Data processing method and apparatus

By introducing hierarchical identifiers and intelligent matching of performance configuration parameters into digital cultural products, the confusion and errors in the resource configuration process are resolved, automated and standardized resource management is achieved, and rendering quality and efficiency are improved.

CN122114493APending Publication Date: 2026-05-29ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
Filing Date
2026-02-12
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

In existing technologies, the configuration process of lighting and effects resources in digital cultural product production software is complex and lacks intelligent management, resulting in resource chaos, configuration errors, and repetitive work, which affects rendering quality.

Method used

By introducing hierarchical identifiers and intelligent matching of performance configuration parameters, resources for target scenarios are dynamically filtered to achieve automated and precise resource scheduling and management. A preset naming structure and hierarchical structure design are adopted, combined with automated tools for compliance detection and standardized configuration.

Benefits of technology

It enables resource management of digital cultural products, improves resource utilization efficiency and rendering quality consistency, solves problems such as resource chaos, configuration errors and duplication of work in existing technologies, provides stable and scalable data technology for rendering quality of digital cultural product projects, and solves the problems of intelligent and standardized configuration of resource management in existing technologies.

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Abstract

The present specification provides a data processing method and device, which can be widely applied in the field of digital cultural product production software and data cultural creative software. The data processing method comprises: in response to a rendering request for a target scene, obtaining resource identifiers of at least one scene resource in the target scene, wherein the resource identifiers comprise level identifiers for identifying levels to which the scene resources belong, and the rendering request carries performance configuration parameters; determining a target level identifier from the level identifiers according to the performance configuration parameters; determining a target scene resource from the at least one scene resource according to the resource identifiers containing the target level identifier, and rendering a target scene corresponding to the performance configuration parameters according to the target scene resource. Through fine control of the performance configuration parameters, the best visual effect under different performance requirements is ensured, and stable and scalable data support for the rendering quality of large digital cultural product projects is provided.
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Description

Technical Field

[0001] This specification relates to the field of computer technology, and in particular to data processing methods. This specification also relates to a data processing apparatus, a computing device, a computer-readable storage medium, and a computer program product. Background Technology

[0002] In the fields of digital cultural product creation software and data-driven cultural creative software, there is often a need to design a large number and variety of lighting and effects resources. Different types of resources require fine-grained configuration and image quality level classification according to project requirements. For example, different image quality levels can be set for resources, and the performance of lighting or effects resources under different image quality requirements can be controlled according to the image quality level.

[0003] Because these configuration processes are complex and cumbersome, they currently rely mainly on manual adjustments or simple batch processing tools, lacking a comprehensive intelligent management system. Especially when multiple lighting scenes are produced in parallel and multiple people are working collaboratively, problems such as resource chaos, configuration errors, and repetitive work can easily occur, thus affecting the overall rendering quality. Summary of the Invention

[0004] In view of this, embodiments of this specification provide a data processing method. This specification also relates to a data processing apparatus, a computing device, a computer-readable storage medium, and a computer program product, to address the aforementioned problems in the prior art.

[0005] According to a first aspect of the embodiments of this specification, a data processing method is provided, comprising: In response to a rendering request for a target scene, a resource identifier for at least one scene resource in the target scene is obtained, wherein the resource identifier includes a level identifier for identifying the level to which the scene resource belongs, and the rendering request carries performance configuration parameters. Based on the performance configuration parameters, determine the target level identifier from the level identifiers; Based on the resource identifier containing the target level identifier, a target scene resource is determined from the at least one scene resource, and a target scene corresponding to the performance configuration parameters is generated by rendering based on the target scene resource.

[0006] According to a second aspect of the embodiments of this specification, a data processing apparatus is provided, comprising: The response module is configured to respond to a rendering request for a target scene by obtaining a resource identifier of at least one scene resource in the target scene, wherein the resource identifier includes a level identifier for identifying the level to which the scene resource belongs, and the rendering request carries performance configuration parameters. The determination module is configured to determine the target level identifier from the level identifiers based on the performance configuration parameters. The generation module is configured to determine a target scene resource from the at least one scene resource based on a resource identifier containing the target level identifier, and to render and generate a target scene corresponding to the performance configuration parameters based on the target scene resource.

[0007] According to a third aspect of the embodiments of this specification, a computing device is provided, including a memory, a processor, and a computer program / instructions stored in the memory and executable on the processor, wherein the processor executes the computer program / instructions to implement the steps of the data processing method.

[0008] According to a fourth aspect of the embodiments of this specification, a computer-readable storage medium is provided that stores a computer program / instructions that, when executed by a processor, implement the steps of the data processing method.

[0009] According to a fifth aspect of the embodiments of this specification, a computer program product is provided, including a computer program / instructions that, when executed by a processor, implement the steps of the above-described data processing method.

[0010] The data processing method provided in this specification, in response to a rendering request for a target scene, obtains a resource identifier for at least one scene resource in the target scene, wherein the resource identifier includes a layer identifier for identifying the layer to which the scene resource belongs, and the rendering request carries performance configuration parameters; determines a target layer identifier from each layer identifier according to the performance configuration parameters; determines a target scene resource from the at least one scene resource according to the resource identifier containing the target layer identifier, and renders and generates a target scene corresponding to the performance configuration parameters according to the target scene resource.

[0011] The data processing method provided in one embodiment of this specification can dynamically filter target scene resources that meet the performance configuration parameters in the rendering request by intelligently matching performance configuration parameters with the hierarchical identifiers of scene resources. This enables automated and precise scheduling and management of scene resources, effectively solving problems such as resource chaos, configuration errors, and repetitive work that easily occur in complex configuration processes using manual adjustments and simple batch processing tools. The fine-grained control of performance configuration parameters ensures the best visual effects under different performance requirements, providing stable and scalable data support for the rendering quality of large-scale digital cultural product projects. Attached Figure Description

[0012] Figure 1 This is a flowchart of a data processing method provided in one embodiment of this specification; Figure 2This is a flowchart illustrating a data processing method provided in one embodiment of this specification. Figure 3 This is a schematic diagram of the structure of a data processing device provided in one embodiment of this specification; Figure 4 This is a structural block diagram of a computing device provided in one embodiment of this specification. Detailed Implementation

[0013] Many specific details are set forth in the following description to provide a full understanding of this specification. However, this specification can be implemented in many other ways than those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this specification. Therefore, this specification is not limited to the specific implementations disclosed below.

[0014] The terminology used in one or more embodiments of this specification is for the purpose of describing particular embodiments only and is not intended to be limiting of the one or more embodiments of this specification. The singular forms “a,” “described,” and “the” as used in one or more embodiments of this specification and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used in one or more embodiments of this specification refers to and includes any or all possible combinations of one or more associated listed items.

[0015] It should be understood that although the terms first, second, etc., may be used to describe various information in one or more embodiments of this specification, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, first may also be referred to as second without departing from the scope of one or more embodiments of this specification, and similarly, second may also be referred to as first. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to a determination."

[0016] This specification provides a data processing method, and also relates to a data processing apparatus, a computing device, a computer-readable storage medium, and a computer program product, which will be described in detail in the following embodiments.

[0017] Figure 1 A flowchart of a data processing method according to an embodiment of this specification is shown, which specifically includes the following steps: Step 102: In response to a rendering request for the target scene, obtain the resource identifier of at least one scene resource in the target scene, wherein the resource identifier includes a level identifier for identifying the level to which the scene resource belongs, and the rendering request carries performance configuration parameters.

[0018] In this context, a rendering request can be understood as a request triggered by player actions, scene switching, or other means to visually render a specific scene. The target scene can be understood as the virtual environment currently being rendered, such as a game level, an indoor scene, or a large world area; no specific limitation is made here. Scene resources can be understood as various elements within the target scene that constitute the scene's visual representation, such as lighting, models, materials, and effects. In the embodiments described in this specification, scene resources include lighting resources and effect resources that affect the visual representation of lighting.

[0019] A resource identifier can be understood as a unique identifier corresponding to a scene resource, usually represented as a string, used to locate the resource in the resource library; in practical applications, this resource identifier is usually the name of the scene resource. A hierarchy identifier can be understood as part of the resource identifier, used to indicate the position of the scene resource in a preset hierarchy structure. For example, for lighting resources, the preset hierarchy structure may include primary light levels, auxiliary light levels, and cinematic light levels. Performance configuration parameters can be understood as parameters related to device performance and / or image quality settings, such as image quality mode (cinematic, high, medium, low), platform type (PC, mobile), etc., used to dynamically adjust the scene rendering effect.

[0020] Specifically, upon receiving a rendering request for a target scene, the scene resources that need to be rendered in the target scene are identified, and their resource identifiers are extracted. The resource identifiers contain the layer identifier to which the scene resource belongs (for example, if the name of a light resource contains the character K, then the layer to which the light resource belongs can be determined to be the primary light layer). In fact, the rendering request carries performance configuration parameters (such as image quality level), which provide a basis for subsequent resource selection.

[0021] For example, when a player enters scene A in the game, they receive a rendering request to render scene A. This rendering request can carry the image quality parameter "high quality" (i.e., performance configuration parameter), obtain the scene resources in scene A, and obtain the resource identifiers of these scene resources. For example, the name (i.e., resource identifier) ​​of one light resource is KS_SpotLight_Mechat_Env_NoCul; the name of another light resource is F_SpotLight_Mechat_Env_NoCul. The prefixes "KS" and "F" are the layer identifiers. KS corresponds to "primary light strip projection", and F corresponds to "auxiliary light source".

[0022] In one or more embodiments of this specification, the resources obtained differ depending on the applicable area corresponding to the scene. Therefore, it is necessary to determine the target applicable area corresponding to the target scene, and then determine the target resource set based on the target applicable area, and obtain the resource information of at least one scene resource in the target resource set. Specific implementation methods are as follows: The step of obtaining the resource identifier of at least one scene resource in the target scene in response to a rendering request for the target scene includes: In response to a rendering request for a target scene, determine the target area of ​​action corresponding to the target scene; Based on the target area of ​​action, determine the target resource set from the scene resource set, and obtain the resource identifier of at least one scene resource in the target resource set.

[0023] The target area of ​​effect can be understood as the spatial range within the target scene that needs to be rendered, such as the global scope, a room, a location, or an area. The scene resource set can be understood as a collection of renderable resources, including various lighting and effects resources. Resources in the scene resource set are typically organized and managed according to a hierarchical structure and naming conventions. The target resource set can be understood as a subset of resources from the scene resource set that are relevant to the target area of ​​effect. For example, if the target scene is a room, the target resource set would consist of local lighting and effects resources from the scene resource set that only affect that room area.

[0024] Specifically, the rendering request is parsed, the target area of ​​action corresponding to the target scene is determined based on the player's position, field of view, etc., and scene resources that only affect the target area are selected from the preset scene resource set (usually organized by hierarchy such as "global / local") to form a target resource set, and the resource identifiers of the scene resources in the target resource set are obtained.

[0025] For example, if the target scene is an "indoor lobby" in a game, the target area of ​​this scene is defined as the "lobby area." From the entire set of scene resources in the game, lighting and effect resources related to the lobby area are selected to form the target resource set.

[0026] The data processing method provided in this embodiment achieves precise regional management of scene resources by dynamically determining the target area of ​​the target scene and filtering relevant resources. This optimizes resource loading and rendering efficiency, avoids the consumption of irrelevant resources, and improves the flexibility and controllability of rendering.

[0027] In one or more embodiments of this specification, the scene resources include lighting resources, and determining the target resource set from the scene resource set based on the target area includes: When the target area is a global area, a resource set belonging to the global area is determined from the resource set, and the resource set belonging to the global area is determined as the target resource set, wherein the resource set of the global area is used to provide lighting covering the entire scene; When the target area is a local area, a resource set belonging to the local area is determined from the scene resource set, and the resource set belonging to the local area is determined as the target resource set, wherein the resource set of the local area is used to provide supplementary lighting in the local area.

[0028] The global area can be understood as the entire scene range, such as a complete map or world, where lighting resources apply to the entire scene and are not limited to a specific local space; the local area can be understood as a sub-space range in the scene, such as a room, outpost, or corner, where lighting resources only take effect within that local area.

[0029] Specifically, lighting resources are selectively chosen based on the spatial range type of the target area (global or local). In practice, it is determined whether the target area corresponding to the rendering request is a global or local area. If the target area is a global area, lighting resources belonging to the "global lighting level" (such as sunlight, environmental effects, etc.) are extracted from the scene resource set to form a target resource set, which is used to provide basic lighting for the entire scene. If the target area is a local area, lighting resources belonging to the "local lighting level" and related to that local area (such as indoor lighting, special effects lights, etc.) are extracted from the scene resource set to form a target resource set, which is used to provide supplementary lighting and atmosphere effects for that local area.

[0030] The data processing method provided in this embodiment distinguishes between global and local types of target areas to achieve targeted filtering of lighting resources. Based on the scope of different scenes, it dynamically acquires a set of lighting resources related to the scope of the scene, thereby improving the resource utilization efficiency of scene lighting resources.

[0031] It should be noted that, in the case of an open-world scene, the scene resources in the open-world scene can be divided into main scene resources and outpost scene resources. The main scene resources are responsible for the unified lighting and environmental atmosphere of the entire open-world scene, such as sunlight, environmental effects, and post-production effects. Outpost scene resources are maintained in the form of independent prefabs. The prefabs contain a complete independent hierarchical system, such as different lighting levels and environmental post-production effect levels, which support single-point editing, modular reuse, and flexible configuration to ensure development and operation efficiency.

[0032] In other words, the base scene resources are not simply scattered throughout the scene, but are pre-created as independent, reusable resource packages, usually called Prefabs. Each Prefab contains all the lighting resources, effect components (such as Volumes) required for that base area, as well as their pre-defined hierarchical relationships and attribute configurations. The scene resources contained within each Prefab are also assigned resource identifiers that conform to naming conventions.

[0033] In practical applications, when the area to be rendered is a local area, a batch loading command can be initiated based on the prefab file pointed to by the resource identifier in the target resource set. This allows these prefabs to be quickly loaded into the runtime environment, enabling flexible loading based on prefabs and supporting the reuse of a large number of prefabs in large-scale world scenes, thereby improving rendering efficiency.

[0034] Step 104: Determine the target level identifier from the level identifiers based on the performance configuration parameters.

[0035] The target layer identifier can be understood as the identifier corresponding to those layers that need to be loaded or processed, determined according to the performance configuration parameters. For example, when the performance configuration parameters correspond to high image quality, the layer identifiers corresponding to the "auxiliary light" layer (corresponding to the Fill layer identifier) ​​and the "volume fog" layer will be determined as target layer identifiers; while when the performance configuration parameters correspond to low image quality, the identifiers corresponding to these layers will not be determined as target layer identifiers.

[0036] Specifically, based on the performance configuration parameters carried in the rendering request, the target layer identifiers that need to be loaded are determined, and then the scene resources containing these target layer identifiers are identified as the target scene resources to be rendered.

[0037] In one or more embodiments of this specification, determining the target level identifier from the level identifiers based on the performance configuration parameters includes: Based on the performance configuration parameters, determine the target control level corresponding to the performance configuration parameters; Determine the control level to which each level identifier belongs, and determine the level identifier corresponding to the target control level as the target level identifier.

[0038] The target control level can be understood as a control level that is associated with performance configuration parameters and is determined to be enabled according to a preset grading scheme. The control level is divided according to the performance configuration parameters. Each control level contains a group of resources with similar functions or quality levels. For example, the control level corresponding to lighting resources is divided into main lighting level, auxiliary lighting level, and film lighting level according to the image quality level. As for Volume, as a configuration file used to control scene effects, the control level corresponding to Volume can be divided into environment effect Volume and postprocess effect Volume according to the type of effect managed.

[0039] In practical applications, resources at a control level can be enabled or disabled as a whole. Therefore, by determining the target control level, the scenario resources that need to be enabled can be determined.

[0040] Specifically, the performance configuration parameters are parsed to determine the target control level that needs to be enabled, and the level identifier corresponding to the target control level is determined as the target level identifier. The specific scenario resources that need to be enabled are then determined through the target level identifier.

[0041] In specific implementation, determining the target control level corresponding to the performance configuration parameters based on the performance configuration parameters includes: Determine the target image quality level based on the aforementioned performance configuration parameters; Determine the layer activation rule corresponding to the target image quality level, and determine the target control layer according to the layer activation rule.

[0042] The target image quality level can be understood as a predefined image quality level mapped based on performance configuration parameters; for example, predefined image quality levels include "Cinema", "High", "Medium", "Low", etc. The layer activation rule can be understood as a set of layer activation lists pre-configured for the image quality level. The layer activation rule clearly specifies which control layers should be enabled (activated) and which control layers should be disabled (disabled) under a specific image quality level. For example, the layer activation rule includes enabling the main lighting layer under low image quality requirements, and enabling both the main lighting layer and the auxiliary lighting layer under high image quality requirements.

[0043] Specifically, the performance configuration parameters in the rendering request are parsed, and then the target image quality level corresponding to the performance configuration parameters is determined according to the preset mapping relationship (such as a configuration table). For example, if the performance configuration parameters include "resolution: 4K; platform: PC", these performance configuration parameters are mapped to the "high" image quality level through the configuration table.

[0044] Given a target image quality level, the system queries predefined layer enable rules to determine which control layers should be enabled (i.e., target control layers) at that target image quality level, and which layers should be disabled to save performance. For example, the "high" image quality level requires enabling the "primary lighting layer" and "auxiliary lighting layer", but disabling the "film lighting layer" and "volume fog layer".

[0045] The system determines which preset control level each level identifier belongs to. Then, when a target control level needs to be enabled, it obtains the corresponding level identifier for that target control level and designates these level identifiers as target level identifiers. Matching scene resources are then filtered out using these target level identifiers as target scene resources. For example, if the level identifier "Fill" belongs to the "Auxiliary Lighting Level," and the "Auxiliary Lighting Level" needs to be enabled based on a "High" image quality level, "Fill" is used as the target level identifier, and target scene resources containing the "Fill" identifier are filtered from the target resource set.

[0046] For example, a scene might contain light A (starting with "K", belonging to the "Primary Light Level") and light B (starting with "F", belonging to the "Support Light Level"). The level activation rules include: Cinematic quality activates the Cinematic Light Level, Primary Light Level, and Support Light Level; High quality activates the Primary Light Level and Support Light Level; Medium-low quality activates the Primary Light Level. When a player triggers rendering for the above scene through interactive operations, if the player sets the graphics quality level to Cinematic in the game, the performance configuration parameters include "Render Quality: Cinematic, Global Illumination: Cinematic, Volumetric Fog: Cinematic, Screen Space Occlusion: On, Screen Space Reflections: On". Upon receiving a rendering request for the above scene, based on the performance configuration parameters carried in the rendering request, the target graphics quality level is determined to be "Cinematic". By querying the level activation rules, the corresponding level activation rules for "Cinematic" are determined to be activating the Cinematic Light Level, Primary Light Level, and Support Light Level.

[0047] When it is necessary to enable the film and television lighting level, determine the level identifier "Cinematic" corresponding to the film and television lighting level; when it is necessary to enable the main lighting level, determine the level identifier "K" or "KS" corresponding to the main lighting level; when it is necessary to enable the auxiliary lighting level, determine the level identifier "F" or "FS" corresponding to the auxiliary lighting level.

[0048] The data processing method provided in this embodiment standardizes the mapping process from performance configuration parameters to control levels by introducing target image quality levels and predefined hierarchical activation rules. This makes image quality configuration flexible, easy to understand and maintain. Furthermore, by establishing a chain mapping relationship of "performance configuration parameters - target control level - target level identifier", abstract image quality settings (such as "high, medium, low") are accurately converted into activation control of specific scene resources. This enables dynamic hierarchical management of scene rendering, allowing the same set of scene resources to adapt to devices with different performance requirements, effectively optimizing rendering performance.

[0049] Step 106: Determine the target scene resource from the at least one scene resource based on the resource identifier containing the target level identifier, and render the target scene corresponding to the performance configuration parameters based on the target scene resource.

[0050] The target scene resources can be understood as scene resources (such as lighting resources, volumes, etc.) selected based on the filtering condition of "resource identifiers containing target level identifiers". The target scene resources are specific resource instances that will participate in this rendering process.

[0051] In reality, a Volume is a configuration file used to manage post-processing and scene effects. It's a programmable script object that can host various effects, such as Fog and Exposure, as well as post-processing effects like Depth of Field and Screen Space Lens Flare. That is, the "effect" itself is not a separate resource object, but rather exists as a component attribute within a Volume. Therefore, when filtering resources, the search doesn't directly match the "effect type," but rather the name of the Volume object that carries the effect.

[0052] It should be noted that resource identifiers are generated based on a preset naming structure. This preset naming structure includes the following dimensions in sequence: Level 1 (Functional Attributes): distinguishing basic functions such as main light sources and auxiliary light sources, and reflecting shadow characteristics; Level 2 (Light Types): such as parallel light, spotlight, point light, area light, etc.; Level 3 (Illuminated Objects): specifying the target, such as mechs, scenes, pilots, etc.; Level 4 (Dynamic Attributes): such as animation-controlled lights; Level 5 (Volume Light Attributes): referring to volumetric ambient lights; Special Names: such as lights using lightmaps, or lights that do not participate in GI baking or cropping, etc. These functional attributes can be used for unified configuration of parameters and image quality.

[0053] The automated tool performs batch detection and attribute recognition of lights in the scene, and automatically matches the corresponding naming dimensions according to the preset naming structure, based on the level and attributes of each light (including functional attributes, light source type, illuminated object, etc.), and generates standardized names in a modular manner. For example, if a light's attributes are main light with projection, spotlight, only illuminates the environment, dynamic light, and no clipping, then the automated tool can generate the name KS_SpotLight_Env_Ani_NoCul.

[0054] Specifically, if a complete resource identifier contains the aforementioned filtered target level identifiers (such as K, F, etc.), the scene resource corresponding to that resource identifier is determined as the target scene resource. For example, if the target level identifier contains K or KS, the light resource named KS_SpotLight_Env_Ani_NoCul has a resource identifier that includes the target level identifier KS, therefore it is determined to be the target scene resource to be rendered.

[0055] The rendering engine receives and processes target scene resources. For example, based on the attributes of these scene resources (position, color, etc.), the rendering engine performs graphics pipeline calculations, including geometry processing, lighting calculations, and post-processing effects, and finally draws the target scene on the screen that matches the current image quality level and performance settings.

[0056] In practice, once the target level identifier is obtained, the system checks whether the complete name of each resource in the target resource set contains any target level identifier. If it does, the resource is identified as the target scene resource. Subsequently, the rendering engine is invoked to render the identified target scene resource along with the geometric models and material information in the scene, ultimately outputting the target scene that the player sees and that conforms to the performance configuration parameters.

[0057] By identifying the target scene resources that need to be rendered using resource identifiers that include the target level identifier, the system ensures that scene resources that match the current performance configuration parameters are sent into the rendering pipeline. This outputs a target scene image with optimized visual performance under specific performance configurations, enabling unified and efficient control of rendering quality and performance in large-scale projects through automated and standardized management.

[0058] In one or more embodiments of this specification, a compliance check is performed on the scene resources before they are deployed online. This ensures that after the scene resources are deployed online, if a rendering request for a specific scene is received, the scene resources that meet the specifications can be accurately matched, thereby achieving a precise rendering effect. Specific implementation methods are described below: Before obtaining the resource identifier of at least one scene resource in the target scene in response to a rendering request for the target scene, the method further includes: The target scene is subjected to compliance testing, which includes image quality configuration testing, scene resource hierarchical division testing, and naming convention testing. If non-compliance items are detected, a detection report containing error information and remediation suggestions will be generated.

[0059] Among them, image quality configuration detection can be understood as checking whether various lighting and effect resources (such as volumetric fog, depth of field, etc.) in the scene are reasonably configured according to the predefined image quality level. For example, whether high-consumption effects that do not match the current image quality level are enabled, or whether the parameters exceed the preset range.

[0060] Hierarchical partitioning detection can be understood as verifying whether resources such as lights and effects in the scene are correctly placed in the preset hierarchical structure, ensuring that no resources are outside the management framework.

[0061] Naming convention check can be understood as checking whether the names of scene resources (such as lights, volumes, prefabs, etc.) conform to the preset naming rules, ensuring that the names have a consistent semantic structure and functional identifier.

[0062] Non-compliant items can be understood as issues found in the above detection that do not conform to preset specifications or configuration requirements, such as missing prefixes in naming, incorrect layer classification, and image quality configuration conflicts. The detection report can be understood as an automatically generated document or log that details all detected non-compliant items. Each record usually includes the error type, problem description, and specific remediation suggestions.

[0063] Specifically, automated quality checks are performed during the scene creation or construction phase to conduct a full scan of the target scene. Through image quality configuration checks, all image quality-related resources (such as Volumes, lighting and shadow settings, reflection probes, etc.) are inspected to verify whether their parameters conform to the preset rules for the current image quality level, such as "whether volumetric fog is incorrectly enabled at medium quality." Through layer classification checks, each light or effect resource is checked to ensure it is located in the correct layer path, ensuring resources are correctly categorized according to logic such as global / local, key light / fill light, etc. Through naming convention checks, the names of each scene resource are checked to ensure they conform to the preset naming format (such as prefixes, types, objects, dynamic attributes, etc.), identifying resources with non-standard or ambiguous names.

[0064] If any non-compliance is found in any test, the system will record the corresponding error information and generate a structured test report for technicians to view and fix. The test report not only provides a detailed list of errors and repair suggestions, but also supports automatic backtesting verification after repair, effectively assisting the team in achieving efficient batch problem handling and cross-functional collaboration.

[0065] In practical applications, you can set up timed report generation in the automated pipeline and view the data on the pipeline website (e.g., set up daily inspection report generation). You can also select a single scenario level or multiple specified levels of multiple scenarios to customize the output of local reports in the tool.

[0066] For example, when performing a compliance check on scene A, a spotlight named SpotLight was identified, which does not conform to the naming convention (missing the prefix K or F); the quality of the Screen Space Reflection (SSR) effect was set to "Custom" quality level, which does not conform to the "Medium" quality level of the project's image quality specifications.

[0067] Therefore, the generated test report can be as follows: Non-compliance item 1 {Resource: SpotLight; Problem: Naming does not conform to specifications, missing function prefix; Recommendation: Rename to K_SpotLight according to the actual situation}; Non-compliance item 2 {Resource: PPV_WeatherPrototype_CB; Problem: SSR quality level should not be set to "Custom"; Recommendation: Adjust SSR quality level to "Medium"}.

[0068] The method provided in this embodiment achieves quality control of scene resource production and configuration through automated, multi-dimensional (image quality, layer, naming) compliance detection and report generation. It can efficiently discover and locate error information and provide clear repair suggestions, thereby ensuring that scene resources meet project specifications, improving collaboration efficiency, and reducing runtime risks.

[0069] See Figure 2 , Figure 2 A flowchart illustrating a data processing method provided in one embodiment of this specification is shown.

[0070] Large-scale digital cultural product projects (such as large-scale game projects) typically involve a vast number and diverse types of lighting scenes and resources. Different types of resources require fine-grained configuration and image quality optimization according to project needs. For example, different image quality parameters need to be set for global and local lighting and effects, the priority and quantity of light groups need to be reasonably optimized, and the performance of light shadows at different image quality levels needs to be controlled. Because these configuration processes are complex and cumbersome, they currently mainly rely on manual adjustments or simple batch processing tools, lacking a comprehensive intelligent management system. Especially when multiple lighting scenes are produced in parallel and multiple people are working collaboratively, problems such as resource chaos, configuration errors, and duplicate work are prone to occur, thus affecting the overall rendering quality and project progress.

[0071] Therefore, the embodiments in this specification construct a systematic intelligent management and standardization system for lighting scenes. By uniformly planning the lighting hierarchy and naming rules, resource management and image quality classification are performed based on the hierarchy and naming. Dedicated tools are also developed to support automated operation and standardization checks, thereby significantly improving the efficiency of lighting resource management and the consistency of the overall rendering quality of the project.

[0072] Specifically, the first stage is the design of the lighting hierarchy. The embodiments in this specification establish a spatial and functional hierarchy for scene lighting resources. A unified root node is established in the scene, such as "Lighting," serving as the main entry point for all lighting and effect resources and the anchor point for mounting control scripts.

[0073] Under the "Lighting" root node, a hierarchical structure is built along two dimensions.

[0074] The first dimension is the scope of application, which divides resources into global lighting levels and local lighting levels. Global lighting level management affects the consistent lighting and environmental tone of the scene; local lighting level management is limited to lighting within a specific space, such as the lighting inside a room.

[0075] In fact, in large-scale scenes, the complete lighting system of each local area (such as a room or a stronghold) is encapsulated as an independent prefab. This allows local lighting to be flexibly loaded, unloaded, and reused across scenes as a module, greatly improving the construction efficiency and runtime performance of large-scale scenes.

[0076] The second dimension is image quality requirements, which are further subdivided within the global and local lighting levels. The core levels include the film and television lighting level, the main lighting level, and the auxiliary lighting level. The film and television lighting level is used to present the ultimate image quality performance; the main lighting level is used to provide the basic and indispensable lighting for the scene, ensuring performance in low image quality mode; and the auxiliary lighting level is used to enhance the atmosphere and supplement details.

[0077] It should be noted that this embodiment can also classify the Volume used to manage scene effects into effect types. Specifically, based on the effect type, the Volumes level includes two types of Volumes: one is the environmental effect Volume, which is used to manage lighting and environment-related effects such as exposure and fog effects, and the other is the post-processing effect Volume, which is used to manage color correction and post-processing-related effects such as lens flare and depth of field.

[0078] Based on a hierarchical framework, standardized functional levels are automatically generated and preset attributes are set. Tools support batch initialization and unified configuration. The tool-based execution of lighting scene hierarchical construction improves the consistency and efficiency of scene lighting construction, thereby completing the hierarchical lighting scene configuration.

[0079] The second phase involves designing a naming convention for lights. Building upon the hierarchical design, a standardized name is assigned to each specific light resource using a pre-defined naming structure. This pre-defined naming structure (i.e., the naming convention logic) includes the following dimensions: functional attributes (first-level naming, used to distinguish basic functions such as main light sources and auxiliary light sources, and to reflect shadow characteristics), light type (second-level naming, such as parallel light, spotlight, point light, area light, etc.), illuminated object (third-level naming, used to specify the target, such as mechs, scenes, pilots, etc.), dynamic attributes (fourth-level naming, such as animation-controlled lights), volumetric lighting attributes (fifth-level naming, referring to volumetric ambient lighting), and other attributes (special naming, such as lights using lightmaps, or lights that do not participate in GI baking or clipping, etc.). GI baking (Global Illumination Baking) refers to pre-calculating and storing indirect lighting information between static objects in the scene.

[0080] For example, KS_SpotLight_Env_Ani_NoCull indicates that this is a spotlight with a main light projection (K, with shadow S), the object being illuminated is the environment (Env), it is a dynamic light (Ani), and it is not clipped (NoCull).

[0081] It should be noted that the naming of Volumes can be standardized. For example, Environment and Lighting Effects (i.e., Environment Effects Volume) should be named starting with "EPV_" followed by the scene name; Color Correction and Post-Processing Effects (i.e., Post-Processing Effects Volume) should be named starting with "PPV_" followed by the scene name.

[0082] In practical applications, automated tools can perform batch detection and attribute recognition of lights in a scene. Based on preset multi-level light naming rules, the tools can automatically match names for each dimension according to the level and attributes of each light (including functional attributes, light source type, irradiated object, etc.), and generate standardized names in a modular way. Alternatively, they can perform compliance verification on existing names to ensure strict adherence to the standards. In other words, the tools can be used to automate the naming of resources to achieve standardized naming of light scene resources.

[0083] The third stage involves hierarchical and naming-based management and categorization. When managing lighting resources in batches, scene resources are automatically assigned to specific levels (independent of global / local levels) based on whether the scene resource (light or effect) contains a certain component or enables a specific function, and scene resource parameters can be optimized.

[0084] Automatic layering: For example, when layering by component, the fog effect object of the LocalVolumetricFog component is automatically categorized under the VolumetricFog parent for unified management; when layering by purpose (i.e., function), occlusion resources with "Shadow Only" enabled are automatically placed under the ShadowProxy parent, etc. Furthermore, when loading resources or switching image quality, the tool can automatically perform batch parameter optimization based on the target platform and image quality level. For example, it can automatically correct light quality, light range values, shadow configurations, and shadow edge transition values, and can also optimize resources, such as automatically replacing edited resources with optimized official resources based on the layer.

[0085] To achieve a fine balance between rendering quality and performance, the embodiments in this manual construct a systematic image quality grading system based on a preset hierarchical structure and naming conventions. By defining multiple image quality modes (such as cinematic, ultra-high, high, medium, low, and console-specific), rendering parameters are configured in different gradations for each mode. Specific rendering parameters include, but are not limited to, the on / off switching and parameter adjustments for lighting-related functions such as Screen Space Ambient Occlusion (SSAO), Screen Space Global Illumination (SSGI), volumetric fog, reflection quality, and baked atlases; the grading settings for shadow-related functions such as soft shadows, contact shadows, and shadow precision; the quality control of post-processing effects such as depth of field, bloom, and motion blur; the grading configuration of environment settings such as directional light sources and voxel shadows; and the on / off switching and quality management of visual functions related to weather systems such as on-screen rain effects and underwater distortion effects.

[0086] To efficiently implement the above-mentioned grading scheme, this specification provides a fully automated tool script to complete the image quality grading configuration according to the hierarchical structure and naming conventions. Specifically, it includes the following three aspects of grading configuration.

[0087] Volume partitioning configuration: The tool automatically locates the root node of the light in the scene (Lighting layer) and attaches a carrier volume partitioning management script. The script collects environmental effect volumes (starting with "EPV_") and post-processing effect volumes (starting with "PPV_") according to the volume naming rules, adds them to the corresponding lists, and performs differentiated configuration according to the image quality partitioning scheme.

[0088] Lighting Tier Configuration: An automatically mounted lighting tier management script collects lighting resources at corresponding tiers according to tier naming conventions (such as Fill, Cinematic, Volumetric Fog, etc.) and controls their loading and unloading based on the tier scheme to optimize runtime performance. This tool supports configuring dedicated image quality levels for different platforms (such as Xbox), achieving platform-adaptive image quality management. For example, the auxiliary lighting tier (Fill) and volumetric fog tier (Volumetric Fog) can be turned off at medium to low image quality, while the cinematic lighting tier (Cinematic) can be turned on at ultra-high image quality. Specific rules can be flexibly customized according to project needs.

[0089] Shadow Patch Configuration: The shadow patch management script automatically locates the Lighting layer and collects lights with shadows enabled according to light naming conventions (e.g., objects starting with FS or KS, where S represents shadow). Based on the image quality patch scheme, the script can dynamically control the visibility of these lights in different image quality modes, and also supports independent configuration across platforms. For example, lights with shadows can be automatically turned off in low to medium image quality modes to significantly improve rendering performance. Specific strategies can be customized and are not limited here.

[0090] By implementing the above-mentioned structured and tool-based tiering, the performance controllability and cross-platform adaptability of the rendering pipeline can be significantly improved while ensuring the consistency of visual performance.

[0091] For example, taking player movement within a game scene as an example, the implementation of the above image quality grading scheme in practical applications will be explained in detail. The system can continuously monitor the player's position. When the player enters room A, it determines that the current target area of ​​action switches to the local space corresponding to room A, and identifies the set of target resources to be loaded from the scene resource library. It then obtains the resource identifiers (i.e., the standardized names of scene resources) of each scene resource in the target resource set, preparing for the next step of image quality adaptation.

[0092] When a player sets the in-game graphics settings to "Resolution: High Definition," this setting is mapped to a specific target graphics quality level (e.g., high quality). A predefined graphics quality grading scheme is queried to determine the enabling rules for the high quality level, such as enabling the main lighting and auxiliary lighting levels while disabling the cinematic lighting level.

[0093] Based on the above rules, the target control levels are determined to be the primary lighting level and the auxiliary lighting level. The resource identifiers of the currently loaded scene resources are traversed, and resources with prefixes such as K, KS, F, and FS in their names are selected as target level identifiers. The rendering engine ultimately uses this selected set of target scene resources to draw the corresponding image for room A.

[0094] The fourth stage is a standardization check. Specifically, to ensure that the methods provided in the embodiments of this specification can be executed correctly and to prevent human error, a set of lighting scene detection standards is formulated based on the hierarchical framework, lighting naming conventions, and image quality classification to ensure that scene resources and the configuration of each image quality parameter meet the requirements.

[0095] Based on the detection standards, it can automatically detect resource-related inspection functions, image quality-related inspection functions, and lighting-specific inspection functions. Errors will be displayed in the form of an error list and solutions will be provided for quick location and correction.

[0096] Resource-related inspection functions: used to automatically scan resources (object models, animations, materials, etc.) in the scene, with a focus on checking whether self-illuminating objects have unnecessary colliders and confirming that shadows are turned off; it can also check animations to see if the clipping mode of dynamic lights is reasonable and avoid objects outside the view frustum from consuming performance; it can check the hierarchy to see if hidden layers and the hierarchy structure are too deep; and it can check materials to see if special materials are correctly assigned, etc.

[0097] Image quality related checks: These functions check whether global and local volumes meet image quality specifications. This includes layer checks, naming checks, effect component checks, and parameter checks. Specifically, it checks for volumes outside the Volumes layer (i.e., whether each volume has been correctly categorized as an environmental effect volume or a post-processing effect volume); checks for correct volume naming (whether it begins with EPV / PPV); checks for improper components used in global post-processing and environmental effect volumes; checks for improper components used in local post-processing and environmental effect volumes; and checks for disabled effect components, null parameters, reasonable parameters (e.g., whether SSR intensity is within the predetermined range), and the presence of redundant or incorrect effects.

[0098] Lighting-specific inspection: Used for standardization, quantity checks, and related quality checks on different light groups. Specifically, it identifies lights that do not conform to the hierarchical structure; and checks parallel lights, such as checking the number of parallel lights to ensure there is only one parallel light per scene (data check), checking parallel light quality, and checking parameters such as shadows and resolution of parallel lights; for non-parallel lights, it can count the total number of non-parallel lights, the ratio of main / filler lights, the number of lights with shadows enabled, the number of lights with Volumetric enabled, etc. (separate hierarchical checks can be specified), and can also check parameters such as light quality and intensity. In fact, it can also detect light baking and check reflection probes, specifically listing lights using cookie textures and IES profiles, checking whether the size of different types of baked textures on the same screen exceeds 1024 to prevent memory overruns and display anomalies, and checking the number of reflection probes and the number of reflection probes at different levels and resolutions.

[0099] The intelligent reporting system can automatically generate a detailed inspection report based on the inspection results, comprehensively summarizing the inspection results of resources, image quality, and lighting. This report not only provides a detailed error list but also offers specific repair suggestions and supports automatic backtesting verification after repair. It effectively assists the team in achieving efficient batch problem handling and cross-functional collaboration. This system can be set to generate reports periodically within the automated pipeline for easy monitoring by technical personnel, enabling early problem detection and cross-functional collaborative repair. Alternatively, users can choose to generate custom reports for individual scenes or levels to quickly locate and correct problems.

[0100] The data processing method provided in the embodiments of this specification provides a management structure through a hierarchical framework and an identification basis through naming conventions, thereby realizing dual dynamic scheduling of region and image quality. That is, resources are dynamically loaded according to region and resources of the corresponding level are obtained according to image quality. Furthermore, the efficiency and reliability of the entire process are ensured through automation tools.

[0101] The data processing method provided in the embodiments of this specification, through a customized lighting hierarchy structure and a function-oriented lighting naming standard, and based on the hierarchy structure and naming standard, realizes resource management and image quality classification, constructing a systematic intelligent management system for lighting scenes. This system can achieve unified and standardized management of multiple lighting scenes in large projects, providing a consistent workflow for collaborative work among multiple artists.

[0102] By implementing hierarchical and naming rules, standardized management of lighting resources is achieved, ensuring consistency across different scenes. Based on these standards, resource management and image quality grading are automatically completed, significantly improving production efficiency and reducing human error. Automatic standardization detection and report generation for multiple scenes facilitate problem tracking and quality monitoring. A unified workflow and tool support are provided to improve team collaboration efficiency and overall project rendering quality. This effectively enhances lighting resource management efficiency and visual quality consistency, providing efficient and reliable technical support for lighting scene production in large-scale projects.

[0103] Corresponding to the above method embodiments, this specification also provides data processing apparatus embodiments. Figure 3 A schematic diagram of the structure of a data processing apparatus provided in one embodiment of this specification is shown. For example... Figure 3 As shown, the device includes: The response module 302 is configured to, in response to a rendering request for a target scene, obtain a resource identifier of at least one scene resource in the target scene, wherein the resource identifier includes a level identifier for identifying the level to which the scene resource belongs, and the rendering request carries performance configuration parameters. The determination module 304 is configured to determine the target level identifier from the level identifiers based on the performance configuration parameters. The generation module 306 is configured to determine a target scene resource from the at least one scene resource based on a resource identifier containing the target level identifier, and to render and generate a target scene corresponding to the performance configuration parameters based on the target scene resource.

[0104] Optionally, the determining module 304 is further configured to: Based on the performance configuration parameters, determine the target control level corresponding to the performance configuration parameters; Determine the control level to which each level identifier belongs, and determine the level identifier corresponding to the target control level as the target level identifier.

[0105] Optionally, the determining module 304 is further configured to: Determine the target image quality level based on the aforementioned performance configuration parameters; Determine the layer activation rule corresponding to the target image quality level, and determine the target control layer according to the layer activation rule.

[0106] Optionally, the response module 302 is further configured to: In response to a rendering request for a target scene, determine the target area of ​​action corresponding to the target scene; Based on the target area of ​​action, determine the target resource set from the scene resource set, and obtain the resource identifier of at least one scene resource in the target resource set.

[0107] Optionally, the response module 302 is further configured to: When the target area is a global area, a resource set belonging to the global area is determined from the resource set, and the resource set belonging to the global area is determined as the target resource set, wherein the resource set of the global area is used to provide lighting covering the entire scene; When the target area is a local area, a resource set belonging to the local area is determined from the scene resource set, and the resource set belonging to the local area is determined as the target resource set, wherein the resource set of the local area is used to provide supplementary lighting in the local area.

[0108] The device further includes: The detection module is configured to perform compliance checks on the target scene, including image quality configuration checks, scene resource hierarchy checks, and naming convention checks; if non-compliance items are detected, a detection report containing error information and repair suggestions is generated.

[0109] The above is an illustrative scheme of a data processing apparatus according to this embodiment. It should be noted that the technical solution of this data processing apparatus and the technical solution of the data processing method described above belong to the same concept. For details not described in detail in the technical solution of the data processing apparatus, please refer to the description of the technical solution of the data processing method described above.

[0110] Figure 4 A structural block diagram of a computing device 400 according to an embodiment of this specification is shown. The components of the computing device 400 include, but are not limited to, a memory 410 and a processor 420. The processor 420 is connected to the memory 410 via a bus 430, and a database 450 is used to store data.

[0111] The computing device 400 also includes an access device 440, which enables the computing device 400 to communicate via one or more networks 460. Examples of these networks include Public Switched Telephone Network (PSTN), Local Area Network (LAN), Wide Area Network (WAN), Personal Area Network (PAN), or combinations of communication networks such as the Internet. The access device 440 may include one or more of any type of wired or wireless network interface (e.g., a network interface controller (NIC)), such as an IEEE 802.11 Wireless Local Area Network (WLAN) wireless interface, a Wi-MAX (Worldwide Interoperability for Microwave Access) interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC) interface, and so on.

[0112] In one embodiment of this specification, the aforementioned components of the computing device 400 and Figure 4 Other components, not shown, can also be connected to each other, for example, via a bus. It should be understood that... Figure 4 The block diagram of the computing device shown is for illustrative purposes only and is not intended to limit the scope of this specification. Those skilled in the art can add or replace other components as needed.

[0113] The computing device 400 can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or personal computers (PCs). The computing device 400 can also be a mobile or stationary server.

[0114] The processor 420 implements the data processing method steps when executing the computer program / instruction.

[0115] The above is an illustrative scheme of a computing device according to this embodiment. It should be noted that the technical solution of this computing device and the technical solution of the data processing method described above belong to the same concept. For details not described in detail in the technical solution of the computing device, please refer to the description of the technical solution of the data processing method described above.

[0116] An embodiment of this specification also provides a computer-readable storage medium storing a computer program / instructions that, when executed by a processor, implement the steps of the data processing method as described above.

[0117] The above is an illustrative scheme of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium and the technical solution of the data processing method described above belong to the same concept. For details not described in detail in the technical solution of the storage medium, please refer to the description of the technical solution of the data processing method described above.

[0118] An embodiment of this specification also provides a computer program product, including a computer program / instructions that, when executed by a processor, implement the steps of the above-described data processing method.

[0119] The above is an illustrative scheme of a computer program product according to this embodiment. It should be noted that the technical solution of this computer program product and the technical solution of the data processing method described above belong to the same concept. For details not described in detail in the technical solution of the computer program product, please refer to the description of the technical solution of the data processing method described above.

[0120] 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.

[0121] The computer program / instructions include computer program code, which may be in the form of source code, object code, executable file, or some intermediate form. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording media, USB flash drive, portable hard drive, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signals, telecommunication signals, and software distribution media, etc.

[0122] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this specification is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this specification. Furthermore, those skilled in the art should also understand that the embodiments described in this specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this specification.

[0123] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0124] The preferred embodiments disclosed above are merely illustrative of this specification. The optional embodiments do not exhaustively describe all details, nor do they limit the invention to the specific implementations described. Clearly, many modifications and variations can be made based on the content of this specification. These embodiments have been selected and specifically described in this specification to better explain the principles and practical applications of this specification, thereby enabling those skilled in the art to better understand and utilize this specification. This specification is limited only by the claims and their full scope and equivalents.

Claims

1. A data processing method, characterized in that, include: In response to a rendering request for a target scene, a resource identifier for at least one scene resource in the target scene is obtained, wherein the resource identifier includes a level identifier for identifying the level to which the scene resource belongs, and the rendering request carries performance configuration parameters. Based on the performance configuration parameters, determine the target level identifier from the level identifiers; Based on the resource identifier containing the target level identifier, a target scene resource is determined from the at least one scene resource, and a target scene corresponding to the performance configuration parameters is generated by rendering based on the target scene resource.

2. The data processing method according to claim 1, characterized in that, The step of determining the target level identifier from each level identifier based on the performance configuration parameters includes: Based on the performance configuration parameters, determine the target control level corresponding to the performance configuration parameters; Determine the control level to which each level identifier belongs, and determine the level identifier corresponding to the target control level as the target level identifier.

3. The data processing method according to claim 2, characterized in that, The step of determining the target control level corresponding to the performance configuration parameters based on the performance configuration parameters includes: Determine the target image quality level based on the aforementioned performance configuration parameters; Determine the layer activation rule corresponding to the target image quality level, and determine the target control layer according to the layer activation rule.

4. The data processing method according to claim 1, characterized in that, The step of obtaining the resource identifier of at least one scene resource in the target scene in response to a rendering request for the target scene includes: In response to a rendering request for a target scene, determine the target area of ​​action corresponding to the target scene; Based on the target area of ​​action, determine the target resource set from the scene resource set, and obtain the resource identifier of at least one scene resource in the target resource set.

5. The data processing method according to claim 4, characterized in that, The scene resources include lighting resources, and determining the target resource set from the scene resource set based on the target area includes: When the target area is a global area, a resource set belonging to the global area is determined from the resource set, and the resource set belonging to the global area is determined as the target resource set, wherein the resource set of the global area is used to provide lighting covering the entire scene; When the target area is a local area, a resource set belonging to the local area is determined from the scene resource set, and the resource set belonging to the local area is determined as the target resource set, wherein the resource set of the local area is used to provide supplementary lighting in the local area.

6. The data processing method according to claim 1, characterized in that, Before obtaining the resource identifier of at least one scene resource in the target scene in response to a rendering request for the target scene, the method further includes: The target scene is subjected to compliance testing, which includes image quality configuration testing, scene resource hierarchical division testing, and naming convention testing. If non-compliance items are detected, a detection report containing error information and remediation suggestions will be generated.

7. A data processing apparatus, characterized in that, include: The response module is configured to respond to a rendering request for a target scene by obtaining a resource identifier of at least one scene resource in the target scene, wherein the resource identifier includes a level identifier for identifying the level to which the scene resource belongs, and the rendering request carries performance configuration parameters. The determination module is configured to determine the target level identifier from the level identifiers based on the performance configuration parameters. The generation module is configured to determine a target scene resource from the at least one scene resource based on a resource identifier containing the target level identifier, and to render and generate a target scene corresponding to the performance configuration parameters based on the target scene resource.

8. A computing device, comprising a memory, a processor, and a computer program / instructions stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program / instructions, it implements the steps of the method according to any one of claims 1-6.

9. A computer-readable storage medium storing a computer program / instructions, characterized in that, When the computer program / instructions are executed by the processor, they implement the steps of the method according to any one of claims 1-6.

10. A computer program product comprising a computer program / instructions, characterized in that, When the computer program / instructions are executed by the processor, they implement the steps of the method according to any one of claims 1-6.