Data display method and device, electronic equipment and storage medium

By dividing the texture mapping area on the 3D model and arranging the data bits in sequence, the data sequence is rendered directly on the model surface, which solves the problems of poor efficiency and effect in traditional methods and achieves efficient and stable data display effect.

CN122115673APending Publication Date: 2026-05-29NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-01-27
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

Traditional methods of displaying 3D model data are inefficient and ineffective, and their reliance on stacking 2D user interface components leads to increased complexity and unnatural visual integration.

Method used

By pre-dividing texture mapping areas on a 3D model, arranging the corresponding data bits of each area in sequence, performing data processing and texture information rendering, and directly displaying the data sequence on the surface of the 3D model, the reliance on external UI components is avoided.

Benefits of technology

It enables efficient and flexible dynamic data display on the surface of 3D models, reducing program development complexity and improving display stability and visual uniformity.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a data display method and device, electronic equipment and storage medium, and relates to the technical field of computers. The method comprises the following steps: acquiring a data sequence to be displayed on a three-dimensional model, the three-dimensional model having a plurality of texture mapping areas divided by a texture coordinate range, the plurality of texture mapping areas being arranged in a preset order, and each texture mapping area corresponding to one data bit in the data sequence; performing data processing on the data sequence to obtain target data of the data sequence to be displayed in each texture mapping area; and rendering each target data into the corresponding texture mapping area based on the texture information corresponding to each target data, so as to obtain a three-dimensional model displaying the data sequence. Through the technical scheme, the integrated and dynamic rendering of data can be directly realized on the surface of the three-dimensional model, so that the rendering efficiency and visual consistency are improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, specifically to data display methods, apparatus, electronic devices, and storage media. Background Technology

[0002] Dynamically displaying data on 3D models is a common requirement in game development, simulation training, and industrial visualization. Traditional implementations typically rely on overlaying 2D user interface (UI) components onto a 3D scene, or rendering data frame-by-frame using independent drawing units on the model surface. These approaches often require additional program logic and interface management systems, increasing the complexity of feature development and resulting in an unnatural integration of data display with the model's visual presentation. Summary of the Invention

[0003] In view of this, this application provides a data display method, apparatus, electronic device, and storage medium to solve the problems of poor efficiency and effectiveness in displaying three-dimensional model data.

[0004] In a first aspect, this application provides a data display method, comprising: acquiring a data sequence to be displayed on a three-dimensional model, wherein the three-dimensional model has multiple texture mapping regions divided by texture coordinate ranges, the multiple texture mapping regions are arranged in a preset order, and each texture mapping region corresponds to a data bit in the data sequence; performing data processing on the data sequence to obtain target data to be displayed in each texture mapping region; and rendering each target data to its corresponding texture mapping region based on the texture information corresponding to each target data to obtain a three-dimensional model for displaying the data sequence.

[0005] In some optional implementations, based on the texture information corresponding to each target data, each target data is rendered to the corresponding texture mapping region to obtain a three-dimensional model of the display data sequence, including: obtaining a preset texture map, which includes texture patterns corresponding to each data; determining the texture pattern region corresponding to each target data in the preset texture map; performing texture sampling on each texture pattern region; and rendering each texture mapping region based on the sampling results to obtain a three-dimensional model of the display data sequence.

[0006] In some optional implementations, the preset texture map is divided into a multi-row, multi-column matrix grid, with each grid containing a texture pattern. Determining the texture pattern region corresponding to each target data within the preset texture map includes: acquiring the size information of the matrix grid; for any target data, determining the column index corresponding to the target data based on the remainder of the target data and the size information, and determining the row index corresponding to the target data based on the quotient of the target data and the size information; determining the target grid corresponding to each target data in the preset texture map based on the row index and the column index; and defining each target grid as the texture pattern region corresponding to each target data in the preset texture map.

[0007] In some optional implementations, texture sampling is performed on each texture pattern region, and each texture mapping region is rendered based on the sampling results to obtain a three-dimensional model of the display data sequence, including: performing texture sampling on each texture pattern region to determine the color value corresponding to all pixels on each texture mapping region; and using the color values ​​to render each texture mapping region to obtain a three-dimensional model of the display data sequence.

[0008] In some optional implementations, texture sampling is performed on each texture pattern region to determine the color value corresponding to all pixels on each texture mapping region, including: for any texture mapping region, obtaining the first texture coordinates of each pixel on the texture mapping region; scaling the first texture coordinates according to the size information to obtain the second texture coordinates; offsetting the second texture coordinates based on the row index and column index to obtain the third texture coordinates; and performing texture sampling on each texture pattern region based on the third texture coordinates to determine the color value corresponding to all pixels on each texture mapping region.

[0009] In some optional implementations, style parameters of the texture mapping region are obtained; color values ​​are adjusted based on the style parameters to obtain the adjusted color values ​​of each pixel.

[0010] In some optional implementations, data processing is performed on the data sequence to obtain the target data to be displayed in each texture mapping region, including: processing the data sequence based on the data processing method corresponding to each data bit to obtain the data on each data bit corresponding to the data sequence; for any texture mapping region, obtaining the first texture coordinates of each pixel on the texture mapping region; determining the target data bit corresponding to the texture mapping region based on the first texture coordinates; and determining the target data to be displayed in the texture mapping region from the data on each data bit based on the target data bit.

[0011] In some optional implementations, the width of the texture mapping region is a first type width; determining the target data bits corresponding to the texture mapping region based on the first texture coordinates includes: determining the first data bit index corresponding to each pixel based on the integer part of each first texture coordinate; and determining the target data bits corresponding to the texture mapping region based on each first data bit index.

[0012] In some optional implementations, the width of the texture mapping region is a second type width; determining the target data bits corresponding to the texture mapping region based on the first texture coordinates includes: obtaining the texture coordinate intervals corresponding to each texture mapping region; for any first texture coordinate, comparing the first texture coordinate with each texture coordinate interval, and determining the second data bit index corresponding to each pixel based on the comparison result; and determining the target data bits corresponding to the texture mapping region based on each second data bit index.

[0013] In some optional implementations, it is determined whether the number of data bits in the data sequence is greater than a preset number of bits; if the number of data bits in the data sequence is greater than the preset number of bits, then the data of the preset number of bits in the data sequence is extracted and displayed.

[0014] Secondly, this application provides a data display device, comprising: an acquisition module for acquiring a data sequence to be displayed on a three-dimensional model, wherein the three-dimensional model has multiple texture mapping regions divided by texture coordinate ranges, the multiple texture mapping regions are arranged in a preset order, and each texture mapping region corresponds to a data bit in the data sequence; a processing module for processing the data sequence to obtain target data to be displayed in each texture mapping region; and a rendering module for rendering each target data to the corresponding texture mapping region based on the texture information corresponding to each target data to obtain a three-dimensional model for displaying the data sequence.

[0015] Thirdly, this application provides an electronic device, including: a memory and a processor, which are communicatively connected to each other. The memory stores computer instructions, and the processor executes the computer instructions to perform the data display method of the first aspect or any corresponding embodiment described above.

[0016] Fourthly, this application provides a computer-readable storage medium storing computer instructions for causing a computer to perform the data display method of the first aspect or any corresponding embodiment described above.

[0017] Fifthly, this application provides a computer program product, including computer instructions for causing a computer to execute the data display method described in the first aspect or any corresponding embodiment thereof.

[0018] The data display method provided in this application is based on pre-divided, sequentially arranged texture mapping regions on the model, so that each region corresponds to a data bit in the data sequence, thereby establishing a stable correspondence between the display position and the data bit. Furthermore, by processing the data sequence, the specific target data to be displayed in each region is determined, ensuring the integrity and order of information display. Based on the texture information corresponding to each target data, it is accurately rendered into the corresponding texture mapping region, thus forming a complete data sequence display effect on the 3D model. This not only realizes the function of directly embedding dynamic data information on the surface of the 3D model, avoiding the complexity and performance overhead brought by relying on external UI components, but also ensures the regularity and customizability of the data display through precise control of texture coordinates. Attached Figure Description

[0019] To more clearly illustrate the technical solutions in the specific embodiments or related technologies of this application, the drawings used in the description of the specific embodiments or related technologies will be briefly introduced below. Obviously, the drawings described below are some embodiments of this application. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0020] Figure 1 This is a schematic diagram illustrating an application scenario according to an embodiment of this application;

[0021] Figure 2 This is a schematic flowchart of a first method for displaying data according to an embodiment of this application; Figure 3 This is a schematic diagram of a second data display method according to an embodiment of this application; Figure 4 This is a schematic diagram of a preset texture map corresponding to a digital sequence according to an embodiment of this application; Figure 5 This is a schematic diagram showing the digital display according to an embodiment of this application; Figure 6 This is a schematic diagram of a third data display method according to an embodiment of this application; Figure 7 This is a schematic diagram of the data display area without UV segmentation according to an embodiment of this application; Figure 8 This is a schematic diagram of the UV segmentation of the data display area according to an embodiment of this application; Figure 9 This is a structural block diagram of a data display device according to an embodiment of this application; Figure 10 This is a schematic diagram of the hardware structure of an electronic device according to an embodiment of this application. Detailed Implementation

[0022] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0023] It should be noted that the information (including but not limited to user input information, such as information entered by the user into input boxes), data (including but not limited to data used for analysis, stored data, and displayed data, such as context code, all code of the current project, the service pressure corresponding to operations performed on all code of the current project, and the code development status of the current project), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with relevant laws, regulations, and standards. For example, the context code, operations performed on all code of the current project, the corresponding service pressure, and the code development status involved in this application were all obtained with full authorization.

[0024] The terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of technical features indicated. Therefore, a feature defined as "first" or "second" may explicitly or implicitly include one or more of that feature. In the description of this application, "multiple" means two or more, unless otherwise explicitly specified.

[0025] As one optional application scenario in this application embodiment, Figure 1 This diagram illustrates one application scenario of a data display system. For example... Figure 1 As shown, the system may include at least one terminal device and at least one server. Figure 1 The system is illustrated in the example, which includes a computer 101, a mobile terminal 102, and a server 103, and the terminal devices such as the computer 101 and the mobile terminal 102 are connected to the server 103 through a network 110.

[0026] Specifically, the terminal device can be a smartphone, tablet, laptop, PDA, desktop computer, game console, smart TV, smart wearable device, in-vehicle terminal, VR (Virtual Reality) device, AR (Augmented Reality) device, etc. Server 103 can be a standalone physical server, a server cluster, a distributed system, or a cloud server providing cloud services. Network 110 can be a wired or wireless network, examples of which include, but are not limited to, the Internet, corporate intranet, local area network, wide area network, mobile communication network, and combinations thereof.

[0027] Taking shooting games as an example, a terminal device has a shooting game application installed. By running the application, a corresponding virtual scene can be rendered and displayed to the player using the terminal device's graphical user interface. For example, this virtual scene can be part or all of a simulated three-dimensional (3D) virtual space; for example, the virtual scene displayed to the player can be a scene observable from the perspective of a virtual object controlled by the player. This virtual scene can include environmental elements such as battlefields and buildings, as well as NPCs and virtual objects controlled by other players.

[0028] In these types of games, the virtual objects controlled by players can typically be equipped with different virtual weapons, such as pistols, rifles, and sniper rifles. To enhance game immersion and player satisfaction, it's sometimes necessary to dynamically display defeat data on the virtual weapon models, such as showing the number of enemies defeated on the side of the weapon. Traditional implementations usually rely on UI components attached to the model, requiring the program to create and manage UI elements in three-dimensional space and perform complex interactions such as position synchronization and viewpoint adaptation with the model. This involves a large development workload and may cause UI display anomalies or increased performance overhead due to changes in viewpoint.

[0029] The data display method provided in this application acquires a data sequence to be displayed on a 3D model, and maps each texture mapping region to a data bit of the data sequence based on multiple texture mapping regions arranged in a preset order in the 3D model; then, it processes the data sequence to obtain the target data to be displayed in each texture mapping region; based on the texture information corresponding to each target data, it renders each target data to the corresponding texture mapping region, thereby dynamically displaying the data sequence directly on the surface of the 3D model. This application does not rely on an external UI system; all display logic is completed in the graphics rendering pipeline, including data extraction, mapping, and drawing. This not only reduces the complexity of program development and maintenance but also improves display stability and rendering efficiency, enhancing visual unity and the realism of the game experience.

[0030] According to an embodiment of this application, a data display method embodiment is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0031] This embodiment provides a data display method that can be used in electronic devices, such as computer 101, mobile terminal 102, etc. Figure 2 This is a flowchart of a data display method according to an embodiment of this application, such as... Figure 2 As shown, the process includes the following steps: Step S201: Obtain the data sequence to be displayed on the 3D model. The 3D model has multiple texture mapping regions divided by texture coordinate range. The multiple texture mapping regions are arranged in a preset order, and each texture mapping region corresponds to a data bit in the data sequence.

[0032] A 3D model refers to any 3D object containing a visual surface, such as mechanical equipment, instrument panels, virtual characters, architectural signage, etc., whose surface can be used for texturing or displaying information. A data sequence refers to any data sequence that needs to be dynamically displayed on the model surface, such as a sequence of numbers, text, symbols, or combinations thereof, such as counters, times, numbers, scores, status text, etc. A texture mapping region refers to multiple continuous and non-overlapping independent sub-regions (also called UV cells) in the texture coordinate (UV) space of a local surface on a 3D model used to display data, divided by coordinate ranges. Each texture mapping region corresponds to a data bit in the data sequence. The preset order refers to the arrangement order of data on the model surface, usually from left to right, from top to bottom, or other logical order, consistent with the UV coordinate division method, used to determine the display position of each data bit. A data bit refers to the position occupied by each data point in the data sequence, such as the units digit, tens digit of a number, or the position of a character in text, etc. Each data bit corresponds to a UV cell. Specifically, an electronic device receives serialized data that needs to be visualized. This data typically originates from dynamic data sources related to the model's state or interaction logic, such as game scores, device counter readings, real-time monitoring data, or any sequence of information requiring visual feedback. This data is passed as a variable input parameter (cCount) to the data display logic unit responsible for rendering.

[0033] Defining texture mapping regions and their correspondence with data bits is a design task completed in advance during the modeling and UV mapping stages of the 3D model. Specifically, on a local surface of the model used to display data, its UV coordinate space is divided into multiple continuous and non-overlapping texture mapping regions (UV cells), each cell corresponding to an independent data bit. These cells are organized according to a preset visual arrangement order (e.g., from left to right, from top to bottom), which strictly corresponds to the growth direction of the UV coordinate axis (e.g., the U-axis). Therefore, when the rendering system processes a pixel on the model surface, it can uniquely determine which data bit of the data sequence the pixel is responsible for displaying based on which cell the pixel's UV coordinates fall into. This design binds the logical location of the data to the geometric / texture space of the model surface, laying the foundation for subsequent bit-by-bit rendering.

[0034] Step S202: Perform data processing on the data sequence to obtain the target data to be displayed in each texture mapping area.

[0035] Target data refers to the specific data unit that needs to be displayed at each bit, which can be a number (0-9), a letter, a symbol, or a predefined tile, etc. Specifically, after obtaining the overall data sequence, it needs to be decomposed into individual data units corresponding to each data bit. This process relies on the data encoding and indexing mechanism. Typically, electronic devices know in advance the total number of bits to be displayed (e.g., 5 bits). The data processing flow first allocates a storage location (such as an array) for each data bit, and then extracts the data identifier (such as a numeric value, character encoding, or texture index) corresponding to each bit from the sequence through encoding parsing or index mapping. For example, for a numeric sequence, each digit can be extracted through division and modulo operations; for a text sequence, each character can be extracted through character encoding order. By traversing all data bits and repeating this process, the data sequence can be completely decomposed into a sequence of data units, where each element in the sequence (i.e., the target data) explicitly corresponds to a specific data bit.

[0036] Step S203: Based on the texture information corresponding to each target data, render each target data to the corresponding texture mapping area to obtain a three-dimensional model of the display data sequence.

[0037] Texture information refers to image data resources used to define the visual content of a model's surface during graphics rendering. Specifically, texture information refers to a structured image resource logically divided into multiple distinct regions, each pre-storing independent visual elements for representation. During rendering, based on each target data obtained above, the logical position or index of the corresponding visual element in the structured texture resource is parsed. Next, for the texture mapping region (i.e., its UV coordinate range) on the model surface corresponding to that data bit, the UV coordinates of each sampling point within it undergo a remapping calculation: converting them to relative coordinates in the local UV space of the texture mapping region; based on the texture logical position information corresponding to the target data, the relative coordinates are transformed accordingly, thus mapping them to the texture coordinates of the specific sub-region in the structured texture resource. Finally, through the texture sampling operation of the graphics rendering pipeline, the visual pattern stored in that sub-region is filled into that specific display area of ​​the model. By synchronously executing this process on the texture mapping regions corresponding to all data bits, the complete data sequence can be dynamically presented on the surface of the 3D model in a visually coherent manner. This process relies entirely on coordinate and index operations in the shader program, without needing to depend on multiple independent geometric objects or frequently switch between different texture resources, thus enabling efficient and flexible dynamic updating of display information on the surface of the 3D model.

[0038] The data display method provided in this application is based on pre-divided, sequentially arranged texture mapping regions on the model, so that each region corresponds to a data bit in the data sequence, thereby establishing a stable correspondence between the display position and the data bit. Furthermore, by processing the data sequence, the specific target data to be displayed in each region is determined, ensuring the integrity and order of information display. Based on the texture information corresponding to each target data, it is accurately rendered into the corresponding texture mapping region, thus forming a complete data sequence display effect on the 3D model. This not only realizes the function of directly embedding dynamic data information on the surface of the 3D model, avoiding the complexity and performance overhead brought by relying on external UI components, but also ensures the regularity and customizability of the data display through precise control of texture coordinates.

[0039] This embodiment provides a data display method that can be used in electronic devices, such as computer 101, mobile terminal 102, etc. Figure 3 This is a flowchart of a data display method according to an embodiment of this application, such as... Figure 3 As shown, the process includes the following steps: Step S301: Obtain the data sequence to be displayed on the 3D model. The 3D model has multiple texture mapping regions divided by texture coordinate ranges. The multiple texture mapping regions are arranged sequentially according to a preset order, and each texture mapping region corresponds to a data bit in the data sequence. For details, please refer to [link to details]. Figure 2 Step S201 of the illustrated embodiment will not be described again here.

[0040] Step S302: Process the data sequence to obtain the target data to be displayed in each texture mapping region. For details, please refer to [link to relevant documentation]. Figure 2 Step S202 of the illustrated embodiment will not be described again here.

[0041] Step S303: Based on the texture information corresponding to each target data, render each target data to the corresponding texture mapping area to obtain a three-dimensional model of the display data sequence.

[0042] Specifically, step S303 includes: Step S3031: Obtain a preset texture map, which includes the texture pattern corresponding to each data point.

[0043] A preset texture map refers to a texture file that stores a complete set of image resources for the data units to be displayed. For example, a texture file containing images of the ten numbers 0 to 9 (such as...). Figure 4 (as shown), or an image file containing text or symbols. This file is designed as a complete texture during creation, serving as the data source from which to extract individual data unit images during rendering. A texture pattern refers to the complete visual image representing a single data unit in a pre-made texture map. For example, the entire image content representing the number 7 in the texture map is an independent texture pattern. Specifically, pre-storage refers to loading a pre-made image file as a texture resource from storage media (such as local files, resource packs, networks, or memory) during the application or rendering system initialization phase. The content of this texture map is specially designed, and its core feature is that it systematically contains the visual graphics of all the independent data units that need to be displayed within a single image, such as the ten numbers from 0 to 9. The graphic of each data unit (i.e., the texture pattern) has its own exclusive and clearly distinguishable area in the texture map. This texture map is referenced and loaded through a unique resource identifier (such as a file path, resource ID, or texture handle) and sent to the video memory of the graphics processing unit for the shader to quickly access and sample at runtime.

[0044] Step S3032: In the preset texture map, determine the texture pattern area corresponding to each target data.

[0045] A texture pattern region refers to a sub-region on a preset texture map used to define the extent of a specific texture pattern. During rendering, it is necessary to locate and delineate the specific region corresponding to the target data from the complete texture map for sampling. Specifically, determining the texture pattern region corresponding to each target data in the preset texture map is essentially a mapping process from abstract data to specific sub-regions in texture space. This process relies on a pre-defined convention: the entire preset texture map is logically organized into a structured layout, where each independent data pattern occupies a known and fixed position. The electronic device converts the input target data into one or more parameters that can locate its pattern position through a preset correspondence or calculation rule. These parameters directly or indirectly define the unique range (i.e., its texture coordinate boundary) occupied by the target data pattern in the two-dimensional coordinate space of the texture map.

[0046] In some optional implementations, the preset texture map is divided into a multi-row, multi-column matrix grid, with each grid containing a texture pattern; step S3032 above includes: Step a1: Obtain the size information of the matrix mesh.

[0047] A matrix mesh is a virtual structure that logically divides a pre-defined texture map. It treats the entire texture map as a regular grid consisting of multiple rows and columns, with each grid cell (i.e., a single cell) pre-stored with a texture pattern. This is a data organization method that facilitates quick location of target patterns using row and column indices. Size information refers to key parameters describing the matrix mesh structure. It typically includes the number of cells in the horizontal (column) and vertical (row) directions (e.g., 4 columns × 4 rows). Specifically, size information is metadata describing the inherent logical division structure of the texture map, with two core integer values: the total number of columns and the total number of rows in the mesh. This information is not dynamically analyzed from the texture pixel data but exists as a pre-known convention or attribute associated with the texture map. For example, it can be hard-coded into the shader program or application logic, or it can be stored and loaded as lightweight descriptive data along with the texture resource. When data location needs to be determined, the electronic device directly reads or uses these two pre-defined dimension values ​​(e.g., 4 columns and 4 rows) as divisors for all subsequent modulo and quotient calculations, thereby ensuring that the index calculations are consistent with the actual layout of the texture.

[0048] Step a2: For any target data, determine the column index corresponding to the target data based on the remainder result of the target data and the size information, and determine the row index corresponding to the target data based on the quotient result of the target data and the size information.

[0049] The column index (uvHorizontalNum) and row index (uvVerticalNum) are integer values ​​used to locate the position of target data within a matrix grid. They represent the column and row number of the target data within the grid (usually counting from 0). Specifically, the target data (an integer value representing the data index, such as the number 7 or a character code) is mathematically operated on with the grid size information (primarily the number of columns, assumed to be 4). The column index is typically obtained through a modulo operation: column index = target data % number of grid columns. This ensures that the resulting index is limited to the range of 0 to (number of columns - 1), corresponding to a specific column in the grid. The row index is typically obtained through integer division (quotient operation): row index = target data / number of grid columns (rounded down). This operation determines the row number of the target data in the row-wise order. For example, in a 4-column grid, the column index of target data with an index value of 7 is 7%4=3, and the row index is floor(7 / 4)=1. This calculation rule is based on the prior knowledge that the data cells are arranged in a strict order in the grid.

[0050] Step a3: Based on the row index and column index, determine the target mesh corresponding to each target data in the preset texture map.

[0051] The target grid refers to the grid cell uniquely identified by its row and column indices. It directly corresponds to the precise area occupied by the target data to be displayed within the preset texture map. Specifically, after obtaining the row and column indices corresponding to the target data, determining the target grid is a process of converting the two-dimensional indices into a specific region of the texture space. At this point, the logical grid structure is used to interpret the entire texture map. Each unique pair (i, j) consisting of a specific row index i and column index j directly and uniquely corresponds to a cell in the logical grid, i.e., the target grid. This correspondence is a direct mapping: the electronic device conceptually divides the UV space of the texture evenly according to the number of rows and columns of the grid. Therefore, the index (i, j) points to the evenly divided block in the i-th row and j-th column.

[0052] Step a4: Determine each target mesh as the texture pattern area in the preset texture map that corresponds to each target data.

[0053] Once the target mesh is logically selected by its row and column indices (i, j), the electronic device needs to convert this logical cell into a continuous region defined in the texture coordinate space that can be used by the texture sampling function. This is done through a coordinate transformation formula based on the mesh size. Specifically, assuming the texture UV space is [0,1] and the mesh size is cols columns and rows, the UV boundaries of the texture pattern region represented by the target mesh (corresponding to the i-th row and j-th column) can be determined by calculation. For example, its starting coordinates in the U (horizontal) direction are j / cols, and its ending coordinates are (j+1) / cols; the starting coordinates in the V (vertical) direction are i / rows, and its ending coordinates are (i+1) / rows. In this way, an abstract logical mesh index is precisely mapped and defined as a specific, rectangular pixel region on the texture map that contains the complete visual pattern of the target data, thus becoming the direct target region for subsequent texture sampling operations.

[0054] In the above implementation, the texture map containing all texture patterns is predefined as a multi-row, multi-column matrix grid structure. This encapsulates the pattern corresponding to each data point within a uniformly sized grid cell, thus establishing a highly ordered and predictable texture storage layout, laying a regular foundation for subsequent positioning calculations. Secondly, by performing modulo and quotient operations on the target data itself and the grid size information, the corresponding column and row indices are directly calculated. This process transforms the two-dimensional addressing problem of pattern positions into efficient one-dimensional data processing, avoiding complex coordinate mapping table lookups or iterative searches, significantly improving positioning speed and computational efficiency. The corresponding target grid as the pattern region can be uniquely determined and extracted using the row and column indices, ensuring not only the absolute accuracy of the positioning results but also, because the processing logic relies entirely on the grid size parameter, allowing for flexible adaptation to texture layouts with different numbers of rows and columns, enhancing the versatility and reusability of texture resource design.

[0055] Step S3033: Perform texture sampling on each texture pattern region, and render each texture mapping region based on the sampling results to obtain a three-dimensional model of the display data sequence.

[0056] After determining the target data to be displayed in each texture mapping region and its corresponding area in the texture map, the pixel-by-pixel rendering stage begins. For each pixel in each texture mapping region, a precise sampling coordinate pointing to a specific pattern area in the preset texture map is dynamically calculated, and the color value is obtained based on this coordinate, ultimately outputting the color value to the screen. Specifically, for each pixel, its original UV coordinates are used as input, and a series of deterministic mathematical transformations are performed to generate texture coordinates for final sampling. Subsequently, the graphics processor samples the preset texture map using these coordinates to obtain the original color of the pixel, which can be further adjusted according to style parameters. Finally, all adjusted pixel colors are written to the frame buffer, and the corresponding data units are drawn at the corresponding positions on the surface of the 3D model. By processing all pixels in all texture mapping regions in parallel, these data units are combined in the correct spatial order and dynamically displayed on the 3D model to form a complete data unit.

[0057] The data display method provided in this application relies on a preset texture map containing all possible data corresponding to texture patterns, thereby standardizing and centralizing the data display style and avoiding the redundancy and complexity caused by generating or storing texture resources separately for each data. Secondly, by dynamically locating texture pattern regions matching each target data within this texture map, automatic association between data content and visual representation is achieved, ensuring a strict correspondence between the displayed content and the preset style. By sampling these pattern regions and rendering each texture mapping region based on the sampling results, not only can the details and appearance of each data point be reproduced with high quality, but the data sequence can also be clearly and neatly presented on the surface of the 3D model while maintaining image continuity and smoothness. This process makes the data rendering process highly dependent on texture resources rather than complex calculations, reducing the computational burden of real-time rendering and facilitating overall style updates by changing or adjusting textures.

[0058] In some optional implementations, step S3033 above includes: Step b1: Perform texture sampling on each texture pattern area to determine the color value corresponding to all pixels on each texture mapping area.

[0059] Color values ​​refer to the raw pixel color data obtained from the texture pattern region through texture sampling operations, typically represented as RGB or RGBA values. Specifically, for any texture-mapped region, every pixel it covers is traversed. For the current pixel, its raw UV coordinates are used, combined with the known texture layout structure (size information) and the position (row and column index) of the target data to be displayed within it, to calculate the unique sampling point of that pixel in the preset texture map using a fixed coordinate transformation formula. Then, the graphics hardware (GPU) is instructed to access the texture memory based on these sampling coordinates to obtain the color data of that point. This "calculate coordinates - sample texture" operation determines the base color value from the texture pattern for that pixel. Repeating this operation for all pixels within the texture-mapped region yields all the pixel color values ​​required to compose the image of that data unit.

[0060] In some alternative implementations, step b1 above includes: Step b11: For any texture mapping region, obtain the first texture coordinates of each pixel point on the texture mapping region.

[0061] The first texture coordinates refer to the original UV coordinates (baseUV) of each pixel on the texture mapping region. They are the initial texture coordinates without scaling, offsetting, or other preprocessing. Specifically, obtaining the first texture coordinates is the starting point for rendering calculations. These coordinates are directly derived from the geometric data of the 3D model and the initial UV mapping. During the modeling phase, the model surface (texture mapping region) used to display data is pre-assigned UV coordinates, which define the initial correspondence between model surface points and texture space. When the model is sent to the graphics pipeline for rendering, the UV data carried by its mesh vertices is transferred along with the triangle primitives. During the rasterization phase, the corresponding UV coordinates of each covered pixel are calculated using barycentric interpolation. These interpolated UV coordinates, without any special processing for data display, are the first texture coordinates of each pixel. They represent the original position of the pixel in texture space and are the input basis for all subsequent coordinate transformations designed specifically for dynamic data display.

[0062] Step b12: Scale the first texture coordinates according to the size information to obtain the second texture coordinates.

[0063] The second texture coordinates refer to the coordinates obtained by scaling the first texture coordinates according to the size of the matrix grid. Specifically, the local coordinates of the current pixel within its specific data cell are extracted from the first texture coordinates. For example, when the UV cells are designed as continuous integer regions (such as 0 to 1, 1 to 2, etc.), this can be achieved by performing a fractional (frac) operation on the corresponding components of baseUV (such as .x). The result of the frac function is a value in the range [0, 1), representing the relative position of the pixel within the cell. Then, this local coordinate value is scaled according to the layout size information of the preset texture map (such as the total number of columns). For example, if the map has 4 columns, the local U coordinates are divided by 4. This scaling operation compresses the local coordinates from the range [0, 1) to the range [0, 1 / 4) to adapt them to the size proportion of a single texture pattern in the entire map. The resulting coordinates are called the second texture coordinates, which represent the normalized position of the pixel within the texture space of a single data pattern.

[0064] Step b13: Offset the second texture coordinates based on the row index and column index to obtain the third texture coordinates.

[0065] The third texture coordinates refer to the final texture coordinates obtained by offsetting the second texture coordinates with the row and column indices of the target data. This offset operation precisely aligns the normalized coordinates to the specific sub-region where the target mesh is located in the preset texture map, thus preparing for the final texture sampling. Specifically, the row and column indices uniquely determine the position of the data to be displayed in the texture layout. Each component of the second texture coordinates is added to the starting coordinate of the target data pattern area in its corresponding direction. This starting coordinate is obtained by multiplying the row and column indices by the size ratio of a single pattern. For example, for a 4×4 layout, where a single pattern occupies 0.25 pixels wide and 0.25 pixels high, if the target data is located in the 2nd row (i=1) and 3rd column (j=2), then the offset in the horizontal direction (U-axis) is 0.25 × 2 = 0.5; and the offset in the vertical direction (V-axis) is 0.25 × 1 = 0.25. Adding the corresponding offsets to the U and V components of the second texture coordinates respectively yields the third texture coordinates. This coordinate is the absolute position of the pixel in the complete preset texture map space, pointing directly to the interior of the specific data pattern that needs to be sampled.

[0066] Step b14: Perform texture sampling on each texture pattern region based on the third texture coordinates to determine the color value corresponding to all pixels on each texture mapping region.

[0067] Once the third texture coordinates are calculated, they are used as the address of the texture lookup table. During shader execution, the color data of the corresponding position and surrounding pixels in the preset texture map's memory are read based on these coordinates. This operation returns a color value, which is the original color obtained by the current pixel from the specified texture pattern region. This sampling operation is performed on each pixel in the texture-mapped region using its unique third texture coordinates, thereby generating a complete, pixel-level color value array for the entire region. This array visually constitutes the image of the target data.

[0068] In the above implementation, for each pixel within a texture mapping region, its original first texture coordinates are obtained, representing the initial position of that pixel within the model's own UV layout. Subsequently, these coordinates are scaled according to preset size information to obtain second texture coordinates, effectively normalizing the display area of ​​a complete data bit on the model to within the size ratio of a single data pattern in the texture, laying the foundation for subsequent precise positioning. Next, based on row and column indices, precise offset calculations are performed on the scaled coordinates to generate third texture coordinates, translating the normalized local coordinates onto the correct target pattern area in the texture's global coordinate system. Finally, texture sampling is performed based on these calculated third texture coordinates, ensuring that the color value obtained by that pixel on the model comes entirely from the corresponding position of the specified data pattern in the preset texture. This entire transformation from local original coordinates to scaled and normalized coordinates to global offset coordinates effectively avoids sampling misalignment or aliasing, ensuring that each data edge is clear and the content is displayed completely within the specified area of ​​the model.

[0069] In some optional implementations, step b1 above further includes: obtaining style parameters of the texture mapping region; adjusting the color values ​​based on the style parameters to obtain the adjusted color values ​​of each pixel.

[0070] Style parameters refer to a set of adjustable attributes used to control the final rendered appearance, such as the color of data units (foreground color), the color of background areas (background color), and the color and intensity of glow effects (glow color). These parameters allow for flexible adjustment of the visual style of the displayed data without changing the core texture and geometry data. Specifically, style parameters are usually set by the application or user interface before rendering and passed to the shader program as uniform constants or parameters. Common style parameters include base color, glow color, brightness, and contrast. After obtaining the original color value of a pixel through texture sampling, the electronic device reads these predefined style parameters and performs post-processing calculations on the original color according to a fixed shading algorithm. For example, the algorithm can multiply the RGB components of the original color with a foreground color parameter to change the hue, or synthesize it with a glow color based on a certain blending mode (such as addition, screen blending, etc.) to add a glow effect. After these configurable mathematical operations, the original sampled color is converted into an adjusted color value that incorporates the user's custom visual style. This step greatly enhances the visual flexibility and expressiveness of the display while maintaining the data shape.

[0071] In the above implementation, style parameters for texture-mapped regions can be acquired and applied independently of the texture resources themselves within the rendering pipeline. Based on these parameters, the original color values ​​obtained through precise sampling are adjusted in real time, enabling the dynamic generation of various visual effects without altering the underlying data textures. This mechanism allows the same set of data and texture resources to present a rich variety of visual styles, greatly enhancing the expressiveness of the displayed data.

[0072] Step b2: Render each texture mapping area using color values ​​to obtain a three-dimensional model of the displayed data sequence.

[0073] For each texture-mapped region, once the final color values ​​of all its pixels (whether directly sampled or styled) are determined, this color data enters the output merging stage of the graphics pipeline. In this stage, the color value of each pixel is written to the corresponding screen coordinates in the framebuffer. The writing process includes depth testing and stencil testing to ensure correct 3D occlusion relationships. Once all visible pixel colors of a texture-mapped region have been successfully written, the data unit is accurately drawn at a predetermined position on the 3D model surface. The rendering engine processes all such texture-mapped regions on the model in parallel or serially, with each region responsible for rendering one bit of the data sequence. Ultimately, these data units drawn at different positions on the model surface are arranged according to a preset UV space order, visually forming a coherent data sequence displayed in 3D space. For example, for a numerical sequence, such as... Figure 5As shown, these numbers drawn at different locations on the model surface are arranged according to a preset UV space order, visually forming a coherent digital display in three-dimensional space. Combined with the rendering of the rest of the model, a three-dimensional entity with an embedded dynamic update sequence is ultimately presented on the screen. By updating the input data frame by frame and repeating this rendering process, real-time dynamic changes in the data sequence can be achieved.

[0074] In the above implementation, texture sampling is performed on each located texture pattern region, and the specific color value corresponding to each pixel in each texture mapping region is calculated. This step transforms the abstract pattern region into pixel-level color information that can be directly processed by the graphics pipeline, ensuring that the details from the source texture to the model surface can be captured and transmitted completely and accurately. Subsequently, these obtained color values ​​are used to directly render and fill each texture mapping region, thereby constructing a clear, sharp, and color-accurate data sequence image on the surface of the 3D model. This "sampling-shading" process fully utilizes the texture sampling and pixel shading capabilities of modern graphics hardware, not only ensuring a high degree of consistency and visual quality between the final display effect and the original design pattern, but also, because the color information is calculated and applied in real time during rendering, it can efficiently support dynamic updates and real-time refreshes of data content, achieving a close and smooth integration of data and model appearance.

[0075] This embodiment provides a data display method that can be used in electronic devices, such as computer 101, mobile terminal 102, etc. Figure 6 This is a flowchart of a data display method according to an embodiment of this application, such as... Figure 6 As shown, the process includes the following steps: Step S601: Obtain the data sequence to be displayed on the 3D model. The 3D model has multiple texture mapping regions divided by texture coordinate ranges. The multiple texture mapping regions are arranged sequentially according to a preset order, and each texture mapping region corresponds to a data bit in the data sequence. For details, please refer to [link to details]. Figure 3 Step S301 of the illustrated embodiment will not be described again here.

[0076] Step S602: Perform data processing on the data sequence to obtain the target data to be displayed in each texture mapping area.

[0077] Specifically, step S602 includes: Step S6021: Based on the data processing method corresponding to each data bit, perform data processing on the data sequence to obtain the data on each data bit corresponding to the data sequence.

[0078] Data processing methods refer to the specific rules or algorithms followed in decomposing a complete data sequence into individual data bits, depending on the data type (such as numbers, text, encoding, etc.). Specifically, a data processing method is predefined for each data bit. This is essentially a set of computational rules for extracting the corresponding data unit from the sequence data based on the bit's position within the sequence. For each predetermined position from the start to the end, the data identifier (such as a numeric value, character encoding, or texture index) at that position is extracted from the data sequence according to the data type's decoding rules. For example, for a numeric sequence, each digit can be extracted using division and modulo operations; for a text string, each character can be extracted using a character array index. By sequentially executing this process for all digits, the data sequence is systematically deconstructed into a numeric array, where each array element is explicitly associated with a specific data bit.

[0079] Step S6022: For any texture mapping region, obtain the first texture coordinates of each pixel on the texture mapping region. See details in [link to relevant documentation]. Figure 3 Step b11 of the illustrated embodiment will not be repeated here.

[0080] Step S6023: Determine the target data bits corresponding to the texture mapping region based on the first texture coordinates.

[0081] The target data bit refers to the position of the data bit that a specific texture mapping area on a 3D model is responsible for displaying. For example, in a five-digit number display, a certain area might be designated to display the hundreds digit; in a text display, a certain area might be designated to display the third character. Specifically, according to a preset mapping relationship, the texture space coordinates (first texture coordinates) of a pixel on its respective texture mapping area are resolved into its corresponding logical bit position (target data bit). Electronic devices maintain or follow a set of established rules that define the correspondence between specific areas (or coordinate features) in the texture coordinate space and the positions in the data display sequence. During the rendering process, for any pixel, its first texture coordinates are read and resolved according to the aforementioned preset rules. This resolution process aims to determine which texture space range, pre-associated with a specific data bit, this coordinate falls into, or to directly calculate the position index it represents based on the coordinate value. Through this coordinate resolution operation, it is possible to clearly identify the specific data bit that the current pixel, and even the entire texture mapping area it belongs to, is responsible for when displaying the complete data sequence.

[0082] The data display method provided in this application processes the input data sequence according to its individual data bits to obtain a set of data arranged bit by bit, thereby converting the original data into a directly displayable, bit-separated data material library. Subsequently, the geometric information of the model is converted into logical information, that is, the target data bit corresponding to the texture mapping region to which the current pixel belongs is determined based on the coordinates, thereby establishing a deterministic mapping relationship from a specific location on the model surface to a specific data bit in the data sequence. Finally, by combining this positional mapping relationship with the processed data set, the target data to be displayed can be dynamically allocated to each texture mapping region. This "global data decomposition followed by bit-mapping allocation" architecture effectively decouples the processing of data content from the layout of the model space, allowing both to be designed and modified independently: the format and processing method of the data sequence can be flexibly adjusted, while the UV layout of the model only needs to ensure that its texture coordinates can clearly distinguish different bit regions.

[0083] In some optional implementations, the width of the texture mapping region is a first type width; step S6023 above includes: Step c1: Determine the first data bit index corresponding to each pixel point based on the integer part of each first texture coordinate.

[0084] Type 1 width refers to a specific UV layout design pattern for texture mapping regions. In this pattern, each texture mapping region used to display one data bit occupies a width of 1 UV unit in texture space (UV space), and these regions are continuous and end-to-end along the U-axis (or the corresponding axial direction). The first data bit index is an integer value used to identify which data bit the region corresponds to when the texture mapping region adopts Type 1 width design. Since the UV region is a continuous 1-unit width, this index can be obtained directly by taking the integer part of the pixel's first texture coordinate (e.g., floor(first texture coordinate.u)). Index 0 typically corresponds to the most significant bit or the leftmost bit, and so on. Specifically, in this pattern, the design ensures that each texture mapping region (corresponding to one data bit) occupies a continuous interval with a width of exactly 1.0 on the texture U-axis, and these intervals are end-to-end along the U-axis (e.g., the 0th bit interval is [0,1), the 1st bit is [1,2)). For a pixel, the U component of its first texture coordinate is a floating-point number. The U-coordinate value is rounded down (floor operation), which discards the decimal part and retains the integer part. Due to the layout design, this integer value is exactly equal to the data bit index (counting from 0) of the region where the pixel is located. This index is the first data bit index. For example, for a pixel with U-coordinate 1.7, floor(1.7) = 1, which means that it belongs to the texture mapping region with index 1 (usually representing the second data bit).

[0085] Step c2: Determine the target data bits corresponding to the texture mapping region based on each first data bit index.

[0086] After obtaining the first data bit indices of each pixel in the texture mapping region, since these pixels belong to the same texture mapping region and, under correct UV layout design, their calculated first data bit indices should be consistent. Therefore, the electronic device can simply use the first data bit index of any pixel in the region (or perform a uniformization operation such as taking the mode, averaging, and rounding all pixel indices) as the representative index of the entire region. This final index value uniquely determines the target data bit corresponding to the texture mapping region. For example, if the index is determined to be 2, it indicates that the current texture mapping region is responsible for displaying the 3rd data unit from the left (or in a predetermined order) in the data sequence (assuming the index starts from 0).

[0087] In some alternative implementations, for multi-digit data display scenarios, the UV coordinate space of the model on the local surface used for data display needs to be specifically optimized. For example, as... Figure 7 As shown, Figure 7 The data display area in the image is a single, continuous space with no dedicated areas for each data bit. To avoid overlapping and conflicts between multiple data textures, extra gaps must be reserved, resulting in larger spacing between the displayed data. In this case, the original continuous UV area can be precisely divided into multiple independent 1×1 unit cells, each cell corresponding to a separate display area for one data bit, such as... Figure 8 As shown. This layout eliminates the need for pre-reserved overlap protection gaps, reducing the visual distance between data, and accurately adapts to the subsequent bit-by-bit rendering data logic, ensuring the independence and accuracy of texture sampling for each data bit.

[0088] In the above implementation, relying on the premise that the texture mapping region is regularly divided into a layout with a first type width, this design ensures that adjacent display areas are allocated within a continuous range of integer texture coordinates in the model's UV space. Based on this, the integer part of the first texture coordinate of each pixel is directly extracted. This integer part identifies the texture mapping region number where the pixel currently resides, i.e., the first data bit index. This instantly converts continuous coordinate values ​​into discrete index values. The processing involves only simple rounding operations, resulting in extremely low execution cost and extremely fast response speed in the graphics shader. Subsequently, the target data bit corresponding to the texture mapping region can be directly determined based on this index, thus completing a fast mapping from geometric position to logical bits.

[0089] In some optional implementations, the width of the texture mapping region is a second type width; step S6023 above further includes: Step d1: Obtain the texture coordinate range corresponding to each texture mapping region.

[0090] Type II width refers to another UV layout design mode for texture mapping regions, complementing Type I width. In this mode, the width of each texture mapping region in texture space does not need to be 1, and these regions can be non-contiguous and spaced, with arbitrary boundaries. This provides more flexible UV arrangement possibilities. Texture coordinate intervals refer to the continuous range occupied by each texture mapping region in texture coordinate space (such as the U-axis) under Type II width design. This interval is typically defined by a start coordinate and an end coordinate, for example, [0.1, 1.1). Electronic devices need to know the texture coordinate interval of each region in advance to correctly map pixel coordinates to the corresponding data bits. Specifically, texture coordinate intervals are metadata describing the area occupied by each texture mapping region in texture space (UV space). This interval information is not dynamically calculated during rendering but is predefined and obtained during resource preparation or system initialization. There are usually two sources of this information: first, directly from the 3D model asset itself, where UV blocks are pre-defined in the modeling software and related data may be exported through custom channels; second, declared through independent configuration files or data structures, used in conjunction with the model file. Each interval is typically defined by two values: a start coordinate and an end coordinate (e.g., [startU, endU] in the U direction). Before rendering, the electronic device loads this predefined interval data to form a lookup table so that pixel coordinates can be mapped to the correct data bits in subsequent steps.

[0091] Step d2: For any first texture coordinate, compare the first texture coordinate with each texture coordinate interval, and determine the second data bit index corresponding to each pixel based on the comparison result.

[0092] The second data bit index is an integer value used to identify which data bit corresponds to a region when the texture mapping region adopts a second-type width design. Due to the irregular UV layout, it cannot be obtained through simple rounding. This index is obtained by comparing the pixel's first texture coordinate with predefined texture coordinate intervals to determine which interval it falls into. Specifically, the electronic device holds a pre-acquired list of texture coordinate intervals for each texture mapping region. For the first texture coordinate of the current pixel (e.g., its U component u), the electronic device compares it with each interval in the list. The comparison operation checks whether u is greater than or equal to the start value of an interval and less than its end value. The comparison stops when only one interval satisfying this condition is found. The interval's sequential position in the list (e.g., the 0th, 1st interval), or the explicit identifier associated with the interval, is determined as the second data bit index corresponding to the current pixel.

[0093] Step d3: Determine the target data bits corresponding to the texture mapping region based on each second data bit index.

[0094] Similar to the logic of determining the target data bit based on the first data bit index, in irregular layouts, pixels within the same texture mapping region should also have the same calculated second data bit index. The electronic device collects the second data bit indices of the pixels within this region (or uses the index of a representative pixel), and this index value is directly associated with an item in a predefined list of texture coordinate intervals. Since this list item and the specific data bit are already associated at design time (e.g., item 0 in the list corresponds to the start of the sequence, item 1 corresponds to the second bit), the determined second data bit index directly indicates the target data bit assigned to that texture mapping region.

[0095] In the above implementation, the texture coordinate intervals corresponding to each texture mapping region are obtained. This set of interval information essentially defines a custom position encoding book that matches the specific design of the model. Subsequently, for any pixel, its first texture coordinates are systematically compared with all predefined intervals. By determining which interval the coordinates fall into, the texture mapping region to which the pixel belongs is determined, and the corresponding second data bit index is obtained. This interval-based mapping mechanism is completely unrestricted by whether UVs are divided into equal-width integer grids, and can perfectly adapt to various non-uniform, staggered, or special-shaped display area layouts. At the same time, the mapping result is accurate and deterministic. As long as the coordinate interval is defined accurately, it can be guaranteed that each pixel is assigned to the correct data bit, avoiding boundary errors that may be caused by approximate calculations or rounding.

[0096] Step S6024: Based on the target data bits, determine the target data to be displayed in the texture mapping area from the data on each data bit.

[0097] Based on the determined target data bits, the previously generated ordered sequence of data units is queried or accessed using an index or key. Since the order of the data unit sequence strictly corresponds to the logical order of the data bits, the data unit element at the specified index can be directly extracted from the sequence. This extracted data unit is the final target data to be rendered on the texture mapping area.

[0098] In some optional implementations, the above data display method further includes: Step e1: Determine whether the number of bits in the data sequence is greater than the preset bit value.

[0099] The preset bit value refers to the maximum number of data bits that the entire display system design can support. It is a fixed threshold, such as 5 bits. Specifically, the preset bit value is a constant defined during design, representing the total number of texture mapping areas on the model used to display data, i.e., the maximum number of displayable data bits. Electronic devices determine this by performing a standard bit-count calculation process: this can usually be done by directly obtaining the sequence's length attribute (such as string length, array length) or by calculation. For example, for a sequence of numbers, the sequence is repeatedly divided by 10 and counted until the quotient is 0; the resulting count is the actual number of data bits for that sequence. Alternatively, in some implementations, it can be estimated using base-10 logarithmic operations. Then, this calculated actual number of bits is compared with the preset bit value (maximum display bit count). If the actual number of bits is greater than the preset bit value, it is considered an overflow, and a truncation mechanism needs to be activated; otherwise, the original value can be displayed completely.

[0100] Step e2: If the number of data bits in the data sequence is greater than the preset number of bits, then extract the preset number of bits from the data sequence and display it.

[0101] The preset bit depth refers to the number of data bits actually truncated and used for display when the data sequence exceeds the maximum display capacity. It is usually the same as the preset bit depth value; for example, if it exceeds 5 bits, only the last 5 bits will be displayed. Specifically, when it is determined that the actual bit depth of the data sequence exceeds the maximum displayable bit depth (the preset bit depth value), the truncation and adaptation display process will be initiated. The truncation operation follows a clear rule: it usually retains the most representative part of the data sequence (such as the last few bits or the first few bits, depending on the design). Specifically, the electronic device will process the original sequence according to the preset truncation rule (e.g., retaining the last N bits) to generate a new subsequence with a length equal to the preset bit depth. For example, if the preset bit depth is 5 and the rule is to retain the last 5 bits, then for a long text or number sequence, the last 5 characters or numbers will be directly extracted to form a new sequence. Subsequently, this truncated new sequence will replace the original data sequence and enter the subsequent complete display process. This means that the electronic device will use this truncation value to re-decompose the data bits, determine the data bits, and perform the final texture sampling and rendering. In terms of effect, the model will display a subset of the original values ​​on the surface and visually fill all available data bits, thereby conveying as much effective information as possible within the limited display space, while avoiding display errors or failures caused by data overflow.

[0102] In the above implementation, it is determined whether the number of bits in the data sequence to be displayed is greater than a preset value. When the number of bits exceeds the display capacity, the portion of the data sequence that meets the preset number of bits is automatically truncated for subsequent display. This mechanism essentially decouples and adapts the logical value of the input data to the physical display capability of the model. It ensures that, under any input condition, the information ultimately rendered onto the surface of the 3D model is clear and well-organized, avoiding problems such as data overlap and misalignment that may occur due to excessively long data, thereby guaranteeing the stability and readability of the display effect.

[0103] Step S603: Based on the texture information corresponding to each target data, render each target data to its corresponding texture mapping area to obtain a 3D model of the displayed data sequence. For details, please refer to [link to details]. Figure 3 Step S303 of the illustrated embodiment will not be described again here.

[0104] In the following embodiment, the above data display method will be illustrated by way of example in the application scenario of a first-person shooter game.

[0105] In first-person shooter games, players control a character wielding a customized rifle with an embedded display screen on the side of the gun that shows the cumulative number of enemies defeated by the weapon in real time.

[0106] Specifically, during the modeling stage of the weapon's 3D model, five consecutive UV cells were divided in the display area on the side of the gun body. Each cell corresponds to a number display position, representing the ten-thousands, thousands, hundreds, tens, and ones places from left to right. The UV coordinate range of each cell is one unit width on the U-axis and is connected end to end (e.g., [0,1), [1,2)...[4,5)), and the V-axis range is consistent to ensure vertical alignment of the numbers.

[0107] In the game logic, an integer variable is maintained to record the number of kills. Before each frame is rendered, this variable is passed as a parameter cCount to the shader program responsible for rendering the weapon model. The shader first decomposes cCount into five independent numbers (0-9) for the ones, tens, hundreds, thousands, and ten thousands places using modulo and division operations, and stores them in an array of size 5.

[0108] When rendering any pixel in the gun's display area, the shader reads the pixel's raw UV coordinates. By taking the integer part of UV.x, it determines which UV cell the pixel is in, and then indexes the number to be displayed from the aforementioned array of numbers. For example, if floor(UV.x) equals 2, it corresponds to the hundreds digit.

[0109] The shader then calculates the row and column index of the number (0-9) from a pre-made 4x4 grid of numbers containing the digits 0 to 9. The number maps must be arranged strictly in order; for example, the first row and first column should contain the number 0, the first row and second column should contain the number 1, and so on.

[0110] Next, the local UV coordinates of the current pixel within its UV cell (obtained by taking the decimal part) are scaled (divided by 4) and offset (by adding the corresponding row and column index multiplied by 0.25) to generate the final texture coordinates used for sampling the digit map. These coordinates precisely point to the sub-region in the map where the digit pattern is located.

[0111] Finally, the shader uses the coordinates to sample the digital texture, obtain the pixel color, and can further combine it with style parameters such as foreground color, background color, and glow color customized by artists or players to adjust the color, and finally render the pattern with dynamic numbers onto the surface of the weapon model.

[0112] The data display method provided in this application integrates the data display entirely into the model's material rendering process, eliminating the need for the game engine's UI system and avoiding the performance overhead and development complexity associated with creating, updating, and managing 3D UI elements. As part of the model's texture, the numbers naturally follow weapon movement and rotation without display anomalies when the viewpoint changes. Lighting and post-processing effects also apply correctly, achieving fully immersive, high-performance, and easily maintainable dynamic data display.

[0113] This embodiment also provides a data display device for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0114] This embodiment provides a data display device, such as... Figure 9 As shown, it includes: The acquisition module 901 is used to acquire the data sequence to be displayed on the 3D model. The 3D model includes multiple texture mapping regions, which are arranged in a preset order. Each texture mapping region corresponds to a data bit in the data sequence. Processing module 902 is used to process the data sequence to obtain the target data to be displayed in each texture mapping area; The rendering module 903 is used to render each target data to the corresponding texture mapping area based on the texture information corresponding to each target data, so as to obtain a three-dimensional model of the display data sequence.

[0115] In some alternative implementations, the rendering module 903 includes: The first acquisition submodule is used to acquire a preset texture map, which includes the texture pattern corresponding to each data. The first determining submodule is used to determine the texture pattern area corresponding to each target data in the preset texture map; The sampling submodule is used to perform texture sampling on each texture pattern region, and render each texture mapping region based on the sampling results to obtain a 3D model of the display data sequence.

[0116] In some optional implementations, the preset texture map is divided into a multi-row, multi-column matrix grid, with each grid containing a texture pattern; the determining submodule includes: The first acquisition unit is used to acquire the size information of the matrix mesh; The first determining unit is used to determine the column index corresponding to any target data based on the remainder result of the target data and the size information, and to determine the row index corresponding to the target data based on the quotient result of the target data and the size information. The second determining unit is used to determine the target mesh corresponding to each target data in the preset texture map based on the row index and column index. The third determining unit is used to determine each target mesh as a texture pattern area in the preset texture map that corresponds to each target data.

[0117] In some alternative implementations, the sampling submodule includes: The sampling unit is used to perform texture sampling on each texture pattern area to determine the color value corresponding to all pixels on each texture mapping area. The rendering unit is used to render each texture mapping area using color values ​​to obtain a three-dimensional model of the display data sequence.

[0118] In some alternative implementations, the sampling unit includes: The first acquisition subunit is used to acquire the first texture coordinates of each pixel point on the texture mapping region for any texture mapping region; The scaling subunit is used to scale the first texture coordinates according to the size information to obtain the second texture coordinates; The offset sub-unit is used to offset the second texture coordinates based on the row index and column index to obtain the third texture coordinates; The sampling subunit is used to perform texture sampling on each texture pattern region based on the third texture coordinates, and to determine the color value corresponding to all pixels on each texture mapping region.

[0119] In some optional implementations, the sampling unit further includes: The second acquisition subunit is used to acquire style parameters of the texture mapping region; The adjustment subunit is used to adjust the color value based on the style parameters to obtain the adjusted color value of each pixel.

[0120] In some alternative implementations, the processing module 902 includes: The processing submodule is used to process the data sequence based on the data processing method corresponding to each data bit, and obtain the data on each data bit of the data sequence. The second acquisition submodule is used to acquire the first texture coordinates of each pixel in any texture mapping region. The second determining submodule is used to determine the target data bits corresponding to the texture mapping region based on the first texture coordinates; The third determination submodule is used to determine the target data to be displayed in the texture mapping area from the data in each data bit, based on the target data bit.

[0121] In some optional implementations, the width of the texture mapping region is a first type width; the second determining submodule includes: The fourth determining unit is used to determine the first data bit index corresponding to each pixel point based on the integer part of each first texture coordinate. The fifth determining unit is used to determine the target data bits corresponding to the texture mapping region based on each first data bit index.

[0122] In some optional implementations, the width of the texture mapping region is a second type width; the second determining submodule further includes: The second acquisition unit is used to acquire the texture coordinate range corresponding to each texture mapping region; The comparison unit is used to compare any first texture coordinate with each texture coordinate range, and determine the second data bit index corresponding to each pixel based on the comparison result. The sixth determining unit is used to determine the target data bits corresponding to the texture mapping region based on each second data bit index.

[0123] In some alternative implementations, the data display device further includes: The judgment module is used to determine whether the number of bits in the data sequence is greater than a preset value. The truncation module is used to truncate data of a preset number of digits from the data sequence if the number of digits in the data sequence is greater than a preset value, and then display the truncation data.

[0124] The data display device provided in this application embodiment can execute the data display method provided in any embodiment of this application, and has the corresponding functional modules and beneficial effects for executing the method. Further functional descriptions of the above modules and units are the same as those in the corresponding embodiments described above, and will not be repeated here.

[0125] Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application.

[0126] The following is a detailed reference. Figure 10 The diagram illustrates a structural schematic suitable for implementing the electronic device described in the embodiments of this application. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 1001, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 1002 or a program loaded from memory 1008 into random access memory (RAM) 1003. The RAM 1003 also stores various programs and data required for the operation of the electronic device. The processor 1001, ROM 1002, and RAM 1003 are interconnected via a bus 1004. An input / output (I / O) interface 1005 is also connected to the bus 1004.

[0127] Typically, the following devices can be connected to the I / O interface 1005: input devices 1006 including, for example, a touchscreen, touchpad, keyboard, mouse, camera, microphone, accelerometer, gyroscope, etc.; output devices 1007 including, for example, a liquid crystal display (LCD), speaker, vibrator, etc.; memory devices 1008 including, for example, magnetic tape, hard disk, etc.; and communication devices 1009. Communication device 1009 allows electronic devices to exchange data via wireless or wired communication with other devices. Although Figure 10 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.

[0128] Specifically, according to embodiments of this application, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this application include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication device 1009, or installed from memory 1008, or installed from ROM 1002. When the computer program is executed by processor 1001, it performs the functions defined in the data display method of embodiments of this application.

[0129] Figure 10The electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of this application.

[0130] This application also provides a computer-readable storage medium. The methods described in this application can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code downloaded over a network and originally stored on a remote storage medium or a non-transitory machine-readable storage medium and then stored on a local storage medium. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium can also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code. When the software or computer code is accessed and executed by the computer, processor, or hardware, the data display method shown in the above embodiments is implemented.

[0131] A portion of this application can be applied as a computer program product, such as computer program instructions, which, when executed by a computer, can invoke or provide the methods and / or technical solutions according to this application through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, installation package files, etc. Correspondingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions, or the computer compiling the instructions and then executing the corresponding compiled program, or the computer reading and executing the instructions, or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.

[0132] Although embodiments of this application have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of this application, and all such modifications and variations fall within the scope defined by the appended claims.

Claims

1. A data display method, characterized in that, The method includes: Obtain a data sequence to be displayed on a 3D model. The 3D model has multiple texture mapping regions divided by texture coordinate ranges. The multiple texture mapping regions are arranged in a preset order, and each texture mapping region corresponds to a data bit in the data sequence. The data sequence is processed to obtain the target data to be displayed in each of the texture mapping regions; Based on the texture information corresponding to each of the target data, each of the target data is rendered to the corresponding texture mapping area to obtain a three-dimensional model displaying the data sequence.

2. The method according to claim 1, characterized in that, The step of rendering each target data into its corresponding texture mapping region based on the texture information corresponding to each target data to obtain a three-dimensional model displaying the data sequence includes: Obtain a preset texture map, wherein the preset texture map includes texture patterns corresponding to each data; In the preset texture map, a texture pattern region corresponding to each of the target data is determined; Texture sampling is performed on each of the texture pattern regions, and each of the texture mapping regions is rendered based on the sampling results to obtain a three-dimensional model displaying the data sequence.

3. The method according to claim 2, characterized in that, The preset texture map is divided into a multi-row, multi-column matrix grid, with each grid containing one texture pattern; determining the texture pattern region corresponding to each of the target data in the preset texture map includes: Obtain the size information of the matrix mesh; For any of the target data, based on the remainder result of the target data and the size information, the column index corresponding to the target data is determined, and based on the quotient result of the target data and the size information, the row index corresponding to the target data is determined; Based on the row index and the column index, the target mesh corresponding to each of the target data is determined in the preset texture map; Each of the target meshes is defined as a texture pattern region in the preset texture map that corresponds to each of the target data.

4. The method according to claim 2 or 3, characterized in that, The step of performing texture sampling on each of the texture pattern regions, and rendering each of the texture mapping regions based on the sampling results to obtain a three-dimensional model displaying the data sequence includes: Texture sampling is performed on each of the texture pattern regions to determine the color values ​​corresponding to all pixels on each of the texture mapping regions. The color values ​​are used to render each of the texture mapping regions to obtain a three-dimensional model that displays the data sequence.

5. The method according to claim 4, characterized in that, The step of performing texture sampling on each of the texture pattern regions to determine the color values ​​corresponding to all pixels on each of the texture mapping regions includes: For any of the texture mapping regions, obtain the first texture coordinates of each pixel point on the texture mapping region; The first texture coordinates are scaled according to the size information to obtain the second texture coordinates; The second texture coordinates are offset based on the row index and the column index to obtain the third texture coordinates; Based on the third texture coordinates, texture sampling is performed on each of the texture pattern regions to determine the color values ​​corresponding to all pixels on each of the texture mapping regions.

6. The method according to claim 5, characterized in that, The method further includes: Obtain the style parameters of the texture mapping region; The color values ​​are adjusted based on the style parameters to obtain the adjusted color values ​​for each pixel.

7. The method according to claim 1, characterized in that, The step of processing the data sequence to obtain the target data to be displayed in each of the texture mapping regions includes: Based on the data processing method corresponding to each of the data bits, the data sequence is processed to obtain the data on each of the data bits corresponding to the data sequence. For any of the texture mapping regions, obtain the first texture coordinates of each pixel point on the texture mapping region; The target data bits corresponding to the texture mapping region are determined based on the first texture coordinates; Based on the target data bits, the target data to be displayed in the texture mapping area is determined from the data on each of the data bits.

8. The method according to claim 7, characterized in that, The width of the texture mapping region is a first type width; determining the target data bits corresponding to the texture mapping region based on the first texture coordinates includes: Based on the integer part of each of the first texture coordinates, determine the first data bit index corresponding to each pixel point; The target data bits corresponding to the texture mapping region are determined based on each of the first data bit indices.

9. The method according to claim 7, characterized in that, The width of the texture mapping region is a second type width; determining the target data bits corresponding to the texture mapping region based on the first texture coordinates includes: Obtain the texture coordinate range corresponding to each of the texture mapping regions; For any first texture coordinate, the first texture coordinate is compared with each texture coordinate interval, and the second data bit index corresponding to each pixel is determined based on the comparison result; The target data bits corresponding to the texture mapping region are determined based on each of the second data bit indices.

10. The method according to claim 1, characterized in that, The method further includes: Determine whether the number of bits in the data sequence is greater than a preset bit value; If the number of data bits in the data sequence is greater than the preset number of bits, then the data of the preset number of bits in the data sequence is extracted and displayed.

11. A data display device, characterized in that, The device includes: The acquisition module is used to acquire a data sequence to be displayed on a 3D model. The 3D model has multiple texture mapping regions divided by texture coordinate ranges. The multiple texture mapping regions are arranged in a preset order, and each texture mapping region corresponds to a data bit in the data sequence. The processing module is used to process the data sequence to obtain the target data to be displayed in each of the texture mapping regions. The rendering module is used to render each of the target data into the corresponding texture mapping area based on the texture information corresponding to each of the target data, so as to obtain a three-dimensional model that displays the data sequence.

12. An electronic device, characterized in that, include: A memory and a processor are communicatively connected, the memory storing computer instructions, and the processor executing the computer instructions to perform the data display method of any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions for causing the computer to perform the data display method according to any one of claims 1 to 10.