Texture information processing method, device and electronic device for model component

By detecting the editing operation of the model component in the game editing scene and determining the viewing angle direction and offset step size, the texture information of the model component is offset and merged multiple times, and the problem of low efficiency in the depth performance results of the model component in the prior art is solved, and efficient spatial depth effect display is achieved.

CN119784922APending Publication Date: 2025-04-08NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411825376.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-11
Publication Date
2025-04-08

AI Technical Summary

Technical Problem

The prior art is inefficient in realizing the depth performance results of model components, and conventional texture coordinate offset methods cannot reflect depth and distance delicately, resulting in poor visual effects.

Method used

By providing a graphical user interface in the game editing scene, detecting the editing operations of the model components to be edited, determining the viewing angle direction and offset step size, and performing multiple offset operations on the initial texture information according to these parameters, combining multiple texture offset results to generate target texture information.

Benefits of technology

It realizes effective optimization of the texture information processing process of model components, reduces the calculation cost during construction and rendering, significantly improves the visual performance of spatial depth effects, and achieves dual optimization of cost-effectiveness and visual effects.

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Abstract

The present application discloses a method, device and electronic device for processing texture information of a model component. The method includes: providing a model component to be edited in a game editing scene; responding to an editing operation on the model component to be edited, determining the viewing direction of the model component to be edited, and the offset step length of the model component to be edited, wherein the offset step length is used to represent the offset amount of two adjacent offsets in the depth direction of the model component to be edited during the offset process of the model component to be edited; performing multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step length, and obtaining multiple texture offset results; merging multiple texture offset results to obtain target texture information, wherein the target texture information is used to display the depth representation result of the model component to be edited. The present disclosure solves the technical problem of low efficiency of model components in achieving depth representation results.
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Description

Technical Field

[0001] The present disclosure relates to the field of game development, and in particular, to a texture information processing method, device and electronic device for a model component. Background Art

[0002] Currently, in the process of game development, especially in the construction of three-dimensional (3D) game scenes, depth performance results (spatial depth effect) are an important means to enhance the player's immersion and visual experience in the game.

[0003] In the related art, there are two main methods for achieving spatial depth effects: one is by creating and rendering complex physical models, and the other is by conventionally adjusting the texture information (e.g., texture coordinates) of the model component to be edited (game scene component) to simulate the spatial depth effect.

[0004] The purpose of making physical models is to achieve spatial depth effects, for example, to create a realistic portal or a vast starry sky. However, the implementation of the above methods involves the detailed design of physical models, texture mapping, and precise calculation of lighting, shadows and other effects, which is time-consuming and costly. In addition, the production and adjustment of physical models requires professional 3D artists and designers, further increasing the time and cost of game development.

[0005] A common method for achieving spatial depth effects with conventional texture coordinate offsets is to offset the texture coordinates of the texture according to changes in the player's perspective. The above method uses the flexibility of two-dimensional (2D) texture mapping to give the player an illusion of space by simulating the slight movement of the texture when the perspective changes. However, the above can only provide a relatively rough parallax effect and cannot delicately reflect depth and distance. That is, in game scenes that require delicate depth changes, the above method seems to be inadequate and the effect is not good.

[0006] In summary, when processing the texture information of the model components, the above two methods still have the technical problem of low efficiency of the model components in achieving depth representation results.

[0007] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0008] At least some embodiments of the present disclosure provide a method, device and electronic device for processing texture information of a model component, so as to at least solve the technical problem of low efficiency of the model component in achieving depth representation results.

[0009] According to one embodiment of the present disclosure, a method for processing texture information of a model component is provided. A graphical user interface is provided through a terminal device, and at least part of a game editing scene is displayed in the graphical user interface. The method may include: providing a model component to be edited in the game editing scene; responding to an editing operation on the model component to be edited, determining the viewing direction of the model component to be edited, and the offset step length of the model component to be edited, wherein the offset step length is used to indicate the offset amount of two adjacent offsets in the depth direction of the model component to be edited during the offset process of the model component to be edited; performing multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step length, and obtaining multiple texture offset results, wherein the number of the multiple texture offset results corresponds to the number of multiple offset operations; merging the multiple texture offset results to obtain target texture information, wherein the target texture information is used to display the depth performance result of the model component to be edited.

[0010] According to one embodiment of the present disclosure, a texture information processing device for a model component is also provided. A graphical user interface is provided through a terminal device, and at least part of a game editing scene is displayed in the graphical user interface. The device may include: a providing unit, which is used to provide a model component to be edited in the game editing scene; a determining unit, which is used to respond to an editing operation on the model component to be edited, determine the viewing direction of the model component to be edited, and the offset step length of the model component to be edited, wherein the offset step length is used to indicate the offset amount of two adjacent offsets in the depth direction of the model component to be edited during the offset process of the model component to be edited; an offset unit, which is used to perform multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step length, and obtain multiple texture offset results, wherein the number of the multiple texture offset results corresponds to the number of multiple offset operations; a merging unit, which is used to merge the multiple texture offset results to obtain target texture information, wherein the target texture information is used to display the depth performance result of the model component to be edited.

[0011] According to one embodiment of the present disclosure, a computer-readable storage medium is further provided, wherein a computer program is stored in the computer-readable storage medium, wherein the computer program is configured to execute any of the above-mentioned methods for processing texture information of a model component when running.

[0012] According to one embodiment of the present disclosure, an electronic device is also provided. The electronic device may include a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute any of the above-mentioned methods for processing texture information of a model component.

[0013] According to another aspect of an embodiment of the present application, a computer program product is also provided, including a computer program, which, when executed by a processor, implements the texture information processing method of the model component in any one of the above-mentioned embodiments of the present application.

[0014] According to another aspect of an embodiment of the present application, a computer program product is also provided, including a non-volatile computer-readable storage medium, the non-volatile computer-readable storage medium storing a computer program, and when the computer program is executed by a processor, the texture information processing method of the model component in any one of the above-mentioned embodiments of the present application is implemented.

[0015] According to another aspect of the embodiments of the present application, a computer program is also provided. When the computer program is executed by a processor, the texture information processing method of the model component in any one of the above embodiments of the present application is implemented.

[0016] In the disclosed embodiment, if it is necessary to process the texture information of the model component to be edited in the game scene to realize the spatial depth effect of the model component to be edited, if the editing operation for the model component to be edited is detected, the viewing direction of the model component to be edited and the offset of two adjacent offsets in the depth direction during the offset process of the model component to be edited can be determined, that is, the offset step of the model to be offset. According to the viewing direction and the offset step, multiple offset operations can be performed on the initial texture information of the model component to be edited to obtain multiple texture offset results. The multiple texture offset results obtained by the above multiple offset operations can be merged to obtain the target texture information that can finally present the spatial depth effect of the model component to be edited. In this embodiment, on the basis of conventional texture information offset, a method for realizing the spatial depth effect by step-by-step texture information offset is proposed. By setting a fixed offset step, accurately integrating the viewing direction, orderly merging the offset results and adding differential processing, the effective optimization of the model component texture information processing flow is realized. The above method not only reduces the computational cost in the construction and rendering process of the model component to be edited, but also significantly improves the visual performance of the spatial depth effect. That is, the above method achieves the dual optimization of cost-effectiveness and visual effect, thereby achieving the technical effect of improving the efficiency of the model component in achieving the depth performance result, and solving the technical problem of the low efficiency of the model component in achieving the depth performance result. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] The drawings described herein are used to provide a further understanding of the present disclosure and constitute a part of the present application. The illustrative embodiments of the present disclosure and their descriptions are used to explain the present disclosure and do not constitute an improper limitation on the present disclosure. In the drawings:

[0018] Figure 1It is a hardware structure block diagram of a mobile terminal of a texture information processing method of a model component according to an embodiment of the present disclosure;

[0019] Figure 2 is a schematic diagram of a texture information processing method of a model component according to an embodiment of the present disclosure;

[0020] Figure 3 is a schematic diagram of a parallax principle according to an embodiment of the present disclosure;

[0021] Figure 4 is a schematic diagram of a multiple offset principle according to an embodiment of the present disclosure;

[0022] FIG5( a ) is a schematic diagram of an example pattern to be rendered with a superimposed effect according to an embodiment of the present disclosure;

[0023] FIG5( b ) is a schematic diagram of a superposition effect of an exemplary pattern according to an embodiment of the present disclosure;

[0024] Figure 6 is a schematic diagram of a pattern sequence frame according to an embodiment of the present disclosure;

[0025] Figure 7 is a schematic diagram of a base map texture according to an embodiment of the present disclosure;

[0026] FIG8( a ) is a schematic diagram of a portal superposition effect at a viewing angle according to an embodiment of the present disclosure;

[0027] FIG8( b ) is a schematic diagram of a portal superposition effect at another viewing angle according to an embodiment of the present disclosure;

[0028] FIG8( c ) is a schematic diagram of a portal superposition effect at another viewing angle according to an embodiment of the present disclosure;

[0029] Fig. 9 A structural block diagram of a texture information processing device of a model component according to an embodiment of the present disclosure;

[0030] Fig.10 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0031] In order to enable those skilled in the art to better understand the scheme of the present disclosure, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work should fall within the scope of protection of the present disclosure.

[0032] 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 interchangeable where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0033] In a possible implementation, in the field of game development, there are a series of pain points in how to improve the efficiency of creating a spatial depth effect of a model component to be edited (scene component) in a game scene. A scene component for a spatial depth effect to be achieved is designed, and a realistic physical model is created and rendered to simulate the spatial depth effect. The spatial depth effect can also be simulated by conventionally adjusting the texture coordinates of the model component to be edited.

[0034] However, after practice and careful research, the inventors discovered that if the above method is used to achieve the spatial depth effect of the model component to be edited, it is easy to consume extra time and energy, and the difference between the spatial depth effect and the real scene is large. Therefore, there is still a technical problem of low efficiency in achieving depth performance results of the model component.

[0035] Based on the above, the disclosed embodiment proposes a texture information processing method for a model component, which can be applied to the processing of certain model components in a 3D game development scene that need to simulate the spatial depth effect. If it is necessary to process the texture information of the model component to be edited in the game scene to achieve the spatial depth effect of the model component to be edited, if an editing operation on the model component to be edited is detected, the viewing direction of the model component to be edited and the offset of two adjacent offsets in the depth direction during the offset process of the model component to be edited can be determined, that is, the offset step of the model to be offset. Multiple offset operations can be performed on the initial texture information of the model component to be edited according to the viewing direction and the offset step to obtain multiple texture offset results. The multiple texture offset results obtained by the above-mentioned multiple offset operations can be merged to obtain the target texture information that can ultimately present the spatial depth effect of the model component to be edited.

[0036] On the basis of conventional texture information offset, a method of achieving spatial depth effect by step-by-step texture information offset is proposed. By setting a fixed offset step, accurately integrating the viewing direction, orderly merging the offset results, and adding differential processing, the texture information processing flow of the model component is effectively optimized. The above method not only reduces the computational cost in the construction and rendering process of the model component to be edited, but also significantly improves the visual performance of the spatial depth effect. In other words, the above method achieves the dual optimization of cost-effectiveness and visual effects. Thereby achieving the technical effect of improving the efficiency of the model component in achieving depth performance results, and solving the technical problem of low efficiency of the model component in achieving depth performance results.

[0037] According to one embodiment of the present disclosure, an embodiment of a texture information processing method of a model component is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0038] The method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone (such as an Android phone, an iPhone Operating System (iOS) phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID), a portable electronic digital device (PAD), a game console and other terminal devices. Figure 1 1 is a hardware structure block diagram of a mobile terminal of a texture information processing method of a model component according to an embodiment of the present disclosure. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1Only one is shown in the figure) processor 102 (the processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microcontroller unit (MCU), a programmable logic device (Field-Programmable Gate Array, FPGA), a neural network processor (NPU), a tensor processor (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may further include a transmission device 106, an input and output device 108, and a display device 110 for communication functions. It can be understood by those skilled in the art that Figure 1 The structure shown is only for illustration and does not limit the structure of the mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.

[0039] The memory 104 can be used to store computer programs, such as software programs and modules of application software, such as the computer program corresponding to the texture information processing method of the model component in the embodiment of the present disclosure. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, the texture information processing method of the model component described above is realized. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include a memory remotely arranged relative to the processor 102, and these remote memories may be connected to the mobile terminal via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0040] The transmission device 106 is used to receive or send data via a network. The specific example of the above network may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, referred to as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0041] The inputs in the input / output device 108 may come from a plurality of human interface devices (HIDs), such as keyboards and mice, game controllers, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, remote controls, etc.). In addition to providing input functions, some human interface devices may also provide output functions, such as force feedback and vibration of game controllers, audio output of controllers, etc.

[0042] The display device 110 may be, for example, a head-up display (HUD), a touch screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display enables the user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), and the user can interact with the GUI by finger contacts and / or gestures on the touch-sensitive surface. The human-computer interaction functions here may optionally include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music and / or web browsing, etc. The executable instructions for executing the above human-computer interaction functions are configured / stored in a computer program product or readable storage medium executable by one or more processors.

[0043] Those skilled in the art will understand that Figure 1 The structure shown is only for illustration and does not limit the structure of the mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.

[0044] In a possible implementation, the present disclosure provides a method for processing texture information of a model component. Figure 2is a flowchart of a texture information processing method of a model component according to one embodiment of the present disclosure, such as Figure 2 As shown, providing a graphical user interface through a terminal device, wherein at least a portion of a game editing scene is displayed in the graphical user interface, may include the following steps:

[0045] Step S202: providing a model component to be edited in the game editing scene.

[0046] In the technical solution provided in the above step S202 of the present disclosure, the terminal device can be a hardware device for users (game developers) to develop games (for example, edit scene components in a game editing scene), such as personal computers, smart phones, and tablet computers. The graphical user interface can be used to display editable scene components (scene elements) in the game editing scene, such as terrain, buildings, game characters, and props. The game editing scene may include a model component to be edited. The model component to be edited may be a scene component in a game, and the game may be a 3D game. In the embodiment of the present disclosure, the model component to be edited may also be referred to as an actual model in an actual layer. The model component to be edited specifically refers to a scene component in a game editing scene that needs to reflect a spatial depth effect, such as a simple plane model (pattern to be offset) corresponding to a portal, a starry sky, or a relief.

[0047] It should be noted that the above scene components are only examples and are not specifically limited here. As long as the texture information processing method of the model component in the embodiment of the present disclosure can be reasonably used to achieve the spatial depth effect of the game component, it is within the protection scope of the embodiment of the present disclosure.

[0048] In this embodiment, if it is necessary to ensure the visual experience of the player during the game, during the game development process, the model components to be edited that need to simulate the spatial depth effect in the game can be determined.

[0049] Optionally, during the game development process, the scene components that need to simulate the spatial depth effect in the game can be selected based on the game design and player experience requirements. For example, the model components to be edited can be selected based on the location of the scene components in the game, the evaluation of their visual impact on the player, and the degree of matching with the game atmosphere and theme. Through the graphical user interface, developers can operate the above-mentioned model components to be edited in the game editing scene and perform deep editing such as texture coordinate offset to achieve the purpose of improving the visual experience.

[0050] Step S204, in response to the editing operation on the model component to be edited, determining the viewing direction of the model component to be edited and the offset step length of the model component to be edited.

[0051] In the technical solution provided in the above step S204 of the present disclosure, the offset step size can be used to represent the offset amount of two adjacent offsets in the depth direction of the model component to be edited during the offset process of the model component to be edited. The offset step size can also be called a set step size, an offset height, or a fixed offset. The viewing direction can be the direction of the current game camera (or the player's viewing angle).

[0052] In this embodiment, after providing the model component to be edited in the game scene, it is possible to detect in real time whether the user performs an editing operation on the model component to be edited. If an editing operation is detected, the viewing direction and offset step of the model component to be edited can be determined.

[0053] Optionally, in a game editing environment, in response to the editing needs of developers, the viewing direction of the model component to be edited is determined and the offset step size is set.

[0054] Optionally, in a game editing scene, the user's editing operations are usually performed through a graphical user interface. The above operations may include selecting a model component to be edited, adjusting a model position, rotating the view angle, or directly triggering an editing operation of a texture coordinate offset, etc. The above user operations are detected in real time, and once an editing instruction of a user for a model component to be edited is detected, a preparation state is entered to facilitate subsequent determination of the view angle direction and offset step length.

[0055] Optionally, the viewing direction not only determines the visible part of the game scene, but also directly affects the calculation of texture coordinate offset. The viewing vector can be calculated based on the viewing position and viewing direction of the player during the game. The viewing vector will serve as the basis for subsequent texture information offset operations. Dynamic adjustment of the viewing direction is crucial to simulating the visual experience of the real world, especially when achieving spatial depth effects, ensuring that the texture "moves" naturally according to the change in viewing angle, enhancing the immersion and realism of the game.

[0056] Optionally, the offset step size is an important parameter in the process of step-by-step texture information offset, which defines the fixed offset in the depth direction for each offset during the texture coordinate offset process. The setting of the offset step size determines the delicacy and visual impact of the spatial depth effect of the model component. A smaller offset step size can produce more delicate depth changes, while a larger offset step size may produce more obvious visual effects, but may cause excessive deformation of the texture. The offset step size can be a preset value, user input, or intelligently adjusted according to the size and preview effect of the model component. The setting of the offset step size needs to be combined with the viewing angle direction to ensure that the texture offset can achieve the expected depth effect without destroying the overall visual harmony of the model. It should be noted that the above-mentioned setting method of the offset step size is only for example and is not specifically limited here.

[0057] Optionally, in response to user operations, accurately obtaining and calculating the viewing direction and offset step of the model component can provide the necessary parameter preparation for the subsequent texture information offset operation, ensuring the accuracy of the offset operation and the consistency of the effect. The determination of the viewing direction and offset step is the basis for achieving parallax effects and spatial depth, and together determines the direction and amplitude of the texture coordinate offset, affecting the final visual presentation of the game scene. Game developers can intuitively see the changes in the visual effects of the model components to be edited under different viewing angles, so as to make appropriate adjustments to optimize the visual performance of the model and enhance the immersion and attractiveness of the game scene. This process reflects the flexibility and power of game editing tools, allowing developers to achieve high-quality visual effects design while ensuring efficiency.

[0058] Step S206, performing multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step length, to obtain multiple texture offset results.

[0059] In the technical solution provided in the above step S206 of the present disclosure, the initial texture information may be the texture coordinates of the texture pattern to be offset, for example, may be UV coordinates, wherein U may be used to represent the horizontal direction in the texture coordinates, and V may be used to represent the vertical direction in the texture coordinates. The texture pattern may also be referred to as a base texture. The texture offset result may be obtained by offsetting the initial texture information according to a corresponding offset step, that is, may be a texture pattern after offset, or may be referred to as a texture pattern after offset. The number of multiple texture offset results corresponds to the number of multiple offset operations.

[0060] In this embodiment, after the viewing direction and the offset step of the model component to be edited are determined, multiple offset operations can be performed on the initial texture information according to the corresponding viewing direction and the offset step, thereby obtaining a corresponding number of multiple texture offset results.

[0061] Optionally, a systematic and controlled offset operation is performed on the initial texture information of the selected model component. The above process not only needs to consider the two key parameters of the viewing direction and the offset step size, but also needs to ensure the correctness and continuity of each offset operation to ultimately generate a series of texture offset results for subsequent merging and effect optimization of a series of texture offset results.

[0062] Optionally, the initial texture information is the texture coordinates of the model component to be edited before any texture coordinate offset is applied, usually expressed as UV coordinates. The above UV coordinates define how each pixel in the texture image is mapped to the model surface. Before starting the offset operation, the current UV coordinates of the model component to be edited can be captured as the starting point for subsequent offset operations. The offset operation will be performed based on the viewing direction and the set offset step. The viewing direction determines the "direction" of the texture coordinate offset, while the offset step defines the "amplitude" or "depth" of each offset. The offset operation can be regarded as a systematic movement on the texture image according to the viewing vector in the UV coordinate system, so as to simulate the visual dislocation that the texture should present when observing the model from different viewing angles. Each offset operation creates a new texture offset result, which adjusts the position of the texture on the model surface by adding an incremental vector calculated based on the viewing direction and the offset step.

[0063] Optionally, the core of the step-by-step coordinate offset is to perform multiple offset operations instead of a one-time large offset. After each offset, the updated UV coordinates will be used as the starting point for the next offset operation, forming an iterative process. The number of times this iterative process is performed, that is, the number of multiple offset operations, determines the fineness of the final depth effect. The execution of multiple offset operations ensures the continuous change of texture coordinates on the surface of the model, creating a visual gradual effect from light to dark, and enhancing the expressiveness of the sense of spatial depth.

[0064] Optionally, each offset operation will produce a texture offset result, which represents the texture mapping state of the model in different depth directions. With multiple iterations of the offset operation, a series of texture offset results will be generated, which will then be used to create a sense of depth to show the three-dimensional structure of the game components. The number of texture offset results is directly related to the number of offset operations, and each result is based on the offset of the previous result, forming a sequence of texture changes with increasing depth.

[0065] Optionally, when performing the offset operation, the offset process can be controlled and optimized to ensure the proper presentation of the effect. For example, an attenuation factor is introduced to control the reduction of the offset in the depth direction with the number of iterations to avoid excessive deformation of the texture; or a more complex mathematical model is used to adjust the offset path to adapt to nonlinear perspective changes. In addition, the offset step size can be dynamically adjusted according to the specific properties of the model components, such as the fineness of the texture or the geometry of the model, to achieve a more natural and higher quality visual effect.

[0066] In an embodiment of the present application, a series of texture offset results are generated by iteratively performing offset operations based on the viewing direction and the offset step size, which provides a basis for subsequent depth synthesis and effect enhancement. Precise control and optimization of the above process is the key to achieving depth progression, enhancing spatial perception, and improving overall visual quality. Through a carefully designed offset strategy, it is possible to effectively add rich visual depth and realism to the model components in the game scene without increasing the cost of complex model production, thereby significantly improving the player's gaming experience.

[0067] Step S208: merging multiple texture offset results to obtain target texture information.

[0068] In the technical solution provided in the above step S208 of the present disclosure, the target texture information can be used to display the depth representation result of the model component to be edited. The depth representation result can be a depth effect.

[0069] In this embodiment, after performing multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step, multiple texture offset results may be merged to obtain target texture information.

[0070] Optionally, multiple texture migration results generated by multiple migration operations are merged into a unified target texture information containing depth information. The goal of the above method is to integrate the previous texture migration results together to form a final texture that can intuitively show the spatial depth of the model component.

[0071] Optionally, a texture offset result is obtained by performing an offset operation on the initial texture information of the model component to be edited according to the viewing direction and the offset step size. Each texture offset result represents the texture mapping of the model component to be edited at different depth levels, and is a snapshot of the change in the depth direction of the surface texture of the model component to be edited. The above texture offset results together constitute a texture change sequence of the model component to be edited from the shallow layer to the deep layer.

[0072] Optionally, the principle of merging the texture migration results is to superimpose the texture information of different depth levels to form a texture map with continuous depth change. The core of the above method is to ensure that the position and weight of each texture migration result in the target texture information are accurate to simulate the effect of observing the model from multiple depth angles, thereby creating a texture image with a natural sense of space and dimension.

[0073] For example, multiple texture offset results can be superimposed in a depth sorting manner. Specifically, multiple texture offset results can be depth sorted according to the offset step size and the number of offsets. Starting from the shallowest texture offset result, the target texture information after the offset in the depth direction is gradually superimposed. The above superposition can display each level of texture on the previous texture in an appropriate manner through transparency or masking technology.

[0074] For another example, in order to optimize the merging effect, a weight can be assigned to each texture offset result, which may be based on the offset depth, texture brightness, or other visual attributes. When merging, each pixel value of the various texture offset results is weighted averaged to ensure that the transition between deep and shallow textures is more natural and smooth. During the merging process, special effects can also be applied, such as blurring, hue adjustment, or self-luminous intensity adjustment, to further enhance the visual depth and layering of the texture. The above effects can be applied to the entire texture, or only to the texture offset results at a specific depth level.

[0075] It should be noted that the above method and process for merging texture shift results are only examples and are not specifically limited here. As long as the texture shift results obtained by the above multiple step-by-step shift operations can be merged, they are within the protection scope of the embodiments of the present disclosure.

[0076] Optionally, the target texture information is obtained after merging multiple texture offset results, and it is a comprehensive texture information that includes all depth level texture changes. Through the above merging method, the target texture information not only retains the original texture details of the model surface, but also shows the visual effect of observing the model from different depths through the superposition of depth levels. The above target texture information can be stored as a texture image for use in the rendering stage. When the player observes the model from different perspectives, the depth and three-dimensionality of the model can be dynamically displayed.

[0077] Optionally, after the target texture information is generated, the texture can be further optimized and adjusted to enhance its visual effect. This may include adjustment of overall brightness and contrast, refinement of highlights and shadows, and even the introduction of additional dynamic lighting effects to make the texture show different depth and texture under different lighting conditions.

[0078] In the disclosed embodiment, multiple texture offset results can be integrated into a target texture information through depth sorting, superposition, weighted averaging and other methods, thereby realizing texture mapping with a sense of spatial depth. The above process utilizes the depth information brought by the step-by-step coordinate offset. By precisely controlling and optimizing the superposition effect of each layer of texture, the texture information finally generated can visually enhance the three-dimensional properties of the model and enhance the realism and immersion of the game scene. The generation of target texture information can transform the previous processing steps into an intuitive, high-quality visual result to achieve complex visual effects without the need for complex physical model production or real-time calculation.

[0079] Through the above steps S202 to S208, if it is necessary to process the texture information of the model component to be edited in the game scene to achieve the spatial depth effect of the model component to be edited, if the editing operation for the model component to be edited is detected, the viewing direction of the model component to be edited and the offset of two adjacent offsets in the depth direction during the offset process of the model component to be edited can be determined, that is, the offset step of the model to be offset. According to the viewing direction and the offset step, multiple offset operations can be performed on the initial texture information of the model component to be edited to obtain multiple texture offset results. The multiple texture offset results obtained by the above multiple offset operations can be merged to obtain the target texture information that can finally present the spatial depth effect of the model component to be edited. In this embodiment, on the basis of conventional texture information offset, a method for achieving spatial depth effect by step-by-step texture information offset is proposed. By setting a fixed offset step, accurately integrating the viewing direction, orderly merging the offset results, and adding differential processing, the effective optimization of the model component texture information processing flow is achieved. The above method not only reduces the computational cost in the construction and rendering process of the model component to be edited, but also significantly improves the visual performance of the spatial depth effect. That is, the above method achieves the dual optimization of cost-effectiveness and visual effect, thereby achieving the technical effect of improving the efficiency of the model component in achieving the depth performance result, and solving the technical problem of the low efficiency of the model component in achieving the depth performance result.

[0080] The above method of the embodiment of the present disclosure is further introduced below.

[0081] As an optional embodiment, step S206, according to the viewing direction and the offset step, performs multiple offset operations on the initial texture information of the model component to be edited to obtain multiple texture offset results, including: converting the viewing direction into a viewing vector; based on the viewing vector and the offset step, performs multiple offset operations on the initial texture information to obtain multiple texture offset results.

[0082] In this embodiment, in the process of performing multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step, the viewing direction can be converted into a viewing vector. Based on the viewing direction and the offset step, multiple offset operations can be performed on the initial texture information to obtain multiple texture offset results.

[0083] Optionally, the view direction generally refers to the direction of the game camera or the viewer's (developer, player) line of sight, which can be represented as a direction vector in three-dimensional space. The conversion of the view vector is to convert the abstract view direction concept into specific vector data for easy processing in a computing environment. The view vector can be defined as a unit vector pointing from an observation point (e.g., camera position) to a target point, indicating the direction and angle of the viewer's line of sight. The above conversion process ensures the directional accuracy and visual consistency of subsequent offset operations.

[0084] Optionally, once the viewing direction is converted into a viewing vector, the vector and a preset offset step size can be used to perform an offset operation on the initial texture information. The viewing vector provides the offset direction, while the offset step size defines the offset amplitude in the depth direction.

[0085] Optionally, the offset (specific value in the UV coordinate system) of each offset operation can be calculated based on the view vector and the offset step using trigonometric functions or other mathematical models. For example, the view vector can be decomposed into horizontal and vertical components, and then the specific values ​​of the components are calculated based on the offset step.

[0086] Optionally, the initial texture information (UV coordinates) is offset. Each offset operation adds the current UV coordinate value to the offset calculated above, thereby simulating movement in the depth direction on the texture image. By iterating this process, texture coordinate offset results at multiple depth levels can be obtained. After each offset operation, the texture of the model is rendered using the updated UV coordinates to generate a texture offset result with a specific depth change. This is achieved by applying new UV coordinate values ​​in the 3D rendering engine and resampling the texture image. Therefore, each texture offset result represents the texture mapping state of the model at a specific depth.

[0087] Optionally, through the above offset operation based on the view vector and the offset step, a series of texture offset results will be generated. The above texture offset results are generated in the order of offset, and the results of each layer are offset based on the UV coordinates of the previous layer. The number of results is consistent with the number of offset operations. Generally, the more offsets are performed, the more texture offset results are generated, and the richer the depth performance and detail level of the model.

[0088] Optionally, converting the viewing direction into a viewing vector and performing multiple offset operations on the initial texture information based on this vector and the offset step is a key technical step to achieve the spatial depth effect. This process not only takes into account the impact of changes in viewing angles on texture coordinate offsets, but also ensures the accuracy of the offset operation and the continuity of texture changes by controlling the offset step. The generated multiple texture offset results provide rich depth level data for subsequent merging and effect optimization, which is an important part of improving the expressiveness of the depth effect of game scene components.

[0089] As an optional example, based on the viewing angle vector and the offset step, multiple offset operations are performed on the initial texture information to obtain multiple texture offset results, including: an updating step, in response to the offset order corresponding to the initial texture information not exceeding the target number of times, the initial offset depth of the initial texture information is updated using the offset step to obtain a target offset depth, wherein the offset order is used to represent the order of performing the offset operation on the initial texture information to obtain the texture offset result, and the target number of times is at least twice; an offset step, based on the target offset depth and the viewing angle vector, the offset operation is performed on the initial texture information to obtain the texture offset result, and the offset order is incremented, the offset order after the increment is determined as the offset order in the updating step, the target offset depth is determined as the initial offset depth in the updating step, and the updating step is returned to be executed until the offset order exceeds the target number of times.

[0090] In this embodiment, in the process of performing multiple offset operations on the initial texture information based on the viewing angle vector and the offset step, an update step and an offset step can be performed. It can be determined whether the offset order corresponding to the initial texture information does not exceed the target number of times. If the offset order does not exceed the target number of times, the update step can be performed. In the update step, the initial offset depth of the initial texture information can be updated using the offset step to obtain an updated target offset depth. In the offset step, an offset operation can be performed on the initial texture information based on the target offset depth and the viewing angle vector to obtain a texture offset result, and the offset order can be incremented, and the offset order after increment can be determined as the offset order in the update step, and the target offset depth can be determined as the initial offset depth in the update step, and the update step is returned to execute until the offset order exceeds the target number of times. Among them, the offset order can be used to indicate the order of performing the offset operation on the initial texture information to obtain the texture offset result, such as the first offset, the second offset, the third offset, etc. The target number of times can be at least twice.

[0091] Optionally, by iteratively executing the updating step and the offsetting step, the depth information of the texture is sequentially increased until a predetermined target number of times is reached, thereby generating a series of texture offset results.

[0092] Optionally, in the update step, the parameters of the next offset operation can be determined based on the current offset order and offset depth. The above process ensures the continuity and purposefulness of the offset operation, which is the basis for achieving texture depth gradient. Check whether the current offset order does not exceed the preset target number. The target number defines the number of iterations of the offset operation, which is usually at least two to ensure that a texture with depth changes can be generated.

[0093] Optionally, if the current offset sequence does not exceed the target number, an update step is performed. In the update step, the current initial offset depth is increased by an offset step to generate a new target offset depth. The offset step can be preset to control the change amplitude of each offset operation in the depth direction.

[0094] Optionally, the offset step is responsible for performing the actual offset operation on the initial texture information according to the updated target offset depth and viewing angle vector to generate a texture offset result with specific depth information. In the offset step, the specific offset of the texture coordinates is calculated based on the target offset depth and viewing angle vector. This usually involves using trigonometric functions or other mathematical models to convert the depth information into a displacement in the UV coordinate system. The updated UV coordinates are used to sample the initial texture information to generate a texture image with a specific depth change. The new texture image is a texture offset result, which contains the texture details of the model surface at the current depth level. After the texture offset result is generated, the current offset order can be incremented by 1 to prepare for the next round of update steps. At the same time, the current target offset depth will be set as the initial offset depth in the next round of update steps.

[0095] Optionally, the above update step and offset step will form an iterative loop until the offset sequence reaches the target number of times. In each loop, execute: a new step to increase the offset depth and prepare for the next offset operation; an offset step to perform an offset operation based on the updated depth and view vector to generate a texture offset result.

[0096] Optionally, a series of texture offset results with different depth levels can be generated through the above method, and the above texture offset results will be superimposed in sequence to form a final depth composite texture. The above method can not only realize depth layer texture mapping, but also adjust the fineness of depth expression by controlling the offset step size and the number of offsets, adding richer visual depth and detail levels to game scene components, while maintaining a balance between computational efficiency and production cost.

[0097] In the disclosed embodiment, the iterative execution of the update step and the offset step is the core process for realizing the spatial depth effect based on the step-by-step coordinate offset. By accurately controlling the change of the offset depth and the texture coordinate offset based on the view vector, the above process can generate a series of texture offset results, which will be used for subsequent merging operations to construct target texture information with visual depth and stereoscopic sense. The whole process reflects the transformation from theory to practice, which can effectively improve the depth expression of the game scene.

[0098] As an optional instance, the initial texture information includes initial texture coordinates sampled from the surface of the model component to be edited, and based on the target offset depth and the viewing angle vector, an offset operation is performed on the initial texture information to obtain a texture offset result, including: based on the target offset depth and the viewing angle vector, determining the coordinate offset of the initial texture information in the target offset direction, wherein the target offset direction is perpendicular to the depth direction; performing an offset operation on the initial texture coordinates according to the coordinate offset to obtain a texture offset result.

[0099] In this embodiment, in the process of performing an offset operation on the initial texture information based on the target offset depth and the viewing angle vector, the coordinate offset of the initial texture information in the target offset direction can be determined based on the target offset depth and the viewing angle vector. And the offset operation can be performed on the initial texture coordinates according to the coordinate offset to obtain a texture offset result.

[0100] Optionally, determining the coordinate offset is a process of calculating the specific movement of the texture coordinates (UV coordinates) in the target offset direction (usually perpendicular to the depth direction) based on the target offset depth and the viewing angle vector. Specifically, the target offset depth is a numerical value that represents the magnitude of the required offset of the model surface texture in the depth direction. This depth information is closely related to the geometric structure of the model surface, the viewing angle vector, and the desired visual effect, and is an important basis for calculating the coordinate offset. The viewing angle vector can represent the position direction of the observer or camera relative to the model, and it defines the direction of the texture coordinate offset in three-dimensional space. By decomposing the viewing angle vector into the normal direction of the model surface, the direction component of the offset operation, that is, the target offset direction, can be obtained.

[0101] Optionally, based on the target offset depth and the target offset direction, a specific offset of the UV coordinate in the target offset direction is calculated by a mathematical model (such as a trigonometric function). This calculation requires converting the depth information into a displacement value in a texture coordinate system to ensure that the texture change is consistent with the depth change of the viewing angle.

[0102] Optionally, performing an offset operation is a process of applying a determined coordinate offset to the initial texture coordinates to generate a texture offset result with specific depth information. This process includes the following steps: For each point on the model surface, its initial texture coordinates will be adjusted according to the calculated coordinate offset. Specifically, the U and V values ​​in the UV coordinates will increase or decrease the coordinate offset respectively to simulate the movement of the texture in the depth direction. After the coordinate offset is applied to the initial texture coordinates, new texture information can be obtained from the texture image by sampling the updated UV coordinates to generate a texture offset result. The above texture offset result represents the texture representation of the model at a specific depth level, and its details will vary according to the size and direction of the coordinate offset. The above operation will be performed multiple times, and as the offset order increases, the target offset depth will also increase accordingly, thereby generating a series of texture offset results with different depth information. The above texture offset results are arranged in sequence to form a depth texture sequence, which provides a basis for subsequent depth synthesis.

[0103] Optionally, the offset step length corresponding to the multiple offset operations may be a fixed step length, for example, the fixed step length may be preset to h. The offset step length corresponding to the multiple offset operations may also be non-fixed, and may be flexibly set according to the actual model component to be edited for the depth performance effect to be displayed, and the corresponding depth performance effect to be displayed, and no specific limitation is made here.

[0104] Optionally, in the depth effect implementation method based on step-by-step coordinate offset, setting the step size h is a key parameter for controlling the depth and frequency of texture coordinate offset. This strategy creates a sense of spatial hierarchy from shallow to deep visually by making the pattern offset multiple times, with the depth of each offset increasing successively. The step size h refers to the fixed offset of the texture coordinates in the depth direction in each offset operation. It is pre-set based on the needs of visual effects and considerations of computing resources. It can be a positive value, indicating a positive movement of the texture in the depth direction, or a negative value, indicating movement in the opposite direction. The size of the step size h directly affects the significance of texture changes and the fineness of visual effects. A larger step size h may cause the texture to change too drastically, affecting visual naturalness; while a smaller step size h can generate a more delicate depth transition effect, but may increase computational complexity.

[0105] Optionally, after setting the step length h, the first offset depth is H1, the second offset depth is H2, the third offset depth is H3, and the amount of each additional offset is the step length h. This means that each time an offset operation is performed, the texture coordinates of the model surface will move in the depth direction by the step length h. For example, if H1 = 0 (i.e., there is no initial depth offset), then H2 = h, H3 = 2h, and so on, until the predetermined number of offsets or depth is reached.

[0106] Optionally, a gradual increase in texture depth is achieved by iteratively performing the offset operation. Before the offset operation is started, the texture coordinates (UV coordinates) of the model surface are in their initial state, that is, they are not affected by any offset in the depth direction. At this time, the offset depth is H1=0. The first offset can offset the UV coordinates according to the set step size h to generate the texture coordinates after the first offset depth H1. The above operation calculates the appropriate coordinate offset based on the viewing angle vector and the current offset depth, and then updates the UV coordinates. Subsequently, each offset operation will be performed on the basis of the previous offset result, that is, the current offset depth is equal to the previous offset depth plus the step size h. For example, the second offset depth H2=H1+h (that is, H2=2*h), the third offset depth H3=H2+h (that is, H3=3*h), and so on. In each step, the coordinate offset is recalculated according to the updated offset depth and viewing angle vector, and the UV coordinates are updated to generate a new texture offset result.

[0107] Optionally, through the above iterative process, a series of texture migration results with different depth information will be generated. This sequence includes the complete change process of the model surface texture from the initial state to the final depth state, providing a rich data foundation for subsequent texture merging and effect optimization.

[0108] Optionally, by setting the step size h and controlling the number of offsets, the texture change in the depth direction can be precisely controlled to achieve the desired visual effect. If a more delicate depth transition is required, the step size h can be reduced and the number of offsets can be increased; conversely, if computing resources are limited or efficiency is sought, the step size h can be appropriately increased and the number of offsets can be reduced. This strategy provides a way to balance effect and efficiency, allowing developers to adjust the implementation of spatial depth according to actual needs.

[0109] Optionally, in the method for achieving a spatial depth effect based on a step-by-step coordinate offset, the relationship between the viewing angle vector, the offset depth and the offset amount is determined by a trigonometric function (particularly a tangent function), providing a method for quantifying and controlling the texture offset depth.

[0110] Optionally, the view vector V is a vector in three-dimensional space that represents the direction of the view of the observer or camera relative to the model in the game scene. It contains three components Vx, Vy and Vz, which represent the direction of the view on the X, Y and Z axes respectively. The angle θ between the view vector and the surface of the model component to be offset (the actual layer) can be used to describe the relative position relationship between the observer's view and the model surface, which is crucial for calculating the texture coordinate offset.

[0111] For example, the relationship between the offset depth and the offset amount can be expressed by the following formula:

[0112]

[0113]

[0114] Among them, θ can be used to represent the angle between the view vector V and the actual model surface (actual layer); O1 can be used to represent the coordinate offset corresponding to the first offset depth H1; O2 can be used to represent the coordinate offset corresponding to the second offset depth H2; O3 can be used to represent the coordinate offset corresponding to the third offset depth H3;

[0115] For another example, tanθ can be expressed by the following formula:

[0116]

[0117] Among them, O can be used to represent the coordinate offset; H can be used to represent the offset step; V.xy can be used to represent the sum of the projection length from the camera position to the model surface point (the surface point of the model component to be edited) in the horizontal and vertical directions; Vz can be used to represent the size of the projection length in the depth direction; It can be used to represent the ratio of the horizontal / vertical projection length and the depth projection length of the model surface point relative to the camera. That is, the visual relationship between the model surface point and the camera can be expressed by the ratio of the xy component to the z component of the viewing vector V.

[0118] As an optional example, through the above formula, the following formula can be obtained to determine the UV offset:

[0119]

[0120] In the disclosed embodiment, the process of determining the coordinate offset based on the target offset depth and the viewing angle vector and performing the offset operation is a key step in achieving texture depth change. This process not only requires accurate calculation of the coordinate offset to ensure that the texture change matches the depth change of the viewing angle, but also requires iterative execution to generate a series of texture offset results with depth levels. Through the above method, the texture on the surface of the model can show a visual gradient from light to dark, adding rich depth information and visual stereoscopic sense to the game scene components, significantly enhancing the player's immersive gaming experience.

[0121] As an optional embodiment, the method further includes: determining a pattern type corresponding to the offset order; and determining initial texture information under the pattern type.

[0122] In this embodiment, the pattern type corresponding to the shifting order can be determined, and the initial texture information under the pattern type can be determined. That is, different patterns can be set in each shifting process.

[0123] Optionally, in the process of realizing the spatial depth effect based on the step-by-step coordinate offset, the pattern type corresponding to the offset order and the initial texture information under these pattern types can also be determined, which adds diversity and interest to the depth effect of the game scene component. The above embodiment is not limited to the coordinate offset of the same texture in the depth direction, but introduces the concept of pattern sequence, so that different patterns can be set in each offset process.

[0124] Optionally, the pattern type selection is based on the migration order, meaning that as the migration operation proceeds, the model surface will show a different pattern, which can be each frame in a preset pattern sequence. The pattern type selection can be based on a variety of strategies, such as time series or depth mapping.

[0125] For example, for a time series, the corresponding pattern type can be selected from a predefined pattern sequence according to the offset order. For example, the first offset uses pattern one, the second offset uses pattern two, and so on. This strategy is suitable for scenes that need to show dynamic changes or have a story, such as a portal animation that gradually changes from a normal state to a distorted view of another space.

[0126] For another example, for depth mapping, the pattern type can also be associated with the offset depth, and the pattern can be dynamically selected according to the change in the position of the model surface in the depth direction. For example, a layer with a smaller depth (theoretical layer) adopts a pattern style, and as the depth gradually increases, the pattern style also changes. This strategy is suitable for gradual or layered depth effects, and can express the sense of spatial hierarchy more delicately.

[0127] It should be noted that the above process and method for determining the pattern type are only for illustration and are not specifically limited here. As long as different offset patterns can be set for different offset orders to enhance the depth effect and fun of the game scene components, they are all within the protection scope of the present disclosed embodiment.

[0128] Optionally, once the pattern type is determined, the corresponding initial texture information needs to be obtained. The initial texture information refers to the texture coordinates (UV coordinates) of the model surface corresponding to the selected pattern type before any offset operation is performed. For each pattern type, there is an independent texture map, that is, an image defined in two-dimensional space. These texture maps contain the details and color information of the pattern and are the basis for generating texture offset results. The model surface is UV-coordinate mapped to the selected pattern type texture map. This mapping process ensures that each point on the model surface can be correctly sampled from the texture map to the corresponding pixel, thereby visually presenting the details of the pattern. Through UV coordinate mapping, the initial texture information corresponding to the selected pattern type on the model surface is obtained, including but not limited to texture color, texture details, etc. This information will serve as the starting point for subsequent offset operations, and coordinate offsets in the depth direction will be performed based on the viewing angle vector and the offset step.

[0129] In the disclosed embodiment, through the above steps, each offset operation can be performed based on different pattern types, thereby generating a series of texture offset results, each of which corresponds to a specific pattern and depth level. This series of results can be serialized according to the offset order to form a dynamic texture depth effect, which enhances the visual appeal and immersion of the game scene. Determining the pattern type corresponding to the offset order and the initial texture information under the pattern type is a key step in achieving diversified and dynamic spatial depth effects based on the step-by-step coordinate offset technology. This strategy not only enriches the visual expression of the model surface, but also can flexibly control the display order and depth level of the pattern according to the needs of the game scene, providing a more flexible and creative means of spatial depth control for game development. By introducing the pattern sequence, the above method not only improves the quality of the visual effect, but also increases the fun and sense of participation in the player's gaming experience.

[0130] As an optional embodiment, determining initial texture information of a pattern type corresponding to the offset order includes: in response to a selection operation on a sequence of frames, selecting initial texture information of a pattern type from the sequence of frames, wherein the sequence of frames includes texture information of different pattern types.

[0131] In this embodiment, in the process of determining the pattern type corresponding to the offset order, after detecting the developer's selection operation on the sequence frame, initial texture information of the pattern type can be selected from the sequence frame, wherein the sequence frame includes texture information of different pattern types.

[0132] Optionally, in an embodiment of achieving a spatial depth effect based on a stepped coordinate offset, initial texture information of a pattern type corresponding to an offset order is determined, and this process introduces more dynamics and artistic expression, especially when the developer selects a sequence frame.

[0133] Optionally, in game development or 3D scene design, a series of pattern sequence frames can be preset, which usually contain different pattern types that change with time or depth. When the developer wants to introduce such dynamic pattern changes during the depth migration process, a specific selection operation for the sequence frame can be performed. The above operation may be completed through a graphical user interface, allowing the developer to intuitively browse and select different pattern frames.

[0134] Optionally, once the developer selects a specific sequence frame, the corresponding pattern type will be selected from the sequence according to the offset order, and its initial texture information will be obtained. Specifically, the above method involves the following steps: according to the current offset order, find the corresponding pattern type frame in the sequence frame. For example, if the first offset corresponds to the first frame in the sequence frame, the texture information will be obtained from the first frame. For the selected pattern type frame, the texture information contained therein will be extracted, that is, the two-dimensional pattern image mapped to the UV coordinates. The above texture information will be used as the starting point for the depth offset operation, and the coordinate offset will be performed based on the subsequent offset depth and viewing angle vector. The initial texture information obtained will be applied to the model surface to give a specific pattern to the model surface before the depth offset operation. The above application ensures that the model surface has the visual characteristics of the pattern type selected by the developer before the coordinate offset is performed.

[0135] Optionally, as the offset order increases, the above process will be repeated, and different pattern type frames will be selected from the sequence frames in the offset order to obtain and apply texture information. This iterative operation will generate a series of texture offset results with different patterns and depth information, and finally form a dynamic texture depth effect, which enhances the visual appeal and immersion of the game scene. For example, when developing a dynamic portal effect, the developer can set up a sequence of multiple pattern frames, each of which represents a different view of the alien space. As the player approaches the portal, the view inside the portal will gradually change according to the offset order, showing the pattern frames in the sequence, thereby creating a visual dynamic depth change, enhancing the interactivity and visual effects of the game scene.

[0136] In the disclosed embodiment, responding to the selection operation for the sequence frame and selecting the initial texture information of the pattern type from the sequence frame according to the offset order is an important step in realizing the dynamic texture depth effect based on the step-by-step coordinate offset technology. The above strategy allows developers to control the visual performance of the model surface at different depth levels through a preset pattern sequence, which not only increases the dynamic changes of the scene, but also enhances the player's immersive experience. By combining the pattern sequence with the depth offset operation, the game scene can show a richer and more delicate visual depth, providing a new artistic expression method for game development and three-dimensional scene design.

[0137] As an optional embodiment, the method also includes: superimposing the texture offset results under the offset order onto the target base map to obtain the superimposed texture offset results, wherein the target base map matches the game editing scene, and the multiple texture offset results include the superimposed texture offset results.

[0138] In this embodiment, the texture shift result under the shift order can be superimposed on the target base map to obtain the superimposed texture shift result. Wherein, the target map can match the game editing scene. The multiple texture shift results can include the superimposed texture shift result.

[0139] Optionally, in an optional embodiment of achieving a spatial depth effect based on a step-by-step coordinate offset, the texture offset result under the offset order is superimposed on the target base map to obtain a superimposed texture offset result. This process adds additional visual layers and complexity to the game scene.

[0140] Optionally, the target base map is a background image that matches the game editing scene, which can be a static image or a dynamically changing sequence of frames. Selecting a suitable target base map is crucial to the final visual effect. It not only provides a background for the depth effect, but also interacts with the offset texture results to enhance the overall visual expression. After performing the coordinate offset operation, a series of texture offset results can be generated, each of which corresponds to a specific offset order and depth level. These results contain texture information after coordinate offset processing, which can reflect the visual changes of the model surface at different depths. The texture offset results are superimposed on the target base map. The above operation can be understood as visually synthesizing the offset results as a foreground image with the target base map.

[0141] Optionally, each texture offset result is sequentially superimposed with the target base map in the order of offset. The superposition can be performed in a variety of ways, including but not limited to transparency blending, color blending, or texture blending, to ensure that the offset result can be seamlessly integrated with the base map to form a unified visual effect. Multiple texture offset results (including the superimposed texture offset results) will be synthesized together to form the final depth texture effect. This synthesis process may include adjusting the visibility, blending mode, and transparency of each result to ensure that the texture changes from light to dark are smooth and natural, thereby enhancing the depth and three-dimensionality of the game scene. In the process of iterative depth offset and superposition operations, additional visual effect optimization can be performed on each superimposed texture offset result. For example, the color, contrast, or saturation of the results of different depth levels can be adjusted to highlight the depth changes; or additional visual effects such as fog, halo, or dynamic particles can be added to increase the richness and interest of the scene.

[0142] Optionally, in addition, the overlay operation also enables developers to achieve complex visual effects through visual synthesis of textures without increasing the complexity of the model. This is extremely beneficial for optimizing game performance and improving the visual experience, because it allows the creation of more complex and delicate scene depth under limited computing resources.

[0143] In the disclosed embodiment, superimposing the texture offset result under the offset order onto the target base map is a key step in realizing complex visual depth based on the step-by-step coordinate offset technology. The above method not only provides a method for integrating texture effects of different depth levels with the background of the game scene, but also provides game developers with an opportunity to innovate in visual effects. Through iterative depth offset, superposition and effect optimization, the game scene can show visual depth changes from shallow to deep and from simple to complex, greatly enhancing the player's immersive experience. The above method finds a balance between visual effects and computational efficiency, providing a new implementation approach for game development and three-dimensional scene design.

[0144] As an optional embodiment, the method also includes: determining a parameter adjustment strategy corresponding to the offset order, wherein the parameter adjustment strategy is used to represent the rules for adjusting the performance parameters of the texture offset result under the offset order, and different offset orders correspond to different parameter adjustment strategies; according to the parameter adjustment strategy, adjusting the performance parameters under the offset order to obtain an adjusted texture offset result, wherein the multiple texture offset results include the adjusted texture offset result.

[0145] In this embodiment, a parameter adjustment strategy corresponding to the offset order can be determined. According to the parameter adjustment strategy, the performance parameters under the offset order can be adjusted to obtain the adjusted texture offset result. Among them, the parameter adjustment strategy can be used to represent the rules for adjusting the performance parameters of the texture offset result under the offset order. Different offset orders correspond to different parameter adjustment strategies. Multiple texture offset results include the adjusted texture offset result. The performance parameters may include parameters such as hue, self-luminous intensity and texture style, which are only used as examples here and are not specifically limited.

[0146] Optionally, in the process of realizing the spatial depth effect based on the step-by-step coordinate offset, determining the parameter adjustment strategies corresponding to the offset order and adjusting the presentation parameters of the texture offset results according to these strategies are the core steps to improve the quality and diversity of the final visual effects.

[0147] Optionally, during the depth coordinate offset process, the offset result of each step can be reflected not only by the change of UV coordinates, but also by adjusting its performance parameters to enhance the visual expression. These performance parameters may include hue, self-luminous intensity, texture style, etc. Different offset orders correspond to different parameter adjustment strategies, which means that as the offset depth increases, the visual properties of the texture will also change according to the preset rules.

[0148] For example, as the player's perspective approaches a deep relief effect, a parameter adjustment strategy can be designed so that the self-luminous intensity of the highlight area of ​​the relief gradually increases and the tone of the dark area gradually darkens, thereby showing richer visual details and a stronger sense of three-dimensionality at different depth levels.

[0149] Optionally, once the parameter adjustment strategies corresponding to the offset order are determined, the system will dynamically adjust the performance parameters of the texture offset results under each offset order according to these strategies to generate adjusted texture offset results. The above operations make the visual effects of each depth level have unique properties, such as: hue adjustment, which can change the brightness, saturation or hue of the color, so that the texture presents different color effects at different depths, thereby enhancing the recognition and aesthetics of the sense of depth; self-luminous intensity adjustment, by changing the self-luminous properties of the texture, you can increase the light effect in the dark, or reduce the light in the bright, creating a visual transition from bright to dim, or vice versa; texture style adjustment, changing the details, resolution or pattern of the texture, can add different textures or visual styles to textures at different depth levels, such as from smooth to rough, from clear to blurred, etc.

[0150] Optionally, iterative operations such as offset, overlay, and parameter adjustment can generate a series of adjusted texture offset results, each of which corresponds to a specific offset order and depth level, as well as visual performance optimized according to the parameter adjustment strategy. This series of results will be synthesized to form the final depth texture effect, in which different depth levels will show their own unique visual characteristics and expressiveness, adding rich details and dynamic changes to the game scene.

[0151] In the disclosed embodiment, determining the parameter adjustment strategy corresponding to the offset order, and adjusting the performance parameters of the texture offset results according to these strategies, are key steps in achieving complex visual effects based on step-by-step coordinate offset. Through this strategy, game developers can control the visual properties of textures at different depth levels in a sophisticated and dynamic way, thereby creating richer and more delicate visual depth changes without adding additional model complexity. The above method not only enhances the visual expressiveness of the game scene, but also provides a new way to improve the immersion and artistry of the game. By combining the parameter adjustment strategy with the depth offset operation, the game scene can show a more lifelike depth transition, bringing players an unprecedented visual experience.

[0152] As an optional embodiment, converting the viewing direction into a viewing vector includes: determining an angle between the viewing direction and the depth direction; and converting the viewing direction into a viewing vector according to the angle.

[0153] In this embodiment, in the process of converting the viewing angle direction into the viewing angle vector, the angle between the viewing angle direction and the depth direction may be determined, and the viewing angle direction may be converted into the viewing angle vector according to the angle.

[0154] Optionally, in the process of realizing the spatial depth effect based on the step-by-step coordinate offset, converting the viewing direction into a viewing vector is one of the key steps to realize the depth texture offset and parallax effect.

[0155] Optionally, the viewing direction usually refers to the direction in which the observer or the in-game camera points, while the depth direction can be considered as the direction perpendicular to the observation plane and pointing to the distance. In three-dimensional space, the angle θ between the viewing direction and the depth direction is an important parameter that describes the relative position relationship between the observer's viewing angle and the objects in the scene. The determination of the above angle is usually based on the in-game camera settings and scene layout information. Determine the viewing direction of the in-game camera. In three-dimensional graphics, the viewing direction of a camera can be defined by its position and the target point (or observation focus), forming a vector pointing from the camera to the target point. The depth direction is usually perpendicular to the observation plane. In game development, this usually means a unit vector along the positive direction of the Z axis, that is, (0,0,1) or (0,0,-1), depending on the coordinate system setting of the game engine.

[0156] Optionally, the angle θ between the viewing direction vector and the depth direction vector can be calculated using the dot product formula of the vector and the modulus of the vector. Once the angle θ between the viewing direction and the depth direction is determined, the viewing direction can be accurately converted to the viewing vector according to the angle.

[0157] Optionally, the depth direction vector is regarded as a reference vector, and the view direction vector needs to be adjusted according to the angle θ to ensure the correct angle relationship with the depth direction. In three-dimensional space, a rotation matrix can be used to perform this transformation. The rotation matrix can be constructed based on the angle θ and the rotation axis (usually an axis perpendicular to the view vector and the depth vector) to rotate the view direction vector to a position where it forms an angle θ with the depth direction. Applying the rotation matrix to the view direction vector can obtain the final view vector. This operation ensures that the direction and angle of the view vector in three-dimensional space are correct, providing accurate view information for subsequent depth texture offset.

[0158] In the disclosed embodiment, determining the angle between the viewing direction and the depth direction, and converting the viewing direction into a viewing vector according to this angle, is a key step in ensuring the accuracy of the offset and the accuracy of the visual effect in the technology of realizing the depth parallax effect based on the step-by-step coordinate offset. By accurately calculating the relative angle between the viewing direction and the depth direction, the viewing vector can be accurately constructed, and then the coordinate offset of the depth texture can be performed based on this vector information. This technology not only enhances the depth and stereoscopic sense of the game scene, but also provides game developers with tools for fine control of the parallax effect, thereby maintaining efficient operation of the game performance while improving the visual expression.

[0159] As an optional implementation, step S208, merging multiple texture shift results to obtain target texture information, includes: superimposing the multiple texture shift results according to the target arrangement order of the multiple texture shift results to obtain the target texture information.

[0160] In this embodiment, in the process of merging multiple texture offset results, the multiple texture offset results may be superimposed according to the target arrangement order of the texture offset results, so as to obtain target texture information.

[0161] Optionally, in the process of achieving spatial depth effect based on step-by-step coordinate offset, merging multiple texture offset results to obtain target texture information is a key step in the entire process. This process not only involves the superposition of texture results, but also includes a strategy for orderly arranging these results to ensure that the final visual effect meets expectations.

[0162] Optionally, the target arrangement order refers to a preset rule for sorting multiple texture offset results when merging them. This order is usually based on the offset order or offset depth, which determines the order of texture offset results at different depth levels in the final superposition process. Superposition according to the target arrangement order can ensure that deep texture information is not completely blocked by shallow information, so that the depth visual effect can be preserved and enhanced.

[0163] Optionally, multiple texture offset results are sorted according to the target arrangement order. If the target arrangement order is from near to far in the depth direction, the shallowest offset result will be processed first, and so on until the deepest result is processed. An initial base map or background texture is determined as the starting point of the overlay process. This base map can be a static background in the game scene, or a texture that has been processed for preliminary visual effects. The texture offset results are overlaid on the base map layer by layer in the sorted order. During the overlay process, different synthesis techniques can be used, such as transparency synthesis, hue blending, or depth synthesis, to ensure that the fusion of deep texture information and underlying information is both natural and rich in layers. By adjusting the transparency of each layer of texture offset results, it is integrated with the underlying texture, thereby showing the depth level change. The transparency setting can be adjusted according to the offset depth or visual performance requirements. During the overlay process, the hue of each layer of texture offset results can be fine-tuned to make the color of the deep texture coordinate with the shallow background, while highlighting the visual difference in the depth direction. Based on the depth information of the texture offset result, each pixel is intelligently selected for display to ensure that deeper texture details are not completely visually blocked while maintaining the overall sense of depth. After all levels of texture superposition are completed, the superposition effect can be additionally optimized. This may include adjusting the overall contrast, brightness or sharpness to achieve better visual effects. In addition, depth fog, lighting effects or dynamic elements can be added to enhance the immersion and interactivity of the scene.

[0164] Optionally, through the above steps, a target texture containing multi-level depth texture information can be obtained, which has rich visual effects and distinct layers, can add a sense of depth and three-dimensionality to the game scene or virtual environment, and enhance the player's immersive experience.

[0165] In the disclosed embodiment, the above method not only requires orderly processing of texture results, but also requires superposition in combination with visual synthesis techniques to ensure that the final target texture information not only shows the visual effect of depth change, but also maintains the overall visual coordination and aesthetics. Through the above method, game developers can create a complex and realistic sense of depth space at a lower computing cost, adding additional artistic value and interactivity to the game.

[0166] As an optional implementation, the method also includes: sorting multiple texture offset results according to an offset order corresponding to the texture offset results to obtain a target arrangement order, wherein the offset order is used to indicate the order in which an offset operation is performed on the initial texture information to obtain the texture offset results.

[0167] In this embodiment, multiple texture offset results may be sorted according to an offset order corresponding to the texture offset results to obtain a target sort order, wherein the offset order may be used to indicate an order in which an offset operation is performed on initial texture information to obtain texture offset results.

[0168] Optionally, in an optional implementation of realizing a spatial depth effect based on a step-by-step coordinate offset, sorting according to the offset order corresponding to the texture offset result is a basic step to ensure that the visual depth is correctly constructed. This process ensures that the final merged texture can accurately reflect the depth change by orderly managing the texture information of different depth levels, thereby enhancing the stereoscopic and immersive feeling of the game scene.

[0169] Optionally, the offset order of the texture offset result is the order in which the depth texture offset operation is performed based on the step-by-step coordinate offset technique. In a game or a three-dimensional scene, this sequence is usually closely related to the depth hierarchy or time order, and each step offset result represents the visual representation of the texture at different depths when observed from the camera perspective.

[0170] Optionally, identify and determine the result of each step of texture offset and its position in the depth sequence. The offset order is usually from shallow to deep or from near to far, and each step represents the texture offset state at a given depth or time point. According to the determined offset order, multiple texture offset results are sorted. The purpose of sorting is to be able to process these texture information in the correct depth order during the subsequent superposition and merging process, thereby ensuring that the deep texture is not completely obscured by the shallow texture and maintaining the integrity of the depth visual hierarchy. After the sorting is completed, the target arrangement order obtained will serve as a guide for texture merging and superposition operations to ensure that each layer of texture information can be correctly superimposed in its offset order to form a continuous and natural depth transition effect.

[0171] Optionally, by sorting in offset order, it is possible to ensure that each layer of texture offset results are superimposed in the natural order of their depth or time during the final merging process. This avoids confusion of depth information and ensures smooth and natural visual transitions from shallow to deep or from near to far. If deep texture information is completely obscured by shallow information during the sorting and merging process, the depth effect will be greatly reduced. With correct sorting, deep texture information can be displayed through the transparency or pores of shallow textures, maintaining the details and information in the depth vision. By applying different texture offset results at different depth levels, dynamically changing visual effects can be created, such as twinkling stars, changing relief or gradient portal effects. The target sorting order ensures that these effects can be displayed correctly according to the preset visual script, adding rich details and artistry to the game scene.

[0172] In the disclosed embodiment, sorting according to the offset order corresponding to the texture offset result is a key step in achieving the spatial depth effect based on the step-by-step coordinate offset technology. It not only maintains the hierarchy and order of depth information, but also ensures the accurate construction of the depth visual effect and the enhancement of visual expression. Through correct sorting and superposition, game developers can create a realistic and creative depth space effect in a sophisticated and highly controlled way, greatly enhancing the immersion of the game scene and the player experience.

[0173] The technical solution of the embodiment of the present disclosure is further introduced below with examples in combination with preferred implementation modes.

[0174] At present, in 3D game development and virtual reality design, achieving spatial depth is one of the key technologies to enhance visual effects and player immersion experience. Traditionally, in order to create scene elements with depth and three-dimensionality such as portals, starry sky, relief, etc., two methods are usually widely used.

[0175] In the related art, the depth effect can be simulated by creating a detailed three-dimensional solid model. Although the above method can provide a highly realistic and detailed visual experience, its production process is complicated, time-consuming, and requires a lot of manpower and computing resources, thereby increasing the development cost of the game. In another related technology. The parallax effect can be achieved based on the UV coordinate offset of the viewing angle, that is, the depth change is simulated by changing the position of the texture on the screen. The implementation principle of this method is simple and easy to operate, but its effect is often relatively simple, and it is difficult to show the complex and changeable depth levels in the real environment, especially when the viewing angle changes, it may not be able to accurately reflect the depth change, resulting in poor visual effects. Therefore, there is still a technical problem that the model component is inefficient in achieving depth performance results.

[0176] To solve the above problems, the disclosed embodiment proposes a strategy for realizing depth effect based on step-by-step coordinate offset. By optimizing the UV coordinate offset, the expressiveness of the depth effect is significantly improved while maintaining a low production cost. Different from the traditional single offset operation, this method uses a cyclic stepping method to offset the texture coordinates multiple times, and each offset is performed according to a fixed step size, so that the presentation of depth information can be finely controlled. This method not only simplifies the model production process and reduces development costs, but also creates a layered depth effect through multiple offsets, thereby improving visual realism and immersion. Thereby achieving the technical effect of improving the efficiency of the model component in realizing the depth expression result, and solving the technical problem of the low efficiency of the model component in realizing the depth expression result.

[0177] In summary, although the methods in the related art can achieve depth effects, there is a trade-off between cost and effect. This method aims to provide a better solution for game development and virtual reality design through innovative step-by-step coordinate offset technology, helping to achieve a spatial depth effect that is both cost-effective and visually impactful, and is suitable for a wide range of game types and application scenarios.

[0178] The above method of the embodiment of the present disclosure is further introduced below.

[0179] In this embodiment, the conventional perspective UV offset method is optimized and improved. Compared with the conventional method, this solution first determines the step size (i.e., a fixed offset each time), and then offsets the texture multiple times and merges them in order. At the same time, the offset layers can be differentiated according to the order, for example: hue, self-luminous intensity, texture style, etc., to highlight the sense of depth while increasing the expressiveness of the effect.

[0180] Optionally, the principle of achieving parallax effect through coordinate offset is described. In essence, the texture coordinate value at the time of sampling is offset by a certain amount according to the viewing direction. Specifically, as the viewing angle rotates, the texture pattern slightly offsets along the viewing direction, creating a visual illusion and giving it a sense of space. Figure 3 is a schematic diagram of a parallax principle according to an embodiment of the present disclosure, such as Figure 3 As shown in the figure, the camera position in the figure is the camera position in the game; the viewing vector is from the camera position to the sampling position; the actual layer is the actual model sampling surface; the theoretical layer is the position where the pattern should appear in order to simulate the parallax effect; the coordinate difference between the two is the required coordinate offset.

[0181] Figure 4 is a schematic diagram of a multiple offset principle according to an embodiment of the present disclosure, such as Figure 4 As shown, by setting the step length h, that is, the offset height at each offset, the pattern is offset multiple times, the first offset depth is H1, the second offset depth is H2, and the third offset depth is H3, and the additional offset amount each time is the step length h.

[0182] H1=h

[0183] H2=2*h

[0184] H3=3*h

[0185] Optionally, the angle between the viewing vector and the actual layer is θ; the first coordinate offset is O1, the second coordinate offset is O2, and the third coordinate offset is O3. From the trigonometric function, the relationship between the offset depth and the offset is as follows:

[0186]

[0187] Among them, θ can be used to represent the angle between the viewing vector V and the actual model surface (actual layer); O1 can be used to represent the coordinate offset corresponding to the first offset depth H1; O2 can be used to represent the coordinate offset corresponding to the second offset depth H2; O3 can be used to represent the coordinate offset corresponding to the third offset depth H3.

[0188] The view vector is represented by V, and tanθ can be expressed as:

[0189]

[0190] Among them, O can be used to represent the coordinate offset; H can be used to represent the offset step; V.xy can be used to represent the sum of the projection length from the camera position to the model surface point (the surface point of the model component to be edited) in the horizontal and vertical directions; Vz can be used to represent the size of the projection length in the depth direction; It can be used to represent the ratio of the horizontal / vertical projection length and the depth projection length of the model surface point relative to the camera. That is, the visual relationship between the model surface point and the camera can be expressed by the ratio of the xy component to the z component of the viewing vector V.

[0191] Through the above formula, we can get the following formula to determine the UV offset:

[0192]

[0193] FIG5(a) is a schematic diagram of an example pattern to be rendered with a superposition effect according to an embodiment of the present disclosure. As shown in FIG5(a), it can be an example pattern of a portal to be rendered with a superposition effect. After arranging and superimposing the pattern results after each shift in the second step in order, a basic depth effect can be achieved. FIG5(b) is a schematic diagram of a superposition effect of an example pattern according to an embodiment of the present disclosure. As shown in FIG5(b), the example pattern of the above-mentioned portal is shifted three times to obtain a corresponding superposition effect.

[0194] Figure 6 is a schematic diagram of a pattern sequence frame according to an embodiment of the present disclosure, such as Figure 6 As shown, in order to improve the performance effect and increase the fun, each offset pattern can also be set to a different pattern and displayed in the form of a sequence frame (pattern sequence frame).

[0195] Figure 7 is a schematic diagram of a base map texture according to an embodiment of the present disclosure, such as Figure 7 As shown, you can also set different self-luminous colors or self-luminous intensities at each offset to achieve richer performance effects.

[0196] According to the different settings of the above-mentioned offset patterns, and the optimization of the effect of the self-luminous color or the self-luminous intensity, the corresponding effects can be obtained. Figure 8(a) is a schematic diagram of the portal superposition effect under a viewing angle according to an embodiment of the present disclosure. As shown in Figure 8(a), it can be shown for the portal superposition effect when looking straight at the portal. Figure 8(b) is a schematic diagram of the portal superposition effect under another viewing angle according to an embodiment of the present disclosure. As shown in Figure 8(b), it can be shown for the portal superposition effect when looking at the portal from the right. Figure 8(c) is a schematic diagram of the portal superposition effect under another viewing angle according to an embodiment of the present disclosure. As shown in Figure 8(c), it can be shown for the portal superposition effect when looking at the portal from the left.

[0197] In the embodiment of the present disclosure, the optimization of the traditional UV offset technology is achieved through the following two key steps: Different from the traditional single or disordered UV offset, the embodiment of the present disclosure introduces the concept of step-by-step offset, that is, after determining a fixed step size, the texture coordinates are regularly offset multiple times. The results of each offset are merged according to the order of the offset. This orderly superposition process can create a more delicate and realistic depth transition, rather than just a rough parallax effect. In order to further enhance the expressiveness of the visual effect, the embodiment of the present disclosure also proposes a strategy for differential processing of each offset layer. This means that on the basis of texture offset, unique visual attributes can be added to different depth levels by adjusting parameters such as hue, self-luminous intensity, texture style, etc. This processing can not only enhance the visual perception of depth, but also increase the fun and artistry of the scene, making the depth effect in the game or virtual environment more colorful. Through the above method, not only the problems of high production cost and single effect of depth effect in traditional technology are solved, but also a more cost-effective and visually more outstanding spatial depth sense realization method is provided. This depth effect enhancement method based on step-by-step coordinate offset is suitable for various game types and virtual reality scenes, and can significantly enhance the player's immersive experience and visual enjoyment. Thereby achieving the technical effect of improving the efficiency of the model component in achieving the in-depth presentation result, and solving the technical problem of the low efficiency of the model component in achieving the in-depth presentation result.

[0198] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course it can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology, can be embodied in the form of a software product, which is stored in a storage medium (such as a read-only memory (ROM) / random access memory (RAM), a magnetic disk, or an optical disk), and includes a number of instructions for a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods of each embodiment of the present disclosure.

[0199] In this embodiment, a texture information processing device for a model component is also provided, and the device is used to implement the above-mentioned embodiments and preferred implementation modes, and the descriptions that have been made will not be repeated. As used below, the term "unit" can implement a combination of software and / or hardware of a predetermined function. Although the device described in the following embodiments is preferably implemented in software, the implementation of hardware, or a combination of software and hardware is also possible and conceived.

[0200] Fig. 9 is a structural block diagram of a texture information processing device of a model component according to an embodiment of the present disclosure, such as Fig. 9 As shown, the texture information processing device 900 of the model component may include: a providing unit 902 , a determining unit 904 , an offset unit 906 and a merging unit 908 .

[0201] The providing unit 902 is used to provide a model component to be edited in the game editing scene.

[0202] The determination unit 904 is used to respond to the editing operation on the model component to be edited and determine the viewing direction of the model component to be edited and the offset step size of the model component to be edited.

[0203] The offset unit 906 is used to perform multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step size to obtain multiple texture offset results.

[0204] The merging unit 908 is used to merge multiple texture offset results to obtain target texture information.

[0205] In this embodiment, a model component to be edited is provided in a game editing scene by providing unit 902; a viewing direction of the model component to be edited and an offset step size of the model component to be edited are determined by determining unit 904 in response to an editing operation on the model component to be edited; a plurality of offset operations are performed on the initial texture information of the model component to be edited according to the viewing direction and the offset step size by offset unit 906 to obtain a plurality of texture offset results; a plurality of texture offset results are merged by merging unit 908 to obtain target texture information, thereby achieving a technical effect of improving the efficiency of the model component in realizing depth representation results and solving the technical problem of low efficiency of the model component in realizing depth representation results.

[0206] It should be noted that the above-mentioned units can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to this: the above-mentioned units are all located in the same processor; or the above-mentioned units are located in different processors in any combination.

[0207] An embodiment of the present disclosure further provides a computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to execute the steps of any of the above method embodiments when running.

[0208] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0209] S1, providing a model component to be edited in a game editing scene;

[0210] S2, responding to an editing operation on the model component to be edited, determining a viewing direction of the model component to be edited and an offset step length of the model component to be edited;

[0211] S3, performing multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step size, to obtain multiple texture offset results;

[0212] S4, merging multiple texture offset results to obtain target texture information.

[0213] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media that can store computer programs, such as a USB flash drive, a ROM, a RAM, a mobile hard disk, a magnetic disk, or an optical disk.

[0214] An embodiment of the present disclosure further provides an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.

[0215] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.

[0216] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0217] S1, providing a model component to be edited in a game editing scene;

[0218] S2, responding to an editing operation on the model component to be edited, determining a viewing direction of the model component to be edited and an offset step length of the model component to be edited;

[0219] S3, performing multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step size, to obtain multiple texture offset results;

[0220] S4, merging multiple texture offset results to obtain target texture information.

[0221] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation modes, and this embodiment will not be described in detail here.

[0222] Fig.10 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Fig.10 As shown, the electronic device 1000 is merely an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.

[0223] like Fig.10 As shown, the electronic device 1000 is in the form of a general computing device. The components of the electronic device 1000 may include but are not limited to: the at least one processor 1010, the at least one memory 1020, a bus 1030 connecting different system components (including the memory 1020 and the processor 1010), and a display 1040.

[0224] The memory 1020 stores program codes, which can be executed by the processor 1010, so that the processor 1010 executes the steps described in the method part of the embodiment of the present disclosure according to various exemplary embodiments of the present disclosure.

[0225] The memory 1020 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 10201 and / or a cache memory unit 10202, and may further include a read-only memory unit (ROM) 10203, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0226] In some examples, the memory 1020 may also include a program / utility 10204 having a set (at least one) of program modules 10205, such program modules 10205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof may include the implementation of a network environment. The memory 1020 may further include a memory remotely disposed relative to the processor 1010, and these remote memories may be connected to the electronic device 1000 via a network. Examples of the above-mentioned network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0227] The bus 1030 may represent one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a local bus of the processor 1010, or a bus using any of a variety of bus architectures.

[0228] The display 1040 may be, for example, a touch screen liquid crystal display (LCD) that enables a user to interact with a user interface of the electronic device 1000 .

[0229] Optionally, the electronic device 1000 may also communicate with one or more external devices 1400 (such as a keyboard, a pointing device, a Bluetooth device, etc.), and may also communicate with one or more devices that enable a user to interact with the electronic device 1000, and / or communicate with any device that enables the electronic device 1000 to communicate with one or more other computing devices (such as a router, a modem, etc.). Such communication may be performed through an input / output (I / O) interface 1050. In addition, the electronic device 1000 may also communicate with one or more networks (such as a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) through a network adapter 1060. Fig.10 As shown, the network adapter 1060 communicates with other modules of the electronic device 1000 via the bus 1030. It should be understood that although Fig.10 Not shown, other hardware and / or software modules may be used in conjunction with the electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, redundant array of independent disks (RAID) systems, tape drives, and data backup storage systems.

[0230] The electronic device 1000 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply and / or a camera.

[0231] It can be understood by those skilled in the art that Fig.10 The structure shown is for illustration only and does not limit the structure of the electronic device. Fig.10 More or fewer components as shown, or with Figure 1 The memory 1020 may be used to store computer programs and corresponding data, such as the computer programs and corresponding data corresponding to the texture information processing method of the model component in the embodiment of the present disclosure. The processor 1010 executes various functional applications and data processing by running the computer program stored in the memory 1020, that is, implements the texture information processing method of the model component described above.

[0232] The embodiment of the present application further provides a computer program product. Optionally, in this embodiment, the computer program product may include a computer program, and the computer program implements the method provided in the embodiment when executed by a processor.

[0233] Optionally, the computer program included in the above-mentioned computer program product is executed by a processor to perform the following steps:

[0234] S1, providing a model component to be edited in a game editing scene;

[0235] S2, responding to an editing operation on the model component to be edited, determining a viewing direction of the model component to be edited and an offset step length of the model component to be edited;

[0236] S3, performing multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step size, to obtain multiple texture offset results;

[0237] S4, merging multiple texture offset results to obtain target texture information.

[0238] The embodiments of the present application also provide a computer program product. Optionally, the computer program product may include a non-volatile computer-readable storage medium, which may be used to store a computer program, and when the computer program is executed by a processor, the method provided in the embodiments is implemented.

[0239] Optionally, the computer program stored in the non-volatile computer-readable storage medium is used by the processor to execute the following steps:

[0240] S1, providing a model component to be edited in a game editing scene;

[0241] S2, responding to an editing operation on the model component to be edited, determining a viewing direction of the model component to be edited and an offset step length of the model component to be edited;

[0242] S3, performing multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step size, to obtain multiple texture offset results;

[0243] S4, merging multiple texture offset results to obtain target texture information.

[0244] The embodiment of the present application further provides a computer program. Optionally, in this embodiment, when the computer program is executed by a processor, the method provided in the above embodiment is implemented.

[0245] Optionally, the computer program is executed by a processor to perform the following steps:

[0246] S1, providing a model component to be edited in a game editing scene;

[0247] S2, responding to an editing operation on the model component to be edited, determining a viewing direction of the model component to be edited and an offset step length of the model component to be edited;

[0248] S3, performing multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step size, to obtain multiple texture offset results;

[0249] S4, merging multiple texture offset results to obtain target texture information.

[0250] The serial numbers of the above-mentioned embodiments of the present disclosure are only for description and do not represent the advantages or disadvantages of the embodiments.

[0251] In the above embodiments of the present disclosure, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0252] In the several embodiments provided in the present disclosure, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic, such as the division of units, which can be a logical function division, and there can be other division methods in actual implementation, such as 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 interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0253] 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 over multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0254] In addition, each functional unit in each embodiment of 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. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0255] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it 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 relevant technology or all or 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 for a computer device (which can be a personal computer, server or network device, etc.) to perform all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, ROM, RAM, mobile hard disks, magnetic disks or optical disks.

[0256] The above are only preferred embodiments of the present disclosure. It should be pointed out that, for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present disclosure. These improvements and modifications should also be regarded as the protection scope of the present disclosure.

Claims

1. A method for processing texture information of a model component, characterized in that: Providing a graphical user interface through a terminal device, wherein at least a portion of a game editing scene is displayed in the graphical user interface, the method comprising: Providing a model component to be edited in the game editing scene; In response to an editing operation on the model component to be edited, determining a viewing direction of the model component to be edited and an offset step length of the model component to be edited, wherein the offset step length is used to represent an offset amount in a depth direction of the model component to be edited between two adjacent offsets during the offset process of the model component to be edited; According to the viewing direction and the offset step, multiple offset operations are performed on the initial texture information of the model component to be edited to obtain multiple texture offset results, wherein the number of the multiple texture offset results corresponds to the number of the multiple offset operations; The multiple texture offset results are merged to obtain target texture information, wherein the target texture information is used to display the depth representation result of the model component to be edited.

2. The method according to claim 1, characterized in that According to the viewing direction and the offset step, multiple offset operations are performed on the initial texture information of the model component to be edited to obtain multiple texture offset results, including: Converting the viewing direction into a viewing vector; Based on the viewing angle vector and the offset step, the multiple offset operations are performed on the initial texture information to obtain the multiple texture offset results.

3. The method according to claim 2, characterized in that Based on the viewing angle vector and the offset step, performing the multiple offset operations on the initial texture information to obtain the multiple texture offset results includes: an updating step, in response to the offset order corresponding to the initial texture information not exceeding a target number, updating the initial offset depth of the initial texture information using the offset step to obtain a target offset depth, wherein the offset order is used to represent an order of performing an offset operation on the initial texture information to obtain the texture offset result, and the target number is at least two times; An offset step is performed on the initial texture information based on the target offset depth and the viewing angle vector to obtain the texture offset result, and an increment operation is performed on the offset order, and the offset order after the increment is determined as the offset order in the update step, and the target offset depth is determined as the initial offset depth in the update step, and the update step is returned to execute until the offset order exceeds the target number of times.

4. The method according to claim 3, characterized in that The initial texture information includes initial texture coordinates sampled from the surface of the model component to be edited, and based on the target offset depth and the viewing angle vector, an offset operation is performed on the initial texture information to obtain the texture offset result, including: Determining a coordinate offset of the initial texture information in a target offset direction based on the target offset depth and the viewing angle vector, wherein the target offset direction is perpendicular to the depth direction; An offset operation is performed on the initial texture coordinates according to the coordinate offset to obtain the texture offset result.

5. The method according to claim 3, characterized in that: The method further comprises: determining a pattern type corresponding to the offset sequence; The initial texture information under the pattern type is determined.

6. The method according to claim 3, characterized in that Determining the initial texture information of a pattern type corresponding to the offset order comprises: In response to a selection operation on a sequence of frames, the initial texture information of the pattern type is selected from the sequence of frames, wherein the sequence of frames includes texture information of different pattern types.

7. The method according to claim 3, characterized in that The method further comprises: The texture offset result under the offset order is superimposed on the target base map to obtain the superimposed texture offset result, wherein the target base map matches the game editing scene, and the multiple texture offset results include the superimposed texture offset result.

8. The method according to claim 3, characterized in that The method further comprises: Determining a parameter adjustment strategy corresponding to the offset order, wherein the parameter adjustment strategy is used to represent a rule for adjusting a performance parameter of the texture offset result under the offset order, and different offset orders correspond to different parameter adjustment strategies; According to the parameter adjustment strategy, the performance parameters in the offset order are adjusted to obtain the adjusted texture offset result, wherein the multiple texture offset results include the adjusted texture offset result.

9. The method according to claim 2, characterized in that: Converting the viewing direction into a viewing vector includes: Determining an angle between the viewing angle direction and the depth direction; According to the angle, the viewing direction is converted into the viewing vector.

10. The method according to claim 1, characterized in that The multiple texture offset results are combined to obtain target texture information, including: The multiple texture shift results are superimposed according to the target arrangement order of the multiple texture shift results to obtain the target texture information.

11. The method according to claim 10, characterized in that The method further comprises: The multiple texture offset results are sorted according to an offset order corresponding to the texture offset results to obtain the target arrangement order, wherein the offset order is used to represent the order in which the offset operation is performed on the initial texture information to obtain the texture offset results.

12. A texture information processing device for a model component, characterized in that: A graphical user interface is provided through a terminal device, wherein at least a part of a game editing scene is displayed in the graphical user interface, and the apparatus comprises: A providing unit, used for providing a model component to be edited in the game editing scene; a determining unit, configured to determine, in response to an editing operation on the model component to be edited, a viewing direction of the model component to be edited and an offset step length of the model component to be edited, wherein the offset step length is used to represent an offset amount in a depth direction of the model component to be edited between two adjacent offsets during the offset process of the model component to be edited; an offset unit, configured to perform multiple offset operations on the initial texture information of the model component to be edited according to the viewing direction and the offset step length, to obtain multiple texture offset results, wherein the number of the multiple texture offset results corresponds to the number of the multiple offset operations; A merging unit is used to merge the multiple texture offset results to obtain target texture information, wherein the target texture information is used to display the depth representation result of the model component to be edited.

13. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the method described in any one of claims 1 to 11 when executed by a processor.

14. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to perform the method described in any one of claims 1 to 11.

15. A computer program product, characterized in that The invention comprises a computer program which, when executed by a processor, implements the method according to any one of claims 1 to 11.