Texture mapping processing method and device, storage medium and electronic equipment

By checking local storage and using texture streaming to load only necessary maps, the method addresses texture map resource consumption issues, enhancing rendering efficiency and reducing lag in virtual models.

CN120318393APending Publication Date: 2025-07-15TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410052302.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-12
Publication Date
2025-07-15

AI Technical Summary

Technical Problem

The texture map resources of the virtual model take up a lot of space, resulting in poor rendering performance and abnormal display problems.

Method used

Find the target texture map on the terminal and download it. If it is not found, get and load it from the target server, making sure that only the currently required texture map is downloaded for high-precision rendering.

Benefits of technology

Improve the rendering efficiency of virtual models, reduce local storage space usage, and ensure the authenticity and smoothness of the display effect.

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Abstract

The invention discloses a texture mapping processing method and device, a storage medium and electronic equipment. The method comprises the steps that under the condition that a target application is installed in a first terminal and the target application is started, a first virtual model currently needing to be displayed in the target application is obtained on the first terminal, and under the condition that the first virtual model currently needs to be subjected to high-precision display, a target texture map is searched on the first terminal, and under the condition that the target texture map is not found, downloading the target texture map from the target server on the first terminal, and under the condition that the target texture map is completely downloaded, loading and rendering the target texture map on the first terminal. The technical problem that the rendering performance of the virtual model is poor due to the fact that the texture mapping resource of the virtual model occupies a large space is solved. The embodiment of the invention can be applied to various scenes such as cloud technology, artificial intelligence, intelligent traffic, auxiliary driving and the like.
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Description

Technical Field

[0001] The present application relates to the field of computers, and in particular, to a method and device for processing texture maps, a storage medium, and an electronic device. Background Art

[0002] Currently, in order to make the virtual model look more realistic, it is often necessary to add textures to the virtual model during the process of designing and processing the virtual model. In the related art, the visual effect of the virtual model is mainly enhanced by downloading the texture map resources corresponding to the virtual model. Since there may be multiple virtual models in a virtual scene, and for a single virtual model, the required texture map resources are different at different viewing distances or in different virtual scenes, it is necessary to download all the texture map resources of the virtual model at one time. That is, the amount of texture map resources downloaded each time is too large, resulting in a large space occupied by the texture map resources of the virtual model, which easily causes the running of the display device to be stuck. Furthermore, during the process of rendering the virtual model using the texture map resources on the display device, there is a technical problem of abnormal display of the virtual model.

[0003] In view of the above problems, no effective solution has been proposed yet. Summary of the Invention

[0004] Embodiments of the present application provide a method and device for processing texture maps, a storage medium, and an electronic device, so as to at least solve the technical problem that the rendering performance of the virtual model is poor due to the large space occupied by the texture map resources of the virtual model.

[0005] According to one aspect of the embodiments of the present application, a method for processing texture maps is provided, including: when the target application is installed on the first terminal and the target application has been started, obtaining a first virtual model that currently needs to be displayed in the target application on the first terminal; when the first virtual model currently needs to be displayed with high precision, searching for a target texture map on the first terminal, where the target texture map is used to perform high-precision rendering of the first virtual model on the target application, and the target texture map is pre-stored in a target server; when the target texture map is not found, downloading the target texture map from the target server on the first terminal, and when the target texture map has been downloaded, loading and rendering the target texture map on the first terminal.

[0006] According to another aspect of the embodiments of the present application, there is also provided a processing device for texture mapping, including: an acquisition module, configured to obtain a first virtual model that currently needs to be displayed in the target application on the first terminal when the target application is installed on the first terminal and the target application has been started; a search module, configured to search for a target texture map on the first terminal when the first virtual model currently needs to be displayed with high precision, where the target texture map is used to perform high-precision rendering of the first virtual model on the target application, and the target texture map is pre-stored in a target server; a download module, configured to download the target texture map from the target server on the first terminal when the target texture map is not found, and load and render the target texture map on the first terminal when the target texture map has been downloaded.

[0007] Optionally, the device is configured to search for a target texture map on the first terminal when the first virtual model currently needs to be displayed with high precision in the following manner: obtain a target rendering level of the first virtual model on the first terminal, where the target rendering level is used to indicate whether the first virtual model currently needs to be displayed with high precision, and the target rendering level is related to the position of the first virtual model within the viewing range of the target application; search for the target texture map on the first terminal when the target rendering level indicates that the first virtual model needs to be displayed with high precision; search for a first texture map on the first terminal when the target rendering level indicates that the first virtual model does not need to be displayed with high precision, where the first texture map is pre-stored in the first terminal, and the image resolution of the target texture map is greater than that of the first texture map.

[0008] Optionally, the device is configured to download the target texture map from the target server and load and render the target texture map when the target texture map has been downloaded in the following manner: load and render the first texture map on the first terminal when the target texture map is not found; download the target texture map from the target server on the first terminal, and load and render the target texture map on the first terminal when the target texture map has been downloaded.

[0009] Optionally, the device is used to load and render the first texture map on the first terminal when the target texture map is not found, including at least one of the following: loading and rendering the first texture map on the first terminal when the target texture map is not found and the network status of the first terminal does not meet the preset network conditions; loading and rendering the first texture map on the first terminal when the target texture map is not found and the target application is in a preset scenario; loading and rendering the first texture map on the first terminal when the target texture map is not found and the target texture map is in the process of being downloaded.

[0010] Optionally, the device is further used to: before obtaining the first virtual model that needs to be displayed in the target application on the first terminal, obtain the installation package of the target application on the first terminal, and use the installation package to install the target application on the first terminal, where the installation package includes a texture configuration file corresponding to the first virtual model and the first texture map, and the texture configuration file is used to indicate the target rendering level and the network address of the target server; the step of downloading the target texture map from the target server on the first terminal includes: generating a target task on the first terminal according to the network address, where the target task represents a task waiting to download the target texture map in the task queue, and the target task includes a download subtask and a mounting subtask, the download subtask is used to download the target texture map from the target server and cache it to the target cache space of the first terminal, and the mounting subtask is used to mount the target texture map in the target cache space to the virtual file system of the target application; downloading the target texture map by controlling the task queue to execute the target task on the first terminal, where whether the target task is allowed to be executed is determined by the queue attribute of the task queue and the scenario attribute of the target application.

[0011] Optionally, the device is further used to: when the target texture map includes a first target texture map and a second target texture map, and the first target texture map and the second target texture map have different image resolutions, merge the first task corresponding to the first target texture map and the second task corresponding to the second target texture map into the target task on the first terminal; deleting the target texture map on the first terminal when the target texture map has been downloaded and the target texture map meets the preset storage conditions.

[0012] Optionally, the device is further configured to: obtain a first initial texture map on the second terminal, where the first initial texture map represents the highest-precision map pre-made for the first virtual model; perform texture sampling on the first initial texture map on the second terminal to obtain a first texture map set, where the first texture map set includes the target texture map and the first texture map; perform a segmentation and packaging operation on the first texture map set on the second terminal to obtain a first texture resource file and a second texture resource file, where the first texture resource file is used to represent a low-precision map set corresponding to the first virtual model, and the second texture resource file is used to represent a high-precision map set corresponding to the first virtual model; save the first texture resource file to the installation package of the target application on the second terminal, and send the second texture resource file to the target server.

[0013] Optionally, the device is configured to perform texture sampling on the first initial texture map on the second terminal to obtain a first texture map set in the following manner: set a rendering level set on the second terminal according to the model parameters of the first virtual model, where the rendering level set includes the target rendering level; perform texture sampling on the first initial texture map on the second terminal according to the rendering level set to obtain the first texture map set, where the texture maps in the first texture map set correspond one-to-one with the rendering levels in the rendering level set.

[0014] Optionally, the device is configured to perform texture sampling on the first initial texture map on the second terminal to obtain a first texture map set in the following manner: perform texture sampling on the first initial texture map on the second terminal to obtain the target texture map; perform texture sampling on the target texture map on the second terminal to obtain the first texture map; perform texture sampling on the first texture map on the second terminal to obtain a second texture map, where the image resolution of the first texture map is greater than that of the second texture map; determine the target texture map, the first texture map, and the second texture map as the first texture map set on the second terminal.

[0015] Optionally, the device is further configured to: obtain a second initial texture map on the second terminal, where the second initial texture map represents the highest-precision map pre-made for the second virtual model, and the second virtual model is different from the first virtual model; perform texture sampling on the second initial texture map on the second terminal to obtain a second texture map set, where the second texture map set includes texture maps corresponding to different image resolutions; perform a segmentation and packaging operation on the second texture map set on the second terminal to obtain a third texture resource file and a fourth texture resource file, where the third texture resource file is used to represent a low-precision map set corresponding to the second virtual model, and the fourth texture resource file is used to represent a high-precision map set corresponding to the second virtual model; save the third texture resource file to the installation package of the target application on the second terminal, and send the fourth texture resource file to the target server, where the fourth texture resource file and the second texture resource file are stored independently of each other.

[0016] Optionally, after the device performs a segmentation and packaging operation on the second texture map set on the second terminal to obtain a third texture resource file and a fourth texture resource file, in the case where the model types of the first virtual model and the second virtual model are the same, the device merges the second texture resource file and the fourth texture resource file on the second terminal to generate a fifth texture resource file, and sends the fifth texture resource file to the target server; in the case where the first virtual model needs to be displayed on the first terminal currently, the device downloads the fifth texture resource file from the target server on the first terminal, where the fifth texture resource file includes the target texture map.

[0017] Optionally, the device is further configured to: display a resource prompt panel on the first terminal, where the resource prompt panel includes a first resource download object, a second resource download object, and a target resource download object. The first resource download object is configured to download high-precision texture resources when triggered, and display the application interface of the target application when the high-precision texture resources are downloaded. The second resource download object is configured to display the application interface when triggered and set the target application to prohibit downloading the high-precision texture resources. The target resource download object is configured to display the application interface when triggered and set the target application to download the high-precision texture resources during the running of the target application. The high-precision texture resources include the target texture map. In response to a trigger operation performed on the target resource download object, display the application interface, and when the first terminal needs to display the first virtual model with high precision, download the target texture map from the target server on the first terminal, and when the target texture map has been downloaded, display the first virtual model rendered with the target texture map on the first terminal.

[0018] According to another aspect of the embodiments of the present application, there is also provided a computer-readable storage medium storing a computer program, where the computer program is configured to execute the above-mentioned texture map processing method when running.

[0019] According to another aspect of the embodiments of the present application, there is provided a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the texture map processing method as described above.

[0020] According to another aspect of the embodiments of the present application, there is also provided an electronic device, including a memory and a processor. The computer program is stored in the memory, and the processor is configured to execute the above-mentioned texture map processing method through the computer program.

[0021] In an embodiment of the present application, when the target application is installed on the first terminal and the target application has been started, the first virtual model that needs to be displayed in the target application currently is obtained on the first terminal; when the first virtual model currently needs to be displayed with high precision, the target texture map is searched for on the first terminal, where the target texture map is used to perform high-precision rendering of the first virtual model on the target application, and the target texture map is pre-stored in the target server; when the target texture map is not found, the target texture map is downloaded from the target server on the first terminal, and when the target texture map has been downloaded, the target texture map is loaded and rendered on the first terminal. The method determines whether the target texture map is needed in the target application according to the display requirements of the first virtual model on the first terminal to perform high-precision rendering on the first virtual model. Furthermore, when the target texture map is needed, the target texture map is obtained. First, a local query is performed on the first terminal. If the target texture map does not exist in the local storage space, the target texture map can be downloaded from the target server. After the download is completed, the target texture map is used to perform high-precision rendering on the first virtual model, achieving the purpose of quickly obtaining the target texture map. Thus, the target texture map can be obtained immediately without obtaining redundant texture maps, and only the target texture map is needed to perform high-precision rendering on the first virtual model. While ensuring the display accuracy of the first virtual model, the rendering efficiency of the first virtual model is improved, and furthermore, the technical problem that the rendering performance of the virtual model is poor due to the large space occupied by the texture map resources of the virtual model is solved.

[0022] In addition, when the target texture map is not obtained on the first terminal, the target texture map can be downloaded from the target server. Moreover, during the download process, only the target texture map currently required by the first virtual model on the target application is downloaded. The first virtual model is rendered on the first terminal through the target texture map, and it is not necessary to download all the texture maps of the first virtual model. Further, the local storage space of the first terminal is saved, enabling the target application on the first terminal to run smoothly and making the visual display effect of the first virtual model more realistic. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation to the present application. In the drawings:

[0024] Figure 1 is a schematic diagram of the application environment of an optional texture map processing method according to an embodiment of the present application;

[0025] Figure 2It is a schematic flowchart of an optional method for processing texture maps according to an embodiment of the present application;

[0026] Figure 3 It is a schematic diagram of an optional method for processing texture maps according to an embodiment of the present application;

[0027] Figure 4 It is a schematic diagram of another optional method for processing texture maps according to an embodiment of the present application;

[0028] Figure 5 It is a schematic diagram of another optional method for processing texture maps according to an embodiment of the present application;

[0029] Figure 6 It is a schematic diagram of another optional method for processing texture maps according to an embodiment of the present application;

[0030] Figure 7 It is a schematic diagram of another optional method for processing texture maps according to an embodiment of the present application;

[0031] Figure 8 It is a schematic diagram of another optional method for processing texture maps according to an embodiment of the present application;

[0032] Figure 9 It is a schematic diagram of another optional method for processing texture maps according to an embodiment of the present application;

[0033] Figure 10 It is a schematic structural diagram of an optional device for processing texture maps according to an embodiment of the present application;

[0034] Figure 11 It is a schematic structural diagram of an optional product for processing texture maps according to an embodiment of the present application;

[0035] Figure 12 It is a schematic structural diagram of an optional electronic device according to an embodiment of the present application. Detailed implementation manners

[0036] In order to enable those skilled in the art to better understand the solution of the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.

[0037] It should be noted that the terms "first", "second", etc. in the description, claims and the above-mentioned drawings of this application are used to distinguish similar objects, and do not necessarily have to be used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances, so that the embodiments of the present application described here can be implemented in an order other than those illustrated or described here. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0038] First, some of the nouns or terms that appear in the process of describing the embodiments of this application are applicable to the following explanations:

[0039] Texture: A two-dimensional image applied to the surface of a 3D model in computer graphics. It can endow the model with surface color, texture, details and lighting effects, making the model present a more realistic and vivid appearance during the rendering process. Textures are usually composed of pixels, and each pixel contains the color information of the surface. The pixels can be mapped to the surface of the 3D model according to coordinates. Thus, corresponding color values are provided for each surface point. By applying different textures to different parts of the model, various materials, patterns and effects can be simulated, such as wood grain, stone grain, metallic texture, skin, etc. Textures play an important role in computer graphics, can enhance the visual effect of the model, making it more realistic and detailed. Through reasonable texture design and application, various visual effects such as lighting, shadow, reflection, refraction, etc. can be achieved to improve the visual quality and realism in fields such as games, animations and virtual reality.

[0040] Level of Detail (LOD): A level-of-detail technology, a commonly used technology in computer graphics, used to dynamically adjust the level of detail of a model according to the viewing distance and scene requirements. The LOD technology aims to improve rendering efficiency and performance while maintaining the visual quality of the scene. In a 3D scene, the detail of a model is usually represented by the number of polygons. A high-detail model has more polygons and can present a more refined appearance, but also requires more computing resources to render. While a low-detail model has fewer polygons, with a relatively simplified appearance but higher rendering efficiency. Combined with textures, the program can dynamically adjust the resolution of the textures according to the observer's distance and scene requirements to improve rendering efficiency and performance.

[0041] MipMap: A technique used to optimize texture rendering. It pre-generates a series of texture images with different resolutions to adapt to different viewing distances and scene requirements. In MipMap, the original texture image is reduced to a series of lower-resolution images, which are stored in a texture pyramid structure. Each level of the texture is half the size of the previous level until the minimum resolution is reached. Mip0 is the highest resolution, followed by Mip1, Mip2... with the resolution decreasing in turn. When the rendering engine needs to select an appropriate texture according to the viewing distance, it can directly select the level closest to the required resolution from the texture pyramid. Using the MipMap technique can reduce the jagged edges (aliasing effect) and texture distortion of the texture appearance, so as to improve the visual quality of the rendering. Secondly, Mip can improve the rendering efficiency because the rendering engine can directly select the appropriate texture level according to the viewing distance without performing texture scaling at runtime. In addition, MipMap can also reduce texture filtering and interpolation calculations during texture sampling, thus improving the rendering performance. The MipMap technique is widely used in game development, virtual reality, and computer graphics. It can improve the visual effect and performance of texture rendering, making the texture details in the distance smoother, while reducing the computational load of the rendering engine. By using MipMap, a better visual experience can be provided and the performance of the game or application can be improved.

[0042] Texture Streaming: A technique used to optimize texture loading and rendering. It aims to reduce texture memory occupancy and loading time while improving rendering performance and visual quality. In games or applications, textures are usually resources that occupy a large amount of memory. When loading and rendering a large number of high-resolution textures simultaneously, it will cause memory pressure and loading latency, affecting performance and visual experience. The texture streaming technique solves the above problems by dynamically loading and releasing high-precision resources and performing progressive loading as needed. The basic principle of texture streaming is to load and retain only the textures near the current visible area according to the camera's field of view and distance. When the camera moves, the texture streaming system will pre-load the nearby textures according to the camera's position and field of view range, and release the textures far from the field of view when needed. This can reduce memory occupancy and ensure that only the textures currently needed are loaded and rendered. The texture streaming technique can also use multi-level details (MipMap) to further optimize texture loading. By selecting the appropriate MipMap level according to the viewing distance, the resolution and memory occupancy of the texture can be reduced while maintaining the visual quality, improving the rendering performance without sacrificing details.

[0043] CDN (Content Delivery Network): A content delivery network is a distributed network architecture used to provide efficient content transmission and distribution services. By storing content on server nodes located around the world, the CDN enables objects to obtain content from the closest node, thereby improving the content transmission speed and availability.

[0044] Game installation package: A collection of files containing the game program and related resources, used for installing and running the game. It is usually a compressed file that includes the game's executable file, audio, images, videos, configuration files, and other necessary components and resources. The main purpose of the game installation package is to package all the necessary files of the game so that players can easily download, install, and run the game. The installation package is usually created by the game developer or publisher and is available for players to download and install through the official website, game platform, or other channels. The content and structure of the installation package may vary depending on the game type and platform. For large games, the installation package may be very large and require a long download and installation time.

[0045] The present application will be described below with reference to the embodiments:

[0046] According to one aspect of the embodiments of the present application, a method for processing texture maps is provided. Optionally, in this embodiment, the above method for processing texture maps can be applied to a hardware environment composed of a server 101 and a terminal device 103 as shown in Figure 1 the figure. As shown in Figure 1As shown in the figure, the server 101 is connected to the terminal device 103 through a network and can be used to provide services for the terminal device or the application 107 installed on the terminal device. The application can be a video application, an instant messaging application, a browser application, an educational application, a game application, etc. A database 105 can be set up on the server or independently of the server to provide data storage services for the server 101. For example, a game data storage server. The above-mentioned network can include, but is not limited to: a wired network, a wireless network. Among them, the wired network includes: a local area network, a metropolitan area network, and a wide area network. The wireless network includes: Bluetooth, WIFI, and other networks that implement wireless communication. The terminal device 103 can be a terminal configured with an application and can include, but is not limited to, at least one of the following: a mobile phone (such as an Android mobile phone, an iOS mobile phone, etc.), a laptop computer, a tablet computer, a handheld computer, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, a smart voice interaction device, a smart home appliance, a vehicle-mounted terminal, an aircraft, a virtual reality (VR) terminal, an augmented reality (AR) terminal, a mixed reality (MR) terminal, and other computer devices. The above-mentioned server can be a single server, a server cluster composed of multiple servers, or a cloud server.

[0047] Combined with Figure 1 As shown in the figure, the above-mentioned method for processing texture maps can be executed by an electronic device, which can be a terminal device or a server. The above-mentioned method for processing texture maps can be implemented separately by the terminal device or the server, or jointly implemented by the terminal device and the server.

[0048] The above is only an example, and this embodiment does not make specific limitations.

[0049] Optionally, as an alternative implementation, as Figure 2 shown in the figure, the above-mentioned method for processing texture maps includes:

[0050] S202, when the target application is installed on the first terminal and the target application has been started, obtain the first virtual model that needs to be displayed in the target application on the first terminal;

[0051] Optionally, the above-mentioned target applications may include, but are not limited to, game applications, social media applications, production tool applications, educational applications, music and video applications, etc. The above-mentioned first terminal may include, but is not limited to, computers, personal notebooks, smart phones, smart wearable devices, etc. The above-mentioned first virtual model can be understood as an abstraction and simulation of physical objects. In the target application, the first virtual model can be used to describe and simulate entities, relationships, etc. in the real scene, and operations and processing can be performed on the first virtual model in the target application, such as people, objects, locations, events, etc., and their associations and interactions.

[0052] Taking the target application as a game application as an example, with a personal notebook as the first terminal, after the player enters the game application, the above-mentioned first virtual model may include, but is not limited to, game characters, game NPCs (Non-Player Characters), etc. Through the perspective of the game character, the player can obtain the content in the current game scene, including but not limited to game NPCs, other game characters, etc. Assuming that the player moves the game character in the game scene through operations and interacts with game NPCs and game characters operated by other players, such as performing game tasks, game NPCs and game characters operated by other players can be determined as the above-mentioned first virtual model.

[0053] It should be noted that there may be multiple above-mentioned first virtual models. Similarly, taking the game application as an example, game character A and game character B can be simultaneously determined as the above-mentioned first virtual model in the game scene.

[0054] S204, in the case where the first virtual model currently needs to be displayed with high precision, search for a target texture map on the first terminal, where the target texture map is used to perform high-precision rendering of the first virtual model on the target application, and the target texture map is pre-stored in the target server;

[0055] Exemplarily, displaying the above-mentioned first virtual model with high precision can be understood as that the first virtual model displayed with high precision has more model details and model features than the first virtual model not displayed with high precision. To achieve the high-precision display of the first virtual model, the following content can be set for the first virtual model, including but not limited to model color, model texture, model details, and model lighting effects, that is, using the above-mentioned target texture map to perform high-precision rendering on the first virtual model.

[0056] It should be noted that the above target texture map may include, but is not limited to, being composed of pixels. Each pixel in the target texture map contains the color information of the model surface. Mapping the pixels in the target texture map to the surface of the above first virtual model according to coordinates and using the target texture map to simulate the surface of the first virtual model may include, but is not limited to, applying different target texture maps to different parts of the first virtual model to achieve simulating model materials, model patterns, model effects, etc., such as wood grain, stone grain, metallic texture, skin, etc., for the purpose of enhancing the visual effect of the first virtual model. The visual effect here may include, but is not limited to, lighting, shadow, reflection, refraction, etc.

[0057] Optionally, in the embodiments of the present application, the above target texture map may be generated by, but is not limited to, the following method: using the MipMap technology to generate texture maps with different resolutions. That is, the target texture map may include, but is not limited to, multiple texture maps, and the resolutions of different texture maps may be the same. Different resolution texture maps may be used as the target texture map at different viewing distances and scene requirements. Taking a game application as an example, after obtaining the first virtual model in the game, the level of detail of the first virtual model may be dynamically adjusted according to the viewing distance and game scene requirements. The viewing distance here may be understood as the distance between the observer and the virtual scene or virtual model. For example, in a game application, it is the distance between the game character operated by the player and another game character in the game scene.

[0058] For example, there is an original texture map, and texture maps with different resolutions corresponding to the original texture map can be generated by, but are not limited to, methods such as nearest neighbor interpolation, bilinear interpolation, or trilinear interpolation. Taking an original texture map with a resolution of 100*100 as an example, using the MipMap technology to generate texture maps with different resolutions until the texture map with the minimum resolution is generated. A texture map with different resolutions corresponds to a high-precision Mip resource file. The texture map and the original texture map display the same image content, but the image resolutions are different. One of the texture maps is determined as the above target texture map. For example:

[0059] S1, Scale the original texture map with a resolution of 100*100 by a factor of two to obtain a texture map with a resolution of;

[0060] S2, Reduce the original texture map in S1 by a factor of two to obtain a texture map with a resolution of 50*50;

[0061] S3, Reduce the original texture map in S2 by a factor of two to obtain a texture map with a resolution of 25*25;

[0062] Specifically, the texture map obtained by scaling last time is scaled successively to obtain the current texture map, and the operation is repeated until a texture map with the minimum resolution is obtained. The minimum resolution here can be set flexibly. Assuming that 10 texture maps are obtained, these 10 images and the original texture map are stored in the texture pyramid together. Figure 3 is a schematic diagram of an optional method for processing texture maps according to an embodiment of the present application, as Figure 3 shown, each level of the texture pyramid corresponds to a texture map. For example, the texture map 302 with a resolution of 128*128, the texture map 304 with a resolution of 64*64, the texture map 306 with a resolution of 32*32, and the texture map 308 with a resolution of 16*16. That is, the resolutions of the texture maps at different levels of the texture pyramid are all different, and the resolution of the original texture map in the texture pyramid is the largest. Further, in different virtual scenes or at different viewing distances, one level of the texture map in the texture pyramid can be selected as the target texture map, or all the texture maps in the entire texture pyramid can be directly downloaded as the target texture map. When the texture map in the texture pyramid needs to be obtained next time, a texture map in the storage space of the first device will be selected according to the specified image resolution to perform high-precision rendering on the first virtual model.

[0063] Exemplarily, a game scene may include but is not limited to multiple virtual models, and these multiple virtual models can all be determined as the above-mentioned first virtual model. The target texture map corresponding to each virtual model can be obtained simultaneously to complete the high-precision rendering of the virtual model. Taking a game application as an example, the player enters the game application through the device and comes to a game scene in the game application. The player operates the game character A to reach position A. At this time, the virtual model B is also in this game scene. The virtual model B will be determined as the above-mentioned first virtual model. The virtual model B can be seen through the game perspective of the game character A. In this game scene, the player can control the game character A to perform various actions and interactions and interact with the virtual model B. It should be noted that the virtual model B can be a game NPC or another virtual model operated by the game player.

[0064] Specifically, Figure 4 is a schematic diagram of another optional method for processing texture maps according to an embodiment of the present application, as Figure 4 shown, in the game scene, it includes the game character 402 and the virtual model 404. At different viewing distances, the texture details of the game character 402 and the virtual model 404 are different, as Figure 4The texture details of the game character 402 and the virtual model 404 observed at the first viewing distance 406 are shown to be less than those of the game character 402 and the virtual model 404 observed at the second viewing distance 408. That is, the game character 402 and the virtual model 404 observed at the second viewing distance are rendered using high-precision texture maps, and the game character 402 and the virtual model 404 observed at the first viewing distance are rendered using lower-precision texture maps.

[0065] For another example, when the game character 402 is at position A1, at this time, the distance between the game character 402 and the virtual model 404 is distance A1. The target texture map required for the current virtual model 404 is target texture map B1. The local storage space of the first device running the game application can be queried to obtain the locally stored target texture map B1. When the target texture map B1 is obtained in the local storage space, for the current perspective of the game character 402, the virtual model 404 is the virtual model 404 after being rendered with the target texture map B1. At this time, the game character 402 is moved to position A2 again. Position A2 is different from position A1. At this time, the distance between the game character 402 and the virtual model 404 is distance A2. The target texture map required for the current virtual model 404 is target texture map B2. Similarly, the local storage space of the first device can be used to obtain the locally stored target texture map B2. When the target texture map B2 is obtained in the local storage space, assuming that distance A1 and distance A2 are different, then the corresponding target texture maps B1 and B2 are also different. This can include but is not limited to, the visual display effect of the virtual model 404 rendered with the target texture map B1 being clearer than that of the virtual model 404 rendered with the target texture map B2, or the visual display effect of the virtual model 404 rendered with the target texture map B2 being clearer than that of the virtual model 404 rendered with the target texture map B1.

[0066] S206, in the case where the target texture map is not found, download the target texture map from the target server on the first terminal, and when the target texture map has been downloaded, load and render the target texture map on the first terminal.

[0067] Exemplarily, if the target texture map cannot be obtained in the local storage space of the first terminal, the target texture map can be obtained and used from the above-mentioned target server. The target server can include but is not limited to cloud servers, distributed servers, etc.

[0068] For example, by storing the target texture map in the target server, grouping and packaging processes can be performed on the target texture map. The target server can include, but is not limited to, storing multiple texture maps. The target server distributes the packaged target texture map to the first terminal via the network for high-precision rendering of the first virtual model.

[0069] Specifically, Figure 5 is a schematic diagram of another optional method for processing texture maps according to an embodiment of the present application. As Figure 5 shown, assuming there are two different original texture maps 502 and 504, multiple texture maps A with different resolutions can be generated from the original texture map 502, for example, using the MipMap technology. Similarly, by operating on the original texture map 504, multiple texture maps B with different resolutions are obtained. At this time, these multiple texture maps A and texture maps B can be segmented, and the following steps can be used to achieve this:

[0070] S1. Use multiple texture maps A with different resolutions as the segmented texture map A group 506;

[0071] S2. Use multiple texture maps B with different resolutions as the segmented texture map B group 508;

[0072] S3. Use multiple texture maps A with different resolutions and multiple texture maps B with different resolutions as the segmented texture map C group 510. The segmentation logic of the texture map can be flexibly set, and the present application does not make any limitations.

[0073] Furthermore, taking the segmented texture map A group 506, segmented texture map B group 508, and segmented texture map C group 510 obtained in S1 to S3 as examples, a packaging operation is continued on the segmented texture map A group 506, segmented texture map B group 508, and segmented texture map C group 510. Each group is packaged to generate a texture map file respectively. Moreover, the segmented texture map A group 506, segmented texture map B group 508, and segmented texture map C group 510 can also be packaged in one texture map file. That is, finally, the segmented texture map A group 512, segmented texture map B group 514, and segmented texture map AB group 516 are obtained.

[0074] It should be noted that the segmented texture map A group 512, segmented texture map B group 514, and segmented texture map AB group 516 can be stored, for example, in a file directory different from the basic resource 518. Taking the installation package of a game application as an example, Figure 6 is a schematic diagram of another optional method for processing texture maps according to an embodiment of the present application. As Figure 6As shown, assume that the storage path of the basic resources of the target application installation package is A. Then, the split texture map A group 512, the split texture map B group 514, and the split texture map AB group 516 may not be stored in the A path, but in the B path 602. Taking the target application installation package as a game as an example, the basic resources may include, but are not limited to, image files, such as game characters, game scenes, game props, etc.; audio files, such as background music, sound effects, etc.; video files, such as opening animations, CG animations, etc.; text files, such as game plots, dialogues, etc.; database files, font files, script files, etc. The basic resources of the target application installation package may also include multiple low-precision texture maps corresponding to multiple high-precision texture maps. In the case of poor network conditions or other reasons that cause the high-precision texture maps to be unavailable, the low-precision texture maps in the basic resources of the target application installation package will be used by default to perform rendering operations on the virtual model. And, a summary information can be set for each texture map. For example, the summary information of the texture map stored in the basic resources of the target application installation package is set to A, and the summary information of the texture map not stored in the basic resources of the target application installation package is set to B.

[0075] Among them, assume that the target texture map is a split texture map A with a resolution of 10*10. If the target texture map is not obtained in the local storage space of the first device, at this time, the target texture map can be downloaded from the target server through the following steps, including but not limited to:

[0076] S1, the first terminal sends a request to obtain the target texture map to the target server. The request includes specifying the split texture map A as the target texture map, and the summary information of the target texture map is A;

[0077] S2, determine to obtain the target texture map from the B path based on the summary information of the target texture map;

[0078] S3, obtain the target texture map from the split texture map A group 510 in the B path;

[0079] S4, the target server sends the target texture map to the first terminal through the network.

[0080] In an exemplary embodiment, the texture map processing method proposed in this application can be applied to the application scenario of rendering game virtual models in games, making the characters, props, scenes, etc. in the game look more realistic, thereby enhancing the visual effect and immersion of the game.

[0081] It should be noted that players can perform touch operations on the game display interface in the following ways. Figure 7 This is a schematic diagram of another optional texture map processing method according to an embodiment of the present application. AsFigure 7 As shown, select one of the download methods for the target texture map, including but not limited to touch operations performed through input devices such as a mouse, keyboard, stylus, etc. When the player chooses not to download the target texture map during this login to the game, at this time, the player can directly enter the game. In the game settings interface or other game interfaces, an interactive operation for the player to select the download method of the target texture map is provided. For example, set a button. After the player clicks the button, a pop-up window for selecting the download method of the target texture map as described above appears again or jumps to the interface for selecting the download method of the target texture map. At this time, the player can make a selection again.

[0082] On the other hand, Figure 8 is a schematic diagram of another optional method for processing texture maps according to an embodiment of the present application. As Figure 8 shown, assuming that the player chooses to download the target texture map before playing the game, or directly enters the game and uses wifi or mobile network, such as 5G, to load the download method of the target texture map during the game process, it can be achieved through the following steps, including but not limited to:

[0083] S802, after the player downloads and installs the basic installation package, enter the game;

[0084] S804, determine whether the game has DLC (Downloadable Content, patch package), that is, additional game content that can be obtained through the download method. DLC is usually launched after the game is released and provides players with more game experiences and content, which can include but not limited to new levels, tasks, characters, props, equipment, storylines, music, etc.;

[0085] S806, if the game has DLC, download and install the DLC;

[0086] S808, determine the specified target texture map according to the summary information;

[0087] Among them, if it is determined whether the target texture map has been downloaded by querying the internal storage space of the first device, and the target texture map exists in the internal storage space of the first device, the target texture map will be directly used for high-precision rendering of the virtual model in the game. If the target texture map does not exist in the internal storage space of the first device, the first device sends a request to obtain the target texture map to the target server. The target server parses the received request to obtain the summary information of the target texture map, and the summary information is shown as A;

[0088] S810-1, download all texture maps, that is, the option chunk package. An option chunk package includes multiple texture maps with different resolutions;

[0089] S810-2, instead of downloading the entire target texture map, only download the specified target texture map, that is, TextureNet Streaming;

[0090] Among them, Figure 9 is a schematic diagram of another optional method for processing texture maps according to an embodiment of the present application. As Figure 9 shown, when downloading the specified target texture map, it can be downloaded through the pre-configured network address 902.

[0091] S812, after the download and installation are completed, start the game.

[0092] Specifically, in the game, using the method for processing texture maps proposed in the present application to perform rendering and display of virtual models can quickly obtain the target texture maps of the virtual models, and then add texture and other detailed information to the virtual models according to the target texture maps, making the virtual models in the game more vivid and real. Players can choose the download method of the target texture map according to their personal needs. Moreover, considering the differences in device performance used by different players, the method for processing texture maps proposed in the present application can customize the target texture map download scheme for each player, realizing the differentiation and customization of target texture map downloads, meeting the needs of different players to the greatest extent, bringing a better gaming experience to players, further enhancing the stickiness between players and the game, and achieving the maximum benefit of the game.

[0093] In another exemplary embodiment, the method for processing texture maps proposed in the present application can also be applied to the application scenario of industrial product design to perform high-precision rendering of industrial products using texture maps.

[0094] It should be noted that during the process of designing industrial products, one of the following download methods for target texture maps can be selected in the design software, including but not limited to touch operations performed through input devices such as mice, keyboards, and styluses. When choosing to download the target texture map when not logged in to the design software, at this time, you can directly enter the design software. In the settings interface of the design software, or other interfaces of the design software, provide an interactive operation for selecting the download method of the target texture map. For example, set a button. After clicking this button, a pop-up window for selecting the download method of the target texture map will pop up again or jump to the interface for selecting the download method of the target texture map, and at this time, you can make a selection again.

[0095] On the other hand, as shown in the figure, assume that after selecting the target texture map for download and then starting the game, or directly entering the design software and using wifi or mobile network, such as 5G, during the design process to load the target texture map for download, the following steps can be implemented, including but not limited to:

[0096] S1. Select the target texture map for download;

[0097] S2. Query the internal storage space of the first device to determine whether the target texture map has been downloaded;

[0098] S3. If the target texture map exists in the internal storage space of the first device, directly use the target texture map for high-precision rendering of the virtual model of the industrial product;

[0099] S4. If the target texture map does not exist in the internal storage space of the first device, the first device sends a request to obtain the target texture map to the target server;

[0100] S5. The target server parses the received request to obtain the target texture map, and the obtained summary information of the target texture map is shown as A;

[0101] S6. The target server knows from the summary information A that the target texture map is stored under the B path, and obtains the packaged file of the target texture map from the B path;

[0102] S7. The target server sends the packaged file of the target texture map in S6 to the first device;

[0103] S8. The first device receives the packaged file of the target texture map, obtains the target texture map, and uses the target texture map to perform high-precision rendering on the virtual model of the industrial product.

[0104] Specifically, when using the texture map processing method proposed in this application for rendering and display of the virtual model of industrial products in industrial design, the target texture map of the virtual model can be quickly obtained, and then details such as textures can be added to the virtual model according to the target texture map, making the virtual model of the industrial product more vivid and real. Designers can choose the download method of the target texture map according to their personal needs. Moreover, considering the differences in device performance used by different designers, the texture map processing method proposed in this application can customize the target texture map download scheme for each designer, realizing the differentiation and customization of target texture map download, meeting the needs of different designers to the greatest extent, and further achieving the purpose of better realizing the design concept of designers and designing products that best meet the needs of designers.

[0105] In the embodiments of the present application, when the target application is already installed on the first terminal and the target application has been started, a first virtual model that needs to be currently displayed in the target application is obtained on the first terminal; when the first virtual model currently needs to be displayed with high precision, a target texture map is searched for on the first terminal, where the target texture map is used to perform high-precision rendering of the first virtual model on the target application, and the target texture map is pre-stored in the target server; in the case where the target texture map is not found, the target texture map is downloaded from the target server on the first terminal, and when the target texture map has been downloaded, the target texture map is loaded and rendered on the first terminal. In this way, whether the target texture map is required in the target application is determined according to the display requirements of the first virtual model on the first terminal to perform high-precision rendering on the first virtual model. Furthermore, when the target texture map is required, the target texture map is obtained. First, a local query is performed on the first terminal. If the target texture map does not exist in the local storage space, the target texture map can be downloaded from the target server. After the download is completed, the target texture map is used to perform high-precision rendering on the first virtual model, achieving the purpose of quickly obtaining the target texture map. Thus, the target texture map can be obtained immediately without obtaining redundant texture maps, and only the target texture map is used to perform high-precision rendering on the first virtual model. While ensuring the display accuracy of the first virtual model, the technical effect of improving the rendering efficiency of the first virtual model is achieved, and further, the technical problem that the rendering performance of the virtual model is poor due to the large space occupied by the texture map resources of the virtual model, resulting in abnormal display of the virtual model, is solved.

[0106] In addition, in the case where the target texture map is not obtained on the first terminal, the target texture map can be downloaded from the target server. Moreover, during the download process, only the target texture map currently required by the first virtual model on the target application is downloaded. The first virtual model is rendered on the first terminal through the target texture map, and it is not necessary to download all the texture maps of the first virtual model. Further, the local storage space of the first terminal is saved, enabling the target application on the first terminal to run smoothly and making the visual display effect of the first virtual model more realistic.

[0107] As an alternative solution, when the above-mentioned first virtual model currently needs to be displayed with high precision, searching for a target texture map on the above-mentioned first terminal includes: obtaining a target rendering level of the above-mentioned first virtual model on the above-mentioned first terminal, where the above-mentioned target rendering level is used to indicate whether the above-mentioned first virtual model currently needs to be displayed with high precision, and the above-mentioned target rendering level is related to the position of the above-mentioned first virtual model within the viewing range of the above-mentioned target application; when the above-mentioned target rendering level indicates that the above-mentioned first virtual model needs to be displayed with high precision, searching for the above-mentioned target texture map on the above-mentioned first terminal; when the above-mentioned target rendering level indicates that the above-mentioned first virtual model does not need to be displayed with high precision, searching for a first texture map on the above-mentioned first terminal, where the above-mentioned first texture map is pre-stored on the above-mentioned first terminal, and the image resolution of the above-mentioned target texture map is greater than that of the above-mentioned first texture map.

[0108] Optionally, in the embodiments of the present application, the above-mentioned target rendering level can be determined in the following manner, including but not limited to the MipMap technology. Different rendering levels correspond to different texture maps, that is, texture maps with different resolutions can include but are not limited to texture maps at different rendering levels.

[0109] Exemplarily, the above-mentioned first virtual model can be rendered using the target texture map within the current viewing range. At this time, the target texture map corresponds to the above-mentioned target rendering level. When the target rendering level is relatively high, it can indicate that the viewing distance of the first model is relatively close and more detailed model details are required. At this time, a high-precision texture map can be selected as the above-mentioned target texture map.

[0110] On the contrary, when the target rendering level is relatively low, it can indicate that the viewing distance of the first model is relatively far and the display precision of the model can be relatively low. At this time, a lower-precision texture map can be selected as the above-mentioned first texture map, that is, the rendering level corresponding to the first texture map is lower than the rendering level corresponding to the target texture map, the image resolution of the first texture map is less than the image resolution of the target texture map, and the first texture map can include but is not limited to the basic resources in the installation package of the target application first downloaded on the first device.

[0111] As an alternative solution, when the above-mentioned target texture map is not found, downloading the above-mentioned target texture map from the above-mentioned target server and, when the above-mentioned target texture map has been downloaded, loading and rendering the above-mentioned target texture map includes: when the above-mentioned target texture map is not found, loading and rendering the above-mentioned first texture map on the above-mentioned first terminal; downloading the above-mentioned target texture map from the above-mentioned target server on the above-mentioned first terminal and, when the above-mentioned target texture map has been downloaded, loading and rendering the above-mentioned target texture map on the above-mentioned first terminal.

[0112] Exemplarily, the above-mentioned target texture map can be obtained by, but not limited to, two methods:

[0113] S1. Query in the local storage space of the first device. If the first device has downloaded and cached the target texture map, the locally stored target texture map can be directly used to perform high-precision rendering on the first virtual model;

[0114] S2. The first device sends a request to obtain the target texture map to the target server. The target server sends the packaged file of the target texture map to the first device, and the first device uses the target texture map to perform high-precision rendering on the first virtual model.

[0115] In addition, in S1, if the above-mentioned target texture map is not found locally on the first device, the first texture map in the basic resources of the installation package of the target application downloaded for the first time can be directly used to render the first virtual model.

[0116] As an optional solution, when the above-mentioned target texture map is not found, loading and rendering the above-mentioned first texture map on the above-mentioned first terminal includes at least one of the following: when the above-mentioned target texture map is not found and the network state of the above-mentioned first terminal does not meet the preset network conditions, loading and rendering the above-mentioned first texture map on the above-mentioned first terminal; when the above-mentioned target texture map is not found and the above-mentioned target application is in a preset scenario, loading and rendering the above-mentioned first texture map on the above-mentioned first terminal; when the above-mentioned target texture map is not found and the above-mentioned target texture map is in the process of being downloaded, loading and rendering the above-mentioned first texture map on the above-mentioned first terminal.

[0117] Taking a game application as an example of the target application, assume that a player enters the game and selects to download the target texture map. At this time, due to problems such as network fluctuations and network latency of the player, the rate of downloading the target texture map by the player is too slow. At this time, the download of the target texture map can be automatically stopped, and after the network resumes, it will be automatically downloaded. The first texture map in the basic resources of the installation package of the target application downloaded for the first time is directly used to render the first virtual model. The above-mentioned preset network conditions can include, but are not limited to, that the network latency is not less than the minimum network latency value, and the network fluctuation is not greater than the maximum network fluctuation value, etc. Among them, the minimum network latency value and the maximum network fluctuation value can be flexibly set, and this application does not make any limitations. For another example, the above-mentioned preset scenario is a specified scenario in the game. In some gameplays in this scenario, the first texture map in the basic resources of the installation package of the target application downloaded for the first time is directly used to render the first virtual model. The preset scenario can also be flexibly set, and this application does not make any limitations.

[0118] It should be noted that it is also possible to manually set the use of the first texture map to render the first virtual model. That is to say, the target application can provide an option, and the user can, including but not limited to, select this option, indicating that there is no need to download the target texture map with higher precision, and directly use the first texture map in the basic resources of the installation package of the target application downloaded for the first time to render the first virtual model.

[0119] As an optional solution, the above method further includes: before obtaining the first virtual model that needs to be displayed in the target application on the first terminal, obtaining the installation package of the target application on the first terminal, and using the installation package to install the target application on the first terminal, where the installation package includes the texture configuration file corresponding to the first virtual model and the first texture map, and the texture configuration file is used to indicate the target rendering level and the network address of the target server; the step of downloading the target texture map from the target server on the first terminal includes: generating a target task on the first terminal according to the network address, where the target task represents the task waiting to download the target texture map in the task queue, and the target task includes a download subtask and a mounting subtask, the download subtask is used to download the target texture map from the target server and cache it to the target cache space of the first terminal, and the mounting subtask is used to mount the target texture map in the target cache space to the virtual file system of the target application; on the first terminal, by controlling the task queue to execute the target task, downloading the target texture map, where whether the target task is allowed to be executed is determined by the queue attribute of the task queue and the scene attribute of the target application.

[0120] Optionally, in the embodiments of the present application, the above texture configuration file can be understood as the configuration item information when rendering the first virtual model. For example, the rendering level of the target texture map, the image resolution, the network address of the target server storing the target texture map, etc. The above target task may include, but is not limited to, downloading the target texture map. The task queue can control the priority of tasks. There are multiple tasks in the above task queue for responding to requests issued by the target application. The above download subtask can be understood as pulling the packaged file of the target texture map from the target server. The above mounting subtask can be understood as mounting the packaged file of the target texture map to the virtual file system of the target application engine. The above target cache space represents the internal storage location of the target texture map in the first device after the first device obtains the target texture map. Among them, mounting means connecting a file system to a specific location of a device so that the files in the file system can be accessed at that location. The process of file mounting is to mount the root directory of a file system to a specific directory so that the directory becomes the entry point of the file system.

[0121] Exemplarily, after generating the target task, assume that the queue attribute of the task queue indicates that the target task will not be executed. For example, the task priority of the target task is relatively low, by restricting the target tasks that are concurrently executed at the same time, or the scene attribute of the target application indicates that the target task will not be executed. Taking a single-player game application as an example, in the scene of the game lobby or the scene of novice game teaching, when the network requirement is not high, the target texture map can be downloaded as much as possible, that is, it is not necessarily guaranteed that the target task can be executed and completed on time. At this time, the first terminal will not be able to obtain the target texture map sent by the above target server. For another example, taking a multiplayer game application as an example, the function of delayed download can be enabled to cache the target task until after the multiplayer game ends, and the target task is automatically executed to download the target texture map.

[0122] As an optional solution, the above method further includes: when the above target texture map includes a first target texture map and a second target texture map, and the first target texture map and the second target texture map have different image resolutions, merging the first task corresponding to the first target texture map and the second task corresponding to the second target texture map into the above target task on the above first terminal; when the above target texture map has been downloaded and the above target texture map meets the preset storage conditions, deleting the above target texture map on the above first terminal.

[0123] Further, a target task may include obtaining multiple texture maps, and these multiple texture maps are all the above-mentioned target texture maps. The target texture map includes the above-mentioned first target texture map and the second target texture map. For example, the first target task is to obtain texture map A with an image resolution of 10*10, and the second target task is to obtain texture map A with an image resolution of 40*40. That is, the first target texture map is texture map A with an image resolution of 10*10, and the second target texture map is texture map A with an image resolution of 40*40. At this time, the first target task and the second target task can be merged, and only one target task is executed to obtain the first target texture map and the second target texture map. That is, texture map A with different image resolutions is obtained simultaneously, or texture map A with all image resolutions is downloaded at one time.

[0124] In addition, the files in the above-mentioned virtual file system can be managed. For example, the usage frequency and importance of a file are determined by querying the usage time of the file, and the files that have not been used for a long time are deleted to free up the internal storage space of the first device and ensure the smooth operation of the target application. The above-mentioned preset storage conditions may include, but are not limited to, exceeding the maximum storage space, etc. That is, the first device cannot store new texture maps locally, and the target texture map has not been used for a long time. At this time, the target texture map will be automatically deleted.

[0125] As an alternative solution, the above method further includes: obtaining a first initial texture map on the second terminal, where the first initial texture map represents the highest-precision map pre-made for the first virtual model; performing texture sampling on the first initial texture map on the second terminal to obtain a first texture map set, where the first texture map set includes the target texture map and the first texture map; performing a segmentation and packaging operation on the first texture map set on the second terminal to obtain a first texture resource file and a second texture resource file, where the first texture resource file is used to represent a set of low-precision maps corresponding to the first virtual model, and the second texture resource file is used to represent a set of high-precision maps corresponding to the first virtual model; saving the first texture resource file to the installation package of the target application on the second terminal, and sending the second texture resource file to the target server.

[0126] Optionally, in the embodiments of the present application, the above second terminal may include, but is not limited to, a computer, a personal notebook, a smart wearable device, etc. The first initial texture map can be understood as the first texture map produced. The following methods can be used to perform texture sampling on the first initial texture map, including but not limited to using the MipMap technology, etc. The texture maps in the generated first texture map set all have different image resolutions. And, in the first texture map set, the image resolution of the above first initial texture map is the largest, being the highest-precision map. The first texture map is also in the first texture map set, and the image precision of the first texture map is lower than that of the first initial texture map.

[0127] Further, the texture maps in the first texture map set are segmented to distinguish texture images with different image precisions, and the texture images with lower precision are packed to generate a first texture resource file. Similarly, the texture images with lower precision are packed to generate a second texture resource file. Among them, the first virtual model can use the first texture resource file and the second texture resource file respectively for rendering the model display effect.

[0128] Specifically, the first texture resource file can be used as the basic resource of the target application. The first texture resource file exists in the installation package of the target application. After the installation package of the target application is first downloaded on the first device, the above low-precision map set can be obtained in the internal storage space of the first device. And, the second texture resource file can be sent to the target server, and the target server stores the second texture resource file. When the user needs to download the high-precision map, a request is sent to the target server to download the above high-precision map set.

[0129] As an optional solution, the above texture sampling of the first initial texture map on the above second terminal to obtain the first texture map set includes: setting a rendering level set on the above second terminal according to the model parameters of the above first virtual model, where the above rendering level set includes the above target rendering level; performing texture sampling on the first initial texture map on the above second terminal according to the above rendering level set to obtain the above first texture map set, where the texture maps in the above first texture map set correspond one-to-one to the rendering levels in the above rendering level set.

[0130] Optionally, in the embodiments of the present application, the above rendering level set corresponds to the above first texture map set, that is, the rendering levels corresponding to the texture maps in the above first texture map set all correspond to one rendering level in the rendering level set, and one or more rendering levels in the rendering level set are the above target rendering level.

[0131] Exemplarily, the set of rendering levels can be flexibly set, and the present application does not make any limitations. For example, the set of rendering levels includes rendering level A, rendering level B, and rendering level C. The image resolution of the A part of the texture maps in the first texture map set is A, and the rendering level of the A part of the texture maps is rendering level A. Similarly, the image resolution of the B part of the texture maps in the first texture map set is B, and the rendering level of the B part of the texture maps is rendering level B. The image resolution of the C part of the texture maps in the first texture map set is C, and the rendering level of the C part of the texture maps is rendering level C.

[0132] As an alternative solution, the above-mentioned texture sampling of the above-mentioned first initial texture map on the above-mentioned second terminal to obtain the first texture map set includes: performing texture sampling on the above-mentioned first initial texture map on the above-mentioned second terminal to obtain the above-mentioned target texture map; performing texture sampling on the above-mentioned target texture map on the above-mentioned second terminal to obtain the above-mentioned first texture map; performing texture sampling on the above-mentioned first texture map on the above-mentioned second terminal to obtain the second texture map, where the image resolution of the above-mentioned first texture map is greater than the image resolution of the above-mentioned second texture map; and determining the above-mentioned target texture map, the above-mentioned first texture map, and the above-mentioned second texture map as the above-mentioned first texture map set on the above-mentioned second terminal.

[0133] In an exemplary embodiment, texture sampling is performed on the above-mentioned target texture map to obtain the first texture map. At this time, texture sampling is performed again on the first texture map to obtain the second texture map, as follows:

[0134] S1. Obtain a target texture map with an image resolution of 100*100;

[0135] S2. Reduce the target texture map by half to obtain a first texture map with an image resolution of 50*50;

[0136] S3. Reduce the first texture map by half to obtain a second texture map with an image resolution of 25*25;

[0137] S4. Store the target texture map, the first texture map, and the second texture map obtained in S1 to S3 into the first texture map set.

[0138] As an alternative solution, the above method further includes: obtaining a second initial texture map on the second terminal, where the second initial texture map represents the highest-precision map pre-made for the second virtual model, and the second virtual model is different from the first virtual model; performing texture sampling on the second initial texture map on the second terminal to obtain a second texture map set, where the second texture map set includes texture maps corresponding to different image resolutions; performing a segmentation and packaging operation on the second texture map set on the second terminal to obtain a third texture resource file and a fourth texture resource file, where the third texture resource file is used to represent a set of low-precision maps corresponding to the second virtual model, and the fourth texture resource file is used to represent a set of high-precision maps corresponding to the second virtual model; saving the third texture resource file to the installation package of the target application on the second terminal, and sending the fourth texture resource file to the target server, where the fourth texture resource file and the second texture resource file are stored independently of each other.

[0139] Optionally, in the embodiments of the present application, the second virtual model may be a virtual model completely independent of the first virtual model, or a model part in the first virtual model. Alternatively, the first virtual model and the second virtual model respectively represent different parts of a virtual model. Taking a game application as an example, there are two game characters, namely game character A and game character B. Among them, the first virtual model may be game character A, and the second virtual model may be game character B; or, the first virtual model may be part A of game character A, and the second virtual model may be part B of game character A; or, the first virtual model may be game character A, and the second virtual model may be part B of game character A.

[0140] Further, the second initial texture map can be texture sampled in the following ways, including but not limited to using the MipMap technology, to obtain a second texture map set. The image resolutions of the texture maps in the second texture map set are different. The texture maps in the second texture map set are segmented to distinguish texture images with different image precisions. The texture images with lower precision are packaged to generate a third texture resource file. Similarly, the texture images with lower precision are packaged to generate a fourth texture resource file. The first virtual model can use the third texture resource file and the fourth texture resource file respectively for rendering the model display effect.

[0141] Specifically, the third texture resource file can be used as the basic resource of the target application. The third texture resource file exists in the installation package of the target application. After the installation package of the target application is first downloaded on the second device, the above-mentioned low-precision texture map set can be obtained in the internal storage space of the second device. Moreover, the fourth texture resource file can be sent to the target server, and the target server stores the fourth texture resource file. When the user needs to download the high-precision texture map, a request is sent to the target server to download the above-mentioned high-precision texture map set.

[0142] As an optional solution, after performing the segmentation and packaging operation on the second texture map set on the second terminal to obtain the third texture resource file and the fourth texture resource file, the above method further includes: when the model types of the first virtual model and the second virtual model are the same, on the second terminal, merge the second texture resource file and the fourth texture resource file to generate a fifth texture resource file, and send the fifth texture resource file to the target server; when it is currently necessary to display the first virtual model on the first terminal, download the fifth texture resource file from the target server on the first terminal, where the fifth texture resource file includes the above-mentioned target texture map.

[0143] Taking a game application as an example, the above model type can include but is not limited to game character models, game NPC models, game tool models, etc. Suppose the first virtual model is the model of game character A, and the second virtual model is also the model of game character B. At this time, the second texture resource file for rendering the first virtual model and the fourth texture resource file for rendering the second virtual model can be merged to obtain a fifth texture resource file, and the fifth texture resource file is stored in the target server. In other words, the fifth texture resource file includes the high-precision texture map set corresponding to the first virtual model and the high-precision texture map set corresponding to the second virtual model. Players can request to obtain the fifth texture resource file without repeatedly initiating a request to obtain the second texture resource file and the fourth texture resource file separately.

[0144] Further, when performing the segmentation and packaging operation on the above-mentioned first texture map set and the above-mentioned second texture map set, it may include, but is not limited to, dividing different texture maps into independent files according to the performance of different devices adapted and the characteristics of the texture types in the target application scenario. Taking the first texture map set as an example, the segmentation conditions of the texture maps in the first texture map set corresponding to different device performances can be preset, or the segmentation conditions of the texture maps in the first texture map set corresponding to the characteristics of the texture types in different target application scenarios can be preset. That is to say, the above-mentioned first texture resource file and second texture resource file corresponding to devices with different processing performances can be different. That is, when different devices with different processing performances perform model rendering on the first virtual model, the texture maps in the high-precision texture map set and the low-precision texture map set corresponding thereto can all be different. Similarly, in different target application scenarios, the texture maps in the high-precision texture map set and the low-precision texture map set of different texture types can all be different.

[0145] Optionally, the method further includes: displaying a resource prompt panel on the first terminal, where the resource prompt panel includes a first resource download object, a second resource download object, and a target resource download object. The first resource download object is set to download the high-precision texture resource when triggered, and display the application interface of the target application when the high-precision texture resource is downloaded. The second resource download object is set to display the application interface when triggered and set the target application to prohibit downloading the high-precision texture resource. The target resource download object is set to display the application interface when triggered and set the target application to download the high-precision texture resource during the running of the target application. The high-precision texture resource includes the target texture map; in response to a trigger operation performed on the target resource download object, display the application interface, and when the first terminal needs to display the first virtual model with high precision, download the target texture map from the target server on the first terminal, and when the target texture map has been downloaded, display the first virtual model rendered with the target texture map on the first terminal.

[0146] Optionally, in this embodiment, the texture map processing method proposed in this application is applied to a game, and the purpose of obtaining the high-resolution and high-precision Mip resource file of the texture map in the game resources on demand can be achieved. Through the combination of the game resource distribution strategy and modules, the game experience is optimized, the game storage space requirement is reduced, and the situation of unstable network is alleviated. As Figure 7 shown, when a player first enters the game, the player will be prompted whether to download the game resources. At this time, three options can be set, namely:

[0147] S1, Enter the game directly without downloading high-precision resources (corresponding to the second resource download object mentioned above);

[0148] S2, Download high-precision resources and then start the game (corresponding to the first resource download object mentioned above);

[0149] S3, Enter the game directly and use Wi-Fi or mobile network, such as 5G, during the game process to load high-precision resources (corresponding to the target resource download object mentioned above).

[0150] Among them, the three methods of loading high-precision resources, S1 to S3, can be further refined according to the actual situation. For example, in S2, the game can be entered directly and then the game resources can be loaded in the background. In S3, only Wi-Fi can be used, or only the mobile network can be used, or both Wi-Fi and the mobile network can be used to download the game resources. In addition, after the player enters the game, the player can also re-select to download high-precision resources in the game option interface. At this time, the game interface can be as Figure 3 shown.

[0151] Optionally, as an alternative implementation, the above method for processing texture maps further includes:

[0152] S1, When the target application is already installed on the first terminal, display a resource prompt panel on the first terminal. The resource prompt panel includes the first resource download object, the second resource download object, and the target resource download object. The first resource download object is set to download high-precision texture resources when triggered, and display the application interface of the target application when the high-precision texture resources are downloaded. The second resource download object is set to display the application interface when triggered and set the target application to prohibit the download of high-precision texture resources. The target resource download object is set to display the application interface when triggered and set the target application to download high-precision texture resources during the running process of the target application;

[0153] S2, In response to the trigger operation performed on the target resource download object, display the application interface;

[0154] S3, When high-precision display of the first virtual model is required, search for the target texture map on the first terminal. The target texture map is used to perform high-precision rendering of the first virtual model on the target application. The target texture map is pre-stored on the target server, and the high-precision texture resources include the target texture map;

[0155] S4, When the target texture map is not found, download the target texture map from the target server on the first terminal, and load and render the target texture map on the first terminal when the target texture map has been downloaded.

[0156] The present application will be further explained and illustrated below with specific examples:

[0157] In an exemplary embodiment, the present application can download game resources on demand. Considering both resource download latency and download storage space, it minimizes the invalid content downloaded by players to save the storage space of players' devices, aiming to improve the speed at which players first enter the game. At the same time, it can also give players the option to download game resources, allowing players to choose whether to download game resources according to their own situations, changing the single mode of the game base installation combined with the DLC scheme in related technologies, reducing the traffic consumed by players and the storage space of devices to a certain extent. For players with devices with poor performance, the application effect of the texture mapping processing method proposed in the present application is particularly obvious.

[0158] It should be noted that during the game production stage, developers can divide textures of different levels into independent files according to the characteristics of adapting to different performance machines and texture types in the scene, and store multiple independent files in an Internet web service or CDN for players to download corresponding game resources on demand during the game operation. Moreover, the present application realizes multiple download strategies for the high-precision Mip resource files of Texture (the above-mentioned target texture mapping). Through the combination of high-precision resource download schemes, while allowing players to independently select a suitable high-precision resource download method, it reduces the impact of game resource download on game operation, and can also manage the high-precision Mip resource files of Texture cached locally to avoid the problem of unlimited occupation of the device's disk by high-precision Mip resource files, and encrypts the high-precision Mip resource files of Texture separately to ensure the security of game resource data.

[0159] Exemplarily, when a player plays a game, the installation package to be downloaded will be significantly smaller. The reduced content depends on the proportion of Texutre in the game resources and the Texture segmentation strategy selected by the player. If the player's network is normal, the game can download the high-precision resources of Texture without perception according to the LOD strategy and render the corresponding level of Texture, such as Figure 4 shown, the game can render the highest-precision Texture and cache the corresponding high-precision Mip resource files of Texture in the player's hardware device. If the player's network quality is poor, or, more complex game play needs to be processed, or, the player actively sets it, the download of the high-precision Mip resource files of Texture can be paused, which will not affect the normal operation of the game. Texture will display the lower-precision high-precision Mip resource files pre-packaged in the game installation package, such as Figure 4As shown, it can be seen from the comparison diagram that there is a lack of some detailed information, which cannot be detected at a position far from the object in the diagram. When approaching the object in the diagram, it will be possible to see that there is a lack of detailed information, and the model in the diagram is not as clear as the model in the diagram.

[0160] In an exemplary embodiment, as Figure 5 shown:

[0161] S1, External module stage, produce the Texture with the highest precision;

[0162] S2, Editing stage, import the Texture into the game editor. The game editor will generate corresponding MipMap for the Texture. At the same time, the configuration of the Texture group can be carried out, and the Texture can be assigned to different groups. Additionally, additional development can be carried out according to the needs of the game, which can include but is not limited to automatically turning off and on the function of downloading Texture on demand according to the game mode and gameplay, setting game options for players to turn on by themselves, turning off the function of downloading Texture on demand, etc.;

[0163] S3, Packaging stage, according to the configuration in the editing stage, analyze each Texture one by one, perform Mip segmentation on the Texture that meets the requirements, and a separate resource file will be generated for the data of each Texture. The resource files will be centrally stored in a directory different from the directory storing the basic installation package of the game. Additionally, multiple independent high-precision resource files can be packaged into a collection file;

[0164] S4, Distribution stage, which can include but is not limited to distributing the basic installation package of the game to each download and installation channel for players to download and install. The high-precision Mip resource files of the Texture and the overall high-precision Mip resource files can both be uploaded to the web service for players to download. Or, in the production environment, the high-precision Mip resource files of the Texture and the overall high-precision Mip resource files are uploaded to the CDN to accelerate the resource download speed of players;

[0165] S5, Game running stage, after the player enters the game, if the game determines that it needs to use TextureStreaming to load the high-precision Mip resource file according to the LOD strategy, it can first judge whether the high Mip resource file of the Texture exists locally. If not, it can obtain the download address through the network address configured by the game editor in S2, and then download the high Mip resource file of the Texture to the player's hardware device, load and render the Texture onto the player's screen. Or, directly download the entire high-precision Mip resource file, and in subsequent games, there will be no need to repeat downloading the high-precision Mip resource files of individual Textures.

[0166] It should be noted that since the set file in S3 is a file set of high-precision Mip resource files of multiple independent Textures, the same file data can be used. That is, if the set file is downloaded, there is no need to download the high-precision Mip resource files of individual Textures. At the same time, the high-precision Mip resource files of individual Textures cached in the disk of the player's hardware device can be deleted to achieve the purpose of releasing disk space.

[0167] Furthermore, during game operation, it can include but is not limited to configuring whether to enable the function of downloading game resources on demand, configuring the address for requesting network resources, etc. In S3, technical means compatible with the Optional Chunk scheme can be used. That is, the game editor can include but is not limited to dividing the Mip levels of the Textures to be segmented according to the resource type of the Texture, the usage rate of the Texture, etc. The game editor can achieve the purpose of fine-grained segmentation of the Texture according to the configuration. Each Texture will save the summary information of the high-precision Mip resource files at each level. If the high-precision Mip resource file of the Texture is saved in the base installation package of the game, the summary information flag is set to "A", and the high-precision Mip resource file of the Texture is directly read from the ubulk file in the base installation package during game operation. If the high-precision Mip resource file is saved in the uptnl file, the summary information flag is set to "B". Since the segmented high-precision Mip resource files are stored in units of Textures, that is, if a certain Texture has multiple high-precision Mip resource files higher than the configuration, then these multiple high-precision Mip resource files higher than the configuration will be stored in the same uptnl file. In this way, not only can the high-precision Mip resource files that the player needs to download be reduced to reduce the space fragmentation of the hardware disk, but also considering that there may be a situation where the player loads high-precision Mip resource files in the game, the player is more likely to load the high-precision Mip resource files of the same Texture.

[0168] It should be noted that after the uptnl files are collected, each uptnl file can be packaged and encrypted. The encryption logic of the uptnl files is the same as that of the resource encryption of the basic installation package. In the case where the independent Texture high-precision Mip resource file is exposed to the Internet, hackers cannot easily obtain the Texture high-precision Mip resource file, ensuring the security of the data in the Texture high-precision Mip resource file. Moreover, since each uptnl file is an independent file, the packaging operation can be performed on the uptnl files in parallel, thereby accelerating the production speed of the pak files (resource files). At the same time, the Pak files of the Texture high-precision Mip are centrally placed in a file directory different from the basic installation package, which is convenient for uploading all pak files to the web service. When packaging the Pak files of the independent Texture high-precision Mip, the path for the game engine to read the resource files will not be changed. That is, the Texture streaming logic of the game engine will not perceive the existence of this independent Texture high-precision Mip Pak file. In S5, the Texture streaming process during game operation is to initiate a request to read Texture data, mount the files from the disk directory of the device used by the player to the virtual file system of the game, and then read the Mip data of the Texture from the files. This Mip data represents the data recorded in the high-precision Mip resource file.

[0169] Exemplarily, after the Texture Streaming initiates a request to read Texture data, the storage location of the high-precision Mip resource file can be viewed according to the Mip list of the Texture. If the high-precision Mip resource file is in the ubulk file in the basic installation package, or may be in the uptnl file. If it is in the ubulk file, as Figure 6 shown, BulkData initiates a data read request, performs disk I / O to read the data, mounts the Pak files in the Pak file directory to the UFS file system. In the UFS file system, each Pak file can be an independent file, and the Pak file can include, but is not limited to, ubulk files, uptnl files, etc. Finally, the data in the read file is returned to BulkData. If it is in the uptnl file, the request is sent to the global scheduler Downloader.

[0170] Furthermore, since Texture Streaming may send requests to read different Mips of a Texture simultaneously, a filter can be set in the Downloader to filter requests for different high-precision Mip resource files of the same Texture, generating only one download task. This task can be placed in the task queue of the Downloader. The above task queue can include, but is not limited to, controlling the priority of tasks and caching tasks to achieve the purpose of controlling the execution speed of tasks, and can include, but is not limited to:

[0171] S1. Control the download speed by restricting the number of concurrent download tasks.

[0172] S2. In single-player games, such as game lobbies, beginner levels, and warm-up games, when the network requirements are not high, download as much as possible.

[0173] S3. In multiplayer games, the delayed download function can be enabled. Cache the tasks until after the multiplayer game ends, and then the Downloader starts the download.

[0174] Among them, since each task can be divided into two subtasks: Download and Mount. Download is the file download subtask, and the download subtask is mainly to pull the required Pak file from the web service or CDN. The downloaded Pak file will be cached in the CacheDir directory of the hardware device; Mount is the file mounting subtask. The mounting subtask is mainly to mount the Pak file cached in the CacheDir directory to the virtual file system of the game engine. After the Pak file is successfully mounted, it means that the task is executed successfully, and then the read operation of the hardware disk IO is performed to read the Mip data specified by the read task. Before each task executes the download subtask, it can first determine whether the required Pak file already exists in the local cache directory CacheDir of the player's device. If so, there is no need to download the Pak file again, and the mounting subtask can be directly executed. The Downloader can manage the files in the CacheDir directory, including, but not limited to, eliminating high-precision Mip resource files of Textures that have not been used for a long time according to the LRU policy, and allowing players to delete some high-precision Mip resource files of Textures according to the actual situation to solve the technical problem of unlimited occupation of the player's hardware disk space caused by the version update of game resources.

[0175] It should be noted that this application can significantly reduce the size of the basic installation package of the game. For example, for the full - volume Texture packaging of a game application, only 5.61 GB of storage space is required to store the required game resources. After the Texture is segmented according to the method of texture mapping processing proposed in this application, only 3.85 GB of storage space of the game is required to store the basic installation package resources. That is, 31% of the storage space is reduced. For the remaining high - precision Texture resources, players can choose not to download them, saving a large amount of CDN operating costs for game operators.

[0176] It can be understood that in the specific implementation of this application, it involves data related to user information, etc. When the above - mentioned embodiments of this application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards in relevant countries and regions.

[0177] It should be noted that for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations. However, those skilled in the art should know that this application is not limited by the described action sequence, because according to this application, certain steps can be carried out in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to this application.

[0178] According to another aspect of the embodiments of this application, there is also provided a texture mapping processing device for implementing the above - mentioned texture mapping processing method. As Figure 10 shown, the device includes:

[0179] An acquisition module 1002, configured to obtain a first virtual model that needs to be currently displayed in a target application on a first terminal when the target application is installed on the first terminal and the target application has been started;

[0180] A search module 1004, configured to search for a target texture map on the first terminal when the first virtual model needs to be displayed with high precision, where the target texture map is used to perform high - precision rendering of the first virtual model on the target application, and the target texture map is pre - stored in a target server;

[0181] A download module 1006, configured to download the target texture map from the target server on the first terminal when the target texture map is not found, and load and render the target texture map on the first terminal when the target texture map has been downloaded.

[0182] As an alternative solution, the above-mentioned device is used to find the target texture map on the above-mentioned first terminal when the above-mentioned first virtual model currently needs to be displayed with high precision in the following manner: Obtain the target rendering level of the above-mentioned first virtual model on the above-mentioned first terminal, where the above-mentioned target rendering level is used to indicate whether the above-mentioned first virtual model currently needs to be displayed with high precision, and the above-mentioned target rendering level is related to the position of the above-mentioned first virtual model within the viewing range of the above-mentioned target application; when the above-mentioned target rendering level indicates that the above-mentioned first virtual model needs to be displayed with high precision, find the above-mentioned target texture map on the above-mentioned first terminal; when the above-mentioned target rendering level indicates that the above-mentioned first virtual model does not need to be displayed with high precision, find the first texture map on the above-mentioned first terminal, where the above-mentioned first texture map is pre-stored on the above-mentioned first terminal, and the image resolution of the above-mentioned target texture map is greater than that of the above-mentioned first texture map.

[0183] As an alternative solution, the above-mentioned device is used to download the above-mentioned target texture map from the above-mentioned target server when the above-mentioned target texture map is not found, and load and render the above-mentioned target texture map when the above-mentioned target texture map has been downloaded in the following manner: When the above-mentioned target texture map is not found, load and render the above-mentioned first texture map on the above-mentioned first terminal; download the above-mentioned target texture map from the above-mentioned target server on the above-mentioned first terminal, and load and render the above-mentioned target texture map on the above-mentioned first terminal when the above-mentioned target texture map has been downloaded.

[0184] As an alternative solution, the above-mentioned device is used to load and render the above-mentioned first texture map on the above-mentioned first terminal when the above-mentioned target texture map is not found, including at least one of the following: When the above-mentioned target texture map is not found and the network state of the above-mentioned first terminal does not meet the preset network conditions, load and render the above-mentioned first texture map on the above-mentioned first terminal; when the above-mentioned target texture map is not found and the above-mentioned target application is in a preset scenario, load and render the above-mentioned first texture map on the above-mentioned first terminal; when the above-mentioned target texture map is not found and the above-mentioned target texture map is in the process of being downloaded, load and render the above-mentioned first texture map on the above-mentioned first terminal.

[0185] As an alternative solution, the above device is further configured to: before obtaining the first virtual model that currently needs to be displayed in the target application on the first terminal, obtain the installation package of the target application on the first terminal, and use the installation package to install the target application on the first terminal, where the installation package includes the texture configuration file corresponding to the first virtual model and the first texture map, and the texture configuration file is used to indicate the target rendering level and the network address of the target server; the downloading the target texture map from the target server on the first terminal includes: generating a target task on the first terminal according to the network address, where the target task represents a task waiting to download the target texture map in the task queue, and the target task includes a download subtask and a mounting subtask, the download subtask is used to download the target texture map from the target server and cache it to the target cache space of the first terminal, and the mounting subtask is used to mount the target texture map in the target cache space to the virtual file system of the target application; downloading the target texture map by controlling the execution of the target task on the first terminal through the task queue, where whether the target task is allowed to be executed is determined by the queue attribute of the task queue and the scene attribute of the target application.

[0186] As an alternative solution, the above device is further configured to: in the case where the target texture map includes a first target texture map and a second target texture map, and the first target texture map and the second target texture map have different image resolutions, merge the first task corresponding to the first target texture map and the second task corresponding to the second target texture map into the target task on the first terminal; in the case where the target texture map has been downloaded and the target texture map meets the preset storage conditions, delete the target texture map on the first terminal.

[0187] As an alternative solution, the above device is further configured to: obtain a first initial texture map on the second terminal, where the first initial texture map represents the highest-precision map pre-made for the first virtual model; perform texture sampling on the first initial texture map on the second terminal to obtain a first set of texture maps, where the first set of texture maps includes the target texture map and the first texture map; perform a segmentation and packaging operation on the first set of texture maps on the second terminal to obtain a first texture resource file and a second texture resource file, where the first texture resource file is used to represent a set of low-precision maps corresponding to the first virtual model, and the second texture resource file is used to represent a set of high-precision maps corresponding to the first virtual model; save the first texture resource file to the installation package of the target application on the second terminal, and send the second texture resource file to the target server.

[0188] As an alternative solution, the above device is configured to perform texture sampling on the first initial texture map on the second terminal to obtain a first set of texture maps in the following manner: set a set of rendering levels on the second terminal according to the model parameters of the first virtual model, where the set of rendering levels includes the target rendering level; perform texture sampling on the first initial texture map on the second terminal according to the set of rendering levels to obtain the first set of texture maps, where the texture maps in the first set of texture maps correspond one-to-one with the rendering levels in the set of rendering levels.

[0189] As an alternative solution, the above device is configured to perform texture sampling on the first initial texture map on the second terminal to obtain a first set of texture maps in the following manner: perform texture sampling on the first initial texture map on the second terminal to obtain the target texture map; perform texture sampling on the target texture map on the second terminal to obtain the first texture map; perform texture sampling on the first texture map on the second terminal to obtain a second texture map, where the image resolution of the first texture map is greater than the image resolution of the second texture map; determine the target texture map, the first texture map, and the second texture map as the first set of texture maps on the second terminal.

[0190] As an alternative solution, the above device is further configured to: obtain a second initial texture map on the second terminal, where the second initial texture map represents the highest-precision map pre-made for the second virtual model, and the second virtual model is different from the first virtual model; perform texture sampling on the second initial texture map on the second terminal to obtain a second texture map set, where the second texture map set includes texture maps corresponding to different image resolutions; perform a segmentation and packaging operation on the second texture map set on the second terminal to obtain a third texture resource file and a fourth texture resource file, where the third texture resource file is used to represent a set of low-precision maps corresponding to the second virtual model, and the fourth texture resource file is used to represent a set of high-precision maps corresponding to the second virtual model; save the third texture resource file to the installation package of the target application on the second terminal, and send the fourth texture resource file to the target server, where the fourth texture resource file and the second texture resource file are stored independently of each other.

[0191] As an alternative solution, after the above device performs a segmentation and packaging operation on the second texture map set on the second terminal to obtain a third texture resource file and a fourth texture resource file, in the case where the model types of the first virtual model and the second virtual model are the same, the device is configured to merge the second texture resource file and the fourth texture resource file on the second terminal to generate a fifth texture resource file, and send the fifth texture resource file to the target server; in the case where it is currently necessary to display the first virtual model on the first terminal, download the fifth texture resource file from the target server on the first terminal, where the fifth texture resource file includes the target texture map.

[0192] As an alternative, the above-mentioned device is further configured to: display a resource prompt panel on the first terminal, where the resource prompt panel includes a first resource download object, a second resource download object, and a target resource download object. The first resource download object is configured to download high-precision texture resources when triggered, and display the application interface of the target application when the high-precision texture resources are downloaded. The second resource download object is configured to display the application interface when triggered, and set the target application to prohibit downloading the high-precision texture resources. The target resource download object is configured to display the application interface when triggered, and set the target application to download the high-precision texture resources during the running process of the target application. The high-precision texture resources include the target texture map. In response to a trigger operation performed on the target resource download object, display the application interface, and when the first terminal needs to display the first virtual model with high precision, download the target texture map from the target server on the first terminal, and when the target texture map has been downloaded, display the first virtual model rendered with the target texture map on the first terminal.

[0193] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an overall module or unit that includes the function of the module or unit.

[0194] Regarding the device in the above embodiments, the specific manners in which each module performs operations have been described in detail in the embodiments related to the method, and will not be elaborated herein.

[0195] According to one aspect of the present application, a computer program product is provided, and the computer program product includes a computer program.

[0196] The serial numbers of the embodiments of the present application above are only for description and do not represent the advantages or disadvantages of the embodiments.

[0197] Figure 11 Schematically shown is a block diagram of a computer system of an electronic device for implementing the embodiments of the present application.

[0198] It should be noted that Figure 11 The computer system 1100 of the electronic device shown is only an example and should not impose any limitations on the functions and usage scope of the embodiments of the present application.

[0199] As shown Figure 11 in FIG. 1, computer system 1100 includes a central processing unit 1101 (CPU), which can perform various appropriate actions and processes according to a program stored in a read-only memory 1102 (ROM) or a program loaded from a storage section 1108 into a random access memory 1103 (RAM). In the random access memory 1103, various programs and data required for system operation are also stored. The central processing unit 1101, the read-only memory 1102, and the random access memory 1103 are connected to each other via a bus 1104. An input / output interface 1105 (Input / Output interface, i.e., I / O interface) is also connected to the bus 1104.

[0200] The following components are connected to the input / output interface 1105: an input section 1106 including a keyboard, a mouse, etc.; an output section 1107 including, for example, a cathode ray tube (CRT), a liquid crystal display (LCD), etc. and a speaker, etc.; a storage section 1108 including a hard disk, etc.; and a communication section 1109 including a network interface card such as a local area network card, a modem, etc. The communication section 1109 performs communication processing via a network such as the Internet. A drive 1110 is also connected to the input / output interface 1105 as needed. A removable medium 1111, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 1110 as needed so that a computer program read from it can be installed into the storage section 1108 as needed.

[0201] Specifically, according to an embodiment of the present application, the processes described in each method flowchart can be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program includes program codes for performing the methods shown in the flowcharts. In such an embodiment, the computer program can be downloaded and installed from a network via the communication section 1109, and / or installed from the removable medium 1111. When the computer program is executed by the central processing unit 1101, various functions defined in the system of the present application are executed.

[0202] In such an embodiment, the computer program can be downloaded and installed from a network via the communication section 1109, and / or installed from the removable medium 1111. When the computer program is executed by the central processing unit 1101, various functions provided by the embodiments of the present application are executed.

[0203] According to another aspect of the embodiments of the present application, there is also provided an electronic device for implementing the above-described texture mapping processing method. The electronic device may be Figure 1 the terminal device or server shown. In this embodiment, the electronic device is taken as an example of the terminal device for illustration. As Figure 12 shown, the electronic device includes a memory 1202 and a processor 1204. A computer program is stored in the memory 1202, and the processor 1204 is configured to execute the steps in any of the above method embodiments through the computer program.

[0204] Optionally, in this embodiment, the above electronic device may be at least one of multiple network devices in a computer network.

[0205] Optionally, in this embodiment, the above processor may be configured to execute the methods in the embodiments of the present application through a computer program.

[0206] Optionally, those of ordinary skill in the art can understand that Figure 12 the structure shown is only schematic, Figure 12 and it does not limit the structure of the above electronic device. For example, the electronic device may further include more or fewer components (such as a network interface, etc.) than those shown in Figure 12 , or have a different configuration from that shown in Figure 12 .

[0207] Among them, the memory 1202 can be used to store software programs and modules, such as the program instructions / modules corresponding to the texture mapping processing method and device in the embodiments of the present application. The processor 1204 executes various functional applications and data processing by running the software programs and modules stored in the memory 1202, that is, implements the above-described texture mapping processing method. The memory 1202 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memories, or other non-volatile solid-state memories. In some instances, the memory 1202 may further include a memory remotely disposed relative to the processor 1204, and these remote memories may be connected to the terminal through a network. Examples of the above network include but are not limited to the Internet, enterprise intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1202 may specifically but not limitedly be used to store information such as the target texture mapping. As an example, as Figure 12 shown, the above memory 1202 may include but is not limited to the acquisition module 1002, the search module 1004, and the download module 1006 in the above texture mapping processing device. In addition, it may further include but is not limited to other module units in the above texture mapping processing device, which will not be elaborated in this example.

[0208] Optionally, the above-described transmission device 1206 is used to receive or send data via a network. Specific examples of the above network may include a wired network and a wireless network. In one example, the transmission device 1206 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through a network cable, so as to communicate with the Internet or a local area network. In one example, the transmission device 1206 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0209] In addition, the above-described electronic device further includes: a display 1208, which is used to display the above-described first virtual model; and a connection bus 1210, which is used to connect each module component in the above-described electronic device.

[0210] In other embodiments, the above terminal device or server may be a node in a distributed system. Among them, the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through a network communication form. Among them, the nodes can form a peer-to-peer network, and any form of computing device, such as an electronic device such as a server or a terminal, can become a node in the blockchain system by joining the peer-to-peer network.

[0211] According to one aspect of the present application, there is provided a computer-readable storage medium. The processor of the electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the texture mapping processing method provided in various optional implementation manners of the above texture mapping processing.

[0212] Optionally, in the present embodiment, the above computer-readable storage medium may be set to store the methods for executing the embodiments of the present application.

[0213] Optionally, in the present embodiment, those of ordinary skill in the art can understand that all or part of the steps in the above various methods can be completed by a program instructing the relevant hardware of the terminal device. The program can be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disc, etc.

[0214] The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages or disadvantages of the embodiments.

[0215] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage media. Based on such understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing one or more electronic devices to execute all or part of the steps of the methods described in various embodiments of this application.

[0216] In the above embodiments of this application, the descriptions of the various embodiments have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0217] In the several embodiments provided by this application, it should be understood that the disclosed application program can be implemented in other ways. Among them, the device embodiments described above are only illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some interfaces. The indirect couplings or communication connections of the units or modules can be in electrical or other forms.

[0218] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place, or they can be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0219] In addition, the functional units in each embodiment of this application can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated units can be implemented in the form of hardware or in the form of software functional units.

[0220] The above are only the preferred embodiments of this application. It should be noted that for those of ordinary skill in the art, without departing from the principle of this application, several improvements and refinements can still be made, and these improvements and refinements should also be regarded as the protection scope of this application.

Claims

1. A method for processing texture mapping, characterized in that, Including: When the target application is installed on the first terminal and the target application has been started, obtain a first virtual model that currently needs to be displayed in the target application on the first terminal; When the first virtual model currently needs to be displayed with high precision, search for a target texture map on the first terminal, where the target texture map is used to render the first virtual model with high precision on the target application, and the target texture map is pre-stored in a target server; When the target texture map is not found, download the target texture map from the target server on the first terminal, and when the target texture map has been downloaded, load and render the target texture map on the first terminal.

2. The method according to claim 1, wherein The step of, when the first virtual model currently needs to be displayed with high precision, searching for a target texture map on the first terminal includes: Obtain a target rendering level of the first virtual model on the first terminal, where the target rendering level is used to indicate whether the first virtual model currently needs to be displayed with high precision, and the target rendering level is related to the position of the first virtual model within the field of view of the target application; When the target rendering level indicates that the first virtual model needs to be displayed with high precision, search for the target texture map on the first terminal; When the target rendering level indicates that the first virtual model does not need to be displayed with high precision, search for a first texture map on the first terminal, where the first texture map is pre-stored in the first terminal, and the image resolution of the target texture map is greater than that of the first texture map.

3. The method according to claim 2, wherein The step of, when the target texture map is not found, downloading the target texture map from the target server and, when the target texture map has been downloaded, loading and rendering the target texture map includes: When the target texture map is not found, load and render the first texture map on the first terminal; Download the target texture map from the target server on the first terminal, and when the target texture map has been downloaded, load and render the target texture map on the first terminal.

4. The method according to claim 3, characterized in that, The step of, when the target texture map is not found, loading and rendering the first texture map on the first terminal includes at least one of the following: When the target texture map is not found and the network state of the first terminal does not meet a preset network condition, load and render the first texture map on the first terminal; When the target texture map is not found and the target application is in a preset scenario, load and render the first texture map on the first terminal; When the target texture map is not found and the target texture map is in the process of being downloaded, load and render the first texture map on the first terminal.

5. The method according to claim 2, wherein, Before obtaining the first virtual model that needs to be displayed in the target application on the first terminal, the method further includes: obtaining an installation package of the target application on the first terminal, and installing the target application on the first terminal using the installation package, where the installation package includes a texture configuration file corresponding to the first virtual model and the first texture map, and the texture configuration file is used to indicate the target rendering level and the network address of the target server; The downloading of the target texture map from the target server on the first terminal includes: generating a target task on the first terminal according to the network address, where the target task represents a task waiting to download the target texture map in a task queue, and the target task includes a download subtask and a mounting subtask. The download subtask is used to download the target texture map from the target server and cache it to a target cache space of the first terminal, and the mounting subtask is used to mount the target texture map in the target cache space to a virtual file system of the target application; executing the target task on the first terminal by controlling the task queue to download the target texture map, where whether the target task is allowed to be executed is determined by the queue attribute of the task queue and the scene attribute of the target application.

6. The method according to claim 5, characterized in that, The method further includes: When the target texture map includes a first target texture map and a second target texture map, and the first target texture map and the second target texture map have different image resolutions, merging a first task corresponding to the first target texture map and a second task corresponding to the second target texture map into the target task on the first terminal; When the target texture map has been downloaded and the target texture map meets a preset storage condition, deleting the target texture map on the first terminal.

7. The method according to any one of claims 2 to 6, characterized in that The method further includes: Obtaining a first initial texture map on the second terminal, where the first initial texture map represents the highest-precision map pre-made for the first virtual model; Performing texture sampling on the first initial texture map on the second terminal to obtain a first texture map set, where the first texture map set includes the target texture map and the first texture map; Performing a segmentation and packaging operation on the first texture map set on the second terminal to obtain a first texture resource file and a second texture resource file, where the first texture resource file is used to represent a low-precision texture map set corresponding to the first virtual model, and the second texture resource file is used to represent a high-precision texture map set corresponding to the first virtual model; Saving the first texture resource file to the installation package of the target application on the second terminal, and sending the second texture resource file to the target server.

8. The method according to claim 7, wherein The performing texture sampling on the first initial texture map on the second terminal to obtain a first texture map set includes: Set a set of rendering levels on the second terminal according to the model parameters of the first virtual model, where the set of rendering levels includes the target rendering level; Perform texture sampling on the first initial texture map on the second terminal according to the set of rendering levels to obtain the first set of texture maps, where the texture maps in the first set of texture maps correspond one-to-one with the rendering levels in the set of rendering levels.

9. The method according to claim 7, wherein The performing texture sampling on the first initial texture map on the second terminal to obtain the first set of texture maps includes: Perform texture sampling on the first initial texture map on the second terminal to obtain the target texture map; Perform texture sampling on the target texture map on the second terminal to obtain the first texture map; Perform texture sampling on the first texture map on the second terminal to obtain a second texture map, where the image resolution of the first texture map is greater than the image resolution of the second texture map; On the second terminal, determine the target texture map, the first texture map, and the second texture map as the first set of texture maps.

10. The method according to claim 7, wherein The method further includes: Obtain a second initial texture map on the second terminal, where the second initial texture map represents the highest-precision map pre-made for the second virtual model, and the second virtual model is different from the first virtual model; Perform texture sampling on the second initial texture map on the second terminal to obtain a second set of texture maps, where the second set of texture maps includes texture maps corresponding to different image resolutions; Perform a segmentation and packaging operation on the second set of texture maps on the second terminal to obtain a third texture resource file and a fourth texture resource file, where the third texture resource file is used to represent a set of low-precision maps corresponding to the second virtual model, and the fourth texture resource file is used to represent a set of high-precision maps corresponding to the second virtual model; Save the third texture resource file to the installation package of the target application on the second terminal, and send the fourth texture resource file to the target server, where the fourth texture resource file and the second texture resource file are stored independently.

11. The method according to claim 10, wherein After performing the segmentation and packaging operation on the second set of texture maps on the second terminal to obtain the third texture resource file and the fourth texture resource file, the method further includes: In the case where the model types of the first virtual model and the second virtual model are the same, merge the second texture resource file and the fourth texture resource file on the second terminal to generate a fifth texture resource file, and send the fifth texture resource file to the target server; In the case where the first virtual model needs to be displayed on the first terminal currently, download the fifth texture resource file from the target server on the first terminal, where the fifth texture resource file includes the target texture map.

12. The method according to claim 1, characterized in that The method further includes: A resource prompt panel is displayed on the first terminal. The resource prompt panel includes a first resource download object, a second resource download object, and a target resource download object. The first resource download object is set to download high-precision texture resources when triggered, and display the application interface of the target application when the high-precision texture resources are downloaded. The second resource download object is set to display the application interface when triggered and set the target application to prohibit the download of the high-precision texture resources. The target resource download object is set to display the application interface when triggered and set the target application to download the high-precision texture resources during the running of the target application. The high-precision texture resources include the target texture map; In response to a trigger operation performed on the target resource download object, the application interface is displayed. When the first terminal needs to display the first virtual model with high precision, the target texture map is downloaded from the target server on the first terminal. When the target texture map has been downloaded, the first virtual model rendered with the target texture map is displayed on the first terminal.

13. A processing device for texture mapping, characterized in that Comprising: An acquisition module, configured to acquire a first virtual model that needs to be currently displayed in the target application on the first terminal when the target application is installed on the first terminal and the target application has been started; A search module, configured to search for a target texture map on the first terminal when the first virtual model currently needs to be displayed with high precision, where the target texture map is used to render the first virtual model with high precision on the target application, and the target texture map is pre-stored in a target server; A download module, configured to download the target texture map from the target server on the first terminal when the target texture map is not found, and load and render the target texture map on the first terminal when the target texture map has been downloaded.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a stored computer program, where the computer program can be executed by an electronic device to perform the method described in any one of claims 1 to 12.

15. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, the steps of the method described in any one of claims 1 to 12 are implemented.

16. An electronic device, comprising a memory and a processor, characterized in that, A computer program is stored in the memory, and the processor is configured to execute the method described in any one of claims 1 to 12 through the computer program.