Game picture rendering method and system

By detecting the game's viewing angle and device resolution, extracting and storing background images, and utilizing viewing angle matching and resolution adjustment, the repeated rendering of background images is reduced, and only dynamic elements are rendered in real time. This solves the problem of high computational resource consumption in existing technologies and improves rendering efficiency and game experience.

CN120526018BActive Publication Date: 2026-02-03BEIJING CHUANDU HAPPY TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510606729.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-05-12
Publication Date
2026-02-03
Estimated Expiration
2045-05-12

AI Technical Summary

Technical Problem

Existing game rendering methods require real-time calculations during gameplay, resulting in high computational resource consumption and low efficiency. This is especially true in massively multiplayer online games and open-world games, where the repeated rendering of background elements leads to wasted computational resources.

Method used

By detecting the user's game perspective and device resolution, the background image is extracted and stored. By using perspective matching and resolution adjustment within a preset time period, the repeated rendering of the background image is reduced, and only dynamic elements are rendered in real time. The game screen is generated by combining the adjusted background image and dynamic elements.

Benefits of technology

It reduces the repeated rendering of background images, greatly reduces the consumption of computing resources, improves the efficiency of game screen rendering, and provides a smooth, high-quality game visual experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to the technical field of picture rendering, and particularly provides a game picture rendering method and system. The game picture rendering method comprises the following steps: when it is detected that the current game picture rendering for any user is completed, determining the perspective information of the current rendering image and the resolution of the current rendering image; extracting a dynamic element image and a background image in the current rendering image; within a preset time length of storage of the background image, if it is detected that the current game perspective of a target user is the same as the game perspective of the background image, adjusting the background image; determining the current dynamic element of the target user under the current game perspective, and rendering the current dynamic element to obtain a rendered current dynamic element image; and combining the current dynamic element image and the adjusted background image to complete the rendering of the game picture for the target user. The game picture rendering method can improve the rendering efficiency.
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Description

Technical Field

[0001] This invention relates to the field of image rendering technology, and in particular to a method and system for rendering game images. Background Technology

[0002] In the field of game development, game rendering is a key technology that transforms data such as game scenes, characters, and special effects into images visible to the user. With the booming development of the game industry, users have placed higher demands on the quality and smoothness of game graphics, especially in complex scenarios such as massively multiplayer online games and open-world games, where rendering efficiency and effects directly affect the user experience.

[0003] Currently, game graphics rendering methods typically include rasterization rendering and ray tracing rendering. Rasterization rendering generates an image by projecting a 3D model onto a 2D plane and then color-filling and texture-mapping each pixel. Ray tracing rendering generates images by simulating the propagation and reflection of light in a scene, enabling more realistic lighting and shadow effects.

[0004] However, both rasterization rendering and ray tracing rendering require real-time calculation and rendering during gameplay. Rasterization rendering and ray tracing rendering require significant computing resources and involve complex calculation processes, resulting in low efficiency. Summary of the Invention

[0005] In view of this, the present invention aims to propose a game screen rendering method and system to improve the efficiency of game screen rendering.

[0006] According to one aspect of this application, a game screen rendering method is proposed, comprising:

[0007] Upon detecting that the current game screen rendering for any user has been completed, determine the viewpoint information and resolution of the currently rendered image;

[0008] Extract the dynamic element images and background images from the currently rendered image, and store the background image;

[0009] If, within a preset time period of the background image storage, it is detected that the current game view of a target user is the same as the game view of the background image, then the background image is adjusted based on the device resolution of the target user and the resolution of the currently rendered image to obtain an adjusted background image.

[0010] Determine the current dynamic element of the target user from the current game perspective, and render the current dynamic element to obtain a rendered image of the current dynamic element;

[0011] The current dynamic element image is combined with the adjusted background image to obtain the rendered image of the target user from the current game perspective, thereby completing the rendering of the game screen for the target user.

[0012] Furthermore, adjusting the background image based on the target user's device resolution and the resolution of the currently rendered image to obtain an adjusted background image includes:

[0013] Identify the key regions in the background image;

[0014] The key areas in the background image are converted using a first preset resolution conversion method to obtain an image of the key areas after resolution conversion.

[0015] For the non-key areas in the background image, the resolution of the non-key areas in the background image is converted using a second preset resolution conversion method to obtain an image of the non-key areas after resolution conversion;

[0016] Based on the images of the key areas and the non-key areas after resolution conversion, a background image after resolution conversion is determined;

[0017] The image after resolution conversion is cropped according to the target user's device display size to obtain the adjusted background image for the target user;

[0018] The accuracy of the first preset resolution conversion method is higher than that of the second preset resolution conversion method.

[0019] Furthermore, determining the key region in the background image includes:

[0020] Determine the center area of ​​the image;

[0021] Based on the distribution of dynamic elements in the current game view, identify key element areas;

[0022] Based on the central area of ​​the image and the key element area, the key area of ​​the background image is determined.

[0023] Furthermore, cropping the resolution-converted image according to the target user's device display size to obtain the adjusted background image for the target user includes:

[0024] The scaling ratio is determined based on the region image of the key area in the image after resolution conversion and the device display size of the target user.

[0025] Based on the scaling ratio, the image after resolution conversion is scaled;

[0026] The scaled image is cropped according to the target user's device display size to obtain the target user's adjusted background image.

[0027] Furthermore, determining the scaling ratio based on the region image of the key area in the resolution-converted image and the target user's device display size includes:

[0028] Based on the device display size of the target user, determine the suggested key region size of the key region image;

[0029] Based on the suggested key region size and the region image of the key region, determine the optimal scaling ratio;

[0030] When scaling down, the optimal scaling ratio is determined as the scaling ratio;

[0031] In the case of magnification, based on the target user's device display size and the size of the image after resolution conversion, a full-scale magnification ratio is determined, and the largest magnification ratio is selected as the scaling ratio from the full-scale magnification ratio and the optimal magnification ratio.

[0032] The image after resolution conversion, after being magnified by the magnification ratio, can fill the target user's device display.

[0033] Furthermore, adjusting the background image based on the target user's device resolution and the resolution of the currently rendered image to obtain an adjusted background image includes:

[0034] When the target user's device resolution is the same as the resolution of the currently rendered image, the current key element area is determined based on the distribution of dynamic elements in the current game view.

[0035] Based on the distribution of dynamic elements in the currently rendered image, determine the historical key element region;

[0036] If there is a target area in the current key element area that does not belong to the historical key element area, and if the current rendered image is a rendered image obtained by adjusting a historical rendered image, then the target area of ​​the current rendered image is adjusted according to a portion of the historical rendered image that belongs to the target area, so as to obtain an adjusted background image.

[0037] Furthermore, combining the current dynamic element image with the adjusted background image to obtain the rendered image of the target user from the current game viewpoint includes:

[0038] Determine the pixel reference point from the currently rendered image;

[0039] Determine the corresponding pixel point of the pixel reference point in the adjusted background image;

[0040] Based on the correspondence between the reference pixel and the pixel reference point, the position of the current dynamic element image in the adjusted background image is determined, so as to combine the current dynamic element image with the adjusted background image to obtain the rendered image of the target user in the current game view.

[0041] According to another aspect of this application, a game screen rendering system is proposed, the game screen rendering system comprising:

[0042] The resolution and viewpoint determination module is used to determine the viewpoint information and resolution of the currently rendered image when the current game screen rendering for any user is detected to be complete.

[0043] A storage module is used to extract dynamic element images and background images from the currently rendered image, and to store the background image;

[0044] The rendering image adjustment module is used to adjust the background image based on the target user's device resolution and the resolution of the current rendering image within a preset time period of the background image storage, if it is detected that the current game view of the target user is the same as the game view of the background image, so as to obtain the adjusted background image.

[0045] The rendering module is used to determine the current dynamic element of the target user in the current game view, and to render the current dynamic element to obtain the rendered image of the current dynamic element.

[0046] The module combines the current dynamic element image with the adjusted background image to obtain a rendered image of the target user from the current game perspective, thereby completing the rendering of the game screen for the target user.

[0047] According to another aspect of this application, a server is provided, comprising: one or more processors; a storage device for storing one or more programs; wherein when the one or more programs are executed by the one or more processors, the one or more processors implement the game screen rendering method as described above.

[0048] According to another aspect of this application, a non-volatile computer-readable medium is proposed, on which a computer program is stored, which, when executed by a processor, implements the method described above.

[0049] Compared with the prior art, the present invention has at least the following advantages: After the rendering of any user's game screen is completed, the viewpoint information and resolution of the currently rendered image are first determined, and the dynamic element image and background image are extracted and stored. In order to make the background image adjustable based on the device resolution if the same viewpoint of the target user is detected within a preset time, the game screen for the target user can be rendered by combining the adjusted background image and the rendered dynamic element image. This game screen rendering process reduces the repeated rendering of the background image, greatly reduces the consumption of computing resources, and thus improves the rendering efficiency. Attached Figure Description

[0050] The accompanying drawings, which form part of this invention, are used to provide a further understanding of the invention. The illustrative embodiments of the invention and their descriptions are used to explain the invention and do not constitute an undue limitation of the invention. In the drawings:

[0051] Figure 1 This is a flowchart illustrating the game screen rendering method described in an embodiment of the present invention;

[0052] Figure 2 This is a schematic diagram illustrating the process of adjusting the background image in an embodiment of the present invention;

[0053] Figure 3 This is a schematic diagram illustrating the process of cropping the image after resolution conversion in an embodiment of the present invention;

[0054] Figure 4 This is a schematic diagram of the process for determining the scaling ratio in an embodiment of the present invention;

[0055] Figure 5 This is a schematic diagram illustrating the process of adjusting the background image under the same resolution in an embodiment of the present invention;

[0056] Figure 6 This is a schematic diagram illustrating the process of combining dynamic element images with background images in an embodiment of the present invention;

[0057] Figure 7 This is a schematic diagram of the game screen rendering system according to an embodiment of the present invention;

[0058] Figure 8 This is a schematic diagram of the server configuration according to an embodiment of the present invention;

[0059] Explanation of reference numerals in the attached figures:

[0060] 700. Game graphics rendering system; 710. Resolution and viewpoint determination module; 720. Storage module; 730. Rendered image adjustment module; 740. Rendering module; 750. Combination module;

[0061] 800. Server; 801. Processor; 802. Bus; 803. Memory; 804. Transceiver. Detailed Implementation

[0062] It should be noted that, unless otherwise specified, the embodiments and features described in the present invention can be combined with each other.

[0063] In the description of this invention, it should be noted that the use of terms such as "upper," "lower," "inner," and "outer," indicating orientation or positional relationship, is based on the orientation or positional relationship shown in the accompanying drawings and is only for the convenience of describing the invention and simplifying the description. It does not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of the invention. Furthermore, the use of terms such as "first" and "second" is also for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0064] Furthermore, in the description of this invention, unless otherwise explicitly defined, the terms "installation," "connection," "joining," and "connector" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this invention in light of the specific circumstances.

[0065] Furthermore, although the steps in the flowcharts of the accompanying drawings are shown sequentially according to the arrows, it should be understood that these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order restriction on the execution of these steps, and they may be executed in other orders. Moreover, at least some steps in the flowcharts of the accompanying drawings may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily completed at the same time, but may be executed at different times, and their execution order is not necessarily sequential, but may be performed alternately or in turn with other steps or at least some of other sub-steps or stages.

[0066] The present invention will now be described in detail with reference to the accompanying drawings and embodiments.

[0067] According to one aspect of this application, an embodiment of this application provides a game screen rendering method.

[0068] The game rendering method in this embodiment is particularly suitable for complex scene games such as massively multiplayer online games and open-world games. By separating dynamic elements in the game screen from the scene, it eliminates the need for repetitive scene rendering within a certain time frame; only the dynamic elements need to be rendered. Therefore, it can reduce the rendering complexity in large and complex scene games, thereby improving the game screen rendering speed.

[0069] In related technologies, traditional game rendering methods typically render each frame completely for each user, meaning that every element in the game scene, including dynamic elements (such as character movement and skill effects) and static background elements, is redrawn and rendered each time. While this method ensures the integrity and accuracy of the image, it suffers from significant efficiency issues. On one hand, background elements in a game scene often exhibit high repetition from the same viewpoint, and repeatedly rendering them consumes substantial computing resources and time. On the other hand, in multiplayer online games, many users may be at the same or similar game viewpoints; repeatedly rendering the same background elements in this situation undoubtedly wastes computing resources, increases server load, and results in low rendering efficiency.

[0070] In view of this, embodiments of this application provide a game screen rendering method, which can be specifically executed by a server. The server loads and renders the game screen based on user actions on the client, and then sends the rendered image back to the user's client to display the game screen. (See also...) Figure 1 The game screen rendering method includes steps S110-S150.

[0071] Step S110: If it is detected that the current game screen rendering for any user has been completed, determine the viewpoint information and resolution of the current rendered image.

[0072] Specifically, during game operation, once the rendering of the current game screen for any user is completed, the rendered image of the game screen (i.e., the currently rendered image) can be reused to reduce the repeated rendering of background elements from the same viewpoint. Since different users may have different game viewpoints and device resolutions, background elements from the same viewpoint can be reused. Therefore, to efficiently reuse rendering resources and avoid repeatedly rendering background elements from the same viewpoint, the relevant information of the already rendered image is first obtained for use when providing rendering services to other users.

[0073] That is, in step S110, when the current game screen rendering for any user is detected to be completed, the viewpoint information of the current rendered image can be obtained through the scene management module built into the game engine. The viewpoint information includes parameters such as the position of the observation point, the observation direction, and the viewpoint range. At the same time, the resolution of the current rendered image is read from the device driver or game settings module, such as the common 1920×1080, 2560×1440, etc.

[0074] Step S120: Extract the dynamic element image and background image from the currently rendered image, and store the background image.

[0075] Specifically, background images are the cornerstone of building the game world environment. They are created by constructing high-precision scene models and then going through a series of complex processes such as texture painting and lighting baking. Taking open-world role-playing games as an example, background images may include large scene elements such as forests, mountains, and towns. These elements not only occupy most of the space on the game screen, but also create a unique game atmosphere and world view for players.

[0076] Dynamic element images are key to bringing life and interactivity to game scenes. Their generation is closely linked to game logic and player actions. In action-adventure games, character movement, attacks, and skill activation, monster patrolling, chasing, and attacking behaviors, and the trajectories of flying items all require real-time rendering of dynamic element images. The materials and lighting effects of dynamic element images change in real time with the game state; for example, the reflection effects of characters under different lighting conditions, and the special effects lighting during skill activation. These changes need to be recalculated and generated in each frame of rendering to ensure the realism and real-time nature of the visuals.

[0077] In other words, the dynamic element images change in real time as the game progresses, while the background images are highly repetitive from the same viewpoint. Therefore, in step S120, the dynamic element images and the background images in the currently rendered image can be extracted separately.

[0078] More specifically, in step S120, the method of extracting dynamic element images and background images may include: using a semantic segmentation algorithm based on deep learning to process the current rendered image. This semantic segmentation algorithm can determine which parts belong to dynamic elements based on the pixel information and features of the image (such as the color, texture, shape and other features of different elements in the image), accurately identify dynamic elements and background elements, and extract them into independent images respectively.

[0079] Furthermore, in game development, background scenes are typically created using 3D models created with 3D modeling software. Therefore, the background image can also be directly extracted from the 3D model and rendered. Thus, in step S120, the method for extracting dynamic element images and background images can also include: the game engine records the attributes and hierarchical relationships of each element in the scene, sets visibility markers for each element in the 3D model, and sets the models related to dynamic elements to invisible, retaining only the 3D models related to the background. Then, using the game engine's rendering function, these retained background 3D models are rendered into 2D images, thereby obtaining the background image. Similarly, the models related to dynamic elements can be set to visible, the background-related model elements can be set to invisible, and then the dynamic element image can be obtained using the rendering function.

[0080] In step S120, the extracted background image is stored in the server's cache or storage area, and the viewpoint information and resolution corresponding to the background image are recorded for subsequent reuse.

[0081] In step S130, if it is detected that the current game view of the target user is the same as the game view of the background image within the preset time period of background image storage, the background image is adjusted based on the target user's device resolution and the resolution of the currently rendered image to obtain the adjusted background image.

[0082] Specifically, within the preset time period for storing the background image (the preset time period can be set according to the actual needs of the game, such as 30 seconds), it is detected in real time whether the current game view of the target user is the same as the game view of the stored background image.

[0083] For target users with the same game viewpoint, the background image can be reused. However, due to differences in device resolution among different users, directly reusing the original background image may result in display issues such as image stretching and blurring under the same game viewpoint. If the same viewpoint is detected, the background image is adjusted using an image scaling algorithm (such as bilinear interpolation or bicubic interpolation) based on the target user's device resolution and the resolution of the currently rendered image. This adapts the background image's resolution to the target user's device resolution, resulting in an adjusted background image.

[0084] The target user can be the same as or different from the user corresponding to the currently rendered image. For example, if user 1 obtains the currently rendered image from the current perspective, and user 1's character re-enters the current perspective within 10 seconds, then user 1 is a target user. If user 2's character also enters the current perspective within 10 seconds, then user 2 is also a target user.

[0085] More specifically, determining whether the user's current game viewpoint is the same as the background image's game viewpoint can be done by comparing the current user's viewpoint information with the viewpoint information corresponding to the background image.

[0086] Specifically, one can make a judgment based on the location of the observation point, the direction of observation, and the range of the viewing angle in the perspective information.

[0087] The observation point position refers to the three-dimensional spatial coordinates of the virtual camera in the game. For example, in an open-world game, the observation point position might be a specific coordinate value such as (X=100, Y=50, Z=20). When the difference between the observation point position coordinates of two perspectives is within a very small range (a threshold can be set according to the game's precision requirements, such as the difference being less than 0.1 units), it indicates that the observation point position meets the condition.

[0088] The viewing direction is usually represented by a vector, such as (0,0,-1) indicating that the camera is facing the negative Z-axis. By calculating the angle between two viewing direction vectors, if the angle is less than a certain threshold (such as 5 degrees), it indicates that the viewing direction meets the condition.

[0089] The field of view determines the area of ​​the scene that the player can see in the game. The field of view is generally described by horizontal and vertical angles, such as a common horizontal angle of 120 degrees and a vertical angle of 90 degrees. Comparing the horizontal and vertical angles of two perspectives, if the difference is within the allowable error range (e.g., the difference does not exceed 3 degrees), then the field of view meets the requirements.

[0090] When the location of the observation point meets the conditions, the direction of observation meets the conditions, and the range of the viewing angle meets the conditions, the viewing angle can be considered to be the same.

[0091] Additionally, in step S130, the determination can be aided by mapping and matching scene elements corresponding to the viewpoint. Specifically, the game scene is divided into multiple areas, and the key scene elements within the visible area of ​​each viewpoint and their relative positional relationships are recorded. For example, in a city scene, elements such as landmarks and intersections visible from a specific viewpoint are recorded. When it is necessary to determine whether two viewpoints are the same, the types, quantities, and relative positions of the key scene elements within their visible areas are compared. If most of the key scene elements can be matched one-to-one, and the relative positional deviation is small, they can be considered as the same viewpoint.

[0092] It is worth noting that if no target user's current game view is detected to be the same as the background image's game view within the preset storage time, the stored background image can be deleted, and the background image can be removed.

[0093] Step S140: Determine the current dynamic element from the current game perspective of the target user, and render the current dynamic element to obtain the rendered image of the current dynamic element.

[0094] Specifically, although the background image can be reused, dynamic elements will change in real time due to user operations and game progress. In order to accurately present the game screen of the target user from the current perspective, in this embodiment, step S140 can render the specific dynamic elements separately to ensure the accuracy and real-time performance of the game screen.

[0095] More specifically, in step S140, the current dynamic element from the target user's current game perspective can be determined based on the game logic and the target user's input. Then, this current dynamic element can be rendered to obtain a rendered image of the current dynamic element.

[0096] More specifically, when rendering the current dynamic element, the dynamic element can be placed in the rendering scene of the previously completed current rendering image, and the dynamic element can be rendered using the light source in the rendering scene and rasterization rendering or ray tracing rendering to obtain the rendered image of the current dynamic element.

[0097] Step S150: Combine the current dynamic element image with the adjusted background image to obtain the rendered image of the target user from the current game perspective, so as to complete the rendering of the game screen for the target user.

[0098] Specifically, in step S150, the background image adapted to the target user's device resolution and the rendered dynamic element image are combined to form a complete game screen, completing the game screen rendering for the target user and providing the user with a smooth, high-quality game visual experience.

[0099] Furthermore, in step S150, image compositing technology can be used to overlay the rendered image of the current dynamic element onto the adjusted background image according to its position in the game scene. Further, during the compositing process, the dynamic elements and background image can be finely blended based on the scene's depth information, lighting relationships, and occlusion relationships between elements. For example, in 3D games, distant dynamic elements are scaled according to perspective principles, and their shadows are accurately projected onto the background image; when dynamic elements pass through background objects, correct occlusion effects are achieved. Simultaneously, the color, contrast, and saturation between the dynamic elements and the background image can be uniformly harmonized, making the entire image look more harmonious and natural.

[0100] Through the above steps S110-S150, the game screen rendering method of this embodiment can first determine the viewpoint information and resolution of the currently rendered image after detecting that the game screen rendering of any user has been completed, and extract the dynamic element image and background image, and store the background image so that if the same viewpoint of the target user is detected within a preset time, the background image can be adjusted based on its device resolution, and the adjusted background image and the rendered dynamic element image can be combined to complete the rendering of the game screen for the target user. This game screen rendering process reduces the repeated rendering of the background image, greatly reduces the consumption of computing resources, and thus improves the rendering efficiency.

[0101] In some embodiments, refer to Figure 2 In step S130 above, the background image is adjusted based on the target user's device resolution and the resolution of the current rendered image to obtain the adjusted background image. This can be achieved through the following steps S131-S135.

[0102] Step S131: Determine the key areas in the background image.

[0103] Specifically, in step S131, determining the key areas in the background image may include: determining the central area of ​​the screen; determining the key element area based on the distribution of dynamic elements in the current game viewpoint; and determining the key areas of the background image based on the central area of ​​the screen and the key element areas.

[0104] Specifically, the central area of ​​the screen can be an area centered on the user's position. For example, the central area of ​​the screen can be a circular area with a preset distance as the radius and the user's position as the center. Alternatively, the central area of ​​the screen can be the range containing important scene elements within the circular area, such as an area containing objects like castles. Furthermore, the central area of ​​the screen can also be determined by using the circular area as a boundary to determine whether there is a part of an important scene element located within the circular area and another part located outside the circular area. If so, the area of ​​the other part of the important scene element is added to the circular area to form the central area of ​​the screen.

[0105] Specifically, the key element area refers to the area in the target user's current game screen where dynamic elements exist. For example, if there are multiple dynamic elements in the current game screen, namely dynamic element a1 to dynamic element a3, then the key element area includes the area corresponding to dynamic element a1, the area corresponding to dynamic element a2, and the area corresponding to dynamic element a3.

[0106] Furthermore, in one possible implementation, after determining the central area of ​​the image and the key element areas, both the central area and the key element areas can be used as the key areas of the background image. In another possible implementation, based on the central area of ​​the image and each key element area, the smallest image area surrounding the central area and each key element area can be determined as the key area of ​​the background image.

[0107] Step S132: For key areas in the background image, use the first preset resolution conversion method to convert the resolution of key areas in the background image to obtain an image of the key areas after resolution conversion.

[0108] Step S133: For non-key areas in the background image, the resolution of the non-key areas in the background image is converted using the second preset resolution conversion method to obtain the image of the non-key areas after resolution conversion.

[0109] The first preset resolution conversion method has higher accuracy than the second preset resolution conversion method. For example, the first preset resolution conversion method can be a deep learning-based super-resolution algorithm or a bicubic interpolation algorithm. The second preset resolution conversion method can be a bilinear interpolation algorithm. That is, the first preset resolution conversion method is a resolution conversion method with higher accuracy, while the second preset resolution conversion method is a resolution conversion method with moderate accuracy.

[0110] Among them, deep learning-based super-resolution algorithms construct deep neural network models and train them on a large number of low-resolution images and their corresponding high-resolution images. During training, the network learns the mapping relationship between low-resolution and high-resolution images, enabling it to predict the output of detailed, high-resolution images from low-resolution input images in practical applications. For example, in a large open-world game, when the player's perspective focuses on the magnificent castle in the center of the screen, the castle area is identified as the key area. Using a deep learning-based super-resolution algorithm to convert the castle image's resolution, the algorithm can restore details such as carvings and brick textures on the castle buildings based on the learned image features, allowing the castle to be presented with exquisite visuals on devices with different resolutions, greatly enhancing the player's visual experience of the key area. Its advantage lies in the high quality and rich detail of the converted image; however, due to the computational complexity of the deep learning model, it has high hardware performance requirements and relatively long computation time.

[0111] Bicubic interpolation is more complex and accurate than bilinear interpolation. It considers information from the 16 pixels surrounding the target pixel, constructing a cubic function to fit the pixel value variation curve, thereby calculating the target pixel's color value. This algorithm, when enlarging images, better preserves image details, reduces jagged edges and blurring, and produces higher-quality images with relatively smooth edges.

[0112] Bilinear interpolation is a relatively basic image scaling algorithm. Compared to bicubic interpolation and deep learning-based super-resolution algorithms, the converted image has lower detail quality and sharpness, but the processing speed is faster. When performing resolution conversion on an image, bilinear interpolation, for each pixel in the target image, finds its four corresponding neighboring pixels in the original image. Based on the relative positions of the pixel and its four neighboring pixels, a weighted average is used to calculate the color value of the target pixel, thus achieving image resolution conversion.

[0113] For non-critical areas, which have a relatively small impact on the player's visual experience, using a lower-precision second preset resolution conversion method can reduce computational load and resource consumption, improve rendering efficiency, and achieve a balance between display quality and performance while ensuring the basic overall image quality. However, for critical areas, which carry important information in the game screen and have a significant impact on the player's visual experience, a high-precision first preset resolution conversion method is used. This ensures that critical areas maintain a clear and detailed visual effect after resolution conversion, reducing the possibility of losing or blurring key information due to resolution adjustment.

[0114] Step S134: Determine the background image after resolution conversion based on the images of the key areas and non-key areas after resolution conversion.

[0115] Specifically, the resolution-converted key area image obtained in step S132 and the resolution-converted non-key area image obtained in step S133 are stitched together according to their positions in the original background image to obtain the complete background image after resolution conversion.

[0116] Step S135: The image after resolution conversion is cropped according to the target user's device display size to obtain the adjusted background image for the target user.

[0117] Specifically, different user devices have different screen sizes. By cropping the background image after resolution conversion according to the target user's device screen size, the redundant parts of the image can be removed when the image is large, and the image can be enlarged when the image is small. This allows the background image to fit the target user's device screen, reducing problems such as image stretching, distortion, or incomplete display, and providing users with the best visual experience.

[0118] More specifically, in step S135, the size parameters of the target user device display, such as the length and width pixel values ​​of the screen, can be obtained. Based on these parameters, the background image obtained in step S134 after resolution conversion is cropped or enlarged and then cropped to retain the portion that conforms to the size of the target user device display and remove the excess edge portions, thus obtaining the adjusted background image.

[0119] Through steps S131-S135, by identifying key areas and adopting differentiated resolution conversion methods, high-quality display of key parts of the image is ensured while effectively controlling the consumption of computing resources, thus balancing image quality and rendering performance.

[0120] In some embodiments, refer to Figure 3 In step S135, the image after resolution conversion is cropped according to the target user's device display size to obtain the target user's adjusted background image. This can be achieved through the following steps S1351-S1353.

[0121] Step S1351: Determine the scaling ratio based on the region image of the key area in the resolution-converted image and the device display size of the target user.

[0122] In step S1351, in order to present the background image with the best visual effect on the target user device, it is necessary to determine an appropriate scaling ratio based on the device display size and the key areas of the image, so as to minimize the problem of the image being too large and exceeding the screen range or too small and causing the picture to be uncoordinated.

[0123] Among them, reference Figure 4 In step S1351, the scaling ratio is determined based on the region image of the key area in the resolution-converted image and the device display size of the target user. Specifically, this may include steps S410-S440.

[0124] Step S410: Based on the target user's device display size, determine the recommended key area size of the key area image.

[0125] Specifically, the server can obtain the physical screen size of the target user's device from the client, such as a 6.5-inch mobile phone screen or a 27-inch monitor screen, as well as the length and width of the screen.

[0126] Generally speaking, the larger the screen size, the farther the player's viewing distance may be. In this case, if the image magnification ratio is too large, the screen elements may appear too scattered and the details may be rough, affecting the visual experience. On the other hand, if the magnification ratio is insufficient, the key areas may be difficult to see. Therefore, the recommended size of the key areas can be determined based on the target user's device monitor size to control the magnification or reduction ratio, so that the details of the key areas are clear without appearing unnatural due to excessive magnification.

[0127] Specifically, when determining the recommended size of the key area, it can be directly based on the device's display size. This is achieved by first studying the display characteristics of screens of different sizes and combining this with the principles of human visual perception to establish a correspondence between screen sizes and preset matching sizes. This preset matching size is the size that a single pixel should have. Then, based on the obtained device screen size, the corresponding preset matching size can be determined, thus obtaining the recommended size for the key area image on that device, i.e., the recommended key area size.

[0128] Step S420: Determine the optimal scaling ratio based on the suggested key area size and the area image of the key area.

[0129] Specifically, the size of the suggested key area is divided by the size of a pixel in the region image of that key area to obtain the size ratio, which is the optimal scaling ratio.

[0130] Specifically, when the size of the suggested key area is larger than the size of the pixel, the size ratio is greater than 1. The determined optimal scaling ratio is the optimal magnification ratio. When the image after resolution conversion is magnified at this optimal magnification ratio, it can have a better display effect.

[0131] When the suggested key size is smaller than the size of the pixel, the size ratio is less than 1. The determined optimal scaling ratio is the optimal reduction ratio. When the image after resolution conversion is reduced using the optimal reduction ratio, the reduced image will not be too small, thus reducing the chance that the image is too small and will affect the display effect.

[0132] Step S430: When scaling down, the optimal scaling ratio is determined as the scaling ratio.

[0133] When an image is reduced in size, the image obtained after resolution conversion and cropping can generally be used to obtain the corresponding image. Therefore, the optimal reduction ratio is directly determined as the final scaling ratio. For example, if the calculated optimal scaling ratio is 0.8, it means that the image needs to be reduced to 80% of its original size to meet the requirements of the clarity of key areas and the display of the device.

[0134] Step S440: In the case of magnification, based on the target user's device display size and the size of the image after resolution conversion, determine the full magnification ratio, and select the largest magnification ratio from the full magnification ratio and the optimal magnification ratio as the scaling ratio.

[0135] Among them, the image after resolution conversion, after being enlarged by a full magnification ratio, can fill the target user's device display.

[0136] Specifically, when the optimal scaling ratio is greater than 1, meaning an image enlargement operation is required, the full-scale scaling ratio is first calculated based on the target user's device display size and the size of the image after resolution conversion. The full-scale scaling ratio refers to the ratio at which the enlarged image after resolution conversion completely covers the target user's device display. Then, the larger scaling ratio between the full-scale scaling ratio and the optimal scaling ratio is selected as the final scaling ratio.

[0137] This ensures that the background image is displayed as completely as possible on the device screen while maintaining the clarity of key areas. For example, if the optimal zoom level is 1.2 and the full-size zoom level is 1.5, then 1.5 is chosen as the final zoom level so that the image fills the entire device display after being enlarged.

[0138] Specifically, determining the full-scale magnification ratio can include: calculating a first magnification ratio using the length of the background image and the length of the device display size; calculating a second magnification ratio using the width of the background image and the width of the device display size; and determining the larger of the first and second magnification ratios as the full-scale magnification ratio. This ensures that after magnifying the resolution-converted background image at the full-scale magnification ratio, the magnified image fills the entire screen of the device display.

[0139] Step S1352: Scale the image after resolution conversion based on the scaling ratio.

[0140] Specifically, in step S1352, the image after resolution conversion is scaled according to the scaling ratio. Image scaling algorithms, such as bilinear interpolation or bicubic interpolation, can be used to process the image after resolution conversion according to the determined scaling ratio. During scaling, the algorithm recalculates and redistributes the image pixels according to the scaling ratio to ensure that the image remains as clear and smooth as possible after scaling, reducing jagged edges and distortion. For example, if the scaling ratio is 1.5, i.e., the image is enlarged, the algorithm generates new pixels based on the information of surrounding pixels and fills the enlarged image area; if the scaling ratio is 0.7, i.e., the image is reduced, the algorithm merges and samples pixels to generate a reduced image.

[0141] Step S1353: Crop the scaled image according to the target user's device display size to obtain the target user's adjusted background image.

[0142] Specifically, in step S1353, the scaled image is cropped according to the target user's device display size. This removes redundant parts of the image, allowing the background image to perfectly fit the device screen and avoid problems such as image stretching, distortion, or incomplete display.

[0143] More specifically, the exact dimensions of the target user's device display can be obtained, such as the screen's width and height in pixels. Based on these dimensions, the cropping range and location are determined. A portion of the scaled image that matches the device's display size is selected, removing edge areas that exceed the display's dimensions. For example, if the device's display size is 1920×1080, and the scaled image size is 2000×1200, then a 1920×1080 area is cropped starting from the top left corner of the image to obtain the adjusted background image.

[0144] Through the above steps S1351-S1353, the background image is accurately adapted to the target user device display. While ensuring the clarity of key areas, the overall display effect of the image is optimized, improving the quality of game screen rendering and user experience.

[0145] In some embodiments, if the target user's device resolution is the same as the resolution of the currently rendered image, the current rendered image can be used directly as the background image of the target user without adjustment (or if scaling is required, the background image corresponding to the target user can be obtained after scaling).

[0146] In other embodiments, reference is made to Figure 5If the target user's device resolution is the same as the current resolution, the background image can be adjusted according to the following steps S510-S530 to obtain the adjusted background image.

[0147] Step S510: If the target user's device resolution is the same as the resolution of the currently rendered image, determine the current key element area based on the distribution of dynamic elements in the current game view.

[0148] For example, in a role-playing game set in an ancient city, player A's game view at a certain moment is located in the city's central square. At this time, the server has completed rendering the game screen from that viewpoint (the currently rendered image, such as rendered image A). Then, player B enters the game, and their device resolution is the same as player A's. In this case, step S510 is executed.

[0149] Suppose that dynamic elements in the game screen are distributed in different locations within the plaza, such as a street performer in the center and vendors roaming around. The server can use the game engine's built-in dynamic element monitoring module to obtain the positional information of these dynamic elements from the current game viewpoint. Based on this positional information, the current key element area can be determined.

[0150] In some embodiments, a key element region can be determined for each dynamic element, and the current key element region includes each key element region.

[0151] Step S520: Determine the historical key element region based on the distribution of dynamic elements in the current rendered image.

[0152] For example, in the current rendered image (rendered image A) corresponding to player A, the distribution of dynamic elements of player A at that time is analyzed to determine the key element areas. Based on the key element areas corresponding to player A, the historical key element areas can be obtained.

[0153] Step S530: If there is a target area in the current key element area that does not belong to the historical key element area, and if the current rendered image is a rendered image obtained by adjusting the historical rendered image, then the target area of ​​the current rendered image is adjusted according to the part of the target area in the historical rendered image to obtain the adjusted background image.

[0154] Suppose that in the current key element area determined in step S510, there is a corner area on the west side of the square that did not appear in the historical key element area determined in step S520, and this area is the target area.

[0155] Meanwhile, assuming that the current rendered image (rendered image A) corresponding to player A is obtained by adjusting a historical rendered image (e.g., rendered image C) from the same viewpoint when player A or another player passed through the square, for example, the background image A of rendered image A is obtained by adjusting the background image C of rendered image C according to the methods described in steps S120 and S130 above. At this point, step S530 is executed to retrieve a portion of the historical rendered image (i.e., rendered image C) that corresponds to the target area. More specifically, a portion of the background image (i.e., background image C) corresponding to the historical rendered image that corresponds to the target area is retrieved.

[0156] For example, if the target area is determined to exist in the corner area on the west side of the square in step S520 above, then the image of the area in the corner area on the west side of the square (the area corresponding to the target area) in the background image C is the image of that part of the area (e.g., part of the area image C1).

[0157] In this case, the target region in the current rendered image (rendered image A) is adjusted based on a portion of the target region in the historical rendered image (e.g., portion image C1) to obtain the adjusted background image.

[0158] More specifically, by taking a portion of the background image corresponding to the target region from the historical rendered image, the target region in the background image of the current rendered image is adjusted to obtain the adjusted background image.

[0159] For example, in the background image A of the rendered image A, the part belonging to the target area is a partial area image A1. After the partial area image C1 in the background image C is converted according to the first preset resolution conversion method, it replaces the partial area image A1 in the background image A. That is, the partial area image A1 in the background image A is replaced by the partial area image C1.

[0160] Since the target area in the background image of rendered image A is not a key area in the original background image C, and was obtained using a low-precision resolution conversion method, but because this target area in the current background image B contains dynamic elements and is a key area requiring higher resolution, a portion of the original background image C corresponding to the target area can be converted using a high-precision resolution conversion method and used to replace the portion of the background image A corresponding to the target area, resulting in the adjusted background image A'. This adjusted background image A' will then serve as the background image B for the current user B, thus improving the display accuracy of the target area in background image B. In other words, while ensuring compatibility with the target user's device resolution, the display effect of key element areas is optimized, presenting player B with a richer and more accurate game background.

[0161] In some embodiments, refer to Figure 6 In step S150 above, the current dynamic element image is combined with the adjusted background image to obtain the rendered image of the target user in the current game view. Specifically, it may include the following steps S151-S153.

[0162] Step S151: Determine the pixel reference point from the currently rendered image.

[0163] For example, for game scene images with symmetrical structures, the center point of the image can be selected as the pixel reference point; while for scenes containing key elements, the pixel point at the location of the key element can be selected.

[0164] For example, in a sci-fi shooting game, the current rendered image shows the player's perspective inside a space station. The main control panel of the space station is an important interactive element in the picture. At this time, the pixel corresponding to the center of the main control panel can be determined as the pixel reference point.

[0165] Step S152: Determine the reference pixel in the adjusted background image.

[0166] Specifically, because the background image has undergone resolution conversion, scaling, and cropping, its pixel distribution differs from the original image, requiring precise localization through certain algorithms. For example, the coordinates of the pixel reference point can be calculated in reverse based on parameters recorded during the image transformation process, such as scaling ratio and cropping offset.

[0167] For example, if the background image is scaled horizontally by 0.8, vertically by 0.9, and cropped 10 pixels to the right and 15 pixels downward during the adjustment process, then the original coordinates of the pixel reference point are calculated and adjusted based on these parameters, so as to find the corresponding reference pixel in the adjusted background image.

[0168] Step S153: Based on the correspondence between the reference pixel and the pixel reference point, determine the position of the current dynamic element image in the adjusted background image, so as to combine the current dynamic element image with the adjusted background image to obtain the rendered image of the target user in the current game view.

[0169] Specifically, the current dynamic element image is rendered based on a 3D model of the original rendered image. After obtaining the pixel reference point and the reference pixel, the exact placement of the current dynamic element image within the adjusted background image can be determined by calculating the coordinate difference between them. For example, if the pixel reference point coordinates are (100, 100) and the reference pixel coordinates are (80, 90), then the horizontal offset of the dynamic element image in the background image is -20 (80-100), and the vertical offset is -10 (90-100). Based on this offset, the dynamic element image is accurately superimposed onto the corresponding position on the background image. Furthermore, factors such as image transparency and blending mode can be considered during superimposition to ensure a natural blend between the dynamic element image and the background image, ultimately generating a complete and realistic rendered image from the target user's current game perspective, presenting players with an immersive gaming experience.

[0170] The game screen rendering method in this embodiment adopts the above design. After the game screen rendering of any user is completed, the viewpoint information and resolution of the currently rendered image are determined first, and the dynamic element image and background image are extracted and stored. In order to make the background image adjusted based on the device resolution if the same viewpoint of the target user is detected within a preset time, the game screen rendering for the target user can be completed by combining the adjusted background image and the rendered dynamic element image. This game screen rendering process reduces the repeated rendering of the background image, greatly reduces the consumption of computing resources, and thus improves the rendering efficiency.

[0171] According to a second aspect of this application, embodiments of this application also provide a game screen rendering system, combined with Figure 7 As shown, the game rendering system 700 comprises a resolution and viewpoint determination module 710, a storage module 720, a rendering image adjustment module 730, a rendering module 740, and a combination module 750.

[0172] The resolution and viewpoint determination module 710 is used to determine the viewpoint information and resolution of the currently rendered image when the current game screen rendering for any user is detected to be completed; the storage module 720 is used to extract the dynamic element image and background image from the currently rendered image and store the background image; the rendering image adjustment module 730 is used to adjust the background image based on the target user's device resolution and the resolution of the currently rendered image if it is detected that the target user's current game viewpoint is the same as the background image's game viewpoint within a preset time period of background image storage, thereby obtaining an adjusted background image; the rendering module 740 is used to determine the current dynamic element of the target user under the current game viewpoint and render the current dynamic element to obtain a rendered current dynamic element image; the combination module 750 is used to combine the current dynamic element image with the adjusted background image to obtain the rendered image of the target user under the current game viewpoint, thereby completing the rendering of the game screen for the target user.

[0173] In this embodiment, the game screen rendering system performs functions similar to those provided above. Other functions can be found in the previous descriptions and will not be repeated here.

[0174] This application also describes a server from the perspective of a physical device. (Refer to...) Figure 8 , Figure 8 The server shown includes a processor 801 and a memory 803. The processor 801 and the memory 803 are connected, for example, via a bus 802. Optionally, the server may also include a transceiver 804. It should be noted that in practical applications, the transceiver 804 is not limited to one, and the structure of this server does not constitute a limitation on the embodiments of this application.

[0175] Processor 801 may be a CPU (Central Processing Unit), a general-purpose processor, a DSP (Digital Signal Processor), an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or other programmable logic devices, transistor logic devices, hardware components, or any combination thereof. It can implement or execute the various exemplary logic blocks, modules, and circuits described in conjunction with the disclosure of this application. Processor 801 may also be a combination that implements computational functions, such as including one or more microprocessor combinations, a combination of a DSP and a microprocessor, etc.

[0176] Bus 802 may include a pathway for transmitting information between the aforementioned components. Bus 802 may be a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. Bus 802 can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The bus is represented by a single thick line, but this does not mean that there is only one bus or one type of bus.

[0177] The memory 803 may be ROM (Read Only Memory) or other types of static storage devices capable of storing static information and instructions, RAM (Random Access Memory) or other types of dynamic storage devices capable of storing information and instructions, or EEPROM (Electrically Erasable Programmable Read Only Memory), CD-ROM (Compact Disc Read Only Memory) or other optical disc storage, optical disc storage (including compressed optical discs, laser discs, optical discs, digital universal optical discs, Blu-ray discs, etc.), magnetic disk storage media or other magnetic storage devices, or any other medium capable of carrying or storing desired program code in the form of instructions or data structures and accessible by a computer, but not limited thereto.

[0178] The memory 803 stores application code that executes the scheme of this application, and its execution is controlled by the processor 801. The processor 801 executes the application code stored in the memory 803 to implement the content shown in the foregoing method embodiments.

[0179] It is worth noting that, Figure 8 The server shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of this application.

[0180] According to another aspect of this application, embodiments of this application provide a non-volatile computer-readable medium storing a computer program that, when run on a computer, enables the computer to execute the corresponding content in the aforementioned method embodiments. The storage medium may be a read-only memory, a disk, or an optical disk, etc.

[0181] The above are merely preferred embodiments of the present invention and are not intended to limit the present invention. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the protection scope of the present invention.

Claims

1. A method for rendering game graphics, characterized in that, The game screen rendering method includes: Upon detecting that the current game screen rendering for any user has been completed, determine the viewpoint information and resolution of the currently rendered image; Extract the dynamic element images and background images from the currently rendered image, and store the background image; If, within a preset time period of the background image storage, it is detected that the current game view of a target user is the same as the game view of the background image, then the background image is adjusted based on the device resolution of the target user and the resolution of the currently rendered image to obtain an adjusted background image. Determine the current dynamic element of the target user from the current game perspective, and render the current dynamic element to obtain a rendered image of the current dynamic element; The current dynamic element image is combined with the adjusted background image to obtain the rendered image of the target user from the current game perspective, thereby completing the rendering of the game screen for the target user. The step of adjusting the background image based on the target user's device resolution and the resolution of the currently rendered image to obtain the adjusted background image includes: Identify the key regions in the background image; The key areas in the background image are converted using a first preset resolution conversion method to obtain an image of the key areas after resolution conversion. For the non-key areas in the background image, the resolution of the non-key areas in the background image is converted using a second preset resolution conversion method to obtain an image of the non-key areas after resolution conversion; Based on the images of the key areas and the non-key areas after resolution conversion, a background image after resolution conversion is determined; The image after resolution conversion is cropped according to the target user's device display size to obtain the adjusted background image for the target user; The accuracy of the first preset resolution conversion method is higher than that of the second preset resolution conversion method. The step of cropping the resolution-converted image according to the target user's device display size to obtain the adjusted background image for the target user includes: The scaling ratio is determined based on the region image of the key area in the image after resolution conversion and the device display size of the target user. Based on the scaling ratio, the image after resolution conversion is scaled; The scaled image is cropped according to the target user's device display size to obtain the target user's adjusted background image; The determination of the scaling ratio based on the region image of the key area in the resolution-converted image and the device display size of the target user includes: Based on the device display size of the target user, determine the suggested key region size of the key region image; Based on the suggested key region size and the region image of the key region, determine the optimal scaling ratio; When scaling down, the optimal scaling ratio is determined as the scaling ratio; In the case of magnification, based on the target user's device display size and the size of the image after resolution conversion, a full-scale magnification ratio is determined, and the largest magnification ratio is selected as the scaling ratio from the full-scale magnification ratio and the optimal magnification ratio. The image after resolution conversion, after being magnified by the magnification ratio, can fill the target user's device display. When the suggested key region size is larger than the size of a single pixel in the region image of the key region, the optimal scaling ratio is the optimal magnification ratio.

2. The game screen rendering method according to claim 1, characterized in that, Determining the key region in the background image includes: Determine the center area of ​​the image; Based on the distribution of dynamic elements in the current game view, identify key element areas; Based on the central area of ​​the image and the key element area, the key area of ​​the background image is determined.

3. The game screen rendering method according to claim 1, characterized in that, The adjustment of the background image based on the target user's device resolution and the resolution of the currently rendered image to obtain an adjusted background image includes: When the target user's device resolution is the same as the resolution of the currently rendered image, the current key element area is determined based on the distribution of dynamic elements in the current game view. Based on the distribution of dynamic elements in the currently rendered image, determine the historical key element region; If there is a target area in the current key element area that does not belong to the historical key element area, and if the current rendered image is a rendered image obtained by adjusting a historical rendered image, then the target area of ​​the current rendered image is adjusted according to a portion of the historical rendered image that belongs to the target area, so as to obtain an adjusted background image.

4. The game screen rendering method according to claim 1, characterized in that, The step of combining the current dynamic element image with the adjusted background image to obtain the rendered image of the target user from the current game viewpoint includes: Determine the pixel reference point from the currently rendered image; Determine the corresponding pixel point of the pixel reference point in the adjusted background image; Based on the correspondence between the reference pixel and the pixel reference point, the position of the current dynamic element image in the adjusted background image is determined, so as to combine the current dynamic element image with the adjusted background image to obtain the rendered image of the target user in the current game view.

5. A game screen rendering system, characterized in that, include: The resolution and viewpoint determination module is used to determine the viewpoint information and resolution of the currently rendered image when the current game screen rendering for any user is detected to be complete. A storage module is used to extract dynamic element images and background images from the currently rendered image, and to store the background image; The rendering image adjustment module is used to adjust the background image based on the target user's device resolution and the resolution of the current rendering image within a preset time period of the background image storage, if it is detected that the current game view of the target user is the same as the game view of the background image, so as to obtain the adjusted background image. The rendering module is used to determine the current dynamic element of the target user in the current game view, and to render the current dynamic element to obtain the rendered image of the current dynamic element. The module combines the current dynamic element image with the adjusted background image to obtain a rendered image of the target user from the current game perspective, thereby completing the rendering of the game screen for the target user. Specifically, the rendering image adjustment module, in the process of adjusting the background image based on the target user's device resolution and the resolution of the current rendered image to obtain the adjusted background image, is used for: Identify the key regions in the background image; The key areas in the background image are converted using a first preset resolution conversion method to obtain an image of the key areas after resolution conversion. For the non-key areas in the background image, the resolution of the non-key areas in the background image is converted using a second preset resolution conversion method to obtain an image of the non-key areas after resolution conversion; Based on the images of the key areas and the non-key areas after resolution conversion, a background image after resolution conversion is determined; The image after resolution conversion is cropped according to the target user's device display size to obtain the adjusted background image for the target user; The accuracy of the first preset resolution conversion method is higher than that of the second preset resolution conversion method. The step of cropping the resolution-converted image according to the target user's device display size to obtain the adjusted background image for the target user includes: The scaling ratio is determined based on the region image of the key area in the image after resolution conversion and the device display size of the target user. Based on the scaling ratio, the image after resolution conversion is scaled; The scaled image is cropped according to the target user's device display size to obtain the target user's adjusted background image; The determination of the scaling ratio based on the region image of the key area in the resolution-converted image and the device display size of the target user includes: Based on the device display size of the target user, determine the suggested key region size of the key region image; Based on the suggested key region size and the region image of the key region, determine the optimal scaling ratio; When scaling down, the optimal scaling ratio is determined as the scaling ratio; In the case of magnification, based on the target user's device display size and the size of the image after resolution conversion, a full-scale magnification ratio is determined, and the largest magnification ratio is selected as the scaling ratio from the full-scale magnification ratio and the optimal magnification ratio. The image after resolution conversion, after being magnified by the magnification ratio, can fill the target user's device display. When the suggested key region size is larger than the size of a single pixel in the region image of the key region, the optimal scaling ratio is the optimal magnification ratio.

6. A server, characterized in that, include: One or more processors; Storage device for storing one or more programs; When the one or more programs are executed by the one or more processors, the one or more processors implement the game screen rendering method as described in any one of claims 1-4.

7. A non-volatile computer-readable medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the game screen rendering method as described in any one of claims 1-4.

Citation Information

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