Game image display method and device, equipment and medium

CN120437590BActive Publication Date: 2026-08-21GUANGZHOU KULUO SHUJIE TECH CO LTD
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Patent Information

Application Number
CN202510870571.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-06-26
Publication Date
2026-08-21
Estimated Expiration
2045-06-26

AI Technical Summary

Technical Problem

这些问题直接导致了玩家在使用传送门时无法获得流畅和沉浸的游戏体验,同时也增加了系统的运行负担,亟待改进

Benefits of technology

[0022] This application, through innovative technical means, effectively solves the technical problems existing in the portal mechanism regarding rendering flexibility, performance optimization, and visual effects processing, significantly improving the player's gaming experience and system operating efficiency. Specifically, this application flexibly adjusts the rendering overhead constraint parameters corresponding to the panoramic viewport and the portal frame 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 operating efficiency while ensuring image quality. Furthermore, the panoramic viewport displays the game scene including the current map unit and its adjacent map units, while the portal frame viewport is overlaid within the portal frame of the first portal, allowing players to observe the internal scene of the target map unit, providing users with more comprehensive game information and enhancing the game's visual effects and immersion. Simultaneously, both the panoramic viewport and the portal frame viewport can change in tandem with the player character's real-time position. This linkage mechanism enhances the game's rendering feel and realism, ensuring that players experience smooth and consistent visual effects when observing map units from multiple angles through the panoramic viewport and the portal frame viewport, further improving the overall game experience.

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Abstract

The application 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 the real-time position and the motion direction of a player character in the current map unit; determining a door frame viewport of a second teleport door connected to a target map unit according to the panoramic viewport, and fitting the door frame viewport in a door frame of a first teleport door connected to the current map unit, wherein the door frame viewport is a viewport for observing the internal scene of the target map unit from outside the second teleport door; adjusting the relative relationship between the rendering overhead 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 teleport door; and rendering real-time images of the panoramic viewport and the door frame viewport according to the respective rendering overhead constraint parameters. The application can significantly improve the game experience and the running efficiency of the equipment.
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Description

Technical Field

[0001] This application relates to the field of computer image processing, and in particular to a method, apparatus, device, and medium for displaying game images. Background Technology

[0002] In game development, the portal mechanic is a common game element widely used in various game scenarios. Portals not only allow for rapid player character movement but also bring rich strategic depth and exploration to game design. However, existing portal mechanics suffer from some technical issues during implementation, which to some extent affect the player's gaming experience and the system's operational efficiency.

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

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

[0005] Secondly, traditional techniques typically use fixed rendering parameters when rendering scenes behind portals, which may not only lead to a decrease in image quality but also increase the rendering burden on terminal devices and easily cause unnecessary performance waste.

[0006] Furthermore, when dealing with images of external map units, the complexity of these units—often supported by different servers and map model datasets—makes traditional techniques inadequate for handling their visual effects correctly. This leads to visual discontinuities or errors when players observe adjacent map units. This problem not only affects the game's visual appeal but also reduces player immersion.

[0007] It is evident that the existing portal mechanism has significant technical issues in terms of rendering flexibility, performance optimization, and visual effects processing. These problems directly result in players not having a smooth and immersive gaming experience when using portals, and also increase the system's operational burden, necessitating urgent improvement. Summary of the Invention

[0008] The purpose of this application is to solve the above-mentioned problems by providing a game image display method and corresponding apparatus, devices, non-volatile readable storage media, and computer program products.

[0009] According to one aspect of this application, a method for displaying game images is provided, comprising:

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

[0011] The door frame viewport of the second portal connected to the target map unit is determined based on the panoramic viewport. The door frame viewport is then placed inside the door frame of the 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.

[0012] Based on the real-time distance between the real-time position and the first portal, adjust the relative relationship between the rendering overhead constraint parameters of the panoramic viewport and the portal frame viewport respectively;

[0013] Based on their respective rendering overhead constraints, the real-time images of the panoramic viewport and the door frame viewport are rendered accordingly.

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

[0015] The panoramic setting module is configured to determine the corresponding panoramic viewport for the current map unit based on the player character's real-time position and direction of movement within the current map unit.

[0016] The door frame setting module is configured to determine the door frame viewport of the second teleporter connected to the target map unit based on the panoramic viewport, and to fit the door frame viewport into the door frame of the first teleporter 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 teleporter.

[0017] The parameter adjustment module is configured to adjust the relative relationship between the rendering overhead 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 portal.

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

[0019] According to another aspect of this application, a game image display device is provided, including a central processing unit and a memory, wherein the central processing unit is used to invoke and run a computer program stored in the memory to perform the steps of the method described in this application.

[0020] According to another aspect of this 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, wherein the computer program, when invoked by a computer, executes the steps included in the method.

[0021] According to another aspect of this application, a computer program product is provided, comprising a computer program / instructions that, when executed by a processor, implement the steps of the method.

[0022] This application, through innovative technical means, effectively solves the technical problems existing in the portal mechanism regarding rendering flexibility, performance optimization, and visual effects processing, significantly improving the player's gaming experience and system operating efficiency. Specifically, this application flexibly adjusts the rendering overhead constraint parameters corresponding to the panoramic viewport and the portal frame 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 operating efficiency while ensuring image quality. Furthermore, the panoramic viewport displays the game scene including the current map unit and its adjacent map units, while the portal frame viewport is overlaid within the portal frame of the first portal, allowing players to observe the internal scene of the target map unit, providing users with more comprehensive game information and enhancing the game's visual effects and immersion. Simultaneously, both the panoramic viewport and the portal frame viewport can change in tandem with the player character's real-time position. This linkage mechanism enhances the game's rendering feel and realism, ensuring that players experience smooth and consistent visual effects when observing map units from multiple angles through the panoramic viewport and the portal frame viewport, further improving the overall game experience. Attached Figure Description

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

[0024] Figure 2 This is a schematic diagram illustrating the scene content of a game scene exemplified by this application;

[0025] Figure 3 This is a flowchart illustrating one embodiment of the game image display method of this application;

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

[0027] Figure 5 This is a schematic diagram of the structure of a game image display device used in this application. Detailed Implementation

[0028] The technical solution of this application can be widely applied to various network architectures to adapt to different types and scales of game applications. In a network architecture such as... Figure 1In the typical network architecture shown, the player's terminal device accesses a game service cluster via a network. This cluster consists of multiple game servers 81, each responsible for running gameplay services for one or more map units within the game map. The player's terminal device 80 has a computer program product installed and running according to the game image display method of this application, or the computer program product is run within a cloud server container after the terminal device is connected to it. This allows the player to control their in-game character and explore and interact with different map units through these devices.

[0029] The game server 81 maintains a real-time connection with the player's terminal device 80 via a network, handling various events and interactions in the game, such as player character movement, attacks, and item usage. The server provides necessary data support to the terminal device to ensure smooth game operation. This data includes, but is not limited to, map model datasets, which contain scene content for each map unit, such as buildings, player character models, non-player character models, and various other creature or non-creature models, used by the terminal device 80 to render and generate corresponding real-time images. Based on the received map model dataset and the game image display method of this application, the terminal device 80 can generate high-quality real-time images and display them in the graphical user interface. Players obtain visual information from these real-time images to implement gameplay.

[0030] This application not only applies to the gaming experience for single players but can also be extended to multiplayer online game environments. In multiplayer games, multiple players' (users') terminal devices simultaneously connect to the game service cluster. The server needs to process interaction requests from multiple players and update the game status in real time. This application ensures that each player receives a consistent and high-quality game image display in multiplayer game scenarios, while optimizing the resource utilization of servers and terminal devices and improving the overall operating efficiency of the game system.

[0031] In one exemplary game scenario of this application, such as 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, etc. Rooms can be connected by installing portals and establishing 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 a player character approaches the first portal 81 of the current room, the player's terminal device, operating according to the game image display method of this application, dynamically adjusts the rendering effects of the panoramic viewport 91 and the door frame viewport 92 based on the player character's real-time position and direction of movement. The panoramic viewport displays the scene of the current room, i.e., the current map unit 71, including the environment around the player character and other game elements. The door frame viewport 92 is fitted within 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 via a second portal 82 installed on the target room, i.e., the target map unit 72, and connected and bound to the first portal 81. When the target room is adjacent to the current room, and the two rooms are blocked by a transparent wall entity 70, such as a glass wall, in situations such as... Figure 2 From the provided perspective, players can observe the target room through the panoramic viewport 91, not only through the glass wall but also through the door frame area of ​​the first portal, allowing for multi-angle observation of the interior scene.

[0033] A teleportation portal is constructed between the first portal 81 and the second portal 82. In some embodiments, this teleportation portal can be used unconditionally by player characters or other virtual items. As long as the player character or virtual item 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 portal can also be conditionally restricted. For example, if the player character has not unlocked the game mechanism 60 located in the target room, the player character may be prohibited from using the teleportation portal to reach the target room. In this case, the player character can first use the first portal 81 to drop the virtual item 61 into the target room via the teleportation portal. When the landing position of the virtual item 61 meets the preset conditions, the game mechanism 60 is unlocked, triggering the corresponding mechanism unlocking event. In response to the mechanism unlocking event, access to the teleportation portal can be granted to the player character, allowing the player character to achieve an instantaneous teleportation effect in the game scene.

[0034] In the game scene of this application, the image display of each map unit (room) relies on the real-time image acquisition process of the virtual camera. The virtual camera, as a background concept, is not displayed in the game scene. It is only responsible for capturing the scene in the game world for each viewport, 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 virtual camera's shooting position and viewing angle can be adjusted in real time according to the player character's movement within the current map unit. Specifically, based on the player character's real-time position and direction of movement, the virtual camera's shooting position and viewing angle can be determined as shooting parameters, thereby determining the corresponding viewport. For example, the panoramic viewport and door frame viewport of this application use a first virtual camera and a second virtual camera to capture corresponding images, respectively. However, changes in image content depend on changes in the viewport, which in turn depend on the shooting position and angle of the corresponding virtual camera. The shooting position, in turn, depends on the player's real-time position and direction of movement. It should be noted that for panoramic viewport images, the viewing angle used by the virtual camera can be either a first-person or third-person perspective.

[0036] When a player character approaches the first portal, not only does the first virtual camera capture the scene of the current map unit, but a second virtual camera also needs to display the internal scene of the target map unit through the portal's viewport. The shooting position and angle 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's viewport can correctly display the scene of the target map unit, just as the player character would see it through the portal.

[0037] During the process of acquiring real-time images using a virtual camera, corresponding rendering channel instances can be invoked to generate the required image textures based on the virtual camera's configuration parameters and the map model dataset of the corresponding map units. In this application, a viewport can correspond to one or more rendering channel instances to acquire images of different map units. For example, a panoramic viewport and a doorway viewport can each correspond to one rendering channel instance to acquire scene images of the current map unit and the target map unit, respectively. Alternatively, a doorway viewport can correspond to a single rendering channel instance to acquire scene images of the target map unit, while a panoramic viewport can use two corresponding rendering channel instances to acquire scene images of the current map unit and its adjacent map units. The rendering channel instances generate image textures according to the rendering overhead constraint parameters corresponding to the viewport. The image textures of each viewport are ultimately synthesized into a real-time image corresponding to the panoramic viewport and displayed in the graphical user interface.

[0038] The rendering overhead constraints in this application determine the rendering quality and performance consumption of the image, including but not limited to resolution, frame rate, and particle density. 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 ensuring image quality. For example, when the player character is far from the portal, the terminal device can reduce the rendering overhead constraints of the portal frame viewport to save resources; while when the player character is closer to the portal, these parameters can be increased to provide a clearer and smoother image.

[0039] Based on the above overview of the technical solutions of this application, the following will provide a more in-depth description of the technical solutions of this application in conjunction with various specific embodiments.

[0040] Please see Figure 3 The game image display method of this application can be installed and run in a container on the player's terminal device or cloud server. In some embodiments, it includes the following steps:

[0041] Step S3100: 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;

[0042] The panoramic viewport is the visual window of the player character's current map unit, used to display the environment and other game elements around the player character. The panoramic viewport is determined based on the player character's real-time position, which is achieved through the game's positioning system, accurately tracking the player character's location within the game world. The panoramic viewport also considers the player character's movement direction, determined by analyzing input commands such as keyboard, gamepad, and mouse inputs. Combining the real-time position and movement direction, the corresponding first shooting position and first shooting angle of the first virtual camera can be calculated. These two parameters together constitute the first shooting parameters, used to configure the first virtual camera.

[0043] The first virtual camera is used to simulate the player character's perspective, such as a first-person or over-the-shoulder view, to capture scenes in the game world. By configuring the first virtual camera's shooting position and angle, the specific range and angle 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, thus determining the camera's location. This configuration of the first virtual camera allows it to capture the scene in front of the player character, forming a panoramic viewport.

[0044] In practice, there are several ways to determine the panoramic viewport. For example, a fixed viewport size based on the player character's center can be used. Regardless of the player character's movement, the viewport size remains constant, only its position and orientation are adjusted according to the player character's real-time position and direction of movement. Another approach is to dynamically adjust the viewport size, changing the viewport's 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] Furthermore, determining the panoramic viewport requires consideration of other elements in the game, such as the boundaries of map units and obstacles. For example, if the player character is near the boundary of a map unit, the panoramic viewport may be affected by the boundary and needs appropriate cropping or adjustment to ensure the player character does not see the scene outside the map unit. Similarly, if obstacles such as walls or mountains exist, the panoramic viewport's view may be obstructed, requiring appropriate processing by the rendering system to provide a realistic visual effect. Likewise, if the wall is a glass wall, the panoramic viewport image should also include the image of adjacent map units on the other side of the glass wall.

[0046] As can be seen, by accurately acquiring the player character's real-time position and direction of movement, configuring the first virtual camera, and thus determining the panoramic viewport, a game scene view that matches the player's real-time position and direction of movement is provided.

[0047] Step S3200: Determine the door frame viewport of the second portal connected to the target map unit based on the panoramic viewport, and fit 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 internal scene of the target map unit from outside the second portal.

[0048] A portal viewport is a viewport used to observe the interior of a target map unit from outside the second portal, and is constrained by the portal's frame boundaries. The portal viewport allows viewing of the target map unit's interior, enhancing the game's immersion and visual effects. For a better understanding of this step, please refer to a specific example image.

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

[0050] To determine the portal viewport, this application uses parameters of the panoramic viewport and the player character's real-time position. Specifically, according to a preset mapping relationship, the first shooting position of the first virtual camera used by the panoramic viewport is mapped to the second shooting position of the second virtual camera outside the second portal. The second virtual camera is a dedicated virtual camera used by the portal viewport to acquire images. This mapping relationship ensures that the second virtual camera can correctly capture the scene inside the target map unit from its position outside the second portal. Simultaneously, the first shooting angle of the first virtual camera is directly set to the second shooting angle of the second virtual camera, allowing changes in the portal viewport's perspective to synchronize with the panoramic viewport. In other words, every movement of the player character causes visual changes that are simultaneously affected by both the panoramic and portal viewports, creating a more immersive experience.

[0051] After determining the shooting position and viewing angle of the second virtual camera, it is configured according to these parameters to determine the specific range and viewing angle of the portal frame. The image content of the portal frame viewport is sized and cropped according to the inner boundary of the second portal frame, and then fitted into the first portal frame so that the first portal frame displays the scene content seen from the second portal frame. In this way, the scene inside the target map unit that would normally only be 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 by the panoramic viewport is first calculated based on the player character's real-time position in the current map unit. Then, through a preset mapping relationship, this first shooting position is converted into 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 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 player character's real-time position shifts from point A to point C, the coordinates of point B are corrected according to the coordinate shift of point C relative to point A. This corrected coordinate can then be used as the corresponding second shooting position of the second virtual camera.

[0053] In one embodiment, considering that the portal is a physical door in the game world, the portal viewport is physically limited by the area inside the portal frame and needs to be appropriately clipped or adjusted to ensure that the player character cannot see the scene outside the portal. Similarly, if there are boundaries or obstacles within the target map unit, such as boxes or similar items in the target room, the viewport's line of sight may also be partially obstructed. This can be appropriately processed by the rendering system to provide a realistic visual effect.

[0054] Step S3300: Adjust the relative relationship between the rendering overhead 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 portal.

[0055] Rendering overhead 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, these two virtual cameras can acquire images of the corresponding map model dataset by applying the rendering overhead constraint parameters corresponding to their respective viewports to the corresponding rendering channel instances, so as to obtain the corresponding scene images.

[0056] Rendering overhead constraints include, but are not limited to, one or more of the following parameters used during image rendering: resolution, frame rate, texture quality, lighting effects, particle density, and particle effect on / off status. By adjusting these parameters, system overhead can be optimized while maintaining image quality. For example, when the player character is far from the portal, one or more of the following parameters—resolution, frame rate, particle density, texture quality, and lighting effects—can be reduced according to predetermined data or proportions to save resources; conversely, when the player character is closer to the portal, these parameters can be increased to provide a clearer and smoother image.

[0057] Adjusting the relative relationship between the rendering overhead constraint parameters of the panoramic viewport and the gate frame viewport can be implemented in several ways. These include changing the rendering overhead constraint parameters of the gate frame viewport alone while keeping the rendering overhead constraint parameters of the panoramic viewport constant; or changing the rendering overhead constraint parameters of both the panoramic viewport and the gate frame viewport simultaneously to adjust the relative relationship; or changing the rendering overhead constraint parameters of the panoramic viewport alone while keeping the rendering overhead constraint parameters of the gate frame viewport constant. These implementation methods will be described in detail below.

[0058] In one implementation, the rendering overhead constraint parameters of the door frame viewport can be adjusted individually, while the rendering overhead constraint parameters of the panoramic viewport remain unchanged. This approach primarily considers that the image of the panoramic viewport represents the overall visual experience of the game environment and needs to remain stable to maintain a continuous sense of immersion. Furthermore, the image quality of the door frame viewport changing with the distance of the player character is more consistent with human visual perception.

[0059] In another implementation, the rendering overhead constraint parameters of the panoramic viewport and the door frame viewport can be adjusted simultaneously to achieve the effect of adjusting their relative relationship. This approach is suitable for scenarios that require balancing the image quality of the two viewports, such as when a player character is moving near a portal and needs to focus on both the current map unit and the target map unit.

[0060] In another implementation, the rendering overhead constraint parameters of the panoramic viewport can be adjusted independently to achieve the effect of adjusting its relative relationship with the rendering overhead constraint parameters of the portal viewport. This approach can meet certain specific visual requirements. For example, when the game character is relatively close to the first portal—that is, within a preset, relatively small distance range—it's generally to observe the details of target map units. Keeping the portal viewport parameters at a relatively high level while lowering the panoramic viewport parameters to a relatively low level can create a blurring effect, making it easier for the player to focus their gaze on the portal viewport.

[0061] All of the above implementation methods, regardless of which one is adopted, can adjust the relative relationship between the rendering overhead constraint parameters between the two viewports, thereby achieving adaptive adjustment of the system overhead of the terminal device, 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 door frame viewport according to their respective rendering overhead constraint parameters.

[0063] To achieve efficient display of game images, based on the rendering overhead constraints of the panoramic viewport and the door frame viewport, the first and second virtual cameras drive the corresponding rendering channel instances to render real-time images of the panoramic viewport and the door frame viewport, and display these images in the graphical user interface to ensure that players can obtain a smooth and high-quality visual experience.

[0064] Specifically, the rendering process for panoramic and doorway viewports relies on their respective rendering overhead constraints, which determine the rendering quality and performance consumption of the image. For example, resolution determines image sharpness, frame rate affects image smoothness, texture quality affects image detail richness, and lighting effects affect image realism. By configuring these parameters as needed, it is possible to optimize the device's system overhead while ensuring image quality.

[0065] During implementation, the first and second virtual cameras drive their respective rendering pass instances based on the rendering overhead constraints of the panoramic viewport and the gate frame viewport, respectively. A rendering pass instance is a module within the rendering system responsible for generating the required image textures based on the virtual camera's configuration parameters and the map model dataset. For example, the panoramic viewport's rendering pass instance can generate a first image texture from the map model dataset of the current map unit based on the panoramic viewport's rendering overhead constraints; if the panoramic viewport also covers adjacent map units, it can also generate a second image texture from the map model dataset of the adjacent map units based on the panoramic viewport's rendering overhead constraints. Similarly, the gate frame viewport's rendering pass instance can generate a third image texture from the map model dataset of the target map unit based on the gate frame viewport's rendering overhead constraints.

[0066] In one embodiment, reference is made to... Figure 2 As shown, the target map unit and its adjacent map units can be the same map unit 72. In this case, the panoramic viewport 91 and the doorway 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 needed to render and generate the corresponding image textures. Two of these rendering channel instances jointly serve the panoramic viewport, providing it with image textures of scene images from different map units. It can be seen that in this scenario, the device has to run multiple rendering channel instances, resulting in a heavy workload. The adjusted and optimized rendering overhead constraint parameters can improve device operating efficiency and ensure smoothness.

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

[0068] In a more intuitive and easily understood embodiment, 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 overhead constraints, such as reducing particle density or simplifying textures. Simultaneously, to maintain image realism, these simplified images can be post-processed, such as by applying blur effects 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 existing in the current portal mechanism in terms of rendering flexibility, performance optimization, and visual effects processing through innovative technical means, significantly improving the player's gaming experience and the system's operating efficiency. Its technical advantages include, but are not limited to:

[0070] First, this application flexibly adjusts the rendering overhead constraint parameters corresponding to the panoramic viewport and the door frame viewport based on the real-time distance between the player character's real-time position and the first portal. This allows for the reasonable allocation of rendering resources and effective optimization of the device's system overhead, thereby significantly reducing the system's operating burden and improving the device's operating efficiency while ensuring image quality.

[0071] Secondly, this application can display the game scene including the current map unit and its adjacent map units through the panoramic viewport. At the same time, by embedding the corresponding viewport of the second portal within the frame of the first portal, players can observe the internal scene of the target map unit, providing users with more comprehensive game information. This allows players to obtain a scene image consistent with the actual perspective outside the second portal when approaching the first portal, enhancing the game's visual effects and immersion, and providing a richer and more coherent game visual experience.

[0072] Furthermore, since the player character's real-time position determines both the panoramic viewport and the doorframe viewport, both viewports 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 authentic. It ensures that players experience smooth and consistent visuals when navigating through multiple external map units via the panoramic and doorframe viewports, further improving the overall game experience.

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

[0074] Step S3110: Determine the first shooting position of the first virtual camera in the current map unit based on the real-time position of the player character;

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

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

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

[0078] Step S3120: Determine the first shooting angle corresponding to the first virtual camera based on the movement direction of the player character;

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

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

[0081] The first shooting position and the first shooting perspective constitute the first shooting parameters that the first virtual camera needs to apply. The first shooting position determines the specific location of the first virtual camera in the game world, while the first shooting perspective defines the virtual camera's orientation and field of view. These two parameters together determine the field of view and visible range of the panoramic viewport, thus affecting the scene content seen by the player in the game.

[0082] When configuring the first virtual camera, various implementation methods can be adopted based on different game designs and player experience requirements. For example, if the first virtual camera adopts a first-person perspective, then the panoramic viewport will directly reflect the player character's perspective, and the scene seen by the player will appear as if it were directly observed through the player character's eyes. In this case, the panoramic viewport's field of view is usually matched to the player character's field of vision. For example, the normal human field of vision is approximately 120 degrees, and the effective field of view 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, then the panoramic viewport will show the scene behind and above 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 could be set to 180 degrees or wider so that the player can see more of their surroundings. This perspective setting helps players better understand the layout of the game world and the dynamics of their surroundings.

[0084] In addition, the initial 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 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 proportions and visual effects within the panoramic viewport.

[0085] By dynamically adjusting the first shooting position and 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 camera following the player character's movement or automatically adjusting the angle according to the player character's actions, thereby capturing real-time images of the panoramic viewport more naturally.

[0086] Through the above embodiments, this application achieves dynamic configuration and optimization of the panoramic viewport, thereby significantly improving the visual experience and operational efficiency of the game. First, by determining the first shooting position of the first virtual camera based on the player character's real-time position, it ensures that the panoramic viewport accurately reflects the player character's position and perspective in the game world. Second, by determining the first shooting perspective based on the player character's movement direction, the panoramic viewport can be updated in real time to match the player character's observation direction, enhancing the game's immersion and realism. 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 scenarios 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 virtual camera's parameter settings. Therefore, this embodiment enables this application to improve the game's visual effects while optimizing the system's operational efficiency, providing players with a more immersive and efficient gaming experience.

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

[0088] Step S4100: Determine whether the adjacent map units of the current map unit have entered the panoramic viewport. When they have entered the panoramic viewport, detect whether there is a transparent wall entity between the current map unit and its adjacent map units.

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

[0090] To achieve this determination, various technical methods can be employed. One approach is to use a boundary detection algorithm, which detects whether the boundaries of adjacent map units intersect with the boundary of the panoramic viewport. If an intersection is detected, it indicates that the adjacent map unit has entered the panoramic viewport. Another approach is to use spatial partitioning technology, dividing the game world into multiple regions, each corresponding to a map unit. By detecting the relationship between the player character's region and adjacent regions, it can be determined whether an adjacent map unit has entered the panoramic viewport.

[0091] After detecting that an adjacent map unit has entered the panoramic viewport, a further check is performed to determine if a transparent wall entity exists between the current map unit and its adjacent units. This can be achieved by checking the connectivity between map units; for example, checking if a predefined transparent wall entity exists between 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 reflection, refraction, or translucency effects.

[0092] Step S4200: When a transparent wall entity is included, associate the rendering channel instances of the current map unit and the adjacent map units so that when the first virtual camera acquires 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 both the scene of the current map unit and the scenes of adjacent map units correctly displayed through the transparent wall, it is necessary to associate the rendering pass instances of the current map unit and its adjacent map units. This association ensures that when the first virtual camera captures real-time images, the corresponding image textures can be generated for the panoramic viewport using their respective rendering pass instances.

[0094] Specifically, a render pass instance is a module in the rendering system responsible for generating the required image textures based on the virtual camera's configuration parameters and the map model dataset. In this embodiment, the panoramic viewport needs to render the scene of the current map unit and adjacent map units simultaneously, especially when adjacent map units enter the panoramic viewport through transparent wall entities. By associating the render pass instances of the two map units, it can be ensured that the visual effects of the transparent wall entities (such as reflections, refractions, or translucency) are correctly handled during rendering, and that the scene of adjacent map units is correctly displayed to the player through the transparent walls.

[0095] In implementation, various technical means can be employed. For example, multi-pass rendering technology can be used, where each map unit has its own rendering pass instance. When a transparent wall entity exists, specific rendering algorithms, such as transparency sorting algorithms or depth buffer techniques, can be used to ensure the correct rendering of the transparent wall entity. Furthermore, shader techniques can be used to achieve special visual effects for transparent walls, such as reflection and refraction.

[0096] In one specific embodiment, suppose 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 simultaneously display the scenes of both the indoor room and the outdoor garden. At this point, through this step, the rendering pass instances of the current map unit (indoor room) and the adjacent map unit (outdoor garden) are associated, enabling the rendering of the panoramic viewport to correctly handle the transparency of the glass wall and display the outdoor garden scene to the player through the glass wall. This implementation not only provides rich visual effects but also ensures the realism and immersion of the game scene.

[0097] In another embodiment, assume the transparent wall entity is a magic barrier with a semi-transparent effect. When an adjacent map unit enters the panoramic viewport, the semi-transparent effect of the magic barrier needs to be rendered correctly through the association of rendering pass instances, and the scene of the adjacent map unit can be displayed to the player through the magic barrier.

[0098] In another embodiment, such as Figure 2As shown, the adjacent map unit is the target map unit 72 with the second portal installed. In this case, when the player character is in a certain position, the player 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 observations from the two angles, the player can be provided with richer game scene information about the target map unit, which helps the player make more accurate decisions based on a higher amount of information. For example, based on this information, the player can more accurately use the teleportation channel between the first portal 81 and the second portal 82 to send virtual items 61 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 player can safely enter the target map unit through the teleportation channel, and so on.

[0099] Through the above embodiments, this application achieves efficient processing of transparent wall entities between the panoramic viewport and adjacent map units, significantly improving the game's visual effects and player immersion. First, by determining whether an adjacent map unit enters the panoramic viewport, changes in the scene within the player character's field of vision can be dynamically detected, ensuring that further processing is only performed when an adjacent map unit enters the viewport, thus optimizing rendering efficiency. Second, detecting the existence of transparent wall entities and associating them with corresponding rendering pass instances ensures that the special visual effects of transparent walls (such as reflection, refraction, or translucency) are correctly rendered, while guaranteeing that the scene of adjacent map units 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, helping them make more accurate game decisions. Furthermore, through this dynamic association and rendering mechanism, this application can provide a high-quality visual experience without affecting game smoothness, thereby enhancing player immersion while ensuring the efficiency and stability of game operation.

[0100] Based on any embodiment of the method in this 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: According to the preset mapping relationship, the first shooting position determined by the first virtual camera in the current map unit based on the real-time position is mapped to the second shooting position where the second virtual camera is located outside the second portal.

[0102] Based on the first shooting position of the first virtual camera already 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 ensures that the portal viewport can correctly display the internal scene of the target map unit, thereby enhancing the visual effects and immersion of the game.

[0103] Specifically, the preset mapping relationship defines how to convert the first shooting position of the first virtual camera into 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 position and direction of portals, etc. For example, if the first virtual camera is located at a specific position in the current map unit, then according to the preset mapping relationship, the corresponding position of the second virtual camera in the target map unit can be calculated. This mapping relationship can be linear or non-linear, depending on the needs of the game design.

[0104] Another implementation uses vector mathematics and matrix transformations. In this approach, the position and orientation of the first virtual camera can be represented as vectors, and then mapped to the position of the second virtual camera using matrix transformations. This method allows for more flexible handling of complex mapping relationships, such as when the portal has specific rotations or scaling.

[0105] Step S3220: Set the first shooting angle determined by the first virtual camera according to the direction of motion as the second shooting angle corresponding to the second virtual camera;

[0106] The primary camera view is determined by the player character's direction of movement, reflecting the player character's current viewing direction. Applying this view directly to the second virtual camera means that the second virtual camera will capture the scene of the target map unit from the same relative direction. This consistency of perspective is crucial for enhancing the game's immersion, as it simulates the natural visual effect of a player character observing another space through a portal in the real world.

[0107] During implementation, various technical means can be used to map this viewpoint. One approach is to directly copy the parameters of the first shooting viewpoint (such as orientation and viewing angle range) to the second virtual camera. For example, if the first shooting viewpoint faces north and has a viewing angle range of 120 degrees, then the second shooting viewpoint will also be set to face north and have a viewing angle range of 120 degrees. This method is simple, direct, easy to implement, and ensures visual consistency between the two viewports.

[0108] Another implementation uses vector mathematics and matrix transformations. In this method, the direction vector of the first shooting viewpoint can be mapped to the direction vector of the second shooting viewpoint via matrix transformation. This method allows for more flexible handling of complex scenes, such as when the portal has specific rotation or scaling. Through matrix transformation, the direction and range of the second shooting viewpoint can be precisely adjusted to ensure that the portal viewport correctly displays the interior scene of the target map unit.

[0109] In practical applications, this perspective mapping not only enhances the game's visual effects but also increases player immersion. For example, when a player character moves within the current map unit and approaches the first portal, the portal frame viewport dynamically updates according to the player character'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 truly observing another world through a 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, so as to determine the door frame viewport for displaying the images captured by the second virtual camera.

[0111] The second shooting parameters are the core configuration information of the second virtual camera, including two key elements determined in the previous steps: the second shooting position and the second shooting perspective. The second shooting position determines the specific location of the second virtual camera within the target map unit, while the second shooting perspective defines the orientation and field of view of the second virtual camera. These two parameters together determine the field of view and visible range of the doorway viewport, thus affecting the scene content seen by the player through the doorway viewport in the game.

[0112] When configuring a second virtual camera, various implementation methods can be adopted based on different game designs and player experience requirements. For example, if the second virtual camera adopts a first-person perspective, then the door frame viewport will directly reflect the player character's perspective as seen through the portal, making the scene appear as if it were directly observed through the player character's eyes. In this case, the field of view of the door frame viewport is usually matched to the player character's field of vision. For example, the normal human field of vision is approximately 120 degrees, and the effective field of view of the virtual camera can be set to 120 degrees to provide a natural visual experience.

[0113] On the other hand, if the second virtual camera uses a third-person perspective, such as an over-the-shoulder view, then the doorway viewport will show the scene behind and above the player character. In this case, the doorway 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 could be set to 180 degrees or wider so that the player can see more of the surrounding environment. This perspective setting helps the player better understand the layout of target map units and the dynamics of the surroundings.

[0114] In addition, 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 door frame viewport to adapt to 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 within the door frame viewport.

[0115] By determining the first shooting position and first shooting angle of the first virtual camera based on the real-time position of the player character, and then determining the second shooting position and second shooting angle of the second virtual camera based on the first shooting position and first shooting angle, more complex visual effects can be achieved by dynamically adjusting the second shooting position and second shooting angle of the second virtual camera. For example, the camera can follow the player character's movement or automatically adjust the angle according to the player character's actions, making this adjustment consistent with the adjustment of the panoramic viewport, thereby capturing real-time images of the door frame viewport more naturally.

[0116] Through the above embodiments, this application achieves efficient and natural visual coordination from the panoramic viewport to the portal viewport, significantly enhancing the game's visual effects and immersion. First, a preset mapping relationship maps the first shooting position of the first virtual camera to the second shooting position of the second virtual camera, ensuring that the portal viewport accurately displays the internal scene of the target map unit. This mapping relationship is based not only on the game map's coordinate system but also considers the position and direction of the portal, making the visual effects of the portal viewport closely synchronized with the panoramic viewport. Second, the first shooting perspective is directly applied to the second virtual camera, maintaining a consistent perspective and simulating the natural visual effect of a player character observing another space through a portal. Finally, by configuring the second shooting parameters of the second virtual camera, the viewing angle and visible range of the portal viewport are further ensured to be dynamically adjusted to adapt to the player character's real-time position and movement direction. This dynamic adjustment not only enhances the game's visual effects but also improves the player's immersion, allowing the player character to naturally observe changes in the target map unit, as if they were truly observing another world through a portal. Therefore, this embodiment enables the application to improve 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 in this application, and according to their respective rendering overhead constraint parameters, the real-time images of the panoramic viewport and the door frame viewport are rendered accordingly, including:

[0118] Step S3411: Create a first rendering channel instance based on the rendering overhead constraint parameters corresponding to the panoramic viewport, and generate the 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 units, which are 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, he / she can not only view the first-person scene effect of the adjacent map unit (target map unit) from the panoramic viewport, but also view the second-person scene effect of the adjacent map unit (target map unit) through the door frame viewport of the first portal of the current map unit within the panoramic viewport range.

[0120] In large-scale game systems, different map units are managed relatively independently. These units may be supported and have data provided by different servers, including independently providing corresponding map model datasets and recording game states. In this case, the device's backend needs to render the two image textures required to constitute the panoramic viewport image, namely the first image texture and the second image texture, based on the respective map model datasets of the two map units.

[0121] For the first image texture, this step creates and configures the first rendering channel instance based on the rendering overhead constraint parameters corresponding to the panoramic viewport. It 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 the first rendering pass instance, these rendering overhead constraints can be dynamically adjusted based on the characteristics of the current map unit and the performance of the current device to optimize rendering results. 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 rendering overhead constraints, 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 scene content of the current map unit, such as buildings, terrain, NPCs, etc. The first rendering pass instance uses these datasets, combined with rendering overhead constraint parameters, to generate a high-quality image texture. Various rendering techniques, such as ray tracing or rasterization, can be used to generate the first image texture to provide a more realistic visual effect. Ray tracing can provide more realistic lighting effects, but it has a higher computational cost; while rasterization offers a better balance between performance and image quality.

[0124] Step S3412: When the target map unit enters the panoramic viewport, create a second rendering channel instance according to the rendering overhead constraint parameters corresponding to the panoramic viewport, and generate a second image texture corresponding to the panoramic viewport 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, which are also the target map units of the second portal. This means that the player character can see the scene of two map units through the panoramic viewport. When a target map unit is detected entering the panoramic viewport, a corresponding image texture, i.e., the second image texture, needs to be generated.

[0126] Detecting whether the panoramic viewport covers a 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 accomplished using a boundary detection algorithm that accurately detects the spatial relationship between two regions. If 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 panoramic viewport's coverage area. Another implementation method is to use spatial partitioning technology, dividing the game world into multiple regions, each corresponding to a map unit. By detecting the relationship between the player character's region and the target map unit's region, it can be determined whether the target map unit has entered the panoramic viewport.

[0127] Once the target map unit is identified as being within the panoramic viewport, a second rendering pass instance is created and configured based on the rendering overhead constraints 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 current device performance to optimize rendering. 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 rendering overhead constraints, 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 scene content of the target map unit, such as buildings, terrain, and NPCs. The rendering pipeline instance utilizes these datasets, combined with rendering overhead constraints, to generate high-quality image textures. Various rendering techniques, such as ray tracing or rasterization, can be employed to provide more realistic visual effects when generating the second image texture. Ray tracing can provide more realistic lighting effects, but it is computationally expensive; while rasterization offers a better balance between performance and image quality.

[0129] In one embodiment, a preloading technique can be used. When the boundary distance of the target map unit to the panoramic viewport is detected to be less than a preset threshold, rendering can begin through the second rendering channel instance, thereby ensuring smoothness.

[0130] Step S3413: When the first portal enters the panoramic viewport, a third rendering channel instance is created according to the rendering overhead 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 to cover the first portal, it means that the player character can see the portal frame through the panoramic viewport and the interior scene of the target map unit through the portal frame viewport. To achieve this effect, a third rendering pass instance needs to be created based on the rendering overhead constraints of the portal frame viewport. Similarly, these parameters define the rendering quality and performance consumption of the portal frame viewport, including resolution, frame rate, texture quality, etc.

[0132] Similarly, when creating a third rendering pass instance, these rendering overhead 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 rendering overhead constraints, such as reducing particle density or simplifying textures. This dynamic adjustment ensures a smooth gaming experience across different devices while maintaining image quality.

[0133] Next, a third-party image texture corresponding to the doorway viewport is generated based on the map model dataset of the target map unit. The map model dataset contains scene content of the target map unit, such as buildings, terrain, and NPCs. The rendering pipeline instance utilizes these datasets, combined with rendering overhead constraints, to generate a high-quality third-party image texture. Various rendering techniques, such as ray tracing or rasterization, can be used to generate the third-party image texture to provide a more realistic visual effect. Ray tracing can provide more realistic lighting effects, but it is computationally expensive; while rasterization offers a better balance between performance and image quality.

[0134] In one embodiment, a preloading technique can be used. When the distance between the panoramic viewport and the frame of the first portal is detected to be less than a preset threshold, rendering can begin through the third rendering channel instance, thereby ensuring smoothness.

[0135] Step S3414: Based on the map positions of each image texture in the game map, synthesize each image texture into a real-time image output display.

[0136] By mapping each image texture to its location on the game map, the various image textures are combined into a real-time image output display, ensuring that players can see a complete and coherent game scene in the graphical user interface.

[0137] Specifically, during image compositing, the first image texture of the panoramic viewport, the second image texture of adjacent map units, and the third image texture of the doorway viewport need to be integrated in the frame buffer according to their positional relationships within the game map. These image textures represent the scene content of the current map unit, adjacent map units (from one perspective of the target map unit), and the target map unit (from another perspective), respectively. By mapping the map positions, it can be ensured that these image textures can be seamlessly stitched together during compositing to form a unified visual effect.

[0138] Various techniques can be employed during the compositing process. One approach is to use image compositing algorithms that correctly place image textures into 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 its corresponding position in the composite image. This method ensures that the spatial relationships between image textures are consistent with the actual spatial relationships in the game world, thus providing a natural visual effect.

[0139] Furthermore, to handle the visual effects of transparent wall entities (such as glass walls), the compositing process may need to consider transparency and occlusion relationships. For example, when a 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.

[0140] By synthesizing individual image textures into a real-time image, this ensures that 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, and ensures smooth game operation through performance optimization techniques. Through these technical means, this application provides players with a high-quality visual experience while optimizing system operating efficiency.

[0141] Through the above embodiments, this application addresses the specific scenario characteristics of multi-angle rendering of target map units, achieving efficient and high-quality image synthesis and display, significantly improving the game's visual effects and system operating efficiency. In large-scale game systems, different map units are supported and have data provided by different servers, increasing the complexity of rendering and the burden on devices. This application, by creating independent rendering channel instances for the panoramic viewport and the doorway viewport respectively, can process the generation of multiple image textures in parallel, fully utilizing multi-threading and asynchronous rendering technologies to improve rendering efficiency. Simultaneously, by applying the rendering overhead constraint parameters optimized according to this application, the rendering effect is optimized, ensuring a smooth gaming experience on different devices. Furthermore, through precise map location correspondence and image synthesis algorithms, the first image texture of the panoramic viewport, the second image texture of adjacent map units, and the third image texture of the doorway viewport are seamlessly stitched together to form a unified and coherent game scene, enhancing the game's immersion. This multi-angle rendering and image synthesis implementation not only improves 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 operating efficiency.

[0142] Based on any embodiment of the method in this application, and according to their respective rendering overhead constraint parameters, the real-time images of the panoramic viewport and the door frame viewport are rendered accordingly, including:

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

[0144] Rendering the panoramic viewport and the doorway 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 for capturing the scene of adjacent map units when the viewpoint is visible. 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 direction of movement within the current map unit, ensuring that the corresponding viewport can dynamically reflect changes in the player character's perspective.

[0145] After a virtual camera is launched, each virtual camera invokes its corresponding rendering pass instance. A rendering pass instance is a module in the rendering system responsible for generating the required image textures based on the virtual camera's configuration parameters and the map model dataset. For example, the first virtual camera invokes the first rendering pass instance to generate the first image texture for the panoramic viewport based on the map model dataset of the current map unit. If, as previously explained, scene content from adjacent map units is visible, it also invokes the second rendering pass instance to generate the second image texture for the panoramic viewport based on the map model dataset of the target map unit. The second virtual camera invokes the third rendering pass instance to generate the third image texture for the doorway viewport based on the map model dataset of the target map unit.

[0146] To optimize performance, multi-threaded or asynchronous rendering techniques can be used to distribute the rendering tasks of each rendering pass instance of the panoramic viewport and the door frame viewport to different threads, so that the image textures of each part of the two viewports can be generated in parallel, thereby reducing rendering latency and improving the smoothness of the game.

[0147] Step S3422: Configure each rendering channel instance according to its respective rendering overhead constraint parameters, and drive each rendering channel instance to acquire image textures for its corresponding viewport.

[0148] As revealed above, rendering overhead constraints are key factors controlling rendering quality and performance consumption. These parameters include, but are not limited to, resolution, frame rate, texture quality, lighting effects, and particle density. By properly configuring these parameters, it is possible to optimize the device's system overhead while ensuring image quality, thereby guaranteeing smooth gameplay.

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

[0150] When configuring rendering pipeline instances, in addition to directly applying the adjusted and optimized rendering overhead constraint parameters disclosed above, these parameters can also be dynamically adjusted 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, performance can be optimized by adjusting rendering overhead constraint parameters, such as reducing particle density or simplifying textures. This dynamic adjustment ensures a smooth gaming experience across different devices while maintaining image quality.

[0151] Furthermore, in specific embodiments corresponding to various different 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 door frame viewport can be continuously and dynamically adjusted based on the distance between the player character and the portal. For example, when the player character is close to the portal, the resolution of the door frame viewport is increased to provide a clearer image; while when the player character is far away from the portal, the resolution of the door frame viewport is decreased to save 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 status. For example, when the player character is stationary, the frame rate can be reduced to save resources; while when the player character moves, the frame rate can be increased to provide a smoother visual effect.

[0154] In another embodiment, the 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 textures of high detail type, the texture quality can be appropriately reduced to optimize performance, while post-processing techniques (such as blurring effects) are used to maintain the naturalness of the visual effect.

[0155] In another embodiment, the lighting effect 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 effect can be appropriately enhanced to improve visibility; while if the target map unit is in a bright environment, the lighting effect can be appropriately reduced to save resources.

[0156] In another embodiment, particle density can be continuously and dynamically adjusted based on dynamic elements (such as weather effects or NPC activities) in the target map unit. 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, the rendering overhead constraint parameters can be continuously and dynamically fine-tuned according to the specific needs of the panoramic viewport and the door frame viewport. This optimizes performance consumption while ensuring image quality, which not only helps 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: Combine the collected image textures into a real-time image that adapts to the display specifications of the game scene and display it in the graphical user interface.

[0159] The image textures generated by each rendering 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 adjacent map units, and the third image texture of the target map unit in the doorway viewport are integrated based on their positional relationships within the game map. These image textures represent the scene content of the current map unit, adjacent map units, and the target map unit, respectively. Through precise map position correspondence, it can be ensured that these image textures can be seamlessly stitched together during compositing to form a unified visual effect.

[0160] Various techniques can be employed to synthesize real-time images. In one implementation, an image compositing algorithm can be used to correctly place image textures into 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 its corresponding position in the synthesized image, ensuring that the spatial relationships between image textures match the actual spatial relationships in the game world, thereby providing a natural visual effect.

[0161] Furthermore, to handle the visual effects of transparent wall entities (such as glass walls), transparency and occlusion relationships can be considered when compositing real-time images. For example, when a 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) are rendered correctly. This can be achieved by using a special shader procedure and by using depth buffering techniques to handle the rendering order of transparent objects.

[0162] In practical applications, preloading technology can be used to preload image textures that will soon enter the panoramic viewport, thereby reducing rendering latency and improving game smoothness. Furthermore, multi-threaded or asynchronous rendering techniques can be employed to run individual rendering pipeline instances, allowing image texture composition and rendering to occur in the background, thus minimizing interference with the main game flow.

[0163] The individual image textures are combined 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] Based on the above embodiments, specific rendering overhead 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 different devices. Specifically, the distance range can be set from 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 ranges can be set as follows: the lowest rendering overhead constraint parameters include a resolution of 800x600, a frame rate of 30fps, and a particle density of 30%; the highest rendering overhead constraint parameters include a resolution of 1920x1080, a frame rate of 60fps, and a particle density of 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, this 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 the door frame 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 to reduce rendering latency and improve game smoothness. Second, by dynamically configuring each rendering channel instance according to continuously adjusted rendering overhead constraint parameters, system overhead can be optimized while ensuring image quality, guaranteeing 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 acquired image textures into real-time images adapted to the game scene display specifications, it ensures that players 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 relationships between image textures but also handles the special visual effects of transparent wall entities, further enhancing the visual experience. These technologies provide players with a high-quality visual experience while optimizing system efficiency and ensuring smooth gameplay.

[0166] Based on any embodiment of the method in this application, adjusting the relative relationship between the rendering overhead 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 portal includes:

[0167] Step S3311: Obtain the distance range consisting of the lower limit value and the upper limit value, and the parameter range corresponding to the distance range consisting of the lowest rendering overhead constraint parameter and the highest rendering overhead constraint parameter;

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

[0169] The distance range is represented by a preset interval, defining a threshold distance between the player character and the first portal. This interval consists of a lower limit and an upper limit, used to determine the relative position between the player character and the portal. For example, the lower limit can be set as the minimum distance between the player character and the first portal, while the upper limit can be set as the maximum distance. These two values ​​can be adjusted according to game design and performance requirements.

[0170] The parameter range is a set of rendering overhead constraint parameters corresponding to the distance range, used to define the upper and lower limits of each specific rendering overhead constraint parameter at different distances. The lowest rendering overhead constraint parameter corresponds to the upper limit of the distance range, while the highest rendering overhead constraint parameter corresponds to the lower limit of the distance range. This means that the closer the real-time distance, the higher the image quality requirements and performance overhead, and vice versa. 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] Since there is a correspondence between distance ranges and parameter ranges, it's easy to understand that a specific distance value within a distance range has a unique corresponding one or a set of rendering overhead constraint parameters within that range. Using this correspondence, the corresponding rendering overhead constraint parameters can be determined 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 the rendering overhead constraint parameters of the door frame viewport within the parameter range according to the position of the real-time distance within 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 is dynamically changing and updates in real time as the player character moves. During implementation, the real-time distance is monitored. When the real-time distance is within a preset range, its specific position within that range is mapped to a parameter range, thus determining the corresponding rendering overhead constraint parameters. For example, if the real-time distance is close to the lower limit, the rendering overhead constraint parameters for the portal viewport will be close to the highest rendering overhead constraint parameters to provide higher quality images. Conversely, if the real-time distance is close to the upper limit, the rendering overhead constraint parameters for the portal viewport will be close to the lowest rendering overhead constraint parameters to optimize performance.

[0174] To achieve this, various techniques can be employed. One approach is to use a linear interpolation algorithm to calculate the corresponding rendering overhead constraint parameters based on the proportion of the real-time distance within the distance range. For example, if the real-time distance is the midpoint between the lower and upper limits, the rendering overhead constraint parameters could be the average of the highest and lowest rendering overhead constraint parameters. This method ensures a smooth transition in rendering overhead constraint parameters, avoiding visual or performance issues caused by sudden parameter changes.

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

[0176] Step S3313: When the real-time distance is less than the lower limit value, set the rendering overhead constraint parameter of the door frame viewport to the highest rendering overhead 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, it indicates that the player character is very close to the portal. At this point, the player's visual detail requirement for the target map unit is highest, but the computer's system resources are limited. Therefore, fixing the rendering overhead constraint parameter of the portal viewport to the highest rendering overhead constraint parameter in the parameter range ensures that parameters such as image resolution, frame rate, texture quality, and lighting effects are optimized while avoiding excessive system resource consumption, thus providing the clearest and smoothest image.

[0178] In implementation, various technical means can be used to achieve this setting. One approach is to use conditional statements to monitor the distance between the player character and the portal in real time within the real-time distance detection module. When the detected real-time distance is less than a lower limit, the parameter adjustment module is triggered, setting the rendering overhead constraint parameters of the portal viewport to the preset maximum value. For example, the resolution can be set to the highest resolution supported by the computer device, the frame rate to the highest supported frame rate, the texture quality to the highest quality, the lighting effects to the most detailed effect, the particle density to the highest density, or particle effects can be enabled, etc.

[0179] Another implementation method is to use an event-driven mechanism. When the real-time distance is less than a lower limit, an event is triggered, which notifies the parameter adjustment module to adjust the parameters. This approach can improve response speed and ensure that rendering parameters can be adjusted in time when the player character approaches the portal, providing the best visual effects.

[0180] In addition, to ensure stability and performance optimization, system resource usage can be monitored while setting the maximum rendering overhead constraint parameters. If system resource strain is detected, other non-critical rendering parameters can be adjusted appropriately to balance performance and image quality. For example, the rendering overhead constraint parameters for the panoramic viewport can be reduced to ensure that system resources are primarily focused on high-quality rendering of the doorway viewport.

[0181] Step S3314: When the real-time distance is greater than the upper limit value, set the rendering overhead constraint parameter of the door frame viewport to the minimum rendering overhead 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 too far from the portal, and the visual detail requirement for the target map unit is lower. Therefore, setting the rendering overhead constraint parameter of the portal viewport to the lowest rendering overhead constraint parameter in the parameter range can significantly reduce the rendering burden of the system while ensuring basic image quality and avoiding performance waste due to excessive distance.

[0183] Similarly, various technical means can be used to achieve this setting during implementation. One approach is to use conditional statements to monitor the distance between the player character and the portal in real time within the real-time distance detection module. When the detected real-time distance exceeds the upper limit, the parameter adjustment module is triggered, setting the rendering overhead constraint parameters of the portal viewport to the preset minimum value. For example, the resolution can be set to the lowest supported resolution, the frame rate to the lowest supported frame rate, the texture quality to the lowest quality, the lighting effects to the simplest effect, the particle density to the lowest density, or particle effects can be turned off entirely.

[0184] Another implementation method is to use 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 approach can improve response speed and ensure that rendering parameters can be adjusted in a timely manner when the player character moves away from the portal, thus optimizing performance.

[0185] In addition, to ensure stability and performance optimization, system resource usage can be monitored while setting minimum rendering overhead constraints. If sufficient system resources are detected, other non-critical rendering parameters can be adjusted appropriately to balance performance and image quality. For example, the rendering overhead constraint parameter for the panoramic viewport can be appropriately increased to ensure that system resources are reasonably allocated among different viewports.

[0186] Through the above embodiments, this application achieves dynamic adjustment of the rendering overhead constraint parameters of the portal viewport based on 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 preset distance range and parameter range, this application can use fixed rendering overhead constraint parameters when the real-time distance is at the upper and lower limits, ensuring stable visual effects and performance under extreme conditions. At the midpoint of the distance range, this application can smoothly determine the required rendering overhead constraint parameters of the portal viewport based on the real-time distance within the parameter range, adapting to changes in real-time distance and providing smooth visual transitions and performance adjustments. This dynamic adjustment mechanism not only improves the operating efficiency of computer equipment but also ensures that players receive a smooth and high-quality visual experience from the portal viewport image in different movement states of the player character, significantly enhancing the game's immersion and interactivity.

[0187] Based on any embodiment of the method in this application, adjusting the relative relationship between the rendering overhead 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 portal includes:

[0188] Step S3321: When the real-time distance between the real-time position and the first portal is less than a preset first threshold, set the rendering overhead constraint parameters of the portal viewport according to the preset optimal performance configuration.

[0189] The first threshold is a preset distance value used to define the minimum distance range between the player character and the first portal. When the real-time distance is less than this threshold, it indicates that the player character is very close to the portal. At this point, the visual detail requirement for the target map units is highest. However, considering the rational use of the limited system resources of the computer equipment, it is also necessary to constrain the upper limit of performance overhead. Therefore, the rendering overhead constraint parameter of the portal viewport is set to the optimal performance configuration.

[0190] This optimal performance configuration can be preset and can include one or more rendering overhead constraints as needed, but these rendering overhead constraints are all at the highest preset level to ensure that parameters such as image resolution, frame rate, texture quality, and lighting effects 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 the preset second threshold, set the rendering overhead constraint parameters of the door frame viewport according to the preset suboptimal performance configuration.

[0192] When the real-time distance is within a moderate range, the rendering effect of the portal viewport can be controlled, striking a balance between image quality and performance consumption. Therefore, a second threshold is introduced. Two different distance ranges are defined by the first and second thresholds to distinguish the relative position between the player character and the first portal. When the real-time distance falls between these two thresholds, it indicates that the distance between the player character and the first portal is neither very close nor very far. In this case, the rendering overhead constraint parameters of the portal viewport are set to a preset suboptimal performance configuration. The suboptimal performance configuration corresponds to the highest performance configuration and includes one or more corresponding rendering overhead constraint parameters, but its specific parameter level is slightly lower than the highest performance configuration, set to the second-highest level, so as to provide high-quality images while avoiding performance problems caused by excessive rendering overhead.

[0193] Suboptimal performance configurations, depending on their specific parameters, ensure that parameters such as image resolution, frame rate, texture quality, and lighting effects reach relatively high levels, but not the highest levels, thus 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 relatively detailed but not the most detailed effect, 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, set the rendering overhead constraint parameters of the door frame viewport according to the 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 relatively far, and the visual detail requirement for the target map unit is low. Therefore, setting the rendering overhead constraint parameter of the portal viewport to the lowest performance configuration can significantly reduce the rendering burden of the system while ensuring basic image quality and avoiding performance waste due to excessive distance. The lowest performance configuration also corresponds to the optimal performance configuration, which includes one or more rendering overhead constraint parameters, but its specific parameters are preset to the lowest level, which is pre-set relative to the optimal and suboptimal performance configurations.

[0196] Based on the above embodiments, specific rendering overhead 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 different devices. The following specific embodiments provide specific values ​​for the optimal performance configuration, the second-best performance configuration, and the minimum performance configuration.

[0197] The optimal performance configuration can be set as follows: 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 as follows: resolution 1600x900, frame rate 45fps, particle density 80%.

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

[0200] The above specific configuration reflects the dynamic adjustment of the rendering overhead constraint parameters of the portal viewport based on the real-time distance between the player character and the portal. This ensures that appropriate image quality and performance optimization can be provided on different devices, maximizing the efficiency of system resource utilization and saving battery consumption on mobile devices.

[0201] Through the above embodiments, this application achieves dynamic adjustment of the rendering overhead 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 on different devices. This dynamic adjustment mechanism not only improves the system's operating efficiency but also ensures that players can obtain a smooth and high-quality visual experience in different scenarios. Specifically, by pre-setting rendering overhead constraint parameter configurations corresponding to different distance ranges, this application can provide the optimal performance configuration when the player character approaches the portal, ensuring high resolution, high frame rate, and high particle density, thus providing the clearest and smoothest image. At medium distances, a suboptimal performance configuration is adopted to achieve a balance between image quality and performance consumption, ensuring higher resolution, higher frame rate, and higher particle density while avoiding performance problems caused by excessive rendering overhead. At long distances, the lowest performance configuration is adopted, significantly reducing the system's rendering burden while ensuring basic image quality and avoiding performance waste due to excessive distance. This hierarchical dynamic adjustment mechanism is fast and efficient during operation, maximizing the utilization efficiency of system resources, saving battery consumption of mobile devices, and ensuring the best gaming experience on different devices.

[0202] Please see Figure 4 According to one aspect of this application, a game image display device includes 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 player character's real-time position and movement direction within the current map unit. The door frame setting module 3200 is configured to determine a door frame viewport connected to a second portal to the target map unit based on the panoramic viewport, and to overlay 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 overhead 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. The rendering processing module 3400 is configured to render the real-time images of the panoramic viewport and the door frame viewport according to their respective rendering overhead constraint parameters.

[0203] Based on any embodiment of the device in this application, the panoramic setting module 3100 includes: a panoramic position determination module, 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 determination module, configured to determine the first shooting view corresponding to the first virtual camera according to the movement direction of the player character; and a panoramic camera configuration module, configured to configure the first virtual camera according to the first shooting parameters composed of the first shooting position and the first shooting view, 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 in this application, the panoramic setting module 3100 further includes: a wall detection module, configured to determine whether the adjacent map units of the current map unit enter the panoramic viewport, and when they enter the panoramic viewport, to detect whether there is a transparent wall entity between the current map unit and its adjacent map units; and a rendering association module, configured to associate the rendering channel instances of the current map unit and its adjacent map units when a transparent wall entity is included, so as to generate corresponding image textures for the panoramic viewport using the respective rendering channel instances when the first virtual camera acquires real-time images.

[0205] Based on any embodiment of the device in this application, the door frame setting module 3200 includes: a position mapping module, configured to map a first shooting position determined by a first virtual camera in the current map unit based on the real-time position to a second shooting position where a second virtual camera is located outside the second portal, according to a preset mapping relationship; a perspective application module, configured to set a first shooting perspective determined by the first virtual camera based on the direction of movement to a second shooting perspective corresponding to the second virtual camera; and a camera configuration module, configured to configure the second virtual camera according to 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 apparatus in this application, the rendering processing module 3400 includes: a current unit rendering module, configured to create a first rendering channel instance based on the rendering overhead 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; a target adjacency rendering module, configured to create a second rendering channel instance based on the rendering overhead constraint parameters corresponding to the panoramic viewport when a target map unit enters the panoramic viewport, and generate a second image texture corresponding to the panoramic viewport based on the map model dataset of the target map unit; a target remote rendering module, configured to create a third rendering channel instance based on the rendering overhead constraint parameters corresponding to the door frame viewport when a first portal enters the panoramic viewport, and generate a third image texture corresponding to the door frame viewport based on the map model dataset of the target map unit; and an image compositing and display module, configured to composite each image texture into a real-time image output display based on the map position of each image texture in the game map.

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

[0208] Based on any embodiment of the device in this application, the parameter adjustment module 3300 is configured to: change the rendering overhead constraint parameter of the door frame viewport separately while keeping the rendering overhead constraint parameter of the panoramic viewport unchanged, so as to adjust the relative relationship; or: change the rendering overhead constraint parameters of the panoramic viewport and the door frame viewport simultaneously to adjust the relative relationship.

[0209] Based on any embodiment of the device in this application, the parameter adjustment module 3300 includes: a data acquisition module, configured to acquire a distance range consisting of a lower limit value and an upper limit value, and a parameter range corresponding to the distance range consisting of a minimum rendering overhead constraint parameter and a maximum rendering overhead constraint parameter; 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 overhead 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 overhead constraint parameter of the door frame viewport to the maximum rendering overhead 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 overhead constraint parameter of the door frame viewport to the minimum rendering overhead constraint parameter when the real-time distance is greater than the upper limit value.

[0210] Based on any embodiment of the device in this application, the parameter adjustment module 3300 includes: an optimal configuration module, configured to set the rendering overhead 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 portal is less than a preset first threshold; a suboptimal configuration module, configured to set the rendering overhead 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, configured to set the rendering overhead 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 this application provides a game image display device. For example... Figure 5 The diagram shows the internal structure of a game graphics display device. This 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 stores an operating system, a database, and computer-readable instructions. The database stores information sequences, and when executed by the processor, these computer-readable instructions enable the processor to implement a game graphics display method.

[0212] The processor of this game graphics display device provides computing and control capabilities to support the operation of the entire device. The memory of the device can store computer-readable instructions, which, when executed by the processor, cause the processor to perform the game graphics display method of this application. The network interface of the device is used for communication with a terminal.

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

[0214] In this embodiment, the processor is used to execute... Figure 4 The specific functions of each module are described, and the memory stores the program code and various data required to execute the above modules or sub-modules. The network interface is used to realize 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, and the server can call the server's program code and data to execute the functions of all modules.

[0215] This application also provides a non-volatile readable storage medium storing computer-readable instructions, which, when executed by one or more processors, cause the one or more processors to perform the steps of the game image display method of any embodiment of this application.

[0216] This application also provides a computer program product, including a computer program / instructions that, when executed by one or more processors, implement the steps of the method described in any embodiment of this application.

[0217] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments of this application can be implemented by a computer program instructing related hardware. This computer program can be stored in a non-volatile readable storage medium, and when executed, it can include the processes of the embodiments of the above methods. The aforementioned storage medium can be a computer-readable storage medium such as a magnetic disk, optical disk, read-only memory (ROM), or random access memory (RAM).

[0218] In summary, this application demonstrates significant application advantages in the game field, especially in enhancing game interactivity and visual experience. By dynamically adjusting the rendering overhead constraint parameters, it is possible to flexibly adjust the image rendering quality according to the real-time distance between the player character and the portal. This not only optimizes the system resource allocation but also ensures high-quality visual effects in different scenarios, thus significantly improving the running efficiency and smoothness of the game. At the same time, the combined design of the panoramic viewport and the doorframe 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 linked change between the viewport and the player character's position further improves the interactivity and visual coherence of the game, enabling 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 more flexible design space, enabling them to create richer and more engaging game scenarios, thus standing out in the highly competitive game market.

Claims

1. A method for displaying game images, characterized in that, include: Based on the player character's real-time position and direction of movement within the current map unit, a panoramic viewport corresponding to the current map unit is determined. The panoramic viewport is the visual window of the player character's current map unit, used to display the environment and other game elements around the player character. The door frame viewport of the second portal connected to the target map unit is determined based on the panoramic viewport. The door frame viewport is then placed inside the door frame of the first portal connected to the current map unit. The door frame viewport is a viewport that observes the internal scene of the target map unit from outside the second portal and is constrained by the door frame boundary of the second portal. Based on the real-time distance between the real-time position and the first portal, adjust the relative relationship between the rendering overhead constraint parameters of the panoramic viewport and the portal frame viewport respectively; Based on their respective rendering overhead constraints, the system renders real-time images of the panoramic viewport and the door frame viewport, including: creating a first rendering channel instance based on the rendering overhead constraints of 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 a target map unit enters the panoramic viewport, creating a second rendering channel instance based on the rendering overhead constraints of the panoramic viewport, and generating a second image texture corresponding to the panoramic viewport based on the map model dataset of the target map unit; when the first portal enters the panoramic viewport, creating a third rendering channel instance based on the rendering overhead constraints of the door frame viewport, and generating a third image texture corresponding to the door frame viewport based on the map model dataset of the target map unit; and compositing the image textures into a real-time image for output display based on their map positions in the game map.

2. The game image display method according to claim 1, characterized in that, Based on the player character's real-time position and direction of movement within the current map unit, determine the corresponding panoramic viewport for the current map unit, including: The first shooting position of the first virtual camera is determined based on the real-time position of the player character in the current map unit. The first shooting angle corresponding to the first virtual camera is determined based on the movement direction of the player character. Configure a first virtual camera according to first shooting parameters consisting of a first shooting position and a first shooting angle 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 player character's real-time position and direction of movement within the current map unit, after determining the corresponding panoramic viewport for the current map unit, the following is included: Determine whether the current map unit's adjacent map units have entered the panoramic viewport. When they have entered the panoramic viewport, detect whether there is a transparent wall entity between the current map unit and its adjacent map units. When a transparent wall entity is included, the rendering channel instances of the current map unit and its adjacent map units are associated so that when the first virtual camera acquires real-time images, 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 the portal frame viewport of the second portal connected to the target map unit based on the panoramic viewport includes: According to the preset mapping relationship, the first shooting position determined by the first virtual camera in the current map unit based on the real-time position is mapped to the second shooting position of the second virtual camera outside the second portal. The first shooting angle determined by the first virtual camera based on the direction of motion is set as the second shooting angle corresponding to the second virtual camera. The second virtual camera is configured according to the second shooting parameters consisting of the second shooting position and the second shooting angle to determine the door frame viewport for displaying the images captured by the second virtual camera.

5. The game image display method according to claim 1, characterized in that, Based on their respective rendering overhead constraints, the real-time images of the panoramic viewport and the door frame viewport are rendered accordingly, including: Start the first virtual camera corresponding to the panoramic viewport and the second virtual camera corresponding to the door frame viewport. The first and second virtual cameras call the corresponding rendering channel instances for their respective viewports. Configure each rendering channel instance according to its respective rendering overhead constraint parameters, and drive each rendering channel instance to acquire image textures for its corresponding viewport. The collected image textures are synthesized into a real-time image adapted to the display specifications of the game scene and displayed on the graphical user interface.

6. The game image display method according to any one of claims 1 to 5, characterized in that, Adjusting the relative relationship between the rendering overhead constraint parameters of the panoramic viewport and the door frame viewport includes: While keeping the rendering overhead constraint parameters of the panoramic viewport unchanged, the rendering overhead constraint parameters of the door frame viewport are changed individually to adjust the relative relationship; or: Simultaneously, the rendering overhead constraint parameters of the panoramic viewport and the door frame viewport are changed to adjust the relative relationship.

7. The game image display method according to any one of claims 1 to 5, characterized in that, Based on the real-time distance between the real-time location and the first portal, the relative relationship between the rendering overhead constraint parameters of the panoramic viewport and the portal frame viewport is adjusted, including: Obtain the distance range consisting of the lower limit value and the upper limit value, and the parameter range corresponding to the distance range consisting of the lowest rendering overhead constraint parameter and the highest rendering overhead constraint parameter; The real-time distance is compared with the distance range. When the real-time distance is within the distance range, the rendering overhead constraint parameters of the door frame viewport are determined within the parameter range based on the position of the real-time distance within the distance range and the correspondence between the distance range and the parameter range. When the real-time distance is less than the lower limit, the rendering overhead constraint parameter of the door frame viewport is set to the highest rendering overhead constraint parameter. When the real-time distance is greater than the upper limit value, the rendering overhead constraint parameter of the door frame viewport is set to the minimum rendering overhead constraint parameter.

8. The game image display method according to any one of claims 1 to 5, characterized in that, Based on the real-time distance between the real-time location and the first portal, the relative relationship between the rendering overhead constraint parameters of the panoramic viewport and the portal frame viewport is adjusted, including: When the real-time distance between the real-time position and the first portal is less than a preset first threshold, the rendering overhead constraint parameters of the portal viewport are set according to the preset optimal performance configuration. When the real-time distance is greater than or equal to the first threshold and less than the preset second threshold, the rendering overhead constraint parameters of the door frame viewport are set according to the preset suboptimal performance configuration. When the real-time distance is greater than or equal to the second threshold, the rendering overhead constraint parameters of the door frame viewport are set according to the preset minimum performance configuration.

9. A game image display device, characterized in that, include: The panoramic setting module is set to determine the panoramic viewport corresponding to the current map unit based on the player character's real-time position and movement direction. The panoramic viewport is the visual window of the player character's current map unit, used to display the environment and other game elements around the player character. The door frame setting module is configured to determine the door frame viewport of the second portal connected to the target map unit based on the panoramic viewport, and to fit 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 that observes the internal scene of the target map unit from outside the second portal and is constrained by the door frame boundary of the second portal. The parameter adjustment module is configured to adjust the relative relationship between the rendering overhead 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 portal. The rendering processing module is configured to render real-time images of the panoramic viewport and the door frame viewport according to their respective rendering overhead constraint parameters. This includes: creating a first rendering channel instance based on the rendering overhead 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 a target map unit enters the panoramic viewport, creating a second rendering channel instance based on the rendering overhead constraint parameters corresponding to the panoramic viewport, and generating a second image texture corresponding to the panoramic viewport based on the map model dataset of the target map unit; when the first portal enters the panoramic viewport, creating a third rendering channel instance based on the rendering overhead constraint parameters corresponding to the door frame viewport, and generating a third image texture corresponding to the door frame viewport based on the map model dataset of the target map unit; and compositing the image textures into a real-time image for output display based on their map positions in the game map.

10. A game image display device, comprising a central processing unit and a memory, characterized in that, The central processing unit is used to invoke and run a computer program stored in the memory to perform the steps of the method as described in any one of claims 1 to 8.

11. A non-volatile readable storage medium, characterized in that, It stores, in the form of computer-readable instructions, a computer program implemented according to any one of claims 1 to 8, which, when invoked by a computer, executes the steps included in the corresponding method.

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