Game scene rendering method and device, electronic equipment and storage medium

By collecting eyeball state data in the game and rendering the focused effect of the target scene area, the problem of difficulty in interacting with the game at the same time is solved, and a richer interaction method and a better user experience are achieved.

CN119925913APending Publication Date: 2025-05-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411768077.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-03
Publication Date
2025-05-06

AI Technical Summary

Technical Problem

In the interaction of game scenes, it is difficult for both hands to move, adjust the field of vision and interact in the scene at the same time, resulting in the inability to move characters, line of sight and scene interaction at the same time, and the user interaction experience is poor.

Method used

By collecting eyeball status data, the target scene area in the game scene is determined, and rendering based on the preset effect parameters of the area is rendered to realize the rendering of the target scene area with the focused effect.

Benefits of technology

It realizes the simultaneous movement of characters, sight movement and scene interaction, enriches the interaction methods, reduces the limitations of two-finger interaction on gameplay, and improves the user interaction experience.

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Abstract

The invention relates to the technical field of computers, and provides a game scene rendering method and device, electronic equipment and a storage medium. A graphical user interface is provided through a terminal device; the graphical user interface displays a scene picture of the game scene; the method comprises the following steps: collecting eyeball state data; determining a target scene area from the game scene based on the eyeball state data; obtaining preset effect parameters of the target scene area; wherein the effect parameter is used for rendering a focused effect of the target scene area; and rendering the target scene area based on the effect parameters to obtain a target scene area with a focused effect. According to the method, interaction and exploration of other scenes can be carried out in the exploration process, role movement, sight line movement and scene interaction are carried out at the same time, interaction modes are enriched, limitation of double-finger interaction on playing methods is better reduced, and user interaction experience is improved.
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Description

Technical Field

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

[0002] In the interaction of some game scenes, it is difficult to move both hands at the same time, adjust the field of view and interact with the scene. Therefore, it is impossible to avoid the line of sight of a specific character in the camera, and it can only be done by moving the field of view. However, for two-handed operation on the screen of a handheld terminal, it is impossible to move the character, move the line of sight and interact with the scene at the same time, resulting in less diversity in interaction methods and poor user interaction experience. Summary of the invention

[0003] In view of this, the purpose of the present disclosure is to provide a rendering method, device, electronic device and storage medium for a game scene, by determining the target scene area in the game scene based on eye state data, and rendering based on preset effect parameters of the target scene area to obtain a target scene area with a focused effect, which can interact and explore other scenes during the exploration process, realize the simultaneous movement of character, line of sight and scene interaction, enrich the interaction mode, better reduce the restrictions of two-finger interaction on the gameplay, and improve the user interaction experience.

[0004] In a first aspect, an embodiment of the present disclosure provides a method for rendering a game scene, wherein a graphical user interface is provided through a terminal device; the graphical user interface displays a scene screen of the game scene; the method for rendering the game scene comprises:

[0005] Collect eye status data;

[0006] Based on the eye state data, determining a target scene area from the game scene;

[0007] Acquire preset effect parameters of the target scene area; wherein the effect parameters are used to: render a focused effect of the target scene area;

[0008] The target scene area is rendered based on the effect parameters to obtain the target scene area with the focused effect.

[0009] In a second aspect, an embodiment of the present disclosure provides a rendering device for a game scene, which provides a graphical user interface through a terminal device; the graphical user interface displays a scene screen of the game scene; the rendering device for the game scene includes:

[0010] A collection module, used for collecting eye state data;

[0011] A determination module, configured to determine a target scene area from the game scene based on the eye state data;

[0012] A first acquisition module is used to acquire preset effect parameters of the target scene area; wherein the effect parameters are used to render a focused effect of the target scene area;

[0013] A rendering module is used to render the target scene area based on the effect parameters to obtain the target scene area with the focused effect.

[0014] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the rendering method of the above-mentioned game scene.

[0015] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the rendering method of the above-mentioned game scene.

[0016] The embodiments of the present disclosure bring the following beneficial effects:

[0017] The above-mentioned rendering method, device, electronic device and storage medium of the game scene collect eyeball status data; based on the eyeball status data, determine the target scene area from the game scene; obtain the preset effect parameters of the target scene area; wherein the effect parameters are used to: render the focused effect of the target scene area; render the target scene area based on the effect parameters to obtain the target scene area with the focused effect. In this method, by determining the target scene area in the game scene based on the eyeball status data, and rendering the target scene area with the focused effect based on the preset effect parameters of the target scene area, other scene interactions and explorations can be performed during the exploration process, and the character movement, sight movement and scene interaction can be performed simultaneously, which enriches the interaction methods, better reduces the restrictions of two-finger interaction on the gameplay, and improves the user interaction experience.

[0018] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0019] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0021] Figure 1 A schematic diagram of an embodiment of a method for rendering a game scene provided in an embodiment of the present disclosure;

[0022] Figure 2 A schematic diagram of an embodiment of the lighting effect of a target scene area provided by an embodiment of the present disclosure;

[0023] Figure 3 A schematic diagram of a rendering device for a game scene provided in an embodiment of the present disclosure;

[0024] Figure 4 A schematic diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0025] In order to make the purpose, technical solution and advantages of this embodiment clearer, the technical solution of this disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of this disclosure, rather than all the embodiments. Based on the embodiments in this disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this disclosure.

[0026] In the interaction of some game scenes, it is difficult to move both hands at the same time, adjust the field of view, and interact with the scene. Therefore, it is impossible to avoid the sight of a specific character in the lens, and it can only be done by moving the field of view. However, for the two-handed operation of the screen of the handheld terminal, it is impossible to move the character, move the line of sight, and interact with the scene at the same time. For example, the exploration of micro-terrorist theme mobile games is mainly carried out with both hands. It is difficult for both hands to move, adjust the field of view, and interact with the scene at the same time, or it is impossible to avoid the sight of a specific virtual object in the lens, and it can only be done by moving the field of view. In the computer game, because the mouse integrates multiple functions, it can simultaneously move the character, move the line of sight, and interact with the scene. However, in the two-handed operation of the screen of the handheld mobile terminal device, it is difficult to achieve the simultaneous movement of the character, move the line of sight, and interact with the scene, which leads to less diversity in the interaction methods of the handheld mobile terminal device and poor user interaction experience.

[0027] Based on the above, this embodiment provides a method, device, electronic device and storage medium for rendering a game scene, which are mainly used in games.

[0028] In one embodiment of the present disclosure, the rendering method of the game scene can be run on a terminal device or a server. The terminal device can be a local terminal device. When the rendering method of the game scene is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0029] In an optional real-time mode, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated, the storage and operation of the information interaction method are completed on the cloud game server, and the role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0030] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0031] In a possible implementation, this embodiment provides a method for rendering a game scene, providing a graphical user interface through a terminal device, and the graphical user interface displays a scene image of the game scene, wherein the terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above.

[0032] like Figure 1As shown, the rendering method of the game scene includes the following steps:

[0033] Step 101, collecting eye state data;

[0034] Wherein, as an example but not limitation, eye state data can be collected through a terminal device: the terminal device has an eye capture function, that is, it has a device and a software development kit that supports eye tracking. As an example but not limitation, in response to an eye data capture instruction, the eye tracking device in the terminal device monitors and collects data corresponding to eye movement and gaze points relative to the screen in real time to obtain eye state data, wherein the eye state data includes but is not limited to eye position and line of sight direction, and the eye position is the position of the eye relative to the screen. In addition, in one implementation, in order to improve the accuracy of eye state data, an eye tracking device with high precision and accuracy (for example, a device based on infrared radiation, near-infrared light source, and high-resolution camera) and / or a computer vision processing algorithm and a machine learning algorithm with high precision and accuracy can be used.

[0035] As an example but not limitation, eye state data can also be collected by receiving eye state data sent by other devices, wherein the other devices are devices other than the terminal device that have an eye capture function.

[0036] As an example but not limitation, the game scene is a virtual scene with high requirements for sight movement and field of view adjustment, that is, a virtual scene that focuses on atmosphere creation and scene transition, such as a micro-terrorist game scene. The eye state data can be eye data captured in real time or based on preset intervals.

[0037] It should be noted that the terminal device in this embodiment can be a portable touch-controlled smart device, which is a terminal device that requires both hands to control the screen to touch the game scene, such as a mobile phone or a tablet. The eye state data collected by the terminal device is obtained with the explicit authorization of the user, that is, the obtained eye state data complies with relevant laws and regulations and the user's privacy policy.

[0038] Step 102, determining a target scene area from the game scene based on the eye state data;

[0039] Among them, the target scene area is the sight focus area in the game scene, and the sight focus area can be understood as the visual area that the eyeball is looking at (corresponding to the sight direction) in the game scene.

[0040] Among them, as an example but not limitation, when determining the target scene area from the game scene based on the eye state data, it is possible to: perform security detection on the eye state data to obtain the eye state data after initial processing, wherein the content of the security detection includes but is not limited to protection detection of sensitive data, data integrity, confidentiality and availability, and identity authentication and authorization; perform data cleaning on the eye state data after initial processing to obtain pre-processed eye state data, so as to improve the reliability and availability of the eye state data, thereby helping to improve the accuracy and reliability of determining the target scene area from the game scene; extract key information from the pre-processed eye state data to obtain key information, wherein the key information includes position information and sight direction relative to the screen after the eye moves; convert the key information into screen space coordinates to obtain converted screen sight information; determine the corresponding center point in the game scene based on the converted screen sight information, and perform collision detection with virtual objects in the game scene based on the converted screen sight information to obtain intersecting virtual objects; determine the initial area based on the intersecting virtual objects; adjust the initial area based on the preset area range and shape to obtain the target scene area. The target scene area can be adjusted and personalized, thereby improving the accuracy and adaptability of determining the target scene area.

[0041] Step 103, obtaining preset effect parameters of the target scene area; wherein the effect parameters are used to: render a focused effect of the target scene area;

[0042] The focused effect includes but is not limited to lighting effect and perspective effect, for example, it may also include ambient occlusion effect and shadow effect. When the focused effect is a lighting effect, the effect parameters may include but are not limited to light source properties, camera parameters and scene geometry information; when the focused effect is a perspective effect, the effect parameters may include but are not limited to back material parameters.

[0043] As an example but not a limitation, the preset effect parameters of the target scene area can be obtained according to the effect parameter acquisition method corresponding to the type of the focused effect. Specifically, the effect parameters of the entire game scene can be adaptively adjusted through the target scene area (i.e., eyeball state data) to obtain the preset effect parameters of the target scene area, or the preset effect parameters are pre-established with the target scene area (i.e., eyeball state data) The preset effect parameters can be acquired and called through the corresponding relationship. The adaptability and accuracy of effect parameter acquisition are improved.

[0044] Step 104: Render the target scene area based on the effect parameters to obtain the target scene area with a focused effect.

[0045] Among them, as an example but not limitation, a buffer corresponding to the target scene area can be generated, wherein the buffer may include but is not limited to a depth buffer and a color buffer; the effect of each pixel in the buffer is calculated based on the effect parameter; the pixels in the buffer are processed according to the calculated effect to obtain a processed buffer; the original buffer is obtained, and the processed buffer is synthesized with the original buffer to obtain a target scene area with a focused effect.

[0046] As an example but not limitation, the target scene area can be rendered based on effect parameters and eye state data through a preset program for the focused effect and a preset visual editing tool to obtain a target scene area with a focused effect.

[0047] Specific application scenarios include, for example, scene lighting will follow the line of sight to illuminate the scene, or the focus of the line of sight will be seen through; during the exploration process, the user's hands can interact and explore other scenes; monsters or scene elements can avoid the player's line of sight, providing a more immersive exploration experience; some monsters or objects will cater to the player's line of sight, and to avoid being attacked, the player needs to control the movement of the line of sight, opening up a new interactive exploration method and game experience. The rendering method of the game scene provided by the present disclosure can enrich the interactive method of large-scale three-dimensional (3D) mobile games, expand the gameplay design space, and provide more diversified possibilities for the design of game function gameplay of many categories.

[0048] The above-mentioned rendering method of the game scene determines the target scene area in the game scene based on the eye state data, and renders the target scene area with a focused effect based on the preset effect parameters of the target scene area. It can interact and explore other scenes during the exploration process, and realizes the simultaneous movement of character, line of sight and scene interaction, enriches the interaction methods, better reduces the restrictions of two-finger interaction on the gameplay, and improves the user interaction experience.

[0049] In a specific implementation method, when obtaining the preset effect parameters of the target scene area, you can: obtain the parameters of the virtual light source in the game scene; wherein the parameters include position and direction; based on the eye state data and / or the target scene area, adjust the parameters of the virtual light source to obtain the preset effect parameters of the target scene area; wherein the effect parameters are used to: render the lighting effect of the target scene area.

[0050] The virtual light source is a light source whose properties change dynamically along with the sight direction of the eyeball, wherein the properties include but are not limited to position, color, intensity and light source type.

[0051] As an example but not limitation, the sight direction vector in the eye state data can be obtained, and the position and direction of the virtual light source can be adjusted based on the sight direction vector to obtain the preset effect parameters of the target scene area. Alternatively, based on the position and direction of the target scene area, the position and direction of the virtual light source are adjusted to obtain the preset effect parameters of the target scene area, wherein the position of the target scene area can be understood as the specific coordinates of the target scene area in the game scene, and the direction of the target scene area can be understood as the orientation of the target scene area in the game scene. Alternatively, based on the sight direction vector in the eye state data, the position and direction of the virtual light source are adjusted, and the adjusted position and direction of the virtual light source are verified by the position and direction of the target scene area to obtain the preset effect parameters of the target scene area, or, based on the position and direction of the target scene area, the position and direction of the virtual light source are adjusted, and the adjusted position and direction of the virtual light source are verified by the sight direction vector in the eye state data to obtain the preset effect parameters of the target scene area, so as to improve the accuracy and reliability of the preset effect parameters of the target scene area.

[0052] Further, as an example but not limitation, in another implementation, the parameters of the virtual light source may also include color, intensity and / or light source type; in a feasible implementation, the parameters of the virtual light source in the game scene are obtained, wherein the parameters include position, direction, color, intensity and light source type, the direction refers to the direction in which the virtual light source emits light, and the light source type includes but is not limited to point light source, directional light source, area light source and spotlight; the position and direction of the virtual light source are adjusted based on the eye state data and / or the target scene area to obtain the light source parameters after initial processing, wherein the eye state data includes but is not limited to the line of sight direction vector and the gaze duration; if the gaze duration is greater than the preset duration, at least one of the color, intensity and light source type in the initially processed light source parameters is adjusted to obtain the preset effect parameters of the target scene area, for example, in a tense battle scene, when staring at the enemy for a long time, the light source color of the target scene area can be changed to red to increase the tension, or, when staring at a specific area for a long time, the color of the virtual light source can be changed to a warm tone to reduce eye fatigue, or, when staring at a specific area for a long time in a dark environment, the intensity of the virtual light source is enhanced to help the user better observe the details. By adjusting the position and direction of the virtual light source, the adaptability, convenience and accuracy of parameter adjustment are improved. Based on adjusting the color, intensity and / or light source type of the virtual light source by gaze duration, a richer visual experience and interactive method are provided, thereby improving the user experience.

[0053] By adjusting the position and direction of the virtual light source based on eye status data and / or target scene area, the eye capture function of the terminal device is linked to the lighting effect of the game scene, which improves the adaptability, convenience and accuracy of parameter adjustment, and helps to improve the reliability and usability of the effect parameters.

[0054] In one implementation, before determining the target scene area from the game scene based on the eye state data, the following steps are also performed: obtaining the first eye data to be tested; creating and configuring a preset component, wherein the preset component is used to receive and parse the first eye data; creating a virtual light source for the game scene, and establishing a corresponding relationship between the virtual light source and the first eye data; performing a test based on the first eye data, the preset component, and the virtual light source to obtain a test result; and debugging and optimizing the logic between the first eye data, the preset component, and the virtual light source based on the test result.

[0055] As an example but not limitation, eye data within a test period is obtained through an eye tracking device preset in a terminal device (or an eye capture function of the terminal device) to obtain first eye data to be tested, wherein the first eye data includes but is not limited to gaze point (the point where the line of sight falls on the screen), eye movement trajectory (the path of eye movement), gaze duration, eye position (the position of the eye on the screen) and line of sight direction (the direction of the point where the line of sight falls on the screen); a component (for example, an Actor or a Component) is created through a game engine to obtain a preset component; based on the first eye data, the preset component and the virtual light The source is tested, and when the test result is obtained, the first eyeball data can be preprocessed through the preset component, and the first scene area in the game scene can be determined based on the preprocessed first eyeball data; the sight direction vector (including the eyeball direction vector) and the virtual light source component in the preprocessed first eyeball data are obtained through the preset visual editing tool (for example, the blueprint class), and the parameters (position and direction) of the virtual light source in the virtual light source component are set based on the sight direction vector (for example, a blueprint class (visual editing tool) is created, which inherits from the preset component Actor, and a virtual light source component (Spot Light component) is added to the blueprint. In the Event Tick event, the position and direction of the SpotLight are updated according to the eyeball state data), and the first scene area is rendered based on the set parameters to obtain the first scene area with the lighting effect, that is, the test result, and the first eyeball data, the preset component and the virtual light source, as well as the processing logic between the first eyeball data, the preset component and the virtual light source are debugged and optimized according to the status of the test result, until the status of the test result meets the preset conditions.

[0056] Wherein, as an example but not limitation, when the first eyeball data is preprocessed by a preset component and the target scene area in the game scene is determined based on the preprocessed first eyeball data, it is possible to: filter the first eyeball data by the preset component (to remove high-frequency noise), interpolate the filtered first eyeball data (to fill in missing values), calibrate the interpolated first eyeball data (convert the eyeball position into screen space coordinates to improve the accuracy of the data), and normalize the calibrated first eyeball data (to facilitate subsequent analysis) to obtain the preprocessed First eyeball data; analyzing the preprocessed first eyeball data to obtain gaze point information, wherein the gaze point information includes but is not limited to a gaze heat map (a hot spot area of ​​gaze), gaze distribution information (the locations of gaze points in the game scene) and a gaze sequence (the order and path of gaze points); based on the gaze point information, delineating an area in the game scene to obtain a first scene area in the game scene, specifically, the method may include: delineating a corresponding area range in the game scene based on the gaze point information, and adjusting the delineated area range based on a preset lighting range value and lighting shape to obtain a first scene area in the game scene.

[0057] As an example but not a limitation, the lighting effect of the target scene area can be as follows: Figure 2 shown.

[0058] By creating preset components and virtual light sources, the convenience, efficiency and reliability of determining the target scene area and processing the lighting effects of the target scene area can be improved. Through debugging and optimization, the correct transmission of lighting effect processing data, good performance and user experience can be ensured, thereby improving the efficiency, accuracy and reliability of game scene rendering, enriching the interaction methods, and improving the user interaction experience.

[0059] In a specific implementation method, when obtaining the preset effect parameters of the target scene area, you can: obtain the parameters of the post-processing material of the game scene, wherein the post-processing material is used to achieve the perspective effect; based on the eye state data and / or the target scene area, set the parameters of the post-processing material to obtain the preset effect parameters of the target scene area; wherein the effect parameters are used to: render the perspective effect of the target scene area.

[0060] The parameters of the post-processing material include but are not limited to focus area, blur effect parameters and transparency.

[0061] As an example but not limitation, the screen space coordinates in the eye state data can be obtained, and the focus area, blur effect parameters and transparency are set based on the screen space coordinates to obtain the preset effect parameters of the target scene area. Alternatively, based on the position and direction of the target scene area, the focus area, blur effect parameters and transparency are set to obtain the preset effect parameters of the target scene area, wherein the position of the target scene area can be understood as the specific coordinates of the target scene area in the game scene, and the direction of the target scene area can be understood as the orientation of the target scene area in the game scene. Alternatively, based on the screen space coordinates in the eye state data, the focus area, blur effect parameters and transparency are set to obtain the first setting parameters, and the focus area, blur effect parameters and transparency are set according to the position and direction of the target scene area to obtain the second setting parameters, and the first setting parameters and the second setting parameters are merged to obtain the preset effect parameters of the target scene area, so as to improve the accuracy and reliability of the preset effect parameters of the target scene area.

[0062] Furthermore, as an example but not a limitation, in another implementation method, after the target scene area is rendered based on the preset effect parameters of the above-mentioned target scene area to obtain the target scene area with a focused effect, it is also possible to: obtain the gaze duration in the eye state data; mark or highlight the virtual object corresponding to the gaze point in the target scene area with the focused effect according to the gaze duration; specifically, if the gaze duration is greater than a preset threshold, the virtual object corresponding to the gaze point in the target scene area with the focused effect is marked or highlighted, so as to provide necessary visual feedback, so that the user can clearly see the marked or highlighted virtual objects, provide a more immersive experience, and provide a more intelligent and personalized interactive experience.

[0063] By setting the parameters of post-processing materials based on eye status data and / or target scene areas, it is possible to link the eye capture function of the terminal device to the perspective effect of the game scene, thereby improving the adaptability, convenience and accuracy of effect parameter settings, helping to improve the reliability and usability of effect parameters, and achieving simultaneous character movement, line of sight movement and scene interaction, enriching the interaction methods and improving the user interaction experience.

[0064] In a specific implementation method, based on the eye state data, before determining the target scene area from the game scene, the following is also done: obtaining the second eye data to be tested; creating and configuring a preset component, wherein the preset component is used to receive and parse the second eye data; creating a post-processing material for the game scene, and configuring at least one node of the post-processing material, wherein at least one node is used to achieve a perspective effect based on the second eye data, and the post-processing material is combined with the post-processing volume of the game scene; performing a test based on the second eye data and the post-processing material to obtain a test result; adjusting and optimizing the parameters of the post-processing material based on the test result, and adjusting and optimizing the update frequency and accuracy of the second eye data.

[0065] Among them, the execution process of obtaining the second eyeball data to be tested in this implementation is similar to the execution process of the above-mentioned step 101, and the execution process of obtaining the first eyeball data to be tested before determining the target scene area from the game scene based on the eyeball state data, and will not be repeated here. The execution process of creating and configuring preset components in this implementation is similar to the execution process of creating and configuring preset components before determining the target scene area from the game scene based on the eyeball state data, and will not be repeated here. Determining the second scene area from the game scene based on the second eyeball data and the execution process of determining the second scene area from the game scene based on the second eyeball data are similar to the above-mentioned preprocessing of the first eyeball data by the preset component and determining the target scene area in the game scene based on the preprocessed first eyeball data. It will not be repeated here. The first eyeball data and the second eyeball data can be the same data, or they can be eyeball data obtained during different test periods.

[0066] As an example but not limitation, a post-processing material for a game scene can be created in a game engine through a material editor, and the post-processing material is used to: achieve a perspective effect (blur effect or distortion effect) according to eye state data; add at least one node in the post-processing material through the material editor to achieve a perspective effect; add a post-processing volume to the game scene, wherein the post-processing volume can affect the entire game scene; add an element to the setting of the post-processing volume and add the configured post-processing material to it to apply the configured post-processing material to the post-processing volume; create a blueprint variable in the blueprint, update the blueprint variable through the second eye data in the event graph, pass the updated blueprint variable to the parameters of the post-processing material through the node in the Event Tick event, set the parameters, and render the second scene area based on the set parameters to obtain a second scene area with a perspective effect, i.e., a test result, adjust and optimize the parameters of the post-processing material according to the status of the test result, and adjust and optimize the update frequency and accuracy of the second eye data until the status of the test result meets the preset conditions.

[0067] Among them, when adjusting and optimizing the update frequency and accuracy of the second eye data, you can: optimize the eye tracking algorithm of the second eye data to reduce the computational complexity and improve the processing speed, and disperse the data processing tasks of the second eye data to multiple threads through multi-threading to improve processing efficiency, thereby adjusting and optimizing the update frequency of the second eye data, or dynamically adjust the update frequency of the second eye data according to test results and user feedback, and adjust the update frequency of the second eye data according to the demand type of the game scene, for example, in game scenes with high precision and real-time requirements, increase the update frequency, and in game scenes with static or low requirements, reduce the update frequency to save resources; train and optimize the processing algorithm of the second eye data to improve the accuracy and stability of eye data capture.

[0068] By creating preset components and post-processing materials, the convenience, efficiency and reliability of determining the target scene area and processing the perspective effect of the target scene area can be improved. Through adjustment and optimization, the correct transmission of the data processed by the perspective effect, and the good performance and user experience can be ensured, thereby improving the efficiency, accuracy and reliability of game scene rendering, enriching the interaction methods, and improving the user interaction experience.

[0069] In a specific implementation method, when configuring at least one node of a post-processing material, you can: add a scene map node, an exponential radial gradient node, and a two-dimensional vector node to the post-processing material, and connect the scene map node, an exponential radial gradient node, and the two-dimensional vector node, wherein the scene map node is used to process the scene texture, the exponential radial gradient node is used to define the line of sight focus area, and the two-dimensional vector node is used to dynamically transmit the line of sight focus position.

[0070] As an example but not a limitation, take the blur effect as an example: add a scene map node to the post-processing material, wherein the scene map node includes a linear interpolation node, and the linear interpolation node is used to mix the blurred scene texture and the normal scene texture; add an exponential radial gradient node to the added post-processing material, wherein the exponential radial gradient node is used to define the focus area, the exponential radial gradient node includes a blur node, and the blur node is used to create a blur effect, wherein other blur implementation methods can also be used; connect the scene map node, the exponential radial gradient node, the blur node and the linear interpolation node to obtain the post-processing material after node connection, wherein the alpha channel of the linear interpolation node is connected to the exponential radial gradient node, the scene map node is connected to the A input of the linear interpolation node, and the blur node is connected to the B input of the linear interpolation node; add a two-dimensional vector node to the post-processing material after node connection, and connect the two-dimensional vector node to the exponential radial gradient node, wherein the two-dimensional vector node is used to dynamically transmit the line of sight focus position (the line of sight focus position is the screen space coordinate corresponding to the eye's line of sight), specifically, connect the two-dimensional vector node to the center position input of the exponential radial gradient node.

[0071] By adding a scene map node, an exponential radial gradient node and a 2D vector node to the post-processing material and connecting them, character movement, line of sight movement and scene interaction are achieved at the same time, enriching the interaction methods while also achieving diversified visual effects, enhancing the realism and expressiveness of the game scene, and improving the efficiency and flexibility of rendering.

[0072] In a specific implementation, when determining a target scene area from a game scene based on eye state data, the following steps may be performed: preprocessing the eye state data, and performing feature extraction on the preprocessed eye state data to obtain eye feature information, wherein the eye feature information includes a line of sight focus position; calculating a line of sight direction vector based on the eye feature information; and determining a corresponding area in the game scene based on the line of sight direction vector to obtain a target scene area.

[0073] The sight focus position is the screen space coordinates corresponding to the eye sight in the game scene. The eye feature information includes not only the sight focus position but also the eye rotation angle.

[0074] As an example but not limitation, a target scene area is determined from a game scene based on eye state data through a preset component, wherein the preset component is used to receive and parse the eye state data, that is, after receiving the eye state data, the preset component, when preprocessing the eye state data, may: filter the eye state data (to remove high-frequency noise), interpolate the filtered eye state data (to fill missing values), calibrate the interpolated eye state data (convert the eye position into screen space coordinates to improve data accuracy), normalize the calibrated eye state data (to facilitate subsequent analysis) to obtain preprocessed eye state data; the preprocessed eye state data The sight focus position in the data is converted into world coordinates to obtain the converted position information; the sight direction vector is calculated according to the converted position information and the eye rotation angle; the sight direction vector is projected to the game scene to obtain the initial position in the game scene; the virtual object model in the game scene is subjected to visual cone detection based on the eye state data to obtain the target object, wherein the target object is the virtual object being gazed at by the eye; the virtual object model in the game scene is subjected to depth detection based on the eye state data to obtain the target intersection point, wherein the target intersection point is the intersection point of the sight line and the virtual object in the game scene; the corresponding focus area in the game scene is determined by the initial position, target object and target intersection point in the game scene to obtain the target scene area.

[0075] By determining the corresponding area in the game scene through the direction vector of the line of sight calculated based on the eye feature information, the gaze point in the game scene can be easily and accurately identified. This can be used in different types of game scenes, helping to achieve richer interaction methods, enhancing adaptability, and helping to improve the user interaction experience.

[0076] Corresponding to the above method embodiment, see Figure 3 A schematic diagram of a rendering device for a game scene is shown, wherein a graphical user interface is provided through a terminal device; the graphical user interface displays a scene screen of the game scene, and the device includes:

[0077] A collection module 301 is used to collect eye state data;

[0078] A determination module 302, for determining a target scene area from a game scene based on the eye state data;

[0079] The first acquisition module 303 is used to acquire preset effect parameters of the target scene area; wherein the effect parameters are used to render the focused effect of the target scene area;

[0080] The rendering module 304 is used to render the target scene area based on the effect parameters to obtain the target scene area with a focused effect.

[0081] The rendering device of the above-mentioned game scene determines the target scene area in the game scene based on the eye state data, and renders the target scene area with a focused effect based on the preset effect parameters of the target scene area. It can interact and explore other scenes during the exploration process, and realizes the simultaneous movement of character, line of sight and scene interaction, enriches the interaction methods, better reduces the restrictions of two-finger interaction on the gameplay, and improves the user interaction experience.

[0082] Optionally, the first acquisition module 303 may also be specifically configured to:

[0083] Get the parameters of the virtual light source in the game scene; the parameters include position and direction;

[0084] Based on the eyeball state data and / or the target scene area, the parameters of the virtual light source are adjusted to obtain preset effect parameters of the target scene area; wherein the effect parameters are used to render the lighting effect of the target scene area.

[0085] Optionally, the rendering device of the game scene also includes:

[0086] The second acquisition module 305 is used to acquire the first eyeball data to be tested;

[0087] A first creation module 306, used to create and configure a preset component, wherein the preset component is used to receive and parse the first eyeball data;

[0088] The second creation module 307 is used to create a virtual light source of the game scene and establish a corresponding relationship between the virtual light source and the first eyeball data;

[0089] A first testing module 308, configured to perform a test based on the first eyeball data, the preset components and the virtual light source to obtain a test result;

[0090] The first adjustment and optimization module 309 is used to debug and optimize the logic between the first eyeball data, the preset components and the virtual light source based on the test results.

[0091] Optionally, the first acquisition module 303 may also be specifically configured to:

[0092] Get the parameters of the post-processing material of the game scene, where the post-processing material is used to achieve the perspective effect;

[0093] Based on the eyeball state data and / or the target scene area, the parameters of the post-processing material are set to obtain preset effect parameters of the target scene area; wherein the effect parameters are used to render the perspective effect of the target scene area.

[0094] Optionally, the rendering device of the game scene also includes:

[0095] The third acquisition module 310 is used to acquire the second eyeball data to be tested;

[0096] A third creation module 311 is used to create and configure a preset component, wherein the preset component is used to receive and parse the second eyeball data;

[0097] A fourth creation module 312, used to create a post-processing material of the game scene, and configure at least one node of the post-processing material, wherein the at least one node is used to achieve a perspective effect according to the second eyeball data, and the post-processing material is combined with the post-processing volume of the game scene;

[0098] A second testing module 313, used to perform a test based on the second eyeball data and the post-processing material to obtain a test result;

[0099] The second adjustment and optimization module 314 is used to adjust and optimize the parameters of the post-processing material based on the test results, and to adjust and optimize the update frequency and accuracy of the second eye data.

[0100] Optionally, the fourth creation module 312 may also be specifically configured to:

[0101] Add a scene map node, an exponential radial gradient node, and a 2D vector node to the post-processing material, and connect the scene map node, an exponential radial gradient node, and the 2D vector node. The scene map node is used to process the scene texture, the exponential radial gradient node is used to define the sight focus area, and the 2D vector node is used to dynamically transmit the sight focus position.

[0102] Optionally, the determination module 302 may also be specifically configured to:

[0103] Preprocessing the eyeball state data, and extracting features from the preprocessed eyeball state data to obtain eyeball feature information, wherein the eyeball feature information includes a sight focus position;

[0104] Calculate the direction vector of the sight line based on the eye feature information;

[0105] The corresponding area in the game scene is determined based on the direction vector of the line of sight to obtain the target scene area.

[0106] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game scene rendering method. The electronic device can be a server or a terminal device.

[0107] See also Figure 4As shown, the electronic device includes a processor 400 and a memory 401, wherein the memory 401 stores machine executable instructions that can be executed by the processor 400, and the processor 400 executes the machine executable instructions to implement the above-mentioned game scene rendering method.

[0108] Further, Figure 4 The electronic device shown further includes a bus 402 and a communication interface 403 , and the processor 400 , the communication interface 403 and the memory 401 are connected via the bus 402 .

[0109] The memory 401 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 403 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 402 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 4 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0110] The processor 400 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 400. The above processor 400 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in this embodiment can be implemented or executed. The general processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with this embodiment can be directly embodied as a hardware decoding processor to execute, or a combination of hardware and software modules in the decoding processor to execute. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 401, and the processor 400 reads the information in the memory 401 and completes the following steps in combination with its hardware:

[0111] Collect eye status data;

[0112] Based on the eye state data, determine the target scene area from the game scene;

[0113] Obtaining preset effect parameters of the target scene area; wherein the effect parameters are used to: render the focused effect of the target scene area;

[0114] The target scene area is rendered based on the effect parameters to obtain the target scene area with a focused effect.

[0115] By determining the target scene area in the game scene based on eye state data, and rendering the target scene area with a focused effect based on preset effect parameters of the target scene area, other scene interactions and explorations can be carried out during the exploration process, and character movement, line of sight movement and scene interaction can be carried out simultaneously, enriching the interaction methods, better reducing the restrictions of two-finger interaction on the gameplay, and improving the user interaction experience.

[0116] The above step of obtaining preset effect parameters of the target scene area includes:

[0117] Get the parameters of the virtual light source in the game scene; the parameters include position and direction;

[0118] Based on the eyeball state data and / or the target scene area, the parameters of the virtual light source are adjusted to obtain preset effect parameters of the target scene area; wherein the effect parameters are used to render the lighting effect of the target scene area.

[0119] By adjusting the position and direction of the virtual light source based on eye status data and / or target scene area, it is possible to link the eye capture function of the terminal device to the lighting effect of the game scene, thereby improving the adaptability, convenience and accuracy of parameter adjustment, helping to improve the reliability and availability of effect parameters, and achieving simultaneous character movement, line of sight movement and scene interaction, enriching the interaction methods and improving the user interaction experience.

[0120] Before the step of determining the target scene area from the game scene based on the eye state data, the following steps are further included:

[0121] Obtain the first eyeball data to be tested;

[0122] Creating and configuring a preset component, wherein the preset component is used to receive and parse the first eyeball data;

[0123] Create a virtual light source for the game scene, and establish a corresponding relationship between the virtual light source and the first eyeball data;

[0124] Performing a test based on the first eyeball data, the preset components and the virtual light source to obtain a test result;

[0125] Based on the test results, the logic between the first eyeball data, preset components and virtual light sources is debugged and optimized.

[0126] By creating preset components and virtual light sources, the convenience, efficiency and reliability of determining the target scene area and processing the lighting effects of the target scene area can be improved. Through debugging and optimization, the correct transmission of lighting effect processing data, good performance and user experience can be ensured, thereby improving the efficiency, accuracy and reliability of game scene rendering, enriching the interaction methods, and improving the user interaction experience.

[0127] The above step of obtaining preset effect parameters of the target scene area includes:

[0128] Get the parameters of the post-processing material of the game scene, where the post-processing material is used to achieve the perspective effect;

[0129] Based on the eyeball state data and / or the target scene area, the parameters of the post-processing material are set to obtain preset effect parameters of the target scene area; wherein the effect parameters are used to render the perspective effect of the target scene area.

[0130] By setting the parameters of post-processing materials based on eye status data and / or target scene areas, it is possible to link the eye capture function of the terminal device to the perspective effect of the game scene, thereby improving the adaptability, convenience and accuracy of effect parameter settings, helping to improve the reliability and usability of effect parameters, and achieving simultaneous character movement, line of sight movement and scene interaction, enriching the interaction methods and improving the user interaction experience.

[0131] Before the step of determining the target scene area from the game scene based on the eye state data, the following steps are further included:

[0132] Acquire the second eyeball data to be tested;

[0133] Creating and configuring a preset component, wherein the preset component is used to receive and parse the second eyeball data;

[0134] Creating a post-processing material for the game scene, and configuring at least one node of the post-processing material, wherein the at least one node is used to achieve a perspective effect according to the second eyeball data, and the post-processing material is combined with the post-processing volume of the game scene;

[0135] Test based on the second eyeball data and post-processing material to obtain test results;

[0136] Based on the test results, the parameters of the post-processing materials are adjusted and optimized, and the update frequency and accuracy of the second eyeball data are adjusted and optimized.

[0137] By creating preset components and post-processing materials, the convenience, efficiency and reliability of determining the target scene area and processing the perspective effect of the target scene area can be improved. Through adjustment and optimization, the correct transmission of the data processed by the perspective effect, and the good performance and user experience can be ensured, thereby improving the efficiency, accuracy and reliability of game scene rendering, enriching the interaction methods, and improving the user interaction experience.

[0138] The step of configuring at least one node of the post-processing material includes:

[0139] Add a scene map node, an exponential radial gradient node, and a 2D vector node to the post-processing material, and connect the scene map node, an exponential radial gradient node, and the 2D vector node. The scene map node is used to process the scene texture, the exponential radial gradient node is used to define the sight focus area, and the 2D vector node is used to dynamically transmit the sight focus position.

[0140] By adding a scene map node, an exponential radial gradient node and a 2D vector node to the post-processing material and connecting them, character movement, line of sight movement and scene interaction are achieved at the same time, enriching the interaction methods while also achieving diversified visual effects, enhancing the realism and expressiveness of the game scene, and improving the efficiency and flexibility of rendering.

[0141] The above step of determining the target scene area from the game scene based on the eye state data includes:

[0142] Preprocessing the eyeball state data, and extracting features from the preprocessed eyeball state data to obtain eyeball feature information, wherein the eyeball feature information includes a sight focus position;

[0143] Calculate the direction vector of the sight line based on the eye feature information;

[0144] The corresponding area in the game scene is determined based on the direction vector of the line of sight to obtain the target scene area.

[0145] By determining the corresponding area in the game scene through the direction vector of the line of sight calculated based on the eye feature information, the gaze point in the game scene can be easily and accurately identified. This can be used in different types of game scenes, helping to achieve richer interaction methods, enhancing adaptability, and helping to improve the user interaction experience.

[0146] This embodiment further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the following steps of the above-mentioned game scene rendering method:

[0147] Collect eye status data;

[0148] Based on the eye state data, determine the target scene area from the game scene;

[0149] Obtaining preset effect parameters of the target scene area; wherein the effect parameters are used to: render the focused effect of the target scene area;

[0150] The target scene area is rendered based on the effect parameters to obtain the target scene area with a focused effect.

[0151] By determining the target scene area in the game scene based on eye state data, and rendering the target scene area with a focused effect based on preset effect parameters of the target scene area, other scene interactions and explorations can be carried out during the exploration process, and character movement, line of sight movement and scene interaction can be carried out simultaneously, enriching the interaction methods, better reducing the restrictions of two-finger interaction on the gameplay, and improving the user interaction experience.

[0152] The above step of obtaining preset effect parameters of the target scene area includes:

[0153] Get the parameters of the virtual light source in the game scene; the parameters include position and direction;

[0154] Based on the eyeball state data and / or the target scene area, the parameters of the virtual light source are adjusted to obtain preset effect parameters of the target scene area; wherein the effect parameters are used to render the lighting effect of the target scene area.

[0155] By adjusting the position and direction of the virtual light source based on eye status data and / or target scene area, it is possible to link the eye capture function of the terminal device to the lighting effect of the game scene, thereby improving the adaptability, convenience and accuracy of parameter adjustment, helping to improve the reliability and availability of effect parameters, and achieving simultaneous character movement, line of sight movement and scene interaction, enriching the interaction methods and improving the user interaction experience.

[0156] Before the step of determining the target scene area from the game scene based on the eye state data, the following steps are further included:

[0157] Obtain the first eyeball data to be tested;

[0158] Creating and configuring a preset component, wherein the preset component is used to receive and parse the first eyeball data;

[0159] Create a virtual light source for the game scene, and establish a corresponding relationship between the virtual light source and the first eyeball data;

[0160] Performing a test based on the first eyeball data, the preset components and the virtual light source to obtain a test result;

[0161] Based on the test results, the logic between the first eyeball data, preset components and virtual light sources is debugged and optimized.

[0162] By creating preset components and virtual light sources, the convenience, efficiency and reliability of determining the target scene area and processing the lighting effects of the target scene area can be improved. Through debugging and optimization, the correct transmission of lighting effect processing data, good performance and user experience can be ensured, thereby improving the efficiency, accuracy and reliability of game scene rendering, enriching the interaction methods, and improving the user interaction experience.

[0163] The above step of obtaining preset effect parameters of the target scene area includes:

[0164] Get the parameters of the post-processing material of the game scene, where the post-processing material is used to achieve the perspective effect;

[0165] Based on the eyeball state data and / or the target scene area, the parameters of the post-processing material are set to obtain preset effect parameters of the target scene area; wherein the effect parameters are used to render the perspective effect of the target scene area.

[0166] By setting the parameters of post-processing materials based on eye status data and / or target scene areas, it is possible to link the eye capture function of the terminal device to the perspective effect of the game scene, thereby improving the adaptability, convenience and accuracy of effect parameter settings, helping to improve the reliability and usability of effect parameters, and achieving simultaneous character movement, line of sight movement and scene interaction, enriching the interaction methods and improving the user interaction experience.

[0167] Before the step of determining the target scene area from the game scene based on the eye state data, the following steps are further included:

[0168] Acquire the second eyeball data to be tested;

[0169] Creating and configuring a preset component, wherein the preset component is used to receive and parse the second eyeball data;

[0170] Creating a post-processing material for the game scene, and configuring at least one node of the post-processing material, wherein the at least one node is used to achieve a perspective effect according to the second eyeball data, and the post-processing material is combined with the post-processing volume of the game scene;

[0171] Test based on the second eyeball data and post-processing material to obtain test results;

[0172] Based on the test results, the parameters of the post-processing materials are adjusted and optimized, and the update frequency and accuracy of the second eyeball data are adjusted and optimized.

[0173] By creating preset components and post-processing materials, the convenience, efficiency and reliability of determining the target scene area and processing the perspective effect of the target scene area can be improved. Through adjustment and optimization, the correct transmission of the data processed by the perspective effect, and the good performance and user experience can be ensured, thereby improving the efficiency, accuracy and reliability of game scene rendering, enriching the interaction methods, and improving the user interaction experience.

[0174] The step of configuring at least one node of the post-processing material includes:

[0175] Add a scene map node, an exponential radial gradient node, and a 2D vector node to the post-processing material, and connect the scene map node, an exponential radial gradient node, and the 2D vector node. The scene map node is used to process the scene texture, the exponential radial gradient node is used to define the sight focus area, and the 2D vector node is used to dynamically transmit the sight focus position.

[0176] By adding a scene map node, an exponential radial gradient node and a 2D vector node to the post-processing material and connecting them, character movement, line of sight movement and scene interaction are achieved at the same time, enriching the interaction methods while also achieving diversified visual effects, enhancing the realism and expressiveness of the game scene, and improving the efficiency and flexibility of rendering.

[0177] The above step of determining the target scene area from the game scene based on the eye state data includes:

[0178] Preprocessing the eyeball state data, and extracting features from the preprocessed eyeball state data to obtain eyeball feature information, wherein the eyeball feature information includes a sight focus position;

[0179] Calculate the direction vector of the sight line based on the eye feature information;

[0180] The corresponding area in the game scene is determined based on the direction vector of the line of sight to obtain the target scene area.

[0181] By determining the corresponding area in the game scene through the direction vector of the line of sight calculated based on the eye feature information, the gaze point in the game scene can be easily and accurately identified. This can be used in different types of game scenes, helping to achieve richer interaction methods, enhancing adaptability, and helping to improve the user interaction experience.

[0182] The computer program product of the game scene rendering method, device, electronic device and storage medium provided in this embodiment includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0183] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0184] In addition, in the description of this embodiment, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in this disclosure can be understood according to specific circumstances.

[0185] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0186] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0187] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art who is familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the present embodiments, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be based on the protection scope of the claims.

Claims

1. A method for rendering a game scene, characterized in that: Providing a graphical user interface through the terminal device; The graphical user interface displays a scene screen of a game scene; the method comprises: Collect eye status data; Based on the eye state data, determining a target scene area from the game scene; Acquire preset effect parameters of the target scene area; wherein the effect parameters are used to: render a focused effect of the target scene area; The target scene area is rendered based on the effect parameters to obtain the target scene area with the focused effect.

2. The method according to claim 1, characterized in that The step of obtaining preset effect parameters of the target scene area includes: Obtaining parameters of a virtual light source in the game scene; wherein the parameters include position and direction; Based on the eyeball state data and / or the target scene area, the parameters of the virtual light source are adjusted to obtain preset effect parameters of the target scene area; wherein the effect parameters are used to render the lighting effect of the target scene area.

3. The method according to claim 2, characterized in that Before the step of determining the target scene area from the game scene based on the eye state data, the method further includes: Obtain the first eyeball data to be tested; Creating and configuring a preset component, wherein the preset component is used to receive and parse the first eyeball data; Creating a virtual light source of the game scene, and establishing a corresponding relationship between the virtual light source and the first eyeball data; Performing a test based on the first eyeball data, the preset component and the virtual light source to obtain a test result; The logic between the first eyeball data, the preset component and the virtual light source is debugged and optimized based on the test result.

4. The method according to claim 1, characterized in that The step of obtaining preset effect parameters of the target scene area includes: Obtaining parameters of a post-processing material of the game scene, wherein the post-processing material is used to achieve a perspective effect; Based on the eyeball state data and / or the target scene area, the parameters of the post-processing material are set to obtain preset effect parameters of the target scene area; wherein the effect parameters are used to render the perspective effect of the target scene area.

5. The method according to claim 4, characterized in that Before the step of determining the target scene area from the game scene based on the eye state data, the method further includes: Acquire the second eyeball data to be tested; Creating and configuring a preset component, wherein the preset component is used to receive and parse the second eyeball data; Creating a post-processing material of the game scene, and configuring at least one node of the post-processing material, wherein the at least one node is used to achieve a perspective effect according to the second eyeball data, and the post-processing material is combined with a post-processing volume of the game scene; Performing a test based on the second eyeball data and the post-processing material to obtain a test result; Based on the test results, the parameters of the post-processing material are adjusted and optimized, and the update frequency and accuracy of the second eye data are adjusted and optimized.

6. The method according to claim 5, characterized in that The step of configuring at least one node of the post-processing material comprises: Add a scene map node, an exponential radial gradient node and a two-dimensional vector node to the post-processing material, and connect the scene map node, the exponential radial gradient node and the two-dimensional vector node, wherein the scene map node is used to process the scene texture, the exponential radial gradient node is used to define the sight focus area, and the two-dimensional vector node is used to dynamically transmit the sight focus position.

7. The method according to any one of claims 1 to 6, characterized in that: The step of determining a target scene area from the game scene based on the eye state data comprises: Preprocessing the eyeball state data, and performing feature extraction on the preprocessed eyeball state data to obtain eyeball feature information, wherein the eyeball feature information includes a sight focus position; Calculate the direction vector of the sight line based on the eye feature information; The corresponding area in the game scene is determined based on the direction vector of the line of sight to obtain a target scene area.

8. A rendering device for a game scene, characterized in that: Providing a graphical user interface through the terminal device; The graphical user interface displays a scene picture of the game scene; The rendering device of the game scene includes: A collection module, used for collecting eye state data; A determination module, configured to determine a target scene area from the game scene based on the eye state data; A first acquisition module is used to acquire preset effect parameters of the target scene area; wherein the effect parameters are used to render a focused effect of the target scene area; A rendering module is used to render the target scene area based on the effect parameters to obtain the target scene area with the focused effect.

9. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game scene rendering method described in any one of claims 1-7.

10. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method for rendering a game scene according to any one of claims 1 to 7.