Game special effect processing method and device and electronic terminal

By responding to the special effect particle trigger event in the terminal device, converting coordinates and establishing correspondence relationships, the tile display of the special effect area sequence frame image in the virtual scene is solved, and the CPU performance degradation caused by the large number of special effect particles in the virtual scene is improved. Special effects playback effect.

CN119323632APending Publication Date: 2025-01-17NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202411316412.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-20
Publication Date
2025-01-17

AI Technical Summary

Technical Problem

In the prior art, when the number of special effect particles in a virtual scene is large, the CPU performance will be degraded and large-area special effect playback cannot be effectively realized.

Method used

By responding to the special effect particle trigger event in the terminal device, the special effect area is determined, and the three-dimensional coordinates are converted into UV coordinates, the corresponding relationship between the sequence frame image and the special effect area is established, the tiling display of the sequence frame image is realized, and the data calculation of the special effect particle is reduced. quantity.

Benefits of technology

It improves CPU performance, alleviates the problem of large amount of calculation of multiple special effects data, and achieves large-area special effects playback effects.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119323632A_ABST
    Figure CN119323632A_ABST
Patent Text Reader

Abstract

The invention provides a game special effect processing method and device and an electronic terminal, relates to the technical field of games, and solves the technical problem that the calculation amount of data for realizing more special effects is large. The method comprises the steps of determining a special effect region of a special effect particle object in a region where a first virtual object in the virtual scene is located in response to a special effect particle trigger event for the virtual scene; wherein the special effect particle trigger event corresponds to a pre-configured special effect particle sequence frame; determining a three-dimensional coordinate area of the special effect area in a world coordinate system corresponding to the virtual scene; converting the three-dimensional coordinate area into a UV coordinate area in a UV coordinate system; determining a corresponding relation between the UV coordinate area and a sequence frame image in the special effect particle sequence frame; and displaying the sequence frame image in the special effect particle sequence frame in the special effect area in the virtual scene in a tiled manner according to the corresponding relationship.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a method, device and electronic terminal for processing game special effects. Background Art

[0002] At present, in many virtual scenes of games and animations, objects often fall, such as rain, snow, leaves or petals falling, etc. When this happens, a certain falling effect can be displayed. For example, when heavy rain or rainstorm occurs, a water wave effect similar to ripples appears on the ground, roof or water surface in the virtual scene.

[0003] At present, in the existing technology, these falling effects such as water waves are realized by means of special effect particles. However, special effect particles usually need to be calculated on the CPU. Due to the limitations of the CPU's processing power and multi-tasking requirements, when the number of special effect particles is large, the amount of data calculation is large, which will lead to a decrease in CPU performance. Summary of the invention

[0004] The purpose of the present disclosure is to provide a method, device and electronic terminal for processing game special effects, so as to alleviate the technical problem of large amount of data calculation for realizing more special effects.

[0005] In a first aspect, an embodiment of the present disclosure provides a method for processing game special effects, wherein a graphical user interface of a game is provided through a terminal device, wherein a virtual scene is displayed in the graphical user interface; the method comprises:

[0006] In response to a special effect particle triggering event for the virtual scene, determining a special effect area of ​​a special effect particle object in an area where a first virtual object in the virtual scene is located; wherein the special effect particle triggering event corresponds to a pre-configured special effect particle sequence frame;

[0007] Determining a three-dimensional coordinate area of ​​the special effect area in a world coordinate system corresponding to the virtual scene;

[0008] Convert the three-dimensional coordinate region into a UV coordinate region in a two-dimensional image coordinate system (UV coordinate system);

[0009] Determine the correspondence between the UV coordinate area and the sequence frame image in the special effect particle sequence frame;

[0010] The sequence frame images in the special effect particle sequence frames are tiled and displayed in the special effect area in the virtual scene according to the corresponding relationship.

[0011] In a second aspect, a game special effect processing device is provided, which provides a graphical user interface of a game through a terminal device, wherein a virtual scene is displayed in the graphical user interface; the device comprises:

[0012] A first determination module is used to respond to a special effect particle triggering event for the virtual scene, and determine a special effect area of ​​a special effect particle object in an area where a first virtual object in the virtual scene is located; wherein the special effect particle triggering event corresponds to a pre-configured special effect particle sequence frame;

[0013] A second determination module, used to determine a three-dimensional coordinate area of ​​the special effect area in a world coordinate system corresponding to the virtual scene;

[0014] A conversion module, used for converting the three-dimensional coordinate area into a UV coordinate area in a UV coordinate system;

[0015] A third determination module is used to determine the corresponding relationship between the UV coordinate area and the sequence frame image in the special effect particle sequence frame;

[0016] A display module is used for tiled display of the sequence frame images in the special effect particle sequence frames in the special effect area in the virtual scene according to the corresponding relationship.

[0017] In a third aspect, an embodiment of the present disclosure provides an electronic terminal, including a memory and a processor, wherein the memory stores a computer program executable on the processor, and the processor implements the method described in the first aspect when executing the computer program.

[0018] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to execute the method described in the first aspect.

[0019] The embodiments of the present disclosure bring the following beneficial effects:

[0020] The disclosed embodiment provides a method, device and electronic terminal for processing game special effects, which can respond to a special effect particle trigger event for the virtual scene, determine a special effect area of ​​a special effect particle object in the area where the first virtual object in the virtual scene is located; wherein the special effect particle trigger event corresponds to a pre-configured special effect particle sequence frame; determine the three-dimensional coordinate area of ​​the special effect area in the world coordinate system corresponding to the virtual scene; convert the three-dimensional coordinate area into a UV coordinate area in the UV coordinate system; determine the correspondence between the UV coordinate area and the sequence frame image in the special effect particle sequence frame; and tile the sequence frame image in the special effect particle sequence frame in the special effect area in the virtual scene according to the correspondence. In this solution, through the pre-configured special effect particle sequence frame containing sequence frame images, when a special effect particle trigger event for the virtual scene occurs, these sequence frame images can be tiled in the special effect area of ​​the special effect particle object according to the correspondence between the two-dimensional coordinate area of ​​the special effect area and the sequence frame image, thereby achieving a large-area special effect playback effect, thereby reducing the data calculation amount of the special effect particles to improve the CPU performance, and alleviating the technical problem of large data calculation amount for realizing more special effects.

[0021] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0023] Figure 1 The special effect particles that need to be calculated in the prior art are shown;

[0024] Figure 2 The circular water wave diffusion effect achieved by material scattering in the prior art is shown;

[0025] Figure 3 A schematic diagram of an application scenario provided by an embodiment of the present disclosure is shown;

[0026] Figure 4 A schematic diagram of the structure of a mobile phone provided by an embodiment of the present disclosure is shown;

[0027] Figure 5 A flowchart of a method for processing game special effects provided by an embodiment of the present disclosure;

[0028] Figure 6 An example of a specified water wave texture to be sampled in the game special effects processing method provided by an embodiment of the present disclosure;

[0029] Figure 7 An example of a special effect area in the game special effect processing method provided by an embodiment of the present disclosure;

[0030] Figure 8 Examples of various sub-special effect areas in the game special effect processing method provided in the embodiment of the present disclosure;

[0031] Fig. 9 An example of UV segmentation in the game special effects processing method provided by the embodiment of the present disclosure;

[0032] Fig.10 An example of special effect areas corresponding to different time points after misalignment adjustment in the game special effect processing method provided in the embodiment of the present disclosure;

[0033] Fig.11 An example of a special effect area after misalignment adjustment in the game special effect processing method provided in an embodiment of the present disclosure;

[0034] Fig.12 Another example of a special effect area after misalignment adjustment in the game special effect processing method provided by the embodiment of the present disclosure;

[0035] Fig.13 An example of a special effect area after mask processing in the game special effect processing method provided in an embodiment of the present disclosure;

[0036] Fig.14 A schematic diagram of the structure of a game special effect processing device provided by an embodiment of the present disclosure;

[0037] Fig.15 A schematic structural diagram of an electronic device provided by an embodiment of the present disclosure is shown. DETAILED DESCRIPTION

[0038] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of the present disclosure.

[0039] The terms "including" and "having" and any variations thereof mentioned in the embodiments of the present disclosure are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device including a series of steps or units is not limited to the listed steps or units, but may optionally include other steps or units that are not listed, or may optionally include other steps or units that are inherent to these processes, methods, products or devices.

[0040] Currently, falling effects such as water waves are achieved through special effect particles, for example Figure 1 The special effect particles shown in the figure are usually calculated on the CPU, so they are limited by the CPU's processing power and multi-tasking requirements. When the number of particles is very large, it is likely to cause performance degradation, especially in complex virtual scenes. It can be seen that if the number of special effect particles is large, it will lead to poor performance and easy to cause jamming.

[0041] In addition, falling effects such as water waves can also be achieved by scattering material UV points. Generally, circular water wave diffusion effects are generated through code, such as Figure 2 As shown, the circles need to be drawn as many times as there are water waves, resulting in poor performance.

[0042] Based on this, the embodiments of the present disclosure provide a method, device and electronic terminal for processing game special effects, by which the technical problem of large amount of data calculation required to realize more special effects can be alleviated.

[0043] In one embodiment of the present disclosure, the game special effect processing method can be run on a local terminal device or a server. When the game special effect processing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0044] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game special effect processing method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0045] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0046] In a possible implementation, an embodiment of the present disclosure provides a method for processing game special effects, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0047] For example, Figure 3 As shown, Figure 3 Schematic diagram of an application scenario provided by an embodiment of the present disclosure. The application scenario may include a touch terminal (e.g., a mobile phone 102) and a server 101, and the touch terminal may communicate with the server 101 via a wired network or a wireless network. The touch terminal is used to run a virtual desktop, through which the virtual desktop may interact with the server 101 to control the content in the server 101.

[0048] The touch terminal of this embodiment is described by taking a mobile phone 102 as an example. The mobile phone 102 includes components such as a radio frequency (RF) circuit 110, a memory 120, a touch screen 130, and a processor 140. Those skilled in the art can understand that Figure 4 The mobile phone structure shown in the figure does not constitute a limitation on the mobile phone, and may include more or fewer components than shown in the figure, or combine some components, or separate some components, or arrange the components differently. Those skilled in the art will understand that the touch screen 130 belongs to the user interface (UI), and the mobile phone 102 may include more or fewer user interfaces than shown in the figure.

[0049] The RF circuit 110 can also communicate with the network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobilecommunication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.

[0050] The memory 120 can be used to store software programs and modules. The processor 140 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 120. The memory 120 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, at least one application required for a function, etc.; the data storage area can store data created according to the use of the mobile phone 102, etc. In addition, the memory 120 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0051] Processor 140 is the control center of mobile phone 102. It uses various interfaces and lines to connect various parts of the entire mobile phone. It executes various functions of mobile phone 102 and processes data by running or executing software programs and / or modules stored in memory 120, and calling data stored in memory 120, thereby monitoring the mobile phone as a whole.

[0052] The embodiments of the present disclosure are further described below in conjunction with the accompanying drawings.

[0053] Figure 5 The flowchart of a method for processing game special effects provided by an embodiment of the present disclosure is shown in FIG. The method can be applied to a terminal device capable of presenting a graphical user interface, and the terminal device provides a graphical user interface for the game, in which a virtual scene is displayed. Figure 5 As shown, the method includes:

[0054] Step S510, in response to a special effect particle triggering event for a virtual scene, determining a special effect area of ​​a special effect particle object in an area where a first virtual object in the virtual scene is located.

[0055] The special effect particle triggering event corresponds to a pre-configured special effect particle sequence frame.

[0056] In practical applications, special effect particle objects can be virtual objects in various particle forms in virtual scenes, making special effect particle objects more flexible and comprehensive. For example, special effect particle objects include any one or more of the following: water particle virtual objects, snow particle virtual objects, ice particle virtual objects, petal virtual objects, and leaf virtual objects. This solution can be widely used in various special effect performance requirements of various scenes such as rain, snow, and petals falling according to the needs of scene design. The following is an example of a water particle virtual object in the form of water waves after raindrops fall.

[0057] As an optional implementation, the sequence frame images in the special effect particle sequence frame are images obtained by texture sampling from a specified special effect texture; wherein the specified special effect texture includes a special effect texture of a special effect particle object falling onto the surface of any virtual object. By sampling texture from the specified special effect texture including the special effect texture of a special effect particle object falling onto the surface of any virtual object, the sequence frame images obtained by texture sampling can be applied to special effects at any falling position, thereby improving the application flexibility of the special effect particle sequence frame.

[0058] For the sampling process of the above-specified special effect texture, for example, the sequence frame UV droptex_uv1 and droptex_uv2 are calculated, such as Figure 6 As shown, it is used to sample the water wave texture from the existing 16 specified water wave textures RAINDROP_TEXTURE to obtain a water wave special effect sequence frame containing multiple water wave sequence frame maps. These water wave sequence frame maps can be played in a loop in the water wave special effect sequence frame.

[0059] In an optional implementation, the special effect area can be determined according to the position of each virtual object in the virtual scene, so that the movement of the special effect particle object is more realistic and the realism of the virtual scene is improved. As an example, the above-mentioned determination of the special effect area of ​​the special effect particle object in the area where the first virtual object in the virtual scene is located can specifically include the following steps: determining the special effect area of ​​the special effect particle object on the surface of the first virtual object in the virtual scene according to the moving direction of the special effect particle object and / or the current position information of the first virtual object in the virtual scene.

[0060] Among them, the moving direction can be pre-set. For example, an angle range can be pre-set. When using the special effect particle object, the moving angle of the special effect particle object can be randomly determined from this angle range, and the moving direction of the special effect particle object can be determined according to the moving angle.

[0061] It should be noted that the current orientation information of the first virtual object in the virtual scene may include the current position information and direction information of the first virtual object in the virtual scene. In an optional embodiment, the area where the water wave effect is to be set can be determined according to the placement position and orientation of the world space of the virtual scene referred to by the area where the first virtual object is located in the virtual scene. Exemplarily, the input parameter VSOutput input includes the position positionWorld of the object in the world coordinate system, which is used to determine the alignment and distribution of raindrops.

[0062] For example, Figure 7 As shown, according to the falling direction of raindrops (special effects particle objects) from top to bottom (moving direction of special effects particle objects), as well as the current placement of the hull (first virtual object) in the virtual scene and the upward orientation of the hull (orientation information), the upward area of ​​the hull, i.e., the black part, is determined as the special effects area for setting water waves, so that the overall alignment and distribution area of ​​the water waves are more in line with the effect of the real scene.

[0063] Step S520, determining a three-dimensional coordinate area of ​​the special effect area in a world coordinate system corresponding to the virtual scene.

[0064] The position of an object in the world coordinate system positionworld is the fixed world position of the pixel in the world coordinate system. Figure 7 As shown, according to the position of the special effect area (black area) in the virtual scene, the three-dimensional coordinate area of ​​the special effect area in the world coordinate system corresponding to the virtual scene can be determined, that is, the three-dimensional coordinate area of ​​the black area.

[0065] Step S530: convert the three-dimensional coordinate region into a UV coordinate region in the UV coordinate system.

[0066] As a possible implementation, this step may specifically include: extracting the x coordinate value in the x coordinate axis component and the z coordinate value in the z coordinate axis component of the three-dimensional coordinate region, and adjusting the x coordinate value and the z coordinate value by specifying the global tiling parameter to obtain the UV coordinate region of the special effect region in the UV coordinate system. In this way, the coordinate value of the converted UV coordinate region can be more accurate, so that the subsequent tiling display effect of each sequence frame image in the special effect region is more accurate.

[0067] Exemplarily, according to the world coordinate position worldAlignPos, the x-axis component and the z-axis component are extracted to generate the UV coordinate world_uv_up, and then the three-dimensional coordinates of the special effect area in the world coordinate system are converted into UV coordinates, for example, Figure 7 As shown, the converted result is the UV coordinate of the black area.

[0068] Step S540, determining the correspondence between the UV coordinate region and the sequence frame image in the special effect particle sequence frame.

[0069] In an optional implementation, this step may specifically include: dividing the UV coordinate area into a plurality of sub-special effect areas; determining the correspondence between each sub-special effect area and a sequence frame image in a special effect particle sequence frame, so that each sub-special effect area corresponds to a sequence frame image. The one-to-one correspondence between each sub-special effect area and a sequence frame image can improve the efficiency of subsequent tiled display of each sequence frame image in the special effect area.

[0070] For example, the UV coordinate area is divided into multiple sub-effect areas using the ceil function. The ceil function is used to return the smallest integer greater than or equal to the specified expression. For example, the ceil function is used to process the tiling_uv generation vector.

[0071] For the global and local UV calculation process, for example, the UV coordinate area is adjusted by the global tiling parameter RainDropGobalTilling to obtain the tiled UV coordinate tiling_uv, for example, Figure 7 The black area in the middle is along the ground plane. Figure 8 Each static grid is laid out and adjusted like floor tiles. These static grids are sub-effect areas where water waves are to appear, that is, each static grid (sub-effect area) corresponds to a set of sequence frame images. Figure 8 As shown in FIG. 1 , the UV coordinates of each static grid (sub-effect area) are the UV coordinates of the sequence frame images in each static grid. Fig. 9 As shown, referring to the UV segmentation of sequins, the dot map is replaced with a pre-configured sequence frame image.

[0072] Step S550 , obtaining a sequence frame image in a sequence frame of special effect particles in a special effect area in a virtual scene according to the corresponding relationship.

[0073] According to the correspondence between the above-mentioned UV coordinate area and the sequence frame images in the special effect particle sequence frame, these sequence frame images are tiled and displayed in the special effect area, so that multiple tiled sequence frame images (each sequence frame image is dynamically played in sequence) are dynamically played together to form an overall dynamic water wave formation effect.

[0074] By pre-configuring special effect particle sequence frames containing sequence frame images, when a special effect particle trigger event occurs for a virtual scene, these sequence frame images can be tiled and displayed in the special effect area of ​​the special effect particle object according to the correspondence between the two-dimensional coordinate area of ​​the special effect area and the sequence frame images, thereby achieving a large-area special effect playback effect, thereby reducing the data calculation amount of the special effect particles to improve CPU performance, and alleviating the technical problem of large data calculation amount for realizing more special effects.

[0075] The solution provided by the disclosed embodiments can be applied to various design scenarios in which falling effects appear randomly on the ground in the game, for example, the dynamic petals falling effect that appears randomly on a large area of ​​the ground, and the water wave effect presented by raindrops falling on a large area of ​​the ground, which can be expressed by the sequence frame images in the special effect particle sequence frames provided by the solution, and then the random playback effect of the sequence frame images in a large area can be achieved through the shader, such as the effect of water wave ripples on the ground during heavy rain, the effect of petals falling to the ground, etc., which greatly reduces the use of particles, improves performance, solves the performance problem of large-area particles in the real-time rendering process, and realizes the presentation of falling effects such as raindrops and petals on a large area of ​​the ground in the terminal device with good performance.

[0076] The above steps are described in detail below.

[0077] In some embodiments, the sequence frame images to be tiled may be adjusted for misalignment, so that the repetition of the special effect particle objects between the tiled sequence frame images is reduced, thereby improving the overall authenticity display effect of the special effect area. As an example, the above step S550 may specifically include the following steps:

[0078] The special effect particle sequence frame is subjected to dislocation adjustment processing to obtain the special effect particle sequence frame after dislocation adjustment; and the sequence frame images in the special effect particle sequence frame after dislocation adjustment are tiled and displayed in the special effect area in the virtual scene according to the corresponding relationship.

[0079] In practical applications, the adjustment content of the misalignment adjustment may include multiple aspects, for example, the display position of the special effect particle object contained in the sequence frame image in the special effect particle sequence frame, the sequence frame playback speed of the special effect particle sequence frame, the sequence frame playback time progress of the special effect particle sequence frame, and so on.

[0080] Exemplarily, the sequence frame playback time progress of the special effect particle sequence frame is adjusted in an offset manner. After the offset: Fig.10As shown, in the sequence frame images corresponding to the same sub-effect area, special effect particle objects (such as black static grids) are displayed at some moments, but special effect particle objects (such as white static grids) are not displayed at some moments, and only part of the special effect particle objects (such as gray static grids) are displayed at some moments; Fig.11 and Fig.12 As shown, at the same time, some sub-effect areas display special effect particle objects in the sequence frame images corresponding to them, but some sub-effect areas do not display special effect particle objects in the sequence frame images corresponding to them. It can be seen that through the noise_time_mask effect, the sequence frame images corresponding to each sub-effect area undergo different changes, and the water wave sequence frames played in the sequence frame images corresponding to each sub-effect area are dislocated, so that the water wave positions are also dislocated accordingly, and in this way, the repetition of special effect particle objects between the sequence frame images after tiling is reduced.

[0081] In some embodiments, the adjustment content of the misalignment adjustment may include multiple aspects such as position, time, speed, etc., so as to make the misalignment adjustment more flexible. As an example, the above-mentioned misalignment adjustment processing of the special effect particle sequence frame to obtain the special effect particle sequence frame after the misalignment adjustment may include at least one of the following methods:

[0082] The display position of the special effect particle object contained in the sequence frame image in the special effect particle sequence frame is adjusted in a dislocation manner to obtain the special effect particle sequence frame after the dislocation adjustment; the sequence frame playback speed of the special effect particle sequence frame is adjusted in a dislocation manner to obtain the special effect particle sequence frame after the dislocation adjustment; the sequence frame playback time progress of the special effect particle sequence frame is adjusted in a dislocation manner to obtain the special effect particle sequence frame after the dislocation adjustment.

[0083] For example, Fig.10 and Fig.11 As shown, the sequence frame images change with time. In each tiled sequence frame image, the playback time progress, playback speed, and playback water wave position of the corresponding water wave sequence frame are adjusted in an offset manner, so that the water wave can appear in a new position at regular intervals.

[0084] For the above-mentioned dislocation adjustment of the sequence frame playback time progress of the special effect particle sequence frame, illustratively, the sequence frame playback time progress of the special effect particle sequence frame is offset. After the offset, as shown in FIG. Fig.10 As shown in the figure, in the sequence frame images corresponding to the same sub-effect area, the special effect particle objects are displayed at some moments (such as the black static grid), at some moments the special effect particle objects are not displayed (such as the white static grid), and at some moments only part of the special effect particle objects are displayed (such as the gray static grid). Fig.11 and Fig.12As shown, at the same time, some sub-special effect areas correspond to sequence frame images showing special effect particle objects, while some sub-special effect areas correspond to sequence frame images not showing special effect particle objects.

[0085] By adjusting the sequence frame playback time progress of the special effect particle sequence frame, the sequence frame image corresponding to each sub-special effect area undergoes different changes. The water wave sequence frame played in the sequence frame image corresponding to each sub-special effect area is displaced, so that the water wave position is also displaced accordingly, that is, each water wave sequence frame image plays different content at different time progresses after the dislocation, and multiple tiled water wave sequence frames Figure 1 The overall dynamic effect formed by the changes.

[0086] In some embodiments, the misalignment adjustment of the display position of the special effect particle object in the sequence frame image can be achieved by using noise parameters through a random displacement processing process to enhance the random effect of the position misalignment adjustment. As an example, the above-mentioned misalignment adjustment of the display position of the special effect particle object contained in the sequence frame image in the special effect particle sequence frame to obtain the special effect particle sequence frame after the misalignment adjustment can specifically include the following steps:

[0087] The noise parameters pre-configured for the special effect particle sequence frame are read, and the display position of the special effect particle object in the sequence frame image is randomly displaced using the noise parameters to obtain the sequence frame image after displacement adjustment, and the special effect particle sequence frames after position dislocation adjustment corresponding to the plurality of sequence frame images after displacement adjustment are determined.

[0088] The noise parameter can be a random value vector_noise used to simulate the random distribution position of raindrops. The noise parameter can also be a custom noise function. The input parameter is the vector before_vectornoise used for the noise function. This function generates a smooth and random 2D pattern, which is often used to generate natural textures or backgrounds. Through this noise function, a random value vector_noise based on the distribution position of water droplets in the map can be generated to simulate the random distribution of raindrops.

[0089] In the disclosed embodiment, a noise function is used for random adjustment. Through the random adjustment, the distribution positions of the water drops can be different and the distribution of the water drop positions can be more natural, making the effect of multiple raindrops more realistic.

[0090] In some embodiments, the staggered adjustment of the sequence frame playback speed of the special effect particle sequence frame can be achieved through a random speed adjustment process using noise parameters, etc., to enhance the random effect of the staggered adjustment of the playback speed. As an example, the staggered adjustment of the sequence frame playback speed of the special effect particle sequence frame to obtain the special effect particle sequence frame after the staggered adjustment may specifically include the following steps:

[0091] The speed adjustment parameters and / or noise parameters pre-configured for the special effect particle sequence frame are read, and the sequence frame playback speed of the sequence frame image is randomly adjusted by using the speed adjustment parameters and / or noise parameters to obtain the special effect particle sequence frame after speed misalignment adjustment.

[0092] It should be noted that the noise parameter can be a random value vector_noise. In the disclosed embodiment, the noise parameter is combined with the time variable FrameTime, and the time-varying mask noise_time_mask is generated by adjusting the speed parameter RainDropShineSpeed. By adjusting the playback speed of each sequence frame map, the raindrops played by each sequence frame map appear more natural. For example, Fig.10 As shown, according to the segmented UV noise, the playback speed of the sequence frame map is adjusted, and the effect achieved is as follows Fig.11 and Fig.12 As shown, the repetitive feeling of similar raindrop positions is reduced.

[0093] By combining noise and time changes, the raindrops are moved to a new position every once in a while through noise_time_mask. In the disclosed embodiment, the playback speed of each sequence frame map is randomly adjusted using a noise function. The role of the random adjustment is to make the playback speed of each sequence frame map and the position of each water drop different and distributed more naturally, making the multiple raindrop effects more realistic.

[0094] In some embodiments, the misalignment adjustment of the sequence frame playback time progress of the special effect particle sequence frame can be achieved through a random offset processing process using noise parameters, etc., to enhance the random effect of the misalignment adjustment of the playback time progress. As an example, the above-mentioned misalignment adjustment of the sequence frame playback time progress of the special effect particle sequence frame to obtain the special effect particle sequence frame after the misalignment adjustment may specifically include the following steps:

[0095] The progress distribution parameters and / or noise parameters pre-configured for the special effect particle sequence frame are read, and the sequence frame playback time progress of the sequence frame image is randomly offset using the progress distribution parameters and / or noise parameters to obtain the special effect particle sequence frame after time dislocation adjustment; wherein the progress distribution parameters are configured by a sine function.

[0096] In practical applications, the noise parameter can be a random value vector_noise. As an optional implementation, the noise parameter can be combined with the time variable FrameTime, and adjusted by the sine function RainDropShineSpeed ​​to generate a time-varying mask noise_time_mask, so that the play time progress difference of each sequence frame map is normally distributed and more natural.

[0097] Exemplarily, the playback time progress of each sequence frame map is randomly adjusted using progress distribution parameters and / or noise functions. The purpose of the random adjustment is to make the playback time progress of each sequence frame map and the position of each water drop different and distributed more naturally, making the multiple raindrop effects more realistic.

[0098] For example, Fig.10 As shown, according to the segmented UV noise, the playback time progress of the sequence frame map is offset to achieve the following Fig.11 and Fig.12 The effect shown here reduces the repetitive feeling of the same raindrops. By combining noise and time changes, the raindrops are moved to a new position every once in a while through noise_time_mask.

[0099] As an optional implementation, the sequence frame playback time progress of the special effect particle sequence frame is offset. After the offset, Fig.10 As shown in the figure, in the sequence frame images corresponding to the same sub-effect area, the special effect particle objects are displayed at some moments (such as the black static grid), at some moments the special effect particle objects are not displayed (such as the white static grid), and at some moments only part of the special effect particle objects are displayed (such as the gray static grid). Fig.11 and Fig.12 As shown, at the same time, some sub-special effect areas correspond to sequence frame images showing special effect particle objects, while some sub-special effect areas correspond to sequence frame images not showing special effect particle objects.

[0100] In the disclosed embodiment, the playback time progress of each sequence frame map is randomly adjusted using progress distribution parameters and / or noise parameters. The purpose of the random adjustment is to make the playback time progress of each sequence frame map and the position of each water drop different and distributed more naturally, making the multiple raindrop effects more realistic.

[0101] In some embodiments, the surface albedo of the special effect area can be adjusted through masking according to the transparency of the special effect particle object, so that the display effect of the special effect area is more in line with the real environment, thereby making the virtual scene more realistic. As an example, after the above step S550, the method can also include the following steps:

[0102] Determine the transparency of the special effect particle object; determine the surface albedo of the first virtual object in the special effect area according to the transparency; wherein the greater the transparency, the greater the surface albedo; and mask the special effect area according to the surface albedo.

[0103] Regarding mask processing, it should be noted that the mask exists as a separate layer, usually in an upper-to-lower occlusion relationship. Layer masking is used to block part of the image content and display the image content in a specific area.

[0104] In the embodiment of the present disclosure, the albedo of the surface of objects such as the ground and water (the surface of the special effect area) is adjusted by combining the global mask global_mask and the sampled water wave (special effect particle object) transparency mask. For example, the greater the transparency of the sampled water wave, the higher the albedo of the surface of the object. The effect achieved is as follows: Fig.13 As shown, the display effect of the object surface (the surface of the special effect area) is made to be more in line with the real environment, thereby making the virtual scene more realistic.

[0105] Fig.14 A schematic diagram of the structure of a game special effect processing device is provided. The device can be applied to a terminal device to provide a game graphical user interface through the terminal device, wherein a virtual scene is displayed in the graphical user interface. Fig.14 As shown, the game special effect processing device 1400 includes:

[0106] The first determination module 1401 is used to respond to a special effect particle triggering event for the virtual scene, and determine a special effect area of ​​a special effect particle object in an area where a first virtual object in the virtual scene is located; wherein the special effect particle triggering event corresponds to a pre-configured special effect particle sequence frame;

[0107] A second determining module 1402 is used to determine a three-dimensional coordinate area of ​​the special effect area in a world coordinate system corresponding to the virtual scene;

[0108] A conversion module 1403, used for converting the three-dimensional coordinate region into a UV coordinate region in a UV coordinate system;

[0109] The third determination module 1404 is used to determine the correspondence between the UV coordinate area and the sequence frame image in the special effect particle sequence frame;

[0110] The display module 1405 is used for tiled display of the sequence frame images in the special effect particle sequence frames in the special effect area in the virtual scene according to the corresponding relationship.

[0111] Through the above method, by using the pre-configured special effect particle sequence frame containing sequence frame images, when a special effect particle trigger event occurs for a virtual scene, these sequence frame images can be tiled and displayed in the special effect area of ​​the special effect particle object according to the correspondence between the two-dimensional coordinate area of ​​the special effect area and the sequence frame image, thereby achieving a large-area special effect playback effect, thereby reducing the data calculation amount of the special effect particles to improve the CPU performance, and alleviating the technical problem of large data calculation amount for realizing more special effects.

[0112] In a feasible implementation scheme, the first determination module is specifically used to:

[0113] A special effect area of ​​the special effect particle object is determined on the surface of the first virtual object in the virtual scene according to the moving direction of the special effect particle object and / or the current position information of the first virtual object in the virtual scene.

[0114] In a feasible implementation scheme, the third determination module is specifically used for:

[0115] Divide the UV coordinate area into a plurality of sub-effect areas;

[0116] The corresponding relationship between each of the sub-special effect areas and the sequence frame images in the special effect particle sequence frame is determined, so that each of the sub-special effect areas corresponds to one of the sequence frame images.

[0117] In a feasible implementation scheme, the display module is specifically used for:

[0118] Performing dislocation adjustment processing on the special effect particle sequence frame to obtain a special effect particle sequence frame after dislocation adjustment;

[0119] The sequence frame images in the special effect particle sequence frames after the misalignment adjustment are tiled and displayed in the special effect area in the virtual scene according to the corresponding relationship.

[0120] In a feasible implementation scheme, the display module is also used for:

[0121] Performing dislocation adjustment on the display position of the special effect particle object contained in the sequence frame image in the special effect particle sequence frame to obtain a special effect particle sequence frame after dislocation adjustment;

[0122] Performing dislocation adjustment on the sequence frame playback speed of the special effect particle sequence frame to obtain the special effect particle sequence frame after dislocation adjustment;

[0123] The sequence frame playback time progress of the special effect particle sequence frame is adjusted in a dislocation manner to obtain the special effect particle sequence frame after the dislocation adjustment.

[0124] In a feasible implementation scheme, the display module is specifically used for:

[0125] The noise parameters pre-configured for the special effect particle sequence frame are read, and the display position of the special effect particle object in the sequence frame image is randomly displaced by using the noise parameters to obtain the sequence frame image after displacement adjustment, and the special effect particle sequence frames after position dislocation adjustment corresponding to a plurality of the sequence frame images after displacement adjustment are determined.

[0126] In a feasible implementation scheme, the display module is specifically used for:

[0127] The speed adjustment parameters and / or noise parameters pre-configured for the special effect particle sequence frame are read, and the sequence frame playback speed of the sequence frame image is randomly adjusted by using the speed adjustment parameters and / or noise parameters to obtain the special effect particle sequence frame after speed misalignment adjustment.

[0128] In a feasible implementation scheme, the display module is specifically used for:

[0129] The progress distribution parameters and / or noise parameters pre-configured for the special effect particle sequence frame are read, and the sequence frame playback time progress of the sequence frame image is randomly offset using the progress distribution parameters and / or noise parameters to obtain the special effect particle sequence frame after time dislocation adjustment; wherein the progress distribution parameters are configured by a sine function.

[0130] In a feasible embodiment, the device further comprises:

[0131] A fourth determination module, configured to determine the transparency of the special effect particle object after the sequence frame images in the special effect particle sequence frames are tiled and displayed in the special effect area in the virtual scene according to the corresponding relationship;

[0132] A fifth determining module, configured to determine a surface albedo of the first virtual object in the special effect area according to the transparency; wherein the greater the transparency, the greater the surface albedo;

[0133] A mask module is used to perform mask processing on the special effect area according to the surface albedo.

[0134] In a feasible implementation, the sequence frame images in the special effect particle sequence frames are images obtained by texture sampling from a specified special effect texture; wherein the specified special effect texture includes the special effect texture of the special effect particle object falling onto the surface of any virtual object.

[0135] In a feasible implementation scheme, the conversion module is specifically used for:

[0136] The x coordinate value in the x coordinate axis component and the z coordinate value in the z coordinate axis component are extracted from the three-dimensional coordinate area, and adjustments are made based on the x coordinate value and the z coordinate value by specifying global tiling parameters to obtain a UV coordinate area of ​​the special effect area in the UV coordinate system.

[0137] In a feasible implementation manner, the special effect particle object includes any one or more of the following:

[0138] A water particle virtual object, a snow particle virtual object, an ice particle virtual object, a flower petal virtual object, and a leaf virtual object.

[0139] The game special effects processing device provided in the embodiment of the present disclosure has the same technical features as the game special effects processing method provided in the above-mentioned embodiment, so it can also solve the same technical problems and achieve the same technical effects.

[0140] Fig.15 The structure diagram of an electronic device provided by an embodiment of the present disclosure is shown, including: a memory 1501, a processor 1502 and a bus 1503, the memory 1501 stores machine-readable instructions executable by the processor 1502, when the electronic device runs a game special effect processing method as in the embodiment, the processor 1502 communicates with the memory 1501 through the bus 1503, the processor 1502 executes the machine-readable instructions, and the processor 1502 performs the preamble of the method item to perform the following steps:

[0141] In response to a special effect particle triggering event for the virtual scene, determining a special effect area of ​​a special effect particle object in an area where a first virtual object in the virtual scene is located; wherein the special effect particle triggering event corresponds to a pre-configured special effect particle sequence frame;

[0142] Determining a three-dimensional coordinate area of ​​the special effect area in a world coordinate system corresponding to the virtual scene;

[0143] Convert the three-dimensional coordinate region into a UV coordinate region in a UV coordinate system;

[0144] Determine the correspondence between the UV coordinate area and the sequence frame image in the special effect particle sequence frame;

[0145] The sequence frame images in the special effect particle sequence frames are tiled and displayed in the special effect area in the virtual scene according to the corresponding relationship.

[0146] In a feasible implementation manner, when the processor determines the special effect area of ​​the special effect particle object in the area where the first virtual object in the virtual scene is located, the processor is specifically used to:

[0147] A special effect area of ​​the special effect particle object is determined on the surface of the first virtual object in the virtual scene according to the moving direction of the special effect particle object and / or the current position information of the first virtual object in the virtual scene.

[0148] In a feasible implementation manner, when the processor determines the corresponding relationship between the UV coordinate area and the sequence frame image in the special effect particle sequence frame, it is specifically used to:

[0149] Divide the UV coordinate area into a plurality of sub-effect areas;

[0150] The corresponding relationship between each of the sub-special effect areas and the sequence frame images in the special effect particle sequence frame is determined, so that each of the sub-special effect areas corresponds to one of the sequence frame images.

[0151] In a feasible implementation manner, when the processor performs tiled display of the sequence frame images in the special effect particle sequence frames in the special effect area in the virtual scene according to the corresponding relationship, the processor is specifically configured to:

[0152] Performing dislocation adjustment processing on the special effect particle sequence frame to obtain a special effect particle sequence frame after dislocation adjustment;

[0153] The sequence frame images in the special effect particle sequence frames after the misalignment adjustment are tiled and displayed in the special effect area in the virtual scene according to the corresponding relationship.

[0154] In a feasible implementation manner, the special effect particle sequence frame is subjected to dislocation adjustment processing to obtain the special effect particle sequence frame after dislocation adjustment, including at least one of the following methods:

[0155] Performing dislocation adjustment on the display position of the special effect particle object contained in the sequence frame image in the special effect particle sequence frame to obtain a special effect particle sequence frame after dislocation adjustment;

[0156] Performing dislocation adjustment on the sequence frame playback speed of the special effect particle sequence frame to obtain the special effect particle sequence frame after dislocation adjustment;

[0157] The sequence frame playback time progress of the special effect particle sequence frame is adjusted in a dislocation manner to obtain the special effect particle sequence frame after the dislocation adjustment.

[0158] In a feasible implementation manner, when the processor performs dislocation adjustment on the display position of the special effect particle object contained in the sequence frame image in the special effect particle sequence frame to obtain the special effect particle sequence frame after dislocation adjustment, it is specifically used to:

[0159] The noise parameters pre-configured for the special effect particle sequence frame are read, and the display position of the special effect particle object in the sequence frame image is randomly displaced by using the noise parameters to obtain the sequence frame image after displacement adjustment, and the special effect particle sequence frames after position dislocation adjustment corresponding to a plurality of the sequence frame images after displacement adjustment are determined.

[0160] In a feasible implementation manner, when the processor performs the dislocation adjustment on the sequence frame playback speed of the special effect particle sequence frame to obtain the special effect particle sequence frame after the dislocation adjustment, it is specifically used to:

[0161] The speed adjustment parameters and / or noise parameters pre-configured for the special effect particle sequence frame are read, and the sequence frame playback speed of the sequence frame image is randomly adjusted by using the speed adjustment parameters and / or noise parameters to obtain the special effect particle sequence frame after speed misalignment adjustment.

[0162] In a feasible implementation manner, when the processor performs the dislocation adjustment on the sequence frame playback time progress of the special effect particle sequence frame to obtain the special effect particle sequence frame after the dislocation adjustment, it is specifically used to:

[0163] The progress distribution parameters and / or noise parameters pre-configured for the special effect particle sequence frame are read, and the sequence frame playback time progress of the sequence frame image is randomly offset using the progress distribution parameters and / or noise parameters to obtain the special effect particle sequence frame after time dislocation adjustment; wherein the progress distribution parameters are configured by a sine function.

[0164] In a feasible implementation manner, after tiling and displaying the sequence frame images in the special effect particle sequence frames in the special effect area in the virtual scene according to the corresponding relationship, the processor is further configured to:

[0165] Determine the transparency of the special effect particle object;

[0166] Determine the surface albedo of the first virtual object in the special effect area according to the transparency; wherein the greater the transparency, the greater the surface albedo;

[0167] The special effect area is masked according to the surface albedo.

[0168] In a feasible implementation, the sequence frame images in the special effect particle sequence frames are images obtained by texture sampling from a specified special effect texture; wherein the specified special effect texture includes the special effect texture of the special effect particle object falling onto the surface of any virtual object.

[0169] In a feasible implementation manner, when executing the conversion of the three-dimensional coordinate region into a UV coordinate region in a UV coordinate system, the processor is specifically used to:

[0170] The x coordinate value in the x coordinate axis component and the z coordinate value in the z coordinate axis component are extracted from the three-dimensional coordinate area, and adjustments are made based on the x coordinate value and the z coordinate value by specifying global tiling parameters to obtain a UV coordinate area of ​​the special effect area in the UV coordinate system.

[0171] In a feasible implementation manner, the special effect particle object includes any one or more of the following:

[0172] A water particle virtual object, a snow particle virtual object, an ice particle virtual object, a flower petal virtual object, and a leaf virtual object.

[0173] Through the above method, by using the pre-configured special effect particle sequence frame containing sequence frame images, when a special effect particle trigger event occurs for a virtual scene, these sequence frame images can be tiled and displayed in the special effect area of ​​the special effect particle object according to the correspondence between the two-dimensional coordinate area of ​​the special effect area and the sequence frame image, thereby achieving a large-area special effect playback effect, thereby reducing the data calculation amount of the special effect particles to improve the CPU performance, and alleviating the technical problem of large data calculation amount for realizing more special effects.

[0174] In practical applications, the memory 1501 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 1504 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used.

[0175] The bus 1503 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.15 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0176] Among them, the memory 1501 is used to store programs, and the processor 1502 executes the program after receiving the execution instruction. The method executed by the device defined by the process disclosed in any embodiment of the present disclosure can be applied to the processor 1502 or implemented by the processor 1502.

[0177] The processor 1502 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 1502. The above processor 1502 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The disclosed methods, steps and logic block diagrams in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 1501, and the processor 1502 reads the information in the memory 1501 and completes the steps of the above method in combination with its hardware.

[0178] The present disclosure also provides a computer-readable storage medium, on which a computer program is stored. The computer program is executed when a processor is running, and the processor performs the following steps:

[0179] In response to a special effect particle triggering event for the virtual scene, determining a special effect area of ​​a special effect particle object in an area where a first virtual object in the virtual scene is located; wherein the special effect particle triggering event corresponds to a pre-configured special effect particle sequence frame;

[0180] Determining a three-dimensional coordinate area of ​​the special effect area in a world coordinate system corresponding to the virtual scene;

[0181] Convert the three-dimensional coordinate region into a UV coordinate region in a UV coordinate system;

[0182] Determine the correspondence between the UV coordinate area and the sequence frame image in the special effect particle sequence frame;

[0183] The sequence frame images in the special effect particle sequence frames are tiled and displayed in the special effect area in the virtual scene according to the corresponding relationship.

[0184] In a feasible implementation manner, when the processor determines the special effect area of ​​the special effect particle object in the area where the first virtual object in the virtual scene is located, the processor is specifically used to:

[0185] A special effect area of ​​the special effect particle object is determined on the surface of the first virtual object in the virtual scene according to the moving direction of the special effect particle object and / or the current position information of the first virtual object in the virtual scene.

[0186] In a feasible implementation manner, when the processor determines the corresponding relationship between the UV coordinate area and the sequence frame image in the special effect particle sequence frame, it is specifically used to:

[0187] Divide the UV coordinate area into a plurality of sub-effect areas;

[0188] The corresponding relationship between each of the sub-special effect areas and the sequence frame images in the special effect particle sequence frame is determined, so that each of the sub-special effect areas corresponds to one of the sequence frame images.

[0189] In a feasible implementation manner, when the processor performs tiled display of the sequence frame images in the special effect particle sequence frames in the special effect area in the virtual scene according to the corresponding relationship, the processor is specifically configured to:

[0190] Performing dislocation adjustment processing on the special effect particle sequence frame to obtain a special effect particle sequence frame after dislocation adjustment;

[0191] The sequence frame images in the special effect particle sequence frames after the misalignment adjustment are tiled and displayed in the special effect area in the virtual scene according to the corresponding relationship.

[0192] In a feasible implementation manner, the special effect particle sequence frame is subjected to dislocation adjustment processing to obtain the special effect particle sequence frame after dislocation adjustment, including at least one of the following methods:

[0193] Performing dislocation adjustment on the display position of the special effect particle object contained in the sequence frame image in the special effect particle sequence frame to obtain a special effect particle sequence frame after dislocation adjustment;

[0194] Performing dislocation adjustment on the sequence frame playback speed of the special effect particle sequence frame to obtain the special effect particle sequence frame after dislocation adjustment;

[0195] The sequence frame playback time progress of the special effect particle sequence frame is adjusted in a dislocation manner to obtain the special effect particle sequence frame after the dislocation adjustment.

[0196] In a feasible implementation manner, when the processor performs dislocation adjustment on the display position of the special effect particle object contained in the sequence frame image in the special effect particle sequence frame to obtain the special effect particle sequence frame after dislocation adjustment, it is specifically used to:

[0197] The noise parameters pre-configured for the special effect particle sequence frame are read, and the display position of the special effect particle object in the sequence frame image is randomly displaced by using the noise parameters to obtain the sequence frame image after displacement adjustment, and the special effect particle sequence frames after position dislocation adjustment corresponding to a plurality of the sequence frame images after displacement adjustment are determined.

[0198] In a feasible implementation manner, when the processor performs the dislocation adjustment on the sequence frame playback speed of the special effect particle sequence frame to obtain the special effect particle sequence frame after the dislocation adjustment, it is specifically used to:

[0199] The speed adjustment parameters and / or noise parameters pre-configured for the special effect particle sequence frame are read, and the sequence frame playback speed of the sequence frame image is randomly adjusted by using the speed adjustment parameters and / or noise parameters to obtain the special effect particle sequence frame after speed misalignment adjustment.

[0200] In a feasible implementation manner, when the processor performs the dislocation adjustment on the sequence frame playback time progress of the special effect particle sequence frame to obtain the special effect particle sequence frame after the dislocation adjustment, it is specifically used to:

[0201] The progress distribution parameters and / or noise parameters pre-configured for the special effect particle sequence frame are read, and the sequence frame playback time progress of the sequence frame image is randomly offset using the progress distribution parameters and / or noise parameters to obtain the special effect particle sequence frame after time dislocation adjustment; wherein the progress distribution parameters are configured by a sine function.

[0202] In a feasible implementation manner, after tiling and displaying the sequence frame images in the special effect particle sequence frames in the special effect area in the virtual scene according to the corresponding relationship, the processor is further configured to:

[0203] Determine the transparency of the special effect particle object;

[0204] Determine the surface albedo of the first virtual object in the special effect area according to the transparency; wherein the greater the transparency, the greater the surface albedo;

[0205] The special effect area is masked according to the surface albedo.

[0206] In a feasible implementation, the sequence frame images in the special effect particle sequence frames are images obtained by texture sampling from a specified special effect texture; wherein the specified special effect texture includes the special effect texture of the special effect particle object falling onto the surface of any virtual object.

[0207] In a feasible implementation manner, when executing the conversion of the three-dimensional coordinate region into a UV coordinate region in a UV coordinate system, the processor is specifically used to:

[0208] The x coordinate value in the x coordinate axis component and the z coordinate value in the z coordinate axis component are extracted from the three-dimensional coordinate area, and adjustments are made based on the x coordinate value and the z coordinate value by specifying global tiling parameters to obtain a UV coordinate area of ​​the special effect area in the UV coordinate system.

[0209] In a feasible implementation manner, the special effect particle object includes any one or more of the following:

[0210] A water particle virtual object, a snow particle virtual object, an ice particle virtual object, a flower petal virtual object, and a leaf virtual object.

[0211] Through the above method, by using the pre-configured special effect particle sequence frame containing sequence frame images, when a special effect particle trigger event occurs for a virtual scene, these sequence frame images can be tiled and displayed in the special effect area of ​​the special effect particle object according to the correspondence between the two-dimensional coordinate area of ​​the special effect area and the sequence frame image, thereby achieving a large-area special effect playback effect, thereby reducing the data calculation amount of the special effect particles to improve the CPU performance, and alleviating the technical problem of large data calculation amount for realizing more special effects.

[0212] In the embodiments of the present disclosure, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiments. For the specific execution method steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0213] In the embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0214] For another example, the flowcharts and block diagrams in the accompanying drawings show the possible architecture, functions and operations of the devices, methods and computer program products according to multiple embodiments of the present disclosure. In this regard, each box in the flowchart or block diagram can represent a module, a program segment or a part of a code, and the module, a program segment or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of the boxes in the block diagram and / or flowchart can be implemented with a dedicated hardware-based system that performs a specified function or action, or can be implemented with a combination of dedicated hardware and computer instructions.

[0215] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0216] In addition, each functional unit in the embodiments provided in the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0217] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the game special effects processing method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, referred to as ROM), random access memory (Random Access Memory, referred to as RAM), disk or optical disk and other media that can store program codes.

[0218] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0219] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the aforementioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the aforementioned embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of the present disclosure. They should all be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.

Claims

1. A method for processing game special effects, characterized in that: Providing a graphical user interface of a game through a terminal device, wherein a virtual scene is displayed in the graphical user interface; the method comprises: In response to a special effect particle triggering event for the virtual scene, determining a special effect area of ​​a special effect particle object in an area where a first virtual object in the virtual scene is located; wherein the special effect particle triggering event corresponds to a pre-configured special effect particle sequence frame; Determining a three-dimensional coordinate area of ​​the special effect area in a world coordinate system corresponding to the virtual scene; Convert the three-dimensional coordinate region into a UV coordinate region in a UV coordinate system; Determine the correspondence between the UV coordinate area and the sequence frame image in the special effect particle sequence frame; The sequence frame images in the special effect particle sequence frames are tiled and displayed in the special effect area in the virtual scene according to the corresponding relationship.

2. The method according to claim 1, characterized in that Determining a special effect area of ​​a special effect particle object in an area where a first virtual object in the virtual scene is located includes: A special effect area of ​​the special effect particle object is determined on the surface of the first virtual object in the virtual scene according to the moving direction of the special effect particle object and / or the current position information of the first virtual object in the virtual scene.

3. The method according to claim 1, characterized in that Determining the correspondence between the UV coordinate region and the sequence frame image in the special effect particle sequence frame includes: Divide the UV coordinate area into a plurality of sub-effect areas; The corresponding relationship between each of the sub-special effect areas and the sequence frame images in the special effect particle sequence frame is determined, so that each of the sub-special effect areas corresponds to one of the sequence frame images.

4. The method according to claim 1, characterized in that The step of tiling the sequence frame images in the special effect particle sequence frames in the special effect area in the virtual scene according to the corresponding relationship comprises: Performing dislocation adjustment processing on the special effect particle sequence frame to obtain a special effect particle sequence frame after dislocation adjustment; The sequence frame images in the special effect particle sequence frames after the misalignment adjustment are tiled and displayed in the special effect area in the virtual scene according to the corresponding relationship.

5. The method according to claim 4, characterized in that The performing the dislocation adjustment process on the special effect particle sequence frame to obtain the dislocation adjusted special effect particle sequence frame includes at least one of the following methods: Performing dislocation adjustment on the display position of the special effect particle object contained in the sequence frame image in the special effect particle sequence frame to obtain a special effect particle sequence frame after dislocation adjustment; Performing dislocation adjustment on the sequence frame playback speed of the special effect particle sequence frame to obtain the special effect particle sequence frame after dislocation adjustment; The sequence frame playback time progress of the special effect particle sequence frame is adjusted in a dislocation manner to obtain the special effect particle sequence frame after the dislocation adjustment.

6. The method according to claim 5, characterized in that Performing dislocation adjustment on the display position of the special effect particle object contained in the sequence frame image in the special effect particle sequence frame to obtain the special effect particle sequence frame after dislocation adjustment, including: The noise parameters pre-configured for the special effect particle sequence frame are read, and the display position of the special effect particle object in the sequence frame image is randomly displaced by using the noise parameters to obtain the sequence frame image after displacement adjustment, and the special effect particle sequence frames after position dislocation adjustment corresponding to a plurality of the sequence frame images after displacement adjustment are determined.

7. The method according to claim 5, characterized in that The sequence frame playback speed of the special effect particle sequence frame is adjusted in a dislocation manner to obtain the special effect particle sequence frame after the dislocation adjustment, including: The speed adjustment parameters and / or noise parameters pre-configured for the special effect particle sequence frame are read, and the sequence frame playback speed of the sequence frame image is randomly adjusted by using the speed adjustment parameters and / or noise parameters to obtain the special effect particle sequence frame after speed misalignment adjustment.

8. The method according to claim 5, characterized in that The sequence frame playback time progress of the special effect particle sequence frame is adjusted in a dislocation manner to obtain the special effect particle sequence frame after the dislocation adjustment, including: The progress distribution parameters and / or noise parameters pre-configured for the special effect particle sequence frame are read, and the sequence frame playback time progress of the sequence frame image is randomly offset using the progress distribution parameters and / or noise parameters to obtain the special effect particle sequence frame after time dislocation adjustment; wherein the progress distribution parameters are configured by a sine function.

9. The method according to claim 1, characterized in that: After tiling and displaying the sequence frame images in the special effect particle sequence frames in the special effect area in the virtual scene according to the corresponding relationship, the method further includes: Determine the transparency of the special effect particle object; Determine the surface albedo of the first virtual object in the special effect area according to the transparency; wherein the greater the transparency, the greater the surface albedo; The special effect area is masked according to the surface albedo.

10. The method according to claim 1, characterized in that The sequence frame images in the special effect particle sequence frames are images obtained by texture sampling from a specified special effect texture; wherein the specified special effect texture includes the special effect texture of the special effect particle object falling onto the surface of any virtual object.

11. The method according to claim 1, characterized in that: The converting the three-dimensional coordinate region into a UV coordinate region in a UV coordinate system comprises: The x coordinate value in the x coordinate axis component and the z coordinate value in the z coordinate axis component are extracted from the three-dimensional coordinate area, and adjustments are made based on the x coordinate value and the z coordinate value by specifying global tiling parameters to obtain a UV coordinate area of ​​the special effect area in the UV coordinate system.

12. The method according to claim 1, characterized in that The special effect particle object includes any one or more of the following: A water particle virtual object, a snow particle virtual object, an ice particle virtual object, a flower petal virtual object, and a leaf virtual object.

13. A game special effect processing device, characterized in that: A graphical user interface of a game is provided through a terminal device, wherein a virtual scene is displayed in the graphical user interface; the device comprises: A first determination module is used to respond to a special effect particle triggering event for the virtual scene, and determine a special effect area of ​​a special effect particle object in an area where a first virtual object in the virtual scene is located; wherein the special effect particle triggering event corresponds to a pre-configured special effect particle sequence frame; A second determination module, used to determine a three-dimensional coordinate area of ​​the special effect area in a world coordinate system corresponding to the virtual scene; A conversion module, used for converting the three-dimensional coordinate area into a UV coordinate area in a UV coordinate system; A third determination module is used to determine the corresponding relationship between the UV coordinate area and the sequence frame image in the special effect particle sequence frame; A display module is used for tiled display of the sequence frame images in the special effect particle sequence frames in the special effect area in the virtual scene according to the corresponding relationship.

14. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program that can be run on the processor, characterized in that: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 12 are implemented.

15. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to execute the method according to any one of claims 1 to 12.