A virtual scene building processing method and system based on an image recognition algorithm

By optimizing the virtual scene construction process through image recognition algorithms, and based on the matching of interactive objects and virtual items, the construction order of interactive scenes is optimized, which solves the resource consumption problem when switching virtual scenes and improves the switching efficiency.

CN121033353BActive Publication Date: 2026-02-17浙江航大科技开发有限公司
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Patent Information

Application Number
CN202511564654.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-10-30
Publication Date
2026-02-17
Estimated Expiration
2045-10-30

AI Technical Summary

Technical Problem

When switching between virtual scenes, if there are many interactive objects, existing technologies have failed to effectively optimize the construction and processing of virtual items, resulting in excessive consumption of computing resources and affecting switching efficiency.

Method used

Based on image recognition algorithms, the matching between interactive objects and virtual items is determined, optimizing the order of building and processing interactive scenes. Virtual items are built only when necessary, reducing unnecessary building processes.

Benefits of technology

It improves the efficiency of switching between interactive scenarios, avoids resource waste, and ensures efficient setup and processing when there are a large number of interactive objects.

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Abstract

The application provides a virtual scene building processing system and method based on an image recognition algorithm, and belongs to the technical field of image processing, and specifically comprises the following steps: based on a building processing sequence, determining the position matching condition of an interactive object in a virtual scene in a building processing scheme of different virtual articles based on an image recognition algorithm; based on the position matching condition and interactive scene data that has not been subjected to virtual article building processing, determining a building processing object of the virtual article in the interactive scene; based on the building processing object data in the interactive scene that has been built, determining whether the virtual article in the interactive scene that has not been subjected to virtual article building processing needs to be directly subjected to overall building processing based on the composition data of the interactive object; and the efficiency of switching processing between different interactive scenes is improved.
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Description

Technical Field

[0001] This invention belongs to the field of image processing technology, and in particular relates to a virtual scene construction and processing method and system based on image recognition algorithm. Background Technology

[0002] To enhance the realism of training, existing technical solutions utilize virtual scenario-based training systems, which can significantly improve training effectiveness. A similar technical solution is presented in invention patent application CN202510111406.5, "Method for Constructing Accelerator Simulation Training Space Based on Multimodal Fusion and Ray Tracing." However, the aforementioned technical solution has the following technical shortcomings:

[0003] When switching between virtual scenes, the target of the switch often needs to be preloaded to improve the efficiency of the switching process. However, if there are a large number of interactive scenes with interactive objects, and virtual items other than interactive objects in the virtual scene are not differentiated and ignored, it will inevitably lead to a large consumption of computing resources, which will slow down the efficiency of the preloading process of the target of the switch and thus affect the efficiency of the switching process between different interactive scenes.

[0004] To address the aforementioned technical issues, this application provides a virtual scene construction and processing method and system based on image recognition algorithms. Summary of the Invention

[0005] To achieve the objectives of this invention, the following technical solution is adopted:

[0006] Specifically, this application provides a virtual scene construction and processing method based on image recognition algorithms, which includes:

[0007] S1 determines the order of building virtual items in the interactive scene based on the data of interactive objects in each interactive scene of the virtual scene. When determining the optimization of the building process of virtual items in the interactive scene, S1 determines the order of building virtual scene based on the matching of interactive objects and virtual items in the interactive scene.

[0008] S2, based on the building process order, uses an image recognition algorithm to determine the position matching of interactive objects in the virtual scene in different virtual item building process schemes. Based on the position matching and interactive scene data that has not undergone virtual item building process, it determines the virtual item building process object in the interactive scene.

[0009] S3 uses the data of the construction processing objects in the already constructed interactive scene, and based on the composition data of the interactive objects, to determine whether the virtual items in the interactive scene that have not undergone virtual item construction processing need to undergo full construction processing directly.

[0010] The beneficial effects of this invention are as follows:

[0011] Based on the data of interactive objects in various interactive scenarios of the virtual scene, the optimization of the construction and processing methods of virtual items in the interactive scenarios is determined. This enables the assessment of the efficiency requirements for switching between different interactive scenarios based on the number of interactive scenarios and the number of interactive objects in the interactive scenarios. Furthermore, it enables the assessment of the need to optimize the construction and processing methods of virtual items in the interactive scenarios from the perspective of switching efficiency requirements, thus ensuring the efficiency of switching between interactive scenarios.

[0012] Based on the data of the construction objects in the already constructed interactive scenes and the composition data of the interactive objects, it is determined whether the virtual items in the interactive scenes that have not undergone virtual item construction processing need to be directly constructed. This avoids the technical problem of low construction processing efficiency caused by continuing to determine the original construction objects in all the remaining interactive scenes that have not undergone virtual item construction processing when there are many already constructed interactive scenes and few virtual items. This ensures the construction processing efficiency of interactive scenes with a large number of interactive objects and a small number of virtual items that have not undergone virtual item construction processing.

[0013] Furthermore, the interaction scenario refers to a scenario in which there is an interaction relationship with the operator.

[0014] Furthermore, the interaction object is a virtual object that has an interactive relationship with the operator.

[0015] It should be noted that the virtual items are virtual objects in the virtual scene other than the interactive objects.

[0016] Furthermore, it was determined that the method for constructing and processing virtual items in the interactive scene needed to be optimized, specifically including:

[0017] Based on the interaction scene data in the virtual scene, the interaction scene in the virtual scene is determined;

[0018] Based on the interaction object data in different interaction scenarios, determine the number of interaction objects in different interaction scenarios;

[0019] Based on the number of interactive objects in different interactive scenarios, determine whether it is necessary to optimize the way virtual items are built in the interactive scenarios.

[0020] Furthermore, determine whether virtual items in interactive scenarios that have not undergone virtual item construction processing need to undergo full construction processing directly, specifically including:

[0021] Based on the data of the built-up interactive scenarios, determine the number of built-up interactive scenarios;

[0022] Based on the data of the built-up objects in the built-up interactive scenarios, determine the building matching ratio in the built-up interactive scenarios.

[0023] Based on the matching ratio of the established interactive scenarios and the number of established interactive scenarios, the data of interactive objects in the interactive scenarios that have not undergone virtual item building processes are used to determine whether the virtual items need to undergo full building processes directly.

[0024] In a second aspect, the present invention provides a computer system comprising: a memory and a processor connected in communication, and a computer program stored in the memory and capable of running on the processor, wherein the processor executes the above-described virtual scene construction processing method based on an image recognition algorithm when running the computer program.

[0025] Other features and advantages will be set forth in the following description, and the objects and other advantages of the invention are realized and obtained through the structures particularly pointed out in the description and the drawings.

[0026] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0027] The above and other features and advantages of the present invention will become more apparent from a detailed description of exemplary embodiments thereof with reference to the accompanying drawings.

[0028] Figure 1 This is a flowchart of a virtual scene construction and processing method based on image recognition algorithms;

[0029] Figure 2 It is a flowchart of the method for optimizing the construction and processing of virtual items in interactive scenarios;

[0030] Figure 3 This is a flowchart illustrating the method for determining the order of processing the interactive scene.

[0031] Figure 4 This is a flowchart illustrating the method for determining whether virtual items in an interactive scenario that have not undergone virtual item construction processing need to undergo full construction processing directly;

[0032] Figure 5It is a framework diagram of a computer system. Detailed Implementation

[0033] To enable those skilled in the art to better understand the technical solutions in this specification, the technical solutions in the embodiments of this specification will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this specification, and not all embodiments. Based on the embodiments of this specification, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of this specification.

[0034] In this application, based on the switching processing requirements between different interaction scenarios, a solution for constructing virtual items outside the interactive object in different interaction scenarios is determined. While ensuring the accuracy of the spatial coordinates of the interactive object, the number of virtual items constructed is reduced, thereby improving the efficiency of switching processing between different interaction scenarios.

[0035] Example 1

[0036] like Figure 1 As shown, this application provides a virtual scene construction and processing method based on image recognition algorithms, specifically including:

[0037] S1 determines the order of building virtual items in the interactive scene based on the data of interactive objects in each interactive scene of the virtual scene. When determining the optimization of the building process of virtual items in the interactive scene, S1 determines the order of building virtual scene based on the matching of interactive objects and virtual items in the interactive scene.

[0038] Furthermore, the interaction scenario refers to a scenario in which there is an interaction relationship with the operator.

[0039] Furthermore, the interaction object is a virtual object that has an interactive relationship with the operator.

[0040] It should be noted that the virtual items are virtual objects in the virtual scene other than the interactive objects.

[0041] Specifically, such as Figure 2 As shown, the optimization of the virtual item construction process in the interactive scene needs to be determined, specifically including:

[0042] Based on the interaction scene data in the virtual scene, the interaction scene in the virtual scene is determined;

[0043] Based on the interaction object data in different interaction scenarios, determine the number of interaction objects in different interaction scenarios;

[0044] Based on the number of interactive objects in different interactive scenarios, determine whether it is necessary to optimize the way virtual items are built in the interactive scenarios.

[0045] It should be noted that the number of interactive objects in different interactive scenarios determines whether the optimization of the virtual item construction process in the interactive scenario is needed. Specifically, this includes:

[0046] Based on the number of interactive objects, the complex interactive scenarios in the interactive scenarios are determined;

[0047] Based on the complex interaction scenario data, determine whether it is necessary to optimize the way virtual items are built in the interaction scenario.

[0048] It should be noted that the complex interaction scenario is an interaction scenario in which the number of interaction objects is greater than a preset threshold for the number of interaction objects. In one possible embodiment, an interaction scenario in which the number of interaction objects is not less than 5 is defined as a complex interaction scenario.

[0049] Specifically, when the constituent data of all interaction scenarios in the complex interaction scenario does not meet the requirements, if the processing method for building virtual items in the interaction scenario is not optimized, i.e., some virtual items are ignored, then if the number of virtual items in the interaction scenario is large, it will inevitably lead to excessive CPU and GPU usage. Consequently, when switching from one interaction scenario to a complex interaction scenario or vice versa, the computing resources for preloading processing will be limited, thus affecting the switching efficiency. Therefore, it is determined that the processing method for building virtual items in the interaction scenario needs to be optimized.

[0050] In one possible specific embodiment, when the proportion of complex interactive scenarios in all interactive scenarios is greater than 0.3, it is determined that the method of building virtual items in the interactive scenario needs to be optimized.

[0051] Specifically, such as Figure 3 As shown, the method for determining the processing order of the interactive scene is as follows:

[0052] Based on the interaction object data in the interaction scenario, the interaction objects in the interaction scenario are determined;

[0053] Based on the matching of interactive objects and virtual items in the interactive scenario, the number of interactive objects in the interactive scenario is determined by dividing the total number, and this is used as the matching ratio.

[0054] The order in which the interactive scene is built is determined by using the interactive object and the matching ratio.

[0055] It should be noted that the total number refers to the total number of interactive objects and virtual items in the interactive scenario.

[0056] Specifically, the order of setting up the interaction scene is determined using the interaction object and the matching ratio, including:

[0057] The priority of setting up and processing the interaction scene is determined based on the number of interaction objects.

[0058] Based on the matching ratio, the order of the interactive scene's setup processing under the setup processing priority is determined.

[0059] In one possible embodiment, the priority of the setup process is related to the number of interactive objects. The more interactive objects there are, the lower the priority of the setup process. That is, in interactive scenarios with a large number of interactive objects, as many virtual items as possible can be preserved, thereby ensuring the authenticity of the setup process in interactive scenarios with a large number of interactive objects.

[0060] In one possible specific embodiment, the setup processing priority includes a first priority and a second priority, wherein the first priority is greater than the second priority, the number of interactive objects corresponding to the first priority is no more than 2, the number of interactive objects corresponding to the second priority is between 2 and 5, and the number of interactive objects corresponding to the third priority is no less than 5.

[0061] Specifically, the processing order is sorted from smallest to largest according to the matching ratio, so as to quickly realize the deletion of virtual items in interactive scenarios with a large number of virtual items.

[0062] S2, based on the building process order, uses an image recognition algorithm to determine the position matching of interactive objects in the virtual scene in different virtual item building process schemes. Based on the position matching and interactive scene data that has not undergone virtual item building process, it determines the virtual item building process object in the interactive scene.

[0063] Furthermore, the location matching is determined by matching the coordinates of interactive objects in the interactive scene when different construction processing schemes are adopted.

[0064] It is understood that the construction processing scheme is divided according to the virtual items used in the construction processing of the virtual scene in the interactive scene. Specifically, different construction processing schemes include different virtual items and all interactive objects, so that the spatial coordinate relationship between virtual items and interactive objects can be used to realize the recognition processing of the coordinates of interactive objects.

[0065] Specifically, the coordinates of interactive objects in a virtual scene are determined based on image recognition algorithms, including:

[0066] ORB feature points in video frames are extracted using image feature extraction algorithms such as ORB-SLAM3.

[0067] The core of constructing a sparse point cloud map and establishing a world coordinate system is to use a selected virtual object as the origin of the reference coordinate system by matching features and optimizing camera pose.

[0068] Based on the correspondence between the spatial coordinates of virtual items and interactive objects in different video frames using ORB feature points, the coordinates of the interactive object are determined based on the origin of the reference coordinate system.

[0069] It should also be noted that if a virtual item is placed on top of other virtual items in a real environment, the virtual item can only appear in the building scheme corresponding to the other virtual item on which it is placed.

[0070] Furthermore, the method for determining the virtual item construction processing object in the interactive scene is as follows:

[0071] Based on the location matching, the coordinates of the interactive objects in the interactive scene under different construction processing schemes are determined. Based on the coordinates of the interactive objects in the interactive scene under different construction processing schemes, the deviation of the coordinates of the interactive objects in the construction processing scheme from those of other construction processing schemes is determined.

[0072] Based on the aforementioned deviation, a construction processing scheme that matches the coordinates of the interactive object determined in the reference construction processing scheme is identified, and this scheme is taken as the available construction processing scheme.

[0073] Using interactive scene data where virtual items have not been built, the virtual item data in the interactive scene where virtual items have not been built is determined. Using the virtual item data in the interactive scene where virtual items have not been built and the virtual item building objects with different available building processing schemes, the virtual item building objects in the interactive scene are determined.

[0074] It should be noted that the construction process that involves building all virtual items is used as a reference construction process. If there is no construction process that matches the coordinates of the interactive objects determined in the reference construction process, then all virtual items in the interactive scene will be used as virtual item construction objects.

[0075] Additionally, it can be understood that if there exists a construction process that matches the coordinates of the interactive object determined in the reference construction process, and if the number of virtual items in the interactive scene that has not undergone virtual item construction process does not meet the requirements, then the virtual item construction object in the interactive scene is determined to be the virtual item construction object corresponding to the available construction process with the fewest virtual item construction objects.

[0076] Furthermore, if the number of virtual items in the interactive scene that has not undergone virtual item construction meets the requirements, then all virtual items in the interactive scene will be used as virtual item construction objects.

[0077] In one possible specific embodiment, if the total number of virtual items in the number of interactive scenarios where virtual item building has not been performed is greater than a preset number threshold, or if the average matching ratio in the interactive scenarios where virtual item building has not been performed is less than 0.05, then it is determined that the number of virtual items in the interactive scenarios where virtual item building has not been performed does not meet the requirements.

[0078] S3 uses the data of the construction processing objects in the already constructed interactive scene, and based on the composition data of the interactive objects, to determine whether the virtual items in the interactive scene that have not undergone virtual item construction processing need to undergo full construction processing directly.

[0079] Specifically, such as Figure 4 As shown, determining whether virtual items in an interactive scene that have not undergone virtual item construction processing need to undergo full construction processing directly includes:

[0080] Based on the data of the built-up interactive scenarios, determine the number of built-up interactive scenarios, and determine the building ratio based on the proportion of the number of built-up interactive scenarios in all interactive scenarios.

[0081] Based on the data of the building and processing objects in the built interactive scenarios, the building matching ratio in the built interactive scenarios is determined, and the average value of the building matching ratio in the built interactive scenarios is used as the baseline matching ratio average.

[0082] Based on the average baseline matching ratio and the construction ratio in the established interactive scenarios, and using the interactive object data in the interactive scenarios where virtual items have not been constructed, it is determined whether the virtual items need to undergo full construction processing directly.

[0083] It is understood that when the building ratio is less than a preset building ratio threshold, it is determined that the virtual items in the interactive scene that have not undergone virtual item building processing do not need to undergo full building processing directly.

[0084] Furthermore, when the building ratio is not less than a preset building ratio threshold, wherein the matching ratio in the interactive scene where no virtual items have been built is less than the average of the baseline matching ratio, it is determined that all virtual items in the interactive scene where no virtual items have been built need to be built directly, that is, all virtual items are directly used to build the interactive scene.

[0085] It should also be noted that when the matching ratio in the interactive scenario where no virtual items have been built is not less than the average of the baseline matching ratio, then it is determined that the virtual items in the interactive scenario where no virtual items have been built do not need to undergo full building processing directly.

[0086] Example 2

[0087] Secondly, such as Figure 5 As shown, the present invention provides a computer system, including: a memory and a processor connected in communication, and a computer program stored in the memory and capable of running on the processor. When the processor runs the computer program, it executes the above-described virtual scene construction processing method based on an image recognition algorithm.

[0088] Optionally, optimize the way virtual items are built in the interactive scene, specifically including:

[0089] Based on the interaction scene data in the virtual scene, the interaction scene in the virtual scene is determined;

[0090] Based on the interaction object data in different interaction scenarios, determine the number of interaction objects in different interaction scenarios;

[0091] Based on the number of interactive objects in different interactive scenarios, we can determine the interactive scenarios with multiple interactive objects, and then determine whether the method of building and processing virtual items in the interactive scenarios needs to be optimized based on the data of interactive scenarios with multiple interactive objects.

[0092] It is understandable that when the number of interactive scenes in the virtual scene meets the requirements, that is, when the number is small, it can be directly determined that there is no need to optimize the construction method of virtual items in the interactive scene.

[0093] Additionally, it is understood that when the number of interactive scenes in the virtual scene does not meet the requirements, if the number of interactive scenes with multiple interactive objects exceeds the preset threshold for the number of interactive scenes, then it is determined that the method of building virtual items in the interactive scene needs to be optimized.

[0094] Real-time Example 3

[0095] Furthermore, the method for determining the virtual item construction processing object in the interactive scene is as follows:

[0096] Based on the location matching, determine the coordinates of the interactive objects in the interactive scene under different construction and processing schemes;

[0097] By using the coordinates of interactive objects in different setup processing schemes within the interactive scene, the deviation of the coordinates of the interactive objects in the setup processing scheme from those in other setup processing schemes is determined.

[0098] Using interactive scene data where virtual items have not been built, the virtual item data in the interactive scene where virtual items have not been built is determined. Based on the coordinate deviation between the virtual item data in the interactive scene where virtual items have not been built and different building processing schemes, the building processing objects of the virtual items in the interactive scene are determined.

[0099] It should be noted that the construction process that involves building all virtual items is used as a reference construction process. If there is no construction process that matches the coordinates of the interactive objects determined in the reference construction process, then all virtual items in the interactive scene will be used as virtual item construction objects.

[0100] Additionally, it can be understood that if there exists a construction process that matches the coordinates of the interactive object determined in the reference construction process, then the virtual item data in the remaining interactive scenes that have not undergone virtual item construction process is determined. When the number of interactive scenes that have not undergone virtual item construction process does not meet the requirements, since the number of interactive scenes that have not undergone virtual item construction process is large, the virtual item construction object in the interactive scene is determined to be the construction process with the fewest virtual items that match the coordinates of the interactive object determined in the reference construction process, and the corresponding virtual item construction object.

[0101] In one possible embodiment, if the number of interactive scenarios in which virtual items have not been built is not less than 10, then it is determined that the number of interactive scenarios in which virtual items have not been built does not meet the requirement.

[0102] Specifically, when the number of interactive scenarios without virtual item building processes meets the requirements, it is necessary to further determine the matching ratio of the interactive scenarios without virtual item building processes. If the number of interactive scenarios without virtual item building processes with a matching ratio less than a preset ratio threshold does not meet the requirements, then the number of virtual items in the interactive scenarios without virtual item building processes is relatively large. Therefore, based on this, the virtual item building processing object in the interactive scenario is determined to be the building processing scheme with the fewest virtual item building quantities that are consistent with the coordinates of the interactive object determined in the reference building processing scheme, and the corresponding virtual item building object.

[0103] In a possible specific embodiment, if the number of interaction scenarios with a matching ratio of less than 0.05 is not less than 5, then the virtual item building processing object in the interaction scenario is determined to be the building processing scheme with the fewest virtual item building quantities that are consistent with the coordinates of the interaction object determined in the reference building processing scheme, and the corresponding virtual item building object.

[0104] Furthermore, if the number of interactive scenarios without virtual item building processing that have a matching ratio less than a preset ratio threshold meets the requirements, then the matching ratio in the interactive scenario is determined. When the matching ratio in the interactive scenario is less than the average matching ratio of interactive scenarios without virtual item building processing, then all virtual items in the interactive scenario are taken as virtual item building processing objects. When the matching ratio in the interactive scenario is less than the average matching ratio of interactive scenarios without virtual item building processing, then the virtual item building processing object in the interactive scenario is determined to be the building processing scheme with the fewest virtual items whose coordinates are consistent with the interactive object determined in the reference building processing scheme, and the corresponding virtual item building object.

[0105] Real-time Example 4

[0106] Furthermore, determine whether virtual items in interactive scenarios that have not undergone virtual item construction processing need to undergo full construction processing directly, specifically including:

[0107] Based on the data of the built-up interactive scenarios, determine the number of built-up interactive scenarios;

[0108] Based on the data of the built-up objects in the built-up interactive scenarios, determine the building matching ratio in the built-up interactive scenarios.

[0109] Based on the matching ratio of the established interactive scenarios and the number of established interactive scenarios, the data of interactive objects in the interactive scenarios that have not undergone virtual item building processes are used to determine whether the virtual items need to undergo full building processes directly.

[0110] It should be noted that when the number of already built interactive scenes does not meet the requirements, since the number of already built interactive scenes is small, in order to minimize the number of virtual items to be built, it is determined that the virtual items in the interactive scenes that have not undergone virtual item building processes do not need to undergo all the building processes directly.

[0111] In one possible specific embodiment, if the proportion of the number of established interactive scenarios to all interactive scenarios is less than one-half, then it is determined that the number of established interactive scenarios does not meet the requirements.

[0112] It should be noted that the matching ratio is determined based on the number of interactive objects in the already built interactive scene and the total number of interactive objects and virtual item building objects. Specifically, the ratio of the number of interactive objects to the total number is determined.

[0113] Additionally, it is understandable that when the number of built interactive scenes meets the requirements, it is also necessary to determine the building matching ratio in the built interactive scenes. If the average building matching ratio in the built interactive scenes is greater than the preset ratio threshold, then since the number of virtual items built in the built interactive scenes is large, it is determined that the virtual items in the interactive scenes that have not undergone virtual item building processing do not need to undergo all building processing directly.

[0114] Furthermore, when the matching ratio meets the requirements, the matching ratio in the interactive scene where no virtual items have been built is required. When the matching ratio in the interactive scene where no virtual items have been built is less than the average matching ratio in the built interactive scene, it is determined that all virtual items in the interactive scene where no virtual items have been built need to be built directly, that is, all virtual items are used directly for the construction of the interactive scene.

[0115] Additionally, it should be noted that when the matching ratio in the interactive scene where no virtual items have been built is not less than the average matching ratio in the interactive scene where virtual items have been built, if the difference between the matching ratio in the interactive scene where no virtual items have been built and the average matching ratio in the interactive scene where virtual items have been built is greater than a preset deviation threshold, then it is determined that the virtual items in the interactive scene where no virtual items have been built do not need to undergo full building processing directly.

[0116] In one possible specific embodiment, if the difference between the matching ratio in the interactive scene where virtual items have not been built and the average matching ratio in the interactive scene where virtual items have been built is greater than 0.1, then it is determined that the virtual items in the interactive scene where virtual items have not been built do not need to undergo full building processing directly.

[0117] Understandably, when it is not necessary to perform the entire construction process directly, the original multiple construction processes are still used, and the construction objects are determined by matching the coordinates of the interactive objects of different construction processes.

[0118] Furthermore, if the difference between the matching ratio in the interactive scene where virtual items have not been built and the average matching ratio in the interactive scene where virtual items have been built is not greater than a preset deviation threshold, then the number of interactive objects in the interactive scene where virtual items have not been built is determined. When the number of interactive objects in the interactive scene where virtual items have not been built is less than a preset threshold for the number of interactive objects, since the number of interactive objects in the interactive scene where virtual items have not been built is small, it is determined that the virtual items in the interactive scene where virtual items have not been built do not need to undergo full building processing directly.

[0119] In one possible embodiment, if the number of interactive objects in the interactive scene where no virtual item building process has been performed is less than 3, then it is determined that the virtual items in the interactive scene where no virtual item building process has been performed do not need to undergo all building processes directly.

[0120] Additionally, it can be understood that when the number of interactive objects in the interactive scene where no virtual items have been built is not less than a preset threshold for the number of interactive objects, it is determined that all virtual items in the interactive scene where no virtual items have been built need to be built directly. That is, all virtual items are used directly to build the interactive scene, meaning that all virtual items are building objects, thereby greatly improving the efficiency of virtual item building.

[0121] The various embodiments in this specification are described in a progressive manner. Similar or identical parts between embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, the embodiments of apparatus, devices, and non-volatile computer storage media are basically similar to the method embodiments, so the descriptions are relatively simple; relevant parts can be referred to the descriptions of the method embodiments.

[0122] The foregoing has described specific embodiments of this specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired result. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired result. In some embodiments, multitasking and parallel processing are possible or may be advantageous.

[0123] The above description is merely one or more embodiments of this specification and is not intended to limit this specification. Various modifications and variations can be made to the one or more embodiments of this specification by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principle of one or more embodiments of this specification should be included within the scope of the claims of this specification.

Claims

1. A method for constructing and processing virtual scenes based on image recognition algorithms, characterized in that, Specifically, it includes: Based on the data of interactive objects in various interactive scenarios of the virtual scene, when it is necessary to optimize the construction process of virtual items in the interactive scene, the construction order of the interactive scene is determined based on the matching of interactive objects and virtual items in the interactive scene. Based on the aforementioned construction process order, the position matching of interactive objects in the virtual scene in different virtual item construction process schemes is determined using an image recognition algorithm. Based on the position matching and interactive scene data that has not undergone virtual item construction process, the virtual item construction process objects in the interactive scene are determined. Based on the data of the construction processing objects in the already constructed interactive scene, and the composition data of the interactive objects, determine whether the virtual items in the interactive scene that have not undergone virtual item construction processing need to undergo full construction processing directly.

2. The virtual scene construction and processing method based on image recognition algorithm as described in claim 1, characterized in that, The interaction scenario refers to a scenario in which there is an interaction relationship with the operator.

3. The virtual scene construction and processing method based on image recognition algorithm as described in claim 1, characterized in that, The interaction object is a virtual object that has an interactive relationship with the operator.

4. The virtual scene construction and processing method based on image recognition algorithm as described in claim 1, characterized in that, The optimization of the virtual object construction and processing methods in the interactive scene needs to be determined, specifically including: Based on the interaction scene data in the virtual scene, the interaction scene in the virtual scene is determined; Based on the interaction object data in different interaction scenarios, determine the number of interaction objects in different interaction scenarios; Based on the number of interactive objects in different interactive scenarios, determine whether it is necessary to optimize the way virtual items are built in the interactive scenarios.

5. The virtual scene construction and processing method based on image recognition algorithm as described in claim 4, characterized in that, Based on the number of interactive objects in different interactive scenarios, determine whether it is necessary to optimize the way virtual items are built in the interactive scenarios, specifically including: Based on the number of interactive objects, the complex interactive scenarios in the interactive scenarios are determined; Based on the complex interaction scenario data, determine whether it is necessary to optimize the way virtual items are built in the interaction scenario.

6. The virtual scene construction and processing method based on image recognition algorithm as described in claim 5, characterized in that, The complex interaction scenario is an interaction scenario in which the number of interaction objects exceeds a preset threshold for the number of interaction objects.

7. The virtual scene construction and processing method based on image recognition algorithm as described in claim 1, characterized in that, The method for determining the processing order of the interactive scene is as follows: Based on the interaction object data in the interaction scenario, the interaction objects in the interaction scenario are determined; Based on the matching of interactive objects and virtual items in the interactive scenario, the number of interactive objects in the interactive scenario is determined by dividing the total number, and this is used as the matching ratio. The order in which the interactive scene is built is determined by using the interactive object and the matching ratio.

8. The virtual scene construction and processing method based on image recognition algorithm as described in claim 7, characterized in that, Using the interaction objects and matching ratios, the order in which the interaction scene is built and processed is determined, specifically including: The priority of setting up and processing the interaction scene is determined based on the number of interaction objects. Based on the matching ratio, the order of the interactive scene's setup processing under the setup processing priority is determined.

9. The virtual scene construction and processing method based on image recognition algorithm as described in claim 1, characterized in that, Determine whether virtual items in interactive scenes that have not undergone virtual item creation processing need to be created entirely directly, specifically including: Based on the data of the built-up interactive scenarios, determine the number of built-up interactive scenarios; Based on the data of the built-up objects in the built-up interactive scenarios, determine the building matching ratio in the built-up interactive scenarios. Based on the matching ratio of the established interactive scenarios and the number of established interactive scenarios, the data of interactive objects in the interactive scenarios that have not undergone virtual item building processes are used to determine whether the virtual items need to undergo full building processes directly.

10. A computer system, comprising: A memory and a processor connected in communication, and a computer program stored in the memory and capable of running on the processor, characterized in that, when the processor runs the computer program, it executes a virtual scene construction processing method based on an image recognition algorithm as described in any one of claims 1-9.

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