A game interface rendering method, device and system

By dividing the rendering area and stitching area on the game terminal, and selecting the matching block images from the historical frame images for stitching, the rendering delay and lag caused by low GPU performance is solved, and efficient game interface rendering and timely image display is achieved.

CN119888045BActive Publication Date: 2025-06-06SHENZHEN LEGAME TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510378766.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2025-06-06
Estimated Expiration
2045-03-28

AI Technical Summary

Technical Problem

In the case of low GPU performance, the rendering of the game interface cannot complete the rendering of all pixels in time, resulting in missing images and stuttering of the picture, seriously affecting the player's gaming experience.

Method used

By obtaining the rendering parameters of each pixel of the target frame image, an image frame is generated, and the rendering area and stitching area are divided. Render the pixels in the rendered area to obtain the rendered sub-image; at the same time, select the matching block image from the historical frame image and splice it with the rendered sub-image to form a complete target frame image.

Benefits of technology

The parallelization of image rendering and image interception and stitching is realized, which alleviates the rendering pressure of the game terminal, significantly improves the production efficiency of the target frame image, enables the target frame image to be displayed in a timely manner, and ensures the player's gaming experience.

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Abstract

The present invention relates to the field of games, and in particular to a method, device and system for rendering a game interface, wherein the method can generate an image frame corresponding to a target frame image, and divide the area within the image frame into regions to obtain a rendering region and a splicing region, then continue to render the rendering region, and simultaneously intercept a block image matching the splicing region from a historical frame image, and finally splice the block image with the rendered image into a target frame image, thereby realizing the parallelization of image rendering and image interception and splicing, effectively alleviating the rendering pressure of a game terminal, and significantly improving the efficiency of making a target frame image, so that the target frame image can be displayed in time, and the game experience of the player is guaranteed.
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Description

Technical Field

[0001] The present invention relates to the field of games, and in particular to a game interface rendering method, device and system. Background Art

[0002] Game interface rendering is an important part of game development. It converts the visual elements in the game (such as characters, scenes, UI, etc.) into images on the screen, allowing players to see and experience the game world.

[0003] The process of rendering the game interface usually occurs after the player performs a game operation and the game executes the corresponding game response. During the game response process, rendering parameters are generated for each pixel, and each pixel is rendered according to the rendering parameters to obtain the corresponding rendered image, which is then displayed on the display. The rendering rate is mainly determined by the performance of the GPU. If the GPU performance is not high, it will not be able to complete the rendering of all pixels in time, which can easily cause partial image loss and screen freeze, seriously affecting the player's gaming experience. Summary of the invention

[0004] Based on this, it is necessary to provide a game interface rendering method, device and system to address the above problems.

[0005] The embodiment of the present invention is implemented as follows: a game interface rendering method is applied to a game terminal, and the method includes:

[0006] S1: Obtain rendering parameters of each pixel of the target frame image and generate an image frame, wherein the image frame includes a number of pixels corresponding to the rendering parameters;

[0007] S2: Determine the generation frequency of each rendering parameter within the past first set time period;

[0008] S3: Determine the number of pixels N that the game terminal can render within the second set time length;

[0009] S4: dividing the image frame into a rendering area and a splicing area according to the determined generation frequency and the number of pixels N, rendering the pixels in the rendering area to obtain a rendered sub-image;

[0010] S5: selecting a number of historical frame images from the storage server according to the generation frequency of the rendering parameters corresponding to the pixels of the splicing area;

[0011] S6: Compare rendering parameters of each selected historical frame image with the stitching area respectively, so as to determine a block image matching the stitching area from the historical frame image;

[0012] S7: placing the determined block images in the corresponding local area of ​​the splicing area, and determining the image composed of the block images and the rendered sub-images as the target frame image and displaying it.

[0013] In one embodiment, the present invention provides a game interface rendering device, the device comprising:

[0014] An acquisition module, used for acquiring rendering parameters of each pixel of a target frame image, and generating an image frame, wherein the image frame includes a number of pixels corresponding to the rendering parameters;

[0015] A first processing module, used for determining a generation frequency of each rendering parameter within a first set time period in the past;

[0016] A second processing module, used to determine the number of pixels N that the game terminal can render within a second set time length;

[0017] A third processing module is used to divide the image frame into a rendering area and a splicing area according to the determined generation frequency and the number of pixels N, and render the pixels in the rendering area to obtain a rendered sub-image;

[0018] A fourth processing module, configured to select a number of historical frame images from a storage server according to a generation frequency of rendering parameters corresponding to pixels in the splicing area;

[0019] A fifth processing module, used for comparing rendering parameters of each selected historical frame image with the splicing area, so as to determine a block image matching the splicing area from the historical frame image;

[0020] The sixth processing module is used to place the determined block images in the corresponding local area of ​​the splicing area, determine the image composed of each block image and the rendered sub-image as the target frame image and display it.

[0021] In one embodiment, the present invention provides a game interface rendering system, the system comprising:

[0022] A storage server, used for storing historical frame images;

[0023] The game terminal is connected to the storage server and is used to execute the game interface rendering method.

[0024] The present invention provides a game interface rendering method, device and system, wherein the method comprises obtaining rendering parameters of each pixel of a target frame image to generate an image frame; determining the generation frequency of each rendering parameter within a first set time in the past; determining the number of pixels N that a game terminal can render within a second set time; dividing a rendering area and a splicing area in the image frame according to the determined generation frequency and the number of pixels N, rendering the pixels of the rendering area to obtain a rendered sub-image; selecting a number of historical frame images from a storage server according to the generation frequency of the rendering parameters corresponding to the pixels of the splicing area; comparing the rendering parameters of each selected historical frame image with the splicing area respectively, so as to determine a block image matching the splicing area from the historical frame image; and The determined block images are placed in the corresponding local areas of the stitching area, and the images composed of each block image and the rendered sub-images are determined as the target frame image and displayed; in the present application, an image frame corresponding to the target frame image can be generated, and the area within the image frame can be divided into regions to obtain a rendering area and a stitching area, and then the rendering area continues to be rendered, and at the same time, the block image matching the stitching area is intercepted from the historical frame image, and finally the block image and the rendered image are spliced ​​and combined into a target frame image, realizing the parallel of image rendering and image interception and splicing, effectively alleviating the rendering pressure of the game terminal, and can significantly improve the efficiency of making the target frame image, so that the target frame image can be displayed in time, ensuring the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0025] Figure 1 A first flow chart of a game interface rendering method provided in one embodiment;

[0026] Figure 2 A second flow chart of a game interface rendering method provided in one embodiment;

[0027] Figure 3 A schematic diagram of an image frame of a game interface rendering method provided in one embodiment;

[0028] Figure 4 A schematic diagram of a radial circle of a game interface rendering method provided in one embodiment;

[0029] Figure 5 A module flow chart of a game interface rendering device provided in one embodiment;

[0030] Figure 6 A schematic diagram of the composition of a game interface rendering system provided in one embodiment;

[0031] Figure 7 FIG. 4 is a block diagram of the internal structure of a game terminal in one embodiment. DETAILED DESCRIPTION

[0032] In order to make the purpose, technical solution and advantages of the present invention more clearly understood, the present invention is further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention.

[0033] It is understood that the terms "first", "second", etc. used in the present invention may be used herein to describe various elements, but unless otherwise specified, these elements are not limited by these terms. These terms are only used to distinguish a first element from another element. For example, a first xx script may be referred to as a second xx script, and similarly, a second xx script may be referred to as a first xx script without departing from the scope of the present invention.

[0034] like Figure 1-Figure 2 As shown, in one embodiment, a game interface rendering method is proposed, which is applied to a game terminal, and the method includes:

[0035] S1: Obtain rendering parameters of each pixel of the target frame image and generate an image frame, wherein the image frame includes a number of pixels corresponding to the rendering parameters;

[0036] S2: Determine the generation frequency of each rendering parameter within the past first set time period;

[0037] S3: Determine the number of pixels N that the game terminal can render within the second set time length;

[0038] S4: dividing the image frame into a rendering area and a splicing area according to the determined generation frequency and the number of pixels N, rendering the pixels in the rendering area to obtain a rendered sub-image;

[0039] S5: selecting a number of historical frame images from the storage server according to the generation frequency of the rendering parameters corresponding to the pixels of the splicing area;

[0040] S6: Compare rendering parameters of each selected historical frame image with the stitching area respectively, so as to determine a block image matching the stitching area from the historical frame image;

[0041] S7: placing the determined block images in the corresponding local area of ​​the splicing area, and determining the image composed of the block images and the rendered sub-images as the target frame image and displaying it.

[0042] In this embodiment, this method is executed in a game terminal, which can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a handheld game console, etc., and is not limited here; the game terminal is connected to a storage server, and the storage server stores historical frame images stored by the game terminal for a first set time period in the past, and the game terminal can retrieve the historical frame images from the storage server.

[0043] In this embodiment, the rendering parameters include material parameters, light parameters, texture parameters, geometric parameters, etc.; the game terminal can render each pixel according to the rendering parameters of the pixel, and the image composed of all rendered pixels is the game interface image; the pixels in the image frame are unrendered pixels; the size of the area in the image frame is consistent with the size of the frame image, so the pixels in the image frame can be matched one by one with the pixels of the frame image, and when the image frame is generated, the rendering parameters of each pixel (with specific pixel coordinates) of the target frame image are marked at the corresponding pixel in the image frame (the pixel coordinates are the same as the former), so that the image frame includes a number of pixels corresponding to the rendering parameters.

[0044] In this embodiment, the first set time may be 2 hours, 3 hours or other time; the second set time is a time that makes it difficult for the player to feel the lag, such as one hundredth of a second; N can be obtained by multiplying the rendering rate by the second set time. The rendering rate is determined by the GPU performance of the game terminal and can be determined based on historical rendering work. For example, in the rendering task of the past period, the game terminal records the total number of pixels rendered and the corresponding rendering time. The rendering rate can be obtained by dividing the number of pixels by the rendering time.

[0045] In this embodiment, after the pixels of the rendering area are rendered, a local image, i.e., a rendered sub-image, can be formed; after the block image is placed on the stitching area, the block image directly covers the pixels of the stitching area, so that the pixels of the stitching area directly present the colors on the block image without further rendering; the block image and the rendered sub-image are spliced ​​and combined to obtain the target frame image.

[0046] In the present application, an image frame corresponding to a target frame image can be generated, and the area within the image frame can be divided into regions to obtain a rendering area and a stitching area. The rendering area is then rendered continuously, and at the same time, a block image matching the stitching area is captured from the historical frame image. Finally, the block image and the rendered image are stitched together into a target frame image, thus realizing the parallel operation of image rendering and image capture and stitching, effectively alleviating the rendering pressure of the game terminal, and significantly improving the efficiency of producing the target frame image, so that the target frame image can be displayed in a timely manner, thereby ensuring the player's gaming experience.

[0047] As a preferred embodiment, the storage server stores historical frame images rendered within a first set time period in the past, wherein each pixel of the historical frame images is marked with a rendering parameter corresponding to the pixel; and determining the generation frequency of each rendering parameter in history includes:

[0048] Retrieving all historical frame images rendered within a first set time period in the past from the storage server to determine the total number of historical frame images;

[0049] Identify whether there is a pixel corresponding to the rendering parameter in each historical frame image, and if so, determine the historical frame image as the target frame image;

[0050] The historical generation frequency of this rendering parameter is calculated by the following formula:

[0051]

[0052] in, is the generation frequency, is the total number of historical frame images, is the total number of target frame images.

[0053] like Figure 3 As shown, the rendering area and the splicing area are divided in the image frame according to the determined generation frequency and the number of pixels N, including:

[0054] Identify the generation frequency of the rendering parameters corresponding to each pixel in the image frame;

[0055] Sort the pixels of the image frame in descending order according to the corresponding generation frequency to obtain a pixel sequence;

[0056] Select the first N pixels from the pixel sequence as target pixels;

[0057] The area where the target pixel is located in the image frame is identified as the rendering area, and the remaining area in the image frame is determined as the stitching area.

[0058] In this embodiment, the higher the generation frequency is, the more historical frame images representing the corresponding rendering parameters are, that is, the greater the probability of matching a large-area block image is, thereby improving the matching efficiency.

[0059] As a preferred embodiment, selecting a number of historical frame images from the storage server according to the generation frequency of the rendering parameters corresponding to the pixels of the splicing area includes:

[0060] S51: Identify the radiation area of ​​each pixel in the stitching area;

[0061] S52: Determine the pixel with the largest radiation area as the maximum radiation pixel;

[0062] S53: Identify the rendering parameter of the maximum radiation pixel as the target parameter;

[0063] S54: Select all historical frame images containing the target parameters from the historical frame images stored in the storage server.

[0064] like Figure 4 As shown, identifying the radiation area of ​​each pixel in the stitching area includes:

[0065] S511: Identify the boundary of the splicing area;

[0066] S512: For each pixel in the stitching area, generate a radial circle with the center of the pixel as the center, wherein the radial circle is inscribed in the pixel;

[0067] S513: expanding the radius of the radiation circle until any position on the edge of the radiation circle contacts the boundary of the splicing area;

[0068] S514: Determine the area of ​​the enlarged radiation circle as the radiation area of ​​the pixel.

[0069] In this embodiment, the larger the radiation area of ​​the pixel, the larger the area of ​​the surrounding free area (i.e., not covered) representing the pixel, and the larger the area of ​​the block image that can be accommodated; determining the block image in the manner of this embodiment can achieve matching of the larger local area in the stitching area first, and then quickly complete the matching of most areas of the stitching area, thereby improving the matching efficiency.

[0070] As a preferred embodiment, comparing rendering parameters of each selected historical frame image with the stitching area includes:

[0071] S61: Overlaying a historical frame image with the image frame, and identifying pixels on the historical frame image with the same rendering parameters as the target parameters as matching pixels;

[0072] S62: Adjust the position of the historical frame image so that the matching pixel coincides with the maximum radiation pixel;

[0073] S63: identifying continuous blocks containing matching pixels and the areas of the continuous blocks on the historical frame image, wherein rendering parameters of each pixel in the continuous blocks are consistent with rendering parameters of corresponding pixels on the image frame;

[0074] S64: rotating the historical frame image around the matching pixel as the axis, and monitoring the range change and area change of the continuous block;

[0075] S65: when one rotation is completed, determining that the image corresponding to the continuous block with the largest range during the rotation process is a potential block image, and recording the area of ​​the potential block image;

[0076] S66: Repeat steps S61 to S65 until a potential block image corresponding to each selected historical frame image is obtained;

[0077] S67: Determine the potential block image with the largest corresponding area as the block image matching the stitching area.

[0078] After step S67, the method further includes:

[0079] S68: dividing the pixels of the block image corresponding to the stitching area from the stitching area to obtain an updated stitching area;

[0080] S69: for the updated stitching area, execute steps S5 to S6, and then execute steps S68 to S69, until the stitching area is completely matched or the pixels in the rendering area are completely rendered.

[0081] In this embodiment, a continuous block is a complete block without any space or gap in the block. If there are individual pixels in a block that do not belong to the block, the block is not a continuous block. Rotating the historical frame image can change its relative position with the splicing area, and the corresponding continuous block will change (may become larger or smaller), so that the largest continuous block can be selected. In each historical frame image, there may be more than one matching pixel, so the above steps can be performed for each matching pixel, and then a largest block is determined from the largest continuous block corresponding to each matching pixel as a potential block image.

[0082] In this embodiment, the determined block image is placed in the stitching area according to the relative position of the corresponding continuous block and the stitching area (taking into account the rotation angle of the historical frame image), so that the rendering parameters of each pixel of the image block are consistent with the rendering parameters of the corresponding pixel of the stitching area; furthermore, it is determined that a block image may not be able to completely occupy the stitching area, so it is necessary to continue to execute the above process for the remaining stitching area, so as to continuously determine new block images to occupy the stitching area, execute step S5, that is, execute its corresponding subdivision steps, that is, steps S51-step S54, and steps S511-step S514, and execute step S6, that is, execute the corresponding subdivision steps, that is, steps S61-step S67.

[0083] As a preferred embodiment, if the pixels in the rendering area have not been completely rendered after the stitching area is completely matched, the method further includes:

[0084] Identify the remaining area in the rendering area that has not been rendered, and determine whether the number of pixels in the remaining area is less than a preset value. If so, continue to render the pixels in the remaining area;

[0085] If not, identify the generation probability of each pixel in the remaining area, determine the area where the pixels with the generation probability in the top 50% are located as the new stitching area, determine the area where the other pixels are located as the new rendering area, render the pixels in the rendering area, execute steps S5 to S6, and then execute steps S68 to S69;

[0086] If the pixels in the rendering area are completely rendered, but the stitching area is not completely matched, it also includes:

[0087] Identify the remaining area in the stitching area that has not been rendered, determine whether the number of pixels in the remaining area is less than a preset value, and if so, determine the remaining area as a rendering area, and render the pixels in the rendering area;

[0088] If not, identify the generation probability of each pixel in the remaining area, determine the area where the pixels with a generation probability in the top 50% are located as the new splicing area, determine the area where the other pixels are located as the new rendering area, render the pixels in the rendering area, execute steps S5 to S6, and then execute steps S68 to S69.

[0089] In this embodiment, since the two parallel image generation methods are often not completed at the same time (the rendering process may be faster than the interception and splicing process, or the interception and splicing process may be faster than the rendering process), for the slower method, there will be residual areas in its corresponding area. At this time, the residual area can be further divided into a splicing area and a rendering area to continue image generation in two ways, that is, the two methods can be kept in parallel to generate images at all times to ensure the generation efficiency of the target frame image; if there are residual areas after one method completes its corresponding task, the above steps are repeatedly performed until there are no residual areas; in addition, when the pixels of the remaining area are less than the budget value (for example, 10,000), the time consumed by direct rendering is shorter, and the rendering of the pixels of the remaining area can be completed by only rendering.

[0090] like Figure 5 As shown, in one embodiment, a game interface rendering device is provided, the device comprising:

[0091] An acquisition module, used for acquiring rendering parameters of each pixel of a target frame image, and generating an image frame, wherein the image frame includes a number of pixels corresponding to the rendering parameters;

[0092] A first processing module, used for determining a generation frequency of each rendering parameter within a first set time period in the past;

[0093] A second processing module, used to determine the number of pixels N that the game terminal can render within a second set time length;

[0094] A third processing module is used to divide the image frame into a rendering area and a splicing area according to the determined generation frequency and the number of pixels N, and render the pixels in the rendering area to obtain a rendered sub-image;

[0095] A fourth processing module, configured to select a number of historical frame images from a storage server according to a generation frequency of rendering parameters corresponding to pixels in the splicing area;

[0096] A fifth processing module, used for comparing rendering parameters of each selected historical frame image with the splicing area, so as to determine a block image matching the splicing area from the historical frame image;

[0097] The sixth processing module is used to place the determined block images in the corresponding local area of ​​the splicing area, determine the image composed of each block image and the rendered sub-image as the target frame image and display it.

[0098] The process of each module in the game interface rendering device provided in the embodiment of the present application realizing its own function can be specifically referred to the aforementioned Figure 1 The description of the illustrated embodiment will not be repeated here.

[0099] like Figure 6 As shown, in one embodiment, a game interface rendering system is provided, the system comprising:

[0100] A storage server, used for storing historical frame images;

[0101] The game terminal is connected to the storage server and is used to execute the game interface rendering method.

[0102] In this embodiment, the game terminal cooperates with the storage server to execute the game interface rendering method, which can generate an image frame corresponding to the target frame image, and divide the area within the image frame into regions to obtain a rendering area and a stitching area, and then continue to render the rendering area, and at the same time, capture a block image matching the stitching area from the historical frame image, and finally splice the block image with the rendered image into a target frame image, thereby realizing the parallel operation of image rendering and image capture and stitching, effectively alleviating the rendering pressure of the game terminal, and can significantly improve the efficiency of making the target frame image, so that the target frame image can be displayed in time, thereby ensuring the player's gaming experience.

[0103] Figure 7 FIG. 2 shows an internal structure diagram of a game terminal in one embodiment. Figure 7As shown, the game terminal includes a processor, a memory, a network interface, an input device and a display screen connected via a system bus. Among them, the memory includes a non-volatile storage medium and an internal memory. The non-volatile storage medium of the game terminal stores an operating system and may also store a computer program. When the computer program is executed by the processor, the processor may implement the game interface rendering method provided in an embodiment of the present invention. The internal memory may also store a computer program. When the computer program is executed by the processor, the processor may execute the game interface rendering method provided in an embodiment of the present invention. The display screen of the game terminal may be a liquid crystal display screen or an electronic ink display screen, and the input device of the game terminal may be a touch layer covering the display screen, or a button, trackball or touchpad provided on the shell of the game terminal, or an external keyboard, touchpad or mouse, etc.

[0104] Those skilled in the art will understand that Figure 7 The structure shown in the figure is only a block diagram of a part of the structure related to the scheme of the present invention, and does not constitute a limitation on the game terminal to which the scheme of the present invention is applied. The specific game terminal may include more or fewer components than those shown in the figure, or combine certain components, or have a different arrangement of components.

[0105] In one embodiment, the game interface rendering device provided by the embodiment of the present invention can be implemented in the form of a computer program. Figure 7 The memory of the game terminal can store various program modules constituting the game interface rendering device, for example, Figure 5 The acquisition module, the first processing module, the second processing module, the third processing module, the fourth processing module, the fifth processing module and the sixth processing module shown in the figure. The computer program composed of each program module enables the processor to execute the steps of the game interface rendering method of each embodiment of the present invention described in this specification.

[0106] For example, Figure 7 The game terminal shown can be Figure 5 The acquisition module in the game interface rendering device shown executes step S1; the game terminal can execute step S2 through the first processing module; the game terminal can execute step S3 through the second processing module; the game terminal can execute step S4 through the third processing module; the game terminal can execute step S4 through the fourth processing module; the game terminal can execute step S5 through the fifth processing module; the game terminal can execute step S6 through the sixth processing module.

[0107] In one embodiment, a game terminal is provided, the game terminal comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the following steps when executing the computer program:

[0108] S1: Obtain rendering parameters of each pixel of the target frame image and generate an image frame, wherein the image frame includes a number of pixels corresponding to the rendering parameters;

[0109] S2: Determine the generation frequency of each rendering parameter within the past first set time period;

[0110] S3: Determine the number of pixels N that the game terminal can render within the second set time length;

[0111] S4: dividing the image frame into a rendering area and a splicing area according to the determined generation frequency and the number of pixels N, rendering the pixels in the rendering area to obtain a rendered sub-image;

[0112] S5: selecting a number of historical frame images from the storage server according to the generation frequency of the rendering parameters corresponding to the pixels of the splicing area;

[0113] S6: Compare rendering parameters of each selected historical frame image with the stitching area respectively, so as to determine a block image matching the stitching area from the historical frame image;

[0114] S7: placing the determined block images in the corresponding local area of ​​the splicing area, and determining the image composed of the block images and the rendered sub-images as the target frame image and displaying it.

[0115] In one embodiment, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the processor performs the following steps:

[0116] S1: Obtain rendering parameters of each pixel of the target frame image and generate an image frame, wherein the image frame includes a number of pixels corresponding to the rendering parameters;

[0117] S2: Determine the generation frequency of each rendering parameter within the past first set time period;

[0118] S3: Determine the number of pixels N that the game terminal can render within the second set time length;

[0119] S4: dividing the image frame into a rendering area and a splicing area according to the determined generation frequency and the number of pixels N, rendering the pixels in the rendering area to obtain a rendered sub-image;

[0120] S5: selecting a number of historical frame images from the storage server according to the generation frequency of the rendering parameters corresponding to the pixels of the splicing area;

[0121] S6: Compare rendering parameters of each selected historical frame image with the stitching area respectively, so as to determine a block image matching the stitching area from the historical frame image;

[0122] S7: placing the determined block images in the corresponding local area of ​​the splicing area, and determining the image composed of the block images and the rendered sub-images as the target frame image and displaying it.

[0123] It should be understood that, although each step in the flow chart of each embodiment of the present invention is shown in sequence according to the indication of the arrow, these steps are not necessarily performed in sequence according to the order indicated by the arrow. Unless there is a clear explanation in this article, the execution of these steps does not have a strict order restriction, and these steps can be performed in other orders. Moreover, at least a portion of the steps in each embodiment may include a plurality of sub-steps or a plurality of stages, and these sub-steps or stages are not necessarily performed at the same time, but can be performed at different times, and the execution order of these sub-steps or stages is not necessarily performed in sequence, but can be performed in turn or alternately with at least a portion of other steps or sub-steps or stages of other steps.

[0124] A person of ordinary skill in the art can understand that all or part of the processes in the above-mentioned embodiment method can be completed by instructing the relevant hardware through a computer program, and the program can be stored in a non-volatile computer-readable storage medium. When the program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media used in the embodiments provided by the present invention can include non-volatile and / or volatile memory. Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory may include random access memory (RAM) or external cache memory. As an illustration and not limitation, RAM is available in many forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).

[0125] The technical features of the above-described embodiments may be arbitrarily combined. To make the description concise, not all possible combinations of the technical features in the above-described embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0126] The above-mentioned embodiments only express several implementation methods of the present invention, and the description thereof is relatively specific and detailed, but it cannot be understood as limiting the scope of the present invention. It should be pointed out that, for ordinary technicians in this field, several variations and improvements can be made without departing from the concept of the present invention, which all belong to the protection scope of the present invention.

Claims

1. A game interface rendering method, applied to a game terminal, characterized in that: The method comprises: S1: Obtain rendering parameters of each pixel of the target frame image and generate an image frame, wherein the image frame includes a number of pixels corresponding to the rendering parameters; S2: Determine the generation frequency of each rendering parameter within the past first set time period; S3: Determine the number of pixels N that the game terminal can render within the second set time length; S4: dividing the image frame into a rendering area and a splicing area according to the determined generation frequency and the number of pixels N, rendering the pixels in the rendering area to obtain a rendered sub-image; S5: selecting a number of historical frame images from the storage server according to the generation frequency of the rendering parameters corresponding to the pixels of the splicing area; S6: Compare rendering parameters of each selected historical frame image with the stitching area respectively, so as to determine a block image matching the stitching area from the historical frame image; S7: placing the determined block images in the corresponding local area of ​​the splicing area, determining the image composed of each block image and the rendered sub-image as the target frame image and displaying it; According to the determined generation frequency and the number of pixels N, the rendering area and the stitching area are divided in the image frame, including: Identify the generation frequency of the rendering parameters corresponding to each pixel in the image frame; Sort the pixels of the image frame in descending order according to the corresponding generation frequency to obtain a pixel sequence; Select the first N pixels from the pixel sequence as target pixels; The area where the target pixel is located in the image frame is identified as the rendering area, and the remaining area in the image frame is determined as the stitching area.

2. The method according to claim 1, characterized in that The storage server stores historical frame images rendered within a first set time period in the past, wherein each pixel of the historical frame images is marked with a rendering parameter corresponding to the pixel; and determining a generation frequency of each rendering parameter within the first set time period in the past includes: Retrieving all historical frame images rendered within a first set time period in the past from the storage server to determine the total number of historical frame images; Identify whether there is a pixel corresponding to the rendering parameter in each historical frame image, and if so, determine the historical frame image as the target frame image; The historical generation frequency of this rendering parameter is calculated by the following formula: in, is the generation frequency, is the total number of historical frame images, is the total number of target frame images.

3. The method according to claim 2, characterized in that Selecting a number of historical frame images from the storage server according to the generation frequency of the rendering parameters corresponding to the pixels of the splicing area includes: S51: Identify the radiation area of ​​each pixel in the stitching area; S52: Determine the pixel with the largest radiation area as the maximum radiation pixel; S53: Identify the rendering parameter of the maximum radiation pixel as the target parameter; S54: Select all historical frame images containing the target parameters from the historical frame images stored in the storage server.

4. The method according to claim 3, characterized in that Identifying the radiant area of ​​each pixel in the stitching area includes: S511: Identify the boundary of the splicing area; S512: For each pixel in the stitching area, generate a radial circle with the center of the pixel as the center, wherein the radial circle is inscribed in the pixel; S513: expanding the radius of the radiation circle until any position on the edge of the radiation circle contacts the boundary of the splicing area; S514: Determine the area of ​​the enlarged radiation circle as the radiation area of ​​the pixel.

5. The method according to claim 4, characterized in that Comparing the rendering parameters of each selected historical frame image with the stitching area includes: S61: Overlaying a historical frame image with the image frame, and identifying pixels on the historical frame image with the same rendering parameters as the target parameters as matching pixels; S62: Adjust the position of the historical frame image so that the matching pixel coincides with the maximum radiation pixel; S63: identifying continuous blocks containing matching pixels and the areas of the continuous blocks on the historical frame image, wherein rendering parameters of each pixel in the continuous blocks are consistent with rendering parameters of corresponding pixels on the image frame; S64: rotating the historical frame image around the matching pixel as the axis, and monitoring the range change and area change of the continuous block; S65: when one rotation is completed, determining that the image corresponding to the continuous block with the largest range during the rotation process is a potential block image, and recording the area of ​​the potential block image; S66: Repeat steps S61 to S65 until a potential block image corresponding to each selected historical frame image is obtained; S67: Determine the potential block image with the largest corresponding area as the block image matching the stitching area.

6. The method according to claim 5, characterized in that After step S67, the method further includes: S68: dividing the pixels of the block image corresponding to the stitching area from the stitching area to obtain an updated stitching area; S69: for the updated stitching area, execute steps S5 to S6, and then execute steps S68 to S69, until the stitching area is completely matched or the pixels in the rendering area are completely rendered.

7. The method according to claim 6, characterized in that If the pixels in the rendering area have not been completely rendered after the stitching area is completely matched, it also includes: Identify the remaining area in the rendering area that has not been rendered, and determine whether the number of pixels in the remaining area is less than a preset value. If so, continue to render the pixels in the remaining area; If not, identify the generation probability of each pixel in the remaining area, determine the area where the pixels with the generation probability in the top 50% are located as the new stitching area, determine the area where the other pixels are located as the new rendering area, render the pixels in the rendering area, execute steps S5 to S6, and then execute steps S68 to S69; If the pixels in the rendering area are completely rendered, but the stitching area is not completely matched, it also includes: Identify the remaining area in the stitching area that has not been rendered, determine whether the number of pixels in the remaining area is less than a preset value, and if so, determine the remaining area as a rendering area, and render the pixels in the rendering area; If not, identify the generation probability of each pixel in the remaining area, determine the area where the pixels with a generation probability in the top 50% are located as the new splicing area, determine the area where the other pixels are located as the new rendering area, render the pixels in the rendering area, execute steps S5 to S6, and then execute steps S68 to S69.

8. A game interface rendering device, characterized in that: The device comprises: An acquisition module, used for acquiring rendering parameters of each pixel of a target frame image, and generating an image frame, wherein the image frame includes a number of pixels corresponding to the rendering parameters; A first processing module, used for determining a generation frequency of each rendering parameter within a first set time period in the past; A second processing module, used to determine the number of pixels N that the game terminal can render within a second set time length; A third processing module is used to divide the image frame into a rendering area and a splicing area according to the determined generation frequency and the number of pixels N, and render the pixels in the rendering area to obtain a rendered sub-image; A fourth processing module, configured to select a number of historical frame images from a storage server according to a generation frequency of rendering parameters corresponding to pixels in the splicing area; A fifth processing module, used for comparing rendering parameters of each selected historical frame image with the splicing area, so as to determine a block image matching the splicing area from the historical frame image; A sixth processing module, used for placing the determined block images in the corresponding local area of ​​the splicing area, determining the image composed of each block image and the rendered sub-image as a target frame image and displaying it; According to the determined generation frequency and the number of pixels N, the rendering area and the stitching area are divided in the image frame, including: Identify the generation frequency of the rendering parameters corresponding to each pixel in the image frame; Sort the pixels of the image frame in descending order according to the corresponding generation frequency to obtain a pixel sequence; Select the first N pixels from the pixel sequence as target pixels; The area where the target pixel is located in the image frame is identified as the rendering area, and the remaining area in the image frame is determined as the stitching area.

9. A game interface rendering system, characterized in that: The system comprises: A storage server, used for storing historical frame images; A game terminal, connected to a storage server, and used to execute the game interface rendering method as described in any one of claims 1-7.

Citation Information

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