Rendering method and device, machine readable storage medium and processor

By loading and hiding different parts of the content in the 3D reporting system and using Unreal Engine for rendering, the hardware cost and user experience problems of the 3D reporting system during display and comparison are solved, and efficient split-screen rendering and powerful rendering capabilities are achieved. .

CN119107393AActive Publication Date: 2024-12-10BEIJING GENERAL MUNICIPAL ENG DESIGN & RES INST
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Patent Information

Application Number
CN202411137217.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-19
Publication Date
2024-12-10
Estimated Expiration
2044-08-19

AI Technical Summary

Technical Problem

When presenting and comparing three-dimensional digital solution models, the existing three-dimensional reporting system has problems such as high hardware cost, complex operation and poor user experience, especially the inability to effectively present the same scene on a single screen, and the rendering ability of WebGL is poor. , cannot be displayed in Unreal Engine.

Method used

By loading the same part, the first difference part and the second difference part in the preset scene, and using the scene created by Unreal Engine to capture components and render targets, hiding the content of different parts, implementing split-screen rendering, and rendering based on Unreal Engine Improve performance.

Benefits of technology

It realizes the same scene on a single screen, improves user experience, enhances rendering capabilities, solves problems of hardware cost and operational complexity, and improves rendering capabilities to the level of Unreal Engine.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a rendering method and device, a machine readable storage medium and a processor. The rendering method comprises the following steps: loading the same part, the first difference part and the second difference part in a preset scene; capturing a preset scene and contents loaded in the preset scene based on the first scene capturing component, and setting a second difference part to be hidden during rendering based on the first scene capturing component; capturing a preset scene and contents loaded in the preset scene based on a second scene capturing component, and setting a first difference part to be hidden during rendering based on the second scene capturing component; rendering displayable content corresponding to the first scene capture component based on the first rendering target; rendering displayable content corresponding to the second scene capture component based on the second rendering target; displaying the visual content rendered by the first rendering target based on the first system interface; and displaying the visual content rendered by the second rendering target based on the second system interface. Therefore, the rendering performance is improved.
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Description

Technical Field

[0001] The present application relates to the field of rendering technology, and more specifically, to a rendering method and device, a machine-readable storage medium, and a processor. Background Art

[0002] A 3D reporting system is a tool used to display and report data, designs, and results, usually based on 3D visualization technology. A 3D reporting system can help users understand complex information more intuitively and present it in a three-dimensional way. A 3D reporting system can use WebGL web pages or a visual expression method with limited screen display capabilities. A 3D reporting system is the most intuitive way to visualize data, explain solutions, and present data in various industries. It can be well used by corporate units or individuals with specific reporting planning tasks, and can provide strong guarantees for commercial reporting effects and user recognition.

[0003] In the prior art, the three-dimensional reporting system mainly includes two solutions. The first solution is to display and compare the design solutions in multiple three-dimensional digital solution model libraries involved in a single project within the same map area. Among them, the display form can be multi-screen synchronous display or single-screen sequential display. When displaying the solution, it can be integrated with the current three-dimensional model data and the urban design three-dimensional model data respectively. In the first solution, the comparison method is multi-screen synchronization or single-screen sequential display. This comparison method requires multiple displays to display synchronously or a single display to play different solutions in sequence. For the first solution, whether it is multiple displays synchronously or a single display is played in sequence, the reporting solution personnel need to switch the status of the two solutions in sequence after operating on different displays, and the solution display method is complicated or does not intuitively reflect the advantages and disadvantages of the two solutions. The second solution is a split-screen comparison solution or a rolling curtain solution of WebGL. The split-screen comparison solution or rolling curtain solution of WebGL is to open two different DIV tags on the left and right to display two different Layer layers, and the left and right split-screen comparison or rolling curtain screens are different viewports or Layer levels.

[0004] The first solution mainly includes the following two disadvantages. On the one hand, the hardware cost of multi-monitor reporting is high, the operation is complicated, and the audience needs to switch the field of view on different monitors to view; the single-screen comparison cannot present the two solutions at the same time, and the audience needs to remember the difference between the two screen scenes, which leads to poor user experience. On the other hand, whether it is a single-screen solution or a multi-screen solution, the same scene cannot be presented on different split screens. The second solution has the following main disadvantages: 1) The WebGL screen rendering capability is poor; 2) The left and right scenes are different scenes and the left and right scenes are not interoperable; 3) It cannot be displayed in the Unreal Engine and can only be rendered on the web page.

[0005] Therefore, how to improve rendering performance becomes a technical problem that needs to be solved in this field. Summary of the invention

[0006] In view of this, the present application proposes a rendering method and device, a machine-readable storage medium and a processor, which can improve rendering performance.

[0007] In a first aspect, the present application provides a rendering method, which includes: loading a same part, a first difference part, and a second difference part into a preset scene, wherein the same part is content included in both a first virtual content and a second virtual content, the first difference part is content that the first virtual content is different from the second virtual content, and the second difference part is content that the second virtual content is different from the first virtual content; capturing the preset scene and the content loaded in the preset scene based on a first scene capture component created in combination with an Unreal Engine, and hiding the second difference part during rendering based on the first scene capture component setting; capturing the preset scene and the content loaded in the preset scene based on a second scene capture component created in combination with an Unreal Engine, and hiding the first difference part during rendering based on the second scene capture component setting; rendering displayable content corresponding to the first scene capture component based on a first rendering target created in combination with the Unreal Engine; rendering displayable content corresponding to the second scene capture component based on a second rendering target created in combination with the Unreal Engine; displaying visualization content rendered by the first rendering target based on a first system interface created in combination with the Unreal Engine; and displaying visualization content rendered by the second rendering target based on a second system interface created in combination with the Unreal Engine.

[0008] Optionally, before loading the same part, the first difference part and the second difference part into a preset scene, the rendering method also includes: controlling the storage of the same part, the first difference part and the second difference part, wherein the same part is stored in a first storage module, the first difference part is stored in a second storage module, and the second difference part is stored in a third storage module.

[0009] Optionally, the first storage module, the second storage module and the third storage module are queues.

[0010] Optionally, before loading the same part, the first difference part and the second difference part into a preset scene, the rendering method further includes: cleaning the preset scene.

[0011] In a second aspect, the present application provides a rendering device, which includes: a loading module, used to load the same part, a first difference part, and a second difference part into a preset scene, wherein the same part is content included in both the first virtual content and the second virtual content, the first difference part is content that the first virtual content is different from the second virtual content, and the second difference part is content that the second virtual content is different from the first virtual content; a first capture module, used to capture the preset scene and the content loaded in the preset scene based on a first scene capture component created in combination with the Unreal Engine, and to hide the second difference part during rendering based on the first scene capture component; a second capture module, used to capture the preset scene and the content loaded in the preset scene based on a first scene capture component created in combination with the Unreal Engine a second scene capture component created in combination with the Unreal Engine to capture the preset scene and the content loaded in the preset scene and to hide the first difference part during rendering based on the setting of the second scene capture component; a first rendering module, for rendering the displayable content corresponding to the first scene capture component based on a first rendering target created in combination with the Unreal Engine; a second rendering module, for rendering the displayable content corresponding to the second scene capture component based on a second rendering target created in combination with the Unreal Engine; a first display module, for displaying the visual content rendered by the first rendering target based on a first system interface created in combination with the Unreal Engine; and a second display module, for displaying the visual content rendered by the second rendering target based on a second system interface created in combination with the Unreal Engine.

[0012] Optionally, the rendering device also includes: a control storage module, used to control the storage of the same part, the first difference part and the second difference part before loading the same part, the first difference part and the second difference part into a preset scene, wherein the same part is stored in a first storage module, the first difference part is stored in a second storage module, and the second difference part is stored in a third storage module.

[0013] Optionally, the first storage module, the second storage module and the third storage module are queues.

[0014] Optionally, the rendering device further includes: a cleaning module, configured to clean up the preset scene before loading the same part, the first different part and the second different part into the preset scene.

[0015] In a third aspect, the present application also provides a machine-readable storage medium, on which instructions are stored, and the instructions are used to enable a machine to execute the above-mentioned rendering method.

[0016] In a fourth aspect, the present application also provides a processor configured to execute the above-mentioned rendering method.

[0017] According to the technical solution of the present application, the same part, the first difference part and the second difference part of the first virtual content and the second virtual content to be presented for comparison are loaded in a preset scene, the preset scene and the content loaded in the preset scene are captured based on the first scene capture component and the content to be hidden when rendering based on the first scene capture component is set, the preset scene and the content loaded in the preset scene are captured based on the second scene capture component and the content to be hidden when rendering based on the second scene capture component is set, the displayable content when rendering based on the first scene capture component is rendered based on the first rendering target, the displayable content when rendering based on the second scene capture component is rendered based on the second rendering target, the visualized content obtained by rendering the first rendering target is displayed based on the first system interface, and the visualized content obtained by rendering the second rendering target is displayed based on the second system interface, so that split-screen rendering is realized. The first scene capture component and the second scene capture component both capture the preset scene and the content loaded in the preset scene, so that the visualized content displayed on the first system interface and the visualized content displayed on the second system interface are for the same scene, and the split-screen presentation of the same scene is realized. In addition, the first system interface and the second system interface simultaneously display their respective corresponding visualization contents, and the first system interface and the second system interface are different parts of the same display screen. When comparing the contents displayed based on the split screen, the user does not need to switch the field of view on different displays, and the user does not need to remember the differences in the visualization contents that need to be compared, and can directly compare them, thereby improving the user experience. In addition, in the technical solution of the present application, the first scene capture component, the second scene capture component, the first rendering target, the second rendering target, the first system interface and the second system interface are all created based on the Unreal Engine, which realizes rendering based on the Unreal Engine and improves the rendering capability. In summary, based on the technical solution of the present application, it is possible to realize split-screen presentation of the same scene, improve the user experience, render based on the Unreal Engine, and improve the rendering capability. Therefore, the technical solution of the present application realizes improved rendering performance.

[0018] Other features and advantages of the present application will be described in detail in the subsequent detailed description. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] The accompanying drawings constituting a part of the present application are used to provide a further understanding of the present application, and the schematic implementation modes and descriptions of the present application are used to explain the present application. In the accompanying drawings:

[0020] Figure 1 A flowchart of a rendering method according to a preferred embodiment of the present application; and

[0021] Figure 2 It is a structural block diagram of a rendering device according to a preferred embodiment of the present application. DETAILED DESCRIPTION

[0022] The technical solution of the present application will be described in detail below with reference to the accompanying drawings and in combination with the implementation modes.

[0023] In a first aspect, an embodiment of the present application provides a rendering method.

[0024] Figure 1 FIG. 1 is a flowchart of a rendering method according to a preferred embodiment of the present application. Figure 1 As shown, the rendering method includes the following contents. It should be noted that: Figure 1 The steps of the rendering method are only exemplified, and the order of the steps shown is not intended to limit the present application. For example, step S11 and step S12 can be swapped, step S13 and step S14 can be swapped, and step S15 and step S16 can be swapped.

[0025] In step S10, the same part, the first different part and the second different part are loaded into a preset scene.

[0026] The first virtual content and the second virtual content are contents to be presented for comparison. The first virtual content and the second virtual content may be obtained through input or edited based on an interactive interface. The virtual content may be a reporting plan. A reporting plan is a reporting method. The user presents the report in the form of a combination of pictures, texts, and three-dimensional scenes as a plan.

[0027] The same part is the content included in both the first virtual content and the second virtual content. The first difference part is the content of the first virtual content that is different from the second virtual content. In other words, the first difference part is the part remaining after the first virtual content is removed from the same part. The second difference part is the content of the second virtual content that is different from the first virtual content. In other words, the second difference part is the part remaining after the second virtual content is removed from the same part. The same part, the first difference part, and the second difference part are loaded into a preset scene. At this time, the preset scene at least includes all the contents of the first virtual content and the second virtual content.

[0028] In step S11, the preset scene and the content loaded in the preset scene are captured based on the first scene capture component created in combination with the Unreal Engine, and the second difference portion is hidden when rendering is set based on the first scene capture component. In other words, only the first virtual content is presented when rendering is performed based on the content captured by the first scene capture component. In addition, in the implementation manner of the present application, the preset scene can be determined according to the specific situation, for example, the preset scene can be a 3D scene. In addition, the Unreal Engine is a visualization three-dimensional engine developed by Epic for visualization software design.

[0029] Optionally, based on the Unreal Engine receiving an instruction to create a scene capture component, a first scene capture component is created and marked as SceneCapture2D_01. The scene capture component SceneCapture2D contains a component SceneCaptureComponent2D, which can selectively hide virtual content in the scene according to the Hidden Actors included therein. Specifically, when rendering based on SceneCapture2D_01, it is necessary to hide the second difference part, use SceneCapture2D_01 to capture the content loaded in the preset scene, and add the second difference part to the Hidden Actors list included in SceneCapture2D_01. In an implementation manner of the present application, according to the split-screen comparison requirement of the Unreal Engine rendering scene, the rendering target required for the split-screen comparison is hidden in the scene capture component SceneCapture2D.

[0030] In step S12, the preset scene and the content loaded in the preset scene are captured based on the second scene capture component created in combination with the Unreal Engine, and the first difference portion is hidden when rendering is set based on the second scene capture component. In other words, only the second virtual content is presented when rendering is performed based on the content captured by the second scene capture component. Steps S11 and S12 are for setting differentiated rendering.

[0031] Optionally, based on the Unreal Engine receiving an instruction to create a scene capture component, a second scene capture component is created and marked as SceneCapture2D_02. When rendering based on SceneCapture2D_02, the first difference portion needs to be hidden, and SceneCapture2D_02 is used to capture the content loaded in the preset scene, and the first difference portion is added to the Hidden Actors list included in SceneCapture2D_02. The second difference portion is added to the Hidden Actors list included in SceneCapture2D_01, and the first difference portion is added to the Hidden Actors list included in SceneCapture2D_02, so as to distinguish the rendering target content in SceneCapture2D_01 and SceneCapture2D_02.

[0032] In step S13, displayable content corresponding to the first scene capture component is rendered based on a first rendering target created in conjunction with the Unreal Engine.

[0033] Optionally, in an embodiment of the present application, based on receiving an instruction to create a rendering target by the Unreal Engine, a first rendering target is created and marked as RanderTarget_01. RanderTarget can load the rendering content in SceneCapture2D and assign it to a specified interface. Specifically, the visualization content included in SceneCapture2D_01 is rendered based on RanderTarget_01, wherein the visualization content is the content that is captured and not hidden. In other words, RanderTarget_01 renders the preset scene combined with the first virtual content.

[0034] In step S14, displayable content corresponding to the second scene capture component is rendered based on a second rendering target created in conjunction with the Unreal Engine.

[0035] Optionally, in the embodiment of the present application, based on the Unreal Engine receiving an instruction to create a rendering target, a second rendering target is created, which is marked as RanderTarget_02. Specifically, the visualization content included in SceneCapture2D_02 is rendered based on RanderTarget_02, wherein the visualization content is captured and not hidden. In other words, the preset scene is rendered based on RanderTarget_02 in combination with the second virtual content.

[0036] In step S15, the visualization content rendered by the first rendering target is displayed based on the first system interface created in combination with the Unreal Engine. Specifically, the first rendering target is assigned to the first system interface, so that the first system interface displays the visualization content rendered by the first rendering target. In other words, the first system interface displays the preset scene combined with the first virtual content.

[0037] Optionally, in the implementation of the present application, the first virtual content and the second virtual content may be presented based on the left half (left screen) and the right half (right screen) of the same screen. Specifically, based on the Unreal Engine receiving the instruction to create a system interface, a first system interface is created and marked as UMG_RenderLeft. In conjunction with the above example, RanderTarget_01 is assigned to UMG_RenderLeft, and UMG_RenderLeft displays the preset scene combined with the first virtual content.

[0038] In step S16, the visualization content rendered by the second rendering target is displayed based on the second system interface created in combination with the Unreal Engine. Specifically, the second rendering target is assigned to the second system interface, so that the second system interface displays the visualization content rendered by the second rendering target. In other words, the second system interface displays the preset scene combined with the second virtual content.

[0039] Optionally, in an implementation manner of the present application, the first virtual content and the second virtual content may be presented based on the left half and the right half of the same screen. Specifically, based on the Unreal Engine receiving an instruction to create a system interface, a second system interface is created and marked as UMG_RenderRight. In conjunction with the above example, RanderTarget_02 is assigned to UMG_RenderRight, and UMG_RenderRight displays a preset scene combined with the second virtual content. In an implementation manner of the present application, SceneCapture2D_01\SceneCapture2D_02 are rendered to RanderTarget_01\RanderTarget_02 respectively, and RanderTarget_01\RanderTarget_02 continues to be assigned to the system interface UMG_RenderLeft\UMG_RenderRight of the left and right half screens respectively to form the final rendering picture of the left and right half screens, and the final picture is differentially rendered according to the requirements of the left and right half rendering split screen.

[0040] Optionally, in an embodiment of the present application, the same part, the first difference part, and the second difference part can be stored separately. When the same part, the first difference part, and the second difference part need to be loaded in a preset scene, the same part, the first difference part, and the second difference part are obtained from the storage module and then loaded, so that the same part, the first difference part, and the second difference part can be distinguished more clearly.

[0041] Specifically, in an embodiment of the present application, before the same part, the first difference part, and the second difference part are loaded into a preset scene, the rendering method may further include the following contents: Controlling the storage of the same part, the first difference part, and the second difference part, wherein the same part is stored in a first storage module, the first difference part is stored in a second storage module, and the second difference part is stored in a third storage module.

[0042] Optionally, in an embodiment of the present application, the first storage module, the second storage module and the third storage module are queues.

[0043] Specifically, in the embodiment of the present application, three data queues are prepared, namely, the first queue, the second queue and the third queue. The identical part is stored in the first queue, the first difference part is stored in the second queue, and the second difference part is stored in the third queue.

[0044] The technical solution provided in the implementation mode of the present application adopts a differentiated comparison method for virtual content to be compared, uses a queue as a storage module, can serialize and compare and analyze three-dimensional assets of different virtual content, and display them in split screens, can quickly arrange the content of related assets, and display the virtual content to be compared in different split screens.

[0045] Optionally, in the implementation manner of the present application, the same part, the first different part and the second different part are determined by comparing and analyzing the first virtual content and the second virtual content.

[0046] Optionally, in the implementation manner of the present application, the preset scenes may also be cleaned up to enable a clearer split-screen comparison.

[0047] Specifically, before loading the same part, the first difference part, and the second difference part into the preset scene, the rendering method may further include the following contents: Cleaning the preset scene to ensure that there is no virtual content in the preset scene. After the cleaning is completed, loading the same part, the first difference part, and the second difference part into the preset scene. At this time, the preset scene includes all the contents of the first virtual content and the second virtual content.

[0048] The technical solution provided in the implementation mode of the present application provides a technology for making split-screen comparison under the Unreal Engine, and explains how to generate scenes for comparison content and perform differentiated rendering on the same screen.

[0049] The technical solution provided in the implementation mode of the present application can display split screens on the same screen without the need for multiple screens to support it; it can display split screens for the same scene with less rendering pressure; it does not require additional software deployment for synchronization; it has good display effects, and a single screen can be used for comparative display; it is not based on a WebGL split-screen comparison solution, but is rendered based on the Unreal Engine, has strong rendering capabilities, and has good display effects.

[0050] The technical solution provided by the implementation method of the present application can realize the left-right split-screen comparison of a single screen in the same application, which can better display the content effect and realize the scheme comparison result of the reporting scheme. The scheme comparison on the same screen can better show the difference status of the two scheme screens, and at the same time, there is no need to prepare multiple hardware displays and their supporting hardware resources. The split-screen comparison in the same reporting software screen can more intuitively display the reporting effect.

[0051] The technical solution provided by the implementation method of this application uses the relevant rendering capabilities of the Unreal Engine to serve the construction of modern 3D visualization reporting software with next-generation rendering effects. The 3D visualization rendering effect can better serve the realization of reporting business. Accordingly, the update of 3D visualization rendering technology has generated new requirements for rendering screen comparison technology. The traditional method of using WebGL or using multiple screens or a single screen for comparison in sequence does not meet the split-screen comparison technical capabilities under the new rendering technology.

[0052] Through the technical solution provided by the implementation method of this application, the Unreal Engine can be used to make reporting software, and the split-screen comparison related needs of the three-dimensional reporting software built by the Unreal Engine can be applied to the actual reporting project, so as to realize the reporting split-screen comparison related business in the reporting software built by the Unreal Engine. Due to the continuous development of visual rendering technology in recent years, the engine using three-dimensional visual rendering 3D technology can better provide picture expression. The new reporting software built by the new rendering technology to a certain extent can better express the business scene. The Unreal Engine visualization 3D engine rendering technology can better express the lighting rendering, data loading, and business model carrying capacity. The new reporting software using the three-dimensional visualization Unreal Engine can have better performance capabilities. Through the relevant materials, models, and data parsing capabilities of the Unreal Engine, the business related to the three-dimensional reporting software is encapsulated, including but not limited to measurement tools, GIS map data loading, oblique photography resource loading, BIM data loading, electronic signs, electronic fences, arrow lines, optical flow lines, lens roaming, scheme comparison, picture and video loading and editing, scheme design comparison, scene editing and other functions, to complete the reporting landing of the industry's three-dimensional reporting related needs.

[0053] The technical solution provided by the implementation mode of this application is aimed at the split-screen comparison of the same screen under the Unreal Engine. Compared with other reporting software or other product technical solutions, the screen produced by the Unreal Engine can express the relevant content presentation in a more detailed manner. The technical solution provided by the implementation mode of this application is limited to the split-screen comparison of the same screen in the Unreal Engine. The split-screen comparison technical algorithm used in the Unreal Engine can better solve the split-screen reporting solution capabilities of the reporting software built in the Unreal Engine development and operation environment.

[0054] In a second aspect, the present application provides a rendering device.

[0055] Figure 2 FIG. 1 is a structural block diagram of a rendering device according to a preferred embodiment of the present application. Figure 2 As shown, the rendering device includes a loading module 10 , a first capturing module 11 , a second capturing module 12 , a first rendering module 13 , a second rendering module 14 , a first display module 15 , and a second display module 16 .

[0056] The loading module 10 is used to load the same part, the first difference part and the second difference part into a preset scene, wherein the same part is the content included in both the first virtual content and the second virtual content, the first difference part is the content that the first virtual content is different from the second virtual content, and the second difference part is the content that the second virtual content is different from the first virtual content.

[0057] The first capture module 11 is used to capture a preset scene and the content loaded in the preset scene based on a first scene capture component created in combination with the Unreal Engine and to hide the second difference part during rendering based on the first scene capture component setting.

[0058] The second capture module 12 is used to capture the preset scene and the content loaded in the preset scene based on the second scene capture component created in combination with the Unreal Engine and hide the first difference part during rendering based on the second scene capture component setting.

[0059] The first rendering module 13 is used to render displayable content corresponding to the first scene capture component based on a first rendering target created in combination with the Unreal Engine.

[0060] The second rendering module 14 is used to render displayable content corresponding to the second scene capture component based on a second rendering target created in conjunction with the Unreal Engine.

[0061] The first display module 15 is used to display the visualization content rendered by the first rendering target based on the first system interface created in combination with the Unreal Engine.

[0062] The second display module 16 is used to display the visualization content rendered by the second rendering target based on the second system interface created in combination with the Unreal Engine.

[0063] Optionally, in an embodiment of the present application, the rendering device also includes: a control storage module, used to control the storage of the same part, the first difference part and the second difference part before loading the same part, the first difference part and the second difference part into a preset scene, wherein the same part is stored in the first storage module, the first difference part is stored in the second storage module, and the second difference part is stored in the third storage module.

[0064] Optionally, in an embodiment of the present application, the first storage module, the second storage module and the third storage module are queues.

[0065] Optionally, in an embodiment of the present application, the rendering device further includes: a cleaning module, configured to clean up the preset scene before loading the same part, the first difference part and the second difference part into the preset scene.

[0066] The specific working principle and benefits of the rendering device provided in the embodiments of the present application are similar to the specific working principle and benefits of the rendering method provided in the embodiments of the present application, and will not be repeated here.

[0067] In a third aspect, an embodiment of the present application further provides a machine-readable storage medium, on which instructions are stored, and the instructions are used to enable a machine to execute the rendering method described in the above embodiment.

[0068] In a fourth aspect, an embodiment of the present application further provides a processor, which is configured to execute the rendering method described in the above embodiment.

[0069] The preferred embodiments of the present application are described in detail above; however, the present application is not limited to the specific details in the above embodiments. Within the technical concept of the present application, a variety of simple modifications can be made to the technical solution of the present application, and these simple modifications all fall within the protection scope of the present application.

[0070] It should also be noted that the various specific technical features described in the above specific embodiments can be combined in any suitable manner without contradiction. In order to avoid unnecessary repetition, this application will not further describe various possible combinations.

[0071] In addition, the various implementation modes of the present application may be arbitrarily combined, and as long as they do not violate the concept of the present application, they should also be regarded as the contents disclosed by the present invention.

Claims

1. A rendering method, It is characterized in that The rendering method includes: Loading the same part, the first difference part, and the second difference part into a preset scene, wherein the same part is content included in both the first virtual content and the second virtual content, the first difference part is content that the first virtual content is different from the second virtual content, and the second difference part is content that the second virtual content is different from the first virtual content; Capturing the preset scene and the content loaded in the preset scene based on a first scene capture component created in combination with the Unreal Engine and hiding the second difference portion during rendering based on the first scene capture component setting; Capturing the preset scene and the content loaded in the preset scene based on a second scene capture component created in combination with the Unreal Engine and hiding the first difference portion during rendering based on the second scene capture component setting; Rendering displayable content corresponding to the first scene capture component based on a first render target created in conjunction with the Unreal Engine; Rendering displayable content corresponding to the second scene capture component based on a second render target created in conjunction with the Unreal Engine; Displaying the visualization content rendered by the first rendering target based on a first system interface created in conjunction with the Unreal Engine; and The visualization content rendered by the second rendering target is displayed based on a second system interface created in combination with the Unreal Engine.

2. The rendering method according to claim 1, It is characterized in that Before loading the same part, the first difference part and the second difference part into the preset scene, the rendering method further includes: Controlling storage of the same part, the first difference part and the second difference part, wherein the same part is stored in a first storage module, the first difference part is stored in a second storage module, and the second difference part is stored in a third storage module.

3. The rendering method according to claim 2, It is characterized in that The first storage module, the second storage module and the third storage module are queues.

4. The rendering method according to claim 1, It is characterized in that Before loading the same part, the first difference part and the second difference part into the preset scene, the rendering method further includes: The preset scene is cleaned up.

5. A rendering device, It is characterized in that The rendering device comprises: A loading module, configured to load a common part, a first difference part, and a second difference part into a preset scene, wherein the common part is content included in both the first virtual content and the second virtual content, the first difference part is content that the first virtual content is different from the second virtual content, and the second difference part is content that the second virtual content is different from the first virtual content; A first capture module, configured to capture the preset scene and the content loaded in the preset scene based on a first scene capture component created in combination with the Unreal Engine and to hide the second difference portion during rendering based on a setting of the first scene capture component; A second capture module, configured to capture the preset scene and the content loaded in the preset scene based on a second scene capture component created in combination with the Unreal Engine and to hide the first difference portion during rendering based on a setting of the second scene capture component; A first rendering module, configured to render displayable content corresponding to the first scene capture component based on a first rendering target created in conjunction with the Unreal Engine; A second rendering module, configured to render displayable content corresponding to the second scene capture component based on a second rendering target created in conjunction with the Unreal Engine; A first display module, configured to display the visualization content rendered by the first rendering target based on a first system interface created in combination with the Unreal Engine; and The second display module is used to display the visualization content rendered by the second rendering target based on a second system interface created in combination with the Unreal Engine.

6. The rendering device according to claim 5, It is characterized in that The rendering device also includes: A control storage module is used to control the storage of the same part, the first difference part and the second difference part before the same part, the first difference part and the second difference part are loaded into a preset scene, wherein the same part is stored in a first storage module, the first difference part is stored in a second storage module, and the second difference part is stored in a third storage module.

7. The rendering device according to claim 6, It is characterized in that The first storage module, the second storage module and the third storage module are queues.

8. The rendering device according to claim 5, It is characterized in that The rendering device also includes: The cleaning module is used to clean the preset scene before loading the same part, the first difference part and the second difference part into the preset scene.

9. A machine-readable storage medium, It is characterized in that The machine-readable storage medium stores instructions, which are used to enable a machine to execute the rendering method according to any one of claims 1 to 4.

10. A processor, It is characterized in that The processor is configured to execute the rendering method according to any one of claims 1 to 4.

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