A method and device for mixed rendering of virtual objects in a game scene, and a medium

By replacing some 3D models with 2D sequence graphs in game scenes and introducing a depth-aware position update mechanism, the problem of excessive rendering load of virtual units in game scenes is solved, achieving efficient rendering and high-quality visual effects, and is suitable for various computing devices.

CN122164070APending Publication Date: 2026-06-09BEIJING XUEJING TECHNOLOGY CO LTD +1

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
BEIJING XUEJING TECHNOLOGY CO LTD
Filing Date
2026-03-30
Publication Date
2026-06-09

AI Technical Summary

Technical Problem

In existing technologies, the rendering of a large number of virtual units in game scenes leads to excessive GPU and CPU load, decreased frame rate, and difficulty in naturally blending two-dimensional and three-dimensional models. The lack of differentiated processing mechanisms affects rendering efficiency and quality.

Method used

Two-dimensional sequence graphs are used to replace some non-core three-dimensional models. Combined with a depth-aware position update mechanism, depth coordinates are dynamically calculated to achieve the correct occlusion effect between two-dimensional objects and three-dimensional scenes. The rendering order is optimized through classification rendering and depth testing modes.

Benefits of technology

Significantly reduces GPU and CPU load, enabling efficient rendering of thousands of units while maintaining high performance and high-quality visuals, and is compatible with low-configuration devices.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122164070A_ABST
    Figure CN122164070A_ABST
Patent Text Reader

Abstract

This application provides a method and apparatus for hybrid rendering of virtual objects in a game scene. The method performs hybrid rendering of a first virtual object and a second virtual object in the scene, and constructs a depth-aware position update mechanism. During operation, the movement state of the objects is monitored in real time. When the collision area between the first and second virtual objects meets preset interleaving conditions, the depth coordinates of the objects are dynamically calculated and corrected, allowing the 2D objects to break the default rendering order constraint, thereby achieving correct occlusion effects with the 3D scene and other objects. This solution significantly reduces GPU and CPU load while maintaining a high degree of visual consistency with pure 3D rendering, effectively supporting efficient rendering of thousands of units on the same screen, and effectively balancing high performance with compatibility with low-configuration devices.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of computer rendering technology, and in particular to a method, apparatus, computing device, and computer-readable storage medium for hybrid rendering of virtual objects in a game scene. Background Technology

[0002] In current technologies, real-time rendering of a large number of virtual units within a scene has always been a core technical challenge in game development. While pure 3D model rendering can present rich details and lighting, the massive computational load can overwhelm the GPU and CPU when dealing with a large number of units, leading to significant frame rate drops, especially on mobile devices. Pure 2D model rendering, while offering higher performance, lacks a sense of depth and often visually intersects with 3D terrain due to the absence of depth information, making natural integration difficult. Furthermore, existing hybrid rendering techniques often lack differentiated processing mechanisms for different unit types. The algorithms for matching 2D and 3D perspectives and handling occlusion are complex, making it difficult to maintain high fidelity while ensuring operational efficiency, thus failing to meet the rendering requirements of both high performance and high quality. Summary of the Invention

[0003] In view of this, embodiments of this application provide a method, apparatus, computing device, and computer-readable storage medium for hybrid rendering of virtual objects in a game scene, in order to solve the technical defects existing in the prior art.

[0004] According to a first aspect of the embodiments of this application, a hybrid rendering method for virtual objects in a game scene is provided, including:

[0005] In response to the creation or update of a scene, all virtual units to be rendered in the scene are categorized;

[0006] For the first virtual object in the virtual unit to be rendered, construct a planar geometry and render it on the planar geometry based on the sequence texture atlas of the first virtual object;

[0007] For the second virtual object in the virtual unit to be rendered, load its corresponding 3D model resources and drive the model animation;

[0008] In response to the operation command, the positions of the first virtual object and the second virtual object in the scene are updated, and the fusion of the first virtual object and the second virtual object in the scene is completed based on the depth information.

[0009] According to a second aspect of the present application, a hybrid rendering apparatus for virtual objects in a game scene is provided, the apparatus comprising:

[0010] A classification unit is used to classify all virtual units to be rendered in the scene in response to the creation or update of the scene;

[0011] The first construction unit is used to construct a planar geometry for a first virtual object in the virtual unit to be rendered and to render the planar geometry based on the sequence texture atlas of the first virtual object.

[0012] The second building unit is used to load the corresponding 3D model resources of the second virtual object in the virtual unit to be rendered and drive the model animation according to the movement vector.

[0013] The fusion rendering unit is used to respond to operation commands, update the positions of the first virtual object and the second virtual object in the scene, and complete the fusion of the first virtual object and the second virtual object in the scene based on depth information.

[0014] According to a third aspect of the embodiments of this application, a computing device is provided, including a memory, a processor, and computer instructions stored in the memory and executable on the processor, wherein the processor executes the instructions to implement the steps of the hybrid rendering method for virtual objects in a game scene.

[0015] According to a fourth aspect of the embodiments of this application, a computer-readable storage medium is provided that stores computer instructions, which, when executed by a processor, implement the steps of the hybrid rendering method for virtual objects in a game scene.

[0016] In this embodiment, a two-dimensional sequence map is used to replace some non-core three-dimensional models, thereby distinguishing the first and second virtual objects in the scene before performing intelligent hybrid rendering. Furthermore, a depth-aware position update mechanism is constructed. During operation, the object's movement status is monitored in real time. When the collision area between the first and second virtual objects meets preset interleaving conditions, the object's depth coordinates are dynamically calculated and corrected. This allows the two-dimensional object to break the default rendering order constraint and participate in the GPU's depth comparison based on its depth value, thus achieving correct occlusion effects with the three-dimensional scene and other objects. This solution significantly reduces GPU and CPU load while maintaining a high degree of visual consistency with pure 3D rendering, effectively supporting efficient rendering of thousands of units on the same screen, and effectively balancing high performance with compatibility with low-configuration devices. Attached Figure Description

[0017] Figure 1 This is a structural block diagram of the computing device provided in the embodiments of this application;

[0018] Figure 2 This is a flowchart illustrating a hybrid rendering method for virtual objects in a game scene provided in an embodiment of this application;

[0019] Figure 3This is a schematic diagram of a hybrid rendering device for virtual objects in a game scene provided in an embodiment of this application. Detailed Implementation

[0020] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.

[0021] The terminology used in one or more embodiments of this application is for the purpose of describing particular embodiments only and is not intended to limit the scope of one or more embodiments of this application. The singular forms “a,” “the,” and “the” used in one or more embodiments of this application and in the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” used in one or more embodiments of this application refers to and includes any or all possible combinations of one or more associated listed items.

[0022] It should be understood that although the terms first, second, etc., may be used to describe various information in one or more embodiments of this application, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, first may also be referred to as second without departing from the scope of one or more embodiments of this application, and similarly, second may also be referred to as first. Depending on the context, the word "if" as used herein may be interpreted as "in response to a determination".

[0023] This application provides a method and apparatus for hybrid rendering of virtual objects in a game scene, a computing device, and a computer-readable storage medium, which will be described in detail in the following embodiments.

[0024] Figure 1 A structural block diagram of a computing device 100 according to an embodiment of this application is shown. The components of the computing device 100 include, but are not limited to, a memory 110 and a processor 120. The processor 120 is connected to the memory 110 via a bus 130, and a database 150 is used to store data.

[0025] The computing device 100 also includes an access device 140, which enables the computing device 100 to communicate via one or more networks 160. Examples of these networks include a Public Switched Telephone Network (PSTN), a Local Area Network (LAN), a Wide Area Network (WAN), a Personal Area Network (PAN), or a combination of communication networks such as the Internet. The access device 140 may include one or more of any type of wired or wireless network interface (e.g., a Network Interface Card (NIC)), such as an IEEE 802.11 Wireless Local Area Network (WLAN) interface, a Wi-MAX interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC) interface, and so on.

[0026] In one embodiment of this application, the aforementioned components of the computing device 100 and Figure 1 Other components, not shown, can also be connected to each other, for example, via a bus. It should be understood that... Figure 1 The block diagram of the computing device shown is for illustrative purposes only and is not intended to limit the scope of this application. Those skilled in the art can add or replace other components as needed.

[0027] The computing device 100 can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or PCs. The computing device 100 can also be a mobile or stationary server.

[0028] In this application embodiment, a hybrid rendering method for virtual objects in a game scene is first proposed, such as... Figure 2 As shown, the method includes steps 202 to 208.

[0029] Step 202: In response to the creation or update of the scene, classify all virtual units to be rendered in the scene.

[0030] In this embodiment of the application, during the initialization phase of the game battle scene, or when a new unit is detected entering the visible area, all virtual objects to be rendered in the current frame are traversed to perform a classification operation.

[0031] Specifically, this classification operation relies on preset attribute configuration data. The processor reads the type field corresponding to each virtual unit, which can be represented as data such as "unit identification (ID)," "type label," or "importance level." By comparing and matching this type field with a preset classification mapping table, all units to be rendered are divided into at least two categories.

[0032] Among them, ordinary units with a large number and relatively low model detail requirements (such as ordinary soldiers and NPC monsters) are classified as first virtual objects. These objects are subsequently marked as using a low-overhead two-dimensional sequence graph rendering path. At the same time, core combat units with a small number, which are in the visual focus position or need to show high-precision details are classified as second virtual objects. These objects are subsequently marked as using a high-fidelity three-dimensional model rendering path.

[0033] As another optional optimization implementation, this classification logic can also be dynamically adjusted based on the current hardware performance parameters of the electronic device (such as measured frame rate (FPS) and GPU load rate). For example, when the system load is too high, some non-core units that originally belonged to the second virtual object can be dynamically downgraded to the first virtual object, thereby achieving a dynamic balance between image quality and performance. Through this preliminary classification step, the system completes the diversion of rendering tasks, laying the foundation for subsequent differentiated rendering processing for different types of objects.

[0034] In the default processing logic of traditional 2D object rendering pipelines, the occlusion relationship of objects depends entirely on the order of rendering in the rendering queue; objects drawn first will be covered by objects drawn later. Under this mechanism, the GPU is prohibited from writing to or reading from the depth buffer, and the Z-axis is treated as an invalid parameter. As a result, even if an object is logically far away in space, it will be incorrectly displayed on top of nearby objects due to its later rendering order, failing to reflect the true 3D spatial relationship.

[0035] Therefore, in this embodiment of the application, during the scene initialization stage, the rendering attributes of the first virtual object are configured to a preset target rendering level; wherein, the target rendering level is configured to enable the depth test mode, so that the first virtual object and the second virtual object in the scene are rendered according to their respective depth coordinates, so that the first virtual object and the second virtual object determine the occlusion relationship according to their respective depth coordinates during rendering.

[0036] Step 204: For the first virtual object in the virtual unit to be rendered, construct a planar geometry and render it on the planar geometry based on the sequence texture atlas of the first virtual object.

[0037] In this step of the embodiment of this application, a lightweight two-dimensional rendering path is executed for the unit that is divided into the first virtual object.

[0038] First, a pre-generated two-dimensional sequential texture atlas resource is loaded from the storage medium. This two-dimensional sequential texture atlas resource is static image data pre-created and stored using offline pre-rendering technology. The sequential texture atlas resource contains a multi-frame animation sequence of the first virtual object in a preset direction. A specific production example will be used to illustrate this:

[0039] During the offline production phase, the 3D model corresponding to the first virtual object is imported into the rendering tool and a standard lighting environment is set, and the virtual camera is controlled to rotate around the model.

[0040] In one feasible implementation, five basic directions—front, back, left, left-front, and left-back—are selected for rendering and shooting. The animation in each direction is rendered frame by frame, and a sequence of Sprite images with an Alpha channel is generated.

[0041] Taking the "left" direction as an example, the virtual camera is moved to a position 90 degrees (or 270 degrees) off-center from the model's center in the world coordinate system, ensuring the camera's line of sight is perpendicular to the model's left facade. Then, the model plays a preset animation sequence, such as a running animation, with the rendering engine capturing each frame at a preset frame rate. For each captured frame, an image processing algorithm removes background pixels, retaining only the model's main body and its projected area, and generates corresponding alpha channel information to define pixel transparency. Finally, the complete animation in this direction is output as a continuous sequence of sprite images, where each image precisely records the pixel color and outline distribution of each action node from the left-hand perspective.

[0042] For the other three directions (non-basic directions) that are not directly rendered, such as the right direction, they are marked as mirror reuses of the left direction in the resource configuration, eliminating the need to generate additional image files. This strategy of combining directional rendering with mirror reuse reduces the amount of resources required for full rendering of all eight directions by nearly half, significantly reducing storage space usage.

[0043] Furthermore, after the resources are loaded, a planar geometry is constructed in the world coordinate system to hold the sequence graph texture.

[0044] Specifically, a Quad patch is created that is parallel to the main camera plane and tilted at a first angle. That is, this planar geometry is a quadrilateral patch, and its orientation is determined through a dual rotation transformation logic. In one feasible implementation, taking a 45-degree isometric view game as an example, the specific process of patch creation is as follows: First, the first transformation is performed to obtain the rotation quaternion of the main camera and assign it to the patch, making its normal vector point to the main camera, ensuring that the patch is always facing the lens; then, the second transformation is performed, applying an Euler angle transformation of 45 degrees around the X-axis in the patch's local coordinate system. This specific 45-degree tilted Quad patch structure makes the 2D textures attached to this planar geometry visually present an orientation that conforms to the perspective rules of a 45-degree isometric view game, effectively correcting the perspective errors and floating sensations of 2D objects on 3D terrain, and ensuring that the bottom of virtual units can fit tightly against the ground.

[0045] Based on this, the animation update logic of the first virtual object is further executed, the sequence texture atlas of the first virtual object is mapped onto the planar geometry, and the texture resources mapped onto the planar geometry are switched frame by frame according to the animation playback progress.

[0046] Specifically, when the first virtual object is loaded onto the screen, its current orientation is determined, and a matching sequence texture is selected for rendering based on the current orientation. The current orientation can be obtained from orientation parameters, such as configuration table data or spawn point orientation settings.

[0047] To illustrate, when the orientation is determined to be a pre-stored base direction, such as the left, the corresponding sequence texture atlas is directly called to update the texture. When the orientation is determined to be a non-base direction, such as the right, its mirror direction, i.e., the left-side sequence texture atlas, is called, and the X-axis flip flag in the renderer's properties is set to true. Through the synergistic effect of the above loading, building, and updating processes, a high-fidelity visual presentation of the first virtual object is achieved with low resource consumption.

[0048] Step 206: For the second virtual object in the virtual unit to be rendered, load its corresponding 3D model resources and drive the model animation.

[0049] In this step, for units marked as second virtual objects, such as player-controlled protagonists, key NPCs, or boss-level monsters, the processing unit executes a high-fidelity 3D rendering path to ensure the visual expressiveness of the core characters.

[0050] During the resource loading phase, the processing unit reads the complete high-precision 3D model file from the storage medium. Unlike loading 2D sequence maps, the resource data loaded here includes complex geometric mesh information, skeletal hierarchical data to drive mesh deformation, and multiple texture channels (such as diffuse maps, normal maps, metallic maps, etc.). These data together constitute the complete 3D shape and surface details of the virtual object.

[0051] In animation-driven processes, an animation state machine is typically maintained, synchronized with the game logic. When the game logic determines that a second virtual object should perform a specific action, the state machine switches to the corresponding animation clip. The processing unit reads the timeline data of this clip and, through the calculation of the skeletal transformation matrix, drives the displacement, rotation, and scaling of each skeletal node in real time, thereby presenting smooth and natural character movements.

[0052] Building upon this foundation, the rendering path fully preserves the characteristics of the 3D graphics pipeline. During the rendering phase, the renderer performs real-time lighting calculations on the model's surface, taking into account the dynamic light source parameters in the scene, and projects dynamic shadows onto the ground or other receiving objects. This real-time lighting and shadow interaction capability allows the second virtual object to seamlessly integrate into the dynamically changing 3D scene, thereby ensuring the core character's visual dominance in the image.

[0053] Step 208: In response to the operation command, update the positions of the first virtual object and the second virtual object in the scene, and complete the fusion of the first virtual object and the second virtual object in the scene based on the depth information.

[0054] In this step, upon receiving user commands (such as movement, attack, or view rotation), the position coordinates of the first and second virtual objects in the world coordinate system are updated synchronously according to the commands. During this process, to address perspective errors and spatial overlap issues that easily arise when the first and second virtual objects coexist, a specific blending rendering logic is executed, including:

[0055] Step 2082: In response to the operation command, obtain the movement vector of the first virtual object.

[0056] In an illustrative example, the user controls a character to move down the screen. In response to this action, a movement vector `moveDir` is generated (e.g., `moveDir = (0, -1, 0)`) and passed to the function `UpdatePosition(Vector3 moveDir)`.

[0057] Furthermore, the character's orientation is determined based on the input movement vector `moveDir`. In this example, `moveDir` points to the bottom of the screen, and the calculated `dirIndex` corresponds to the "forward (facing the screen)" index. Then, the "forward walking" sequence frame resources are retrieved from the preloaded texture atlas, driving the planar geometry to update the texture sampling area. At this point, the character visually appears to be walking with its face down on the screen.

[0058] Step 2084: Detect whether there is an interpenetration phenomenon in the first virtual object according to the collision rules; if there is, proceed to step 2086.

[0059] Specifically, based on the texture bounding box or preset base range of the first virtual object, a collision region, such as a circular collision region, is generated in a two-dimensional coordinate system. The second virtual object is projected onto the plane, and its coverage area on the plane is extracted, similarly generating a circular collision region. Thus, whether it is a two-dimensional or three-dimensional object, it is abstracted as a collision region on a two-dimensional plane in the interlacing detection logic.

[0060] Furthermore, during game execution, the movement status of the first virtual object is monitored at each frame or a preset time interval. When the relative distance between the collision area of ​​the first virtual object and the planar projection collision area of ​​the second virtual object meets a preset interpenetration judgment condition, an interpenetration risk is determined and the next step is executed. The interpenetration judgment condition can be determined based on collision detection technology commonly used in the field; specific details are not elaborated here.

[0061] Step 2086: Update the world coordinates of the first virtual object according to the position component of the movement vector, wherein the depth component of the world coordinates is dynamically calculated based on the vertical coordinate of the position component.

[0062] The following code demonstrates how to update world coordinates based on the movement vector and dynamically map the vertical position to depth coordinates:

[0063] transform.position = new Vector3(moveDir.x, moveDir.y,CalculateZBasedOnY(moveDir.y));

[0064] The depth calculation function CalculateZBasedOnY is configured to calculate the corresponding depth position component based on the vertical position component of the first virtual object in the world coordinate system using a preset mapping coefficient. This mapping relationship satisfies the condition that as the vertical position component increases (i.e., moves downwards from the screen), the depth position component indicates a decrease in the distance between the object and the virtual camera.

[0065] After updating the world coordinates of the first virtual object, if the first virtual object and the second virtual object are detected to overlap in the horizontal projection, based on the aforementioned circular collision detection, the dynamically calculated Z-value difference rendering pipeline will automatically compare their depth values ​​during pixel-by-pixel rendering. If the Z-value determines that the object is in front, it will occlude other objects; if it is behind, it will be occluded by other objects, thus achieving the correct spatial occlusion relationship.

[0066] In the above embodiments of this application, in order to solve the huge performance pressure caused by pure 3D model rendering in large-scale battle scenes in the prior art, a 2D sequence map is used to replace some non-core 3D models. Dynamic hybrid rendering is performed in the rendering scene, and a patch rendering technique with a tilt angle is introduced to align the 2D plane with the camera viewpoint and tilt it to ensure that its perspective relationship is highly consistent with the 3D scene. At the resource generation level, only the sequence textures in the basic directions need to be generated, and the other directions are obtained by mirroring, which greatly reduces the resource storage overhead.

[0067] To address the visual occlusion problem, the proposed method constructs a depth-aware position update mechanism. Virtual objects are abstracted as 2D collision regions, and matching textures are loaded based on orientation parameters. The rendering level is configured to enable depth testing mode. During execution, the object's movement status is monitored in real time. When the collision region between the first and second virtual objects meets the preset occlusion conditions, the object's depth coordinates are dynamically calculated and corrected. This allows the 2D object to break the default rendering order constraint and participate in the GPU's depth comparison based on its depth value, thereby achieving correct occlusion effects with the 3D scene and other objects. This solution significantly reduces GPU and CPU load while maintaining visual performance highly consistent with pure 3D rendering, effectively supporting efficient rendering of thousands of units on the same screen, and effectively balancing high performance with compatibility with low-configuration devices.

[0068] Corresponding to the above method embodiments, this application also provides an embodiment of a hybrid rendering apparatus for virtual objects in a game scene, such as... Figure 3 As shown, the device includes:

[0069] A classification unit is used to classify all virtual units to be rendered in the scene in response to the creation or update of the scene;

[0070] The first construction unit is used to construct a planar geometry for a first virtual object in the virtual unit to be rendered and to render the planar geometry based on the sequence texture atlas of the first virtual object.

[0071] The second building unit is used to load the corresponding 3D model resources of the second virtual object in the virtual unit to be rendered and drive the model animation according to the movement vector.

[0072] The fusion rendering unit is used to respond to operation commands, update the positions of the first virtual object and the second virtual object in the scene, and complete the fusion of the first virtual object and the second virtual object in the scene based on depth information.

[0073] The above is an illustrative scheme of a hybrid rendering device for virtual objects in a game scene according to this embodiment. It should be noted that the technical solution of this device and the technical solution of the hybrid rendering method for virtual objects in a game scene described above belong to the same concept. For details not described in detail in the technical solution of this device, please refer to the description of the technical solution of the hybrid rendering method for virtual objects in a game scene described above.

[0074] In one embodiment of this application, a computing device is also provided, including a memory, a processor, and computer instructions stored in the memory and executable on the processor. When the processor executes the instructions, it implements the steps of the hybrid rendering method for virtual objects in a game scene.

[0075] The above is an illustrative scheme of a computing device according to this embodiment. It should be noted that the technical solution of this computing device and the technical solution of the hybrid rendering method for virtual objects in a game scene described above belong to the same concept. For details not described in detail in the technical solution of the computing device, please refer to the description of the technical solution of the hybrid rendering method for virtual objects in a game scene described above.

[0076] An embodiment of this application also provides a computer-readable storage medium storing computer instructions that, when executed by a processor, implement the steps of a hybrid rendering method for virtual objects in a game scene as described above.

[0077] The above is an illustrative scheme of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium belongs to the same concept as the technical solution of the hybrid rendering method for virtual objects in a game scene described above. For details not described in detail in the technical solution of the storage medium, please refer to the description of the technical solution of the hybrid rendering method for virtual objects in a game scene described above.

[0078] The foregoing has described specific embodiments of this application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired results. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0079] The computer instructions include computer program code, which may be in the form of source code, object code, executable file, or certain intermediate forms. The computer-readable medium may include any entity or device capable of carrying the computer program code, recording media, USB flash drives, portable hard drives, magnetic disks, optical disks, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the content included in the computer-readable medium may be appropriately added to or subtracted according to the requirements of legislation and patent practice in the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, computer-readable media may not include electrical carrier signals and telecommunication signals.

[0080] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this application is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this application. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this application.

[0081] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0082] The preferred embodiments disclosed above are merely illustrative of this application. The optional embodiments do not exhaustively describe all details, nor do they limit the invention to the specific implementations described. Clearly, many modifications and variations can be made based on the content of this application. These embodiments are selected and specifically described in this application to better explain the principles and practical applications of this application, thereby enabling those skilled in the art to better understand and utilize this application. This application is limited only by the claims and their full scope and equivalents.

Claims

1. A method for hybrid rendering of virtual objects in a game scene, characterized in that, include: In response to the creation or update of a scene, all virtual units to be rendered in the scene are categorized; For the first virtual object in the virtual unit to be rendered, construct a planar geometry and render it on the planar geometry based on the sequence texture atlas of the first virtual object; For the second virtual object in the virtual unit to be rendered, load its corresponding 3D model resources and drive the model animation; In response to the operation command, the positions of the first virtual object and the second virtual object in the scene are updated, and the fusion of the first virtual object and the second virtual object in the scene is completed based on the depth information.

2. The method according to claim 1, wherein, The classification of all virtual units to be rendered in the scene includes: The virtual units to be rendered are classified based on the preset attribute configuration data.

3. The method according to claim 1, wherein, The method also includes: During the scene initialization phase, the rendering properties of the first virtual object are configured to a preset target rendering level; wherein, the target rendering level is configured to enable depth testing mode.

4. The method according to claim 1, wherein, For the first virtual object in the virtual unit to be rendered, constructing a planar geometry and performing animation rendering on the planar geometry based on the sequence texture atlas of the first virtual object includes: A Quad patch is created that is parallel to the main camera plane and tilted at a first angle, and is used to map the sequence texture atlas of the first virtual object onto the Quad patch for frame-by-frame switching.

5. The method according to claim 4, wherein, The step of constructing a planar geometry and rendering it on the planar geometry based on a sequence texture atlas of the first virtual object includes: The first virtual object is pre-made in a sequence texture atlas in a basic direction using offline pre-rendering technology. The sequence texture atlas resource contains a multi-frame animation sequence of the first virtual object in a preset direction.

6. The method according to claim 1, wherein, After constructing the planar geometry and rendering it on the planar geometry based on the sequence texture atlas of the first virtual object, the process further includes: Determine the current orientation of the first virtual object. If the orientation is determined to be a non-base orientation, call the sequence texture atlas of its mirror orientation.

7. The method according to claim 1, wherein, The step of responding to the operation command, updating the positions of the first virtual object and the second virtual object in the scene, and completing the fusion of the first virtual object and the second virtual object in the scene based on the depth information includes: Obtain the movement vector of the first virtual object; monitor whether the first virtual object has an intersecting phenomenon according to the collision rules; if it does, update the world coordinates of the first virtual object according to the position component of the movement vector, wherein the depth component of the world coordinates is dynamically calculated based on the vertical coordinate of the position component.

8. The method according to claim 1, wherein, Detecting whether the first virtual object exhibits interpenetration based on collision rules includes: The first virtual object and the second virtual object are abstracted as collision regions on a two-dimensional plane, and in each frame, the first virtual object is detected to have an interpenetration phenomenon based on the collision regions.

9. A hybrid rendering device for virtual objects in a game scene, characterized in that, include: A classification unit is used to classify all virtual units to be rendered in the scene in response to the creation or update of the scene; The first construction unit is used to construct a planar geometry for a first virtual object in the virtual unit to be rendered and to render the planar geometry based on the sequence texture atlas of the first virtual object. The second building unit is used to load the corresponding 3D model resources and drive the model animation for the second virtual object in the virtual unit to be rendered. The fusion rendering unit is used to respond to operation commands, update the positions of the first virtual object and the second virtual object in the scene, and complete the fusion of the first virtual object and the second virtual object in the scene based on depth information.

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

11. A computer-readable storage medium storing computer instructions, characterized in that, When executed by the processor, this instruction implements the steps of the method according to any one of claims 1-8.