Display method and device of crushing effect, computer equipment and storage medium

By rendering and controlling the fragment movement of virtual objects through particle systems, the problems of large amount of calculation and performance impact of traditional crushing effects are solved, and efficient and artistic crushing effects are achieved, which improves visual experience and interactivity.

CN120571237APending Publication Date: 2025-09-02SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD

Patent Information

Application Number
CN202510660565.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-21
Publication Date
2025-09-02

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Abstract

The embodiment of the invention discloses a crushing effect display method and device, computer equipment and a storage medium, and belongs to the technical field of display. According to the crushing effect display method provided by the embodiment of the invention, when the crushing event aiming at the target virtual object occurs, the computer equipment renders the multiple fragments of the target virtual object based on the particle system and controls the multiple fragments of the target virtual object to move, so that the multiple fragments of the target virtual object can be displayed by using the particle system. The display of the fragments is controlled based on the crushing event, so that the movement of the object during crushing is simulated, complex physical calculation is avoided, and the performance of the equipment is remarkably improved.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of display technology, and in particular to a display method, apparatus, computer equipment, and storage medium for a fragmentation effect. Background Art

[0002] Object shattering is a common and important visual effect in modern computer graphics and game development. Whether in film special effects, virtual reality, or video games, realistic shattering greatly enhances visual impact and immersion. However, traditional shattering effects often rely on complex physics simulations, which are computationally intensive and significantly impact system performance. Summary of the Invention

[0003] The embodiments of the present application provide a method, device, computer equipment, and storage medium for displaying a fragmentation effect, which avoids complex physical calculations and significantly improves the performance of the device. The technical solution is as follows:

[0004] In one aspect, a method for displaying a fragmentation effect is provided, the method comprising:

[0005] Displaying a target virtual object;

[0006] In response to a break event for the target virtual object, rendering a plurality of fragments of the target virtual object based on a particle system;

[0007] Controlling the multiple fragments of the target virtual object to move.

[0008] In some embodiments, controlling the movement of the plurality of fragments corresponding to the target virtual object includes:

[0009] Determining physical parameters of the fragments corresponding to the target virtual object;

[0010] The speed of the fragment is determined based on the physical parameters of the fragment and a simulation time interval, wherein the simulation time interval refers to a rendering time interval between two frames.

[0011] In some embodiments, controlling the movement of the plurality of fragments corresponding to the target virtual object includes:

[0012] The plurality of fragments corresponding to the target virtual object are controlled to move based on the event information of the breakage event.

[0013] In some embodiments, controlling the plurality of fragments corresponding to the target virtual object to move based on the event information of the breakage event includes:

[0014] Based on the occurrence location of the fragmentation event, motion parameters of some fragments among the multiple fragments corresponding to the target virtual object are determined, and the some fragments are located in the area corresponding to the occurrence location. Based on the motion parameters of the some fragments, the some fragments are controlled to move.

[0015] In some embodiments, controlling the movement of the plurality of fragments corresponding to the target virtual object includes:

[0016] Obtaining element information of environmental elements of the virtual environment;

[0017] The plurality of fragments corresponding to the target virtual object are controlled to move based on the element information of the environmental element.

[0018] In some embodiments, controlling the plurality of fragments corresponding to the target virtual object to move based on the element information of the environmental element includes:

[0019] Determining physical parameters of the fragments corresponding to the target virtual object;

[0020] The resistance is determined based on the type of the environmental element, and the speed of the fragment is determined based on the resistance, physical parameters of the fragment, and a simulation time interval, wherein the simulation time interval refers to a rendering time interval between two frames.

[0021] In some embodiments, controlling the plurality of fragments corresponding to the target virtual object to move based on the element information of the environmental element includes:

[0022] In the case where the environmental element is an obstacle, the speed of the fragments after the collision with the obstacle is calculated based on the speed of the fragments of the target virtual object in the frame where the collision occurs, the penetration distance when the fragments collide with the obstacle, the collision radius of the fragments and the simulation time interval.

[0023] In some embodiments, controlling the plurality of fragments corresponding to the target virtual object to move based on the fragmentation event includes:

[0024] The plurality of fragments corresponding to the target virtual object are controlled to move based on the event type of the fragmentation event, and different event types of the fragmentation event correspond to different movement modes of the fragments.

[0025] In some embodiments, controlling the plurality of fragments corresponding to the target virtual object to move based on the fragmentation event includes:

[0026] At least part of the fragments corresponding to the target virtual object are controlled to move based on the fragmentation event, so as to display the target virtual object in a traversable state.

[0027] In some embodiments, controlling at least part of the fragments corresponding to the target virtual object to move based on the breakage event to display the target virtual object as a traversable state includes:

[0028] controlling a portion of the fragments corresponding to the target virtual object to disperse based on the breakage event, and keeping another portion of the fragments corresponding to the target virtual object stationary, so as to form a traversable passage in the target virtual object; or

[0029] All fragments corresponding to the target virtual object are controlled to disperse based on the fragmentation event, so as to form a traversable passage in the deformed target virtual object.

[0030] In some embodiments, controlling at least part of the fragments corresponding to the target virtual object to move based on the breakage event to display the target virtual object as a traversable state includes:

[0031] The fragmentation event includes a movement event of a virtual object in the target virtual object, and controls at least part of the fragments corresponding to the target virtual object to scatter based on the movement trajectory of the target object, so as to display the target virtual object as a traversable state.

[0032] In some embodiments, the method further comprises:

[0033] Initialize the life cycles of the multiple fragments, and destroy the fragments when the display time of any fragment reaches the corresponding life cycle; or, destroy the fragments when any fragment moves out of the target range; or, destroy the fragments when any fragment rendering is unsuccessful.

[0034] In another aspect, a display device with a fragmentation effect is provided, the device comprising:

[0035] A display module, used for displaying a target virtual object;

[0036] a rendering module, configured to render a plurality of fragments of the target virtual object based on a particle system in response to a break event of the target virtual object;

[0037] The control module is used to control the movement of the multiple fragments of the target virtual object.

[0038] In some embodiments, the control module is configured to determine physical parameters of the fragment corresponding to the target virtual object;

[0039] The speed of the fragment is determined based on the physical parameters of the fragment and a simulation time interval, wherein the simulation time interval refers to a rendering time interval between two frames.

[0040] In some embodiments, the control module is configured to control the movement of the plurality of fragments corresponding to the target virtual object based on event information of the fragmentation event.

[0041] In some embodiments, the control module is used to determine the motion parameters of some fragments among the multiple fragments corresponding to the target virtual object based on the occurrence location of the fragmentation event, and the some fragments are located in the area corresponding to the occurrence location, and control the movement of the some fragments based on the motion parameters of the some fragments.

[0042] In some embodiments, the control module is configured to obtain element information of environmental elements of the virtual environment;

[0043] The plurality of fragments corresponding to the target virtual object are controlled to move based on the element information of the environmental element.

[0044] In some embodiments, the control module is configured to determine physical parameters of the fragment corresponding to the target virtual object;

[0045] The resistance is determined based on the type of the environmental element, and the speed of the fragment is determined based on the resistance, physical parameters of the fragment, and a simulation time interval, wherein the simulation time interval refers to a rendering time interval between two frames.

[0046] In some embodiments, the control module is used to calculate the speed of the fragments after the collision with the obstacle based on the speed of the fragments of the target virtual object in the frame where the collision occurs, the penetration distance when the fragments collide with the obstacle, the collision radius of the fragments and the simulation time interval when the environmental element is an obstacle.

[0047] In some embodiments, the control module is configured to control the movement of multiple fragments corresponding to the target virtual object based on the event type of the fragmentation event, where different event types of the fragmentation event correspond to different movement modes of the fragments.

[0048] In some embodiments, the control module is configured to control at least a portion of the fragments corresponding to the target virtual object to move based on the fragmentation event, so as to display the target virtual object in a traversable state.

[0049] In some embodiments, the control module is configured to control a portion of the fragments corresponding to the target virtual object to disperse based on the breakage event, and keep another portion of the fragments corresponding to the target virtual object stationary, so as to form a traversable passage in the target virtual object; or

[0050] All fragments corresponding to the target virtual object are controlled to disperse based on the fragmentation event, so as to form a traversable passage in the deformed target virtual object.

[0051] In some embodiments, the control module is used for the fragmentation event including the movement event of the virtual object in the target virtual object, controlling at least part of the fragments corresponding to the target virtual object to scatter based on the motion trajectory of the target object, so as to display the target virtual object as a traversable state.

[0052] In some embodiments, the device also includes: a fragment processing module, used to initialize the life cycle of the multiple fragments, and destroy the fragment when the display time of any fragment reaches the corresponding life cycle; or, destroy the fragment when any fragment moves out of the target range; or, destroy the fragment when any fragment rendering is unsuccessful.

[0053] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the method for displaying a fragmentation effect as described in the above aspects.

[0054] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the method for displaying a fragmentation effect as described in the above aspects.

[0055] On the other hand, a computer program product is provided, comprising a computer program, wherein the computer program is loaded and executed by a processor to implement the operations performed by the method for displaying a fragmentation effect as described in the above aspect. BRIEF DESCRIPTION OF THE DRAWINGS

[0056] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0057] Figure 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0058] Figure 2 This is a flow chart of the particle system provided in this embodiment when achieving a fragmentation effect;

[0059] Figure 3 is a schematic diagram of a fragmentation model provided in an embodiment of the present application;

[0060] Figure 4 is a two-dimensional schematic diagram of the obstacle in Example 1 provided in the embodiments of the present application;

[0061] Figure 5 This is a schematic diagram of the crushing effect of Example 1 provided in the embodiments of the present application;

[0062] Figure 6 This is a schematic diagram of the crushing effect of Example 1 provided in the embodiments of the present application;

[0063] Figure 7 is a flowchart of a method for displaying a fragmentation effect according to Example 1 provided in an embodiment of the present application;

[0064] Figure 8 is a two-dimensional schematic diagram of the monster in Example 2 provided in the embodiments of the present application;

[0065] Figure 9 Schematic diagram of the crushing effect of Example 2 provided in the embodiment of the present application;

[0066] Figure 10 Schematic diagram of the crushing effect of Example 2 provided in the embodiment of the present application;

[0067] Figure 11 is a flowchart of a method for displaying a fragmentation effect according to Example 2 provided in an embodiment of the present application;

[0068] Figure 12 This is a two-dimensional schematic diagram of the insect swarm in Example 3 provided in the embodiments of the present application;

[0069] Figure 13 Schematic diagram of the crushing effect of Example 3 provided in the embodiments of the present application;

[0070] Figure 14 Schematic diagram of the crushing effect of Example 3 provided in the embodiments of the present application;

[0071] Figure 15 is a flowchart of a method for displaying a fragmentation effect according to Example 3 provided in an embodiment of the present application;

[0072] Figure 16 A schematic structural diagram of a display device with a fragmentation effect provided in an embodiment of the present application;

[0073] Figure 17 This is a schematic diagram of the structure of a computer device provided in an embodiment of the present application;

[0074] Figure 18 This is a schematic diagram of the structure of a terminal provided in an embodiment of the present application. DETAILED DESCRIPTION

[0075] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0076] It is understood that the terms "first," "second," and the like used herein may be used to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are used solely to distinguish one concept from another. For example, without departing from the scope of this application, the first prompt information may be referred to as the second prompt information, and similarly, the second prompt information may be referred to as the first prompt information.

[0077] Here, "at least two" refers to two or more. For example, the at least two prompts can be two prompts, three prompts, or any integer greater than or equal to two. "Each" refers to each of the at least two. For example, "each prompt" refers to each of the at least two prompts. If the at least two prompts are three, then "each prompt" refers to each of the three prompts.

[0078] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals (including but not limited to signals transmitted between user terminals and other devices, etc.) involved in this application are all fully authorized by users or relevant parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.

[0079] Figure 1 The block diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system includes: a first computer device 101, a server 102, and a second computer device 103.

[0080] The first computer device 101 has a client installed and running that supports a virtual environment. The client can be a multiplayer online interactive program or a stand-alone program. When the first computer device runs the client 111, the user interface of the client is displayed on the screen of the first computer device 101. The client can be any one of a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), and a strategy game (SLG). In this embodiment, the client is an FPS game for example. The first computer device 101 is a computer device used by a first user. The first user uses the first computer device 101 to control a first virtual character in a virtual environment to perform activities. The first virtual character can be referred to as the first user's virtual character. The activities of the first virtual character include, but are not limited to, at least one of: moving, jumping, teleporting, performing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. In an exemplary embodiment, the first virtual character is a simulated human character or an animated character.

[0081] The second computer device 103 is installed and runs a client that supports a virtual environment. The client can be a multiplayer online battle program or a stand-alone program. Its implementation is similar to that of the client on the first computer device and will not be described in detail here. The second computer device 103 is a computer device used by a second user. The second user uses the second computer device 103 to control a second virtual character located in the virtual environment to carry out activities. The second virtual character can be called the virtual character of the second user. Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character can belong to different camps, different teams, different organizations, or have a hostile relationship.

[0082] Optionally, the client installed on the first computer device 101 and the second computer device 103 is the same, or the clients installed on the two computer devices are the same type of clients on different operating system platforms (Android or iOS). The first computer device 101 can generally refer to one of multiple computer devices, and the second computer device 103 can generally refer to another of the multiple computer devices. This embodiment only uses the first computer device 101 and the second computer device 103 as an example. The first computer device 101 and the second computer device 103 can be of the same or different device types, and the device type includes at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.

[0083] Figure 1 Only two computer devices are shown, but in different embodiments, multiple other computer devices may be connected to the server 102. Optionally, one or more computer devices may be computer devices corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on the computer device 140. The developer can edit and update the client on the computer device and transmit the updated client installation package to the server 102 via a wired or wireless network. The first computer device 101 and the second computer device 103 can download the client installation package from the server 102 to update the client.

[0084] The first computer device 101 , the second computer device 103 and other computer devices are connected to the server 102 via a wireless network or a wired network.

[0085] Server 102 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 102 is used to provide backend services for clients supporting a three-dimensional virtual environment. Optionally, server 102 performs primary computing tasks, while the computer device performs secondary computing tasks; alternatively, server 102 performs secondary computing tasks, while the computer device performs primary computing tasks; alternatively, server 102 and the computer device utilize a distributed computing architecture for collaborative computing.

[0086] In an illustrative example, server 102 includes a processor, a user account database, an interactive service module, and a user-facing input / output interface (I / O interface). The processor is used to load instructions stored in the server and process data in the user account database and the interactive service module; the user account database is used to store user account data used by first computer device 101, second computer device 103, and other computer devices, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where user accounts are located; the interactive service module is used to provide multiple virtual spaces for user interaction; and the user-facing I / O interface is used to establish communication and exchange data with first computer device 101 and / or second computer device 103 via a wireless or wired network.

[0087] Exemplarily, the method for displaying the fragmentation effect provided in the embodiment of the present application is explained by taking the execution subject of each step as a computer device as an example. The computer device refers to an electronic device with data calculation, processing and storage capabilities, such as any terminal in the above-mentioned implementation environment.

[0088] The above content briefly introduces the implementation environment corresponding to the embodiment of this application. In any display based on a virtual environment, the display of the shattering effect of virtual objects may be involved. Realistic shattering effects can greatly enhance visual impact and immersion. However, traditional shattering effects usually rely on complex physical simulations, which not only requires a large amount of calculations and affects system performance, but also makes it difficult to achieve artistic shattering effects. Related technical solutions include:

[0089] (1) Crushing simulation based on rigid body physics

[0090] This method uses a rigid-body physics engine to simulate the physical behavior of virtual objects as they break. The virtual object is split into multiple fragments, and each fragment is simulated as an independent rigid body. This method can achieve highly realistic physical effects, with the fragments' motion and collision behavior conforming to the laws of physics. However, rigid-body physics shattering simulations are computationally intensive, especially when there are many fragments and complex collisions, which can easily lead to performance bottlenecks. Furthermore, rigid-body physics simulations struggle to achieve artistic effects, as the fragments' shapes and motion trajectories are relatively fixed.

[0091] (2) Pre-calculation of crushing effect

[0092] This approach pre-calculates the shattering effects of virtual objects during the development phase and stores them as animations or pre-set particle systems. These pre-calculated shattering effects are then played directly at runtime. This method offers low computational complexity and high runtime performance, making it suitable for devices with limited performance. However, pre-calculated shattering effects lack flexibility and are fixed, unable to dynamically adjust to the real-time physical environment and interactions. This makes it difficult to achieve highly interactive effects. Therefore, it is only suitable for specific scenarios and virtual objects and is difficult to widely apply in complex and changing virtual environments.

[0093] In order to solve the above technical problems, an embodiment of the present application provides a method for displaying a fragmentation effect. When a fragmentation event occurs for a target virtual object, the computer device renders multiple fragments of the target virtual object based on a particle system, and controls the multiple fragments of the target virtual object to move based on the fragmentation event. The particle system is used to control the movement of the fragments based on the actual situation of the fragmentation event, thereby simulating the movement of the fragments when the object is broken, avoiding complex physical calculations, thereby significantly improving computing efficiency, reducing the consumption of system resources, and ensuring a smooth experience under high load conditions. At the same time, the flexibility of the particle system allows developers to easily adjust the type of fragments, such as adjusting the shape and color of the fragments, to achieve an artistic fragmentation effect and enhance the visual experience and interactivity of the game. The embodiment of the present application has broad application prospects in modern computer graphics, game development, virtual reality, and movie special effects, and can significantly improve visual effects and user experience.

[0094] The target virtual object refers to any virtual object displayed in the virtual environment, and the virtual object can be in a moving state or a stationary state. The virtual object can be any type of virtual object, for example, the virtual object can be a virtual prop (such as a virtual car or a virtual tool), a virtual building (such as a door or a building), a virtual geographical element (such as a mountain, a water body, a tree, etc.), a virtual image (such as an animal image or a human image), etc., and the embodiments of the present application do not limit this. The target virtual object can be displayed in the virtual environment, or, based on enhanced display technology, displayed in the captured image.

[0095] The aforementioned virtual environment refers to a two-dimensional or three-dimensional display space, supported by applications running on a computer device. This virtual environment may include three-dimensional models, such as the aforementioned virtual objects, for rendering based on the three-dimensional models during the display process. Users can control the movement of virtual objects within the virtual environment through various operations to achieve interaction. These activities include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking other virtual objects, throwing, and repositioning.

[0096] As for the current display of fragmentation effects, the same display effect is usually used for computer devices with different processing capabilities, which makes it impossible to achieve personalized display. For some computer devices with weaker processing capabilities, it will also affect the normal operation of other functions, and cause performance to deteriorate. Therefore, the embodiment of the present application also provides a method for personalized fragmentation effects based on the different capabilities of computer devices without affecting performance.

[0097] In order to solve the above problems, in response to a fragmentation event for the target virtual object, the target virtual object is rendered into a plurality of fragments corresponding to the processing capability of the computer device based on the particle system. The correspondence may refer to the correspondence between the number of rendered fragments and the processing capability of the computer device. In some embodiments, the correspondence may also refer to the correspondence between the type of rendered fragments and the processing capability of the computer device, wherein the type of fragments may refer to at least one of the size and shape of the fragments. The principle of the correspondence may be that the computing resources consumed by rendering the fragments do not affect the normal operation of the computer device. To this end, a correspondence between the processing capability and at least one of the number and type of fragments may be set, so that when determining the processing capability of the computer device, at least one of the number and type of fragments to be rendered is determined based on the processing capability, thereby achieving a personalized fragmentation effect while ensuring device performance.

[0098] Among them, the above-mentioned processing capacity can be expressed as the model of the computer device or the processor model of the computer device, etc. The processing capacity can also refer to the current remaining computing resources of the computer device to reflect the current processing capacity of the computer device. The embodiment of this application does not limit this.

[0099] When rendering fragments of a target virtual object based on a particle system, that is, emitting multiple particles through the particle system, each particle is equivalent to a fragment of the target virtual object. Accordingly, the particle system can store a correspondence between processing power and the number and type of particles (including at least one of size and shape), so that after determining the processing power of the computer device, the number or type of particles to be rendered, or any other attribute, can be determined based on this correspondence. Accordingly, during rendering, in response to a fragmentation event for the target virtual object, the target virtual object is rendered into multiple particles corresponding to the processing power of the computer device based on the particle system. It should be noted that properties such as the number and type of particles can affect the computing resources occupied during the rendering process and also affect rendering time. For example, with respect to the number of particles, more particles require rendering, which may consume more computing resources, while fewer particles require rendering, which may consume fewer computing resources. Therefore, determining at least one of the number and type of particles corresponding to the processing power based on the processing power of the computer device can dynamically adjust the number and type of particles, thereby balancing visual effects and performance. For example, on high-performance devices, the number of particles can be increased to provide a more detailed fragmentation effect, while on low-performance devices, the number of particles can be reduced to display the fragmentation effect without affecting device performance, thereby achieving reasonable performance optimization and resource management. This allows the embodiments of the present application to achieve efficient fragmentation effects on various devices and has broad application prospects. In addition, the embodiments of the present application, through the flexibility of the particle system, allow developers to easily adjust the type of particles, such as shape and color, to achieve a variety of fragmentation effects.

[0100] The following is an explanation of the technical implementation process of the above-mentioned fragmentation effect. Figure 2 ,Should Figure 2 Provides a flowchart of how a particle system achieves a shattering effect.

[0101] See also Figure 2 During the development phase, in order to achieve the shattering effect, a fragment model of the target virtual object needs to be prefabricated. The fragment model of the virtual object is a digital representation of the various parts of the complete virtual object after it is broken. It is used to describe the geometric shape, physical properties, material texture, position and motion state of each fragment of the virtual object after it is broken, so as to present a realistic effect of object shattering. Figure 3Figure (a) shows a cylinder, while Figure (b) shows the state of its fragment model, in which the cylinder is broken into multiple fragments. The fragment model can be pre-made using an asset creation tool, for example, by cutting the virtual object model that needs to be broken into fragments. The asset creation tool includes a fragmentation creation tool built into the game engine, such as the Fracture Tool in Unreal Engine, 3D Max or Maya and other game model creation tools. It can be understood that the fragmentation model can define the fragmentation method through the above information, that is, how the virtual object is broken, for example, all broken after being attacked, or only broken in the area corresponding to the hit part after being attacked, or whether the fragments move in a divergent form or in a falling form when broken, so as to present different fragmentation effects.

[0102] The fragment model stores the correspondence between particles and various parts of the fragment model. It records the specific source part of each particle in the fragment model and can be expressed as the correspondence between the particle and a certain position information on the fragment model. The above-mentioned mapping table can ensure that each particle corresponds to a specific part on the fragment model. In this way, during the rendering process, the particle system can accurately present the shape and structure of each part in the fragment model, avoiding the situation of chaotic particle distribution or model deformation. In some embodiments, the mapping table between the particles stored in the particle system and the fragment model of the target virtual object can include multiple levels of mapping tables. The mapping tables of different levels correspond to different processing capabilities, which are used to indicate the properties such as the number and type of particles under the processing capability and the correspondence between the particles and the various parts on the fragment model, thereby achieving personalized fragmentation effects without affecting the performance of the computer device.

[0103] During the initialization phase of the particle system, the prefabricated fragment model of the target virtual object is imported into the particle system to prepare for the subsequent fragmentation effect.

[0104] During the particle system's operation phase, the particle system monitors for break events targeting the target virtual object. A break event refers to an event that causes the target virtual object to break. This break event can be an interactive event targeting the target virtual object, such as a collision event targeting the target virtual object, an attack event targeting the target virtual object, or a movement event occurring within the display range of the break effect. This embodiment of the present application does not limit this.

[0105] In response to monitoring the fragmentation event, the particle system initializes multiple particles of the target virtual object based on the mapping table between the particles of the target virtual object and the fragment model. Each particle is a fragment of the target virtual object. During this initialization process, multiple parameters of each particle can be initialized based on the fragment model. For example, the initialized parameters include the fragment model index (Mesh Index) corresponding to the particle, the particle's motion parameters, the particle's physical parameters, and the particle's life cycle. Among them, the particle's corresponding fragment model index can be used to index the particle's corresponding fragment position on the fragment model. The particle's motion parameters are used to indicate the particle's movement mode. The particle's physical parameters refer to the particle's mass (Mass), collision radius (Collision Radius), and other parameters that can reflect the particle's physical properties. The life cycle refers to the length of time it takes for the particle to disappear from display. Among them, the particle's motion parameters include the particle's position (Position), velocity (Velocity), rotation (Rotation), and angular velocity (Angular Velocity). Among them, the particle's motion parameters can be determined based on a physics engine or simple physical rules to simulate the possible movement of the fragment.

[0106] The particle velocity needs to take into account the mass of the particle and the influence of gravity. Accordingly, the velocity of the particle under the influence of gravity can be achieved using the following formula:

[0107] Formula 1: NewVelocity=Gravity*DeltaTime+Velocity

[0108] Among them, Gravity is -9.8m / s or customized by the user; DeltaTime is the simulation time interval; Velocity is the velocity of the particle in the i-th frame, NewVelocity is the velocity of the particle in the i+1-th frame, and i is a positive integer.

[0109] The simulation time interval refers to the rendering time interval, that is, the rendering time interval between two frames. For example, for the same particle, the particle simulation time interval is the interval between the i-th frame and the i+1-th frame.

[0110] For example, for a monster displayed in a virtual environment, if the user operates a virtual object to attack the monster and hits the monster's torso, the particle system can monitor the attack event (that is, monitor the break event) and obtain the mapping table corresponding to the monster. The mapping table indicates the mapping relationship between particles and the monster's fragment model, and based on the fragments on the fragment model in the mapping table, the particles are initialized for each fragment, so that the effect of the monster breaking can be presented based on the particles later.

[0111] When initializing the motion parameters, it can be implemented based on physical simulation, that is, using a physics engine or simple physical equations to simulate the motion of particles, taking into account gravity and collisions to ensure that the motion of particles conforms to the laws of physics. The above-mentioned mapping table can help determine the force and motion state of each particle. For example, according to the physical properties (such as mass, density, etc.) of different positions on the fragment model, the corresponding physical parameters are assigned to the corresponding particles. Therefore, when initializing the motion parameters, the motion of the initialized particles is affected by physical factors such as gravity, resistance and collision reaction, making the simulation more realistic. Since the simulation is only simulated through simple physical equations without complex rigid body physics calculations, it can also improve computing efficiency, reduce the consumption of system resources, and ensure a smooth experience under high load conditions.

[0112] In some embodiments, when initializing multiple particles, the process is also based on the event information of the shattering event. This event information is used to represent the shattering event and may include the location of the shattering event, the direction of the shattering event, the speed of the shattering event, etc. The location of the shattering event can be used to determine the part of the target virtual object affected by the shattering event, the direction of the event's movement can be used to determine the direction of movement of the particles, etc. The speed of the shattering event is used to determine the movement method of the particles, etc., which are not limited in this embodiment of the present application. Accordingly, by combining the event information of the shattering event with the physical parameters of the particles, a more realistic shattering effect can be simulated.

[0113] For example, for a higher-level virtual object, its punching speed is faster, so the speed of the shattering event is greater. When calculating the motion parameters of the particles, the speed of the virtual object's punching can be combined to initialize its motion parameters, so that the speed of its particles is greater than the speed of the particles caused by the punching of a lower-level virtual object, achieving a more impactful shattering effect.

[0114] For example, for a virtual object, if it is hit, the force of the shattering event is large. In this case, when calculating the motion parameters of the particle, the force of the virtual object's punch can be combined to initialize its motion parameters, so that the speed of its particle is greater than the speed of the particle caused by the punch of a lower-level virtual object, thereby achieving a more impactful shattering effect.

[0115] For example, the location of a shattering event can affect which fragments are initialized. That is, based on the location of the shattering event, the motion parameters of some of the multiple fragments corresponding to the target virtual object are determined. These fragments are located in the area corresponding to the location of the shattering event, and the movement of these fragments is controlled based on the motion parameters of these fragments. Taking particle initialization as an example, for a virtual object, if it hits the torso of the target virtual object, then the location of the shattering event is located in the torso of the target virtual object. Based on the location corresponding to the location of the shattering event on the fragment model, particles at the corresponding location or in the area centered on the corresponding location can be initialized, without initializing the particles of the entire target virtual object, to demonstrate the effect of partial shattering of the target virtual object.

[0116] For another example, for a virtual object, the motion direction of the shatter event it initiates can determine the movement direction of the particles. For example, if the punch is a hook from bottom to top, the motion direction of the shatter event is bottom to top. When the particles are initialized, their movement direction is either the same as the motion direction or diverges along the motion direction to achieve a more realistic simulation effect. The relationship between the particle movement direction and the motion direction of the shatter event can be determined based on the shattering method defined by the fragmentation model. For example, if the shattering method is explosive, the movement direction of some particles can be the same as the motion direction, while the movement direction of other particles can diverge based on the motion direction.

[0117] During the rendering phase, the particle system initializes multiple particles based on the fragment model and then renders them in the virtual environment based on the initialized parameters. This allows the particles to move in a specific shape and along the trajectory of the fragments at their corresponding positions in the fragment model, thereby creating a fragmented effect for the target virtual object. It should be noted that the particle system can use a graphics API (such as OpenGL, DirectX, or WebGL) to render each particle. Depending on the particle type, the particles can be rendered as points, sprites, or simple geometric shapes.

[0118] During the initialization process, the particle lifecycle—the duration between a particle's appearance and its disappearance—is also initialized. When a particle exceeds its lifecycle or leaves the field of view, it is destroyed, essentially removed from the particle system, to conserve computing resources. Each particle updates its age (Age) every frame. When a particle's Age exceeds the set lifecycle value, the particle system destroys it. Furthermore, users can customize particle destruction conditions. For example, they can set a particle to be destroyed when it's not rendered or leaves the target range (such as the field of view). This lifecycle setting enables the creation of richer, more layered fragmentation effects when rendering on a particle-by-particle basis. From a fragmentation perspective, the above process can be understood as initializing the lifecycles of multiple fragments. When a fragment's display duration reaches its corresponding lifecycle, it is destroyed; or, if rendering fails, it is destroyed. By limiting the timing of fragment destruction, computing resources are automatically released at the appropriate time, improving processing performance.

[0119] In some embodiments, the motion trajectory of particles can be dynamically adjusted based on the real-time environment, enhancing interactivity and artistic expression. Specifically, elemental information of environmental elements of the virtual environment can be obtained and particles can be initialized based on this elemental information. For example, when the environmental elements include weather information, the motion parameters of the particles can be calculated in combination with the weather information. For example, when the environmental element is wind, the force acting on the particles can be calculated based on the wind level and the physical parameters of the particles. In this case, the particles are affected by the wind, so that the particle motion trajectory can better reflect the actual environment in the virtual scene.

[0120] When calculating particle velocity based on wind force, the wind force can be considered as resistance, and the velocity of particles affected by wind force can be calculated based on the wind force and the mass of the particles. The particle velocity calculation based on resistance can refer to the following formula 2:

[0121] Formula 2: NewVelocity=Velocity / (Drag*DeltaTime / Mass+1),

[0122] Among them, Drag is the resistance, which can be customized by the user; DeltaTime is the simulation time interval; Mass is the particle mass; Velocity is the particle velocity, and NewVelocity is the updated particle velocity.

[0123] In some embodiments, if the particle motion parameters are calculated in real time based on wind, Velocity is the particle's velocity at frame i, and NewVelocity is the particle's velocity at frame i+1, where i is a positive integer. This allows the wind's effect on the particle's velocity to be reflected in the next frame when the particle begins to be affected by wind. In some embodiments, if the particle motion parameters are calculated based on wind at initialization, Velocity is the particle's velocity without considering wind and only considering gravity, while NewVelocity is the particle's velocity after considering both gravity and wind.

[0124] It should be noted that the above-mentioned particle speed determination is essentially the process of determining the speed of the fragments of the target virtual object. That is, during initialization, the physical parameters of the fragments corresponding to the target virtual object can be determined, such as mass, material, etc., and then the resistance is determined based on the type of environmental element. For example, when the environmental element is wind, the resistance is determined based on the wind level, and the movement speed of the fragments is further determined based on the resistance, the physical parameters of the fragments and the simulation time interval (such as the particle simulation time interval), where the simulation time interval refers to the rendering time interval between two frames.

[0125] In addition, when debris collides with obstacles in the virtual environment, the position and velocity of the debris will be affected. When the environmental elements include obstacles in the virtual environment, the velocity of the debris after the collision with the obstacle can be calculated based on the velocity of the target virtual object's fragments in the frame where the collision occurred, the penetration distance when the fragments collided with the obstacle, the collision radius of the fragments, and the simulation time interval. This can adjust the trajectory of the particles to make them more consistent with the structure of the virtual environment. The calculation of the fragments is also the calculation of the particles. Accordingly, the calculation method based on the position and velocity of the collision can refer to the following formulas 3 and 4:

[0126] Formula 3: NewPosition=Position+CollsionNormal*(CollisionPenetrationDistance+CollisionRadius);

[0127] Formula 4: NewVelocity=Velocity+(NewPosition–Position) / DeltaTime;

[0128] Among them, Position is the position of the particle in the i-th frame, NewPosition is the position of the particle in the i+1-th frame, CollsionNormal is the normal of the particle at the collision with the obstacle; CollisionPenetrationDistance is the penetration distance between the particle and the obstacle when colliding; CollsionRadius is the collision radius of the particle, Velocity is the velocity of the particle in the i-th frame, NewVelocity is the velocity of the particle in the i+1-th frame, DeltaTime is the simulation time interval, and i is a positive integer.

[0129] By using the above formulas 3 and 4, the velocity of the particle after the collision can be calculated, so that the collision and the impact of the collision can be truly reflected in the particle's motion trajectory.

[0130] In addition, it should be noted that in the embodiment of the present application, a collision radius is set for the particles when determining the collision reaction, that is, the particles are regarded as circles, and the number of collisions can be reduced in disguise, which also reduces the granularity of the calculation and the amount of calculation can be reduced accordingly.

[0131] The above process is an implementation method for initializing particles based on the element information of environmental elements. After the particles are initialized, the environmental elements may change. Accordingly, in some embodiments, the motion parameters of the particles can be calculated in real time according to the changes in the element information based on the changes in the environmental elements, thereby reflecting the changes in the fragment motion after the environmental changes.

[0132] In some embodiments, when moving based on environmental elements, particle motion parameters can also be calculated in conjunction with information from shattering events, thereby controlling the movement of multiple fragments corresponding to the target virtual object based on the shattering event and the elemental information from the environmental elements. A particle is affected not only by gravity and environmental elements, but also by shattering events. Therefore, by considering these multiple influences when initializing the particle or calculating its motion parameters in real time during its movement, the shattering effect can be made more realistic, enhancing the realism of the shattering simulation.

[0133] It should be noted that, for a particle system, after monitoring a breakage event, when initializing the particle, it can initialize the motion parameters of the particle throughout its life cycle, or it can gradually calculate the motion parameters of the particle based on the rendering progress. For example, for a particle with a life cycle of T, first initialize the motion parameters of the particle in time period t1, and then when rendering based on the motion parameters of the particle in time period t1, calculate the motion parameters of the particle in time period t2, and so on. This real-time rendering method can reduce the computing pressure of computer equipment and improve the performance of computer equipment.

[0134] In some embodiments, the event type of the shattering event is different, and the corresponding shattering mode is also different, and the shattering mode indicates the movement mode of the fragments. In the particle system, the shattering mode is represented by a fragment model. Accordingly, different fragment models are configured for different shattering event types. When initializing particles, they can be initialized based on the fragment model corresponding to the event type of the shattering event to achieve a more personalized shattering effect. For example, if the event type of the shattering event is an explosion, the shattering mode indicated by its fragment model can be that multiple fragments are displayed in the form of an explosion. If the event type of the shattering event is a certain attack behavior, the shattering mode indicated by its fragment model can be that some fragments move to dodge the attack behavior. If the event type of the shattering event is a movement event of a virtual object in a target virtual object, the shattering mode indicated by its fragment model can be that some fragments move to avoid collision with the virtual object, etc. The embodiments of the present application do not limit this. By configuring different shattering modes, that is, fragment movement modes, for different event types, a single shattering effect can be avoided and interactivity can be improved.

[0135] For example, one fragmentation method is used to display a target virtual object as traversable based on the movement of fragments. Specifically, the computer device controls the movement of at least some of the fragments corresponding to the target virtual object based on a fragmentation event to display the target virtual object as traversable. This fragmentation method can be implemented in any of the following ways.

[0136] Fragmentation method 1: The computer device can initialize particles of all fragments of the target virtual object, render all fragment particles to move according to their respective motion trajectories, so as to change the overall shape of the target virtual object, form a traversable channel in the target virtual object, and thus present the target virtual object as a traversable state.

[0137] Fragmentation method 2: The computer device can initialize the particles of all fragments of the target virtual object, render the particles of a part of the fragments to disperse according to their respective motion trajectories, and keep the particles of another part of the fragments corresponding to the target virtual object stationary, so as to change the partial shape of the target virtual object and form a traversable channel in the target virtual object, thereby presenting the target virtual object as a traversable state.

[0138] Fragmentation method 3: The computer device can initialize particles of partial fragments of the target virtual object, render the particles of the partial fragments and disperse them according to their respective motion trajectories, while keeping the other corresponding part of the target virtual object unchanged, so as to change the partial shape of the target virtual object and form a traversable channel in the target virtual object, thereby presenting the target virtual object as a traversable state.

[0139] The embodiments of this application do not limit the specific fragmentation method to be used. However, considering the performance of the computer device, the computer device can determine the fragmentation model to be used based on the current processing power of the computer device, thereby selecting the fragmentation method to be used. For computer devices with higher processing power, to achieve a more impactful display effect, the fragmentation model corresponding to fragmentation method 2 or fragmentation method 1 can be selected. For computer devices with lower processing power, the fragmentation model corresponding to fragmentation method 3 can be selected to reduce the number of particles required for rendering and reduce the consumption of computing resources.

[0140] To more intuitively illustrate the above-mentioned particle system-based virtual object display method, take a game scene as an example. In this game scene, a target virtual object is displayed. After a break event occurs, such as a collision, this target virtual object can produce a non-prefabricated break effect, causing the object that originally hindered movement to shatter into non-impeding fragments. This makes the player's in-game destruction experience more realistic and vivid, and the explorable content is richer. The scene destruction effect does not rely on customization, and there is no need to produce a large number of highly similar destruction animations, which greatly reduces production costs. The following describes several possible implementation methods with reference to the accompanying figures.

[0141] Example 1

[0142] See also Figure 4 , the game scene shows that there are impassable obstacles, and see Figure 5 , the virtual object attacks the obstacle, hits the obstacle, and the obstacle breaks. In the case of being attacked, see Figure 6 , changing the overall shape of the obstacle so that the obstacle is broken into a traversable channel. This breaking method is also the breaking method 1 mentioned above. Its implementation process includes the following: Figure 7 The method flow shown:

[0143] 701. The computer device displays an obstacle in the game scene, wherein the obstacle can be any type of virtual object, and its motion state can be a stationary state or a moving state.

[0144] 702. In response to the virtual object initiating an attack behavior against an obstacle in the game scene, the computer device displays that the obstacle has been hit.

[0145] The attack and hit behavior is also the fragmentation event involved in the embodiment of the present application. The event information of the fragmentation event, such as the hit position, the speed of the fragmentation event, etc., can affect the parameters of subsequent particle initialization.

[0146] 703. The particle system of the computer device monitors the hit event, calls the fragment model of the obstacle, initializes particles of all fragments of the obstacle based on the fragment model of the obstacle, and obtains various parameters of multiple particles.

[0147] The initialized parameters include: the mesh index corresponding to the particle, the particle's motion parameters, the particle's physical parameters, and the particle's life cycle.

[0148] In some embodiments, when a fragmentation model is invoked, a fragmentation model corresponding to the processing power of the computer device, i.e., a mapping table, can be invoked to determine the relationship between particles and fragments, as well as the number of initialized particles, particle types, and so on. A higher processing power corresponds to a higher number of particles, while a lower processing power corresponds to a lower number of particles. Furthermore, a higher processing power corresponds to a more complex particle type, while a lower processing power corresponds to a simpler particle type. It should be noted that the complexity and simplicity of a particle type can be determined by reference to the computational resources required to render the particles. A particle type being more complex than another particle type means that the computational resources required to render that particle type are greater than those required for another particle type.

[0149] After determining the number and type of particles, the physical parameters of the particles can be initialized based on the particle type. When initializing the motion parameters, the physical parameters of the particles can be referenced. Optionally, the motion trajectory of the particles can be determined based on the reference to the physical parameters of the particles and at least one of the environmental elements in the game scene and the event information of the fragmentation event. The life cycle of the particle can be determined based on the shape of the fragment in the fragment model. For example, in the fragment model, if the fragment corresponding to the particle falls to the ground and disappears after being displayed for a preset time, then when initializing the motion parameters, its motion trajectory is initialized to falling from the initial display position of the particle to the ground, and its life cycle is initialized to the above-mentioned preset time.

[0150] For Example 1, after initializing the number of particles, the motion parameters for each particle can be initialized in such a way that the particles defined in the fragment model spread out in all directions from the impact location. The lifecycles of each particle can be initialized to the same lifecycle. That is, after a certain period of time after the impact, the particle system destroys the particles of the target virtual object, thereby restoring the original state of the target virtual object in the game scene. From the user's perspective, they can see that after hitting the target virtual object, the target virtual object temporarily shatters and forms a traversable channel, and then returns to its original state after a certain period of time.

[0151] 704. The computer device performs rendering based on the parameters of the plurality of particles to display fragments of the obstacle dispersing to form a traversable passage.

[0152] Figure 6 The fragmentation effect shown in Figure (a) can be understood as an intermediate state from the obstacle being hit to the formation of a traversable channel. At this time, the obstacle has been broken into multiple fragments, and the multiple fragments are displayed as moving divergently according to their respective motion trajectories based on the hit position, and eventually the overall shape of the obstacle will be displayed as a change, forming a traversable channel as shown in Figure (b) in the deformed obstacle.

[0153] In the embodiments of the present application, the attack on an obstacle is used as an example of a shattering event for illustration. In some embodiments, interactions with obstacles, such as collisions with obstacles, can also be considered shattering events. To achieve diversified display, when a first shattering event occurs, the obstacle can be displayed as shattered and a traversable passage can be formed. The first shattering event refers to an event of traversing the obstacle. When a second shattering event occurs, the obstacle can be displayed as shattered but no traversable passage can be formed. The second shattering event refers to an event of colliding with the obstacle but no traversal occurs. For example, if a user controls a virtual object to rush toward an obstacle, causing the obstacle to shatter, and the user continues to control the virtual object to rush into the obstacle, the shattering effect of the obstacle further develops into the formation of a traversable passage. For another example, if a user controls a virtual object to rush toward an obstacle, causing the obstacle to shatter, and the user continues to control the virtual object to retreat, the obstacle can be restored to its original state after being shattered. By personalizing the display of the shattering effect based on different shattering events, a richer interactive experience can be provided.

[0154] In the above example, the target virtual object is used as an obstacle. However, any element in the virtual scene, such as a vase, sculpture, furniture, etc., can also change the display of the game scene when it breaks when attacked.

[0155] If the fragmentation model defines the aforementioned fragmentation method 2, all particles of the obstacle can be initialized during initialization. However, the motion parameters of some particles are initialized to corresponding motion trajectories, resulting in a scattered particle fragmentation effect. The remaining particles are initialized to a static state, resulting in the appearance that the obstacle's partial shape has changed, with the scattered particles forming a traversable channel through the obstacle, thus rendering the obstacle as traversable. Compared to the case where all particles are moving, this process can reduce computing resource usage and improve computer performance.

[0156] It should be noted that the above Example 1 is explained by taking the example of a wall being completely shattered and gradually forming a traversable passage. In some other scenarios, part of the target virtual object can be destroyed instead of the whole object, so that the parts of the body that make up the object disappear separately without involving other objects. For example, when the monster's arm is attacked, the rubble that makes up the arm will be destroyed and disappear, but the other parts of the body will not be affected. The monster's body defect can affect its attack performance. For example, after the arm is destroyed and disappears by the player, the monster cannot release skills such as punching. Accordingly, the shattering effect of the target virtual object can also include a partial shattering effect, that is, based on the position hit by the attack, the area corresponding to the hit position is displayed as shattered to personalize the shattering effect. This shattering effect can correspond to the above-mentioned shattering method 2 and shattering method 3. The following example 2 is explained by taking the particles corresponding to only some fragments as an example.

[0157] Example 2

[0158] See also Figure 8 , the game scene displays virtual interactive objects, such as the monsters mentioned above, and see Figure 9 , the virtual object attacks the monster, hits the monster's arm, and the monster's arm is broken. In the case of being attacked, see Figure 10 , the monster's arm is broken, but the other parts remain unchanged, so as to change the monster's partial shape and make the monster's arm traversable. The implementation process includes the following Figure 11 The method flow shown:

[0159] 1101. Display monsters in the game scene.

[0160] 1102. In response to the virtual object initiating an attack against a monster in the game scene, display the arm of the monster that was hit.

[0161] The attack and hit behavior is also the fragmentation event involved in the embodiment of the present application. The event information of the fragmentation event, such as the hit position, the speed of the fragmentation event, etc., can affect the parameters of subsequent particle initialization.

[0162] 1103. The particle system of the computer device monitors the hit event, calls the fragment model of the monster, initializes particles corresponding to some fragments of the monster based on the fragment model of the monster, and obtains various parameters of multiple particles.

[0163] The initialized parameters include: the mesh index corresponding to the particle, the particle's motion parameters, the particle's physical parameters, and the particle's life cycle.

[0164] Among them, the particles corresponding to the initialized part of the fragments can be determined based on the hit position. In the embodiment of the present application, the hit part is the monster's arm, so during initialization, the particles corresponding to the arm part in the fragment model will be initialized.

[0165] 1104. The computer device performs rendering based on the parameters of the plurality of particles to show that the fragments of the monster's arm scatter to form a traversable passage.

[0166] Figure 10 The shattering effect shown in the figure can be understood as an intermediate state between the monster's arm being hit and the formation of a traversable channel. At this time, the monster's arm has been broken into multiple fragments, and the multiple fragments move divergently according to their respective motion trajectories. In the end, it will be shown that part of the monster's shape has changed, while the rest of the shape remains unchanged, and a traversable channel is formed in the deformed arm.

[0167] In the above example, the target virtual object is a monster. However, any element in a virtual scene, such as a vase, sculpture, furniture, etc., can also change the display of the game scene when it breaks when attacked.

[0168] The above method can be applied to any gameplay. For example, it can be used in combat gameplay, where holes can be opened in a giant monster to pass through. When a monster attacks the player, the monster's arms can be made traversable, preventing it from attacking the player. It can also be applied to map exploration and puzzle gameplay, where holes can be opened in seemingly impassable walls, floors, and ceilings to gain visibility and create passageways, connecting previously disconnected spaces and enhancing the user's interactive experience within the scene.

[0169] It should be noted that Examples 1 and 2 above illustrate the formation of a traversable passage within a virtual object that originally existed as a single entity. In other scenarios, the target virtual object may be a cluster of multiple entities, creating an untraversable state. The present embodiments also provide for fragmentation displays of such target virtual objects. When a fragmentation event occurs for the target virtual object, the motion trajectory of each particle within the target virtual object is altered, causing the object to change from an untraversable state to a traversable state. Visually, the density or trajectory of the clustered object can be observed to change with the fragmentation event, and the player's movement within the game can alter the scene's display. For example, the target virtual object may include special weather effects, swarm creature displays, and skill effects. Special weather effects may include obstructive weather conditions such as sandstorms and foggy weather, while swarm creature displays may include animal swarms, and skill effects may refer to obstacles triggered by certain skills. This is illustrated in Example 3 below.

[0170] Example 3

[0171] See also Figure 12 , the game scene displays clustered target virtual objects, such as the above-mentioned insect swarm, and see Figure 13 , showing a fragmentation effect of the swarm caused by the movement of virtual objects in the swarm, see Figure 14 Figures (a) and (b) show the swarm of insects spreading out based on the movement of virtual objects, so that the swarm can be traversed. Figure (a) shows a two-dimensional effect, and Figure (b) shows a three-dimensional effect, that is, the swarm of insects is displayed in a three-dimensional space, and the traversable state can be seen as the virtual object passing through the swarm in the three-dimensional space. The implementation process includes the following: Figure 15 The method flow shown:

[0172] 1501. Display the swarm of insects in the game scene.

[0173] Among them, the swarm corresponds to the swarm model, and the computer device renders the swarm based on the swarm model. The rendering is an overall rendering of a swarm model, rather than a separate rendering of individuals in the swarm. Individuals in the swarm do not need to be modeled separately.

[0174] 1502. Virtual objects move in the swarm.

[0175] This movement behavior is also the fragmentation event involved in the embodiment of the present application. The event information of the fragmentation event, such as the speed of movement, etc., can affect the parameters of subsequent particle initialization.

[0176] 1503. The particle system of the computer device monitors the movement event, calls the fragment model of the insect swarm, initializes the particles of the insect swarm based on the fragment model of the insect swarm, and obtains various parameters of multiple particles.

[0177] In some embodiments, if the virtual object is equipped with a virtual item corresponding to an insect swarm, step 1503 is executed to achieve a shattering effect. The virtual item has a function of restraining the insect swarm. For example, for an insect swarm, this could be an insect repellent, or for a weather effect, this could be a certain item corresponding to the weather effect. This protects the virtual object, thereby increasing the virtual object's willingness to interact, causing the virtual object to actively interact to obtain the virtual item, thereby enhancing interaction within the scene.

[0178] Each particle corresponds to an individual in the swarm, and the particle's morphology can be the morphology of the corresponding individual in the swarm. Accordingly, the initialized parameters include the particle's corresponding mesh index, the particle's motion parameters, the particle's physical parameters, and the particle's lifecycle.

[0179] 1504. The computer device performs rendering based on the parameters of the multiple particles to show that the swarm of insects disperses as the virtual object moves to form a traversable passage.

[0180] Figure 14 The fragmentation effect shown in the figure can be understood as individuals in the swarm dispersing to avoid the movement of the virtual object. At this point, the swarm's morphology, either partially or as a whole, changes, forming a traversable path. Partial morphological changes in the swarm can mean that the movement trajectories of some individuals change, while the remaining individuals remain in their original state, creating an uneven density within the swarm and creating a traversable path. A change in the swarm's overall morphology can mean that the movement trajectories of all individuals in the swarm change, creating a traversable path for the virtual object.

[0181] In the above example, the target virtual object is a swarm of insects. However, the same shattering effect can be achieved for other clustered target virtual objects. By using the particle system to represent the individuals in the clustered target virtual objects in the form of particles, the clustered target virtual objects can show a shattering effect when a shattering event occurs, thereby changing the display of the scene and providing a traversable channel for virtual objects, greatly improving the scene display effect.

[0182] It should be noted that the particle system can control the display and destruction of particles through its lifecycle. Accordingly, it can display the target virtual object restored to its original state after the shattering effect, making the display within the scene more diverse and providing a wider interactive experience. In some embodiments, the target virtual object may not be restored to its original state after being shattered, but may completely disappear. It can also be reassembled into another form of virtual object based on a preset model, that is, reassembled from a fragmented state into another virtual object, thereby further enhancing the interactive experience. This embodiment of the application is not limited to this.

[0183] Figure 16 This is a schematic diagram of a display device with a fragmentation effect provided by an embodiment of the present application, see Figure 16 , the device comprises:

[0184] Display module 1601, used to display the target virtual object;

[0185] A rendering module 1602 is configured to render a plurality of fragments of the target virtual object based on a particle system in response to a break event of the target virtual object;

[0186] The control module 1603 is configured to control the movement of the multiple fragments of the target virtual object.

[0187] In some embodiments, the control module is configured to determine physical parameters of the fragment corresponding to the target virtual object;

[0188] The speed of the fragment is determined based on the physical parameters of the fragment and a simulation time interval, wherein the simulation time interval refers to a rendering time interval between two frames.

[0189] In some embodiments, the control module is configured to control the movement of the plurality of fragments corresponding to the target virtual object based on event information of the fragmentation event.

[0190] In some embodiments, the control module is used to determine the motion parameters of some fragments among the multiple fragments corresponding to the target virtual object based on the occurrence location of the fragmentation event, and the some fragments are located in the area corresponding to the occurrence location, and control the movement of the some fragments based on the motion parameters of the some fragments.

[0191] In some embodiments, the control module is configured to obtain element information of environmental elements of the virtual environment;

[0192] The plurality of fragments corresponding to the target virtual object are controlled to move based on the element information of the environmental element.

[0193] In some embodiments, the control module is configured to determine physical parameters of the fragment corresponding to the target virtual object;

[0194] The resistance is determined based on the type of the environmental element, and the speed of the fragment is determined based on the resistance, physical parameters of the fragment, and a simulation time interval, wherein the simulation time interval refers to a rendering time interval between two frames.

[0195] In some embodiments, the control module is used to calculate the speed of the fragments after the collision with the obstacle based on the speed of the fragments of the target virtual object in the frame where the collision occurs, the penetration distance when the fragments collide with the obstacle, the collision radius of the fragments and the simulation time interval when the environmental element is an obstacle.

[0196] In some embodiments, the control module is configured to control the movement of multiple fragments corresponding to the target virtual object based on the event type of the fragmentation event, where different event types of the fragmentation event correspond to different movement modes of the fragments.

[0197] In some embodiments, the control module is configured to control at least a portion of the fragments corresponding to the target virtual object to move based on the fragmentation event, so as to display the target virtual object in a traversable state.

[0198] In some embodiments, the control module is configured to control a portion of the fragments corresponding to the target virtual object to disperse based on the breakage event, and keep another portion of the fragments corresponding to the target virtual object stationary, so as to form a traversable passage in the target virtual object; or

[0199] All fragments corresponding to the target virtual object are controlled to disperse based on the fragmentation event, so as to form a traversable passage in the deformed target virtual object.

[0200] In some embodiments, the control module is used for the fragmentation event including the movement event of the virtual object in the target virtual object, controlling at least part of the fragments corresponding to the target virtual object to scatter based on the motion trajectory of the target object, so as to display the target virtual object as a traversable state.

[0201] In some embodiments, the device also includes: a fragment processing module, used to initialize the life cycle of the multiple fragments, and destroy the fragment when the display time of any fragment reaches the corresponding life cycle; or, destroy the fragment when any fragment moves out of the target range; or, destroy the fragment when any fragment rendering is unsuccessful.

[0202] It should be noted that the fragmentation effect display device provided in the above embodiment is merely an example of the division of the above functional modules when displaying the fragmentation effect. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the fragmentation effect display device provided in the above embodiment and the fragmentation effect display method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0203] Figure 17 1 is a schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 1700 may have relatively large differences due to different configurations or accuracy, and may include one or more processors (Central Processing Units, CPU) 1701 and one or more memories 1702, wherein the memory 1702 stores at least one computer program, and the at least one computer program is loaded and executed by the processor 1701 to implement the methods provided in the above-mentioned various method embodiments. Of course, the computer device may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The computer device may also include other components for implementing device functions, which will not be described in detail here.

[0204] The terminal provided in the embodiment of the present application can be implemented as a terminal. Figure 18 The following is a block diagram of a terminal 1800 according to an exemplary embodiment of the present application. Terminal 1800 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. Terminal 1800 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other similar names.

[0205] Typically, the terminal 1800 includes a processor 1801 and a memory 1802 .

[0206] The processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1801 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1801 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0207] Memory 1802 may include one or more computer-readable storage media, which may be non-transitory. Memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1802 is used to store at least one instruction, which is executed by processor 1801 to implement the display method for the fragmentation effect provided in the method embodiment of the present application.

[0208] In some embodiments, terminal 1800 may optionally include a peripheral device interface 1803 and at least one peripheral device. The processor 1801, memory 1802, and peripheral device interface 1803 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1803 via a bus, signal lines, or circuit boards. For example, the peripheral device may include at least one of a radio frequency circuit 1804, a display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808.

[0209] The peripheral device interface 1803 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0210] The RF circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 1804 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 1804 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 16G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1804 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.

[0211] The display screen 1805 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1805 is a touch screen display, the display screen 1805 also has the ability to collect touch signals on the surface or above the surface of the display screen 1805. The touch signal can be input as a control signal to the processor 1801 for processing. At this time, the display screen 1805 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 1805, which is set on the front panel of the terminal 1800; in other embodiments, there can be at least two display screens 1805, which are respectively set on different surfaces of the terminal 1800 or in a folding design; in other embodiments, the display screen 1805 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 1800. Even more, the display screen 1805 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1805 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0212] The camera assembly 1806 is used to capture images or videos. Optionally, the camera assembly 1806 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1806 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0213] The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1801 for processing, or input into the radio frequency circuit 1804 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the terminal 1800. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 1807 may also include a headphone jack.

[0214] Power supply 1808 is used to power various components in terminal 1800. Power supply 1808 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1808 includes a rechargeable battery, the rechargeable battery can be wired or wirelessly rechargeable. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.

[0215] In some embodiments, the terminal 1800 further includes one or more sensors 1809 , including but not limited to: an acceleration sensor 1810 , a gyroscope sensor 1811 , a pressure sensor 1812 , an optical sensor 1813 , and a proximity sensor 1814 .

[0216] The accelerometer 1810 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 1800. For example, the accelerometer 1810 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1801 can control the display screen 1805 to display the user interface in either a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1810. The accelerometer 1810 can also be used to collect game or user motion data.

[0217] The gyroscope sensor 1811 can detect the orientation and rotation angle of the terminal 1800. It can also work with the accelerometer 1810 to collect the user's 3D movements on the terminal 1800. Based on the data collected by the gyroscope sensor 1811, the processor 1801 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0218] The pressure sensor 1812 can be provided on the side frame of the terminal 1800 and / or the lower layer of the display screen 1805. When the pressure sensor 1812 is provided on the side frame of the terminal 1800, it can detect the user's grip signal of the terminal 1800, and the processor 1801 can perform left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor 1812. When the pressure sensor 1812 is provided on the lower layer of the display screen 1805, the processor 1801 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 1805. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0219] Optical sensor 1813 is used to detect ambient light intensity. In one embodiment, processor 1801 can control the display brightness of display screen 1805 based on the ambient light intensity detected by optical sensor 1813. For example, when the ambient light intensity is high, the display brightness of display screen 1805 is increased; when the ambient light intensity is low, the display brightness of display screen 1805 is decreased. In another embodiment, processor 1801 can also dynamically adjust the shooting parameters of camera assembly 1806 based on the ambient light intensity detected by optical sensor 1813.

[0220] Proximity sensor 1814, also known as a distance sensor, is typically located on the front panel of terminal 1800. Proximity sensor 1814 is used to detect the distance between the user and the front of terminal 1800. In one embodiment, when proximity sensor 1814 detects that the distance between the user and the front of terminal 1800 is gradually decreasing, processor 1801 controls display screen 1805 to switch from the screen-on state to the screen-off state. When proximity sensor 1814 detects that the distance between the user and the front of terminal 1800 is gradually increasing, processor 1801 controls display screen 1805 to switch from the screen-off state to the screen-on state.

[0221] Those skilled in the art will understand that Figure 18 The structure shown in the figure does not constitute a limitation on the terminal 1800, and the terminal 1800 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0222] An embodiment of the present application further provides a computer-readable storage medium, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the method for displaying the fragmentation effect of the above embodiment.

[0223] An embodiment of the present application further provides a computer program product, including a computer program, which is loaded and executed by a processor to implement the operations performed by the method for displaying a fragmentation effect in the above embodiment.

[0224] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.

[0225] The above description is merely an optional embodiment of the embodiments of the present application and is not intended to limit the embodiments of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the embodiments of the present application shall be included in the scope of protection of the present application.

Claims

1. A method for displaying a fragmentation effect, characterized in that: The method comprises: Displaying a target virtual object; In response to a break event for the target virtual object, rendering a plurality of fragments of the target virtual object based on a particle system; Controlling the multiple fragments of the target virtual object to move.

2. The method according to claim 1, characterized in that The rendering of the plurality of fragments corresponding to the target virtual object based on the particle system in response to the break event of the target virtual object comprises: In response to a fragmentation event for the target virtual object, the target virtual object is rendered into a plurality of fragments, the number of which corresponds to the processing capability of a computer device, based on a particle system.

3. The method according to claim 1, characterized in that The rendering of the plurality of fragments corresponding to the target virtual object based on the particle system in response to the break event of the target virtual object comprises: In response to a fragmentation event for the target virtual object, the target virtual object is rendered into a plurality of fragments of a type corresponding to the processing capability of a computer device based on a particle system.

4. The method according to claim 1, wherein The controlling the movement of the plurality of fragments corresponding to the target virtual object comprises: Determining physical parameters of fragments corresponding to the target virtual object; The speed of the fragment is determined based on the physical parameters of the fragment and a simulation time interval, wherein the simulation time interval refers to a rendering time interval between two frames.

5. The method according to claim 1, wherein The controlling the movement of the plurality of fragments corresponding to the target virtual object comprises: The plurality of fragments corresponding to the target virtual object are controlled to move based on the event information of the breakage event.

6. The method according to claim 5, characterized in that The controlling the plurality of fragments corresponding to the target virtual object to move based on the event information of the breakage event includes: Based on the occurrence location of the fragmentation event, motion parameters of some fragments among the multiple fragments corresponding to the target virtual object are determined, and the some fragments are located in the area corresponding to the occurrence location. Based on the motion parameters of the some fragments, the some fragments are controlled to move.

7. The method according to claim 1, characterized in that The controlling the movement of the plurality of fragments corresponding to the target virtual object comprises: Obtaining element information of environmental elements of the virtual environment; The plurality of fragments corresponding to the target virtual object are controlled to move based on the element information of the environmental element.

8. The method according to claim 7, characterized in that The controlling the multiple fragments corresponding to the target virtual object to move based on the element information of the environmental element includes: Determining physical parameters of fragments corresponding to the target virtual object; The resistance is determined based on the type of the environmental element, and the speed of the fragment is determined based on the resistance, physical parameters of the fragment, and a simulation time interval, wherein the simulation time interval refers to a rendering time interval between two frames.

9. The method according to claim 7, characterized in that The controlling the multiple fragments corresponding to the target virtual object to move based on the element information of the environmental element includes: In the case where the environmental element is an obstacle, the speed of the fragments after the collision with the obstacle is calculated based on the speed of the fragments of the target virtual object in the frame where the collision occurs, the penetration distance when the fragments collide with the obstacle, the collision radius of the fragments and the simulation time interval.

10. The method according to claim 1, characterized in that The controlling the movement of the plurality of fragments corresponding to the target virtual object based on the fragmentation event includes: The plurality of fragments corresponding to the target virtual object are controlled to move based on the event type of the fragmentation event, and different event types of the fragmentation event correspond to different movement modes of the fragments.

11. The method according to claim 1, wherein The controlling the movement of the plurality of fragments corresponding to the target virtual object based on the fragmentation event includes: At least part of the fragments corresponding to the target virtual object are controlled to move based on the fragmentation event, so as to display the target virtual object in a traversable state.

12. The method according to claim 11, characterized in that The controlling at least part of the fragments corresponding to the target virtual object to move based on the fragmentation event so as to display the target virtual object as a traversable state includes: controlling a portion of the fragments corresponding to the target virtual object to disperse based on the breakage event, and keeping another portion of the fragments corresponding to the target virtual object stationary, so as to form a traversable passage in the target virtual object; or All fragments corresponding to the target virtual object are controlled to disperse based on the fragmentation event, so as to form a traversable passage in the deformed target virtual object.

13. The method according to claim 11, characterized in that The controlling at least part of the fragments corresponding to the target virtual object to move based on the fragmentation event so as to display the target virtual object as a traversable state includes: The fragmentation event includes a movement event of a virtual object in the target virtual object, and controls at least part of the fragments corresponding to the target virtual object to scatter based on the movement trajectory of the target object, so as to display the target virtual object as a traversable state.

14. The method according to claim 1, wherein The method further comprises: Initialize the life cycles of the multiple fragments, and destroy the fragments when the display time of any fragment reaches the corresponding life cycle; or, destroy the fragments when any fragment moves out of the target range; or, destroy the fragments when any fragment rendering is unsuccessful.

15. A display device with a fragmentation effect, characterized in that: The device comprises: A display module, used for displaying a target virtual object; a rendering module, configured to render a plurality of fragments of the target virtual object based on a particle system in response to a break event of the target virtual object; A control module is configured to control the movement of the plurality of fragments of the target virtual object based on the fragmentation event.

16. A computer device, characterized in that: The computer device includes a transceiver, a processor, and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the method for displaying a fragmentation effect according to any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to implement the operations performed by the method for displaying a fragmentation effect according to any one of claims 1 to 14.

18. A computer program product comprising a computer program, characterized in that The computer program is loaded and executed by a processor to implement the operations performed by the method for displaying a fragmentation effect according to any one of claims 1 to 14.

Citation Information

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