Field of view control method and apparatus, electronic device, program product

By providing a region selection control in the graphical user interface, users can select the target placement area of ​​virtual props, which solves the problem that vision props cannot accurately cover the internal area of ​​the target virtual object. This enables precise unlocking of occluded areas inside or outside the target virtual object, improving the accuracy and operational flexibility of vision control in the virtual scene.

CN122097958APending Publication Date: 2026-05-29NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Application Number
CN202610343418.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-03-19
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

In existing technologies, vision props are difficult to accurately cover the internal area of ​​the target virtual object, which makes it impossible for users to accurately obtain vision information inside or outside the building, affecting the game experience and strategy formulation.

Method used

The graphical user interface provides area selection controls, allowing users to select the target placement area for virtual props. It supports the deployment of virtual props in the internal space or external surface area of ​​the target virtual object, and displays a first range of scene areas, including some or all of the field of view information of the target area.

Benefits of technology

It enables precise unlocking of occluded areas inside or outside the target virtual object, improving the accuracy and operational flexibility of field of view control in the virtual scene. Users can deploy targeted fields of view as needed, solving the problem of incomplete field of view coverage in existing technologies.

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Abstract

The present disclosure provides a field of view control method, a field of view control device, an electronic device and a computer program product, and belongs to the technical field of virtual scene processing. The method comprises: in response to a configuration instruction for a virtual prop, determining a target placement area of the virtual prop in the virtual scene; if the target placement area overlaps with the position of the target virtual object, selecting a control in the graphical user interface display area; in response to a selection operation on the area selection control, determining a target area, which is one of the internal space area and the external surface area; deploying the virtual prop in the target placement area to display a first range of scene areas, which includes at least part of the target area. The present disclosure can provide the user with accurate internal or external field of view information of the target virtual object in the virtual scene.
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Description

Technical Field

[0001] This disclosure relates to the field of virtual scene processing technology, and in particular to a field of view control method, field of view control device, electronic device and computer program product. Background Technology

[0002] In the field of game vision processing technology, placing vision props in virtual scenes to illuminate areas is a common way for users to obtain information about foggy areas. However, in existing technologies, vision props often fail to accurately cover the internal areas of target virtual objects, and cannot provide users with accurate vision information about the interior or exterior of buildings. This makes it difficult for users to know the terrain layout, distribution of virtual objects, and other key information inside buildings, resulting in incomplete vision coverage and affecting the game experience and strategy formulation.

[0003] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0004] This disclosure provides a view control method, view control device, electronic device, and computer program product, thereby overcoming, to at least a certain extent, the problem in the prior art that users cannot accurately know the view information inside or outside a building in a game.

[0005] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.

[0006] According to one aspect of this disclosure, a view control method is provided, which provides a graphical user interface (GUI) via a terminal, the GUI including at least a portion of a virtual scene, at least a portion of the virtual scene being occluded, the occluded area of ​​the virtual scene including a target virtual object, the target virtual object including an internal space area and an external surface area; the method includes: in response to a configuration instruction for a virtual prop, determining a target placement area for the virtual prop in the virtual scene; if the target placement area overlaps with the position of the target virtual object, displaying a region selection control in the GUI; in response to a selection operation of the region selection control, determining a target region, the target region being one of the internal space area and the external surface area; deploying the virtual prop in the target placement area to display a first range of scene area, the first range of scene area including at least a portion of the target region.

[0007] In one exemplary embodiment of this disclosure, determining the target placement area of ​​the virtual prop in the virtual scene in response to a configuration instruction for the virtual prop includes: displaying a location selection control on the graphical user interface in response to a first trigger operation for a viewing control; and determining the location in the virtual scene associated with the second trigger operation as the target placement area in response to a second trigger operation for the location selection control.

[0008] In one exemplary embodiment of this disclosure, the step of displaying a region selection control in the graphical user interface includes: displaying a region selection control at an associated position of the position selection control; the selection operation is a sliding operation from the position of the position selection control to the region selection control.

[0009] In one exemplary embodiment of this disclosure, deploying the virtual prop in the target placement area includes: deploying the virtual prop at a preset position in the target area in response to detecting the end of the sliding operation.

[0010] In one exemplary embodiment of this disclosure, the region selection control includes a first region identifier for characterizing the outer surface region and at least one second region identifier for characterizing the internal space region, wherein different second region identifiers represent internal space regions of different layers; the selection operation is a trigger operation for the first region identifier or the second region identifier.

[0011] In one exemplary embodiment of this disclosure, the first range is determined based on the viewing distance of the virtual prop.

[0012] In one exemplary embodiment of this disclosure, the method further includes: when the target area is the internal space area, in response to deploying the virtual prop in the target placement area, making the outer surface area of ​​the target virtual object transparent, so as to display the internal space area in the scene area of ​​the first range.

[0013] In one exemplary embodiment of this disclosure, the method further includes: displaying a monitoring control corresponding to at least one deployed virtual prop within a preset area of ​​the graphical user interface; wherein the monitoring control is used to display scene status information within the scene area of ​​the first range and / or the status information of the virtual prop corresponding to the monitoring control.

[0014] In one exemplary embodiment of this disclosure, the scene state information includes at least one of the following: the target virtual character within the scene area of ​​the first range, and the distance between the target virtual character within the scene area of ​​the first range and the virtual prop corresponding to the monitoring control.

[0015] In one exemplary embodiment of this disclosure, the status information of the virtual item includes at least one of the following: the remaining duration of the virtual item and the health of the virtual item.

[0016] In one exemplary embodiment of this disclosure, the method further includes: in response to a trigger operation on the monitoring control, switching the game screen of the graphical user interface to the scene area of ​​the first range corresponding to the monitoring control.

[0017] According to one aspect of this disclosure, a field-of-view control device is provided, which provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of a virtual scene, at least a portion of the virtual scene being occluded. The occluded area of ​​the virtual scene includes a target virtual object, which includes an internal space area and an external surface area. The device includes: a target position determination module, configured to determine a target placement area for the virtual object in the virtual scene in response to a configuration command for the virtual object; an area control display module, configured to select an area control in the GUI if the target placement area overlaps with the position of the target virtual object; a target area determination module, configured to determine a target area in response to a selection operation of the area selection control, the target area being one of the internal space area and the external surface area; and a virtual object deployment module, configured to deploy the virtual object in the target placement area to display a first range of scene area, the first range of scene area including at least a portion of the target area.

[0018] According to one aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the field-of-view control method described in any of the preceding claims by executing the executable instructions.

[0019] According to one aspect of this disclosure, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the field-of-view control method described in any of the preceding claims.

[0020] The exemplary embodiments disclosed herein have the following beneficial effects: In response to configuration instructions for virtual props, the target placement area of ​​the virtual prop in the virtual scene is determined. If the target placement area overlaps with the position of the target virtual object, a region selection control is displayed in the graphical user interface. In response to a selection operation on the region selection control, a target area is determined, which is either an internal space area or an external surface area. The virtual prop is deployed in the target placement area to display a first range of scene areas, which includes at least a portion of the target area. On the one hand, when the target placement area of ​​the virtual prop overlaps with the target virtual object, the region selection control provided through the graphical user interface allows users to select either an internal space area or an external surface area as the deployment target. This overcomes the limitations of existing technologies that cannot distinguish between the internal and external areas of a target virtual object and cannot selectively deploy view props, thus improving the deployment logic of virtual props in occluded scenes. On the other hand, after the virtual prop is deployed based on the selected target area, a first range of scene areas including the target area is displayed, enabling precise unlocking of occluded areas inside or outside the target virtual object. This allows users to deploy targeted view props as needed, significantly improving the accuracy and operational flexibility of view control in the virtual scene.

[0021] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0022] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0023] Figure 1 A flowchart illustrating a vision control method is shown schematically. Figure 2 This diagram illustrates a graphical user interface for determining a target placement area. Figure 3 This diagram illustrates the display relationship between a location selection control and a region selection control. Figure 4 This schematic diagram illustrates a graphical user interface for defining a target area. Figure 5 A schematic diagram illustrating a scene area showing a first range is shown; Figure 6 This diagram schematically illustrates a graphical user interface including monitoring controls. Figure 7 A schematic diagram of a monitoring control is shown. Figure 8 This diagram illustrates the logic of distance changes between a target virtual character and virtual items. Figure 9 A schematic diagram illustrating the structure of a field-of-view control device is shown. Figure 10 An electronic device for implementing the above method is illustrated schematically. Detailed Implementation

[0024] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, they are provided so that this disclosure will be more comprehensive and complete, and will fully convey the concept of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments.

[0025] An exemplary embodiment of this disclosure first provides a view control method, which provides a graphical user interface (GUI) through a terminal. The GUI includes at least a portion of a virtual scene, and at least a portion of the virtual scene in the GUI is occluded. The occluded area of ​​the virtual scene includes a target virtual object, which includes an internal space area and an external surface area. The terminal device refers to an electronic device capable of running games and providing a GUI, such as a smartphone, tablet, or game console. The GUI refers to a visual interface on the terminal device used to display game-related content for user interaction, such as the interface displaying scene images, character status, operation buttons, and item inventory in a game. The virtual scene refers to a virtual environment constructed in the game, which may include game terrain, buildings, characters, and other elements. The target virtual object refers to a virtual object including an internal space and an external surface, such as a target virtual object, a virtual fortress, or a virtual container. In a virtual scene displayed by a graphical user interface, at least some areas are occluded, that is, areas that cannot be directly seen by the user. For example, occluded scenes that cannot be seen by the user due to buildings, plants, fog, shadows or special terrain. The occluded area includes target virtual objects, which have internal spaces and external surfaces. For example, the occluded area includes buildings, fortresses or containers.

[0026] The aforementioned field-of-view control method can be applied to user devices, such as mobile phones and tablets, as well as to servers. For example, when a user plays a game on a user device, the game screen can be processed by a server that can communicate with the user device, and then the processed game screen can be returned to the user device for display.

[0027] The following is in conjunction with the appendix Figure 1 The exemplary embodiments will be further described as follows: Figure 1 As shown, the field of view control method may include the following steps S110~S140: Step S110: In response to the configuration command for the virtual prop, determine the target placement area of ​​the virtual prop in the virtual scene.

[0028] Virtual props refer to items that can acquire and provide feedback on the field of vision information of a specific area, such as the "scout eye" prop, the "drone" virtual device, and the "magic crystal ball" virtual prop in games. Configuration commands can be operation commands used to trigger the deployment of virtual props. For example, it could be a user long-pressing the "eye" icon in the game interface, clicking the "Add scout eye" option, or a voice command input by the user, such as "Deploy field of vision." The target placement area refers to the area where the virtual prop is to be deployed. This area can be a range or a specific location, such as a circular area selected by the user on the map, an area pointed to by the joystick, or a specific point selected by the user in the virtual scene.

[0029] In this exemplary embodiment, in response to receiving an operation instruction from the user to place a virtual item, the target placement area can be determined in the virtual scene. For example, in a game, the user presses and holds the ward button on the screen (a configuration instruction for the field of vision). After receiving the instruction, the terminal determines the coordinate point next to the building as the target placement area for the field of vision in the fog of war area of ​​the virtual battlefield according to the position of the finger that is pressed.

[0030] Step S120: If the target placement area overlaps with the position of the target virtual object, select a control in the graphical user interface display area.

[0031] A region selection control is an interactive control displayed on a graphical user interface, used by users to select the inner or outer region of a target virtual object. It can be a drop-down menu control, such as a drop-down menu control that includes floor numbers; it can be a horizontally arranged button control, such as each button corresponding to a floor; or it can be a slider control, such as a slider control that includes multiple floor sub-options, and users can select the corresponding floor by sliding.

[0032] The overlap between the target placement area and the target virtual object means that the coordinates of the target placement area fall within the space occupied by the target virtual object. When this overlap is detected, a region selection control can be displayed in the graphical user interface. This region selection control is an interactive component used to select the display area of ​​the target virtual object, such as a floor selection control, an inside / outside selection pop-up, a floor button group, or an inside / outside toggle slider. The region selection control can be displayed in a preset position in the graphical user interface or its position can be adjusted according to user needs.

[0033] In this exemplary embodiment, the target placement area can be determined using a position selection control. The user can first determine the target placement area using the position selection control. When the target placement area overlaps with the position of the target virtual object, the target area is then determined within the region selection control. The region selection control can be displayed when the target placement area is determined and overlaps with the position of the target virtual object. For example, the user can first determine the target placement area by sliding a wheel, such as using the scene area corresponding to the position where the operation stops as the target placement area, or using the scene area corresponding to the position where a preset duration is pressed as the target placement area. When an overlap between the target placement area and the position of the target virtual object is detected, the region selection control is displayed around the position selection control. At this time, the user can continue to operate the region selection control to determine the target area.

[0034] Step S130: In response to the selection operation of the region selection control, a target region is determined, which is either an internal space region or an external surface region.

[0035] The selection operation refers to the interactive operation of the area selection control, used to select the target area, such as clicking, swiping, long-pressing, and checking. The target area refers to the spatial area where the virtual prop is deployed, determined according to the user's selection operation, such as the interior space area of ​​a building's first floor, the interior of a fortress, or the interior of a container, or the external surface area of ​​a building's exterior wall, the exterior wall of a fortress, or the shell of a container.

[0036] In this exemplary embodiment, the system can receive user selection operations such as clicking and sliding on the area selection control, and determine whether the virtual prop should be deployed in the internal space or external surface of the target virtual object based on the selected option. For example, if the user clicks the "Inside Building" option on the floor selection control, after the terminal responds, the target area is determined to be the internal space area of ​​the virtual building.

[0037] Step S140: Deploy virtual props in the target placement area to display a first range of scene area, the first range of scene area including at least part of the target area.

[0038] The first range refers to the field of view that is illuminated and unlocked after the virtual item takes effect, which is preset by the item's attributes or set according to user needs. The scene area displayed in the first range can be visual information that displays at least part of the target area, which may include scene terrain information, existing virtual object information (such as enemy characters, resources), etc., such as the room layout inside a residential building, the enemy positions in the rooms, the shelf distribution inside a warehouse, the supply boxes next to the shelves, or the staircase structure inside a castle tower, etc. It may also display visual descriptive information, such as text-based on-screen descriptions.

[0039] In this exemplary embodiment, after deploying virtual props in the target placement area, a first range of scene area can be displayed in the graphical user interface for the user to view, thereby obtaining the view inside the building. For example, in a game, the user clicks the "eye" icon on the interface to trigger a configuration command. The terminal device responds to the command and deploys a "scout eye" (virtual prop) inside the second floor of the residential building. Then, the graphical user interface displays the view information inside the second floor of the residential building, including the enemy's position in the second-floor room, the distribution of supply boxes, etc. The user can directly view this information through the interface to control the view inside the building.

[0040] In an exemplary embodiment, the first range is determined based on the viewing distance of the virtual prop.

[0041] The observation distance can be a preset field of view radius parameter for the virtual prop, such as 8 meters for the field of view eye and 12 meters for the reconnaissance eye. When the virtual prop is the field of view eye, with a preset observation distance of 8 meters, the first range can be a circular area with a radius of 8 meters centered on the field of view eye. Matching the field of view range according to the observation distance of the virtual prop can ensure the rationality of field of view unlocking and adapt to the functional differences of different field of view props.

[0042] Based on the above description, in this exemplary embodiment, in response to a configuration instruction for a virtual prop, a target placement area for the virtual prop in the virtual scene is determined; if the target placement area overlaps with the position of the target virtual object, a region selection control is displayed in the graphical user interface; in response to a selection operation on the region selection control, a target area is determined, which is either an internal space area or an external surface area; the virtual prop is deployed in the target placement area to display a first range of scene areas, which includes at least a portion of the target area. On the one hand, when the target placement area of ​​the virtual prop overlaps with the target virtual object, providing a region selection control through the graphical user interface allows users to select either an internal space area or an external surface area as the deployment target, overcoming the limitations of existing technologies that cannot distinguish between the internal and external areas of a target virtual object and cannot selectively deploy view props, thus improving the deployment logic of virtual props in occluded scenes; on the other hand, after the virtual prop is deployed based on the selected target area, a first range of scene areas including the target area is displayed, achieving precise unlocking of the internal or external occluded areas of the target virtual object, allowing users to deploy targeted view props as needed, significantly improving the accuracy and operational flexibility of view control in the virtual scene.

[0043] In an exemplary embodiment, determining the target placement area of ​​the virtual prop in the virtual scene in response to a configuration instruction for the virtual prop may include: In response to the first trigger action on the view control, display the location selection control on the graphical user interface; In response to a second trigger operation on the location selection control, the location in the virtual scene associated with the second trigger operation is determined as the target placement area.

[0044] The viewing controls are basic controls used to trigger the selection of virtual item locations, such as ward placement buttons and ward activation buttons. The first triggering operation refers to the interactive operation on the viewing controls, such as long press, click, and double-click. The location selection controls are interactive controls that select the placement location of items, such as ward placement wheels and map selection boxes. The second triggering operation refers to the location selection operation on the location selection controls, such as sliding the wheel or clicking on a map point.

[0045] In this exemplary embodiment, the viewing control can be a ward-placing button in the game interface, such as... Figure 2 The "eye" icon 210 in the virtual scene shown can be used to display an eye selection wheel (position selection control) in the graphical user interface when the user presses and holds the eye selection button (first trigger operation). The user can slide the wheel to select a point next to a building in the virtual scene (second trigger operation), and the terminal can then set that point or a preset area based on that point as the target placement area of ​​the eye.

[0046] by Figure 2 The virtual scene shown is illustrated as an example. The viewing control is the "eye" icon 210 in the graphical user interface. The first trigger operation is to long-press the "eye" icon 210. After the terminal device responds, the wheel 220, i.e., the position selection control, is displayed in the graphical user interface. The second trigger operation is for the user to control the wheel 220 to select an area in the virtual scene. For example, the user can operate the wheel 220 to control the movement of the selection box 230 in the virtual scene. Finally, the terminal device can determine the target placement area of ​​the "reconnaissance eye" virtual prop by mapping the control operation of the wheel 220 to the position 240 in the virtual scene, providing a clear target range for subsequent deployment.

[0047] In one exemplary embodiment, the selection control in the graphical user interface display area described above may include: Display an area selection control at the associated location of the location selection control; The selection operation is a sliding operation from the location of the position selection control to the area selection control.

[0048] The associated location of a location selection control can be an area adjacent to it. For example, if the location selection control is a wheel, the area selection control could be a hierarchical selection control displayed above the wheel; if the location selection control is a checkbox, the area selection control could be displayed to the right of the checkbox, etc. Alternatively, it can be an area determined by a second triggering operation. Specifically, the area selection control can be displayed on the extension line of the line connecting the viewing control and the location determined by the second triggering operation. Figure 3 As shown, the position selection control is a wheel 310. Users can slide on the wheel 310 to execute a second trigger operation, determining where to deploy virtual props in the virtual scene. When the user slides to position 320, the target placement area is determined. The display position of the display area selection control can be on the extension line of the line connecting the viewing control 340 and the determined position 320 of the sliding operation, as shown below. Figure 3 The layer selection control 330 is shown.

[0049] In this exemplary embodiment, after the graphical user interface displays the region selection control, the user can slide from the location of the position selection control to the region selection control using a sliding operation, for example... Figure 3 As shown, after displaying the hierarchy selection control 330, one can slide from the active position 320 of the wheel 310 to the hierarchy selection control 330.

[0050] In one exemplary embodiment, the deployment of virtual props in the target placement area may include: In response to the detection of the end of the swipe operation, a virtual prop is deployed at a preset location in the target area.

[0051] The swipe operation can end when the user releases the touchpad after swiping. When the end of the swipe operation is detected, the target area can be identified, and virtual props can be deployed at preset locations within that area. For example, in... Figure 3 In the diagram shown, after the user slides to a certain area option in the layer selection control 320 and releases the finger (sliding ends), the area corresponding to the end of the sliding operation can be used as the target area, and virtual props can be deployed at the preset position of the target area.

[0052] In this exemplary embodiment, after determining the target area, the user can further determine the specific deployment location within the target area using the location selection control. For example, if the user selects to deploy the virtual prop on the second floor inside the building, after selecting the second floor as the target area, the user can continue to slide in the location selection control. At this time, the location selection control is no longer used to determine the target placement location in the virtual scene, but can be used to determine the specific deployment location on the second floor, such as placing the virtual prop at the window position on the second floor, or placing the virtual prop at the center position on the second floor, etc.

[0053] In an exemplary embodiment, the region selection control includes a first region identifier for characterizing an external surface region and at least one second region identifier for characterizing an internal space region, wherein different second region identifiers represent internal space regions of different layers; Select the operation as a trigger operation targeting either the first region identifier or the second region identifier.

[0054] The first region identifier is used to identify the outer surface area of ​​the target virtual object, and the second region identifier is used to identify the internal space area of ​​the target virtual object. This could be, for example, symbols, text, or icons at different levels. The region selection control can include at least one second region identifier, such as one, two, or three second region identifiers, to indicate that the target virtual object has a one-, two-, or three-layer internal structure.

[0055] When the target placement area overlaps with the location of the target virtual object, the terminal will display a region selection control on the graphical user interface. The user can then select the target region from either a first region identifier or a second region identifier included in the region selection control. For example... Figure 4 As shown, the target placement area and the target virtual object meet the condition of positional overlap. The graphical user interface displays an area selection control 420 at the associated position of the position selection control 410. This area selection control 420 can include different area identifiers, such as a first area identifier 421, a second area identifier 422, and a second area identifier 423. Each second area identifier can correspond to a different area, such as a different floor. The user can slide to the second area identifier 422 and stop. The terminal determines the second floor corresponding to the second area identifier 422 as the target area. Then, virtual props will be deployed at a preset position in the target area, and the illuminated scene area of ​​the second floor within the first range will be displayed in the graphical user interface, such as... Figure 5 As shown in Figure 510.

[0056] In this exemplary embodiment, the selection operation is a trigger operation targeting either a first area identifier or a second area identifier, providing users with a dual choice of internal and external deployment. When the user selects the first area identifier, the terminal can deploy virtual props outside the target virtual object, achieving visual coverage of the building's external area, for example... Figure 4 The graphical user interface shown displays a region selection control 420, including a first region identifier 421, a second region identifier 422, and a second region identifier 423. When the user slides or clicks the first region identifier 421, a "scout eye" prop will be deployed on the outer wall of the target virtual object (warehouse) to achieve visual monitoring of the surrounding area outside the warehouse.

[0057] In addition, when the area selection control includes multiple area icons, users can slide back and forth among the multiple area icons. When a certain area icon is slid to, it can be highlighted so that users can clearly know the currently selected level, improving the intuitiveness and accuracy of the operation.

[0058] In one exemplary embodiment, the above method may further include: When the target area is an internal space area, in response to deploying virtual props in the target placement area, the outer surface area of ​​the target virtual object is made transparent so that the internal space area is displayed in the first range of scene area.

[0059] Transparency processing refers to rendering the external surface area of ​​a target virtual object to have a transparency effect, such as 10% transparency for an exterior wall or complete transparency for an exterior wall. In this exemplary embodiment, when the target area is an internal space, deploying virtual props in the target placement area can make the external surface area of ​​the target virtual object transparent, so that the internal space area can be displayed within a first range of scene areas. For example, if the target area is the interior of a building, after deploying a view device, the transparency of the building's exterior wall is adjusted to 10% (transparent), directly displaying the interior view of the building. Or, if the target area is the interior of a container, after deploying a view device, the transparency of the container's exterior wall is set to 20%, displaying the interior of the container, and so on. Making the external surface area of ​​the target virtual object transparent can eliminate external building obstruction, allowing direct viewing of the interior view and solving the problem of building interior view obstruction in the game perspective.

[0060] In one exemplary embodiment, the above method may further include: Within a preset area of ​​the graphical user interface, a monitoring control corresponding to at least one deployed virtual prop is displayed; wherein the monitoring control is used to display scene status information within a first range of scene area and / or the status information of the virtual prop corresponding to the monitoring control.

[0061] The preset area can be a pre-defined area in the graphical user interface used to display monitoring controls. This area does not affect the core operational view of the game's main screen, such as the collection of small windows in the upper right corner of the interface, the vertical sidebar on the right side of the interface, or the horizontal information bar at the bottom of the interface. Monitoring controls refer to interactive controls that correspond one-to-one with deployed virtual props, used to provide real-time feedback on dynamics within the field of view. They can be presented as visual windows, icons, or list items, such as small window controls displaying real-time footage; icon controls that use color changes to indicate status, etc. Deployed virtual props refer to virtual objects that provide a field of view and are deployed in the virtual scene, such as reconnaissance eyes, drones, and detection crystals.

[0062] Scene status information can be the status information within a first-range scene area, and may include virtual elements such as characters and items, including enemy users, friendly users, neutral monsters, supply boxes, equipment, and traps. Virtual item status information may include the virtual item's operational status data, such as remaining duration and health. Monitoring controls can be used to display the scene status information within the first-range scene area and / or the status information of the virtual items corresponding to the monitoring controls, to inform the user of the status within the first-range scene area or the status of the virtual items. Status information can be displayed through visual or auditory means, such as a red icon representing an enemy user, a blue icon representing a friendly user; text prompts like "Enemy user detected" or "Supplies detected"; or visual changes such as icon flashing or darkening of color.

[0063] After deploying at least one virtual prop, the terminal device can match and display corresponding monitoring controls for each deployed virtual prop within a preset area of ​​the graphical user interface. Based on these monitoring controls, it can display scene status information within the first range of the virtual prop's scene area and / or the status information of the virtual prop corresponding to the monitoring control. For example, when a virtual object enters the first range of the scene area corresponding to a virtual prop, the terminal device will display relevant prompts for the virtual object to the user through the corresponding monitoring control, allowing the user to know the dynamics of each field of view without switching perspectives. For instance, if the user deploys "reconnaissance eyes" on the second floor of the warehouse, the third floor of the residential building, and the second floor of the castle, in... Figure 6 The upper right corner of the graphical user interface shown can display three small window-like monitoring controls 610, each corresponding to one of the three "scout eye" items. When an enemy user enters the field of vision of the "scout eye" on the second floor of the warehouse, the corresponding monitoring control will display prompt information, such as the virtual character icon or the distance between the virtual character and the field of vision, so that the user can understand the situation in different fields of vision.

[0064] In an exemplary embodiment, the scene state information includes at least one of the following: the target virtual character within the first range of the scene area, and the distance between the target virtual character within the first range of the scene area and the virtual prop corresponding to the monitoring control.

[0065] The target virtual character refers to any virtual object that enters the first-range scene area and needs to be displayed to the user, such as a friendly or enemy object. Scene status information includes indicators that can be used to indicate the target virtual character within the first-range scene area, such as the character's faction, friend / enemy, or position / movement indicators. It may also include the distance between the target virtual character within the first-range scene area and the virtual props corresponding to the monitoring controls, for example... Figure 7The indicator area 710 below the monitoring control can display the distance between the target virtual character and the virtual prop corresponding to the monitoring control, and this distance can be dynamically updated. In this exemplary embodiment, the distance between the target virtual character and the virtual prop corresponding to the monitoring control can be represented by a color-gradient progress bar; or by a real-time changing number, such as "50 meters", "30 meters", etc.; or by a circular icon whose size changes with the distance (the closer the distance, the larger the icon).

[0066] When a target virtual character enters the field of view of a virtual prop, the terminal device locates the scene area corresponding to the virtual prop in the first range and updates the target virtual character within the first range scene area, and / or the distance between the target virtual character within the first range scene area and the virtual prop corresponding to the monitoring control. For example, if a user deploys a "scout eye" on the second floor of the warehouse, and the corresponding monitoring control is a small window in the upper right corner, when an enemy user (target virtual character) enters the scene area corresponding to the "scout eye," the monitoring control updates a color-gradient progress bar. As the enemy user gradually approaches the "scout eye," the position of the target virtual character on the progress bar moves from the left end to the right end, intuitively reflecting the change in the target virtual character's position and its distance from the virtual prop. In this exemplary embodiment, the progress bar can have color effects, such as color changes related to distance, like a gradient from green to red (green represents far, red represents near); or a gradient from yellow to red (yellow represents far, red represents near), etc. The first end of the progress bar can be the end representing "farthest distance," typically the left side, top, or starting point. The second end can be the end representing "nearest distance," typically the right side, bottom, or ending point. The closer the target virtual character's progress indicator is to the first end of the progress bar, the farther the distance between the target virtual character and the virtual item corresponding to the monitoring control; conversely, the closer the target virtual character's progress indicator is to the second end of the progress bar, the closer the distance between the target virtual character and the virtual item corresponding to the monitoring control. This dual cues of color gradient and position change help users more clearly and accurately judge distance. Figure 7 The progress bar displayed in the indicator area 710 of the monitoring control is a horizontal progress bar that gradually changes from green to red. The left end of the progress bar is the first end 711 (representing a far distance), and the right end is the second end 712 (representing a near distance). When an enemy user (target virtual character) enters the scene area corresponding to the first range of the "reconnaissance eye" (virtual prop), a character identifier 713 will appear on the progress bar to reflect the target virtual character's position on the progress bar, thereby further reflecting the distance between the target virtual character and the virtual prop. In this exemplary embodiment, the progress bar can also display other object identifiers, such as delivered resource identifiers, trap identifiers, etc. Figure 7The indicator area 710 shows a corresponding identifier 714 displayed according to the position of the special prop. The identifier of the target virtual character in the monitoring control can change according to the movement of the target virtual character in the virtual scene. The distance between the target virtual character and the special prop can also be estimated through the monitoring control. Figure 8 A schematic diagram of the distance change logic between the target virtual character and the virtual prop is shown. The area range with the virtual prop 810 as the origin is used as a reference. This area range can be mapped to the distance progress bar. The closer the target virtual character 820 is to the virtual prop 810, the closer it is to the right side of the progress bar in the indicator area of ​​the monitoring control. Other objects 830 can also determine their position in the progress bar in the indicator area of ​​the monitoring control according to their distance from the virtual prop.

[0067] In an exemplary embodiment, the status information of the virtual item includes at least one of the following: the remaining duration of the virtual item and the health of the virtual item.

[0068] The monitoring control can also provide the remaining duration of virtual items and / or the health of virtual items. The remaining duration can refer to the effective time during which the virtual item can still provide visual information to the user, for example... Figure 7 The "Scout Eye" effect shown has a countdown timer of 720 seconds. The remaining duration of the virtual item can be set according to actual needs, such as 60 seconds. The rate at which the remaining duration elapses can also be customized according to game requirements. After a user deploys a virtual item in the virtual scene, other users can attack the item to disrupt its ability to provide vision information. The virtual item's health can be considered as the remaining ability of the virtual item to provide vision information to the user, for example... Figure 7 The "Scout Eye" shown has 730 HP.

[0069] In one exemplary embodiment, the above method may further include: In response to a trigger operation on the monitoring control, the game screen of the graphical user interface is switched to the scene area of ​​the first range corresponding to the monitoring control.

[0070] This exemplary embodiment can display multiple independent monitoring controls in a preset area of ​​the graphical user interface, based on the number of deployed virtual props. Each monitoring control can correspond to one virtual prop. The user can perform a trigger operation on any of the multiple monitoring controls to trigger a view switching operation. This operation can be a single click, double click, long press, or other similar operation on the monitoring control.

[0071] Switching the game screen from the graphical user interface (GUI) to the first scene area corresponding to the monitoring control can refer to changing the currently displayed virtual screen of the GUI, such as the user's own perspective, to the first scene area corresponding to the monitoring control that triggered the operation. For example, switching from the user's own perspective to the real-time view of the scout eye on the second floor of the warehouse; or switching from the user's own perspective to the detection view of the detection crystal on the second basement level. By switching the view scene area with a single click, users can quickly view the status of areas not corresponding to the monitoring control, making the switching operation convenient and improving the user's gaming experience.

[0072] An exemplary embodiment of this disclosure also provides a field-of-view control device that provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of a virtual scene, and at least a portion of the virtual scene in the GUI is occluded. The occluded area of ​​the virtual scene includes a target virtual object, which includes an internal space area and an external surface area. (Refer to...) Figure 9 The field-of-view control device 900 may include: a target position determination module 910, configured to determine the target placement area of ​​the virtual prop in a virtual scene in response to a configuration command for the virtual prop; an area control display module 920, configured to display an area selection control on a graphical user interface if the target placement area overlaps with the position of the target virtual object; a target area determination module 930, configured to determine the target area in response to a selection operation of the area selection control, wherein the target area is one of an internal space area and an external surface area; and a virtual prop deployment module 940, configured to deploy the virtual prop in the target placement area to display a first range of scene areas, wherein the first range of scene areas includes at least a portion of the target area.

[0073] In one exemplary embodiment of this disclosure, the target location determination module includes: a first triggering unit, configured to display a location selection control on a graphical user interface in response to a first triggering operation on a viewing control; and a second triggering unit, configured to determine a location in a virtual scene associated with the second triggering operation as a target placement area in response to a second triggering operation on the location selection control.

[0074] In one exemplary embodiment of this disclosure, the first triggering unit includes: a control display subunit, configured to display a region selection control at an associated position of the position selection control; the selection operation is a sliding operation from the position of the position selection control to the region selection control.

[0075] In one exemplary embodiment of this disclosure, the virtual prop deployment module includes: a sliding operation detection unit, configured to deploy a virtual prop at a preset position in a target area in response to detecting the end of a sliding operation.

[0076] In one exemplary embodiment of this disclosure, the region selection control includes a first region identifier for characterizing an external surface region and at least one second region identifier for characterizing an internal space region, wherein different second region identifiers represent internal space regions of different layers; the selection operation is a trigger operation for the first region identifier or the second region identifier.

[0077] In one exemplary embodiment of this disclosure, the first range is determined based on the viewing distance of the virtual prop.

[0078] In one exemplary embodiment of this disclosure, the apparatus further includes: a transparency processing module, configured to, when the target area is an internal space area, in response to deploying a virtual prop in the target placement area, process the outer surface area of ​​the target virtual object to make it transparent, so as to display the internal space area in the scene area of ​​the first range.

[0079] In one exemplary embodiment of this disclosure, the apparatus further includes: a monitoring control display module, configured to display a monitoring control corresponding to at least one deployed virtual prop within a preset area of ​​the graphical user interface; wherein the monitoring control is configured to display scene status information within a first range of scene area and / or the status information of the virtual prop corresponding to the monitoring control.

[0080] In one exemplary embodiment of this disclosure, the scene state information includes at least one of the following: the target virtual character within the first range of the scene area, and the distance between the target virtual character within the first range of the scene area and the virtual prop corresponding to the monitoring control.

[0081] In one exemplary embodiment of this disclosure, the status information of the virtual item includes at least one of the following: the remaining duration of the virtual item and the health of the virtual item.

[0082] In one exemplary embodiment of this disclosure, the apparatus further includes: a screen switching module, configured to switch the game screen of the graphical user interface to the scene area of ​​the first range corresponding to the monitoring control in response to a trigger operation on the monitoring control.

[0083] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0084] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0085] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the above-described field-of-view control method.

[0086] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0087] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

[0088] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0089] Computer programs can be carried or transmitted via signals such as electrical, magnetic, optical, electromagnetic, and infrared rays. Electronic devices can convert the signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, the processor of the electronic device to execute) the method steps of various exemplary embodiments of this disclosure, such as the field-of-view control method described above.

[0090] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the methods of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0091] The following is for reference. Figure 10 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 10 The electronic device 1000 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0092] like Figure 10 As shown, the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.

[0093] The memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and may also include non-volatile memory, such as ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 including, but not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1024 may include the modules described above.

[0094] The processor 1010 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0095] The processor 1010 can be used to execute executable instructions stored in the memory 1020, such as the aforementioned field-of-view control method.

[0096] Bus 1030 is used to connect different components of electronic device 1000, and may include data bus, address bus and control bus.

[0097] Electronic device 1000 can communicate with one or more external devices 1100 (such as keyboard, mouse, external controller, etc.) through I / O interface 1040.

[0098] Electronic device 1000 can communicate with one or more networks via network adapter 1050. For example, network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.

[0099] Electronic device 1000 can display a graphical user interface, such as displaying a game editing scene, through monitor 1060.

[0100] although Figure 10 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0101] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.

[0102] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.

[0103] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0104] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A method for controlling field of view, characterized in that, A graphical user interface (GUI) is provided via a terminal, the GUI including at least a portion of a virtual scene, at least a portion of the virtual scene being occluded, the occluded region of the virtual scene including a target virtual object, the target virtual object including an internal space region and an external surface region; the method includes: In response to a configuration command for a virtual prop, the target placement area of ​​the virtual prop in the virtual scene is determined; If the target placement area overlaps with the position of the target virtual object, select a control in the graphical user interface display area; In response to a selection operation on the region selection control, a target region is determined, wherein the target region is one of the internal space region and the external surface region; The virtual props are deployed in the target placement area to display a first range of scene area, which includes at least a portion of the target area.

2. The method according to claim 1, characterized in that, The step of determining the target placement area of ​​the virtual prop in the virtual scene in response to a configuration command for the virtual prop includes: In response to a first trigger operation on the viewing control, a location selection control is displayed on the graphical user interface; In response to a second trigger operation on the location selection control, the location in the virtual scene associated with the second trigger operation is determined as the target placement area.

3. The method according to claim 2, characterized in that, The selection control in the graphical user interface display area includes: The associated location of the location selection control displays an area selection control; The selection operation is a sliding operation from the location of the position selection control to the area selection control.

4. The method according to claim 3, characterized in that, Deploying the virtual prop in the target placement area includes: In response to the detection of the end of the sliding operation, the virtual prop is deployed at a preset position in the target area.

5. The method according to claim 1, characterized in that, The region selection control includes a first region identifier for characterizing the outer surface region and at least one second region identifier for characterizing the internal space region, wherein different second region identifiers represent internal space regions of different layers; The selection operation is a trigger operation for the first region identifier or the second region identifier.

6. The method according to claim 1, characterized in that, The first range is determined based on the viewing distance of the virtual prop.

7. The method according to claim 1, characterized in that, The method further includes: When the target area is the internal space area, in response to deploying the virtual prop in the target placement area, the outer surface area of ​​the target virtual object is made transparent so as to display the internal space area in the scene area of ​​the first range.

8. The method according to claim 1, characterized in that, The method further includes: Within a preset area of ​​the graphical user interface, a monitoring control corresponding to at least one deployed virtual prop is displayed; wherein the monitoring control is used to display scene status information within the first range of scene area and / or the status information of the virtual prop corresponding to the monitoring control.

9. The method according to claim 8, characterized in that, The scene status information includes at least one of the following: the target virtual character within the first range of the scene area, and the distance between the target virtual character within the first range of the scene area and the virtual prop corresponding to the monitoring control.

10. The method according to claim 8, characterized in that, The status information of the virtual item includes at least one of the following: the remaining duration of the virtual item and the health of the virtual item.

11. The method according to claim 8, characterized in that, The method further includes: In response to a trigger operation on the monitoring control, the game screen of the graphical user interface is switched to the scene area of ​​the first range corresponding to the monitoring control.

12. A field-of-view control device, characterized in that, A graphical user interface (GUI) is provided via a terminal, the GUI displaying at least a portion of a virtual scene, at least a portion of the virtual scene in the GUI being occluded, the occluded area of ​​the virtual scene including a target virtual object, the target virtual object including an internal space area and an external surface area; the device includes: The target location determination module is used to determine the target placement area of ​​the virtual prop in the virtual scene in response to the configuration command for the virtual prop; The area control display module is used to select a control in the graphical user interface display area if the target placement area overlaps with the position of the target virtual object. The target region determination module is used to determine a target region in response to a selection operation of the region selection control, wherein the target region is one of the internal space region and the external surface region; A virtual prop deployment module is used to deploy the virtual prop in the target placement area to display a first range of scene area, the first range of scene area including at least a portion of the target area.

13. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the field-of-view control method according to any one of claims 1-11 by executing the executable instructions.

14. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by the processor, it implements the field of view control method according to any one of claims 1-11.