Bullet screen determination method, data storage method and related device

By determining the target pixel point that the user clicks on the display device and using the storage method of rendering screen texture to find the barrage logo, the problem of barrage identification under complex mobile mode is solved, and fast and accurate barrage recognition is achieved, improving the efficiency and accuracy of barrage interaction.

CN120455791APending Publication Date: 2025-08-08BEIJING IQIYI TECH CO LTD
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Patent Information

Application Number
CN202510890156.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-30
Publication Date
2025-08-08

AI Technical Summary

Technical Problem

The existing barrage determination methods cannot accurately identify the barrage clicked by the user, especially the barrage display method under complex mobile modes, resulting in reduced interactivity.

Method used

By determining the target pixel point that the user clicks on the display device, and looking for the barrage identification of the target pixel point in the barrage information storage area, the corresponding relationship between the pixel point and the barrage is saved by the storage method of rendering screen textures, and the target barrage clicked by the user is quickly determined.

Benefits of technology

It realizes the rapid and accurate determination of the barrage that the user clicks in the barrage scene under different motion modes, improving the efficiency and accuracy of barrage interaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a bullet screen determination method, a data storage method and a related device, and relates to the field of bullet screen interaction. In response to a click operation of the user at the first moment, determining a target pixel point clicked by the user at the first moment, searching a bullet screen identifier of a bullet screen displayed by the target pixel point at the first moment in the bullet screen information storage area according to the coordinate of the target pixel point and the first moment, and displaying the bullet screen identifier in the bullet screen information storage area, and determining the bullet screen of the searched bullet screen identifier as the target bullet screen clicked by the user at the first moment, thereby realizing bullet screen determination in the bullet screen interaction process. The bullet screen identification stored in the bullet screen information storage area is stored according to the storage mode of rendering the screen texture in the process of rendering the bullet screen to the display device, so that the target bullet screen can be quickly determined by utilizing the cached bullet screen identification, the operation is simple, and the efficiency is high. And the method can also be suitable for bullet screen scenes moving in different motion modes.
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Description

Technical Field

[0001] The present application relates to the field of barrage interaction, and more specifically, to a barrage determination method, a data storage method, and related devices. Background Art

[0002] During the movie viewing process, user interaction through barrage can enhance the user's viewing atmosphere. During the user interaction with barrage, the user first selects the barrage to interact with, and then performs subsequent interactive operations. Among them, interactive operations can include liking the barrage.

[0003] Currently, there are a growing number of ways to display bullet comments on the screen, including new methods beyond linear movement, such as vortex inhalation and wave-like movement. These new methods are more complex than linear movement, making the bullet comment determination method suitable for linear movement no longer applicable.

[0004] Currently, there is an urgent need for a new technology to determine the barrage that users click on. Summary of the Invention

[0005] In view of this, the present application provides a barrage determination method, a data storage method and related devices to solve the problem of the urgent need to accurately determine the barrage selected by the user to improve the accuracy of barrage interaction.

[0006] To solve the above technical problems, this application adopts the following technical solutions:

[0007] A method for determining a bullet comment, comprising:

[0008] When the display device displays at least one bullet comment, determining a target pixel clicked by the user at a first moment;

[0009] Searching, in a barrage information storage area, for a barrage identifier of the barrage displayed by the target pixel at the first moment, according to the coordinates of the target pixel and the first moment, wherein the barrage identifiers stored in the barrage information storage area are stored in a manner that stores a correspondence between pixels and barrage identifiers displayed by the pixels during rendering of the barrage to the display device, in accordance with a storage method for rendering screen textures;

[0010] The barrage identified by the found barrage identifier is determined as the target barrage clicked by the user at the first moment.

[0011] Optionally, the barrage information storage area includes multiple storage intervals, each storage interval is used to store the barrage information of each pixel in the image displayed by the display device at different times, each of the storage intervals includes N storage sub-intervals, and the storage sub-intervals are at least used to store the barrage identifier of the barrage displayed by the pixel, where N is the number of pixels included in the display device.

[0012] Optionally, searching, in a barrage information storage area according to the coordinates of the target pixel point and the first moment, for a barrage identifier of the barrage displayed by the target pixel point at the first moment includes:

[0013] Based on the correspondence between each storage interval and the time, searching for a target storage interval from the barrage information storage area; the target storage interval is used to store the barrage information of each pixel in the image displayed by the display device at the first time;

[0014] Based on the position of the coordinates of the target pixel point on all pixel points displayed by the display device, searching the target storage sub-interval from the target storage interval; the target storage sub-interval is used to store the barrage identifier of the barrage displayed by the target pixel point;

[0015] The bullet chat identifier stored in the target storage subinterval is determined as the bullet chat identifier of the bullet chat displayed by the target pixel point at the first moment.

[0016] Optionally, it also includes:

[0017] If the barrage identifier of the barrage displayed by the target pixel at the first moment is not found in the barrage information storage area, searching the barrage information storage area for the barrage identifiers of the barrage displayed by the neighboring pixels of the target pixel at the first moment by traversing the barrage information storage area;

[0018] If found, the barrage identified by the found barrage is determined as the target barrage clicked by the user at the first moment.

[0019] Optionally, it also includes:

[0020] If the bullet chat identifier of the bullet chat displayed by the adjacent pixel points of the target pixel point at the first moment is not found through the traversal method, then all the adjacent pixel points traversed this time are used as the current pixel point;

[0021] Searching the bullet chat information storage area in a traversal manner for bullet chat identifiers of bullet chats displayed at the first moment by adjacent pixels of the current pixel that have not been traversed;

[0022] If found, the barrage identified by the found barrage identifier is determined as the target barrage clicked by the user at the first moment;

[0023] Wherein, during the execution of the above traversal process, if the distance between the currently traversed pixel point and the target pixel point is greater than a preset distance, the traversal is terminated.

[0024] Optionally, the storage subinterval further stores the coordinates of the component elements of the bullet comment displayed by the pixel points; the coordinates are the position coordinates of the component elements in the bullet comment to which the component elements belong;

[0025] The bullet screen determination method further includes:

[0026] Searching for target coordinates of the component elements of the bullet comment displayed by the target pixel at the first moment in the storage subinterval where the searched bullet comment identifier is located;

[0027] The component element with the target coordinates in the target bullet screen clicked by the user is used as the target element clicked by the user.

[0028] Optionally, the storage sub-interval further stores the types of constituent elements of the bullet comment displayed by the pixels;

[0029] The bullet screen determination method further includes:

[0030] Searching for the type of the component element of the bullet comment displayed by the target pixel at the first moment in the storage sub-interval where the found bullet comment identifier is located;

[0031] Perform interactive operations according to the interaction method corresponding to the type.

[0032] Optionally, it also includes:

[0033] If after the traversal, the bullet screen identifier of the bullet screen displayed by the adjacent pixel at the first moment is not found, obtaining the display device control mode of the target pixel;

[0034] The display device is controlled according to the display device control method.

[0035] A data storage method, applied to a rendering device, comprising:

[0036] In the process of rendering the bullet chat to the display device, texture cache information of each pixel is obtained; the texture cache information at least includes: a bullet chat identifier of the bullet chat displayed by the pixel;

[0037] The texture cache information is saved to the bullet message information storage area according to the storage method of the rendered screen texture.

[0038] A bullet screen determination device, comprising:

[0039] A pixel point determination module, configured to determine a target pixel point clicked by a user at a first moment when the display device displays at least one bullet comment;

[0040] an identifier determination module, configured to search, in a barrage information storage area, for a barrage identifier of the barrage displayed by the target pixel at the first moment, based on the coordinates of the target pixel and the first moment, wherein the barrage identifiers stored in the barrage information storage area are stored in accordance with a storage method of a rendering screen texture during a process of rendering the barrage to the display device, in which a correspondence between the pixel and the barrage identifier of the barrage displayed by the pixel is stored;

[0041] The barrage determination module is used to determine the barrage identified by the found barrage as the target barrage clicked by the user at the first moment.

[0042] The present application provides a barrage determination method, a data storage method and related devices. In the present application, when a display device displays at least one barrage, in response to a click operation by a user at a first moment, the target pixel point clicked by the user at the first moment is determined, and according to the coordinates of the target pixel point and the first moment, the barrage identifier of the barrage displayed by the target pixel point at the first moment is found in the barrage information storage area, and the barrage with the found barrage identifier is determined as the target barrage clicked by the user at the first moment, thereby realizing the determination of the barrage in the barrage interaction process. The barrage identifier stored in the barrage information storage area is saved in the process of rendering the barrage to the display device according to the storage method of the rendered screen texture, and the correspondence between the pixel point and the barrage identifier of the barrage displayed by the pixel point is saved. Therefore, the target barrage can be quickly determined by using the cached barrage identifier, which is simple to operate, can improve the efficiency of barrage determination and can be applied to barrage scenes that move in different ways. BRIEF DESCRIPTION OF THE DRAWINGS

[0043] In order to more clearly illustrate the technical solutions in the embodiments of the present application or related technologies, the following briefly introduces the drawings required for use in the embodiments or related technical descriptions. Obviously, the drawings described below are merely embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on the provided drawings without any creative work.

[0044] Figure 1 A flowchart of a data storage method provided by an embodiment of the present invention;

[0045] Figure 2 A schematic diagram of a bullet message storage area provided by an embodiment of the present invention;

[0046] Figure 3A schematic diagram of a bullet screen interaction scenario provided by an embodiment of the present invention;

[0047] Figure 4 A flowchart of a bullet screen interaction provided by an embodiment of the present invention;

[0048] Figure 5 A flowchart of a bullet comment determination method provided by an embodiment of the present invention;

[0049] Figure 6 A flowchart of a method for determining a bullet comment identifier provided by an embodiment of the present invention;

[0050] Figure 7 A schematic diagram of a bullet screen provided by an embodiment of the present invention;

[0051] Figure 8 A schematic structural diagram of a bullet screen determination device provided by an embodiment of the present invention;

[0052] Figure 9 A schematic structural diagram of a data storage device provided in an embodiment of the present invention;

[0053] Figure 10 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0054] The following will be combined with the drawings in the embodiments of this application to clearly and completely describe the technical solutions in the embodiments of this application. Obviously, the embodiments described are only part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of this application.

[0055] As streaming media enters a period of intensive development, the user's viewing atmosphere is becoming increasingly important. User interaction through bullet comments can enhance the viewing experience. During this process, users first select the bullet comment they want to interact with and then perform subsequent interactive operations, such as liking the bullet comment.

[0056] Conventional bullet comments move in a straight line across the screen. Users click on a bullet comment to stop it or to like it. Since bullet comments are constantly moving, it's necessary to determine if the user's clicked location is the location of the bullet comment and which specific bullet comment it is.

[0057] In real-world scenarios, when a bullet comment moves in a straight line, its starting coordinates, starting time, and speed are known. Therefore, at any frame time, based on the duration of the movement, we can use the algorithm "position = speed × initial position × time" to traverse the spatial positions of all bullet comments on the screen and determine the comment that the user clicked.

[0058] For example, when the user clicks at (x1, y1) at the first moment, the bullet comment's starting coordinates are (x0, y0), the starting running time is time zero, the velocity is V, and the movement duration t is the first moment minus time zero. Shifting (x0, y0) by V*t in the direction of movement yields the bullet comment's position at the first moment (x2, y2). Based on this position (x2, y2) and the length and width of the bullet comment, the area where the bullet comment was located at the first moment is determined. If the position (x1, y1) the user clicked falls within this area, it can be determined that the user clicked the bullet comment. Subsequent response logic can then be used to respond, for example, stopping the bullet comment's movement or adding a "like +1" animation to the bullet comment.

[0059] Because the aforementioned barrage movement forms are relatively simple and have limited expression methods, it is difficult to improve user interactivity. In order to enhance the viewing atmosphere and improve user interactivity, more and more barrage movement methods have been added when the barrage is displayed on the screen. In addition to the linear movement method, new barrage movement methods have emerged, such as vortex suction, wave movement, and other special effect barrage movement methods. The vortex suction movement method can be: a vortex appears in the center of the screen, and the barrage moves irregularly in the form of being sucked into the vortex. The wave movement method is: the barrage moves in an irregular curve across the screen.

[0060] The new bullet movement method is more complex than the linear movement method. This means that the method used to determine the bullet movement that is suitable for linear movement (i.e., using the bullet's starting coordinates, starting movement time, speed, and movement duration to determine which bullet the user has clicked) is no longer applicable to the new bullet movement method. Furthermore, due to the complexity of movement methods like wave-like and rotational movement, the movement trajectories of various special effect bullets vary greatly, making it impossible to calculate their spatial positions. Therefore, the method of determining the bullet movement clicked based on the movement path requires a very high computational load.

[0061] In addition to changes in movement, the bullet screen area can also deform, for example, by twisting, compressing, or stretching. This means that the area and shape of the same bullet screen area may change at different times. This further increases the difficulty of determining which bullet screen the user clicked on.

[0062] In order to be able to determine the barrage that uses a complex moving method, the present application provides a barrage determination method, a data storage method and related devices. In the present application, when the display device displays at least one barrage, in response to the user's click operation at the first moment, the target pixel point clicked by the user at the first moment is determined, and according to the coordinates of the target pixel point and the first moment, the barrage identifier of the barrage displayed by the target pixel point at the first moment is found in the barrage information storage area, and the barrage with the found barrage identifier is determined as the target barrage clicked by the user at the first moment, thereby realizing the determination of the barrage during the barrage interaction process. The barrage identifier stored in the barrage information storage area is saved in the process of rendering the barrage to the display device according to the storage method of the rendering screen texture, and the correspondence between the pixel point and the barrage identifier of the barrage displayed by the pixel point is saved. Therefore, the target barrage can be quickly determined by using the cached barrage identifier, which is simple to operate, can improve the efficiency of barrage determination, and can be applied to barrage scenes that move in different motion modes.

[0063] An embodiment of the present application provides a data storage method, which is applied to a rendering device. The rendering device can be a device that displays video, such as a mobile phone, tablet, notebook, computer, server, etc.

[0064] Reference Figure 1 , a data storage method may include:

[0065] S11. In the process of rendering the bullet screen to the display device, the texture cache information of each pixel is obtained.

[0066] The texture cache information may include a correspondence between a pixel and multiple bullet chat information, and the bullet chat information may be a bullet chat identifier, etc. For example, the texture cache information may include at least the bullet chat identifier of the bullet chat displayed by the pixel.

[0067] Specifically, the screen renders images to the screen at a certain refresh rate, similar to video frames.

[0068] Each time the image data (the RGBA of a pixel) is refreshed on the screen, it's stored sequentially according to the pixel's position in the image. For example: (255, 0, 0, 2), (255, 1, 0, 2), (255, 2, 0, 2), ... (255, 255, 0, 2). (255, 0, 0, 2) is the RGBA of the pixel at position (0, 0), which is also the pixel in the upper-left corner. (255, 1, 0, 2) is the RGBA of the pixel at position (1, 0). (255, 2, 0, 2) is the RGBA of the pixel at position (2, 0). (255, 255, 0, 2) is the RGBA of the pixel at the last position, which is also the pixel in the lower-right corner.

[0069] When an image is refreshed to the screen, when drawing the screen texture, the RGBA value of the current pixel can be drawn to the screen texture. At this time, the texture cache information of the pixel is drawn to another texture, such as a specified cache texture. For example, the bullet screen identifier (also known as the bullet screen index) of each pixel displayed can be saved according to the above storage method. For example: (100), (100), (0) ... (200).

[0070] Among them, the first (100) is the barrage identifier of the pixel at position (0, 0), the second (100) is the barrage identifier of the pixel at position (1, 0), and (0) is the barrage identifier of the pixel at position (2, 0). Since this pixel does not display a barrage, the barrage identifier is 0. (200) is the barrage identifier of the pixel at the last position.

[0071] When using a cache texture to store bullet chat identifiers, if there are pixels where no bullet chat is displayed, the bullet chat identifier can be set to a preset value, such as 0.

[0072] S12. Save the texture cache information to the bullet message information storage area according to the storage method of the rendered screen texture.

[0073] Among them, the bullet comment information storage area is the above-mentioned designated cache texture.

[0074] Each time an image is rendered, the bullet chat identifier of each pixel on the image is generated and saved in the above manner. The bullet chat identifier is a type of bullet chat information in the texture cache information. This method is a specific implementation of storing texture cache information using the storage method of rendering screen textures.

[0075] When a user clicks a pixel at a specific location, the coordinates and click time can be used to quickly find the barrage icon displayed at that pixel at that moment. For example, if a user clicks the pixel at position (1, 0) at time A, the previously saved correspondence between the pixel at time A and the barrage icon displayed at that pixel is found, and the barrage icon 100 of the second barrage is used as the barrage icon that the user clicked.

[0076] In one implementation, in addition to storing the bullet comment identifier in the texture cache information of the cache texture, the coordinates and types of the constituent elements of the bullet comment may also be stored as bullet comment information in the texture cache information of the cache texture.

[0077] Among them, the coordinates of the constituent element are the position coordinates of the constituent element in the bullet screen to which the constituent element belongs. The coordinates can be reflected in the form of centerX and centerY. centerX refers to the X coordinate of the center point of the rectangular frame of the constituent element, and centerY refers to the Y coordinate of the center point of the rectangular frame of the constituent element. Both the X coordinate and the Y coordinate are coordinate values relative to the coordinate origin of the bullet screen to which the constituent element belongs.

[0078] Among them, the rectangular frame refers to the smallest rectangular frame that can enclose the constituent element. A triangle is the basic unit of the graphics rendering engine, and two triangles can form a rectangular frame. Each rectangular frame can map a bitmap of a character or map a bullet screen icon. The center point of a certain character in a bullet screen or the center point of a bullet screen icon is the center point of its corresponding rectangular frame.

[0079] The type of the constituent element refers to the kind of the element. In the actual scenario, it can be of types such as text, picture, icon, etc.

[0080] In one implementation, for each pixel point in the displayed picture at each moment, texture cache information of the pixel point can be created. For example, if the texture cache information of a certain pixel point is 1, 15, 16, and text, at this time, 1 is the bullet screen identifier, centerX is 15, centerY is 16, and the type is text. In an example, this pixel point corresponds to displaying the text located at the coordinates (15, 16) in bullet screen 1, such as the character "handsome".

[0081] When specifically implementing, when performing special effect rendering, some simple special effects can be achieved through real-time rendering. Some complex special effects require off-screen rendering. Some special effects can be rendered through vertex shaders and fragment shaders, and it is simpler to use compute shaders for some other special effects. Whether it is real-time rendering or off-screen rendering, whether using compute shaders or using the combination of vertex shaders and fragment shaders, they all have the ability to output multiple target textures simultaneously. Therefore, no matter which rendering method is used and which shader is used to complete the rendering, when drawing the RGBA value of the current pixel point to the screen texture on the final shader, the texture cache information is drawn to the cache texture.

[0082] In one implementation, the main purpose of texture design is to store RGBA color values. Then how to use RGBA color values to achieve the storage of texture cache information is a problem that needs to be solved.

[0083] After analysis, we found that when a bullet comment interacts with a user, we need to know which bullet comment the user clicked, and further, which text and image within that bullet comment were clicked. We then complete the user's click interaction based on a specific element of the bullet comment. Therefore, when setting up cache textures, we need to store as much information as possible for each pixel.

[0084] Therefore, when the cache texture data format is set to RGBA, each pixel of the texture has four RGBA data channels. In one implementation, any one of the R, G, B, and A channels can be used to store the aforementioned bullet comment information such as the bullet comment identifier, centerX, centerY, and type.

[0085] In real-world scenarios, the amount of data a channel can store is limited. For example, the R channel cannot store data exceeding a certain size to avoid data loss. Therefore, when caching, it's recommended to store only a minimal identifier value in the R channel. In this case, one implementation uses the R channel to store the bullet comment identifier, the G channel to store the centerX of a component rectangle, and the B channel to store the centerY of a component rectangle. The A channel stores the type of the component rectangle.

[0086] In one implementation, Figure 2 As shown, the barrage information storage area includes multiple storage intervals. Each storage interval is used to store the barrage information of each pixel in the image displayed by the display device at different times. For example, the barrage information of each pixel in the image displayed at the first moment is stored in the first storage interval, and the barrage information of each pixel in the image displayed at the second moment is stored in the second storage interval, etc.

[0087] At the same time, the storage interval corresponding to a pixel point can include one channel among R, G, B, and A. In this case, this channel can be used to store the aforementioned barrage information such as the barrage identifier, centerX, centerY, type, etc. Furthermore, at the same time, the storage interval corresponding to a pixel point can include the four channels of R, G, B, and A. The content stored in each channel refers to the corresponding description above.

[0088] Each of the storage intervals includes N storage subintervals, where N is the number of pixels included in the display device. Each storage subinterval corresponds to a pixel, that is, there are as many storage subintervals as there are pixels on the screen of the display device, and the pixels and storage subintervals are one-to-one corresponding. Taking the storage interval including the R channel as an example, R includes the same number of storage subintervals as the number of pixels, and each storage subinterval stores the barrage identifier of the corresponding pixel, such as (100, 200, 300, 400, 0, 500, 600, 700...). Among them, 100 is the barrage identifier of the first pixel, 200 is the barrage identifier of the second pixel... In this setting method, the pixels are arranged in order, and the arrangement order of each storage subinterval is the same as the arrangement order of the pixels. Among them, when the pixel points are arranged in sequence, they can be arranged in rows, columns, random, or according to a certain rule. The specific arrangement can be based on the actual configuration, but the arrangement order of the pixel points should be the same as the arrangement order of the storage sub-intervals corresponding to the pixel points.

[0089] It should be noted that, if the storage interval includes four channels of R, G, B and A, each channel includes a plurality of storage sub-intervals.

[0090] The storage subintervals are used to store at least the barrage identifiers of the barrages displayed by the pixels. For example, each storage subinterval in R stores the barrage identifiers of each pixel. Furthermore, the coordinates and types of the components of the barrages can also be stored. For example, the coordinates of the components are stored in G and B, and the types of the components are stored in A.

[0091] In another implementation, only a bullet chat information storage area can be set up. This area includes multiple storage intervals, each corresponding to a different moment. Each storage interval is an RGBA image. The specific configuration can be customized. For example, R stores the identification information of each pixel on the screen at a certain moment, such as (100, 200, 300, 400, 0, 500, 600, 700, etc.), G and B store the coordinates, and A stores the type. The specific division of the bullet chat information storage area can be designed according to actual needs.

[0092] In one implementation, if the barrage identifiers of all barrages of a video are stored in the R channel, the amount of stored data in the R channel will be large, resulting in data loss. To this end, in an embodiment of the present invention, the texture cache information is implemented using an array container, and the array container stores the barrage identifiers of each barrage in the picture displayed at a moment. Specifically, since the number of barrages in a picture displayed at a moment is limited, only the barrage identifiers of each barrage in the picture displayed at a moment can be stored in the R channel to reduce the amount of data stored in the R channel. During specific storage, an array container can be used to store a picture displayed at a certain moment, such as the barrage on the current screen. Since the number of barrages on a picture displayed at a moment is limited, the number of barrage identifiers in an array container is relatively small. The arrangement order of the storage subintervals of G, B and A is the same as that of R.

[0093] The texture cache described above can store a large amount of texture cache information for the current screen, which can then be used for subsequent bullet comment determination operations. When the user touches the screen, the target touch point is obtained, thereby determining the target pixel point. This target pixel point is used to obtain the RGBA information of the bullet comment from the cache texture. The bullet comment identifier stored in R can be used to determine which bullet comment the user clicked. Then, based on the data in G and B, it is determined which word or icon in the bullet comment the user clicked, and then the data in A is used to determine whether it is a word or an icon.

[0094] In one implementation, in real-world scenarios, traditional system APIs (Application Programming Interfaces) are unable to smoothly and efficiently render a variety of special effects bullet screens. Therefore, in this embodiment, bullet screen rendering is implemented using rendering engines such as Metal / OpenGL, leveraging the characteristics of Metal / OpenGL to simultaneously draw different pixel data to different render targets. When rendering special effects bullet screens using Metal / OpenGL, the bullet screen algorithm operates on the GPU (Graphics Processing Unit) rendering layer. The bullet screen algorithm that calculates touch points, on the other hand, operates on the CPU (Central Processing Unit) layer. This means that the bullet screen algorithm and the touch point calculation algorithm are not written in the same language and are not stored in the same code class.

[0095] If a special effects trajectory rendering algorithm is implemented on the GPU and replicated on the CPU, the code complexity will be 2N. Furthermore, the special effects trajectory rendering algorithm is highly concurrent and computationally intensive, making it an inappropriate and time-consuming task to calculate the trajectory using the algorithm on the CPU.

[0096] For this reason, in this embodiment, referring to Figure 3 Based on the idea of "what you see is what you get (the corresponding barrage content is directly determined based on the pixel point clicked on which barrage content the user clicks)", the determination and storage of the above-mentioned texture cache information is placed at the GPU level, and the identification, coordinates and other information of the current frame barrage are stored in the form of texture cache information.

[0097] At this point, the GPU performs two functions: rendering the bullet comment and rendering the texture cache information. For bullet comment rendering, we'll use a vertex shader combined with a fragment shader as an example. The vertex shader processes the bullet comment coordinates, while the fragment shader draws the bullet comment texture, ultimately rendering the resulting frame to the screen. For texture cache rendering, the GPU draws information such as the bullet comment's logo and the center point of the current rectangle into a texture, then renders the frame and stores the texture cache information.

[0098] When the user touches the screen, the CPU processes the user click event, calculates the pixel coordinates based on the screen touch point, determines the texture cache information of the pixel point, obtains the texture cache information to determine a certain texture cache information, and the specific text / graphics in the barrage.

[0099] Reference Figure 4 , Figure 4 This is the overall implementation process of the bullet comment determination method in an embodiment of the present invention. Specifically, the rendering layer begins drawing the bullet comment (e.g., a special effect bullet comment: a bullet comment with irregular motion). At this point, the special effect is rendered for each frame. Simultaneously, the texture cache is enabled. When the special effect is rendered into a frame, bullet comment-related information, such as the texture cache information described above, is stored in the texture cache of the corresponding pixel. The bullet comment can then be displayed on the screen for users to view and interact with.

[0100] When the user clicks on the screen, information is obtained from the corresponding pixel point based on the user's touch point. The specific information is the texture cache information mentioned above. Then, the texture cache information of the user's touch point is obtained from the texture that records the texture cache information of the current frame, and the user's touch operation is responded to to complete the interactive capability.

[0101] This embodiment, targeting special-effect bullet comments with unique trajectories, breaks away from the traditional "position = velocity × initial position × time" algorithm. Using Metal / OpenGL to render special-effect bullet comments, a texture cache stores key information about the bullet comment, such as the comment identifier and the text of the bullet comment component displayed at the current pixel. This cached texture information can then be directly retrieved based on the "what you see is what you get" principle, allowing for direct location of the specific bullet comment content and enabling user interaction. Furthermore, this solution is simple to operate and requires no code development. This simplifies code replication, reduces computational effort, and improves the efficiency of the bullet comment search algorithm.

[0102] In addition, the present invention has strong versatility and unified standards, and can use traditional barrages and special effect barrages.

[0103] Based on the above data storage method embodiment, an embodiment of the present application provides a bullet screen determination method, referring to Figure 5 , a bullet comment determination method may include:

[0104] S21. When the display device displays at least one bullet comment, determine the target pixel clicked by the user at the first moment.

[0105] Specifically, when the user is watching a video, at least one barrage related to the video can be synchronously displayed on the video display interface. The barrage can adopt traditional movement methods, such as linear motion, or special effect barrage movement methods, such as vortex suction, wave-like movement, etc. The specific method to be adopted can be determined according to the actual configuration.

[0106] During the display of the barrage, users can interact with it by clicking on it. For example, if they are interested in a certain barrage, they can like it.

[0107] When a user touches the screen, a click operation is received. The moment the user clicks the screen is called the first moment, and the pixel point where the user clicks is used as the target touch point. The coordinates of the target pixel point can be a two-dimensional coordinate. The first moment and the target pixel point are then used to determine the bullet screen.

[0108] S22. According to the coordinates of the target pixel point and the first moment, search the barrage identifier of the barrage displayed by the target pixel point at the first moment in the barrage information storage area.

[0109] Among them, the barrage identification stored in the barrage information storage area is saved in the process of rendering the barrage to the display device, according to the storage method of the rendering screen texture, and the correspondence between the pixel point and the barrage identification of the barrage displayed by the pixel point is saved.

[0110] In the specific implementation, the storage method of rendering screen texture is used to store the correspondence between pixel points and the barrage identifiers of the barrage displayed by the pixel points. For the specific implementation, please refer to the corresponding instructions above.

[0111] In one implementation, the barrage information storage area includes multiple storage intervals, each storage interval is used to store the barrage information of each pixel in the image displayed by the display device at different times, each of the storage intervals includes N storage sub-intervals, and the storage sub-intervals are used at least to store the barrage identifier of the barrage displayed by the pixel, where N is the number of pixels included in the display device.

[0112] When the user clicks on the screen, after knowing the coordinates of the target pixel point clicked by the user and the first moment, the barrage identifier of the barrage displayed by the target pixel point at the first moment can be found from the barrage information storage area according to the data storage method of the barrage information storage area.

[0113] In one implementation, referring to Figure 6 , step S12 may include:

[0114] S31. Based on the correspondence between each storage interval and time, search for a target storage interval from the barrage information storage area.

[0115] The target storage interval is used to store the bullet screen information of each pixel in the image displayed by the display device at the first moment.

[0116] In a specific implementation, since the barrage information storage area includes multiple storage intervals, each storage interval is used to store the barrage information of each pixel in the image displayed by the display device at different moments. That is, for each moment, there is a corresponding storage interval, that is, each moment has a corresponding correspondence with the storage interval, and this correspondence can be recorded in advance. At this time, based on the correspondence between each storage interval and the moment, the target storage interval corresponding to the first moment can be searched from the barrage information storage area. The target storage interval is used to store the barrage information of each pixel in the image displayed by the display device at the first moment. For example, R is used to store the barrage identifier, G and B are used to store the coordinates of the component elements, and A is used to store the type of the component elements.

[0117] S32: Find a target storage sub-interval from the target storage interval based on the coordinates of the target pixel point at positions of all pixel points displayed by the display device.

[0118] The target storage subinterval is used to store the bullet screen identifier of the bullet screen displayed by the target pixel point.

[0119] Before finding the target storage interval, it is necessary to further determine the target storage sub-interval, such as determining a storage sub-interval in R.

[0120] According to the above discussion, each of the storage intervals includes N storage subintervals, where N is the number of pixels included in the display device. Each storage subinterval corresponds to a pixel, that is, there are as many storage subintervals as there are pixels on the screen of the display device, and the pixels and storage subintervals are one-to-one corresponding. Taking the storage interval R as an example, R includes the same number of storage subintervals as the number of pixels, and each storage subinterval stores the barrage identifier of the corresponding pixel, such as (100, 200, 300, 400, 0, 500, 600, 700...). Among them, 100 is the barrage identifier of the first pixel, 200 is the barrage identifier of the second pixel... In this setting method, the pixels are arranged in order, and the arrangement order of each storage subinterval is the same as the arrangement order of the pixels.

[0121] Therefore, in an embodiment of the present application, the coordinates of the target pixel point can be found in the positions of all pixel points displayed on the display device. Since the arrangement order of the storage sub-intervals is the same as the arrangement order of the pixel points, the storage sub-interval corresponding to the position of the target pixel point is found from R. This storage sub-interval is the target storage sub-interval, and the target storage sub-interval stores the barrage identifier of the barrage displayed by the target pixel point.

[0122] For example, the coordinate of the target pixel point is the 20th among all the pixel points displayed by the display device, then the 20th storage sub-interval in R can be found, which stores the barrage identifier of the barrage displayed by the target pixel point at the first moment, such as the barrage identifier is 100.

[0123] S33: Determine the bullet chat identifier stored in the target storage sub-interval as the bullet chat identifier of the bullet chat displayed by the target pixel point at the first moment.

[0124] Specifically, the barrage identifier stored in the target storage sub-interval is the barrage identifier of the target pixel point clicked by the user at the first moment.

[0125] S23: Determine the barrage identified by the found barrage as the target barrage clicked by the user at the first moment.

[0126] Specifically, since the barrage identifier and the barrage have a one-to-one correspondence, the barrage corresponding to the barrage identifier can be searched, and the barrage is the target barrage clicked by the user at the first moment. Figure 7 The target barrage is "XX is so handsome".

[0127] In this embodiment, when the display device displays at least one barrage, in response to the user's click operation at the first moment, the target pixel clicked by the user at the first moment is determined, and according to the coordinates of the target pixel and the first moment, the barrage identifier of the barrage displayed by the target pixel at the first moment is found in the barrage information storage area, and the barrage with the found barrage identifier is determined as the target barrage clicked by the user at the first moment, thereby realizing the determination of the barrage during the barrage interaction process. The barrage identifier stored in the barrage information storage area is saved in the process of rendering the barrage to the display device according to the storage method of the rendered screen texture, and the correspondence between the pixel and the barrage identifier of the barrage displayed by the pixel is saved. Therefore, the target barrage can be quickly determined using the cached barrage identifier, which is simple to operate, can improve the efficiency of barrage determination, and can be applied to barrage scenes that move in different ways.

[0128] Based on the above embodiment, in one implementation, the bullet chat determination method further includes:

[0129] If the barrage identifier of the barrage displayed by the target pixel point at the first moment is not found in the barrage information storage area, the barrage identifier of the barrage displayed by the adjacent pixel points of the target pixel point at the first moment is searched in the barrage information storage area by traversal. If found, the barrage with the found barrage identifier is determined as the target barrage clicked by the user at the first moment.

[0130] In specific implementation, in actual scenarios, there may be problems of user accidental touches. For example, the user originally wanted to click on a certain bullet comment, but due to the wrong click position or the movement of the bullet comment, the user did not click on the bullet comment with which he wanted to interact, and as a result, the bullet comment identifier of the bullet comment displayed at the target pixel point at the first moment was not found in the bullet comment information storage area.

[0131] In another embodiment, multiple frames have passed between the time a user sees a certain screen with their naked eyes, the time a user clicks a certain pixel on the screen, and the time a program responds to the barrage data of the pixel. In this case, the barrage identifier of the barrage displayed by the target pixel at the first moment may not be found in the barrage information storage area. For example, when the barrage appears, the user clicks on the barrage, but because it takes a certain amount of time for the user to perform the click action, the user may actually click on a blank area instead of the barrage, and the barrage identifier of the barrage displayed by the target pixel at the first moment may not be found in the barrage information storage area.

[0132] Therefore, in this embodiment, if the barrage identifier of the barrage displayed by the target pixel at the first moment is not found in the barrage information storage area, it means that there is a problem of not clicking the barrage due to the user clicking the wrong position or due to the click delay. At this time, in order to respond to the user's touch as much as possible to improve the user's barrage interaction experience, the click range can be expanded. If there is no barrage element responding to the user at the current pixel point, a certain spatial range is spread around with the target pixel point as the center to find out whether there is a barrage element interacting with the user, and then the target barrage is determined using the pixels around the target pixel point.

[0133] Specifically, when expanding the click range, you can find suitable adjacent pixel points, obtain the barrage identifier of the barrage displayed by the adjacent pixel points at the first moment, and determine the barrage corresponding to the barrage identifier as the target barrage clicked by the user at the first moment.

[0134] Among them, the adjacent pixel points in the embodiment of the present application are divided into directly adjacent adjacent pixel points and indirectly adjacent adjacent pixel points. Since the distance between the directly adjacent adjacent pixel points and the target pixel point is relatively close, the directly adjacent adjacent pixel points of the target pixel point are first determined. Then, traverse according to the arrangement order of the directly adjacent adjacent pixel points, such as starting from the top of the target pixel point, and traverse the directly adjacent adjacent pixel points in a clockwise direction. The traversal in the embodiment of the present application refers to searching for the barrage identifier of the barrage displayed at the first moment of the directly adjacent adjacent pixel points in the barrage information storage area according to the arrangement order of the adjacent pixel points. The search process is the same as the process of searching for the barrage identifier of the barrage displayed at the first moment of the target pixel point. If a directly adjacent adjacent pixel point is found to have a barrage identifier of the barrage displayed at the first moment, the traversal is stopped, and the barrage of the barrage identifier found is determined as the target barrage clicked by the user at the first moment.

[0135] If the barrage identifier of the barrage displayed at the first moment by the adjacent pixel points of the target pixel point is not found through this traversal, all the adjacent pixel points traversed this time are used as the current pixel point, and the barrage identifier of the barrage displayed at the first moment by the adjacent pixel points of the current pixel point that have not been traversed is searched in the barrage information storage area through traversal, that is, the adjacent pixel points of the adjacent pixel points directly adjacent to the target pixel point are traversed this time. During the traversal, if a certain pixel point has been traversed, the traversal will not be repeated. The traversal can also be in a certain order, such as the order of the size of the serial numbers of the pixels. If the barrage identifier of the barrage displayed at the first moment by the adjacent pixel points of the current pixel point that have not been traversed can be found, the barrage with the found barrage identifier will be determined as the target barrage clicked by the user at the first moment.

[0136] If the target barrage is still not determined in this traversal, the pixel point of this traversal will be used as the new current pixel point, and the next round of traversal will be performed again until, during the execution of the above traversal, if the distance between the currently traversed pixel point and the target pixel point is greater than the preset distance, the traversal will be ended.

[0137] In one implementation, it is also possible to directly determine a preset range whose distance from the target pixel point is less than a preset distance, and traverse the pixel points within the preset range in a certain order until the barrage identifier of the barrage displayed by a certain pixel point at the first moment is found, or all the pixel points within the preset range are traversed, and the pixel point displaying the barrage at the first moment is not found, and the traversal is stopped at this time.

[0138] Among them, the arrangement order in this embodiment can be sorted according to the relative distance from the target pixel point. The smaller the relative distance, the higher the ranking, and the larger the relative distance, the lower the ranking. In addition, it can also be sorted according to the serial number size of the pixel point.

[0139] In this embodiment, when determining the target bullet screen, the problems of user's accidental touch and click operation delay are taken into consideration, so that the bullet screen interaction can still be achieved when the user does not click on the bullet screen.

[0140] Based on the above embodiment, if after the traversal is completed, the barrage identifier of the barrage displayed by the adjacent pixel point at the first moment is not found, it means that the barrage clicked by the user has not been determined at this time. At this time, the user's actual need may not be to click on the barrage, but to control the screen, such as pausing, increasing the volume, accelerating, etc. At this time, the display device control method of the target pixel point can be obtained. If a pause button is displayed on the target pixel point, it means that the display device control method of the target pixel point is pause, then the display device is controlled according to the display device control method to pause the video playback.

[0141] In one implementation, after finding the target pixel point, the content displayed by the target pixel point before the barrage is displayed can be determined. If a button such as pause is displayed, it means that the user may want to control the video playback on the screen, and the display device is controlled according to the display device control method of the target pixel point.

[0142] In one implementation, after finding the target pixel, the ratio of the total display area of the bullet message to the display area of the entire screen can be determined. If the ratio is small, it indicates that the user is more likely to click on the bullet message, and the bullet message confirmation operation is performed. If the ratio is large, it indicates that the user may want to click on the bullet message or control the screen playback. At this time, a prompt message "Do you want to click on the screen or the bullet message" can be popped up, and the corresponding operation is subsequently performed based on the user's selection.

[0143] In this embodiment, when it is determined that the user has a need for video playback control, the video playback control requirement can be promptly responded to, improving the user experience.

[0144] In another implementation manner of this application, the coordinates of the constituent elements of the bullet screen displayed by the pixel points are also stored in the storage sub-interval, such as the above-mentioned centerX and centerY. If there is still sufficient storage space in R, centerX and centerY can also be both stored in R. If the storage space in R is insufficient, centerX can be stored in the G channel and centerY can be stored in the B channel.

[0145] Then, in the storage sub-interval where the found bullet screen identifier is located, find the target coordinates of the constituent elements of the bullet screen displayed by the target pixel point at the first moment, and use the constituent element with the target coordinates in the target bullet screen clicked by the user as the target element clicked by the user.

[0146] For example, if the value of the R channel is the bullet screen identifier, and the bullet screen identifier is taken as 1, then the 1st bullet screen, such as "XX is so handsome", can be queried from the container for storing the bullet screen information of the current screen, such as a database.

[0147] After determining the target bullet screen, in another implementation manner of this application, the element content of the clicked constituent element in the target bullet screen can be further determined. In actual implementation, if centerX and centerY are both stored in R, at this time, directly find the corresponding centerX and centerY from the same storage sub-interval in R. If centerX is stored in G and centerY is stored in B, at this time, the storage sub-interval where the found bullet screen identifier is located is the corresponding storage sub-interval in G and B of the storage sub-interval in R where this bullet screen identifier is stored. Based on the same method as finding the storage sub-interval in R, find the storage sub-interval in the G channel to obtain centerX. Similarly, find the storage sub-interval in the B channel to obtain centerY.

[0148] For example, if the data in the G channel and the B channel is (15, 16), then the constituent element at the position of (15, 16) in the target bullet screen can be obtained, and this element is the target element. For example, the element at the position of (15, 16) in the target bullet screen is "handsome".

[0149] In this embodiment, the specific constituent element clicked by the user in the target bullet screen can be found through the pre-stored centerX and centerY, and subsequent interactions can be directly carried out with the constituent element.

[0150] Based on the above embodiments, the storage sub - interval also stores the types of the constituent elements of the barrage displayed by the pixel points. In one implementation, in the storage sub - interval where the found barrage identifier is located, the type of the constituent element of the barrage displayed by the target pixel point at the first moment is found, and an interaction operation is performed according to the interaction method corresponding to the type.

[0151] In specific implementation, if there is still enough storage space in R, the type of the constituent element can also be stored in R. At this time, the corresponding type is directly found from the same storage sub - interval in R. If the storage space in R is insufficient, the type of the constituent element can be stored in the A channel. At this time, the storage sub - interval where the found barrage identifier is located is the corresponding storage sub - interval in A corresponding to the storage sub - interval in R that stores this barrage identifier, and the type is queried from A.

[0152] Specifically, the implementation process of querying the type of the constituent element from the A channel is the same as the process of querying the barrage identifier and the coordinates of the constituent element. For example, the type of "handsome" queried is text, so that the interaction of "handsome" can be realized.

[0153] In an actual scenario, the interaction method for each type has been pre - configured. For example, the interaction method for text can be bold, lighting, etc., and the interaction method for icons is to become larger, shake, etc. Therefore, the interaction method corresponding to the type can be obtained and the interaction is performed according to this interaction method.

[0154] In addition, the interaction method of a certain barrage can also be configured, such as bold, etc. After the target barrage is determined, the target barrage is directly interacted, and then the interaction of the constituent elements is performed.

[0155] In this embodiment, the interaction of the constituent elements can be performed according to the type of the constituent elements of the barrage, and the interaction method can be refined to the constituent elements, improving the flexibility and innovation of the interaction.

[0156] Based on the embodiments of the above barrage determination method, another embodiment of the present invention provides a barrage determination device. Referring to Figure 8 , it may include:

[0157] A pixel point determination module 11, configured to determine the target pixel point clicked by the user at the first moment when the display device displays at least one barrage;

[0158] an identifier determining module 12 for searching, in a barrage information storage area, for a barrage identifier of the barrage displayed by the target pixel at the first moment, based on the coordinates of the target pixel and the first moment; wherein the barrage identifiers stored in the barrage information storage area are stored in a correspondence between pixels and barrage identifiers displayed by the pixels during rendering of the barrage to the display device, in accordance with a storage method for rendering screen textures;

[0159] The barrage determination module 13 is configured to determine the barrage identified by the found barrage as the target barrage clicked by the user at the first moment.

[0160] In one implementation, the barrage information storage area includes multiple storage intervals, each storage interval is used to store the barrage information of each pixel in the image displayed by the display device at different times, each of the storage intervals includes N storage sub-intervals, and the storage sub-intervals are used at least to store the barrage identifier of the barrage displayed by the pixel, where N is the number of pixels included in the display device.

[0161] In one implementation, the identification determination module 12 includes:

[0162] a first interval determination submodule, configured to search the target storage interval from the bullet comment information storage area based on a correspondence between each storage interval and a time; the target storage interval being used to store the bullet comment information of each pixel in the image displayed by the display device at the first time;

[0163] A second interval determination submodule is configured to search the target storage subinterval from the target storage interval based on the position of the coordinates of the target pixel point in all pixels displayed by the display device; the target storage subinterval is configured to store the barrage identifier of the barrage displayed by the target pixel point;

[0164] The identifier determination submodule is used to determine the bullet comment identifier stored in the target storage subinterval as the bullet comment identifier of the bullet comment displayed by the target pixel point at the first moment.

[0165] In one implementation, the method further includes:

[0166] A search module is configured to search for the barrage identifier of the barrage displayed by the adjacent pixel points of the target pixel point at the first moment in the barrage information storage area by traversing the barrage information storage area if the barrage identifier of the barrage displayed by the target pixel point at the first moment is not found in the barrage information storage area; if found, the barrage with the found barrage identifier is determined as the target barrage clicked by the user at the first moment.

[0167] In one implementation, the method further includes:

[0168] a pixel processing module configured to use each of the traversed adjacent pixels as the current pixel if no barrage identifier of the barrage displayed by the adjacent pixels of the target pixel at the first moment is found through traversal;

[0169] a traversal module, configured to search, in the barrage information storage area, for a barrage identifier of a barrage displayed at the first moment by an untraversed adjacent pixel of the current pixel; if found, determining the barrage with the found barrage identifier as the target barrage clicked by the user at the first moment;

[0170] Wherein, during the execution of the above traversal process, if the distance between the currently traversed pixel point and the target pixel point is greater than a preset distance, the traversal is terminated.

[0171] In one implementation, the storage subinterval further stores the coordinates of the component elements of the bullet comment displayed by the pixel points; the coordinates are the position coordinates of the component elements in the bullet comment to which the component elements belong;

[0172] Also includes:

[0173] An element determination module is used to find the target coordinates of the constituent elements of the barrage displayed by the target pixel point at the first moment in the storage sub-interval where the barrage identifier is found; and to use the constituent element with the target coordinates in the target barrage clicked by the user as the target element clicked by the user.

[0174] In one implementation, the storage subinterval further stores the type of constituent elements of the bullet comment displayed by the pixel points;

[0175] Also includes:

[0176] An interaction module, configured to search the storage subinterval where the searched bullet comment identifier is located to determine the type of the component element of the bullet comment displayed at the target pixel at the first moment;

[0177] Perform interactive operations according to the interaction method corresponding to the type.

[0178] In one implementation, the method further includes:

[0179] The control module is used to obtain the display device control method of the target pixel point if the barrage identifier of the barrage displayed by the adjacent pixel point at the first moment is not found after the traversal is completed, and control the display device according to the display device control method.

[0180] In this embodiment, when the display device displays at least one barrage, in response to the user's click operation at the first moment, the target pixel clicked by the user at the first moment is determined, and according to the coordinates of the target pixel and the first moment, the barrage identifier of the barrage displayed by the target pixel at the first moment is found in the barrage information storage area, and the barrage with the found barrage identifier is determined as the target barrage clicked by the user at the first moment, thereby realizing the determination of the barrage during the barrage interaction process. The barrage identifier stored in the barrage information storage area is saved in the process of rendering the barrage to the display device according to the storage method of the rendered screen texture, and the correspondence between the pixel and the barrage identifier of the barrage displayed by the pixel is saved. Therefore, the target barrage can be quickly determined using the cached barrage identifier, which is simple to operate, can improve the efficiency of barrage determination, and can be applied to barrage scenes that move in different ways.

[0181] It should be noted that, for the working process of each module and sub-module in this embodiment, please refer to the corresponding description in the above embodiment, which will not be repeated here.

[0182] A data storage method, applied to rendering equipment, referring to Figure 9 , the data storage method includes:

[0183] The acquisition module 21 is used to obtain the texture cache information of each pixel point during the process of rendering the bullet comment to the display device; the texture cache information at least includes: the bullet comment identifier of the bullet comment displayed by the pixel point;

[0184] The storage module 22 is used to store the texture cache information in a bullet message information storage area in a storage manner for rendering screen textures.

[0185] An embodiment of the present application further provides an electronic device, including at least one processor and a memory connected to the processor, wherein:

[0186] The memory is used to store computer programs;

[0187] The processor is used to execute the computer program so that the electronic device can implement the above-mentioned bullet screen determination method or data storage method.

[0188] refer to Figure 10 , which shows a schematic diagram of the structure of an electronic device suitable for implementing the embodiments of the present application. The electronic device in the embodiments of the present application may include, but is not limited to, fixed terminals such as mobile phones, laptops, PDAs (personal digital assistants), PADs (tablet computers), desktop computers, etc. Figure 10 The electronic device shown is merely an example and should not limit the functions and scope of use of the embodiments of the present application.

[0189] like Figure 10 As shown, the electronic device may include a processing device (e.g., a central processing unit, a graphics processing unit, etc.) 601, which can perform various appropriate actions and processes based on programs stored in a read-only memory (ROM) 602 or programs loaded from a storage device 608 into a random access memory (RAM) 603. When the electronic device is powered on, the RAM 603 also stores various programs and data required for the operation of the electronic device. The processing device 601, ROM 602, and RAM 603 are interconnected via a bus 604. An input / output (I / O) interface 605 is also connected to the bus 604.

[0190] Typically, the following devices may be connected to the I / O interface 605: an input device 606 including, for example, a touch screen, a touchpad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 607 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage device 608 including, for example, a memory card, a hard disk, etc.; and a communication device 609. The communication device 609 may allow the electronic device to communicate with other devices wirelessly or by wire to exchange data. Figure 10 The electronic device is shown with various devices, but it should be understood that it is not required to implement or possess all of the devices shown. More or fewer devices may be implemented or possessed instead.

[0191] Also provided in an embodiment of the present application is a computer program product including computer-readable instructions. When the computer-readable instructions are executed on an electronic device, the electronic device implements any one of the barrage determination methods or data storage methods provided in the embodiments of the present application.

[0192] A computer-readable storage medium is also provided in an embodiment of the present application. The storage medium carries one or more computer programs. When the one or more computer programs are executed by an electronic device, the electronic device can implement any barrage determination method or data storage method provided in the embodiment of the present application.

[0193] The above description of the disclosed embodiments is intended to enable one skilled in the art to implement or use the present application. Various modifications to these embodiments will be readily apparent to one skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of the present application. Therefore, the present application is not limited to the embodiments shown herein, but is intended to conform to the widest scope consistent with the principles and novel features disclosed herein.

Claims

1. A method for determining a barrage, characterized in that: include: When the display device displays at least one bullet comment, determining a target pixel clicked by the user at a first moment; Searching, in a barrage information storage area, for a barrage identifier of the barrage displayed by the target pixel at the first moment, according to the coordinates of the target pixel and the first moment, wherein the barrage identifiers stored in the barrage information storage area are stored in a manner that stores a correspondence between pixels and barrage identifiers displayed by the pixels during rendering of the barrage to the display device, in accordance with a storage method for rendering screen textures; The barrage identified by the found barrage identifier is determined as the target barrage clicked by the user at the first moment.

2. The method for determining a bullet screen according to claim 1, wherein: The barrage information storage area includes multiple storage intervals, each storage interval is used to store the barrage information of each pixel in the image displayed by the display device at different times, each of the storage intervals includes N storage sub-intervals, and the storage sub-intervals are at least used to store the barrage identifier of the barrage displayed by the pixel point, where N is the number of pixels included in the display device.

3. The method for determining a bullet screen according to claim 2, wherein: The step of searching, in a barrage information storage area according to the coordinates of the target pixel point and the first moment, for a barrage identifier of the barrage displayed by the target pixel point at the first moment includes: Based on the correspondence between each storage interval and the time, searching for a target storage interval from the barrage information storage area; the target storage interval is used to store the barrage information of each pixel in the image displayed by the display device at the first time; Based on the position of the coordinates of the target pixel point on all pixel points displayed by the display device, searching the target storage sub-interval from the target storage interval; the target storage sub-interval is used to store the barrage identifier of the barrage displayed by the target pixel point; The bullet chat identifier stored in the target storage subinterval is determined as the bullet chat identifier of the bullet chat displayed by the target pixel point at the first moment.

4. The method for determining a bullet comment according to claim 1, wherein: Also includes: If the barrage identifier of the barrage displayed by the target pixel at the first moment is not found in the barrage information storage area, searching the barrage information storage area for the barrage identifiers of the barrage displayed by the neighboring pixels of the target pixel at the first moment by traversing the barrage information storage area; If found, the barrage identified by the found barrage is determined as the target barrage clicked by the user at the first moment.

5. The method for determining a bullet comment according to claim 4, wherein: Also includes: If the bullet chat identifier of the bullet chat displayed by the adjacent pixel points of the target pixel point at the first moment is not found through the traversal method, then all the adjacent pixel points traversed this time are used as the current pixel point; Searching the bullet chat information storage area in a traversal manner for bullet chat identifiers of bullet chats displayed at the first moment by adjacent pixels of the current pixel that have not been traversed; If found, the barrage identified by the found barrage identifier is determined as the target barrage clicked by the user at the first moment; Wherein, during the execution of the above traversal process, if the distance between the currently traversed pixel point and the target pixel point is greater than a preset distance, the traversal is terminated.

6. The method for determining a bullet screen according to claim 2, wherein: The storage sub-interval also stores the coordinates of the components of the bullet screen displayed by the pixel points; the coordinates are the position coordinates of the components in the bullet screen to which the components belong; The bullet screen determination method further includes: Searching for target coordinates of the component elements of the bullet comment displayed by the target pixel at the first moment in the storage subinterval where the searched bullet comment identifier is located; The component element with the target coordinates in the target bullet screen clicked by the user is used as the target element clicked by the user.

7. The method for determining a bullet comment according to claim 6, wherein: The storage sub-interval also stores the types of components of the bullet comment displayed by the pixels; The bullet screen determination method further includes: Searching for the type of the component element of the bullet comment displayed by the target pixel at the first moment in the storage sub-interval where the found bullet comment identifier is located; Perform interactive operations according to the interaction method corresponding to the type.

8. The method for determining a bullet comment according to claim 5, wherein: Also includes: If after the traversal, the bullet screen identifier of the bullet screen displayed by the adjacent pixel at the first moment is not found, obtaining the display device control mode of the target pixel; The display device is controlled according to the display device control method.

9. A data storage method, characterized in that: Applied to a rendering device, the data storage method includes: In the process of rendering the bullet chat to the display device, texture cache information of each pixel is obtained; the texture cache information at least includes: a bullet chat identifier of the bullet chat displayed by the pixel; The texture cache information is saved to the bullet message information storage area according to the storage method of the rendered screen texture.

10. A barrage determination device, characterized in that: include: A pixel point determination module, configured to determine a target pixel point clicked by a user at a first moment when the display device displays at least one bullet comment; an identifier determination module, configured to search, in a barrage information storage area, for a barrage identifier of the barrage displayed by the target pixel at the first moment, based on the coordinates of the target pixel and the first moment, wherein the barrage identifiers stored in the barrage information storage area are stored in accordance with a storage method of a rendering screen texture during a process of rendering the barrage to the display device, in which a correspondence between the pixel and the barrage identifier of the barrage displayed by the pixel is stored; The barrage determination module is used to determine the barrage identified by the found barrage as the target barrage clicked by the user at the first moment.