Game rendering method, device, equipment and storage medium

By rendering and combining the three-dimensional model of the virtual building in the baking scene of the game, a two-dimensional patch model is generated, which solves the problems of visual quality reduction and resource overhead caused by the optimization of the rendering performance of three-dimensional games in the prior art, and achieves efficient and stable rendering performance.

CN119733231APending Publication Date: 2025-04-01HANGZHOU BULLET FINGER UNIVERSE TECH CO LTD
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Patent Information

Application Number
CN202411744976.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-29
Publication Date
2025-04-01

AI Technical Summary

Technical Problem

The prior art, when optimizing the rendering performance of three-dimensional games, leads to a degradation of visual quality at long distances, and requires the construction of multiple models of different levels of detail, increasing storage and memory resource overhead.

Method used

By displaying the game's baking scene, the three-dimensional architectural model of the virtual building is rendered, a rendered texture map is generated, and combined image processing is performed to generate texture resource data of the texture map collection. Then, based on the texture resource data, the rendered two-dimensional patch model is generated to ensure that the two-dimensional patch model of the same detail level is adopted regardless of the distance.

Benefits of technology

It has achieved significant improvement in the rendering performance of three-dimensional architectural models while maintaining high visual quality, reducing visual quality reduction caused by the use of low-detail models from a long distance, and avoiding model switching traces, while reducing rendering overhead and storage resource requirements.

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Abstract

The present disclosure relates to a game rendering method, device, equipment and storage medium, the method comprising: displaying a baking scene of a game, displaying a three-dimensional building model of at least one virtual building of the game in the baking scene; in response to a rendering instruction triggered in the baking scene, rendering each three-dimensional building model under a target perspective to obtain a rendering texture map of each three-dimensional building model; combining the rendering texture maps of each three-dimensional building model to display a texture atlas of at least one virtual building, and generating texture resource data of the texture atlas; in response to a model generation instruction triggered in the baking scene, model generation is performed on the texture atlas of at least one virtual building based on the texture resource data to obtain rendered building resource data; the rendered building resource data includes a two-dimensional patch model for displaying each virtual building in the game. The present disclosure improves rendering performance while ensuring consistency of rendering visual effects.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and in particular to a game rendering method, device, equipment and storage medium. Background Art

[0002] As the graphics of 3D games and applications become more and more sophisticated, there is a higher demand for hardware performance. In order to achieve a better user experience under limited hardware resources, it is particularly important to optimize the rendering performance of three-dimensional (3D) models.

[0003] In the related art, rendering performance is optimized through Level of Detail (LOD) technology. This LOD technology mainly creates multiple models of different detail levels for a 3D model, and dynamically switches between low-detail models and high-detail models according to the distance between the camera and the model, thereby reducing the rendering burden at long distances. Although this LOD technology reduces the rendering burden by reducing the details of the model at long distances, thereby improving the overall rendering performance, the use of low-detail models at long distances may lead to a significant decrease in visual quality, especially when the level of detail is switched, there may be obvious LOD switching traces. In addition, in the process of managing game resources, additional storage space needs to be provided for the models of the above multiple levels of detail, and the memory resource overhead is large. Summary of the invention

[0004] The present disclosure provides a game rendering method, device, equipment and storage medium to solve at least one problem in the related art. The technical solution of the present disclosure is as follows:

[0005] According to a first aspect of an embodiment of the present disclosure, a game rendering method is provided, comprising:

[0006] Displaying a baked scene of a game, wherein the baked scene displays a three-dimensional building model of at least one virtual building of the game;

[0007] In response to a rendering instruction triggered in the baking scene, rendering is performed on each of the three-dimensional building models at a target viewing angle to obtain a rendering texture map of each of the three-dimensional building models;

[0008] Combining the rendered texture images of the three-dimensional building models, displaying a texture atlas of the at least one virtual building, and generating texture resource data of the texture atlas;

[0009] In response to a model generation instruction triggered in the baking scene, a texture atlas of the at least one virtual building is modeled based on the texture resource data to obtain rendered building resource data; the rendered building resource data includes a two-dimensional patch model for displaying each of the virtual buildings in the game.

[0010] In an optional implementation manner, rendering each of the three-dimensional building models at a target viewing angle to obtain a rendering texture map of each of the three-dimensional building models includes:

[0011] In the baking scene, creating a virtual camera corresponding to the target viewing angle;

[0012] Taking the direction indicated by the virtual camera as the rendering direction, rendering is performed on each of the three-dimensional building models to obtain a main texture map and a projection texture map of each of the three-dimensional building models;

[0013] The main texture map and the projection texture map are used as the rendering texture map.

[0014] In an optional implementation, the rendering process is performed on each of the three-dimensional building models using the direction indicated by the virtual camera as the rendering direction to obtain the main texture map and the projection texture map of each of the three-dimensional building models, including:

[0015] Rendering the main building body of each of the three-dimensional building models in the direction indicated by the virtual camera as the rendering direction to obtain a main body texture map of each of the three-dimensional building models;

[0016] In the rendering direction, the building main body of each of the three-dimensional building models is masked, and the masked three-dimensional building models are rendered to obtain a projection texture map of each of the three-dimensional building models.

[0017] In an optional implementation, combining the rendered texture images of the three-dimensional building models to display the texture atlas of the at least one virtual building includes:

[0018] Acquiring attribute information of the rendering texture image of each of the three-dimensional building models;

[0019] Based on the attribute information corresponding to each of the three-dimensional building models, each of the rendered texture maps is combined to display a texture atlas of the at least one virtual building; the texture atlas includes a main texture atlas corresponding to the main texture map and a projection texture atlas corresponding to the projection texture map.

[0020] In an optional implementation, the combining of the rendered texture images based on the attribute information corresponding to each of the three-dimensional building models to display the texture atlas of the at least one virtual building includes:

[0021] Sorting the rendering texture images in order based on the order of the attribute information corresponding to the three-dimensional building models;

[0022] Based on the sorting order of the rendering texture images and the matching merging logic, the rendering texture images are merged to display the texture atlas of the at least one virtual building.

[0023] In an optional implementation, after displaying the texture atlas of the at least one virtual building, the method further includes:

[0024] In response to a channel selection instruction for a projected texture atlas in the texture atlas, displaying the projected texture atlas;

[0025] In response to an instruction to adjust a property of at least one projected texture map in the projected texture map set, displaying an adjusted projected texture map set;

[0026] Based on the position correspondence between the main texture atlas and the projection texture atlas, the texture atlas is updated based on the adjusted projection texture atlas, and the updated texture atlas of the at least one virtual building is displayed.

[0027] In an optional embodiment, when at least one of the three-dimensional building models has an animation part, after displaying the baked scene of the game, the method further includes:

[0028] Masking the static parts of each of the three-dimensional building models to extract animation components;

[0029] Based on the configured animation frame rate, create frame-by-frame animation models for the extracted animation components to obtain animation sequence models corresponding to each of the animation components;

[0030] The two-dimensional surface model of each virtual building and the corresponding animation sequence model are combined to construct a rendering model of the at least one virtual building.

[0031] In an optional implementation, the step of creating frame-by-frame animation models for the extracted animation components based on the configured animation frame rate, and obtaining animation sequence models corresponding to each of the animation components includes:

[0032] Based on the configured animation frame rate, the extracted animation components are rendered frame by frame to obtain an animation texture map of each animation component in each frame;

[0033] Combining the animation texture images of each animation component in each frame, displaying the animation texture atlas of the at least one virtual building, and generating animation texture resource data of the animation texture atlas;

[0034] In response to a model generation instruction triggered in the baking scene, model generation is performed on the animation texture atlas of the at least one virtual building based on the animation texture resource data to obtain an animation sequence model corresponding to each of the animation components.

[0035] According to a second aspect of an embodiment of the present disclosure, a game rendering device is provided, including:

[0036] A scene display module, configured to execute a baked scene of a display game, wherein a three-dimensional building model of at least one virtual building of the game is displayed in the baked scene;

[0037] A rendering module, configured to execute a rendering instruction triggered in the baking scene in response to rendering processing on each of the three-dimensional building models at a target viewing angle to obtain a rendering texture map of each of the three-dimensional building models;

[0038] A merging module is configured to merge the rendered texture images of the three-dimensional building models, display the texture atlas of the at least one virtual building, and generate texture resource data of the texture atlas;

[0039] The model generation module is configured to execute a model generation instruction triggered in the baking scene, and based on the texture resource data, perform model generation on the texture atlas of the at least one virtual building to obtain rendered building resource data; the rendered building resource data includes a two-dimensional patch model for displaying each of the virtual buildings in the game.

[0040] In an optional implementation, the rendering module includes:

[0041] A creating unit, configured to execute in the baking scene, creating a virtual camera corresponding to the target perspective;

[0042] A rendering unit is configured to perform rendering processing on each of the three-dimensional building models in a direction indicated by the virtual camera as a rendering direction, so as to obtain a main texture map and a projection texture map of each of the three-dimensional building models;

[0043] The combining unit is configured to execute the main texture map and the projection texture map as the rendering texture map.

[0044] In an optional implementation, the rendering unit is specifically configured to execute:

[0045] Rendering the main building body of each of the three-dimensional building models in the direction indicated by the virtual camera as the rendering direction to obtain a main body texture map of each of the three-dimensional building models;

[0046] In the rendering direction, the building main body of each of the three-dimensional building models is masked, and the masked three-dimensional building models are rendered to obtain a projection texture map of each of the three-dimensional building models.

[0047] In an optional implementation, the image merging module includes:

[0048] An attribute acquisition unit, configured to acquire attribute information of the rendering texture map of each of the three-dimensional building models;

[0049] The merging unit is configured to perform merging processing on each of the rendered texture maps based on the attribute information corresponding to each of the three-dimensional building models, and display a texture atlas of the at least one virtual building; the texture atlas includes a main texture atlas corresponding to the main texture map and a projection texture atlas corresponding to the projection texture map.

[0050] In an optional implementation manner, the image combining unit is specifically configured to execute:

[0051] Sorting the rendering texture images in order based on the order of the attribute information corresponding to the three-dimensional building models;

[0052] Based on the sorting order of the rendering texture images and the matching merging logic, the rendering texture images are merged to display the texture atlas of the at least one virtual building.

[0053] In an optional embodiment, the device further comprises:

[0054] A projection display module, configured to execute, in response to a channel selection instruction for a projection texture atlas in the texture atlas, display the projection texture atlas;

[0055] A projection adjustment module, configured to execute a property adjustment instruction in response to at least one projection texture map in the projection texture map set, and display the adjusted projection texture map set;

[0056] The texture updating module is configured to execute updating of the texture atlas based on the position correspondence between the main texture atlas and the projection texture atlas and based on the adjusted projection texture atlas, and to display the updated texture atlas of the at least one virtual building.

[0057] In an optional embodiment, the device further comprises:

[0058] An animation extraction module is configured to perform masking processing on the static parts of each of the three-dimensional building models to extract animation components;

[0059] A sequence model creation module is configured to execute frame-by-frame animation model creation for the extracted animation components based on the configured animation frame rate, and obtain an animation sequence model corresponding to each of the animation components;

[0060] The rendering model construction module is configured to execute the combination of the two-dimensional surface model of each virtual building and the corresponding animation sequence model to construct a rendering model of the at least one virtual building.

[0061] In an optional implementation, the sequence model creation module is specifically configured to execute:

[0062] Based on the configured animation frame rate, the extracted animation components are rendered frame by frame to obtain an animation texture map of each animation component in each frame;

[0063] Combining the animation texture images of each animation component in each frame, displaying the animation texture atlas of the at least one virtual building, and generating animation texture resource data of the animation texture atlas;

[0064] In response to a model generation instruction triggered in the baking scene, model generation is performed on the animation texture atlas of the at least one virtual building based on the animation texture resource data to obtain an animation sequence model corresponding to each of the animation components.

[0065] According to a third aspect of an embodiment of the present disclosure, a computer-readable storage medium is provided. When instructions in the computer-readable storage medium are executed by a processor of an electronic device, the electronic device is enabled to execute the game rendering method as described in any of the above-mentioned embodiments.

[0066] According to a fourth aspect of an embodiment of the present disclosure, there is provided an electronic device, including:

[0067] processor;

[0068] a memory for storing instructions executable by the processor;

[0069] Wherein, the processor is configured to execute the instructions to implement the game rendering method as described in any of the above embodiments.

[0070] According to a fifth aspect of an embodiment of the present disclosure, a computer program product is provided, which includes a computer program, and when the computer program is executed by a processor, it implements the game rendering method provided in any one of the above-mentioned embodiments.

[0071] The technical solution provided by the embodiments of the present disclosure brings at least the following beneficial effects:

[0072] The disclosed embodiment displays a baking scene of a game, in which a three-dimensional building model of at least one virtual building of the game is displayed; in response to a rendering instruction triggered in the baking scene, each three-dimensional building model is rendered at a target perspective to obtain a rendered texture map of each three-dimensional building model; the rendered texture maps of each three-dimensional building model are combined to display a texture atlas of at least one virtual building, and texture resource data of the texture atlas is generated; in response to a model generation instruction triggered in the baking scene, a texture atlas of at least one virtual building is modeled based on the texture resource data to obtain rendered building resource data; the rendered building resource data includes a two-dimensional patch model for displaying each virtual building in the game. The present invention converts the three-dimensional building model of the virtual building in the game into a rendering texture map and a two-dimensional patch model running in the game in turn. Regardless of the distance of the virtual building, the two-dimensional patch model with the same detail level is used to present it, thereby ensuring the consistency of the visual effect. There is no need to build multiple models with different detail levels, reducing the reduction in visual quality caused by the use of low-detail models at long distances, and avoiding the switching traces caused by the switching of models at long and short distances. At the same time, since the number of patches in the two-dimensional patch model is less than the number of patches in the three-dimensional building model, the rendering overhead is reduced and the rendering performance is improved. And by combining the rendering texture map, it is possible to reduce a large amount of content occupied by the rendering texture map, and reduce the content resource overhead in the rendering process. Under the premise of maintaining high visual quality, the rendering performance of the three-dimensional building model is significantly improved, and the development and optimization process is simplified.

[0073] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0074] The drawings herein are incorporated into the specification and constitute a part of the present disclosure, illustrate embodiments consistent with the present disclosure, and together with the description are used to explain the principles of the present disclosure, and do not constitute improper limitations on the present disclosure.

[0075] Figure 1 The figure is a flowchart of a game rendering method according to an exemplary embodiment.

[0076] Figure 2 It is a schematic diagram of an interface for executing a game rendering method according to an exemplary embodiment.

[0077] Figure 3 The figure is a flowchart of another game rendering method according to an exemplary embodiment.

[0078] Figure 4 A subject texture atlas including a plurality of subject texture maps generated according to an exemplary embodiment is shown.

[0079] Figure 5 A projected texture atlas including a plurality of projected texture maps generated according to an exemplary embodiment is shown.

[0080] Figure 6 The present invention is a flowchart of constructing a rendering model according to an exemplary embodiment.

[0081] Figure 7 The invention discloses a method for generating an animation texture atlas including multiple frames of animation texture images according to an exemplary embodiment.

[0082] Figure 8 The present invention is a schematic diagram showing a rendering model for displaying a virtual building in a game according to an exemplary embodiment.

[0083] Fig. 9 The invention is a block diagram of a game rendering device according to an exemplary embodiment.

[0084] Fig.10 It is a block diagram of an electronic device according to an exemplary embodiment. DETAILED DESCRIPTION

[0085] In order to enable ordinary persons in the art to better understand the technical solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings.

[0086] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present disclosure described here can be implemented in an order other than those illustrated or described here. And the objects distinguished by "first", "second", etc. are usually of one type, and the number of objects is not limited. For example, the first object can be one or more. In addition, "at least one" in the specification and claims means one or more. "And / or" in the specification and claims means at least one of the connected objects, and the character " / " generally indicates that the objects associated before and after are in an "or" relationship. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present disclosure. Instead, they are merely examples of devices and methods consistent with some aspects of the present disclosure as detailed in the attached claims.

[0087] It should also be noted that the user information (such as but not limited to user device information, user personal information, etc.) and data (such as but not limited to data used for display, data for analysis, etc.) involved in this disclosure are all information and data authorized by the user or fully authorized by all parties.

[0088] Figure 1 FIG. 1 is a flowchart of a game rendering method according to an exemplary embodiment. Figure 1 As shown, the game rendering method can be applied to electronic devices, and the electronic device is taken as a server for example, wherein the server includes but is not limited to an independent server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, intermediate services, domain name services, security services, and basic cloud computing services such as big data and artificial intelligence platforms. Figure 1 As shown, the method includes the following steps.

[0089] In step S101, a baked scene of a game is displayed, and a three-dimensional building model of at least one virtual building of the game is displayed in the baked scene.

[0090] The baked scene may refer to a virtual scene used for baking games. Baking is a technique of rendering model information into a texture and then pasting the baked texture back into the virtual scene.

[0091] A virtual building may refer to a building object that needs to be displayed in the game screen, such as a castle, a place, a house, a building, etc. The virtual building may be a static building or a non-static building including periodic action parts. The number of virtual buildings included in each game may be one or more, which is not specifically limited here.

[0092] A 3D building model refers to a 3D model that represents a virtual building. Each virtual building corresponds to a 3D building model, which can be composed of elements such as vertices, faces, textures, and materials. These 3D building models are generally high-detail models containing a large number of faces.

[0093] In this embodiment, the rendering plug-in for executing the game rendering method is installed in a game engine (such as Unity engine, Unreal Engine, etc.). Figure 2 As shown, in the engine page 210 of the opened game engine, the plug-in panel 220 is displayed by triggering the control corresponding to the rendering plug-in. The plug-in panel 220 includes a first area 221 and a second area 221. The first area 221 is a model preview area for displaying a three-dimensional building model. The second area 222 may include multiple functional controls, such as but not limited to: a scene creation control 222a for creating a baking scene, a selection control for selecting a rendering folder (not shown), a rendering control 222b for rendering the current building model, a combined image control 222c for performing combined image processing, and a model generation control 222d for generating a rendered model.

[0094] Next, the terminal obtains the resource file corresponding to the pre-built 3D building model to be displayed in the game, and in response to the dragging operation of the initial resource file (e.g., a file of the Prefab type) corresponding to the 3D building model, drags the resource file to the corresponding position of the plug-in panel, and displays the preview screen of the 3D building model in the first area of ​​the plug-in panel. Figure 2 As shown, in response to the triggering operation of the scene creation control 222a in the plug-in panel 220, the baked scene of the game is created and displayed in the engine page 210. At this time, a baking group 230 for reflecting the baked scene is created and displayed in the engine page 210. The baking group 230 can be displayed on the left side of the engine page 210 through a tree structure. Exemplarily, the baking group 230 may include various components for baking or rendering models, such as model components, lights, etc.

[0095] In step S103, in response to the rendering instruction triggered in the baking scene, each three-dimensional building model is rendered at a target viewing angle to obtain a rendering texture map of each three-dimensional building model.

[0096] Optionally, the terminal generates a rendering instruction in response to a trigger operation of a rendering control in a baking scene by a user object, and renders each 3D building model at a target perspective based on the rendering instruction to obtain a rendering texture map of each 3D building model. The target perspective may refer to a game perspective of the 3D building model in the game, such as a bird's-eye view. The rendering texture map may be a 2D picture of the model after rendering.

[0097] In an alternative embodiment, if Figure 3 As shown, the above rendering process is performed on each three-dimensional building model at the target viewing angle to obtain the rendering texture map of each three-dimensional building model, including:

[0098] In step S301, a virtual camera corresponding to a target viewing angle is created in a baking scene.

[0099] Optionally, before rendering, a virtual camera corresponding to the target perspective can be created in the baking scene to match the picture of the game perspective.

[0100] In step S303, each 3D building model is rendered in the direction indicated by the virtual camera as the rendering direction to obtain a main texture map and a projection texture map of each 3D building model.

[0101] Optionally, the direction indicated by the virtual camera is used as the rendering direction, and each 3D building model is rendered at the texture level and the projection level to generate a main texture map of each 3D building model and a projection texture map of each 3D building model.

[0102] In an optional implementation, the rendering process is performed on each 3D building model using the direction indicated by the virtual camera as the rendering direction to obtain the main texture map and the projection texture map of each 3D building model, including:

[0103] Taking the direction indicated by the virtual camera as the rendering direction, rendering the main building body of each three-dimensional building model is performed to obtain the main body texture map of each three-dimensional building model;

[0104] In the rendering direction, the building main body of each three-dimensional building model is masked, and the masked three-dimensional building model is rendered to obtain the projection texture map of each three-dimensional building model.

[0105] The building main body refers to the main part of the building in the virtual building, that is, the part of the building after removing the projection or background of the virtual building.

[0106] Optionally, during the rendering process, for each three-dimensional building model, the direction indicated by the virtual camera is used as the rendering direction, and the building body of the three-dimensional building model and the three-dimensional building model after the building body is masked are respectively rendered to obtain the main body texture map and the corresponding projection texture map of the three-dimensional building model. In this embodiment, the main body texture map can be a building color map without shadows, and the projection texture map is a map with shadows. Through the rendering process, a building color map without shadows and a map with shadows can be rendered.

[0107] In step S305, the main texture map and the projection texture map are used as rendering texture maps.

[0108] Optionally, after generating the main texture map and the projection texture map of each three-dimensional building model, the main texture map and the projection texture map can be merged to form a rendering texture map. Specifically, the rendering texture map can be obtained by placing the projection texture map in a corresponding Alpha channel and merging the Alpha channel with the RGB channel of the main texture map.

[0109] In some embodiments, if there are some parts in the virtual building that do not participate in the rendering, the model components corresponding to these parts can be hidden in the baking scene to reduce the rendering operations on these parts. Before performing the rendering operation, the selection control for selecting the rendering folder can be triggered to select the output folder, and then the rendering control can be triggered to render, so as to output the rendering texture map of the current perspective of the virtual building to the selected folder. If the rendering texture maps of multiple virtual buildings need to be output to the same folder, other virtual buildings can be selected to perform the corresponding rendering operation.

[0110] In step S105, the rendered texture images of the three-dimensional building models are combined to display a texture atlas of at least one virtual building, and texture resource data of the texture atlas is generated.

[0111] Optionally, after the terminal obtains the rendering textures of each 3D building model, it automatically combines the rendering textures in the current folder in response to the trigger operation of the combination control in the rendering plug-in, obtains and displays the texture atlas of at least one virtual building, and the alpha channel in the texture atlas will carry the shadow information of the virtual building. At the same time, the texture resource data of each rendering texture in the texture atlas is also generated.

[0112] In this embodiment, the texture resource data may be a file in JSON format, which may include metadata of the texture atlas and location information of each rendered texture map.

[0113] The meta information may include the width information (textureWidth) and height information (textureHeight) of the texture atlas. The width and height of the entire texture atlas are recorded through the width information and height information of each rendered texture map, so as to facilitate subsequent scaling or segmentation processing according to the size of the atlas. Of course, in some embodiments, if multiple texture atlases are generated, the meta information may also include information such as the name or path of each texture atlas.

[0114] The location information of each rendered texture image records the relevant attribute data of each rendered texture image, and the relevant attribute data includes identification information and coordinate information. Among them, the identification information can be represented by the file name or resource name of each rendered texture image, which is convenient for subsequent calls. The coordinate information may include: (1) x attribute and y attribute: respectively record the starting coordinates of each rendered texture image in the texture atlas; (2) width attribute and height attribute: record the width and height of the rendered texture image, which are used to accurately extract the texture area; (3) vertics attribute: record the vertex position information of the model used for generation; (4) verticesUV attribute: record the UV information corresponding to the vertices of the model. Among them, U and V define a two-dimensional texture coordinate system, and (U, V) represents a two-dimensional texture coordinate point residing on the vertex of the polygonal mesh. Among them, U is the coordinate of the texture image in the horizontal direction of the display, which can represent the width of the Uth pixel / image in the horizontal direction; V is the coordinate of the texture image in the vertical direction of the display, which can represent the height of the Vth pixel / image in the vertical direction. As an example only, the values ​​of U and V can be any value between 0 and 1. UV provides a connection between a model surface and a texture atlas, which is used to determine which vertex on the model surface a point (pixel) on the texture atlas corresponds to.

[0115] Of course, in some embodiments, the texture resource data may further include additional attributes such as a rotation attribute (such as rotated) for indicating whether to rotate, and a cropping attribute (such as trimmed) for indicating whether to crop.

[0116] In an optional implementation, the above-mentioned merging of the rendered texture images of the three-dimensional building models to display the texture atlas of at least one virtual building includes:

[0117] Obtaining attribute information of the rendering texture map of each three-dimensional building model;

[0118] Based on the attribute information corresponding to each three-dimensional building model, each rendering texture map is combined to display a texture atlas of at least one virtual building; the texture atlas includes a main texture atlas corresponding to the main texture map and a projection texture atlas corresponding to the projection texture map.

[0119] Optionally, the terminal obtains attribute information of the rendering texture map of each three-dimensional building model from the texture resource data of the texture atlas. The attribute information may include the location information of each rendering texture map. Afterwards, the rendering texture maps are merged based on the attribute information corresponding to each three-dimensional building model, that is, multiple rendering texture maps of the virtual object are merged into the same map, and the map includes a texture atlas composed of multiple rendering texture maps. The texture atlas here can be a main texture atlas corresponding to the aforementioned main texture map (such as Figure 4 ) and the projection texture atlas corresponding to the aforementioned projection texture map (as shown Figure 5 In this way, the image merging process is regulated by the attribute information of each rendering texture image, thereby improving the image merging processing effect and efficiency, and further reducing the content resource overhead.

[0120] In an optional implementation, based on the attribute information corresponding to each three-dimensional building model, each rendering texture map is combined to display the texture atlas of at least one virtual building, including:

[0121] Based on the order of the attribute information corresponding to each three-dimensional building model, the rendering texture images are sorted in order;

[0122] Based on the sorting order of each rendering texture map and the matching combination layout logic, each rendering texture map is combined to display a texture atlas of at least one virtual building.

[0123] Optionally, the terminal sorts the rendered texture images in order based on the size order of the attribute information corresponding to each three-dimensional building model, for example, according to the size order of the texture area, the size order of the texture width, or the size order of the texture height, that is, the rendered texture image corresponding to the large attribute information is placed in front, and the rendered texture image corresponding to the small attribute information is placed in the back, so as to obtain the texture sorting result of the sorting order of each rendered texture image. Afterwards, the combined image layout logic matching each rendered texture image is selected, and based on the texture sorting result, each rendered texture image is processed in order from large to small to generate a large map. Among them, the combined image layout logic can be a layout algorithm for realizing the generation of a texture atlas. Exemplarily, the combined image layout logic can include but is not limited to a binary tree segmentation method, a rectangular merging method, etc. In practical applications, a matching combined image layout logic can be selected according to the actual rendering situation to improve the utilization rate of the texture space.

[0124] In this embodiment, the number of maps corresponding to the texture atlas may be one. Of course, in some embodiments, if the number of rendered texture maps is large, multiple texture atlases corresponding to multiple maps may be generated.

[0125] In the above-mentioned embodiment, the combined image processing is performed by sequentially arranging the size order of the rendering texture images and matching the combined image layout logic, so as to avoid the waste of space caused by the premature placement of scattered small rendering texture images and improve the utilization rate of the blank area in the combined image. The combined image displays the texture atlas composed of the rendering texture images arranged and combined.

[0126] In an optional embodiment, after displaying the texture atlas of at least one virtual building, the method further includes:

[0127] In response to a channel selection instruction for a projected texture atlas in the texture atlas, displaying the projected texture atlas;

[0128] In response to an instruction to adjust a property of at least one projected texture map in the projected texture map set, displaying the adjusted projected texture map set;

[0129] Based on the position correspondence between the main texture atlas and the projection texture atlas, the texture atlas is updated based on the adjusted projection texture atlas, and the updated texture atlas of the at least one virtual building is displayed.

[0130] Optionally, in the case where the rendered projection texture atlas needs to be adjusted, the terminal can display the projection texture atlas in response to a channel selection instruction for a target channel (i.e., the aforementioned Alpha channel) corresponding to the projection texture atlas in the texture atlas, and the projection texture atlas includes multiple projection texture maps, such as Figure 5As shown. Afterwards, the terminal selects at least one of the projection texture maps, triggers an attribute adjustment operation on it, performs corresponding projection attribute adjustments on the selected projection texture map based on the generated attribute adjustment instruction, and displays the adjusted projection texture atlas. Next, based on the position correspondence between the main texture atlas and the projection texture atlas, the adjusted projection texture atlas is used to update the corresponding projection texture atlas in the texture atlas, and an updated texture atlas of at least one virtual building is generated and displayed. In this way, by adding a separate attribute adjustment to the projection texture map in the projection texture atlas, it is convenient to flexibly manually optimize the display effect after rendering, that is, it supports artists to perform secondary corrections and optimization effects after baking, thereby ensuring the final visual quality and rendering effect, while also reducing the time-consuming optimization and update of the rendering algorithm and improving development efficiency.

[0131] In step S107, in response to the model generation instruction triggered in the baking scene, a texture atlas of at least one virtual building is modeled based on the texture resource data to obtain rendered building resource data; the rendered building resource data includes a two-dimensional patch model for displaying each virtual building in the game.

[0132] In this embodiment, after the texture atlas and the corresponding texture resource data are generated, the generated result is output to the corresponding map folder. The terminal can first select the map folder corresponding to the texture atlas that needs to generate the two-dimensional patch model, and then generate a model generation instruction in response to the trigger operation of the model generation control in the baking scene. Afterwards, in response to the model generation instruction, the corresponding model generation requirement information (such as vertices part information) is read based on the texture resource data, and the two-patch model of the texture atlas and the corresponding target resource file (such as Prefab type file) are generated and output, that is, the rendered building resource data is obtained. Among them, the two-dimensional patch model is a rendered two-dimensional plane model for displaying the virtual building in the game. The two-dimensional patch model may include a mesh surface, or include a small number of mesh surfaces, and the included mesh surfaces are in the same plane. The number of patches of the two-dimensional patch model is less than the number of patches of the three-dimensional building model in the aforementioned initial resource file.

[0133] In the above-mentioned embodiment, the three-dimensional building model of the virtual building in the game is converted into a rendering texture map and a two-dimensional patch model running in the game in turn. Regardless of the distance of the virtual building, a two-dimensional patch model with the same detail level is used to present it, thereby ensuring the consistency of the visual effect. There is no need to build multiple models with different detail levels, thereby reducing the reduction in visual quality caused by the use of low-detail models at long distances, and avoiding the switching traces caused by the switching of models at long and short distances. At the same time, since the number of patches in the two-dimensional patch model is less than the number of patches in the three-dimensional building model, the rendering overhead is reduced and the rendering performance is improved. Moreover, by combining the rendering texture map, a large amount of content occupied by the rendering texture map can be reduced, and the content resource overhead in the rendering process can be reduced. Under the premise of maintaining high visual quality, the rendering performance of the three-dimensional building model is significantly improved, and the development and optimization process is simplified.

[0134] In an alternative embodiment, if Figure 6 As shown, in the case where at least one 3D building model has an animation part, after displaying the baked scene of the game, the method further includes:

[0135] In step S601, a mask process is performed on the static parts of each three-dimensional building model to extract the animation components.

[0136] Optionally, in the case where at least one 3D building model has an animation part, the 3D building model can be divided into a static part and an animation part. The animation part can be a part that moves periodically outside the game building, such as a part that moves up and down, a part that moves left and right, a rotating part, etc. Figure 2 In the first area 221, a three-dimensional building model m is displayed. A component 1 with a robot on the right side of the three-dimensional building model m moves periodically. The component 1 is an animated part of the three-dimensional building model m, and other parts of the three-dimensional building model m except the component 1 are static parts.

[0137] In this embodiment, for the static part, the above steps can be used for rendering and two-dimensional patch model generation. For the animation part, the static part in the three-dimensional building model is first masked by masking technology, and the masking technology can be achieved by adjusting the shape or transparency of the mask to hide the static part. All animation parts can be used as extracted animation components, and animation preview is performed, and then subsequent model creation is performed separately for the extracted animation components.

[0138] In step S603, based on the configured animation frame rate, frame-by-frame animation models are created for the extracted animation components to obtain animation sequence models corresponding to each animation component.

[0139] Optionally, the terminal can obtain the configured animation frame rate and the exported storage location, create frame-by-frame animation models for the extracted animation components, and output the created models of each frame to the same folder to form animation sequence models corresponding to each animation component.

[0140] In an optional implementation, based on the configured animation frame rate, creating a frame-by-frame animation model for the extracted animation components, and obtaining the animation sequence model corresponding to each animation component includes:

[0141] Based on the configured animation frame rate, the extracted animation components are rendered frame by frame to obtain the animation texture map of each animation component in each frame;

[0142] Combining the animation texture images of each animation component in each frame, displaying an animation texture atlas of at least one virtual building, and generating animation texture resource data of the animation texture atlas;

[0143] In response to a model generation instruction triggered in a baking scene, a model is generated for an animation texture atlas of at least one virtual building based on animation texture resource data to obtain an animation sequence model corresponding to each animation component.

[0144] In this embodiment, the terminal can render the extracted animation components frame by frame according to the configured animation frame rate to obtain the animation texture map of each animation component in each frame. Then, based on the attribute information of each animation texture map, the terminal performs a combined image processing to generate and display the animation texture atlas and corresponding animation texture resource data of at least one virtual building. Figure 7 As shown, an animation texture atlas can display multiple animation texture maps of a virtual building in different frames. Afterwards, the terminal responds to the model generation instruction, generates a model for the animation texture atlas based on the animation texture resource data, forms an animation sequence model corresponding to each animation component, and generates vertex position information for each frame model. The vertex position information can be stored in Json format. The rendering processing, image merging processing and model generation process here are similar to the aforementioned steps S103 to S107, which will not be repeated here.

[0145] In step S605, the two-dimensional surface models of the virtual buildings and the corresponding animation sequence models are combined to construct a rendering model of at least one virtual building.

[0146] In this embodiment, after the animation sequence model is obtained, the animation texture map can be matched and combined with the two-dimensional patch model of the corresponding virtual building to construct a rendering model of at least one virtual building, so as to display the rendering model through the target perspective during the game operation. Figure 8As shown, during the running of the game, a rendering model of a virtual building at a fixed pitch angle is displayed. The rendering model is a two-dimensional model, and the number of its facets is less than the number of facets of the three-dimensional building model in the aforementioned initial resource file.

[0147] In the above embodiment, the animation sequence model is constructed separately for the animation components in the virtual building through the configured animation frame rate, which reduces the amount of data of the static part in the rendering process, improves the rendering efficiency and reduces the rendering overhead.

[0148] Fig. 9 is a block diagram of a game rendering device according to an exemplary embodiment. Fig. 9 , the device comprises:

[0149] A scene display module 910 is configured to execute a baked scene of a game, wherein a three-dimensional building model of at least one virtual building of the game is displayed in the baked scene;

[0150] The rendering module 920 is configured to execute a rendering instruction triggered in the baking scene, render each of the three-dimensional building models at a target viewing angle, and obtain a rendering texture map of each of the three-dimensional building models;

[0151] The image combining module 930 is configured to perform image combining processing on the rendered texture images of the three-dimensional building models, display the texture atlas of the at least one virtual building, and generate texture resource data of the texture atlas;

[0152] The model generation module 940 is configured to execute a model generation instruction in response to being triggered in the baking scene, and based on the texture resource data, perform model generation on the texture atlas of the at least one virtual building to obtain rendered building resource data; the rendered building resource data includes a two-dimensional patch model for displaying each of the virtual buildings in the game.

[0153] In an optional implementation, the rendering module 920 includes:

[0154] A creating unit, configured to execute in the baking scene, creating a virtual camera corresponding to the target perspective;

[0155] A rendering unit is configured to perform rendering processing on each of the three-dimensional building models in a direction indicated by the virtual camera as a rendering direction, so as to obtain a main texture map and a projection texture map of each of the three-dimensional building models;

[0156] The combining unit is configured to execute the main texture map and the projection texture map as the rendering texture map.

[0157] In an optional implementation, the rendering unit is specifically configured to execute:

[0158] Rendering the main building body of each of the three-dimensional building models in the direction indicated by the virtual camera as the rendering direction to obtain a main body texture map of each of the three-dimensional building models;

[0159] In the rendering direction, the building main body of each of the three-dimensional building models is masked, and the masked three-dimensional building models are rendered to obtain a projection texture map of each of the three-dimensional building models.

[0160] In an optional implementation, the image combining module 930 includes:

[0161] An attribute acquisition unit, configured to acquire attribute information of the rendering texture map of each of the three-dimensional building models;

[0162] The merging unit is configured to perform merging processing on each of the rendered texture maps based on the attribute information corresponding to each of the three-dimensional building models, and display a texture atlas of the at least one virtual building; the texture atlas includes a main texture atlas corresponding to the main texture map and a projection texture atlas corresponding to the projection texture map.

[0163] In an optional implementation manner, the image combining unit is specifically configured to execute:

[0164] Sorting the rendering texture images in order based on the order of the attribute information corresponding to the three-dimensional building models;

[0165] Based on the sorting order of the rendering texture images and the matching merging logic, the rendering texture images are merged to display the texture atlas of the at least one virtual building.

[0166] In an optional embodiment, the device further comprises:

[0167] A projection display module, configured to execute, in response to a channel selection instruction for a projection texture atlas in the texture atlas, display the projection texture atlas;

[0168] A projection adjustment module, configured to execute a property adjustment instruction in response to at least one projection texture map in the projection texture map set, and display the adjusted projection texture map set;

[0169] The texture updating module is configured to execute updating of the texture atlas based on the position correspondence between the main texture atlas and the projection texture atlas and based on the adjusted projection texture atlas, and to display the updated texture atlas of the at least one virtual building.

[0170] In an optional embodiment, the device further comprises:

[0171] An animation extraction module is configured to perform masking processing on the static parts of each of the three-dimensional building models to extract animation components;

[0172] A sequence model creation module is configured to execute frame-by-frame animation model creation for the extracted animation components based on the configured animation frame rate, and obtain an animation sequence model corresponding to each of the animation components;

[0173] The rendering model construction module is configured to execute the combination of the two-dimensional surface model of each virtual building and the corresponding animation sequence model to construct a rendering model of the at least one virtual building.

[0174] In an optional implementation, the sequence model creation module is specifically configured to execute:

[0175] Based on the configured animation frame rate, the extracted animation components are rendered frame by frame to obtain an animation texture map of each animation component in each frame;

[0176] Combining the animation texture images of each animation component in each frame, displaying the animation texture atlas of the at least one virtual building, and generating animation texture resource data of the animation texture atlas;

[0177] In response to a model generation instruction triggered in the baking scene, model generation is performed on the animation texture atlas of the at least one virtual building based on the animation texture resource data to obtain an animation sequence model corresponding to each of the animation components.

[0178] In the above-mentioned embodiment, the three-dimensional building model of the virtual building in the game is converted into a rendering texture map and a two-dimensional patch model running in the game in turn. Regardless of the distance of the virtual building, a two-dimensional patch model with the same detail level is used to present it, thereby ensuring the consistency of the visual effect. There is no need to build multiple models with different detail levels, thereby reducing the reduction in visual quality caused by the use of low-detail models at long distances, and avoiding the switching traces caused by the switching of models at long and short distances. At the same time, since the number of patches in the two-dimensional patch model is less than the number of patches in the three-dimensional building model, the rendering overhead is reduced and the rendering performance is improved. Moreover, by combining the rendering texture map, a large amount of content occupied by the rendering texture map can be reduced, and the content resource overhead in the rendering process can be reduced. Under the premise of maintaining high visual quality, the rendering performance of the three-dimensional building model is significantly improved, and the development and optimization process is simplified.

[0179] Regarding the device in the above embodiment, the specific method and beneficial effects of each step have been described in detail in the embodiment of the aforementioned method, and will not be elaborated here.

[0180] Fig.10 is a block diagram of an electronic device according to an exemplary embodiment. Fig.10 The electronic device includes a processor; a memory for storing instructions executable by the processor; wherein the processor is configured to implement the steps of any game rendering method in the above embodiments when executing the instructions stored in the memory.

[0181] The electronic device may be a terminal, a server or a similar computing device. For example, the electronic device is a server. Fig.10 It is a block diagram of an electronic device for a game rendering method according to an exemplary embodiment. The electronic device 1000 may have relatively large differences due to different configurations or performances, and may include one or more central processing units (CPU) 1010 (the processor 1010 may include but is not limited to a processing device such as a microprocessor MCU or a programmable logic device FPGA), a memory 1030 for storing data, and one or more storage media 1020 (such as one or more mass storage devices) for storing application programs 1023 or data 1022. Among them, the memory 1030 and the storage medium 1020 can be short-term storage or permanent storage. The program stored in the storage medium 1020 may include one or more modules, each of which may include a series of instruction operations in the electronic device. Furthermore, the central processing unit 1010 may be configured to communicate with the storage medium 1020 and execute a series of instruction operations in the storage medium 1020 on the electronic device 1000.

[0182] The electronic device 1000 may also include one or more power supplies 1060, one or more wired or wireless network interfaces 1050, one or more input and output interfaces 1040, and / or one or more operating systems 1021, such as Windows Server, Mac OS X, Unix, Linux, FreeBSD, etc.

[0183] The input / output interface 1040 may be used to receive or send data via a network. The specific example of the network may include a wireless network provided by a communication provider of the electronic device 1000. In one example, the input / output interface 1040 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In an exemplary embodiment, the input / output interface 1040 may be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0184] It can be understood by those skilled in the art that Fig.10 The structure shown is only for illustration and does not limit the structure of the above electronic device. Fig.10 More or fewer components as shown, or with Fig.10 Different configurations are shown.

[0185] In an exemplary embodiment, a computer-readable storage medium including instructions is also provided, such as a memory including instructions, and the above instructions can be executed by a processor of the electronic device 1000 to complete the above method. Alternatively, the computer-readable storage medium can be a ROM, a random access memory (RAM), a CD-ROM, a magnetic tape, a floppy disk, an optical data storage device, etc.

[0186] In an exemplary embodiment, a computer storage medium is also provided. When instructions in the computer storage medium are executed by a processor of an electronic device, the electronic device is enabled to perform the steps of the method provided in any one of the above embodiments.

[0187] In an exemplary embodiment, a computer program product is also provided, the computer program product comprising a computer program / instruction, and the computer program / instruction is executed by a processor to implement the method provided in any of the above embodiments. Optionally, the computer program is stored in a computer-readable storage medium. The processor of the electronic device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the electronic device performs the method provided in any of the above embodiments.

[0188] Those skilled in the art can understand that all or part of the processes in the above-mentioned embodiment methods can be completed by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media used in the embodiments provided in this application can include non-volatile and / or volatile memory. Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory may include random access memory (RAM) or external cache memory. As an illustration and not limitation, RAM is available in many forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).

[0189] Those skilled in the art will readily appreciate other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or customary techniques in the art that are not disclosed in the present disclosure. The specification and examples are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the following claims.

[0190] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A game rendering method, characterized in that: include: Displaying a baked scene of a game, wherein the baked scene displays a three-dimensional building model of at least one virtual building of the game; In response to a rendering instruction triggered in the baking scene, rendering is performed on each of the three-dimensional building models at a target viewing angle to obtain a rendering texture map of each of the three-dimensional building models; Combining the rendered texture images of the three-dimensional building models, displaying a texture atlas of the at least one virtual building, and generating texture resource data of the texture atlas; In response to a model generation instruction triggered in the baking scene, model generation is performed on a texture atlas of the at least one virtual building based on the texture resource data to obtain rendered building resource data; The rendered building resource data includes a two-dimensional patch model for displaying each of the virtual buildings in the game.

2. The method according to claim 1, characterized in that The step of rendering each of the three-dimensional building models at a target viewing angle to obtain a rendering texture map of each of the three-dimensional building models comprises: In the baking scene, creating a virtual camera corresponding to the target viewing angle; Taking the direction indicated by the virtual camera as the rendering direction, rendering is performed on each of the three-dimensional building models to obtain a main texture map and a projection texture map of each of the three-dimensional building models; The main texture map and the projection texture map are used as the rendering texture map.

3. The method according to claim 2, characterized in that The rendering process is performed on each of the three-dimensional building models in the direction indicated by the virtual camera as the rendering direction to obtain the main texture map and the projection texture map of each of the three-dimensional building models, including: Rendering the main building body of each of the three-dimensional building models in the direction indicated by the virtual camera as the rendering direction to obtain a main body texture map of each of the three-dimensional building models; In the rendering direction, the building main body of each of the three-dimensional building models is masked, and the masked three-dimensional building models are rendered to obtain a projection texture map of each of the three-dimensional building models.

4. The method according to claim 2 or 3, characterized in that: The step of combining the rendered texture images of the three-dimensional building models to display the texture atlas of the at least one virtual building comprises: Acquiring attribute information of the rendering texture image of each of the three-dimensional building models; Based on the attribute information corresponding to each of the three-dimensional building models, each of the rendered texture maps is combined to display a texture atlas of the at least one virtual building; the texture atlas includes a main texture atlas corresponding to the main texture map and a projection texture atlas corresponding to the projection texture map.

5. The method according to claim 4, characterized in that The combining of the rendered texture images based on the attribute information corresponding to each of the three-dimensional building models to display the texture atlas of the at least one virtual building includes: Sorting the rendering texture images in order based on the order of the attribute information corresponding to the three-dimensional building models; Based on the sorting order of the rendering texture images and the matching merging logic, the rendering texture images are merged to display the texture atlas of the at least one virtual building.

6. The method according to claim 4, characterized in that After displaying the texture atlas of the at least one virtual building, the method further includes: In response to a channel selection instruction for a projected texture atlas in the texture atlas, displaying the projected texture atlas; In response to an instruction to adjust a property of at least one projected texture map in the projected texture map set, displaying an adjusted projected texture map set; Based on the position correspondence between the main texture atlas and the projection texture atlas, the texture atlas is updated based on the adjusted projection texture atlas, and the updated texture atlas of the at least one virtual building is displayed.

7. The method according to claim 1, characterized in that In the case where at least one of the three-dimensional building models has an animation part, after displaying the baked scene of the game, the method further includes: Masking the static parts of each of the three-dimensional building models to extract animation components; Based on the configured animation frame rate, create frame-by-frame animation models for the extracted animation components to obtain animation sequence models corresponding to each of the animation components; The two-dimensional surface model of each virtual building and the corresponding animation sequence model are combined to construct a rendering model of the at least one virtual building.

8. The method according to claim 7, characterized in that The step of creating frame-by-frame animation models for the extracted animation components based on the configured animation frame rate, and obtaining animation sequence models corresponding to each of the animation components comprises: Based on the configured animation frame rate, the extracted animation components are rendered frame by frame to obtain an animation texture map of each animation component in each frame; Combining the animation texture images of each animation component in each frame, displaying the animation texture atlas of the at least one virtual building, and generating animation texture resource data of the animation texture atlas; In response to a model generation instruction triggered in the baking scene, model generation is performed on the animation texture atlas of the at least one virtual building based on the animation texture resource data to obtain an animation sequence model corresponding to each of the animation components.

9. A game rendering device, characterized in that: include: A scene display module, configured to execute a baked scene of a display game, wherein a three-dimensional building model of at least one virtual building of the game is displayed in the baked scene; A rendering module, configured to execute a rendering instruction triggered in the baking scene in response to rendering processing on each of the three-dimensional building models at a target viewing angle to obtain a rendering texture map of each of the three-dimensional building models; A merging module is configured to merge the rendered texture images of the three-dimensional building models, display the texture atlas of the at least one virtual building, and generate texture resource data of the texture atlas; A model generation module is configured to execute a model generation instruction triggered in the baking scene in response to model generation, and based on the texture resource data, perform model generation on the texture atlas of the at least one virtual building to obtain rendered building resource data; The rendered building resource data includes a two-dimensional patch model for displaying each of the virtual buildings in the game.

10. An electronic device, characterized in that: include: processor; a memory for storing instructions executable by the processor; Wherein, the processor is configured to execute the instructions to implement the game rendering method as described in any one of claims 1 to 8.

11. A computer-readable storage medium, when instructions in the computer-readable storage medium are executed by a processor of an electronic device, the electronic device is enabled to execute the game rendering method as described in any one of claims 1 to 8.