Game image display method and device, equipment and medium

By dynamically adjusting the rendering overhead parameters of the panoramic viewport and door frame viewport, the rendering flexibility and visual effect problems in the portal mechanism are solved, and the game experience and system efficiency are improved.

CN120437590AActive Publication Date: 2025-08-08GUANGZHOU KULUO SHUJIE TECH CO LTD
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Patent Information

Application Number
CN202510870571.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-26
Publication Date
2025-08-08
Estimated Expiration
2045-06-26

AI Technical Summary

Technical Problem

The existing portal mechanism has shortcomings in rendering flexibility, performance optimization and visual effect processing, resulting in poor gameplay experience for players and low system operation efficiency.

Method used

By dynamically adjusting the rendering overhead constraint parameters of the panoramic viewport and door frame viewport based on the real-time position and motion direction of the player character, reasonably allocate rendering resources, optimize equipment system overhead, and ensure image quality and immersion.

Benefits of technology

It significantly improves the visual effect and immersion of the game, optimizes the operating efficiency of the system, and provides a smooth gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention relates to a game image display method and device, equipment and a medium. The method comprises the following steps: determining a panoramic viewport corresponding to a current map unit based on a real-time position and a motion direction of a player character in the current map unit; a door frame viewport of a second transmission door connected to the target map unit is determined according to the panoramic viewport, the door frame viewport is arranged in a door frame of a first transmission door connected with the current map unit in a sleeved mode, and the door frame viewport is a viewport for observing an internal scene of the target map unit outside the second transmission door; according to the real-time distance between the real-time position and the first transmission door, the relative relation between rendering overhead constraint parameters of the panoramic viewport and the door frame viewport is adjusted; and correspondingly rendering real-time images of the panoramic viewport and the door frame viewport according to the respective rendering overhead constraint parameters. The game experience and the operation efficiency of the equipment can be remarkably improved.
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Description

Technical Field

[0001] The present application relates to the field of computer image processing, and in particular to a method for displaying game images and its apparatus, equipment, and medium. Background Art

[0002] In game development, portal mechanics are a common element, widely used in various game scenarios. Portals not only enable rapid player character movement but also add rich strategic and exploratory elements to game design. However, existing portal mechanics suffer from technical issues in their implementation, which, to a certain extent, affect both the player experience and the system's operational efficiency.

[0003] Traditional portal mechanisms typically use a single rendering viewport to display the scene behind the portal. Although this method is simple, it has obvious limitations in practical applications.

[0004] First, the single viewport rendering method cannot dynamically adjust the viewport content according to the player's character's activities, resulting in the player being unable to obtain a scene image consistent with the actual perspective when approaching the portal.

[0005] Secondly, traditional technologies usually use fixed rendering parameters when rendering scenes behind the portal, which may not only lead to a decline in image quality, but also increase the rendering burden of the terminal device and easily cause unnecessary performance waste.

[0006] Furthermore, when it comes to processing images for external map units, traditional technologies are unable to correctly handle the related visual effects, as different map units are often supported by different servers and different map model datasets, resulting in high complexity. This can cause players to experience visual discontinuities or errors when observing adjacent map units. This problem not only affects the game's visuals but also reduces player immersion.

[0007] Clearly, the existing portal mechanism has significant technical issues in terms of rendering flexibility, performance optimization, and visual effects processing. These issues directly prevent players from experiencing a smooth and immersive gaming experience while using portals, while also increasing the operational burden on the system, and require urgent improvement. Summary of the Invention

[0008] The purpose of this application is to solve the above problems and provide a game image display method and its corresponding device, equipment, non-volatile readable storage medium, and computer program product.

[0009] According to one aspect of the present application, a method for displaying a game image is provided, comprising:

[0010] Based on the real-time position and movement direction of the player character in the current map unit, determine the panoramic viewport corresponding to the current map unit;

[0011] Determining a door frame viewport of a second portal connected to the target map unit based on the panoramic viewport, and inserting the door frame viewport into the door frame of the first portal connected to the current map unit. The door frame viewport is a viewport for observing the interior scene of the target map unit from outside the second portal.

[0012] Adjusting the relative relationship between the rendering cost constraint parameters of the panoramic viewport and the door frame viewport according to the real-time distance between the real-time position and the first transmission portal;

[0013] The real-time images of the panoramic viewport and the door frame viewport are rendered accordingly according to their respective rendering cost constraint parameters.

[0014] According to another aspect of the present application, a game image display device is provided, comprising:

[0015] A panoramic setting module is configured to determine a panoramic viewport corresponding to a current map unit based on the real-time position and movement direction of the player character in the current map unit;

[0016] a door frame setting module, configured to determine a door frame viewport of a second portal connected to a target map unit based on the panoramic viewport, and to set the door frame viewport within the door frame of the first portal connected to the current map unit, wherein the door frame viewport is a viewport for observing the interior scene of the target map unit from outside the second portal;

[0017] a parameter adjustment module configured to adjust a relative relationship between rendering cost constraint parameters of the panoramic viewport and the doorframe viewport according to a real-time distance between the real-time position and the first transmission portal;

[0018] The rendering processing module is configured to render the real-time images of the panoramic viewport and the door frame viewport accordingly according to respective rendering cost constraint parameters.

[0019] According to another aspect of the present application, a game image display device is provided, comprising a central processing unit and a memory, wherein the central processing unit is configured to call and run a computer program stored in the memory to execute the steps of the method described in the present application.

[0020] According to another aspect of the present application, a non-volatile readable storage medium is provided, which stores a computer program implemented according to the game image display method in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the method are executed.

[0021] According to another aspect of the present application, a computer program product is provided, comprising a computer program / instruction, which implements the steps of the method when executed by a processor.

[0022] This application uses innovative technical means to effectively address the technical issues existing in existing portal mechanisms in terms of rendering flexibility, performance optimization, and visual effects processing, significantly improving the player's gaming experience and system efficiency. Specifically, this application flexibly adjusts the rendering overhead constraint parameters corresponding to the panoramic viewport and the portal viewport based on the real-time distance between the player character's real-time position and the first portal, rationally allocating rendering resources and effectively optimizing the device's system overhead. This significantly reduces the system's operational burden and improves device efficiency while ensuring image quality. Furthermore, the panoramic viewport can display the game scene, including the current map unit and its adjacent map units, while the portal viewport is nested within the portal frame of the first portal, allowing players to observe the interior of the target map unit, providing users with more comprehensive game information and enhancing the game's visual effects and immersion. Furthermore, both the panoramic viewport and the portal viewport can change in sync with the player character's real-time position. This linkage mechanism improves the game's rendering and realism, ensuring smooth and coherent visual effects when players observe map units from multiple angles through the panoramic viewport and portal viewport, further enhancing the overall gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1 This is an exemplary network architecture used by this application to run the game;

[0024] Figure 2 This is a schematic diagram of scene content of an exemplary game scene of this application;

[0025] Figure 3 This is a flowchart of an embodiment of the game image display method of the present application;

[0026] Figure 4 This is a functional block diagram of the game image display device of this application;

[0027] Figure 5 This is a structural diagram of a game image display device used in this application. DETAILED DESCRIPTION

[0028] The technical solution of this application can be widely applied to a variety of network architectures to adapt to game applications of different types and sizes. Figure 1In the typical network architecture shown, a player's terminal device accesses a game service cluster via the network. This cluster consists of multiple game servers 81, each of which is responsible for running gameplay services for one or more map units on the game map. A computer program product implemented according to the game image display method of the present application is installed and executed on the player's terminal device 80. Alternatively, the computer program product is executed within a cloud server container by connecting the terminal device to the cloud server container, enabling the player to control the player character in the game through these devices, enter different map units for exploration and interaction.

[0029] The game server 81 maintains a real-time connection with the player's terminal device 80 through the network and is responsible for processing various events and interactions in the game, such as the movement, attack, and use of props of the player character. The server provides the necessary data support for the terminal device to ensure the smooth operation of the game. These data include but are not limited to map model data sets, which contain the scene content of each map unit, such as buildings, player character models, non-player character models, and other various biological or non-biological models, etc., which are used for the terminal device 80 to render and generate corresponding real-time images. Based on the received map model data set and in combination with the game image display method of the present application, the terminal device 80 can generate high-quality real-time images and display them in a graphical user interface. Players obtain visual information in the game through these real-time images, thereby implementing the gameplay.

[0030] This application is not only applicable to the gaming experience of a single player, but can also be extended to a multiplayer online gaming environment. In a multiplayer game, the terminal devices of multiple players (users) are connected to the game service cluster at the same time. The server needs to process interaction requests from multiple players and update the game status in real time. This application can ensure that in a multiplayer game scenario, each player can obtain a consistent and high-quality game image display, while optimizing the resource usage of the server and terminal devices, and improving the operating efficiency of the entire game system.

[0031] In an exemplary game scenario of this application, Figure 2 As shown, the game map includes multiple map units 71 and 72. Each map unit is designed as a room or open space. Rooms can be connected by installing portals and establishing connections between portals 81 and 82, forming a complex game world. The player character moves in the current room (i.e., the current map unit), while adjacent rooms (target map units) are connected to the current room through portals.

[0032] When the player character approaches the first portal 81 of the current room, the player's terminal device working according to the game image display method of the present application will dynamically adjust the rendering effects of the panoramic viewport 91 and the door frame viewport 92 according to the real-time position and movement direction of the player character. The panoramic viewport displays the scene of the current room, i.e., the current map unit 71, including the environment and other game elements around the player character. The door frame viewport 92 is set in the door frame of the first portal 81 of the current room. Through this viewport, the player can see the scene inside the target room with the help of the second portal 82 installed in the target room, i.e., the target map unit 72 and connected to the first portal 81. When the target room is a room adjacent to the current room, and the two rooms are blocked by a transparent wall entity 70 such as a glass wall, in the case of Figure 2 Under the appropriate viewing angle shown, the player can observe the target room not only through the glass wall but also through the door frame area of the first portal through the panoramic viewport 91, thereby realizing multi-angle observation of the interior scene of the target room.

[0033] A teleportation channel is constructed between the first portal 81 and the second portal 82. In some embodiments, the teleportation channel allows the player character or other virtual props to traverse unconditionally. As long as the player character or virtual prop 61 enters the first portal 81, it is equivalent to entering the second portal 82 and appearing in the target room where the second portal 82 is located. In some embodiments, access to the teleportation channel can also be conditionally restricted. For example, the player character can be prohibited from using the teleportation channel to reach the target room unless the player character has unlocked the game mechanism 60 located in the target room. In this case, the player character can first pass through the first portal 81 and drop the virtual prop 61 into the target room through the teleportation channel. When the drop location of the virtual prop 61 meets a preset condition, the game mechanism 60 is unlocked, triggering a corresponding mechanism unlock event. In response to this mechanism unlock event, the player character is granted access to the teleportation channel, allowing the player character to achieve the effect of instantaneous travel within the game scene through the teleportation channel.

[0034] In the game scenes of this application, the image display of each map unit (room) relies on the real-time image acquisition process of the virtual camera. As a background concept, the virtual camera is not displayed in the game scene. Only in the rendering system of this application game is it responsible for capturing the scene in the game world corresponding to various viewports, such as the global viewport and the door frame viewport, and converting it into an image visible on the player's terminal device.

[0035] The shooting position and viewing angle of the virtual camera can be adjusted in real time according to the movement of the player character in the current map unit. Specifically, based on the real-time position and movement direction of the player character, the shooting position and shooting angle of the virtual camera can be determined as shooting parameters, thereby determining the corresponding viewport. For example, the panoramic viewport and door frame viewport of the present application use the first virtual camera and the second virtual camera to capture the corresponding images, respectively. However, the change in image content depends on the change in the viewport, and the change in the viewport is determined by the shooting position and shooting angle of the corresponding virtual camera, and the shooting position depends on the real-time position and movement direction of the player's angle. It should be pointed out that for the image of the panoramic viewport, the viewing angle adopted by its virtual camera can be either a first-person perspective or a third-person perspective.

[0036] When the player character approaches the first portal, not only does the first virtual camera need to capture the scene of the current map unit, but the second virtual camera also needs to display the interior of the target map unit through the portal frame viewport. The shooting position and perspective of the second virtual camera can be mapped from the shooting parameters of the first virtual camera according to a preset mapping relationship. This mapping relationship ensures that the portal frame viewport can correctly display the scene of the target map unit, just as the player character sees through the portal.

[0037] In the process of the virtual camera capturing real-time images, the corresponding rendering channel instance can be called to generate the required image texture according to the configuration parameters of the virtual camera and the map model data set of the corresponding map unit. In the present application, a viewport can correspond to one or more rendering channel instances to respectively capture images of different map units. For example, the panoramic viewport and the door frame viewport can each correspond to a rendering channel instance to respectively capture the scene images of the current map unit and the target map unit; for another example, the door frame viewport can correspond to a single rendering channel instance to capture the scene image of the target map unit, while the panoramic viewport can use two corresponding rendering channel instances to capture the corresponding scene images corresponding to the current map unit and its adjacent map units. The rendering channel instance generates image textures according to the rendering cost constraint parameters corresponding to the viewport, and the image textures of each viewport are finally synthesized into the real-time image corresponding to the panoramic viewport and displayed in the graphical user interface.

[0038] The rendering cost constraint parameters of this application determine the rendering quality and performance consumption of the image, including but not limited to resolution, frame rate, particle density, etc. By flexibly adjusting these parameters of one or more viewports based on the real-time distance between the player character and the portal, it is possible to optimize the system overhead of the terminal device while maintaining image quality. For example, when the player character is far away from the portal, the terminal device can lower the rendering cost constraint parameters of the portal viewport to save resources; when the player character is close to the portal, these parameters can be increased to provide a clearer and smoother image.

[0039] Based on the above overview of the technical solution of the present application, the technical solution of the present application will be further explained in combination with various specific embodiments below.

[0040] See also Figure 3 The game image display method of the present application can be implemented as a computer program product installed and run in a container of a player's terminal device or cloud server. In some embodiments, the method includes the following steps:

[0041] Step S3100: Determine the panoramic viewport corresponding to the current map unit based on the real-time position and movement direction of the player character in the current map unit;

[0042] The panoramic viewport is a visual window of the map unit where the player character is currently located, that is, the current map unit, which is used to display the environment and other game elements around the player character. The panoramic viewport can be determined based on the real-time position of the player character, and the real-time position of the player character in the current map unit can be achieved through the positioning system in the game, which can accurately track the position of the player character in the game world. The panoramic viewport can also take into account the direction of movement of the player character. The direction of movement can be determined by analyzing the input instructions of the player character, such as the reversing or moving operation instructions triggered by the keyboard, game controller, mouse, etc. Combined with the real-time position and movement direction, the first shooting position and the first shooting angle corresponding to the first virtual camera can be calculated. These two parameters together constitute the first shooting parameters for configuring the first virtual camera.

[0043] The first virtual camera is used to simulate the player character's perspective, such as a first-person perspective or an over-the-shoulder perspective, to capture scenes in the game world. By configuring the first virtual camera's shooting position and shooting angle, the specific range and perspective of the panoramic viewport can be determined. For example, if the player character is moving north, the first shooting angle will face north, and the first shooting position will be located at the player character's current position, serving to determine the camera position. The first virtual camera configured in this way can capture the scene in front of the player character, forming a panoramic viewport.

[0044] In practice, the panoramic viewport can be determined in a variety of ways. For example, a fixed viewport size based on the center of the player character can be used. Regardless of the player character's movement, the viewport size remains constant, while its position and orientation adjust based on the player character's real-time position and direction of movement. Another approach is to dynamically adjust the viewport size, varying the viewport range based on the player character's movement speed or the complexity of the game scene to provide richer visual information or optimize performance.

[0045] In addition, the determination of the panoramic viewport also needs to take into account other elements in the game, such as the boundaries of map units, obstacles, etc. For example, if the player character is close to the boundary of a map unit, the panoramic viewport may be affected by the boundary and need to be appropriately cropped or adjusted to ensure that the player character does not see the scene outside the map unit. Similarly, if there are obstacles such as walls or mountains, the panoramic viewport's line of sight may be blocked and need to be properly processed by the rendering system to provide realistic visual effects. Similarly, if the wall is a glass wall, the image of the panoramic viewport should also include the image of the adjacent map unit on the other side of the glass wall.

[0046] It can be seen that by accurately obtaining the real-time position and movement direction of the player character and configuring the first virtual camera, a panoramic viewport is determined, providing the player with a game scene view that matches his real-time position and movement direction.

[0047] Step S3200: Determine a doorframe viewport of a second portal connected to the target map unit based on the panoramic viewport, and nest the doorframe viewport within the doorframe of the first portal connected to the current map unit. The doorframe viewport is a viewport for observing the interior scene of the target map unit from outside the second portal.

[0048] The portal viewport is used to observe the interior of the target unit from outside the second portal. It is bounded by the portal's portal frame. This allows you to see the interior of the target unit, enhancing the game's immersion and visual quality. To better understand this step, you can refer to a specific example image.

[0049] Suppose the player character is in the room to the left of the current map unit, and the room to the right is its adjacent map unit and the target map unit. A first portal is installed on the wall of the left room facing the player character, while a second portal is installed on the same wall of the right room. The first and second portals are pre-bound or dynamically bound, and the binding relationship between them connects them, forming a teleportation channel. In this example, the player character can see the interior of the right room through the first portal, and this scene is displayed through the door frame viewport.

[0050] In order to determine the door frame viewport, the present application determines it based on the parameters of the panoramic viewport and the real-time position of the player character. Specifically, the first shooting position of the first virtual camera used by the panoramic viewport can be mapped to the second shooting position of the second virtual camera outside the second portal according to a preset mapping relationship. The second virtual camera is a dedicated virtual camera used by the door frame viewport to capture images. This mapping relationship ensures that the second virtual camera can correctly capture the scene inside the target map unit from the position outside the second portal. At the same time, the first shooting angle of the first virtual camera is directly set to the second shooting angle of the second virtual camera, so that the perspective change of the door frame viewport can be synchronized with the panoramic viewport. Figuratively speaking, the visual changes caused by the player character's every move will be synchronously affected by the panoramic viewport and the door frame viewport, which is more immersive.

[0051] After determining the shooting position and viewing angle of the second virtual camera, the second virtual camera is configured based on these parameters, thereby determining the specific range and viewing angle of the portal viewport. The image content of the portal viewport is sized and cropped according to the internal boundaries of the second portal's frame. Then, it is fitted into the frame of the first portal, so that the first portal's frame exactly displays the scene content seen from the second portal's frame. In this way, the interior of the target map unit, which was originally only visible from outside the second portal, can be seen through the first portal.

[0052] In one embodiment, when determining the door frame viewport based on the panoramic viewport, the first shooting position of the first virtual camera used in the panoramic viewport is first calculated based on the real-time position of the player character in the current map unit. Then, through a preset mapping relationship, this first shooting position is converted to the second shooting position of the second virtual camera outside the second portal. This mapping relationship can be calculated using the coordinate translation formula of the entire game map. For example, assuming that the first virtual camera is located at point A on one side of the first portal, and the second virtual camera is located at point B outside the second portal, when the real-time position of the player character is offset to point C relative to point A, the coordinates of point B are corrected according to the coordinate offset of point C relative to point A. The corrected coordinates can then be used as the second shooting position corresponding to the second virtual camera.

[0053] In one embodiment, considering that the portal is a physical door in the game world, the doorframe viewport is physically limited by the internal range of the doorframe and requires appropriate clipping or adjustment to ensure that the player character does not see the scene outside the portal. Similarly, if the target map unit has boundaries or obstacles, such as items such as boxes in the target room, the view of the doorframe viewport may also be partially blocked. This can be appropriately processed by the rendering system to provide a realistic visual effect.

[0054] Step S3300: adjusting the relative relationship between the rendering cost constraint parameters of the panoramic viewport and the doorframe viewport according to the real-time distance between the real-time position and the first transmission portal;

[0055] Rendering cost constraint parameters refer to a set of parameters that limit image quality, performance consumption, and other aspects during the rendering process. After the first virtual camera determines the panoramic viewport and the second virtual camera determines the door frame viewport, the two virtual cameras can apply the rendering cost constraint parameters corresponding to their respective viewports to the corresponding rendering channel instances to collect images of the corresponding map model dataset in order to obtain the corresponding scene image.

[0056] Rendering cost constraint parameters include, but are not limited to, one or more of the resolution, frame rate, texture quality, lighting effects, particle density, and particle effect on / off status used when rendering images. By adjusting these parameters, it is possible to optimize device system overhead while maintaining image quality. For example, when the player character is far away from a portal, the resolution, frame rate, particle density, texture quality, lighting effects, and other parameters of the portal frame viewport can be reduced according to a predetermined data value or ratio to save resources. Conversely, when the player character approaches the portal, these parameters can be increased to provide a clearer and smoother image.

[0057] Adjusting the relative relationship between the rendering cost constraint parameters of the panoramic viewport and the doorframe viewport can be implemented in a variety of ways, including adjusting the relative relationship by changing the rendering cost constraint parameters of the doorframe viewport while keeping the rendering cost constraint parameters of the panoramic viewport unchanged; or adjusting the relative relationship by changing the rendering cost constraint parameters of both the panoramic viewport and the doorframe viewport simultaneously; or adjusting the relative relationship by changing the rendering cost constraint parameters of the panoramic viewport while keeping the rendering cost constraint parameters of the doorframe viewport unchanged. These implementation methods will be described in detail below.

[0058] In one implementation, the rendering cost constraint parameters for the doorframe viewport can be adjusted independently, while those for the panoramic viewport remain unchanged. This approach takes into account that the panoramic viewport image provides the visual experience of the entire game scene and requires stability to maintain a continuous sense of immersion. The doorframe viewport's image quality changes with the player's character's distance, which is more consistent with human visual effects.

[0059] In another embodiment, the rendering cost constraint parameters of the panoramic viewport and the portal viewport can be adjusted simultaneously to achieve the effect of adjusting the relative relationship between them. This method is suitable for scenes where the image quality of the two viewports needs to be balanced, such as when the player character moves near a portal and needs to pay attention to the current map unit and the target map unit at the same time.

[0060] In another embodiment, the rendering cost constraint parameters of the panoramic viewport can be adjusted separately to achieve the effect of adjusting the relative relationship between it and the rendering cost constraint parameters of the doorframe viewport. In this way, some specific screen requirements can be met. For example, when the game character is relatively close to the first portal, that is, when the distance from the first portal is within a preset smaller distance range, it is generally to observe the details of the target map unit. Keeping the parameters of the doorframe viewport at a relatively high level unchanged, while reducing the parameters of the panoramic viewport to a relatively low level, can create a blur-like effect, making it easier for players to focus their vision on the doorframe viewport.

[0061] Regardless of which of the above implementation methods is adopted, they can all play a role in adjusting the relative relationship between the rendering cost constraint parameters between the two viewports, thereby realizing adaptive adjustment of the system overhead of the terminal device as a whole, saving unnecessary waste of system resources, improving operating efficiency, and ensuring the smoothness of game operation.

[0062] Step S3400: Render the real-time images of the panoramic viewport and the doorframe viewport accordingly according to their respective rendering cost constraint parameters.

[0063] In order to achieve efficient display of game images, according to the rendering cost constraint parameters of the panoramic viewport and the doorframe viewport respectively, the first virtual camera and the second virtual camera drive the corresponding rendering channel instances, respectively rendering the real-time images of the panoramic viewport and the doorframe viewport, and displaying these images in the graphical user interface, ensuring that players can get a smooth and high-quality visual experience.

[0064] Specifically, the rendering process for the panoramic viewport and doorframe viewport relies on their respective rendering cost constraints, which determine the image quality and performance consumption. For example, the resolution parameter determines image clarity, the frame rate parameter affects image smoothness, the texture quality parameter affects the richness of image detail, and the lighting effect parameter affects the image's realism. By configuring these parameters as needed, you can optimize device system overhead while maintaining image quality.

[0065] During the implementation process, the first virtual camera and the second virtual camera drive the corresponding rendering channel instances according to the rendering cost constraint parameters of the panoramic viewport and the door frame viewport respectively. The rendering channel instance is a module in the rendering system, which is responsible for generating the required image texture according to the configuration parameters of the virtual camera and the map model dataset. For example, the rendering channel instance of the panoramic viewport can generate a first image texture from the map model dataset of the current map unit according to the rendering cost constraint parameters of the panoramic viewport; if the panoramic viewport also covers the adjacent map unit, it can also generate a second image texture from the map model dataset of the adjacent map unit according to the rendering cost constraint parameters of the panoramic viewport. Similarly, the rendering channel instance of the door frame viewport can generate a third image texture from the map model dataset of the target map unit according to the rendering cost constraint parameters of the door frame viewport.

[0066] In one embodiment, reference Figure 2 As shown, the target map unit and the adjacent map unit can be the same map unit 72. In this way, the panoramic viewport 91 and the door frame viewport 92 will share the same map model dataset to generate scene images of the map unit 72 from different perspectives. However, a total of three rendering channel instances are required to render and generate the corresponding image textures, two of which serve the panoramic viewport together, providing the panoramic viewport with image textures for scene images of different map units. As can be seen, in this case, the device has to run multiple rendering channel instances, which is a heavy burden. The role of the optimized rendering cost constraint parameters can improve device operation efficiency and ensure smoothness.

[0067] These image textures are ultimately synthesized into real-time images and displayed in the graphical user interface to ensure image consistency and coherence in the game scene, giving players a smooth and natural visual experience when viewing images in the panoramic viewport and doorframe viewport.

[0068] In one embodiment, which is more vivid and easier to understand, when the target map unit contains complex environmental elements, such as dynamic weather effects or a large number of NPCs, performance can be optimized by adjusting rendering cost constraint parameters, such as reducing particle density or simplifying textures. Furthermore, to maintain image realism, these simplified images can be post-processed, such as by applying blurring or color correction, to provide a more natural visual effect.

[0069] As can be seen from the above embodiments, this application effectively solves the technical problems of the existing portal mechanism in rendering flexibility, performance optimization, and visual effect processing through innovative technical means, significantly improving the player's gaming experience and system operating efficiency. Its technical advantages include but are not limited to:

[0070] First of all, this application can reasonably allocate rendering resources and effectively optimize the system overhead of the device by flexibly adjusting the rendering overhead constraint parameters corresponding to the panoramic viewport and the door frame viewport according to the real-time position of the player character and the real-time distance between the first portal, thereby significantly reducing the operating burden of the system and improving the operating efficiency of the device while ensuring image quality.

[0071] Secondly, the present application can display the game scene including the current map unit and its adjacent map units through the panoramic viewport. At the same time, through the door frame viewport corresponding to the second portal embedded in the door frame of the first portal, the player can observe the internal scene of the target map unit, providing users with more sufficient game information, so that when the player approaches the first portal, he can obtain a scene image consistent with the actual perspective outside the second portal, enhancing the visual effect and immersion of the game, and providing a richer and more coherent game visual experience.

[0072] Furthermore, because the player character's real-time position determines both the panoramic viewport and the doorframe viewport, both can change in tandem with the player character's real-time position. This linkage mechanism enhances the game's rendering and realism, making the game scene presentation more natural and realistic. It also ensures smooth and coherent visuals when viewing external map units from multiple angles through the panoramic and doorframe viewports, further enhancing the overall gaming experience.

[0073] Based on any embodiment of the method of the present application, determining a panoramic viewport corresponding to the current map unit based on the real-time position and movement direction of the player character in the current map unit includes:

[0074] Step S3110: determining a first shooting position of the first virtual camera in the current map unit according to the real-time position of the player character;

[0075] The first virtual camera's shooting position is determined based on the player character's real-time position. When the player controls the player character, its position within the current map unit is accurately tracked by the game's positioning system, which provides real-time feedback on the player character's specific location within the game world. Based on this real-time position, the first virtual camera's first shooting position is calculated, which determines the viewing angle and range of the panoramic viewport.

[0076] In one embodiment, the first virtual camera is the first-person perspective of the player character. In this case, the coordinates from the position of the player character in the current map unit to the eye height of the player character are the first shooting position.

[0077] In another embodiment, the first virtual camera is a third-person perspective from above and behind the player character, such as an over-the-shoulder perspective. In this case, a preset point on the player character's body can be used as a reference point, and an over-the-shoulder point within a certain range of the reference point can be calculated and determined, and its coordinates are determined as the first shooting position.

[0078] Step S3120: determining a first shooting angle corresponding to a first virtual camera according to the movement direction of the player character;

[0079] The first shooting angle of view of the first virtual camera is determined based on the direction of movement of the player character. The direction of movement of the player character can be determined by analyzing the player character's input instructions (such as keyboard operations, mouse movements, touch movements, etc.). For example, if the player character is moving north, then the first shooting angle of view will be facing north. This angle of view reflects the player character's current viewing direction and is one of the important parameters of the panoramic viewport. The viewing angle range of the first shooting angle of view can be determined based on the parameters of the virtual camera itself. For example, if the effective viewing angle of the virtual camera is 180 degrees, then 180 degrees can be used as the viewing angle range of the first shooting angle of view.

[0080] Step S3130: configuring the first virtual camera according to first shooting parameters consisting of a first shooting position and a first shooting angle of view to determine a panoramic viewport for displaying images captured by the first virtual camera.

[0081] The first shooting position and the first shooting angle constitute the first shooting parameters required by the first virtual camera. The first shooting position determines the specific position of the first virtual camera in the game world, while the first shooting angle defines the virtual camera's orientation and viewing range. These two parameters together determine the viewing angle and visible range of the panoramic viewport, thus affecting the scene content that players see in the game.

[0082] When configuring the first virtual camera, various specific implementations can be adopted based on different game designs and player experience requirements. For example, if the first virtual camera adopts a first-person perspective, the panoramic viewport will directly reflect the perspective of the player character, and the scene the player sees will be as if observed directly through the player character's eyes. In this case, the viewing angle range of the panoramic viewport will generally match the player character's field of view. For example, the normal field of view of humans is approximately 120 degrees, and the effective viewing angle of the virtual camera can be set to 120 degrees to provide a natural visual experience.

[0083] On the other hand, if the primary virtual camera uses a third-person perspective, such as an over-the-shoulder view, the panoramic viewport will display the scene from above and behind the player character. In this case, the panoramic viewport's field of view may be larger to provide a wider field of view. For example, the virtual camera's effective field of view can be set to 180 degrees or wider, allowing the player to see more of the surrounding environment. This perspective setting helps players better understand the layout of the game world and the dynamics of their surroundings.

[0084] In addition, the first shooting parameters may also include other configuration information, such as the focal length and depth of field of the virtual camera. These parameters can further adjust the visual effects of the panoramic viewport to suit different game scenarios and player needs. For example, by adjusting the focal length, different lens effects, such as wide-angle or telephoto lenses, can be simulated, thereby changing the scene ratio and visual effects in the panoramic viewport.

[0085] By dynamically adjusting the first shooting position and the first shooting angle of the first virtual camera according to the real-time position of the player character, more complex visual effects can be achieved, such as the lens following the movement of the player character or automatically adjusting the angle of view according to the player character's movements, thereby more naturally capturing real-time images of the panoramic viewport.

[0086] Through the above embodiments, the present application realizes the dynamic configuration and optimization of the panoramic viewport, thereby significantly improving the visual experience and operating efficiency of the game. First, by determining the first shooting position of the first virtual camera according to the real-time position of the player character, it is ensured that the panoramic viewport can accurately reflect the position and perspective of the player character in the game world. Secondly, the first shooting perspective is determined according to the movement direction of the player character, so that the panoramic viewport can be updated in real time to match the viewing direction of the player character, enhancing the immersion and realism of the game. Finally, by configuring the first shooting parameters of the first virtual camera, the viewing angle range and other visual effects of the panoramic viewport can be flexibly adjusted to adapt to different game scenes and player needs. This dynamic configuration not only provides a more natural and smooth visual experience, but also improves rendering efficiency and reduces system resource consumption by optimizing the parameter settings of the virtual camera. Therefore, this embodiment enables the present application to optimize the operating efficiency of the system while improving the visual effects of the game, providing players with a more immersive and efficient gaming experience.

[0087] Based on any embodiment of the method of the present application, after determining the panoramic viewport corresponding to the current map unit based on the real-time position and movement direction of the player character in the current map unit, the method includes:

[0088] Step S4100: determining whether an adjacent map unit of the current map unit enters the panoramic viewport, and when entering the panoramic viewport, detecting whether a transparent wall entity is included between the current map unit and its adjacent map unit;

[0089] The panoramic viewport is determined based on the player character's real-time position and movement direction in the current map unit, and it defines the scene range in the game world that the player character can see. Figure 2 As shown, when an adjacent map unit 72 enters the panoramic viewport 91, the player character can see part or all of the scene in the adjacent map unit 72 through the panoramic viewport. At this point, it is necessary to determine whether a transparent wall entity 70, such as a glass wall or other transparent obstacle, exists between the current map unit 71 and the adjacent map unit 72. The presence of a transparent wall entity 70 may affect the visual effects in the panoramic viewport. For example, the player character may need to see the scene in the adjacent map unit through the transparent wall, or the transparent wall itself may require special visual effects to be rendered.

[0090] To achieve this judgment, a variety of technical means can be used. One implementation method is to use a boundary detection algorithm that can detect whether the boundary of an adjacent map unit intersects with the boundary of the panoramic viewport. If an intersection is detected, it means that the adjacent map unit has entered the panoramic viewport. Another implementation method is to use spatial division technology to divide the game world into multiple areas, each corresponding to a map unit. By detecting the relationship between the area where the player character is located and the adjacent area, it can be determined whether the adjacent map unit has entered the panoramic viewport.

[0091] After detecting that an adjacent map unit has entered the panoramic viewport, further checks are performed to determine whether a transparent wall entity exists between the current map unit and the adjacent map unit. This can be achieved by checking the connectivity between the map units, for example, checking whether a predefined transparent wall entity exists between the two map units. If a transparent wall entity exists, it is necessary to ensure that the visual effects of the transparent wall are correctly rendered in the panoramic viewport. For example, the transparent wall may need to be rendered with reflections, refractions, or translucency.

[0092] Step S4200: When a transparent wall entity is included, the current map unit is associated with the respective rendering channel instances of the adjacent map units, so that when the first virtual camera captures real-time images, the respective rendering channel instances are used to generate corresponding image textures for the panoramic viewport.

[0093] When a transparent wall entity exists, to ensure that the visual effect in the panoramic viewport includes the scene of the current map unit and can correctly display the scene of the adjacent map units through the transparent wall, it is necessary to associate the current map unit with the respective rendering pass instances of the adjacent map units. This association ensures that when the first virtual camera captures real-time images, the corresponding rendering pass instances can be used to generate the corresponding image texture for the panoramic viewport.

[0094] Specifically, a rendering pass instance is a module in the rendering system that is responsible for generating the required image textures based on the configuration parameters of the virtual camera and the map model dataset. In this embodiment, the panoramic viewport needs to render the scenes of the current map unit and the adjacent map unit at the same time, especially when the adjacent map unit enters the panoramic viewport through a transparent wall entity. By associating the rendering pass instances of the two map units, it can be ensured that during the rendering process, the visual effects of the transparent wall entity (such as reflection, refraction or translucency) can be correctly processed, and the scenes of the adjacent map units can be correctly displayed to the player through the transparent wall.

[0095] During implementation, various techniques can be employed. For example, multiple rendering passes can be used, where each map unit has its own rendering pass instance. When transparent wall entities exist, specific rendering algorithms, such as transparency sorting or depth buffering, can be used to ensure their correct rendering. Furthermore, shader techniques can be used to achieve special visual effects for transparent walls, such as reflection and refraction.

[0096] In a specific embodiment, assume that the current map unit is an indoor room, and the adjacent map unit is an outdoor garden connected to it by a glass wall. When the player character approaches the glass wall, the panoramic viewport needs to display the scene of the indoor room and the scene of the outdoor garden at the same time. At this time, through this step, the rendering channel instances of the current map unit (indoor room) and the adjacent map unit (outdoor garden) are associated, so that when rendering the panoramic viewport, the transparency effect of the glass wall can be correctly handled, and the scene of the outdoor garden can be displayed to the player through the glass wall. This implementation method not only provides rich visual effects, but also ensures the realism and immersion of the game scene.

[0097] In another embodiment, assuming the transparent wall entity is a magic barrier with a translucent effect, when an adjacent map unit enters the panoramic viewport, it is necessary to associate a rendering pass instance to ensure that the translucent effect of the magic barrier is correctly rendered and the scene of the adjacent map unit can be displayed to the player through the magic barrier.

[0098] In another embodiment, Figure 2As shown, the adjacent map unit is the target map unit 72 installed with the second teleportation portal. In this case, when the player character is at a certain position, the player user can observe the target map unit 72 from a first angle in the panoramic viewport 91, and from a second angle in the door frame viewport 92. By combining the observation content from the two angles, the player user can be provided with richer game scene information about the target map unit, thereby helping the player user to make more accurate decisions based on a higher amount of information. For example, based on this information, the virtual props 61 can be more accurately released through the teleportation channel between the first teleportation portal 81 and the second teleportation portal 82 to unlock the game mechanism 60, or when it is determined that there are no other dangerous NPCs (non-player characters) in the target map unit 72, the target map unit can be safely entered through the teleportation channel, and so on.

[0099] Through the above embodiments, the present application realizes the efficient processing of transparent wall entities between the panoramic viewport and the adjacent map units, significantly improving the visual effects of the game and the player's sense of immersion. First, by judging whether the adjacent map unit enters the panoramic viewport, the scene changes within the player character's field of view can be dynamically detected, ensuring that further processing is performed only when the adjacent map unit enters the field of view, thereby optimizing rendering efficiency. Secondly, the existence of the transparent wall entity is detected and associated with the corresponding rendering channel instance, so that the special visual effects of the transparent wall (such as reflection, refraction or translucent effects) can be correctly rendered, while ensuring that the scene of the adjacent map unit can be clearly displayed to the player through the transparent wall. This processing not only enhances the realism of the game scene, but also provides players with richer visual information, which helps players make more accurate game decisions. In addition, through this dynamic association and rendering mechanism, the present application can provide a high-quality visual experience without affecting the smoothness of the game, thereby ensuring the efficiency and stability of the game operation while improving the player's sense of immersion.

[0100] Based on any embodiment of the method of the present application, determining the door frame viewport of the second portal connected to the target map unit according to the panoramic viewport includes:

[0101] Step S3210: Mapping, according to a preset mapping relationship, a first shooting position determined for the first virtual camera in the current map unit based on the real-time position to a second shooting position of the second virtual camera located outside the second portal;

[0102] Based on the first shooting position of the first virtual camera that has been determined in this application, the first shooting position of the first virtual camera in the current map unit is mapped to the second shooting position of the second virtual camera outside the second portal through a preset mapping relationship. This can ensure that the door frame viewport can correctly display the internal scene of the target map unit, thereby enhancing the visual effect and immersion of the game.

[0103] Specifically, the preset mapping relationship defines how to convert the first shooting position of the first virtual camera to the second shooting position of the second virtual camera. This mapping relationship can be designed based on information such as the coordinate system of the game map, the location and direction of the portal, etc. For example, if the first virtual camera is located at a specific position in the current map unit, then the corresponding position of the second virtual camera in the target map unit can be calculated based on the preset mapping relationship. This mapping relationship can be linear or nonlinear, depending on the requirements of the game design.

[0104] Another implementation uses vector math and matrix transformations. In this approach, the position and orientation of the first virtual camera can be represented as vectors, which are then mapped to the position of the second virtual camera using a matrix transformation. This approach provides greater flexibility in handling complex mapping relationships, such as when a portal has a specific rotation or scale.

[0105] Step S3220: setting the first shooting angle determined for the first virtual camera according to the movement direction as the second shooting angle corresponding to the second virtual camera;

[0106] The primary camera's perspective is determined based on the player's direction of movement and reflects the player's current viewing direction. Applying this perspective directly to the secondary virtual camera means it captures the target map unit from the same relative direction. This consistent perspective is crucial to enhancing game immersion, as it simulates the natural visual experience of the player character observing another space through a portal in the real world.

[0107] During implementation, a variety of technical means can be used to achieve this perspective mapping. One implementation method is to directly copy the parameters of the first shooting perspective (such as direction and viewing angle range) to the second virtual camera. For example, if the first shooting perspective is facing north and the viewing angle range is 120 degrees, then the second shooting perspective will also be set to facing north and the viewing angle range is 120 degrees. This method is simple and direct, easy to implement, and can ensure the visual consistency of the two viewports.

[0108] Another implementation uses vector math and matrix transformations. In this approach, the direction vector of the first camera viewpoint is mapped to the direction vector of the second camera viewpoint through a matrix transformation. This approach provides greater flexibility in handling complex scenarios, such as portals with specific rotations or scales. Through matrix transformations, the direction and range of the second camera viewpoint can be precisely adjusted to ensure that the portal frame viewport correctly displays the interior of the target map unit.

[0109] In practice, this perspective mapping not only enhances the game's visuals but also heightens player immersion. For example, as the player character moves within the current map unit and approaches the first portal, the portal frame viewport dynamically updates based on the player's movement direction, providing a real-time view of the target map unit. This real-time update allows the player character to naturally observe changes in the target map unit, as if they were actually observing another world through the portal.

[0110] Step S3230: Configure the second virtual camera according to the second shooting parameters consisting of the second shooting position and the second shooting angle of view to determine a door frame viewport for displaying the image captured by the second virtual camera.

[0111] The secondary shooting parameters are the core configuration information for the second virtual camera. They include two key elements: the secondary shooting position and the secondary shooting angle, determined in the previous step. The secondary shooting position determines the specific position of the second virtual camera within the target map unit, while the secondary shooting angle defines the direction and viewing range of the second virtual camera. These two parameters together determine the viewing angle and visible range of the door frame viewport, thus affecting the scene content that players see through the door frame viewport in the game.

[0112] When configuring the second virtual camera, various specific implementations can be adopted based on different game designs and player experience requirements. For example, if the second virtual camera uses a first-person perspective, the doorframe viewport will directly reflect the player character's perspective as seen through the portal, and the player will see the scene as if they were directly observing through the player character's eyes. In this case, the viewing angle range of the doorframe viewport will generally match the player character's field of view. For example, the normal human field of view is approximately 120 degrees, and the virtual camera's effective field of view can be set to 120 degrees to provide a natural visual experience.

[0113] On the other hand, if the secondary virtual camera uses a third-person perspective, such as an over-the-shoulder view, the doorframe viewport will display the scene from above and behind the player character. In this case, the doorframe viewport's field of view may be larger to provide a wider field of view. For example, the virtual camera's effective field of view can be set to 180 degrees or wider to allow the player to see more of the surrounding environment. This perspective setting helps the player better understand the layout of the target map units and the surrounding dynamics.

[0114] Furthermore, the second shooting parameters can also include other configuration information, such as the virtual camera's focal length and depth of field. These parameters can further adjust the visual effects of the doorframe viewport to suit different game scenarios and player needs. For example, by adjusting the focal length, different lens effects, such as wide-angle or telephoto lenses, can be simulated, thereby changing the scene proportions and visual effects in the doorframe viewport.

[0115] By determining the first shooting position and the first shooting angle of view of the first virtual camera according to the real-time position of the player character, and then determining the second shooting position and the second shooting angle of view of the second virtual camera according to the first shooting position and the first shooting angle of view, and thereby dynamically adjusting the second shooting position and the second shooting angle of view of the second virtual camera, more complex visual effects can be achieved, such as the lens following the movement of the player character or automatically adjusting the angle of view according to the movement of the player character, so that this adjustment is consistent with the adjustment of the panoramic viewport, thereby more naturally capturing the real-time image of the door frame viewport.

[0116] Through the above embodiments, the present application achieves efficient and natural visual coordination from the panoramic viewport to the doorframe viewport, significantly enhancing the visual effects and immersion of the game. First, through a preset mapping relationship, the first shooting position of the first virtual camera is mapped to the second shooting position of the second virtual camera, ensuring that the doorframe viewport can accurately display the interior scene of the target map unit. This mapping relationship is not only based on the coordinate system of the game map, but also takes into account the position and direction of the portal, so that the visual effects of the doorframe viewport are closely synchronized with the panoramic viewport. Secondly, the first shooting perspective is directly applied to the second virtual camera, maintaining the consistency of the perspective and simulating the natural visual effect of the player character observing another space through the portal. Finally, by configuring the second shooting parameters of the second virtual camera, the perspective and visible range of the doorframe viewport can be dynamically adjusted to adapt to the real-time position and movement direction of the player character. This dynamic adjustment not only enhances the visual effects of the game but also increases the player's immersion, allowing the player character to naturally observe the changes in the target map unit, as if they were actually observing another world through the portal. Therefore, this embodiment enables the present application to enhance the visual effects of the game while ensuring the naturalness and consistency of the visual effects, providing players with a more immersive and efficient gaming experience.

[0117] Based on any embodiment of the method of the present application, rendering the real-time images of the panoramic viewport and the door frame viewport accordingly according to respective rendering cost constraint parameters includes:

[0118] Step S3411: Create a first rendering pass instance according to the rendering cost constraint parameters corresponding to the panoramic viewport, and generate a first image texture corresponding to the panoramic viewport based on the map model dataset of the current map unit;

[0119] In this embodiment, the panoramic viewport covers the current map unit and its adjacent map unit, which is also the target map unit. Since there is a transparent wall entity corresponding to the glass wall between the current map unit and the adjacent map unit, when the player character is at any position in a certain area, not only can the first-person scene effect of the adjacent map unit (target map unit) be viewed from the panoramic viewport, but also the second-person scene effect of the adjacent map unit (target map unit) can be viewed through the door frame of the first portal of the current map unit within the panoramic viewport range through the door frame viewport.

[0120] In large-scale gaming systems, different map units are managed relatively independently, and may be supported and provided with data by different servers. This includes independently providing corresponding map model datasets and recording game status. In this case, the device's backend needs to render the two image textures required to form the panoramic viewport image, namely the first image texture and the second image texture, based on the map model datasets of each map unit.

[0121] For the first image texture, this step creates and configures the first rendering channel instance according to the rendering cost constraint parameters corresponding to the panoramic viewport, and generates the first image texture corresponding to the panoramic viewport based on the map model dataset of the current map unit, thereby ensuring that the panoramic viewport can accurately display the scene of the current map unit while taking into account the balance between rendering efficiency and image quality.

[0122] When creating a first rendering pass instance, you can dynamically adjust these rendering cost constraint parameters based on the characteristics of the current map unit and the performance of the current device to optimize the rendering effect. For example, if the target map unit contains complex environmental elements, such as dynamic weather effects or a large number of NPCs, you can optimize performance by adjusting the rendering cost constraint parameters, such as reducing particle density or simplifying textures.

[0123] When generating the first image texture corresponding to the panoramic viewport based on the map model dataset of the current map unit, this map model dataset contains the scene content of the current map unit, such as buildings, terrain, NPCs, etc. The first rendering pass instance uses these datasets, combined with rendering cost constraint parameters, to generate high-quality image textures. When generating the first image texture, a variety of rendering technologies, such as ray tracing or rasterization, can be used to provide more realistic visual effects. Ray tracing technology can provide more realistic lighting effects, but the computational cost is higher; while rasterization technology provides a better balance between performance and image quality.

[0124] Step S3412: When the target map unit enters the panoramic viewport, a second rendering pass instance is created according to the rendering cost constraint parameters corresponding to the panoramic viewport, and a second image texture corresponding to the panoramic viewport is generated based on the map model dataset of the target map unit.

[0125] The panoramic viewport covers the current map unit and its adjacent map units. The adjacent map unit is also the target map unit where the second portal is located. This means that the player character can see the scenes of both map units through the panoramic viewport. When the target map unit is detected entering the panoramic viewport, a corresponding image texture needs to be generated, which is the second image texture.

[0126] Detecting whether the panoramic viewport covers the target map unit can be achieved by determining whether the boundary of the target map unit intersects with the boundary of the panoramic viewport. This can be done by using a boundary detection algorithm that can accurately detect the spatial relationship between the two areas. If it is detected that the boundary of the target map unit intersects with the boundary of the panoramic viewport, it means that the target map unit has entered the coverage of the panoramic viewport. Another implementation method is to use spatial division technology to divide the game world into multiple areas, each corresponding to a map unit. By detecting the relationship between the area where the player character is located and the area where the target map unit is located, it can be determined whether the target map unit has entered the panoramic viewport.

[0127] Once the target map unit is determined to enter the panoramic viewport, a second rendering pass instance is created and configured based on the rendering cost constraint parameters corresponding to the panoramic viewport. When creating the second rendering pass instance, these parameters can be dynamically adjusted based on the characteristics of the target map unit and the performance of the current device to optimize the rendering effect. For example, if the target map unit contains complex environmental elements, such as dynamic weather effects or a large number of NPCs, performance can be optimized by adjusting the rendering cost constraint parameters, such as reducing particle density or simplifying textures.

[0128] Next, a second image texture corresponding to the panoramic viewport is generated based on the map model dataset of the target map unit. The map model dataset contains the scene content of the target map unit, such as buildings, terrain, NPCs, etc. The rendering pass instance uses these datasets, combined with rendering cost constraint parameters, to generate high-quality image textures. When generating the second image texture, a variety of rendering techniques can be used, such as ray tracing or rasterization, to provide more realistic visual effects. Ray tracing technology can provide more realistic lighting effects, but at a higher computational cost; rasterization technology, on the other hand, provides a better balance between performance and image quality.

[0129] In one embodiment, a preloading technique may be used. When it is detected that the boundary distance of the target map unit is less than a preset threshold from the panoramic viewport, rendering may be started through the second rendering pass instance to ensure smoothness.

[0130] Step S3413: When the first portal enters the panoramic viewport, a third rendering pass instance is created according to the rendering cost constraint parameters corresponding to the portal viewport, and a third image texture corresponding to the portal viewport is generated based on the map model dataset of the target map unit.

[0131] When the panoramic viewport is detected covering the first portal, the player character can see the portal frame through the panoramic viewport, and the interior of the target map unit through the portal frame viewport. To achieve this effect, a third rendering pass instance is created based on the rendering cost constraints of the portal frame viewport. Similarly, these parameters define the rendering quality and performance cost of the portal frame viewport, including resolution, frame rate, texture quality, etc.

[0132] Similarly, when creating a third rendering pass instance, these rendering cost constraints can be dynamically adjusted based on the characteristics of the target map unit and the performance of the current device. For example, if the target map unit contains complex environmental elements such as dynamic weather effects or a large number of NPCs, performance can be optimized by adjusting the rendering cost constraints, such as reducing particle density or simplifying textures. This dynamic adjustment ensures a smooth gaming experience on different devices while maintaining image quality.

[0133] Next, a third image texture corresponding to the door frame viewport is generated based on the target map unit's map model dataset. The map model dataset contains the scene content of the target map unit, such as buildings, terrain, and NPCs. The render pass instance uses these datasets, combined with rendering cost constraint parameters, to generate a high-quality third image texture. When generating the third image texture, a variety of rendering techniques can be used, such as ray tracing or rasterization, to provide more realistic visual effects. Ray tracing technology can provide more realistic lighting effects, but at a higher computational cost; rasterization technology, on the other hand, provides a better balance between performance and image quality.

[0134] In one embodiment, a preloading technology may be used. When it is detected that the distance between the panoramic viewport and the door frame of the first transmission portal is less than a preset threshold, rendering may be started through the third rendering channel instance to ensure smoothness.

[0135] Step S3414: Based on the correspondence between each image texture and a map position in the game map, each image texture is synthesized into a real-time image output for display.

[0136] Based on the correspondence of each image texture to the map position in the game map, each image texture is synthesized into a real-time image output display, which can ensure that the player can see a complete and coherent game scene in the graphical user interface.

[0137] Specifically, when performing image synthesis, the first image texture of the panoramic viewport, the second image texture of the adjacent map unit, and the third image texture of the door frame viewport are integrated in the frame buffer according to their positional relationship in the game map. These image textures respectively represent the scene content of the current map unit, the adjacent map unit (from one perspective of the target map unit), and the target map unit (from another perspective). By corresponding map positions, we can ensure that these image textures can be seamlessly spliced during synthesis to form a unified visual effect.

[0138] A variety of techniques can be employed during the synthesis process. One implementation involves using an image synthesis algorithm that accurately positions image textures within the final composite image based on their map location information. For example, coordinate mapping techniques can be used to map the pixel data of each image texture to the corresponding location in the composite image. This approach ensures that the spatial relationships between image textures align with the actual spatial relationships in the game world, resulting in a natural visual effect.

[0139] Additionally, to handle the visual effects of transparent wall entities (e.g., glass walls), the compositing process may need to account for transparency and occlusion. For example, when a secondary image texture of an adjacent map unit needs to show through a transparent wall, the compositing algorithm needs to correctly handle transparency to ensure that the visual effects of the transparent wall (e.g., reflections, refractions, or translucency) are rendered correctly.

[0140] By synthesizing individual image textures into a real-time image, players can see a complete and coherent game scene in the graphical user interface. This process not only considers the spatial relationships between image textures, but also handles the special visual effects of transparent wall entities. Performance optimization techniques are also used to ensure smooth game operation. Through these technical means, this application can provide players with a high-quality visual experience while optimizing system operating efficiency.

[0141] Through the above embodiments, this application addresses the specific characteristics of scenarios where target map units require multi-angle rendering, achieving efficient and high-quality image synthesis and display, significantly improving the game's visual effects and system efficiency. In large-scale game systems, different map units are supported and provided data by different servers, which increases rendering complexity and device burden. By creating independent rendering channel instances for the panoramic viewport and doorframe viewport, this application can process the generation of multiple image textures in parallel, leveraging multi-threading and asynchronous rendering technologies to improve rendering efficiency. Furthermore, by applying the rendering cost constraint parameters optimized according to this application, rendering effects are optimized, ensuring a smooth gaming experience across different devices. Furthermore, through precise map position correspondence and image synthesis algorithms, the first image texture of the panoramic viewport, the second image texture of the adjacent map unit, and the third image texture of the doorframe viewport are seamlessly spliced together to form a unified and coherent game scene, enhancing the game's immersion. This multi-angle rendering and image synthesis implementation not only enhances visual effects and provides players with richer game information, but also ensures smooth game operation through performance optimization techniques, providing players with a high-quality visual experience while optimizing system efficiency.

[0142] Based on any embodiment of the method of the present application, rendering the real-time images of the panoramic viewport and the door frame viewport accordingly according to respective rendering cost constraint parameters includes:

[0143] Step S3421: Start a first virtual camera corresponding to the panoramic viewport and a second virtual camera corresponding to the door frame viewport, and have the first virtual camera and the second virtual camera call corresponding rendering channel instances for their respective viewports.

[0144] Rendering the panoramic viewport and doorframe viewport requires activating the corresponding first and second virtual cameras, respectively. The first virtual camera is responsible for capturing the scene of the current map unit, and also captures the scene of adjacent map units when it can see adjacent map units. The second virtual camera is responsible for capturing the scene of the target map unit. The activation of these two virtual cameras is determined based on the player character's real-time position and movement direction in the current map unit, ensuring that the corresponding viewport can dynamically reflect the player character's perspective changes.

[0145] After starting the virtual camera, each virtual camera will call a corresponding rendering channel instance. The rendering channel instance is a module in the rendering system, which is responsible for generating the required image texture according to the configuration parameters of the virtual camera and the map model dataset. For example, the first virtual camera will call the first rendering channel instance to generate the first image texture of the panoramic viewport based on the map model dataset of the current map unit. In the case of being able to see the scene content of the adjacent map unit as disclosed above, the second rendering channel instance will also be called to generate the second image texture of the panoramic viewport based on the map model dataset of the target map unit; and the second virtual camera will call the third rendering channel instance to generate the third image texture of the door frame viewport based on the map model dataset of the target map unit.

[0146] To optimize performance, multi-threaded or asynchronous rendering technology can be used to assign the rendering tasks of each rendering channel instance of the panoramic viewport and the doorframe viewport to different threads, so that the image textures of each part of the two viewports can be generated in parallel, thereby reducing rendering delays and improving the smoothness of the game.

[0147] Step S3422: Configure each rendering pass instance according to its own rendering cost constraint parameter, and drive each rendering pass instance to collect image textures for its corresponding viewport;

[0148] As previously mentioned, rendering overhead constraints are key factors in controlling rendering quality and performance. These parameters include, but are not limited to, resolution, frame rate, texture quality, lighting effects, particle density, and more. By properly configuring these parameters, you can optimize device system overhead while maintaining image quality, ensuring smooth game operation.

[0149] Since the panoramic viewport may cover multiple map units, each map unit will use a corresponding rendering channel instance (the first and second rendering channel instances) to perform rendering tasks. In order to maintain the uniformity of the panoramic viewport's perspective, these rendering channel instances will be configured with the corresponding rendering cost constraint parameters of the panoramic viewport. In this way, multiple rendering channel instances of the panoramic viewport can maintain visual coordination and unity by sharing the same set of rendering cost constraint parameters, while the door frame perspective can use its own independent (third) rendering cost constraint parameters to configure its separate rendering channel instance.

[0150] When configuring a rendering pass instance, in addition to directly applying the adjusted and optimized rendering cost constraint parameters disclosed earlier in this application, you can also dynamically adjust these rendering cost constraint parameters based on the characteristics of the current map unit and the target map unit, as well as the performance of the current device. For example, if the target map unit contains complex environmental elements, such as dynamic weather effects or a large number of NPCs, you can optimize performance by adjusting the rendering cost constraint parameters, such as reducing particle density or simplifying textures. This dynamic adjustment ensures a smooth gaming experience on different devices while maintaining image quality.

[0151] In addition, in specific embodiments corresponding to various situations, the following methods can be used to further fine-tune the configuration of the rendering channel instance based on the adjusted and optimized rendering constraint parameters disclosed above in this application:

[0152] In one embodiment, the resolution of the panoramic viewport and / or the portal frame viewport can be continuously and dynamically adjusted based on the player character's distance from the portal. For example, when the player character is close to the portal, the resolution of the portal frame viewport is increased to provide a clearer image; while when the player character is far away from the portal, the resolution of the portal frame viewport is decreased to conserve resources.

[0153] In another embodiment, the frame rate of the panoramic viewport and / or door frame viewport can be continuously and dynamically adjusted based on the player character's activity state. For example, when the player character is stationary, the frame rate can be reduced to save resources; while when the player character is moving, the frame rate can be increased to provide a smoother visual effect.

[0154] In another embodiment, texture quality can be continuously and dynamically adjusted based on the complexity of the target map unit. For example, if the target map unit contains a large number of high-detail textures, the texture quality can be appropriately reduced to optimize performance while maintaining the natural visual effect through post-processing techniques (such as blurring).

[0155] In another embodiment, the lighting effects can be continuously and dynamically adjusted based on the lighting conditions of the current map unit, adjacent map units, and the target map unit. For example, if the target map unit is in a dark environment, the lighting effects can be appropriately increased to improve visibility; while if the target map unit is in a bright environment, the lighting effects can be appropriately reduced to save resources.

[0156] In another embodiment, the particle density can be continuously and dynamically adjusted based on dynamic elements in the target map unit (such as weather effects or NPC activities). For example, if the target map unit contains a large number of particle effects (such as raindrops or snowflakes), and the real-time distance between the game character and the first portal exceeds a preset threshold, the particle density can be reduced or the particle effects can be turned off to optimize performance; if the real-time distance does not exceed the real-time threshold, the particle density can be increased or the particle effects can be turned on.

[0157] By flexibly combining the above specific embodiments, it is possible to continuously and dynamically fine-tune the rendering overhead constraint parameters according to the specific needs of the panoramic viewport and the doorframe viewport, thereby optimizing performance consumption while ensuring image quality. This not only helps to improve the running efficiency of the game, but also ensures that players can obtain a high-quality visual experience in different scenarios.

[0158] Step S3423: synthesize the collected image textures into a real-time image that is adapted to the display specifications of the game scene and display it in the graphical user interface.

[0159] The image textures generated by each render pass instance need to be integrated into a single real-time image. Therefore, the first image texture of the current map unit in the panoramic viewport, the second image texture of the adjacent map unit, and the third image texture of the target map unit in the doorframe viewport are integrated based on their positional relationships within the game map. These image textures represent the scene content of the current map unit, the adjacent map unit, and the target map unit, respectively. This precise correspondence between map positions ensures that these image textures seamlessly merge during synthesis, creating a unified visual effect.

[0160] When synthesizing real-time images, various technical approaches can be employed. In one implementation, an image synthesis algorithm can be used to accurately position image textures within the final synthesized image based on their map location information. For example, coordinate mapping techniques can be used to map the pixel data of each image texture to the corresponding position in the synthesized image, ensuring that the spatial relationships between image textures align with the actual spatial relationships in the game world, thereby providing a natural visual effect.

[0161] In addition, in order to handle the visual effects of transparent wall entities (such as glass walls), transparency and occlusion relationships can also be considered when compositing real-time images. For example, when the second image texture of an adjacent map unit needs to be displayed through a transparent wall, the compositing algorithm needs to correctly handle transparency to ensure that the visual effects of the transparent wall (such as reflection, refraction, or translucency) can be rendered correctly. This can be achieved by using special shader programs to achieve transparency effects and handling the rendering order of transparent objects through depth buffer technology.

[0162] In practical applications, preloading technology can be used to pre-load image textures that will enter the panoramic viewport, thereby reducing rendering latency and improving game smoothness. In addition, multi-threaded or asynchronous rendering technology can be used to run various rendering channel instances, allowing image texture synthesis and rendering to proceed in the background, thereby reducing interference with the main game process.

[0163] The various image textures are synthesized into a real-time image and output to the graphical user interface for display, ensuring that players can see a complete and coherent game scene in the graphical user interface.

[0164] According to the above embodiments, specific rendering cost constraint parameter configurations can be provided for different types of computer devices such as personal computers and mobile terminals to ensure that the best gaming experience can be obtained on different devices. Specifically, the distance range can be set to 1 meter to 10 meters according to the measurement scale in the map, with a lower limit of 1 meter and an upper limit of 10 meters. The corresponding parameter range can be set to: the minimum rendering cost constraint parameters include resolution 800x600, frame rate 30fps, and particle density 30%, and the maximum rendering cost constraint parameters include resolution 1920x1080, frame rate 60fps, and particle density 100%. This configuration takes into account the performance limitations of computer devices, especially mobile devices. By dynamically adjusting various parameters, a smooth gaming experience can be achieved on the device while reducing battery consumption.

[0165] Through the above embodiments, the present application achieves efficient and high-quality game image rendering and display, significantly improving the game's visual effects and system operating efficiency. First, by activating the virtual cameras corresponding to the panoramic viewport and doorframe viewport and calling the corresponding rendering channel instances, the generation of multiple image textures can be processed in parallel, fully utilizing multi-threading and asynchronous rendering technologies, reducing rendering latency and improving game fluency. Second, by dynamically configuring each rendering channel instance based on continuously adjusted rendering cost constraint parameters, it is possible to optimize the device's system overhead while maintaining image quality, ensuring smooth game operation. This dynamic adjustment mechanism flexibly adjusts rendering parameters such as resolution, frame rate, and texture quality based on the characteristics of the current map unit and the target map unit, as well as the device's performance, to adapt to different game scenarios and player needs. Finally, by synthesizing the collected image textures into a real-time image adapted to the game scene display specifications, players can ensure that they can see a complete and coherent game scene in the graphical user interface, enhancing the game's immersion. This synthesis process not only considers the spatial relationship between image textures but also handles the special visual effects of transparent wall entities, further enhancing the visual experience. Through these technical means, players are provided with a high-quality visual experience, while the system's operating efficiency is optimized to ensure the smooth operation of the game.

[0166] Based on any embodiment of the method of the present application, adjusting the relative relationship between the rendering cost constraint parameters of the panoramic viewport and the doorframe viewport according to the real-time distance between the real-time position and the first transmission portal includes:

[0167] Step S3311: Acquire a distance range consisting of a lower limit value and an upper limit value, and a parameter range consisting of a minimum rendering cost constraint parameter and a maximum rendering cost constraint parameter corresponding to the distance range;

[0168] In this embodiment, a distance range and a parameter range are preset. Obtaining these two data can be used to assist in adjusting the rendering cost constraint parameters corresponding to the panoramic viewport and the door frame viewport.

[0169] The distance range is represented by a pre-set interval, defining the distance threshold between the player character and the first portal. This interval consists of a lower and upper bound, which determine the relative position of the player character and the portal. For example, the lower bound can be set to the minimum distance between the player character and the first portal, while the upper bound can be set to the maximum distance. These two values can be adjusted based on game design and performance requirements.

[0170] The parameter range is a set of rendering cost constraint parameters corresponding to the distance range, which is used to define the upper and lower limits of each specific rendering cost constraint parameter at different distances. The lowest rendering cost constraint parameter corresponds to the upper limit of the distance range, while the highest rendering cost constraint parameter corresponds to the lower limit of the distance range. This means that the closer the real-time distance is, the higher the image quality requirements and performance cost are, and otherwise the lower they are. These parameters include but are not limited to one or more of resolution, frame rate, texture quality, lighting effects, particle density, etc., which determine the rendering quality and performance consumption of the image.

[0171] Because of the correspondence between distance ranges and parameter scales, it's easy to understand that a specific distance value within the distance range has a uniquely corresponding rendering cost constraint parameter or set of rendering cost constraints within the parameter scale. Leveraging this correspondence, we can determine the corresponding rendering cost constraint parameter based on the distance value within the distance range.

[0172] Step S3312: Compare the real-time distance with the distance range. When the real-time distance is within the distance range, determine a rendering cost constraint parameter of the door frame viewport within the parameter range according to the position of the real-time distance in the distance range and the correspondence between the distance range and the parameter range.

[0173] The real-time distance here refers to the current distance between the player character and the first portal. This distance changes dynamically and updates in real time as the player character moves. During implementation, the real-time distance is detected. When the real-time distance is within the preset distance range, the real-time distance is mapped to the parameter range based on its specific position in the distance range, and the corresponding rendering cost constraint parameters can be determined. For example, if the real-time distance is close to the lower limit, the rendering cost constraint parameters of the portal viewport will be close to the highest rendering cost constraint parameters to provide higher quality images. Conversely, if the real-time distance is close to the upper limit, the rendering cost constraint parameters of the portal viewport will be close to the lowest rendering cost constraint parameters to optimize performance.

[0174] To achieve this, various techniques can be employed. One implementation involves using a linear interpolation algorithm to calculate the corresponding rendering cost constraint parameter based on the real-time distance's proportional position within the distance range. For example, if the real-time distance is the midpoint between the lower and upper bounds, the rendering cost constraint parameter can be the average of the highest and lowest rendering cost constraint parameters. This approach ensures a smooth transition of the rendering cost constraint parameters, avoiding visual or performance issues caused by sudden parameter changes.

[0175] Another implementation uses a piecewise function to divide the distance range into multiple intervals, with each interval corresponding to a fixed set of rendering cost constraints. When the real-time distance falls within a certain interval, the rendering cost constraints corresponding to that interval are selected. This approach simplifies the calculation process and improves response speed.

[0176] Step S3313: When the real-time distance is less than the lower limit, setting the rendering cost constraint parameter of the door frame viewport to the maximum rendering cost constraint parameter;

[0177] The lower limit of the distance range is essentially a preset minimum distance threshold, defining the minimum distance between the player character and the first portal. When the real-time distance is less than this lower limit, the player character is very close to the portal. At this time, the player's demand for visual detail of the target map unit is the highest, but the computer's system resources are limited. Therefore, fixing the rendering cost constraint parameter of the portal viewport to the highest rendering cost constraint parameter in the parameter range ensures that the image parameters such as resolution, frame rate, texture quality, and lighting effects are optimized while avoiding excessive system resource consumption, thereby providing the clearest and smoothest image.

[0178] During implementation, a variety of technical means can be used to achieve this setting. One implementation method is to use a conditional judgment statement to monitor the distance between the player character and the portal in real time in the real-time distance detection module. When it is detected that the real-time distance is less than the lower limit value, the parameter adjustment module is triggered to set the rendering cost constraint parameter of the door frame viewport to the preset maximum value. For example, the resolution can be set to the highest supported resolution of the computer device, the frame rate can be set to the highest supported frame rate, the texture quality can be set to the highest quality, the lighting effect can be set to the most detailed effect, the particle density can be set to the highest density or the particle effect can be turned on, etc.

[0179] Another implementation uses an event-driven mechanism. When the real-time distance falls below a lower limit, an event is triggered, which notifies the parameter adjustment module to adjust the parameters. This approach improves responsiveness and ensures that rendering parameters are adjusted promptly when the player character approaches the portal, providing the best visual effect.

[0180] Additionally, to ensure stability and optimize performance, you can monitor system resource usage while setting the maximum rendering cost constraint. If system resources are detected to be tight, you can adjust other non-critical rendering parameters appropriately to balance performance and image quality. For example, you can lower the rendering cost constraint for the panoramic viewport to ensure that system resources are primarily focused on high-quality rendering of the door frame viewport.

[0181] Step S3314: When the real-time distance is greater than the upper limit value, the rendering cost constraint parameter of the door frame viewport is set to the minimum rendering cost constraint parameter.

[0182] The upper limit of the distance range is essentially a preset maximum distance threshold, defining the maximum distance between the player character and the first portal. When the real-time distance exceeds this upper limit, it indicates that the player character is far away from the portal, and the visual detail of the target map units is less demanding. Therefore, setting the rendering cost constraint parameter of the portal frame viewport to the lowest rendering cost constraint parameter in the parameter range can significantly reduce the system's rendering burden while ensuring basic image quality and avoiding performance waste caused by excessive distance.

[0183] Similarly, during the implementation process, a variety of technical means can be used to achieve this setting. One implementation method is to use a conditional judgment statement to monitor the distance between the player character and the portal in real time in the real-time distance detection module. When it is detected that the real-time distance is greater than the upper limit value, the parameter adjustment module is triggered to set the rendering cost constraint parameter of the door frame viewport to the preset minimum value. For example, the resolution can be set to the lowest supported resolution, the frame rate can be set to the lowest supported frame rate, the texture quality can be set to the lowest quality, the lighting effect can be set to the simplest effect, the particle density can be set to the lowest density or the particle effect can be turned off directly, etc.

[0184] Another implementation uses an event-driven mechanism. When the real-time distance exceeds the upper limit, an event is triggered, which notifies the parameter adjustment module to adjust the parameters. This method can improve responsiveness and ensure that rendering parameters can be adjusted in time when the player character is far away from the portal, optimizing performance.

[0185] Additionally, to ensure stability and optimize performance, you can monitor system resource usage while setting the minimum rendering cost constraint. If sufficient system resources are detected, other non-critical rendering parameters can be adjusted appropriately to balance performance and image quality. For example, you can increase the rendering cost constraint for the panoramic viewport to ensure that system resources are properly distributed across different viewports.

[0186] Through the above embodiments, the present application realizes the dynamic adjustment of the rendering cost constraint parameters of the door frame viewport according to the real-time distance between the player character and the first portal, thereby providing appropriate and smooth image quality and performance optimization at different distances. Specifically, by presetting the distance range and parameter range, the present application can adopt fixed rendering cost constraint parameters when the real-time distance is the upper and lower limits, ensuring stable visual effects and performance under extreme conditions. In the middle of the distance range, the present application can smoothly determine the rendering cost constraint parameters required for the door frame viewport within the parameter range according to the real-time distance, adapt to the changes in real-time distance, and provide smooth visual transitions and performance adjustments. This dynamic adjustment mechanism not only improves the operating efficiency of computer equipment, but also ensures that in different movement states of the player character, the player user can obtain a smooth and high-quality visual experience for the image of the door frame viewport, significantly improving the immersion and interactivity of the game.

[0187] Based on any embodiment of the method of the present application, adjusting the relative relationship between the rendering cost constraint parameters of the panoramic viewport and the doorframe viewport according to the real-time distance between the real-time position and the first transmission portal includes:

[0188] Step S3321: When the real-time distance between the real-time position and the first transmission gate is less than a preset first threshold, setting the rendering cost constraint parameters of the gate frame viewport according to a preset optimal performance configuration;

[0189] The first threshold is a preset distance value that defines the minimum distance between the player character and the first portal. When the real-time distance is less than this threshold, the player character is very close to the portal, and the visual detail of the target map units is the highest. However, due to the consideration of the limited system resources of the computer device, the upper limit of performance cost must be constrained. Therefore, the rendering cost constraint parameters of the portal viewport are set to the optimal performance configuration.

[0190] This optimal performance configuration can be pre-set and can include one or more rendering cost constraint parameters as needed, but these rendering cost constraint parameters are all at the preset highest level to ensure that parameters such as image resolution, frame rate, texture quality, lighting effects, etc. are relatively optimal, thereby providing the clearest and smoothest image.

[0191] Step S3322: When the real-time distance is greater than or equal to the first threshold and less than a preset second threshold, setting the rendering cost constraint parameters of the door frame viewport according to a preset suboptimal performance configuration;

[0192] When the real-time distance is within the medium range, the rendering effect of the portal viewport can be controlled to strike a balance between image quality and performance consumption. Therefore, a second threshold is further introduced. The first and second thresholds define two different distance ranges to distinguish the relative position between the player character and the first portal. When the real-time distance is between these two thresholds, it indicates that the player character is neither very close nor very far from the first portal. In this case, the rendering cost constraint parameters of the portal viewport are set to a preset suboptimal performance configuration. The suboptimal performance configuration corresponds to the maximum performance configuration and contains one or more corresponding rendering cost constraint parameters, but its specific parameter level is slightly lower than that of the maximum performance configuration and is set to the second highest level. This ensures that high-quality images can be provided while avoiding performance issues caused by excessive rendering cost.

[0193] Depending on the specific parameters it includes, suboptimal performance configurations can ensure that parameters such as image resolution, frame rate, texture quality, and lighting effects reach relatively high levels, but not the highest levels, thereby achieving a balance between image quality and performance consumption. For example, the resolution can be set to a high but not the highest supported resolution, the frame rate can be set to a high but not the highest supported frame rate, the texture quality can be set to a high but not the highest quality, the lighting effects can be set to a more detailed but not the most detailed effects, and the particle density can be set to a high but not the highest density.

[0194] Step S3323: When the real-time distance is greater than or equal to the second threshold, the rendering cost constraint parameters of the door frame viewport are set according to a preset minimum performance configuration.

[0195] When the real-time distance is greater than or equal to the second threshold, it indicates that the distance between the player character and the portal is far, and the visual detail requirements for the target map unit are low. Therefore, setting the rendering cost constraint parameters of the door frame viewport to the minimum performance configuration can significantly reduce the rendering burden of the system while ensuring the basic quality of the image and avoiding performance waste caused by excessive distance. The minimum performance configuration also corresponds to the optimal performance configuration and includes one or more rendering cost constraint parameters, but its specific parameters are preset to the lowest level, which is pre-set relative to the optimal performance configuration and the suboptimal performance configuration.

[0196] Based on the above embodiments, specific rendering cost constraint parameter configurations can be provided for different types of computer devices, such as personal computers and mobile terminals, to ensure the best gaming experience on all devices. The following specific embodiments provide specific values for the optimal performance configuration, suboptimal performance configuration, and minimum performance configuration.

[0197] The optimal performance configuration can be set to: resolution is the maximum resolution supported by the device, such as 1920x1080, frame rate is the maximum frame rate supported by the device, 60fps, and particle density is 100%.

[0198] The suboptimal performance configuration can be set to: resolution 1600x900, frame rate 45fps, particle density 80%.

[0199] The minimum performance configuration can be set to: resolution 1280x720, frame rate 30fps, particle density 50%.

[0200] The above configuration dynamically adjusts the rendering overhead constraints of the portal frame viewport based on the player character's real-time distance from the portal, ensuring appropriate image quality and performance optimization across different devices. This maximizes system resource utilization and saves battery life on mobile devices.

[0201] Through the above embodiments, the present application dynamically adjusts the rendering cost constraint parameters of the portal viewport based on the real-time distance between the player character and the first portal, thereby providing appropriate image quality and performance optimization across different devices. This dynamic adjustment mechanism not only improves the system's operational efficiency but also ensures a smooth and high-quality visual experience for players in different scenarios. Specifically, by presetting the rendering cost constraint parameter configurations corresponding to different distance ranges, the present application can provide the optimal performance configuration when the player character approaches the portal, ensuring high resolution, high frame rate, and high particle density, thereby providing the clearest and smoothest image. At medium distances, a suboptimal performance configuration is adopted, striking a balance between image quality and performance cost, ensuring higher resolution, higher frame rate, and higher particle density while avoiding performance issues caused by excessive rendering cost. At long distances, the minimum performance configuration is adopted, significantly reducing the system's rendering burden while ensuring basic image quality and avoiding performance waste caused by excessive distance. This hierarchical dynamic adjustment mechanism is fast and efficient at runtime, maximizing the utilization of system resources, saving mobile device battery consumption, and ensuring the best gaming experience across different devices.

[0202] See also Figure 4 According to one aspect of the present application, a game image display device is provided, comprising a panoramic setting module 3100, a door frame setting module 3200, a parameter adjustment module 3300, and a rendering processing module 3400. The panoramic setting module 3100 is configured to determine a panoramic viewport corresponding to the current map unit based on the real-time position and movement direction of the player character in the current map unit; the door frame setting module 3200 is configured to determine a door frame viewport of a second portal connected to a target map unit based on the panoramic viewport, and set the door frame viewport within the door frame of a first portal connected to the current map unit. The door frame viewport is a viewport for observing the internal scene of the target map unit from outside the second portal; the parameter adjustment module 3300 is configured to adjust the relative relationship between the rendering cost constraint parameters of the panoramic viewport and the door frame viewport based on the real-time distance between the real-time position and the first portal; and the rendering processing module 3400 is configured to render real-time images of the panoramic viewport and the door frame viewport accordingly based on their respective rendering cost constraint parameters.

[0203] Based on any embodiment of the device of the present application, the panoramic setting module 3100 includes: a panoramic position determination module, which is configured to determine the first shooting position of the first virtual camera in the current map unit according to the real-time position of the player character; a panoramic view angle determination module, which is configured to determine the first shooting view angle corresponding to the first virtual camera according to the movement direction of the player character; a panoramic camera configuration module, which is configured to configure the first virtual camera according to the first shooting parameters composed of the first shooting position and the first shooting view angle, so as to determine the panoramic viewport for displaying the image captured by the first virtual camera.

[0204] Based on any embodiment of the device of the present application, the panoramic setting module 3100 includes: a wall detection module, configured to determine whether the adjacent map unit of the current map unit enters the panoramic viewport, and when entering the panoramic viewport, detect whether a transparent wall entity is included between the current map unit and its adjacent map unit; a rendering association module, configured to associate the current map unit with the respective rendering channel instances of the adjacent map unit when a transparent wall entity is included, so that when the first virtual camera captures real-time images, the respective rendering channel instances are used to generate corresponding image textures for the panoramic viewport.

[0205] Based on any embodiment of the device of the present application, the door frame setting module 3200 includes: a position mapping module, which is configured to map the first shooting position determined for the first virtual camera in the current map unit according to the real-time position to the second shooting position of the second virtual camera outside the second portal according to a preset mapping relationship; a perspective application module, which is configured to set the first shooting perspective determined for the first virtual camera according to the movement direction to the second shooting perspective corresponding to the second virtual camera; and a camera configuration module, which is configured to configure the second virtual camera according to the second shooting parameters composed of the second shooting position and the second shooting perspective, so as to determine the door frame viewport for displaying the image captured by the second virtual camera.

[0206] Based on any embodiment of the device of the present application, the rendering processing module 3400 includes: a current unit rendering module, which is configured to create a first rendering channel instance according to the rendering cost constraint parameters corresponding to the panoramic viewport, and generate a first image texture corresponding to the panoramic viewport based on the map model data set of the current map unit; a target adjacent rendering module, which is configured to create a second rendering channel instance according to the rendering cost constraint parameters corresponding to the panoramic viewport when the target map unit enters the panoramic viewport, and generate a second image texture corresponding to the panoramic viewport based on the map model data set of the target map unit; a target remote rendering module, which is configured to create a third rendering channel instance according to the rendering cost constraint parameters corresponding to the door frame viewport when the first portal enters the panoramic viewport, and generate a third image texture corresponding to the door frame viewport based on the map model data set of the target map unit; an image synthesis and display module, which is configured to synthesize each image texture into a real-time image output display based on the correspondence of each image texture to the map position in the game map.

[0207] Based on any embodiment of the device of the present application, the rendering processing module 3400 includes: an instance calling module, configured to start the first virtual camera corresponding to the panoramic viewport and the second virtual camera corresponding to the door frame viewport, and the first virtual camera and the second virtual camera call the corresponding rendering channel instances for their respective viewports; an acquisition driving module, configured to configure each rendering channel instance according to their respective rendering overhead constraint parameters, and drive each rendering channel instance to acquire image textures for its corresponding viewport; an image synthesis module, configured to synthesize the acquired image textures into a real-time image adapted to the display specifications of the game scene, and display it in a graphical user interface.

[0208] Based on any embodiment of the device of the present application, the parameter adjustment module 3300 is configured to: change the rendering cost constraint parameters of the door frame viewport separately while keeping the rendering cost constraint parameters of the panoramic viewport unchanged to adjust the relative relationship; or: change the rendering cost constraint parameters of the panoramic viewport and the door frame viewport at the same time to adjust the relative relationship.

[0209] Based on any embodiment of the device of the present application, the parameter adjustment module 3300 includes: a data acquisition module, configured to obtain a distance range consisting of a lower limit value and an upper limit value, and a parameter range consisting of a minimum rendering cost constraint parameter and a maximum rendering cost constraint parameter corresponding to the distance range; a conversion determination module, configured to compare the real-time distance with the distance range, and when the real-time distance is within the distance range, determine the rendering cost constraint parameter of the door frame viewport within the parameter range according to the position of the real-time distance in the distance range and the correspondence between the distance range and the parameter range; a lower limit determination module, configured to set the rendering cost constraint parameter of the door frame viewport to the highest rendering cost constraint parameter when the real-time distance is less than the lower limit value; and an upper limit determination module, configured to set the rendering cost constraint parameter of the door frame viewport to the lowest rendering cost constraint parameter when the real-time distance is greater than the upper limit value.

[0210] Based on any embodiment of the device of the present application, the parameter adjustment module 3300 includes: an optimal configuration module, which is configured to set the rendering cost constraint parameters of the door frame viewport according to a preset optimal performance configuration when the real-time distance between the real-time position and the first transmission gate is less than a preset first threshold; a suboptimal configuration module, which is configured to set the rendering cost constraint parameters of the door frame viewport according to a preset suboptimal performance configuration when the real-time distance is greater than or equal to the first threshold and less than a preset second threshold; and a minimum configuration module, which is configured to set the rendering cost constraint parameters of the door frame viewport according to a preset minimum performance configuration when the real-time distance is greater than or equal to the second threshold.

[0211] Another embodiment of the present application also provides a game image display device. Figure 5 FIG2 shows a schematic diagram of the internal structure of a game image display device. The game image display device includes a processor, a computer-readable storage medium, a memory, and a network interface connected via a system bus. The computer-readable non-volatile storage medium of the game image display device stores an operating system, a database, and computer-readable instructions. The database may store an information sequence. When executed by the processor, the computer-readable instructions cause the processor to implement a method for displaying game images.

[0212] The processor of the game image display device is used to provide computing and control capabilities to support the operation of the entire game image display device. The memory of the game image display device may store computer-readable instructions, which, when executed by the processor, can cause the processor to perform the game image display method of the present application. The network interface of the game image display device is used to connect and communicate with a terminal.

[0213] Those skilled in the art will understand that Figure 5 The structure shown in the figure is only a block diagram of a part of the structure related to the solution of the present application, and does not constitute a limitation on the game image display device to which the solution of the present application is applied. The specific game image display device may include more or fewer components than shown in the figure, or combine certain components, or have a different component arrangement.

[0214] In this embodiment, the processor is used to execute Figure 4 The memory stores the program code and various data required to execute the modules or submodules. The network interface is used to implement data transmission between user terminals or servers. The non-volatile readable storage medium in this embodiment stores the program code and data required to execute all modules in the game image display device of this application. The server can call the server's program code and data to execute the functions of all modules.

[0215] The present application also provides a non-volatile readable storage medium storing computer-readable instructions. When the computer-readable instructions are executed by one or more processors, the one or more processors execute the steps of the game image display method of any embodiment of the present application.

[0216] The present application also provides a computer program product, comprising a computer program / instruction, which implements the steps of the method described in any embodiment of the present application when executed by one or more processors.

[0217] Those skilled in the art will appreciate that all or part of the processes in the above-mentioned embodiments of the present application can be implemented by instructing the relevant hardware through a computer program. The computer program can be stored in a non-volatile readable storage medium. When the program is executed, it can include the processes of the above-mentioned embodiments of the method. The aforementioned storage medium can be a computer-readable storage medium such as a magnetic disk, an optical disk, a read-only memory (ROM), or a random access memory (RAM).

[0218] In summary, the present application has shown significant application advantages in the field of gaming, especially in improving game interactivity and visual experience. By dynamically adjusting the rendering overhead constraint parameters, the image rendering quality can be flexibly adjusted according to the real-time distance between the player character and the portal. This not only optimizes the allocation of system resources, but also ensures that high-quality visual effects can be provided in different scenarios, thereby significantly improving the running efficiency and smoothness of the game. At the same time, the combined design of the panoramic viewport and the door frame viewport enables players to obtain scene images consistent with the actual perspective when approaching the portal, greatly enhancing the immersion and realism of the game. In addition, the coordinated changes in the viewport and the player character position further enhance the interactivity and visual coherence of the game, allowing players to obtain a more natural and smooth visual experience when exploring the game world. These innovative technical means not only solve the technical problems existing in the existing portal mechanism, but also provide game developers with a more flexible design space, enabling them to create richer and more fascinating game scenes, thereby standing out in the highly competitive game market.

Claims

1. A method for displaying game images, characterized in that: include: Based on the real-time position and movement direction of the player character in the current map unit, determine the panoramic viewport corresponding to the current map unit; Determining a door frame viewport of a second portal connected to the target map unit based on the panoramic viewport, and inserting the door frame viewport into the door frame of the first portal connected to the current map unit. The door frame viewport is a viewport for observing the interior scene of the target map unit from outside the second portal. Adjusting the relative relationship between the rendering cost constraint parameters of the panoramic viewport and the door frame viewport according to the real-time distance between the real-time position and the first transmission portal; The real-time images of the panoramic viewport and the door frame viewport are rendered accordingly according to their respective rendering cost constraint parameters.

2. The game image display method according to claim 1, characterized in that: Based on the player character's real-time position and movement direction in the current map unit, determine the panoramic viewport corresponding to the current map unit, including: Determining a first shooting position of a first virtual camera at a current map unit according to a real-time position of the player character; Determining a first shooting angle corresponding to a first virtual camera according to a movement direction of the player character; The first virtual camera is configured according to first shooting parameters consisting of a first shooting position and a first shooting angle of view to determine a panoramic viewport for displaying images captured by the first virtual camera.

3. The game image display method according to claim 2, characterized in that: Based on the real-time position and movement direction of the player character in the current map unit, after determining the panoramic viewport corresponding to the current map unit, it includes: Determine whether an adjacent map unit of the current map unit enters the panoramic viewport, and when entering the panoramic viewport, detect whether a transparent wall entity is included between the current map unit and its adjacent map unit; When a transparent wall entity is included, the current map unit is associated with the respective rendering channel instances of the adjacent map units, so that when the first virtual camera captures a real-time image, the respective rendering channel instances are used to generate corresponding image textures for the panoramic viewport.

4. The game image display method according to claim 1, characterized in that: Determining a door frame viewport of a second portal connected to a target map unit according to the panoramic viewport includes: According to a preset mapping relationship, a first shooting position determined for the first virtual camera in the current map unit according to the real-time position is mapped to a second shooting position of the second virtual camera located outside the second portal; setting a first shooting angle of view determined for the first virtual camera according to the movement direction as a second shooting angle of view corresponding to the second virtual camera; The second virtual camera is configured according to second shooting parameters consisting of a second shooting position and a second shooting angle of view to determine a door frame viewport for displaying an image captured by the second virtual camera.

5. The game image display method according to claim 1, characterized in that: Rendering the real-time images of the panoramic viewport and the door frame viewport accordingly according to respective rendering cost constraint parameters includes: Creating a first rendering pass instance according to the rendering cost constraint parameters corresponding to the panoramic viewport, and generating a first image texture corresponding to the panoramic viewport based on the map model dataset of the current map unit; When the target map unit enters the panoramic viewport, a second rendering pass instance is created according to the rendering cost constraint parameters corresponding to the panoramic viewport, and a second image texture corresponding to the panoramic viewport is generated based on the map model dataset of the target map unit; When the first portal enters the panoramic viewport, a third rendering pass instance is created according to the rendering cost constraint parameters corresponding to the portal viewport, and a third image texture corresponding to the portal viewport is generated based on the map model dataset of the target map unit; Based on the correspondence of each image texture to a map position in the game map, each image texture is synthesized into a real-time image output for display.

6. The game image display method according to claim 1, characterized in that: Rendering the real-time images of the panoramic viewport and the door frame viewport accordingly according to respective rendering cost constraint parameters includes: Start a first virtual camera corresponding to the panoramic viewport and a second virtual camera corresponding to the door frame viewport, and have the first virtual camera and the second virtual camera call corresponding rendering channel instances for their respective corresponding viewports; Configure each rendering pass instance according to its own rendering cost constraint parameters, and drive each rendering pass instance to collect image textures for its corresponding viewport; The captured image textures are synthesized into real-time images that meet the display specifications of the game scene and displayed in the graphical user interface.

7. The game image display method according to any one of claims 1 to 6, characterized in that: Adjusting the relative relationship between the rendering cost constraint parameters of the panoramic viewport and the doorframe viewport, respectively, includes: Under the condition that the rendering cost constraint parameters of the panoramic viewport remain unchanged, the rendering cost constraint parameters of the door frame viewport are changed separately to adjust the relative relationship; or: Simultaneously, rendering cost constraint parameters of the panoramic viewport and the doorframe viewport are changed to adjust the relative relationship.

8. The game image display method according to any one of claims 1 to 6, characterized in that: Adjusting the relative relationship between the rendering cost constraint parameters of the panoramic viewport and the doorframe viewport according to the real-time distance between the real-time position and the first transmission portal includes: Obtaining a distance range consisting of a lower limit value and an upper limit value, and a parameter range consisting of a minimum rendering cost constraint parameter and a maximum rendering cost constraint parameter corresponding to the distance range; Comparing the real-time distance with the distance range, and when the real-time distance is within the distance range, determining a rendering cost constraint parameter of the door frame viewport within the parameter range according to a position of the real-time distance in the distance range and a correspondence between the distance range and the parameter range; When the real-time distance is less than the lower limit, setting the rendering cost constraint parameter of the door frame viewport to the maximum rendering cost constraint parameter; When the real-time distance is greater than the upper limit value, the rendering cost constraint parameter of the door frame viewport is set to the minimum rendering cost constraint parameter.

9. The game image display method according to any one of claims 1 to 6, characterized in that: Adjusting the relative relationship between the rendering cost constraint parameters of the panoramic viewport and the doorframe viewport according to the real-time distance between the real-time position and the first transmission portal includes: When the real-time distance between the real-time position and the first transmission gate is less than a preset first threshold, setting the rendering cost constraint parameters of the gate frame viewport according to a preset optimal performance configuration; When the real-time distance is greater than or equal to the first threshold and less than a preset second threshold, setting a rendering cost constraint parameter of the door frame viewport according to a preset suboptimal performance configuration; When the real-time distance is greater than or equal to the second threshold, the rendering cost constraint parameters of the door frame viewport are set according to a preset minimum performance configuration.

10. A game image display device, characterized in that: include: A panoramic setting module is configured to determine a panoramic viewport corresponding to a current map unit based on the real-time position and movement direction of the player character in the current map unit; a door frame setting module, configured to determine a door frame viewport of a second portal connected to a target map unit based on the panoramic viewport, and to set the door frame viewport within the door frame of the first portal connected to the current map unit, wherein the door frame viewport is a viewport for observing the interior scene of the target map unit from outside the second portal; a parameter adjustment module configured to adjust a relative relationship between rendering cost constraint parameters of the panoramic viewport and the doorframe viewport according to a real-time distance between the real-time position and the first transmission portal; The rendering processing module is configured to render the real-time images of the panoramic viewport and the door frame viewport accordingly according to respective rendering cost constraint parameters.

11. A game image display device, comprising a central processing unit and a memory, characterized in that: The central processing unit is configured to call and run a computer program stored in the memory to execute the steps of the method according to any one of claims 1 to 9.

12. A non-volatile readable storage medium, characterized in that: It stores a computer program implemented according to the method described in any one of claims 1 to 9 in the form of computer-readable instructions, and when the computer program is called and executed by a computer, the steps included in the corresponding method are executed.

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