Display system, method, apparatus, device and storage medium of virtual scene

CN117531206BActive Publication Date: 2026-10-09TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210914798.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-01
Publication Date
2026-10-09
Estimated Expiration
2042-08-01

AI Technical Summary

Technical Problem

[0004]但是,相关技术中用户参加游戏赛事需要进行的步骤过多,人机交互的效率较低,导致一些用户不想参加游戏赛事或者在等待中途放弃参加游戏赛事

Benefits of technology

[0059]The technical solution provided in this application allows a terminal to scan the graphic code of the target competition to display the team display interface. Through this interface and the central server, participants can quickly join the first team and participate in the target competition alongside other members of that team. After joining the first team, the terminal displays a competition preparation interface, allowing users to adjust the preparation status of the participants on the terminal. When all participants in the target match are in the target state, the video stream of the virtual scene is directly received, effectively starting the target match. Based on this video stream, the virtual scene is displayed. Since the virtual scene is rendered by a cloud gaming server, the terminal can directly display it. Participation in the target competition does not require downloading a game client or receiving offline guidance, improving the efficiency of human-computer interaction and attracting more users to participate.

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Abstract

The application discloses a display system, a method, an apparatus, a device and a storage medium of a virtual scene, and belongs to the technical field of computers. Through the technical scheme provided by the embodiment of the application, the terminal can display the team display interface of the target competition by scanning the graphic code of the target competition, and the first team can be quickly joined through the team display interface and the middle server. After the participating object joins the first team, the terminal displays a competition preparation interface, and the preparation state of the participating object on the terminal can be adjusted through the competition preparation interface. In the case that the preparation states of the plurality of participating objects participating in the target game are all target states, the video stream of the virtual scene is directly received, that is, the target game is started, and the virtual scene can be displayed based on the video stream of the virtual scene. In the process of participating in the target competition, there is no need to download a game client or offline personnel guidance, the efficiency of human-computer interaction is improved, and more users are attracted to participate in the target competition.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a virtual scene display system, method, apparatus, device, and storage medium. Background Technology

[0002] With the development of computer technology, more and more users are relaxing by playing games. In order to attract more users to a particular game, game developers often organize game tournaments and use live broadcasts and reports of these tournaments to attract users.

[0003] In related technologies, users need to download the client of a specific game beforehand to participate in a game event. They then need to log into the game account provided by the game developer on the client and follow the instructions of offline personnel to be grouped and to agree on a time. Only then can they participate in the game event. For example, if a user passes by a shopping mall where a game event is being held, they need to complete several processes in the related technologies if they want to participate.

[0004] However, the related technologies require too many steps for users to participate in game events, resulting in low efficiency of human-computer interaction. This leads some users to not want to participate in game events or to give up on participating in the game events while waiting. Summary of the Invention

[0005] This application provides a virtual scene display system, method, apparatus, device, and storage medium, which can improve the efficiency of human-computer interaction and increase users' enthusiasm for participating in game competitions. The technical solution is as follows:

[0006] On the one hand, a virtual scene display system is provided, the system including: a terminal, a middleware server and a cloud gaming server;

[0007] The terminal is used to display a team display interface in response to the scanning operation of the graphic code of the target competition, and the team display interface is used to display the teams participating in the target competition.

[0008] The terminal is also used to add the participants on the terminal to the first team participating in the target competition through the middleware server, based on the team display interface.

[0009] The cloud gaming server is used to render a competition preparation interface based on the participants in the first team. The competition preparation interface is used to display the preparation status of the participants in the first team.

[0010] The terminal is also used to display the competition preparation interface; and to adjust the preparation status of the participants on the terminal through the competition preparation interface.

[0011] The middleware server is also used to send rendering instructions to the cloud gaming server when the preparation status of multiple participants in the target game is the target status, and the target game is the game in which the first team participates in the target competition.

[0012] The cloud gaming server is also used to render the virtual scene of the target game based on the rendering instructions to obtain a video stream of the virtual scene;

[0013] The terminal is also used to display the virtual scene based on the video stream of the virtual scene.

[0014] On the one hand, a method for displaying a virtual scene is provided, executed by a terminal, the method comprising:

[0015] In response to the scanning operation of the graphic code of the target competition, a team display interface is displayed, which is used to display the teams participating in the target competition;

[0016] When the participants on the terminal are added to the first team through the team display interface and the middle platform server, the competition preparation interface of the first team is displayed. The competition preparation interface is rendered by the cloud gaming server based on the participants in the first team. The competition preparation interface is used to display the preparation status of the participants in the first team.

[0017] In response to operations on the competition preparation interface, adjust the preparation status of the participants on the terminal;

[0018] When the preparation status of multiple participants in the target game is the target status, the video stream of the virtual scene of the target game is received. The target game is the game in which the first team participates in the target competition. The video stream of the virtual scene is obtained by the cloud gaming server rendering the virtual scene after receiving the rendering instruction sent by the middle platform server.

[0019] The virtual scene is displayed based on the video stream of the virtual scene.

[0020] In one possible implementation, displaying the grouping display interface of the target competition when the teams participating in the target competition meet the target conditions includes:

[0021] When the number of teams participating in the target competition is the first target number, and the number of participants in each team participating in the target competition is the second target number, the group display interface of the target competition is displayed.

[0022] In one possible implementation, the group display interface for the target competition includes:

[0023] Teams that will be grouped together will be displayed in the same group area on the group display interface;

[0024] The schedule of the target competition is displayed on the group display interface, and the schedule is used to indicate the time for different teams to play against each other.

[0025] In one possible implementation, the method further includes:

[0026] When participants on the terminal are added to the first team through the team display interface and the middleware server, the team interface of the first team is displayed, which is used to display the participants in the first team.

[0027] In one possible implementation, if the first team is created for the participating object on the terminal, the method further includes any of the following:

[0028] In response to a click on any invitation control displayed on the team interface, a team member invitation request is sent to the target server. The team member invitation request is used to invite a target participant to join the first team. The target participant is the participant corresponding to the invitation control. If the target participant agrees to join the first team, the target participant is displayed on the team interface.

[0029] In response to a click on the member allocation control displayed on the team interface, a member allocation request is sent to the target server. The team allocation request is used to request the allocation of participants to join the first team. In response to receiving member allocation information sent by the target server, the participants carried in the member allocation information are displayed on the team interface.

[0030] On the one hand, a method for displaying a virtual scene is provided, executed by a middleware server, the method comprising:

[0031] Obtain the team join instruction sent by the terminal, and add the participants on the terminal to the first team participating in the target competition based on the team join instruction;

[0032] Determine the preparation status of multiple participants in the target match, wherein the target match is the match in which the first team participates in the target competition;

[0033] When all participants in the target game are in the target state, a rendering instruction is sent to the cloud gaming server. The rendering instruction is used to instruct the cloud gaming server to render the virtual scene of the target game.

[0034] On the one hand, a display device for a virtual scene is provided, the device comprising:

[0035] The team display interface module is used to display the team display interface in response to the scanning operation of the graphic code of the target competition. The team display interface is used to display the teams participating in the target competition.

[0036] The competition preparation interface display module is used to display the competition preparation interface of the first team when the participants on the terminal are added to the first team through the team display interface and the middle platform server. The competition preparation interface is rendered by the cloud gaming server based on the participants in the first team.

[0037] The preparation status adjustment module is used to adjust the preparation status of the participants on the terminal in response to operations on the competition preparation interface.

[0038] The video stream receiving module is used to receive a video stream of the virtual scene of the target game when the preparation states of multiple participants in the target game are all in the target state. The target game is the game in which the first team participates in the target competition. The video stream of the virtual scene is obtained by the cloud gaming server rendering the virtual scene after receiving the rendering instruction sent by the middleware server.

[0039] A virtual scene display module is used to display the virtual scene based on the video stream of the virtual scene.

[0040] In one possible implementation, the apparatus further includes an instruction sending module for performing any of the following:

[0041] In response to a click on the first application control displayed on the team display interface, a first team join instruction is sent to the middleware server. The first team join instruction is used to apply to join the first team, and the first application control is the application control corresponding to the first team.

[0042] In response to a click on the team creation control displayed on the team display interface, a second team join instruction is sent to the middleware server. The second team join instruction is used to request the creation of the first team.

[0043] In response to a click on the team allocation control displayed on the team display interface, a third team join instruction is sent to the middleware server, the third team join instruction being used to request team allocation;

[0044] Upon receiving an invitation from a member of the first team, a team join pop-up window is displayed on the team display interface; in response to clicking the confirmation control displayed on the team join pop-up window, a fourth team join instruction is sent to the middleware server, the fourth team join instruction being used to indicate agreement to join the first team.

[0045] In one possible implementation, the competition preparation interface display module is used to determine whether the teams participating in the target competition meet the target conditions after the participants on the terminal are added to the first team through the team display interface and the middleware server; if the teams participating in the target competition meet the target conditions, the module displays the group display interface of the target competition, which is used to display the grouping of the teams participating in the target competition, and teams divided into the same group participate in the same competitive match of the target competition; in response to the click operation of the confirmation control displayed on the group display interface, the competition preparation interface of the first team is displayed.

[0046] In one possible implementation, the competition preparation interface display module is used to display the group display interface of the target competition when the number of teams participating in the target competition is a first target number and the number of participants in each team participating in the target competition is a second target number.

[0047] In one possible implementation, the device further includes:

[0048] The team interface display module is used to display the team interface of the first team when the participants on the terminal are added to the first team through the team display interface and the middleware server. The team interface of the first team is used to display the participants in the first team.

[0049] In one possible implementation, when the first team is created for participants on the terminal, the team interface display module is further configured to perform any of the following:

[0050] In response to a click on any invitation control displayed on the team interface, a team member invitation request is sent to the target server. The team member invitation request is used to invite a target participant to join the first team. The target participant is the participant corresponding to the invitation control. If the target participant agrees to join the first team, the target participant is displayed on the team interface.

[0051] In response to a click on the member allocation control displayed on the team interface, a member allocation request is sent to the target server. The team allocation request is used to request the allocation of participants to join the first team. In response to receiving member allocation information sent by the target server, the participants carried in the member allocation information are displayed on the team interface.

[0052] On the one hand, a display device for a virtual scene is provided, the device comprising:

[0053] The instruction acquisition module is used to acquire the team joining instruction sent by the terminal, and add the participants on the terminal to the first team participating in the target competition based on the team joining instruction;

[0054] The preparation status determination module is used to determine the preparation status of multiple participants in the target match, wherein the target match is the match in which the first team participates in the target competition;

[0055] The rendering instruction sending module is used to send a rendering instruction to the cloud gaming server when the preparation status of multiple participants in the target game is the target status. The rendering instruction is used to instruct the cloud gaming server to render the virtual scene of the target game.

[0056] On one hand, a computer device is provided, the computer device including one or more processors and one or more memories, the one or more memories storing at least one computer program, the computer program being loaded and executed by the one or more processors to implement the method for displaying the virtual scene.

[0057] On one hand, a computer-readable storage medium is provided, wherein at least one computer program is stored in the computer-readable storage medium, the computer program being loaded and executed by a processor to implement the method for displaying the virtual scene.

[0058] On one hand, a computer program product or computer program is provided, which includes program code stored in a computer-readable storage medium. The processor of a computer device reads the program code from the computer-readable storage medium and executes the program code, causing the computer device to perform the above-described virtual scene display method.

[0059] The technical solution provided in this application allows a terminal to scan the graphic code of the target competition to display the team display interface. Through this interface and the central server, participants can quickly join the first team and participate in the target competition alongside other members of that team. After joining the first team, the terminal displays a competition preparation interface, allowing users to adjust the preparation status of the participants on the terminal. When all participants in the target match are in the target state, the video stream of the virtual scene is directly received, effectively starting the target match. Based on this video stream, the virtual scene is displayed. Since the virtual scene is rendered by a cloud gaming server, the terminal can directly display it. Participation in the target competition does not require downloading a game client or receiving offline guidance, improving the efficiency of human-computer interaction and attracting more users to participate. Attached Figure Description

[0060] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0061] Figure 1 This is a schematic diagram of the implementation environment of a virtual scene display method provided in an embodiment of this application;

[0062] Figure 2 This is a flowchart of a virtual scene display method provided in an embodiment of this application;

[0063] Figure 3 This is a flowchart of another virtual scene display method provided in an embodiment of this application;

[0064] Figure 4 This is a flowchart of another virtual scene display method provided in the embodiments of this application;

[0065] Figure 5 This is a schematic diagram of a graphic code provided in an embodiment of this application;

[0066] Figure 6 This is a schematic diagram of another graphic code provided in an embodiment of this application;

[0067] Figure 7 This is a schematic diagram of yet another graphic code provided in an embodiment of this application;

[0068] Figure 8 This is a schematic diagram of a team display interface provided in an embodiment of this application;

[0069] Figure 9 This is a schematic diagram of a group display interface provided in an embodiment of this application;

[0070] Figure 10 This is a schematic diagram of a competition preparation interface provided in an embodiment of this application;

[0071] Figure 11 This is a schematic diagram of a historical score display interface provided in an embodiment of this application;

[0072] Figure 12 This is a schematic diagram of a virtual scene provided in an embodiment of this application;

[0073] Figure 13 This is a schematic diagram of a live broadcast screen provided in an embodiment of this application;

[0074] Figure 14 This is a schematic diagram of a result display interface provided in an embodiment of this application;

[0075] Figure 15 This is a schematic diagram of another group display interface provided in an embodiment of this application;

[0076] Figure 16 This is a flowchart of another virtual scene display method provided in an embodiment of this application;

[0077] Figure 17 This is a schematic diagram of a virtual scene display system provided in an embodiment of this application;

[0078] Figure 18 This is a schematic diagram of the structure of a virtual scene display device provided in an embodiment of this application;

[0079] Figure 19 This is a schematic diagram of the structure of a virtual scene display device provided in an embodiment of this application;

[0080] Figure 20 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application;

[0081] Figure 21 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation

[0082] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0083] In this application, the terms "first," "second," etc., are used to distinguish identical or similar items with essentially the same function. It should be understood that there is no logical or temporal dependency between "first," "second," and "nth," nor are there any restrictions on quantity or execution order.

[0084] Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing. It enables thin clients with relatively limited graphics processing and data handling capabilities to run high-quality games. In cloud gaming, the game does not reside on the player's terminal but runs on a cloud gaming server. The server renders the game scene as a video and audio stream, which is then transmitted to the player's terminal via the network. The player's terminal does not need powerful graphics processing and data handling capabilities; it only needs basic streaming media playback capabilities and the ability to receive player input commands and send them to the cloud gaming server.

[0085] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.

[0086] Virtual objects: These are movable objects within a virtual scene. These movable objects can be virtual characters, animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a virtual scene. A virtual object can be a virtual avatar representing the user within that scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the virtual scene's space.

[0087] In some embodiments, the virtual object is a user character controlled by operations on a client, or artificial intelligence (AI) trained and set up in a virtual game scenario, or a non-player character (NPC) set up in the virtual scenario. In some embodiments, the virtual object is a virtual character competing in the virtual scenario. In some embodiments, the number of virtual objects participating in the interaction in the virtual scenario is preset or dynamically determined based on the number of clients joining the interaction.

[0088] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, data stored, data displayed, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0089] Figure 1 This is a schematic diagram illustrating the implementation environment of a virtual scene display method provided in this application embodiment. See also... Figure 1 The implementation environment may include a terminal 110, a middleware server 120, and a cloud gaming server 140.

[0090] Terminal 110 is connected to the middleware server 120 and the cloud gaming server 140 via a wireless or wired network. Optionally, terminal 110 can be a vehicle-mounted terminal, smartphone, tablet, laptop, desktop computer, smartwatch, etc., but is not limited to these. Terminal 110 has applications installed and running that support virtual scene display.

[0091] The middleware server 120 is a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms. The middleware server 120 is used to process data related to the target competition, such as team information and group information.

[0092] The cloud gaming server 140 is a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms. The cloud gaming server 140 is used to process game-related data, such as rendering virtual scenes, controlling virtual objects in the virtual scene based on operations triggered by terminal 110, and determining the hit status of skills in the virtual scene.

[0093] After introducing the implementation environment of the embodiments of this application, the application scenarios of the game screen display method provided by the embodiments of this application will be described below in conjunction with the above implementation environment. In the following description, the terminal is the terminal 110 in the above implementation environment, the middleware server is the middleware server 120 in the above implementation environment, and the cloud game server is the cloud game server 140 in the above implementation environment.

[0094] The virtual scene display method provided in this application embodiment can be applied to various cloud game scenarios, such as first-person shooter (FPS) games, third-person shooter (TPS) games, multiplayer online battle arena (MOBA) games, or strategy games or auto chess games. This application embodiment does not limit this application.

[0095] Taking the technical solution provided in this application embodiment as an example of applying it to a MOBA game, when a user wants to participate in a MOBA game tournament, they use a terminal to scan the graphic code of the tournament. The terminal displays the team display interface for the tournament, which shows the teams participating in the tournament. The user can add the participant on the terminal to a team through this interface to participate in the tournament. The process of adding the participant to a team is achieved through interaction between the terminal and the middleware server. When the participant is added to the first team, the cloud gaming server renders a competition preparation interface based on the participants in the first team. This interface displays the preparation status of the participants in the first team, indicating whether they are ready to play. When the preparation status of multiple participants in the target match is all in the target state, it means that all participants are ready. The middleware server sends a rendering command to the cloud gaming server, causing the cloud gaming server to render the virtual scene of the target match, obtaining a video stream of the virtual scene, which is the game scene of the MOBA game. The cloud gaming server pushes a video stream of the virtual scene to the terminal, which then displays the virtual scene based on the video stream. Users can control virtual objects within this virtual scene to compete against a second team, thus enabling users to quickly participate in game events simply by scanning a QR code.

[0096] It should be noted that the above description is based on the example of a user participating in a MOBA game tournament. In other possible implementations, the way a user participates in other types of cloud games is based on the same inventive concept as the above method, and will not be described in detail here.

[0097] After introducing the implementation environment and application scenarios of the embodiments of this application, the method for displaying virtual scenes provided by the embodiments of this application will be introduced below.

[0098] Figure 2 This is a flowchart of a virtual scene display method provided in an embodiment of this application. See also... Figure 2 Taking the terminal as the executing entity as an example, the method includes the following steps.

[0099] 201. In response to the scanning operation of the graphic code of the target competition, the terminal displays a team display interface, which is used to display the teams participating in the target competition.

[0100] The graphic code is generated by the organizer of the target competition and can be a QR code or barcode, etc., which is not limited in this embodiment. The target competition is participated in by teams, and the teams displayed on the team display interface are all teams that have registered for the target competition. In some embodiments, the target competition includes multiple rounds, with the winner of each round playing against the opponent in the next round, thus ultimately determining the winner of the target competition.

[0101] 202. When the participants on the terminal are added to the first team through the team display interface and the middleware server, the terminal displays the competition preparation interface of the first team. The competition preparation interface is rendered by the cloud gaming server based on the participants in the first team. The competition preparation interface is used to display the preparation status of the participants in the first team.

[0102] In this context, the first team refers to the teams participating in the target competition. In some embodiments, the first team may be the team displayed on the team display interface or a newly created team; this application embodiment does not limit this. All participants in the first team are those who have registered to participate in the target competition. In some embodiments, the competition preparation interface is used for final preparations before starting a competitive match, such as tactical and player selection communication with other members of the same team; this application embodiment does not limit this.

[0103] 203. In response to the operation on the competition preparation interface, the terminal adjusts the preparation status of the participants on the terminal.

[0104] The preparation status of participants includes "ready" and "not ready". When a participant is in the "ready" state, it means that the participant is ready to participate in the competitive game; when a participant is in the "not ready" state, it means that the participant is not ready to participate in the competitive game.

[0105] 204. When the preparation status of multiple participants in the target game is the target status, the terminal receives the video stream of the virtual scene of the target game. The target game is the game in which the first team in the target competition participates. The video stream of the virtual scene is obtained by the cloud gaming server rendering the virtual scene after receiving the rendering instruction sent by the middleware server.

[0106] The virtual scene of the target match is also the game scene of the target match. The readiness status of multiple participants is the target status, indicating that all participants are ready to participate in the competitive match and can start the target match. The video stream of this virtual scene is rendered by the cloud gaming server. Therefore, the terminal does not perform any rendering work; it simply displays the video stream of the virtual scene returned by the target server. This allows the terminal to display the virtual scene without downloading a specific client, improving the efficiency of human-computer interaction.

[0107] 205. The terminal displays the virtual scene based on the video stream of the virtual scene.

[0108] The technical solution provided in this application allows a terminal to scan the graphic code of the target competition to display the team display interface. Through this interface and the central server, participants can quickly join the first team and participate in the target competition alongside other members of that team. After joining the first team, the terminal displays a competition preparation interface, allowing users to adjust the preparation status of the participants on the terminal. When all participants in the target match are in the target state, the video stream of the virtual scene is directly received, effectively starting the target match. Based on this video stream, the virtual scene is displayed. Since the virtual scene is rendered by a cloud gaming server, the terminal can directly display it. Participation in the target competition does not require downloading a game client or receiving offline guidance, improving the efficiency of human-computer interaction and attracting more users to participate.

[0109] Figure 3 This is a flowchart of a virtual scene display method provided in an embodiment of this application. See also... Figure 3 Taking the execution entity as a middleware server as an example, the method includes the following steps.

[0110] 301. The middleware server obtains the team join instruction sent by the terminal, and adds the participant on the terminal to the first team participating in the target competition based on the team join instruction.

[0111] The team joining command is triggered by the terminal through the team display interface mentioned above, and the participants on the terminal are the accounts logged in on the terminal.

[0112] 302. The middleware server determines the preparation status of multiple participants in the target match, which is the match in which the first team in the target competition participates.

[0113] For details regarding the preparation status of multiple participants, please refer to the relevant explanation in step 204 above, which will not be repeated here.

[0114] 303. When the preparation status of multiple participants in the target game is the target status, the middleware server sends a rendering instruction to the cloud gaming server. This rendering instruction is used to instruct the cloud gaming server to render the virtual scene of the target game.

[0115] The rendering command is sent from the middleware server to the cloud gaming server, which can render the virtual scene and obtain the video stream of the virtual scene. The terminal can then display the virtual scene based on the video stream of the virtual scene.

[0116] The technical solution provided in this application embodiment allows the middleware server to add participants on the terminal to the first team of the target competition based on team joining instructions. This allows the participant to participate in the target competition alongside other participants in the first team. After adding the participant to the first team, the middleware server determines the readiness status of the multiple participants in the target match, i.e., confirms whether they are ready to participate. If all participants are in the target readiness status, it indicates that they are ready to participate. The middleware server then sends a rendering instruction to the cloud gaming server, causing the cloud gaming server to render the virtual scene of the target match. The terminal can directly display the rendered virtual scene. Participation in the target competition does not require downloading a game client or receiving offline guidance, improving the efficiency of human-computer interaction and attracting more users to participate in the target competition.

[0117] Steps 201-205 and 301-303 above are a brief introduction to the virtual scene display method provided in the embodiments of this application. The virtual scene display method provided in the embodiments of this application will be described below with reference to some examples. Figure 4 The method includes the following steps.

[0118] 401. In response to the scanning operation of the graphic code of the target competition, the terminal displays a team display interface, which is used to display the teams participating in the target competition.

[0119] The target competition is a game competition, participated in by teams. The target competition includes multiple rounds, each round consisting of at least one match. Each match involves two teams, and the winning team advances to the next round, thus determining the final winner of the target competition. The graphic code for this target competition is generated by the organizer and can be a QR code or barcode, etc., which is not limited in this embodiment. In some embodiments, see... Figure 5 The target competition's graphic code 501 is displayed on a large screen at an outdoor venue. Users can join the competition by scanning the graphic code displayed on the screen using their mobile devices. Alternatively, see [link to relevant documentation]. Figure 6 The graphic code 601 for the target competition is displayed on a television or computer monitor, and the user can scan the graphic code using a terminal to join the target competition. Alternatively, see... Figure 7 The graphic code 701 of the target competition can also be displayed on the terminal, and scanning the graphic code with the terminal can quickly join the target competition. It should be noted that the above explanation is based on the example where the target competition requires a terminal to participate. If the target competition supports participation using multiple platforms, such as terminals, desktop computers, smart TVs, and other handheld devices, all platforms can participate by scanning the target graphic code. Furthermore, the scanning operation mentioned here includes both using an image acquisition device to acquire the graphic code and directly recognizing the selected graphic code; this application embodiment does not limit this. In some embodiments, the graphic code of the target competition is also referred to as the competition entry point or activity entry point, etc.

[0120] In one possible implementation, in response to scanning the graphic code of the target competition, the terminal identifies the graphic code and obtains the link corresponding to it. The terminal accesses the link to display the team showcase interface, which displays the teams participating in the target competition. In some embodiments, this team showcase interface is provided by a central server.

[0121] In this implementation, the terminal can quickly join the target competition by scanning the graphic code of the target competition, and view the teams participating in the target competition through the team display interface, which greatly reduces the threshold for participating in the target competition and improves the efficiency of human-computer interaction.

[0122] For example, in response to scanning the graphic code of a target competition, the terminal identifies the graphic code and obtains the corresponding link. The terminal accesses this link and displays a login interface, which is used to log in as a participant on the terminal. After logging in, the login interface redirects to the team display screen for the target competition.

[0123] In some embodiments, the number of participants in a team participating in the target competition is limited. For example, each team may have a maximum of 5 participants. If any team has 5 participants, it is considered a full team, and no other participants can join. In some embodiments, the teams displayed on the team display interface are all under-represented teams, meaning teams that participants can join. Of course, in other embodiments, the team display interface may also display full teams, using different display methods to show full and under-represented teams. For example, full teams may be displayed in gray, and under-represented teams in white.

[0124] In some embodiments, the team display interface shows information such as the team name participating in the target competition, the number of currently participating members in the team, the maximum number of participating members in the team, and the requirements for joining the team. This application embodiment does not limit this. For example, see... Figure 8 The terminal displays the team display interface 800, which shows multiple teams participating in the target competition. For example, it displays the team name 801, the number of current participants, the maximum number of participants 802, and the requirements for joining the team 803.

[0125] In some embodiments, the team display interface displays a conversation area, which includes a conversation input area and a conversation display area. The terminal is further configured to respond to an input operation in the conversation input area by displaying the content corresponding to the input operation in the conversation display area. See also Figure 8 The team display interface 800 includes a session area 804, which includes a session input area 8041 and a session display area 8042.

[0126] The session display area is used to display the content posted by participants in the target competition. The content corresponding to the input operation is the content entered through the input operation, which includes at least one of text, emoticons, images, and voice.

[0127] In this implementation, the chat area allows users to communicate with other participants in the target competition, thereby increasing the competition's interactivity and attracting users to join. For example, the chat area can be used to discuss the competition schedule or to invite others to join a team.

[0128] 402. In response to the operation on the team display interface, the terminal sends a team join command to the central server. The team join command is used to request to join a team participating in the target competition.

[0129] The middleware server is used to process data related to the target competition, such as the step of generating the team display interface in step 401 above.

[0130] In one possible implementation, in response to a click on the first application control displayed on the team display interface, the terminal sends a first team join instruction to the middleware server. The first team join instruction is used to apply to join the first team, and the first application control is the application control corresponding to the first team.

[0131] In this implementation, clicking the first application control can trigger the first team join command, thereby allowing users to apply to join the first team based on the first team join command. This eliminates the need for complex team join operations and improves the efficiency of human-computer interaction.

[0132] For example, see Figure 8 The team display interface 800 shows a first application control 805, which is used to apply to join the first team. In response to clicking the first application control 805, the terminal sends a first team join command to the middleware server, which is used to apply to join the first team.

[0133] In one possible implementation, in response to a click on the team creation control displayed on the team display interface, the terminal sends a second team join instruction to the middleware server, the second team join instruction being used to request the creation of the first team.

[0134] The team creation control is used to create teams that will participate in the target competition. For example, see... Figure 8 The team display interface 800 shows a team creation control 806. In response to clicking on the team creation control 806, the terminal sends a command to the middleware server to add a second team.

[0135] In this implementation, teams can be quickly created to participate in the target competition by clicking the team creation control, resulting in high efficiency of human-computer interaction.

[0136] For example, in response to clicking the team creation control displayed on the team display interface, the terminal displays a team creation pop-up window on the team display interface. This pop-up window is used to obtain at least one of the team name and the requirements for joining the team. In response to clicking the confirmation control displayed on the team creation pop-up window, the terminal sends a second team joining instruction to the middleware server. This second team joining instruction carries at least one of the team name and the requirements for joining the team.

[0137] In one possible implementation, in response to a click on the team allocation control displayed on the team display interface, the terminal sends a third team join instruction to the central server, which is used to request team allocation.

[0138] In this context, requesting team allocation means requesting the middleware server to assign the participant on the terminal to a team participating in the target competition, so that the participant can participate in the target competition normally.

[0139] In this implementation, the middleware server can assign teams to participants on the terminal by clicking the team assignment control, eliminating the need for team selection and resulting in high efficiency of human-computer interaction.

[0140] For example, see Figure 8 The team display interface 800 displays a team allocation control 807. In response to the click operation of the team allocation control 807, the terminal sends a third team joining instruction to the middleware server, so that the middleware server allocates teams to the participants on the terminal based on the third team joining instruction.

[0141] In one possible implementation, upon receiving an invitation from a member of the first team, the terminal displays a team join pop-up window on the team display interface. In response to clicking the confirmation control displayed on the team join pop-up window, the terminal sends a fourth team join instruction to the central server, which indicates agreement to join the first team.

[0142] In this process, the invitation information for the members of the first team is sent to the middleware server by the creation object of the first team, and then forwarded to the terminal by the middleware server.

[0143] In this implementation, the terminal can quickly join the team based on the team member invitation information, resulting in high efficiency of human-computer interaction.

[0144] Based on the above implementation, optionally, the team display interface displays an invitation information viewing control. In response to clicking the invitation information viewing control, the terminal displays an invitation information viewing pop-up window on the team display interface, showing received member invitation information. In response to clicking any member invitation information displayed in the invitation information viewing pop-up window, the terminal displays a team join pop-up window corresponding to that member invitation information. In response to clicking the confirmation control displayed in the team join pop-up window, the terminal sends a fourth team join instruction to the middleware server. This fourth team join instruction indicates agreement to join the team corresponding to the member invitation information. For example, see... Figure 8The team display interface 800 displays an invitation information viewing control 808. In response to clicking the invitation information viewing control 808, the terminal displays an invitation information viewing pop-up window on the team display interface.

[0145] It should be noted that participants on the terminal can join the first team through any of the above methods, and this application embodiment does not limit this.

[0146] 403. In response to the team joining command, the middleware server adds the participants on the terminal to the first team participating in the target competition, and renders the team interface of the first team, which is used to display the participants in the first team.

[0147] In one possible implementation, when the team joining instruction is a first team joining instruction, in response to this instruction, the platform server sends a team joining request to the creator of the first team. This request applies to join the first team and carries object information of the participants on the terminal, including the participant's name and rank (or grade). If the platform server receives acceptance from the creator of the first team, it adds the participant on the terminal to the first team of the target competition. If the platform server receives rejection from the creator of the first team, it does not add the participant on the terminal to the first team of the target competition. When a participant on the terminal joins the first team, the platform server renders the team interface for that team based on the participants in the first team. This team interface displays the participants in the first team.

[0148] Adding a participant to the first team means binding the participant to the first team, allowing for quick identification of the team to which the participant belongs. Furthermore, the team interface changes as the participants in the first team change. For example, when any participant joins the first team, the platform server can adjust the team interface to display that participant. Similarly, when any participant leaves the first team, the platform server can also adjust the team interface to remove that participant from the team.

[0149] In this implementation, the middleware server can send a team request to the creator of the first team according to the first team join instruction. If the creator of the first team agrees to the participant on the terminal joining the first team, then the participant is added to the first team, thus avoiding the degradation of the game experience of other participants in the first team due to arbitrarily adding participants to the first team.

[0150] In one possible implementation, if the team join instruction is a second team join instruction, in response to the second team join instruction, the middleware server creates a first team and adds the participants on the terminal to the first team. When the participants on the terminal join the first team, the middleware server renders the team interface of the first team based on the participants in the first team; this team interface is used to display the participants in the first team.

[0151] In this implementation, the middleware server can create the first team based on the second team joining command, and add the participants on the terminal to the first team, thereby providing richer ways to join teams and improving the user's gaming experience.

[0152] In one possible implementation, if the team joining instruction is a third team joining instruction, in response to the third team joining instruction, the platform server determines a first team from the multiple teams participating in the target competition, the first team being the team that matches the participant on the terminal. The platform server adds the participant on the terminal to the first team. With the participant on the terminal added to the first team, the platform server renders the team interface for the first team based on the participants in the first team, the team interface being used to display the participants in the first team.

[0153] In this context, "a team that matches a participant on the terminal" means that the participant's information meets the team's requirements for joining. For example, the participant's information includes their level. If the participant's level meets the team's requirements, then the participant is matched with the team.

[0154] In this implementation, the middleware server can identify the first team that matches the participant on the terminal from among the multiple teams participating in the target competition, thereby adding the participant to the first team and improving the efficiency of adding participants to teams.

[0155] In one possible implementation, if the team join instruction is a fourth team join instruction, in response to the fourth team join instruction, the platform server adds the participant on the terminal to the first team. When the participant on the terminal is added to the first team, the platform server renders the team interface of the first team based on the participants in the first team; this team interface is used to display the participants in the first team.

[0156] 404. The middleware server sends the team interface of the first team to the terminal.

[0157] 405. The terminal receives the team interface of the first team and displays the team interface of the first team.

[0158] The team interface of the first team displays multiple participants within the team. In some embodiments, the team interface of the first team displays object information for these multiple participants, such as their level and rank.

[0159] In one possible implementation, if the first team is created for participants on the terminal, in response to a click on any invitation control displayed on the team interface, the terminal sends a member invitation request to the central server. This member invitation request is used to invite a target participant to join the first team, and the target participant is the participant corresponding to the invitation control. If the target participant agrees to join the first team, the terminal displays the target participant on the team interface.

[0160] In this implementation, participants can be quickly invited to join the first team by clicking the invitation control, resulting in high efficiency of human-computer interaction.

[0161] For example, when the first team is created for participants on the terminal, in response to clicking any invitation control displayed on the team interface, the terminal sends a member invitation request to the middleware server. This member invitation request is used to invite the target participant to join the first team, and the target participant is the participant corresponding to the invitation control. The middleware server sends team invitation information to the target participant, which is used to invite the target participant to join the first team. Upon receiving the target participant's consent to join, indicating that the target participant agrees to join the first team, the middleware server adds the target participant to the first team and updates the team interface of the first team based on the current participants in the team, so that the target participant is displayed in the team interface. The middleware server sends the updated team interface to the terminal, and the terminal displays the updated team interface.

[0162] In one possible implementation, when the first team is created for the participants on the terminal, in response to a click on the team member assignment control displayed on the team interface, the terminal sends a team member assignment request to the central server. This team assignment request is used to request the assignment of participants to join the first team. In response to receiving the team member assignment information sent by the central server, the terminal displays the participants carried by the team member assignment information on the team interface.

[0163] In this implementation, team members can be automatically assigned by clicking the team member assignment control, which improves the efficiency of human-computer interaction.

[0164] For example, when the first team is created for participants on the terminal, in response to a click on the team member assignment control displayed on the team interface, the terminal sends a team member assignment request to the middleware server. This team assignment request requests the assignment of participants to join the first team. In response to the team member assignment request, the middleware server determines at least one target participant from among the multiple participants in the target competition. The middleware server adds this at least one target participant to the first team and sends team member assignment information to the terminal, so that the terminal displays the at least one target participant carried by the team member assignment information on the team interface.

[0165] 406. If the teams participating in the target competition meet the target conditions, the central server renders the group display interface. This group display interface is used to show the grouping of the teams participating in the target competition. Teams that are grouped into the same group will participate in the same competitive match of the target competition.

[0166] Wherein, the teams participating in the target competition meet the target conditions, meaning that the number of teams participating in the target competition is the first target number, and the number of participants in each team participating in the target competition is the second target number. The first target number is the minimum number of teams required to start the target competition, and the second target number is the upper limit of the number of participants for each team. The first target number and the second target number are set by technicians according to the actual situation, and this application embodiment does not limit them.

[0167] In one possible implementation, when the number of teams participating in the target competition is a first target number, and the number of participants in each team is a second target number, the platform server groups the participating teams into multiple groups, each group consisting of two teams, with the two teams in each group being opponents. Based on the grouping results, the platform server renders a grouping display interface to show the grouping status of the participating teams. In some embodiments, the platform server randomly groups the participating teams.

[0168] In this implementation, the middleware server can group multiple teams participating in the target competition if the teams meet the target conditions, and render the group display interface based on the grouping results.

[0169] In some embodiments, where the target competition includes multiple rounds, the middleware server can also add the match times of these multiple rounds to the group display interface.

[0170] 407. The middleware server sends the display interface of this group to the terminal.

[0171] 408. The terminal receives the group display interface and switches the team interface of the first team to the group display interface for display.

[0172] In one possible implementation, the terminal receives the group display interface and switches the team interface of the first team to the group display interface for display. The group display interface is used to show the grouping of teams participating in the target competition.

[0173] In some embodiments, the terminals will be grouped into teams and displayed in the same group area of ​​the group display interface.

[0174] In this implementation, the terminal can display teams in the same group by grouping them, making the grouping of teams participating in the target competition more intuitive.

[0175] For example, see Figure 9 The terminals will be divided into Team 1 and Team 2 and displayed in the same group area 901 of the group display interface 900.

[0176] In some embodiments, the terminal displays the schedule of the target competition on the group display interface, which indicates the time for different teams to play against each other.

[0177] In this implementation, the terminal can display the schedule of the target competition on the group display interface, and the progress of the target competition can be understood more intuitively by combining the group information.

[0178] For example, see Figure 9 The terminal displays the competition schedule 902 of the target competition on the group display interface 901.

[0179] 409. In response to the operation on the group display interface, the terminal sends an application launch command to the cloud gaming server. The application launch command is used to instruct the launch of the target application, which is the application corresponding to the target competition.

[0180] The cloud gaming server is used to process game-related data, such as rendering virtual scenes and game interfaces. The target application is the application corresponding to the game, that is, the application corresponding to the target competition. Launching the target application signifies the official start of the target competition. The target application can be a first-person shooter, third-person shooter, multiplayer online tactical battle royale, strategy game, or auto-chess game; this application embodiment does not limit the specific type.

[0181] In one possible implementation, in response to a click on the confirmation control displayed on the group display interface, the terminal sends the start command to the cloud gaming server.

[0182] For example, see Figure 9 In response to a click on the confirmation control 903 displayed on the group display interface 900, the terminal sends the start command to the cloud gaming server.

[0183] 410. The cloud gaming server receives the application launch command and launches the target application based on the application launch command.

[0184] In one possible implementation, the cloud gaming server receives an application launch command that carries the identifier of the target application. The cloud gaming server retrieves the identifier of the target application from the launch command and launches the target application based on that identifier. This target application is the application corresponding to the target competition, or in other words, the application of the game corresponding to the target competition. Since the cloud gaming server may have various types of applications installed, querying by the identifier of the target application allows for quick identification of the target application to be launched.

[0185] 411. The cloud gaming server sends a team information retrieval request to the middleware server. This team information retrieval request is used to request the participating objects in the first team.

[0186] Among them, obtaining the participants in the first team means obtaining the object information of the participants in the first team. The object information includes the object identifier of the participants and the preparation status of the participants.

[0187] 412. The middleware server receives the team information retrieval request and, based on the team information retrieval request, sends the participants in the first team to the cloud gaming server.

[0188] 413. The cloud gaming server receives the participants from the first team and renders the competition preparation interface based on the participants from the first team. The competition preparation interface is used to display the preparation status of the participants from the first team.

[0189] In one possible implementation, the cloud gaming server receives object information of the participating objects in the first team, and retrieves the object identifiers and preparation statuses of the participating objects from this object information. Based on the object identifiers and preparation statuses of the participating objects in the first team, the cloud gaming server renders the competition preparation interface, which displays both the participating objects and their preparation statuses. This competition preparation interface is the interface of the target application.

[0190] In this implementation, the cloud gaming server can obtain the object information of the participants in the first team from the middleware server, and render the competition preparation interface based on the object information of the participants in the first team. Subsequent terminals can view the preparation status of the participants by displaying the competition preparation interface, which has high efficiency in human-computer interaction.

[0191] It should be noted that the above explanation uses the rendering of the first team's competition preparation interface by the cloud gaming server as an example. At the same time as rendering the first team's competition preparation interface, the cloud gaming server will also simultaneously render the second team's competition preparation interface. The second team is in the same group as the first team, and the second team is the first team's opponent.

[0192] 414. The cloud gaming server sends the competition preparation interface to the terminal.

[0193] 415. The terminal receives the competition preparation interface and displays it.

[0194] In some embodiments, the competition preparation interface displays the avatars of multiple participants in the first team, with a preparation status displayed below each participant's avatar. For example, see... Figure 10 The competition preparation interface 1000 displays the avatars 1001-1005 of the five participants in the first team, and the preparation status is displayed below the five avatars 1001-1005.

[0195] In some embodiments, the competition preparation interface includes at least one of a voice control and a text control. The voice control is used to initiate voice communication with other participants in the first team, and the text control is used to send text messages to other participants in the first team. For example, see... Figure 10 The competition preparation interface 1000 includes a voice control 1006 and a text control 1007.

[0196] By displaying this competition preparation interface, participants in the first team can communicate and exchange ideas before the competition, such as formulating competition tactics, which facilitates pre-competition communication among users.

[0197] 416. The terminal can adjust the preparation status of the participants on the terminal through the competition preparation interface.

[0198] In one possible implementation, the competition preparation interface includes a preparation control. In response to a click on the preparation control, the terminal adjusts the preparation status of the participating object on the terminal to "ready". In some embodiments, when the preparation status of the participating object on the terminal is "ready", the competition preparation interface displays a cancel preparation control. In response to a click on the cancel preparation control, the terminal adjusts the preparation status of the participating object on the terminal to "not ready". For example, see... Figure 10 The competition preparation interface includes a cancel preparation control 1008.

[0199] 417. The middle server determines the preparation status of multiple participants in the target match, which is the match in which the first team in the target competition participates.

[0200] The target match refers to the match in which the first team participates, meaning that the target match is a match in which the first team competes against other teams. The target competition includes multiple matches, and the target match is one match in the target competition.

[0201] In some embodiments, when the preparation status of any participating object is "ready," the terminal of that participating object sends first preparation information to the middleware server, the first preparation information carrying the identifier of the participating object. Based on the first preparation information, the middleware server can determine that the preparation status of the participating object is "ready." Correspondingly, when the preparation status of any participating object changes from "ready" to "not ready," the terminal of that participating object sends second preparation information to the middleware server, the second preparation information carrying the identifier of the participating object. Based on the second preparation information, the middleware server can determine that the preparation status of the participating object is "not ready."

[0202] 418. When the preparation status of multiple participants in the target game is the target status, the middleware server sends a rendering command to the cloud game server.

[0203] Among them, the preparation state being the target state means that the preparation state is already prepared.

[0204] 419. The cloud gaming server receives the rendering instruction and renders the virtual scene of the target competition based on the rendering instruction to obtain the video stream of the virtual scene.

[0205] The virtual scene is the game scene provided by the target application.

[0206] In one possible implementation, the cloud gaming server renders a historical results display interface based on the rendering command. This interface displays the historical match results between the first team and the second team, where the second team is the first team's opponent in the target match. The cloud gaming server sends this historical results display interface to the terminal, which receives and displays it. Once the display duration of the historical results display interface reaches the target duration, the cloud gaming server renders the virtual scene of the target match, obtaining a video stream of that virtual scene.

[0207] In this implementation, the cloud gaming server can render the historical performance display interface before rendering the virtual scene. The historical performance display interface shows the historical match results between the first team and the second team, which helps participants and viewers understand the strength of the first team and the second team.

[0208] The following section describes the format of the historical scores display interface. (See below for more information.) Figure 11 The terminal displays a historical results display interface 1100, which shows the historical match results 1101 between the first team and the second team. In some embodiments, the historical results display interface also displays the avatars of multiple participants from the first team and multiple participants from the second team.

[0209] 420. The cloud gaming server sends the video stream of the virtual scene to the terminal.

[0210] 421. The terminal receives the video stream of the virtual scene and displays the virtual scene based on the video stream.

[0211] In one possible implementation, the terminal receives the video stream of the virtual scene, decodes the video stream of the virtual scene, and then displays the virtual scene.

[0212] The method by which the terminal decodes the video stream of the virtual scene corresponds to the method by which the cloud gaming server encodes the video stream of the virtual scene.

[0213] In some embodiments, during the display of the virtual scene, the terminal can control virtual objects in the virtual scene to fight against virtual objects controlled by participants in the second team. During the control of the virtual objects, operation information is generated. The terminal uploads the operation information to the cloud gaming server so that the cloud gaming server can render the virtual scene based on the acquired operation information to obtain a video stream of the virtual scene.

[0214] For example, after receiving control information from a participant, the cloud gaming server determines the position, posture, and actions of the virtual object controlled by that participant in the virtual scene. Based on this control information, the cloud gaming server determines the virtual object's perspective, which is also the participant's perspective. Based on this virtual object's perspective, the cloud gaming server renders the virtual scene of the target game, obtaining the game screen corresponding to the participant. This game screen is rendered based on the control information sent by the participant, and multiple game screens of the participant constitute the video stream of the virtual scene corresponding to that participant. For instance, if the user's operation on the virtual object is to move it within the virtual scene, then the participant's control information is the control information used to control the virtual object's movement within the virtual scene. Based on this control information, the cloud gaming server determines the virtual object's position, posture, and actions after movement within the virtual scene. Based on the virtual object's position, posture, and actions within the virtual scene, the cloud gaming server determines the virtual object's perspective. The cloud gaming server renders the virtual scene of the target match from the perspective of the virtual object, resulting in the game screen corresponding to that participating object. For example, see... Figure 12 The terminal displays virtual scene 1200.

[0215] In some embodiments, in addition to sending the video stream of the virtual scene to the terminal, the cloud gaming server can also send the video stream of the virtual scene to a live streaming platform, which then pushes the video stream of the virtual scene to different devices. For example, the video stream of the virtual scene can be displayed on a large screen in an outdoor venue, see [link to relevant documentation]. Figure 13 The large screen displays virtual scene 1300 based on the video stream of this virtual scene. Alternatively, the video stream of this virtual scene can be displayed on a television or computer monitor, see [link to relevant documentation]. Figure 13 The video of this virtual scene is pushed to a TV or computer monitor via a live streaming platform, and the virtual scene 1300 is displayed on the TV or computer monitor. While the video stream of this virtual scene is being pushed by the live streaming platform, viewers can switch between video streams at any time.

[0216] 422. When the target game ends, the cloud gaming server renders the result display interface of the target game, which is used to display the game result of the target game.

[0217] The game result is used to indicate the winner of the target game, the score, and game data.

[0218] 423. The cloud gaming server sends the result display interface to the terminal.

[0219] In one possible implementation, the result display interface can be rendered by a cloud gaming server or a middleware server, for example, when the target game ends, the cloud gaming server sends the result information of the target game to the middleware server. The middleware server receives the result information of the target game, renders it based on the result information to obtain the result display interface, and then sends the result display interface to the terminal.

[0220] 424. The terminal receives the result display interface and displays the result display interface.

[0221] In one possible implementation, see Figure 14 The terminal displays a result display interface 1401, which shows the score of the target game 1402, the winner 1403, and the game data 1404.

[0222] In one possible implementation, if the first team is the winner of the target match, in response to a click on the result display interface, the terminal displays a group display interface showing the first team's opponents in the next round.

[0223] In this implementation, a group display interface is shown after the target match ends. This interface shows the first team's opponents in the next round, allowing the participants of the first team to know their opponents in advance and make adequate preparations for the match, thus improving the user's competition experience.

[0224] For example, see Figure 15 When the target match ends, the terminal displays the group display interface 1501, which shows the opponent team 1503 of the first team 1502 in the next round.

[0225] Of course, in addition to showing the first team's opponents in the next round, this group display interface can also show the opponents of other winning teams in the next round, so that users can have a comprehensive understanding of the target competition.

[0226] The following will combine Figure 16 The method for displaying a virtual scene provided in this application embodiment is described in conjunction with the various optional implementation methods in steps 401-424 above.

[0227] See Figure 16Players scan the QR code of the target competition using their terminals. After the terminal detects the scan, it redirects to the competition process, displaying a list of all teams in the current target competition (team display interface). Players click "Apply to Join," and the terminal sends their application information to the central server. The central server then distributes the application information to the terminals of the teams they applied to. This "Apply to Join" is used to apply to join the first team. Players click "Create Team," and the terminal sends their team creation information to the central server. Applications from other players are then returned to the terminals by the central server, which creates teams and updates the team list. Players click "System Assign Teammates," and the terminal sends their game information to the central server. The central server matches players with teammates of similar skill levels and distributes the team information to each player's terminal. Players send text or images in the chat window (conversation area). After receiving the player's input, the central server sends the content to the terminals of players currently in the queue for display. Once the number of teams that have completed team formation meets the competition requirements, the central server randomly assigns all teams and sends the competition schedule information to each terminal for display. "Completed team formation" means the number of participants in a team meets the second target number; "meeting the competition requirements" means the number of teams participating in the target competition meets the first target number. The competition schedule information is displayed on the group display interface. When a player clicks "Enter Preparation Room," the terminal sends a game start command to the cloud gaming server. The cloud gaming server starts the corresponding game based on the game identifier. The central server pulls players belonging to the same team into the same room, and the cloud gaming server returns the corresponding game screen (competition preparation interface) to the terminal for display. Players can click the "Ready" button (ready control) on the screen to enter the match preparation phase. When the central server detects that both teams are ready, it sends a start match command (rendering command) to the cloud gaming server. The cloud gaming server renders the corresponding match start countdown screen and returns it to the terminal for display. When the match countdown ends, the cloud gaming server renders the game screen (video stream of the virtual scene) and returns it to the terminal for display. Game operations performed by players on the terminal send operation commands to the cloud gaming server, which renders the corresponding game screen and returns it to the terminal for display. When the game ends, the cloud gaming server sends the game result information to the middleware server, which then distributes the game result information to various terminals for display.

[0228] Using the above technical solution, the entire process requires little to no operational staff; the competition can begin as soon as all participants arrive. It can be a periodic, uninterrupted competition format. Users do not need to download a game client, and it is compatible with multiple games. It can be expanded across various terminals.

[0229] All of the above-mentioned optional technical solutions can be combined in any way to form the optional embodiments of this application, and will not be described in detail here.

[0230] The technical solution provided in this application allows a terminal to scan the graphic code of the target competition to display the team display interface. Through this interface and the central server, participants can quickly join the first team and participate in the target competition alongside other members of that team. After joining the first team, the terminal displays a competition preparation interface, allowing users to adjust the preparation status of the participants on the terminal. When all participants in the target match are in the target state, the video stream of the virtual scene is directly received, effectively starting the target match. Based on this video stream, the virtual scene is displayed. Since the virtual scene is rendered by a cloud gaming server, the terminal can directly display it. Participation in the target competition does not require downloading a game client or receiving offline guidance, improving the efficiency of human-computer interaction and attracting more users to participate.

[0231] This application also provides a virtual scene display system, see [link to relevant documentation]. Figure 17 System 1700 includes terminal 1701, middleware server 1702 and cloud gaming server 1703.

[0232] The terminal 1701 is used to display a team display interface in response to the scanning operation of the graphic code of the target competition, which is used to display the teams participating in the target competition.

[0233] The terminal 1701 is also used to add the participants on the terminal 1701 to the first team participating in the target competition through the middleware server 1702, based on the team display interface.

[0234] The cloud gaming server 1703 is used to render a competition preparation interface based on the participants in the first team. This competition preparation interface is used to display the preparation status of the participants in the first team.

[0235] The terminal 1701 is also used to display the competition preparation interface. Through this competition preparation interface, the preparation status of the participants on the terminal 1701 can be adjusted.

[0236] The middleware server 1702 is also used to send rendering instructions to the cloud gaming server 1703 when the preparation status of multiple participants in the target game is the target status. The target game is the game in which the first team in the target competition participates.

[0237] The cloud gaming server 1703 is also used to render the virtual scene of the target game based on the rendering instructions, and obtain the video stream of the virtual scene.

[0238] The terminal 1701 is also used to display the virtual scene based on the video stream of the virtual scene.

[0239] In one possible implementation, the terminal 1701 is also used to send a team joining command to the middleware server 1702 in response to an operation on the team display interface.

[0240] The middleware server 1702 is also used to respond to the team joining command by adding the participant on the terminal 1701 to the first team participating in the target competition.

[0241] In one possible implementation, the terminal 1701 is also used to perform any of the following:

[0242] In response to a click on the first application control displayed on the team's display interface, a first team join instruction is sent to the middleware server 1702. The first team join instruction is used to apply to join the first team, and the first application control is the application control corresponding to the first team.

[0243] In response to a click on the team creation control displayed on the team display interface, a second team join command is sent to the middleware server 1702. The second team join command is used to request the creation of the first team.

[0244] In response to a click on the team assignment control displayed on the team display interface, a third team join command is sent to the middleware server 1702, which is used to request team assignment.

[0245] Upon receiving an invitation from a member of the first team, a team join pop-up window is displayed on the team's display interface. In response to clicking the confirmation control displayed on the team join pop-up window, a fourth team join instruction is sent to the middleware server 1702. This fourth team join instruction indicates agreement to join the first team.

[0246] In one possible implementation, the terminal 1701 is also used to display the team interface of the first team when a participant joins the first team. The team interface of the first team is used to display the participants in the first team.

[0247] In one possible implementation, if the first team is created for the participating objects on the terminal 1701, the terminal 1701 is also used to perform any of the following:

[0248] In response to a click on any invitation control displayed on the team interface, a member invitation request is sent to the middleware server 1702. This member invitation request is used to invite a target participant to join the first team, and the target participant is the participant corresponding to the invitation control. If the target participant agrees to join the first team, the target participant is displayed on the team interface.

[0249] In response to a click on the team member assignment control displayed on the team interface, a team member assignment request is sent to the middleware server 1702. This team assignment request is used to request the assignment of participants to join the first team. In response to receiving the team member assignment information sent by the middleware server 1702, the participants carried in the team member assignment information are displayed on the team interface.

[0250] In one possible implementation, the middleware server 1702 is further configured to generate a group display interface when the number of teams participating in the target competition is a first target number and the number of participants in each team participating in the target competition is a second target number. The group display interface is used to display the grouping of teams participating in the target competition, and teams that are grouped into the same group participate in the same competitive match of the target competition.

[0251] The terminal 1701 is also used to display the group display interface.

[0252] In one possible implementation, the terminal 1701 is also used to perform at least one of the following:

[0253] Teams that will be grouped together will be displayed in the same group area on the group display interface.

[0254] The schedule for the target competition is displayed on the group display interface, which indicates the time for different teams to play against each other.

[0255] In one possible implementation, the cloud gaming server 1703 is also used to render a historical results display interface based on the rendering instruction. The historical results display interface displays the historical match results between the first team and the second team, where the second team is the opponent team of the first team in the target match.

[0256] The terminal 1701 is also used to display the historical performance data.

[0257] The cloud gaming server 1703 is also used to render the virtual scene of the target game when the display time of the historical results display interface reaches the target time, and obtain the video stream of the virtual scene.

[0258] In one possible implementation, the cloud gaming server 1703 is also used to render a result display interface for the target game when the target game ends, the result display interface being used to display the game result of the target game.

[0259] The terminal 1701 is also used to display the results.

[0260] In one possible implementation, the terminal 1701 is also configured to, in response to a click operation on the result display interface, display a group display interface in which the first team's opponent team for the next round is displayed, if the first team is the winner of the target match.

[0261] In one possible implementation, the team display interface displays a conversation area, which includes a conversation input area and a conversation display area. The terminal 1701 is also used to respond to an input operation in the conversation input area by displaying the content corresponding to the input operation in the conversation display area.

[0262] The functional implementation and interaction process of each component in the virtual scene display system provided in the above embodiments have been described in the above method embodiments, and will not be repeated here.

[0263] The technical solution provided in this application allows a terminal to scan the graphic code of the target competition to display the team display interface. Through this interface and the central server, participants can quickly join the first team and participate in the target competition alongside other members of that team. After joining the first team, the terminal displays a competition preparation interface, allowing users to adjust the preparation status of the participants on the terminal. When all participants in the target match are in the target state, the video stream of the virtual scene is directly received, effectively starting the target match. Based on this video stream, the virtual scene is displayed. Since the virtual scene is rendered by a cloud gaming server, the terminal can directly display it. Participation in the target competition does not require downloading a game client or receiving offline guidance, improving the efficiency of human-computer interaction and attracting more users to participate.

[0264] Figure 18 This is a schematic diagram of a virtual scene display device provided in an embodiment of this application. See also... Figure 18 The device includes: a team display interface module 1801, a competition preparation interface module 1802, a preparation status adjustment module 1803, a video stream receiving module 1804, and a virtual scene display module 1805.

[0265] The team display interface module 1801 is used to display the team display interface in response to the scanning operation of the graphic code of the target competition. The team display interface is used to display the teams participating in the target competition.

[0266] The competition preparation interface display module 1802 is used to display the competition preparation interface of the first team when the participants on the terminal are added to the first team through the team display interface and the middle platform server. The competition preparation interface is rendered by the cloud gaming server based on the participants in the first team.

[0267] The preparation status adjustment module 1803 is used to adjust the preparation status of the participants on the terminal in response to the operation on the competition preparation interface.

[0268] The video stream receiving module 1804 is used to receive the video stream of the virtual scene of the target game when the preparation state of multiple participants in the target game is the target state. The target game is the game in which the first team in the target competition participates. The video stream of the virtual scene is obtained by the cloud gaming server rendering the virtual scene after receiving the rendering instruction sent by the middleware server.

[0269] The virtual scene display module 1805 is used to display the virtual scene based on the video stream of the virtual scene.

[0270] In one possible implementation, the device further includes an instruction sending module for performing any of the following:

[0271] In response to a click on the first application control displayed on the team's display interface, a first team join instruction is sent to the middleware server. The first team join instruction is used to apply to join the first team, and the first application control is the application control corresponding to the first team.

[0272] In response to a click on the team creation control displayed on the team display interface, a second team join command is sent to the middleware server. This second team join command is used to request the creation of the first team.

[0273] In response to a click on the team assignment control displayed on the team display interface, a third team join command is sent to the middleware server. This third team join command is used to request team assignment.

[0274] Upon receiving an invitation from a member of the first team, a team join pop-up window is displayed on the team's showcase interface. In response to clicking the confirmation control displayed on the team join pop-up window, a fourth team join command is sent to the central server, indicating agreement to join the first team.

[0275] In one possible implementation, the competition preparation interface display module 1802 is used to determine whether the teams participating in the target competition meet the target conditions after the participants on the terminal have been added to the first team through the team display interface and the central server. If the teams participating in the target competition meet the target conditions, the group display interface of the target competition is displayed. This group display interface is used to show the grouping of the teams participating in the target competition, and teams grouped into the same group participate in the same match of the target competition. In response to a click operation on the confirmation control displayed on the group display interface, the competition preparation interface of the first team is displayed.

[0276] In one possible implementation, the competition preparation interface display module 1802 is used to display the group display interface of the target competition when the number of teams participating in the target competition is a first target number and the number of participants in each team participating in the target competition is a second target number.

[0277] In one possible implementation, the device further includes:

[0278] The team interface display module is used to display the team interface of the first team when the participants on the terminal are added to the first team through the team display interface and the middle platform server. The team interface of the first team is used to display the participants in the first team.

[0279] In one possible implementation, when the first team is created for the participants on the terminal, the team interface display module is also used to perform any of the following:

[0280] In response to a click on any invitation control displayed on the team interface, a member invitation request is sent to the target server. This member invitation request is used to invite a target participant to join the first team, and the target participant is the participant corresponding to the invitation control. If the target participant agrees to join the first team, the target participant is displayed on the team interface.

[0281] In response to a click on the team member assignment control displayed on the team interface, a team member assignment request is sent to the target server. This team assignment request is used to request the assignment of participants to join the first team. In response to receiving the team member assignment information sent by the target server, the participants carried in the team member assignment information are displayed on the team interface.

[0282] It should be noted that the virtual scene display device provided in the above embodiments is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual scene display device and the virtual scene display method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0283] The technical solution provided in this application allows a terminal to scan the graphic code of the target competition to display the team display interface. Through this interface and the central server, participants can quickly join the first team and participate in the target competition alongside other members of that team. After joining the first team, the terminal displays a competition preparation interface, allowing users to adjust the preparation status of the participants on the terminal. When all participants in the target match are in the target state, the video stream of the virtual scene is directly received, effectively starting the target match. Based on this video stream, the virtual scene is displayed. Since the virtual scene is rendered by a cloud gaming server, the terminal can directly display it. Participation in the target competition does not require downloading a game client or receiving offline guidance, improving the efficiency of human-computer interaction and attracting more users to participate.

[0284] Figure 19 This is a schematic diagram of a virtual scene display device provided in an embodiment of this application. See also... Figure 19 The device includes: an instruction acquisition module 1901, a preparation status determination module 1902, and a rendering instruction sending module 1903.

[0285] The instruction acquisition module 1901 is used to acquire the team joining instruction sent by the terminal, and add the participants on the terminal to the first team participating in the target competition based on the team joining instruction.

[0286] The readiness status determination module 1902 is used to determine the readiness status of multiple participants in a target match, which is the match in which the first team in the target competition participates.

[0287] The rendering instruction sending module 1903 is used to send a rendering instruction to the cloud gaming server when the preparation status of multiple participants in the target game is the target status. The rendering instruction is used to instruct the cloud gaming server to render the virtual scene of the target game.

[0288] It should be noted that the virtual scene display device provided in the above embodiments is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual scene display device and the virtual scene display method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0289] The technical solution provided in this application embodiment allows the middleware server to add participants on the terminal to the first team of the target competition based on team joining instructions. This allows the participant to participate in the target competition alongside other participants in the first team. After adding the participant to the first team, the middleware server determines the readiness status of the multiple participants in the target match, i.e., confirms whether they are ready to participate. If all participants are in the target readiness status, it indicates that they are ready to participate. The middleware server then sends a rendering instruction to the cloud gaming server, causing the cloud gaming server to render the virtual scene of the target match. The terminal can directly display the rendered virtual scene. Participation in the target competition does not require downloading a game client or receiving offline guidance, improving the efficiency of human-computer interaction and attracting more users to participate in the target competition.

[0290] This application provides a computer device for performing the above-described method. This computer device can be implemented as a terminal or a server. The structure of the terminal will be described below:

[0291] Figure 20 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application. The terminal 2000 can be a smartphone, tablet computer, laptop computer, or desktop computer. The terminal 2000 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other names.

[0292] Typically, terminal 2000 includes one or more processors 2001 and one or more memories 2002.

[0293] Processor 2001 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2001 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 2001 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 2001 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 2001 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0294] The memory 2002 may include one or more computer-readable storage media, which may be non-transitory. The memory 2002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2002 are used to store at least one computer program, which is executed by the processor 2001 to implement the virtual scene display method provided in the terminal execution method embodiments of this application.

[0295] In some embodiments, the terminal 2000 may also optionally include a peripheral device interface 2003 and at least one peripheral device. The processor 2001, memory 2002, and peripheral device interface 2003 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 2003 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: radio frequency circuitry 2004, display screen 2005, camera assembly 2006, audio circuitry 2007, and power supply 2008.

[0296] Peripheral device interface 2003 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 2001 and memory 2002. In some embodiments, processor 2001, memory 2002 and peripheral device interface 2003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 2001, memory 2002 and peripheral device interface 2003 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0297] The radio frequency (RF) circuit 2004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 2004 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 2004 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 2004 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc.

[0298] Display screen 2005 is used to display a UI (User Interface). This UI may include graphics, text, icons, video, and any combination thereof. When display screen 2005 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 2001 for processing. In this case, display screen 2005 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard.

[0299] The camera assembly 2006 is used to capture images or videos. Optionally, the camera assembly 2006 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal.

[0300] The audio circuit 2007 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input to the processor 2001 for processing, or input to the radio frequency circuit 2004 to realize voice communication.

[0301] The power supply 2008 is used to supply power to the various components in the terminal 2000. The power supply 2008 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery.

[0302] In some embodiments, the terminal 2000 further includes one or more sensors 2009. The one or more sensors 2009 include, but are not limited to: an acceleration sensor 2010, a gyroscope sensor 2011, a pressure sensor 2012, an optical sensor 2013, and a proximity sensor 2014.

[0303] The accelerometer 2010 can detect the magnitude of acceleration on the three coordinate axes of a coordinate system established by the terminal 2000.

[0304] The gyroscope sensor 2011 can detect the orientation and rotation angle of the terminal 2000. The gyroscope sensor 2011 can work in conjunction with the accelerometer sensor 2010 to collect the user's 3D movements on the terminal 2000.

[0305] The pressure sensor 2012 can be installed on the side bezel of the terminal 2000 and / or on the lower layer of the display screen 2005. When the pressure sensor 2012 is installed on the side bezel of the terminal 2000, it can detect the user's grip signal on the terminal 2000, and the processor 2001 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 2012. When the pressure sensor 2012 is installed on the lower layer of the display screen 2005, the processor 2001 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 2005.

[0306] An optical sensor 2013 is used to collect ambient light intensity. In one embodiment, a processor 2001 can control the display brightness of a display screen 2005 based on the ambient light intensity collected by the optical sensor 2013.

[0307] The proximity sensor 2014 is used to detect the distance between the user and the front of the terminal 2000.

[0308] Those skilled in the art will understand that Figure 20 The structure shown does not constitute a limitation on the terminal 2000, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0309] The aforementioned computer equipment can also be implemented as a server, including middleware servers and cloud gaming servers. The structure of a server is described below:

[0310] Figure 21This is a schematic diagram of a server structure provided in an embodiment of this application. The server 2100 can vary significantly due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 2101 and one or more memories 2102. The one or more memories 2102 store at least one computer program, which is loaded and executed by the one or more processors 2101 to implement the method provided in the above-described server method embodiment. Of course, the server 2100 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 2100 may also include other components for implementing device functions, which will not be elaborated upon here.

[0311] In an exemplary embodiment, a computer-readable storage medium is also provided, such as a memory including a computer program that can be executed by a processor to complete the virtual scene display method in the above embodiments. For example, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.

[0312] In an exemplary embodiment, a computer program product or computer program is also provided, which includes program code stored in a computer-readable storage medium. The processor of a computer device reads the program code from the computer-readable storage medium and executes the program code, causing the computer device to perform the above-described virtual scene display method.

[0313] In some embodiments, the computer program involved in the present application embodiments may be deployed and executed on a computer device, or executed on multiple computer devices located in one location, or executed on multiple computer devices distributed in multiple locations and interconnected through a communication network. Multiple computer devices distributed in multiple locations and interconnected through a communication network may constitute a blockchain system.

[0314] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0315] The above are merely optional embodiments of this application and are not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A virtual scene display system, characterized in that, The system includes: a terminal, a middleware server, and a cloud gaming server; The terminal is used to respond to the scanning operation of the graphic code of the target competition and display the team display interface, which is used to display the teams participating in the target competition, which includes multiple rounds of competition. The terminal is also used to add the participants on the terminal to the first team participating in the target competition through the middleware server, based on the team display interface. The middleware server is also used to generate a group display interface when the number of teams participating in the target competition is the first target number and the number of participants in each team participating in the target competition is the second target number. The group display interface is used to display the grouping of the teams participating in the target competition, and teams that are divided into the same group participate in the same competitive game of the target competition. The terminal is also used to display the group display interface; The cloud gaming server is used to render a competition preparation interface based on the participants in the first team. The competition preparation interface is used to display the preparation status of the participants in the first team. The terminal is also used to display the competition preparation interface; and to adjust the preparation status of the participants on the terminal through the competition preparation interface. The middleware server is also used to send rendering instructions to the cloud gaming server when the preparation status of multiple participants in the target game is the target status, and the target game is the game in which the first team participates in the target competition. The cloud gaming server is also used to render the virtual scene of the target game based on the rendering instructions to obtain a video stream of the virtual scene; The terminal is also used to display the virtual scene based on the video stream of the virtual scene; The cloud gaming server is also used to render a result display interface for the target game when the target game ends, and the result display interface is used to display the game result of the target game. The terminal is also used to display the result display interface. If the first team is the winner of the target match, in response to a click operation on the result display interface, a group display interface including the opponent teams of the first team in the next round is displayed.

2. The system according to claim 1, characterized in that, The terminal is also used to respond to operations on the team display interface by sending a team joining command to the middleware server; The middleware server is also used to respond to the team joining instruction by adding the participants on the terminal to the first team participating in the target competition.

3. The system according to claim 2, characterized in that, The terminal is also used to perform any of the following: In response to a click on the first application control displayed on the team display interface, a first team join instruction is sent to the middleware server. The first team join instruction is used to apply to join the first team, and the first application control is the application control corresponding to the first team. In response to a click on the team creation control displayed on the team display interface, a second team join instruction is sent to the middleware server. The second team join instruction is used to request the creation of the first team. In response to a click on the team allocation control displayed on the team display interface, a third team join instruction is sent to the middleware server, the third team join instruction being used to request team allocation; Upon receiving an invitation from a member of the first team, a team join pop-up window is displayed on the team display interface; in response to clicking the confirmation control displayed on the team join pop-up window, a fourth team join instruction is sent to the middleware server, the fourth team join instruction being used to indicate agreement to join the first team.

4. The system according to claim 1, characterized in that, The terminal is also used to display the team interface of the first team when a participant joins the first team on the terminal. The team interface of the first team is used to display the participants in the first team.

5. The system according to claim 4, characterized in that, When the first team creates a participating object on the terminal, the terminal is also used to perform any of the following: In response to a click on any invitation control displayed on the team interface, a team member invitation request is sent to the central server. The team member invitation request is used to invite a target participant to join the first team. The target participant is the participant corresponding to the invitation control. If the target participant agrees to join the first team, the target participant is displayed on the team interface. In response to a click on the member allocation control displayed on the team interface, a member allocation request is sent to the middleware server. The member allocation request is used to request the allocation of participants to join the first team. In response to receiving member allocation information sent by the middleware server, the participants carried in the member allocation information are displayed on the team interface.

6. The system according to claim 1, characterized in that, The terminal is also used to perform at least one of the following: Teams that will be grouped together will be displayed in the same group area on the group display interface; The schedule of the target competition is displayed on the group display interface, and the schedule is used to indicate the time for different teams to play against each other.

7. The system according to claim 1, characterized in that, The cloud gaming server is also used to render a historical results display interface based on the rendering instructions. The historical results display interface displays the historical match results between the first team and the second team, where the second team is the opponent team of the first team in the target match. The terminal is also used to display the historical scores display interface; The cloud gaming server is also used to render the virtual scene of the target game when the display duration of the historical results display interface reaches the target duration, thereby obtaining a video stream of the virtual scene.

8. The system according to claim 1, characterized in that, The team display interface displays a conversation area, which includes a conversation input area and a conversation display area. The terminal is also used to respond to an input operation in the conversation input area and display the content corresponding to the input operation in the conversation display area.

9. A method for displaying a virtual scene, characterized in that, The method, executed by a terminal, includes: In response to the scanning operation of the graphic code of the target competition, a team display interface is displayed, which is used to display the teams participating in the target competition, which includes multiple rounds of competition; When the participants on the terminal are added to the first team through the team display interface and the middle platform server, and the number of teams participating in the target competition is the first target number, and the number of participants in each team participating in the target competition is the second target number, the group display interface of the target competition is displayed. The group display interface is used to display the grouping of the teams participating in the target competition. Teams that are divided into the same group participate in the same competitive game of the target competition. In response to a click on the confirmation control displayed on the group display interface, the competition preparation interface of the first team is displayed. The competition preparation interface is rendered by the cloud gaming server based on the participating objects in the first team. The competition preparation interface is used to display the preparation status of the participating objects in the first team. In response to operations on the competition preparation interface, adjust the preparation status of the participants on the terminal; When the preparation status of multiple participants in the target game is the target status, the video stream of the virtual scene of the target game is received. The target game is the game in which the first team participates in the target competition. The video stream of the virtual scene is obtained by the cloud gaming server rendering the virtual scene after receiving the rendering instruction sent by the middle platform server. The virtual scene is displayed based on the video stream of the virtual scene; When the target game ends, a result display interface is displayed. The result display interface is used to display the game result of the target game. The result display interface is rendered by the cloud gaming server when the target game ends. If the first team is the winner of the target match, in response to a click on the result display interface, a group display interface including the first team's opponents in the next round is displayed.

10. The method according to claim 9, characterized in that, Before displaying the competition preparation interface in response to a click on a confirmation control displayed on the group display interface, the method further includes any one of the following: In response to a click on the first application control displayed on the team display interface, a first team join instruction is sent to the middleware server. The first team join instruction is used to apply to join the first team, and the first application control is the application control corresponding to the first team. In response to a click on the team creation control displayed on the team display interface, a second team join instruction is sent to the middleware server. The second team join instruction is used to request the creation of the first team. In response to a click on the team allocation control displayed on the team display interface, a third team join instruction is sent to the middleware server, the third team join instruction being used to request team allocation; Upon receiving an invitation from a member of the first team, a team join pop-up window is displayed on the team display interface; in response to clicking the confirmation control displayed on the team join pop-up window, a fourth team join instruction is sent to the middleware server, the fourth team join instruction being used to indicate agreement to join the first team.

11. A method for displaying a virtual scene, characterized in that, The method, executed by the middleware server, includes: Obtain a team join instruction sent by the terminal, and add the participants on the terminal to the first team participating in the target competition based on the team join instruction. The target competition includes multiple rounds of competition. When the number of teams participating in the target competition is the first target number, and the number of participants in each team participating in the target competition is the second target number, a group display interface is generated. The group display interface is used to display the grouping of the teams participating in the target competition. Teams that are grouped into the same group participate in the same competitive match of the target competition. The terminal is also used to display the group display interface. Determine the preparation status of multiple participants in the target match, wherein the target match is the match in which the first team participates in the target competition; When all participants in the target match are in the target state, a rendering command is sent to the cloud gaming server. The rendering command instructs the cloud gaming server to render the virtual scene of the target match. The cloud gaming server is also used to render the result display interface of the target match when the target match ends. The result display interface is used to display the match result. The terminal is also used to display the result display interface. If the first team is the winner of the target match, in response to a click operation on the result display interface, a group display interface including the opponent teams of the first team in the next round is displayed.

12. A display device for a virtual scene, characterized in that, The device includes: The team display interface module is used to display the team display interface in response to the scanning operation of the graphic code of the target competition. The team display interface is used to display the teams participating in the target competition, which includes multiple rounds of competition. The competition preparation interface display module is used to display the grouping display interface of the target competition when, through the team display interface and the middleware server, the participants on the terminal are added to the first team, the number of teams participating in the target competition is the first target number, and the number of participants in each team participating in the target competition is the second target number. The grouping display interface is used to display the grouping of the teams participating in the target competition, and teams divided into the same group participate in the same competitive game of the target competition. In response to the click operation of the confirmation control displayed on the grouping display interface, the competition preparation interface of the first team is displayed. The competition preparation interface is rendered by the cloud gaming server based on the participants in the first team, and the competition preparation interface is used to display the preparation status of the participants in the first team. The preparation status adjustment module is used to adjust the preparation status of the participants on the terminal in response to operations on the competition preparation interface. The video stream receiving module is used to receive a video stream of the virtual scene of the target game when the preparation states of multiple participants in the target game are all in the target state. The target game is the game in which the first team participates in the target competition. The video stream of the virtual scene is obtained by the cloud gaming server rendering the virtual scene after receiving the rendering instruction sent by the middleware server. A virtual scene display module is used to display the virtual scene based on the video stream of the virtual scene; The results display module is used to display a results display interface when the target match ends. The results display interface is used to display the match results of the target match. The results display interface is rendered by the cloud gaming server when the target match ends. If the first team is the winner of the target match, in response to the click operation on the results display interface, a group display interface including the opponent teams of the first team in the next round is displayed.

13. The apparatus according to claim 12, characterized in that, The device further includes an instruction sending module for performing any of the following: In response to a click on the first application control displayed on the team display interface, a first team join instruction is sent to the middleware server. The first team join instruction is used to apply to join the first team, and the first application control is the application control corresponding to the first team. In response to a click on the team creation control displayed on the team display interface, a second team join instruction is sent to the middleware server. The second team join instruction is used to request the creation of the first team. In response to a click on the team allocation control displayed on the team display interface, a third team join instruction is sent to the middleware server, the third team join instruction being used to request team allocation; Upon receiving an invitation from a member of the first team, a team join pop-up window is displayed on the team display interface; in response to clicking the confirmation control displayed on the team join pop-up window, a fourth team join instruction is sent to the middleware server, the fourth team join instruction being used to indicate agreement to join the first team.

14. A display device for a virtual scene, characterized in that, The device includes: The instruction acquisition module is used to acquire the team joining instruction sent by the terminal, and add the participants on the terminal to the first team participating in the target competition based on the team joining instruction. The target competition includes multiple rounds of competition. The interface generation module is used to generate a group display interface when the number of teams participating in the target competition is a first target number and the number of participants in each team participating in the target competition is a second target number. The group display interface is used to display the grouping of the teams participating in the target competition. Teams that are divided into the same group participate in the same competitive game of the target competition. The terminal is also used to display the group display interface. The preparation status determination module is used to determine the preparation status of multiple participants in the target match, wherein the target match is the match in which the first team participates in the target competition; The rendering instruction sending module is used to send a rendering instruction to the cloud gaming server when the preparation states of multiple participants in the target game are all in the target state. The rendering instruction is used to instruct the cloud gaming server to render the virtual scene of the target game. The cloud gaming server is also used to render the result display interface of the target game when the target game ends. The result display interface is used to display the game result of the target game. The terminal is also used to display the result display interface. If the first team is the winner of the target game, in response to a click operation on the result display interface, a group display interface including the opponent teams of the first team in the next round is displayed.

15. A computer device, characterized in that, The computer device includes one or more processors and one or more memories, wherein at least one computer program is stored in the one or more memories, and the computer program is loaded and executed by the one or more processors to implement the method for displaying a virtual scene as described in any one of claims 9 to 11.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to implement the method for displaying a virtual scene as described in any one of claims 9 to 11.

17. A computer program product, comprising a computer program, characterized in that, When executed by a processor, the computer program implements the method for displaying the virtual scene as described in any one of claims 9 to 11.

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