planetary environment unit with the environment unit identifier is obtained based on the identifier configuration result.

10. The method according to claim 1, characterized in that, Before the step of selecting a target ecological map from the multiple ecological map sets and constructing the first association relationship corresponding to the planetary environment unit based on the target index information corresponding to the target ecological map, the construction parameters, and the environment unit identifier, upon receiving the construction parameters uploaded by the user for the planetary environment unit, the following steps are included: The target planetary environment unit is determined in response to the click command submitted by the user; Obtain the target environment unit identifier of the target planet environment unit, and send the target environment unit identifier to the user, wherein the user confirms the target planet environment unit based on the target environment unit identifier; When the user uploads construction parameters for the target planetary environment unit, the following steps are performed: selecting a target ecological map from the multiple ecological map sets, and constructing a first association relationship corresponding to the planetary environment unit based on the target index information corresponding to the target ecological map, the construction parameters, and the environment unit identifier.

11. The method according to claim 3, characterized in that, The step of selecting a target ecological map from the multiple ecological map sets includes: Determine the ecological graph set corresponding to the target texture type from the plurality of ecological graph sets; Based on the number of selections corresponding to the target texture type, an initial ecological graph is selected from the ecological graph set corresponding to the target texture type as the target ecological graph.

12. The method according to any one of claims 2 or 5-7, characterized in that, The step of using the updated first association and the second association as the environment construction relationship corresponding to the planetary environment unit, and the environment construction relationship being used to construct the planetary environment for the planetary environment unit, further includes: Upon receiving a planet movement request, determine the planet to be rendered; Load the construction parameters, ecological map, terrain appearance texture shading data and color weight parameters corresponding to the environment units to be rendered in the area to be displayed in the planet to be rendered; Render the corresponding environment unit according to the construction parameters, ecological map, terrain appearance texture shading data and color weight parameters of the environment unit to be rendered; Based on the rendering results, the game screen containing the area to be displayed is shown to the user as a response to the planet movement request.

13. A planetary data construction device, characterized in that, include: The generation module is configured to generate multiple ecological map sets and three-dimensional objects in response to a planetary environment construction request, and to divide the three-dimensional objects into planetary environment units configured with environment unit identifiers; The selection module is configured to, upon receiving construction parameters uploaded by the user for a planetary environment unit, select a target ecological map from the multiple ecological map sets, and construct a first association relationship corresponding to the planetary environment unit based on the target index information corresponding to the target ecological map, the construction parameters, and the environment unit identifier; The loading module is configured to select an environmental ecological map from the multiple ecological map sets to generate two-dimensional index information, and construct a second association relationship corresponding to the planetary environmental unit based on the color weight data contained in the loaded planetary global color map and the two-dimensional index information. The construction module is configured to use the first association relationship and the second association relationship as the environment construction relationship corresponding to the planetary environment unit, and the environment construction relationship is used to construct a planetary environment for the planetary environment unit.

14. A computing device, characterized in that, include: Memory and processor; The memory is used to store computer-executable instructions, and the processor is used to execute the computer-executable instructions to implement the steps of the planetary data construction method according to any one of claims 1 to 12.

15. A computer-readable storage medium storing computer instructions, characterized in that, When executed by the processor, this instruction implements the steps of the planetary data construction method according to any one of claims 1 to 12.

Citation Information

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