Method and device for carrying out dynamic three-dimensional preview display by utilizing BaseCamera

By creating preview camera instances and optimizing rendering order, the memory overhead and performance problems caused by RenderTexture technology are solved, and efficient and smooth three-dimensional object preview is achieved, avoiding memory fragmentation and lag.

CN119987628APending Publication Date: 2025-05-13TUYOO GAMES +2
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Patent Information

Application Number
CN202411960647.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-30
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

When previewing three-dimensional scenes or objects, the existing RenderTexture technology will increase the memory overhead, and the CPU and GPU are burdened significantly. Frequent application to release large content leads to memory fragmentation, which may lead to process crashes.

Method used

By creating a preview camera instance, setting its layer as the target preview layer, computing the rendering parameters of the target preview object, and rendering through the preview camera instance, optimizing the camera rendering order to achieve efficient and smooth three-dimensional object preview.

Benefits of technology

Reduce the use of video memory, optimize memory usage, avoid lag and frame drop caused by high resource consumption, and achieve stable rendering effects on mobile devices with different performance.

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Abstract

The invention provides a method and device for performing dynamic three-dimensional preview display by using BaseCamera, and the method comprises the steps: firstly setting a special layer for preview, carrying out the independent management of different rendering objects, calculating the rendering position of a target preview object which is dynamically added into the special layer, and rendering the target preview object to a designated UI region position through BaseCamera; therefore, by setting the camera rendering layer, on the premise of not increasing extra memory overhead and significant performance loss, efficient and smooth three-dimensional object preview is realized, and the problem that the rendering result of the three-dimensional object cannot be independently extracted and embedded into the UI interface in a traditional rendering mode is solved. By using the BaseCamera, not only is the occupation of a video memory reduced, but also the performance is optimized by independently managing different rendering layers, and a stable rendering effect can be realized on mobile equipment with different performances.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a method and apparatus, a computing device, and a computer-readable storage medium for dynamic three-dimensional preview display using BaseCamera. Background Art

[0002] In the current field of graphics processing technology, especially in game development and real-time rendering applications, the Unity engine has become a widely used development platform. On this platform, the use of RenderTexture technology to display preview images of three-dimensional scenes or objects on the user interface has been recognized as a standard and efficient solution, which is particularly common in UI application scenarios such as character selection interfaces, equipment display windows, and personalized customization interfaces. Despite this, the method of using RenderTexture for UI display still has certain limitations in practice. For example, the use of RenderTexture will introduce additional video memory overhead, and will significantly increase the burden on the CPU and GPU. Frequent application and release of large content will cause memory fragmentation, resulting in a reduction in allocable memory, and finally the inability to apply for larger memory will cause the process to crash. In order to reduce these overheads, the existing technology usually chooses to reduce the resolution of RenderTexture, but this will cause the details of the displayed objects to be unclear, affecting the user experience; even so, the memory occupied by RenderTexture is not small, and it will still cause memory fragmentation. Summary of the invention

[0003] In view of this, the embodiments of the present application provide a method and apparatus, a computing device, and a computer-readable storage medium for performing dynamic three-dimensional preview display using BaseCamera to solve the technical defects existing in the prior art.

[0004] According to a first aspect of an embodiment of the present application, a method for performing dynamic 3D preview display using BaseCamera is provided, comprising:

[0005] Create a preview camera instance, and set the layer of the preview camera as the target preview layer;

[0006] Calculating rendering parameters of the target preview object in the target preview layer, and rendering through the preview camera instance;

[0007] Create a PreZ rendering of the three-dimensional scene, and set the position of the UI elements that are not blocked by the target preview object according to the obtained depth buffer;

[0008] The UI element and the target preview object are merged and rendered to a target position of the preview UI window.

[0009] According to a second aspect of an embodiment of the present application, there is provided a device for performing dynamic three-dimensional preview display using BaseCamera, including:

[0010] A creation unit, used for creating a preview camera instance, and setting the layer of the preview camera as a target preview layer;

[0011] A first calculation unit, used for calculating rendering parameters of a target preview object in the target preview layer, and rendering the object through the preview camera instance;

[0012] A second calculation unit is used to create a PreZ rendering of the three-dimensional scene, and to set the position of the UI element that is not blocked by the target preview object according to the obtained depth buffer;

[0013] The rendering unit is used to merge and render the UI element and the target preview object to a target position of the preview UI window.

[0014] According to a third aspect of an embodiment of the present application, a computing device is provided, including a memory, a processor, and computer instructions stored in the memory and executable on the processor, wherein when the processor executes the instructions, the steps of the method for dynamic three-dimensional preview display using BaseCamera are implemented.

[0015] According to a fourth aspect of an embodiment of the present application, a computer-readable storage medium is provided, which stores computer instructions, and when the instructions are executed by a processor, the steps of the method for dynamic three-dimensional preview display using BaseCamera are implemented.

[0016] In the embodiment of the present application, a dedicated layer for preview is first created to achieve independent management of different rendering objects, and the rendering parameters of the target preview object dynamically added thereto are calculated, so as to render through the preview camera instance; by optimizing the camera rendering order, efficient and smooth three-dimensional object preview is achieved without adding additional memory overhead and significant performance loss, overcoming the problem that the rendering results of three-dimensional objects cannot be extracted separately and embedded into the UI interface in the traditional rendering method, and it is difficult to manage the occlusion relationship between three-dimensional objects and UI elements. By using BaseCamera, not only the usage of video memory is reduced, but also the memory usage is optimized by independent management of different rendering layers, and stable rendering effects can be achieved on mobile devices with different performances, avoiding the jamming and frame drops caused by high resource consumption. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] Figure 1 is a structural block diagram of a computing device provided in an embodiment of the present application;

[0018] Figure 2It is a schematic diagram of a method for performing dynamic three-dimensional preview display using BaseCamera provided in an embodiment of the present application;

[0019] Figure 3 is a schematic diagram of displaying a target preview object in a UI preview window provided by an embodiment of the present application;

[0020] Figure 4 A schematic diagram of calculating rendering parameters of a target preview object provided by an embodiment of the present application;

[0021] Figure 5 Schematic diagram of rendering a target preview object in a UI preview window provided by an embodiment of the present application

[0022] Figure 6 It is a structural schematic diagram of a device for performing dynamic three-dimensional preview display using BaseCamera provided in an embodiment of the present application. DETAILED DESCRIPTION

[0023] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.

[0024] The terms used in one or more embodiments of the present application are only for the purpose of describing specific embodiments, and are not intended to limit one or more embodiments of the present application. The singular forms of "a", "said" and "the" used in one or more embodiments of the present application and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used in one or more embodiments of the present application refers to and includes any or all possible combinations of one or more associated listed items.

[0025] It should be understood that, although the terms first, second, etc. may be used to describe various information in one or more embodiments of the present application, these information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of the present application, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "in response to determination".

[0026] In the present application, a method and apparatus, a computing device and a computer-readable storage medium for dynamic three-dimensional preview display using BaseCamera are provided, which are described in detail one by one in the following embodiments.

[0027] Figure 1 The structure block diagram of a computing device 100 according to an embodiment of the present application is shown. The components of the computing device 100 include but are not limited to a memory 110 and a processor 120. The processor 120 is connected to the memory 110 via a bus 130, and the database 150 is used to store data.

[0028] The computing device 100 also includes an access device 140 that enables the computing device 100 to communicate via one or more networks 160. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 140 may include one or more of any type of network interface (e.g., a network interface card (NIC)) whether wired or wireless, such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a World Wide Interoperability for Microwave Access (Wi-MAX) interface, an Ethernet interface, a universal serial bus (USB) interface, a cellular network interface, a Bluetooth interface, a near field communication (NFC) interface, and the like.

[0029] In one embodiment of the present application, the above components of the computing device 100 and Figure 1 Other components not shown in the figure may also be connected to each other, for example, via a bus. It should be understood that Figure 1 The computing device structure block diagram shown is only for the purpose of illustration, and is not intended to limit the scope of the present application. Those skilled in the art may add or replace other components as needed.

[0030] The computing device 100 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, etc.), a mobile phone (e.g., a smart phone), a wearable computing device (e.g., a smart watch, smart glasses, etc.), or other types of mobile devices, or a stationary computing device such as a desktop computer or PC. The computing device 100 may also be a mobile or stationary server.

[0031] In the existing technology, RenderTexture technology is an advanced rendering technology in the Unity game engine, which allows developers to output rendering results to a texture resource instead of displaying them directly on the screen. This technology provides great flexibility and creative rendering solutions for games and real-time applications. By using RenderTexture on the UI, developers can create highly interactive interfaces where users can preview and select 3D models directly in the UI, which is particularly effective in scenes such as character selection interfaces and item display windows.

[0032] However, frequently updating RenderTexture will lead to performance degradation. Each update of RenderTexture requires additional rendering calculations, especially in the case of high resolution or multiple RenderTextures at the same time. This will significantly increase the burden on the CPU and GPU and consume the already limited resources of mobile devices. In addition, RenderTexture requires a certain amount of video memory space, which may lead to insufficient memory for devices with limited memory resources.

[0033] Therefore, in the embodiment of the present application, in order to solve the above problems, a method for dynamic 3D preview display using BaseCamera is proposed, such as Figure 2 As shown, the method includes steps 202 to 208.

[0034] Step 202: Create a preview camera instance, and set the layer of the preview camera as the target preview layer.

[0035] In this step, a preview camera instance is created through a script, and the layer of the preview camera instance responsible for rendering the preview is set as the target preview layer PreviewLayer. The target preview layer is pre-created in the project settings; before the preview camera layer is set as the target preview layer, the target preview object selected by the user is dynamically assigned to the target preview layer. The target preview object includes building models, equipment, and any other special effect objects that can be previewed.

[0036] public Camera previewCamera; / / Preview camera

[0037] public GameObject[]previewObjects; / / Object collection that needs to be previewed

[0038] void Start()

[0039] {

[0040] int previewLayer=LayerMask.NameToLayer("PreviewLayer");

[0041] / / Set the target preview object to "PreviewLayer",

[0042] foreach(GameObject obj in previewObjects)

[0043] {

[0044] obj.layer = previewLayer;

[0045] }

[0046] / / Configure the preview camera to render only the "PreviewLayer"

[0047] previewCamera.cullingMask=1< <previewLayer;

[0048] }

[0049] The above script will be executed at the beginning of the first frame of the target preview object rendering process. The object layer is set and the preview camera is configured through the Start method to achieve real-time preview of the object.

[0050] Step 204: Calculate rendering parameters of the target preview object in the target preview layer, and render it through the preview camera instance.

[0051] In this step, various rendering parameters of the target preview object are calculated according to different preview scenes for rendering in the instance of the preview camera.

[0052] In a feasible implementation, the height H of the preview UI window and the target preview height h of the target preview object in the preview UI window are obtained, and then the preview scale previewScale is obtained, such as Figure 3 As shown;

[0053] previewScale = h / H;

[0054] Furthermore, the objectViewAngle of the bounding sphere of the target preview object is obtained according to the preview ratio:

[0055] objectViewAngle=previewScale*fov, where fov is the maximum viewing angle of the preview camera.

[0056] Furthermore, the distance d between the target preview object and the preview camera is calculated according to the bounding sphere field of view angle objectViewAngle, as follows: Figure 4 As shown:

[0057] d=r / tan(objectViewAngle / 2), where r is the radius of the target preview object's bounding sphere.

[0058] Set the camera position according to the calculated distance d, and ensure that the preview camera is always aimed at the center of the object previewCenter.

[0059] In another feasible implementation, the posture of the target preview object can also be set, including the rotation and direction of the target preview object, so that it maintains an ideal display posture. For example, the posture of the object can be controlled by adjusting the rotation value in the world coordinate system:

[0060] previewObject.transform.rotation = Quaternion.Euler(0,180,0); / / = sample pose, facing the camera

[0061] Preferably, the position parameters of the target preview object background are passed to the rendering pipeline, and the background is drawn.

[0062] Specifically, the Image component can be used to display the background image of the target preview object, including: creating a Canvas instance, creating an Image component instance as a child object of the Canvas instance, setting the size of the Image instance to fill the entire Canvas, setting the Canvas to Screen Space-Camera mode, and pointing it to the preview camera.

[0063] Step 206: Create a PreZ rendering of the three-dimensional scene, and set the positions of UI elements that are not blocked by the target preview object according to the depth buffer.

[0064] In the step, a PreZ rendering step is created before rendering, the depth information in the 3D scene is written into the depth buffer, and the depth and position of UI elements (such as text, buttons, etc.) are set according to this information to ensure that the UI elements are not blocked by the target preview object in the preview UI window.

[0065] The depth buffer is a buffer that stores the depth information of each pixel. PreZ rendering uses the depth buffer to store the depth value of the target preview object from the camera. The PreZ rendering process submits a rendering pass that only renders the depth information, usually before regular rendering. This process uses the camera frustum to cover the entire field of view.

[0066] Further, after processing the PreZ rendering, the positions of the UI elements are set to ensure that they are displayed in the foreground of the preview UI window. Preferably, the following steps are included:

[0067] Read depth buffer information;

[0068] Calculate the screen coordinates and the coordinates of each UI element in screen space.

[0069] Get the coordinate depth value, and get the corresponding depth value from the depth buffer according to the screen space coordinates of the above UI element.

[0070] Adjust position: Adjust the coordinate depth value as needed to position the UI element in front of the target preview object.

[0071] The schematic code is as follows:

[0072] void LateUpdate()

[0073] {

[0074] / / Get the screen space coordinates of the UI element

[0075] Vector2 screenPos=

[0076] RectTransformUtility.WorldToScreenPoint(previewCamera,uiElement.position);

[0077] / / Get the depth value corresponding to the screen coordinates

[0078] float depth=GetDepthAtScreenPosition(screenPos,camera);

[0079] float nearPlane=camera.nearClipPlane;

[0080] float farPlane=camera.farClipPlane;

[0081] / / Map the depth value to the world coordinate system

[0082] float zWorldPos=Mathf.Lerp(nearPlane, farPlane, depth);

[0083] / / If the depth value puts it in the foreground, adjust the Z value

[0084] if(zWorldPos>nearPlane)

[0085] {

[0086] Vector3 adjustedPosition=uiElement.position;

[0087] adjustedPosition.z = zWorldPos + 0.01f; / / Here we assume the adjusted value to ensure that the UI element is in the foreground

[0088] uiElement.position=adjustedPosition;

[0089] }

[0090] }

[0091] Step 208: All UI elements and the target preview object are merged and rendered into the target area of ​​the preview UI window.

[0092] In this step, the development engine completes the rendering of the target preview object and UI elements according to the settings of the Canvas and the preview camera.

[0093] The rendering of UI elements is usually handled by the Canvas component and its child objects (RectTransform and other UI elements such as Image, Text, etc.), and the positions of UI elements are updated in each frame of rendering so that they are not blocked by objects in the 3D scene. After adjusting the position, the Canvas component will automatically render these UI elements according to the new position.

[0094] At the same time, Unity's rendering mechanism will render the target preview object according to the configuration of the preview camera in each frame, and then merge all UI elements and target preview objects into the target area of ​​the preview UI window, such as Figure 5 As shown, the target preview building model and multiple UI elements (text, buttons, etc.) are displayed in the upper half of the entire UI window.

[0095] In the above embodiments of the present application, in order to realize efficient preview display of three-dimensional objects on mobile terminals and avoid various defects caused by using RenderTexture, BaseCamera is used instead of RenderTexture to display the three-dimensional preview on the UI. The method of the present application first creates a dedicated layer for preview, realizes independent management of different rendering objects, and calculates the rendering parameters of the target preview object dynamically added thereto, so as to render through the preview camera instance; it also realizes efficient and smooth preview of three-dimensional objects without adding additional memory overhead and significant performance loss by optimizing the camera rendering order, overcoming the traditional rendering method that the rendering results of three-dimensional objects cannot be extracted separately and embedded into a part of the UI interface, and it is difficult to manage the occlusion relationship between three-dimensional objects and UI elements. By using the BaseCamera solution, the occupation of video memory is reduced, and memory usage is optimized by independent management of different rendering layers. Stable rendering effects can be achieved on mobile devices with different performances, avoiding the jamming and frame drops caused by high resource consumption.

[0096] Corresponding to the above method embodiment, the present application also provides an embodiment of a device for performing dynamic three-dimensional preview display using BaseCamera, such as Figure 6 As shown, the device comprises:

[0097] A creation unit, used for creating a preview camera instance, and setting the layer of the preview camera as a target preview layer;

[0098] A first calculation unit, used for calculating rendering parameters of a target preview object in the target preview layer, and rendering the object through the preview camera instance;

[0099] A second calculation unit is used to create a PreZ rendering of the three-dimensional scene, and to set the position of the UI element that is not blocked by the target preview object according to the obtained depth buffer;

[0100] A rendering unit is used to merge and render the UI element and the target preview object into a preview UI window.

[0101] The above is a schematic scheme of a device for dynamic 3D preview display using BaseCamera in this embodiment. It should be noted that the technical scheme of the device and the technical scheme of the method for dynamic 3D preview display using BaseCamera mentioned above belong to the same concept. For details not described in detail in the technical scheme of the device, please refer to the description of the technical scheme of the method for dynamic 3D preview display using BaseCamera mentioned above.

[0102] In one embodiment of the present application, a computing device is also provided, including a memory, a processor, and computer instructions stored in the memory and executable on the processor. When the processor executes the instructions, the steps of the method for dynamic three-dimensional preview display using BaseCamera are implemented.

[0103] The above is a schematic scheme of a computing device of this embodiment. It should be noted that the technical scheme of the computing device and the technical scheme of the above-mentioned method for dynamic 3D preview display using BaseCamera belong to the same concept. For details not described in detail in the technical scheme of the computing device, please refer to the description of the technical scheme of the above-mentioned method for dynamic 3D preview display using BaseCamera.

[0104] An embodiment of the present application further provides a computer-readable storage medium storing computer instructions, which, when executed by a processor, implement the steps of a method for performing dynamic three-dimensional preview display using BaseCamera as described above.

[0105] The above is a schematic scheme of a computer-readable storage medium of this embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the method for dynamic 3D preview display using BaseCamera described above belong to the same concept, and the details not described in detail in the technical scheme of the storage medium can be found in the description of the technical scheme of the method for dynamic 3D preview display using BaseCamera described above.

[0106] The above describes specific embodiments of the present application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the accompanying drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0107] The computer instructions include computer program codes, which may be in source code form, object code form, executable files or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of legislation and patent practice in the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.

[0108] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described action sequence, because according to the present application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.

[0109] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0110] The preferred embodiments of the present application disclosed above are only used to help explain the present application. The optional embodiments do not describe all the details in detail, nor do they limit the invention to the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of the present application. The present application selects and specifically describes these embodiments in order to better explain the principles and practical applications of the present application, so that those skilled in the art can understand and use the present application well. The present application is only limited by the claims and their full scope and equivalents.

Claims

1. A method for dynamic 3D preview display using BaseCamera, characterized in that: include: Create a preview camera instance, and set the layer of the preview camera as the target preview layer; Calculating rendering parameters of the target preview object in the target preview layer, and rendering through the preview camera instance; Create a PreZ rendering of the three-dimensional scene, and set the position of the UI elements that are not blocked by the target preview object according to the obtained depth buffer; The UI element and the target preview object are merged and rendered into a target area of ​​the preview UI window.

2. The method according to claim 1, wherein: The target preview layer is pre-created in the project settings; before the layer of the preview camera is set as the target preview layer, the target preview object selected by the user is dynamically assigned to the target preview layer.

3. The method according to claim 1, wherein: The calculating the rendering parameters of the target preview object in the target preview layer and rendering through the preview camera instance comprises: Obtaining a ratio between a target preview height of the target preview object in the preview UI window and a preview UI window height to obtain a preview ratio; Obtaining the field of view angle of the enclosing sphere of the target preview object according to the preview ratio and the FOV of the preview camera; The distance between the target preview object and the preview camera is calculated according to the field of view angle of the enclosing sphere of the target preview object and the radius of the enclosing sphere of the target preview object; The position of the preview camera is set according to the distance to ensure that the preview camera is always aligned with the center of the target preview object.

4. The method according to claim 3, wherein: Calculating rendering parameters of the target preview object in the target preview layer, and rendering through the preview camera instance further comprises: Pass the position parameters of the background image to the rendering pipeline to realize the background display of the preview UI window.

5. The method according to claim 1, wherein: Creating a PreZ rendering of a three-dimensional scene, and setting the position of a UI element that is not blocked by the target preview object according to the obtained depth buffer comprises: Create a PreZ rendering, write the depth information in the three-dimensional scene into the depth buffer, set the position of the UI element according to the depth information, and ensure that the UI element is not blocked by the target preview object in the preview UI window.

6. The method according to claim 5, wherein: Setting the position of the UI element according to the depth information to ensure that the UI element is not blocked by the target preview object in the preview UI window includes: Read depth buffer information; Calculate the screen space coordinates of each UI element; Acquire a corresponding depth value from the depth buffer according to the screen space coordinates of the UI element; By adjusting the depth value of the UI element, the position of the UI element is adjusted to be in front of the target preview object.

7. A device for dynamic three-dimensional preview display using BaseCamera, characterized in that: include: A creation unit, used for creating a preview camera instance, and setting the layer of the preview camera as a target preview layer; A first calculation unit, used for calculating rendering parameters of a target preview object in the target preview layer, and rendering the object through the preview camera instance; A second calculation unit is used to create a PreZ rendering, and set the position of the UI element that is not blocked by the target preview object according to the obtained depth buffer; The rendering unit is used to merge and render the UI element and the target preview object into a target area of ​​the preview UI window.

8. A computing device comprising a memory, a processor, and computer instructions stored in the memory and executable on the processor, characterized in that: When the processor executes the instructions, the steps of the method according to any one of claims 1 to 6 are implemented.

9. A computer-readable storage medium storing computer instructions, characterized in that: When the instruction is executed by a processor, the steps of the method described in any one of claims 1 to 6 are implemented.