Regulation method, device, storage medium, equipment and program product
By optimizing parameters such as virtual camera, lighting, and environmental effects through parameter adjustment models, the problem of lack of intelligent assistance during shooting in existing game systems has been solved, achieving professional-grade visual effects for players during the shooting process.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-02-12
- Publication Date
- 2026-06-09
AI Technical Summary
Existing game systems lack real-time, intelligent assistance and guidance, making it difficult to dynamically and interactively optimize multiple parameters of virtual scenes during filming, thus making it difficult for ordinary users to achieve professional-grade visual effects.
The model generates shooting parameter adjustment schemes through parameter adjustment, including optimization of virtual lens, lighting, environmental effects and character movement parameters, providing real-time and intelligent auxiliary guidance.
It provides dynamic and interactive optimization suggestions during the shooting process to help players achieve professional-level photography efficiently and improve the shooting experience.
Smart Images

Figure CN122164072A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, specifically to a method for adjusting in-game shooting parameters, a device for adjusting in-game shooting parameters, a computer-readable storage medium, a computer device, and a computer program product. Background Technology
[0002] In current massively multiplayer online role-playing games (MMORPGs), open-world role-playing games (RPGs), and various 3D single-player games, players' demand for capturing and sharing virtual scenes is growing. Existing game systems generally provide basic photo-taking functions, allowing players to optimize image quality by manually adjusting composition, character poses, filters, and environmental parameters (such as time, weather, and lighting). However, this method heavily relies on the player's personal aesthetic sense and operational experience, lacking real-time, intelligent assistance and guidance, making it difficult for ordinary users to efficiently achieve professional-level visual effects. Meanwhile, current applications of artificial intelligence in the image field are mostly concentrated in the post-processing stage, with fixed and unadjustable outputs. It cannot provide dynamic and interactive optimization suggestions for multiple parameters such as character movement, camera composition, and lighting configuration during the shooting process, thus failing to meet players' needs for continuous debugging and optimization during the creative process. Summary of the Invention
[0003] This application provides a method, device, computer-readable storage medium, computer equipment, and computer program product for adjusting in-game shooting parameters. It generates shooting parameter adjustment schemes through a parameter adjustment model to improve the aesthetics of game visuals and enhance the player's photography experience.
[0004] On one hand, this application provides a method for adjusting in-game shooting parameters. The method provides a graphical user interface (GUI) on a terminal to display game footage. The method includes: receiving a user instruction to adjust the shooting parameters of the game footage; responding to the user instruction, generating an adjustment scheme for the shooting parameters using a preset parameter adjustment model, wherein the shooting parameters include at least one of virtual camera parameters, lighting parameters, environmental effect parameters, and character action parameters; and adjusting the corresponding parameters of the game footage displayed in the GUI according to the shooting parameter adjustment scheme to present the adjusted footage.
[0005] On the other hand, this application embodiment provides a device for adjusting in-game shooting parameters. The device provides a graphical user interface (GUI) via a terminal, which displays the game screen. The device includes a display unit and a control unit. The control unit is connected to the display unit. The control unit is configured to: receive a user instruction to adjust the shooting parameters of the game screen; respond to the user instruction by generating an adjustment scheme for the shooting parameters using a preset parameter adjustment model, wherein the shooting parameters include at least one of virtual camera parameters, lighting parameters, environmental effect parameters, and character action parameters; and adjust the corresponding parameters of the game screen displayed in the GUI according to the shooting parameter adjustment scheme to present the adjusted screen.
[0006] On the other hand, embodiments of this application provide a computer-readable storage medium storing a computer program adapted for loading by a processor to execute a method for adjusting in-game shooting parameters. The method for adjusting in-game shooting parameters provides a graphical user interface (GUI) via a terminal, which displays game footage. The adjustment method includes: receiving a user instruction to adjust shooting parameters of the game footage; responding to the user instruction by generating an adjustment scheme for shooting parameters using a preset parameter adjustment model, wherein the shooting parameters include at least one of virtual camera parameters, lighting parameters, environmental effect parameters, and character action parameters; and adjusting the corresponding parameters of the game footage displayed in the GUI according to the shooting parameter adjustment scheme to present the adjusted footage.
[0007] On the other hand, embodiments of this application provide a computer device, which includes a processor and a memory. The memory stores a computer program, and the processor executes a method for adjusting in-game shooting parameters by calling the computer program stored in the memory. The method for adjusting in-game shooting parameters provides a graphical user interface (GUI) through a terminal, which displays the game screen. The adjustment method includes: receiving a user instruction to adjust the shooting parameters of the game screen; responding to the user instruction, generating an adjustment scheme for the shooting parameters using a preset parameter adjustment model, wherein the shooting parameters include at least one of virtual camera parameters, lighting parameters, environmental effect parameters, and character action parameters; and adjusting the corresponding parameters of the game screen displayed in the GUI according to the shooting parameter adjustment scheme to present the adjusted screen.
[0008] On the other hand, embodiments of this application provide a computer program product, including computer instructions, which, when executed by a processor, implement a method for adjusting in-game shooting parameters. The method for adjusting in-game shooting parameters provides a graphical user interface (GUI) via a terminal, which displays game footage. The adjustment method includes: receiving a user instruction to adjust the shooting parameters of the game footage; responding to the user instruction, generating an adjustment scheme for the shooting parameters using a preset parameter adjustment model, wherein the shooting parameters include at least one of virtual camera parameters, lighting parameters, environmental effect parameters, and character action parameters; and adjusting the corresponding parameters of the game footage displayed in the GUI according to the shooting parameter adjustment scheme to present the adjusted footage.
[0009] In the game shooting parameter adjustment method, device, computer-readable storage medium, computer device, and computer program product provided in the embodiments of this application, upon receiving and responding to user instructions, an adjustment scheme for shooting parameters during the process of taking pictures of game screens displayed in the graphical user interface is generated based on the user instructions and a preset parameter adjustment model. This optimizes at least one of virtual lens parameters, lighting parameters, environmental effect parameters, and character action parameters, thereby adjusting the corresponding parameters of the game screen displayed in the graphical user interface, and presenting the parameter-adjusted screen in the graphical user interface. Therefore, the above parameter adjustment process is carried out under the guidance of the parameter adjustment model, and can directly provide dynamic and interactive optimization suggestions for multiple parameters during the shooting process. This better meets the needs of players for continuous debugging and optimization during the creative process, provides players with real-time and intelligent auxiliary guidance, helps players efficiently achieve professional-level photography, and significantly improves the player's shooting experience. Attached Figure Description
[0010] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0011] Figure 1 This is a schematic diagram of an example game system provided in an embodiment of this application.
[0012] Figure 2 This is a flowchart illustrating the method for adjusting in-game shooting parameters provided in an embodiment of this application.
[0013] Figure 3 This is a schematic diagram of a first application scenario of the in-game shooting parameter adjustment method provided in this application embodiment.
[0014] Figure 4 This is a schematic diagram of a second application scenario for the method of adjusting in-game shooting parameters provided in the embodiments of this application.
[0015] Figure 5 This is a flowchart illustrating the method for adjusting in-game shooting parameters provided in an embodiment of this application.
[0016] Figure 6 This is a flowchart illustrating the method for adjusting in-game shooting parameters provided in an embodiment of this application.
[0017] Figure 7 This is a flowchart illustrating the method for adjusting in-game shooting parameters provided in an embodiment of this application.
[0018] Figure 8 This is a flowchart illustrating the method for adjusting in-game shooting parameters provided in an embodiment of this application.
[0019] Figure 9 This is a flowchart illustrating the method for adjusting in-game shooting parameters provided in an embodiment of this application.
[0020] Figure 10 This is a flowchart illustrating the method for adjusting in-game shooting parameters provided in an embodiment of this application.
[0021] Figure 11 This is a schematic diagram of a third application scenario of the in-game shooting parameter adjustment method provided in the embodiments of this application.
[0022] Figure 12 This is a schematic diagram of a fourth application scenario of the in-game shooting parameter adjustment method provided in the embodiments of this application.
[0023] Figure 13 This is a flowchart illustrating the method for adjusting in-game shooting parameters provided in an embodiment of this application.
[0024] Figure 14 A schematic diagram of the structure of the in-game shooting parameter adjustment device provided in the embodiments of this application.
[0025] Figure 15 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0026] 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, and 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.
[0027] This application provides a method for adjusting in-game shooting parameters, a device for adjusting in-game shooting parameters, a computer-readable storage medium, a computer device, and a computer program product. Specifically, the method for adjusting in-game shooting parameters in this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc. The terminal can also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0028] For example, when the method for adjusting shooting parameters within the game is implemented on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present the game screen and receive commands generated by the player interacting with it. The game screen may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game screens, respond to commands, and control the display of the game screen on the display screen. When the player interacts with the game screen through the display screen, the game screen can control the local content of the terminal device in response to the received operation commands. The terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal device's display screen or presenting the graphical user interface through holographic projection.
[0029] For example, when the method for adjusting in-game shooting parameters runs on a server, this method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The main body running the game application and the main body displaying the game screen are separate. The storage and operation of the in-game shooting parameter adjustment method are completed on the server. The game screen display is completed on the client, which is mainly used for receiving and sending game data and displaying the game screen. For example, the client can be a display device with data transmission capabilities close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0030] It should be noted that, in this embodiment, the execution entity of the in-game shooting parameter adjustment method can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of execution entity.
[0031] It is understood that in the specific implementation of this application, user object data, context data and other related data are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0032] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 1000 for implementing a method for adjusting in-game shooting parameters, as provided in an embodiment of this application. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The user-held terminal 1001 can connect to different servers via the network. The terminal is any device with computing hardware capable of supporting and executing software applications corresponding to the game.
[0033] In the aforementioned game system 1000, terminal 1001 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 1001, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 1001 sends a login request to server 1002. Server 1002 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 1001. During the player's participation in the game through the game application, terminal 1001 and server 1002 exchange data. Terminal 1001 sends various information to server 1002. Server 1002 determines the display data for terminal 1001 based on the stored game mechanics and the received information, and sends the display data back to terminal 1001 so that terminal 1001 can display the display data sent by server 1002 to the player.
[0034] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the embodiments of this application will use a first and a second approach for description. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing between the first and second approaches, it can be understood that the terminals 1001 corresponding to virtual characters in the same game scene are served by the same server 1002.
[0035] Furthermore, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can also connect to other terminals or to servers using their own Bluetooth networks or hotspot networks. Moreover, the game system 1000 can include multiple databases, which are coupled to different servers, and can continuously store game-related information in the databases while different users are playing multiplayer games online.
[0036] It should be noted that in this embodiment, multiple terminal devices are running the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 directly sends game data to terminal device 2.
[0037] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0038] It should be noted that the triggering operations mentioned in the subsequent detailed description of the in-game shooting parameter adjustment method provided in the embodiments of this application can all be regarded as triggering operations performed by the player through a finger or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined according to the type of computer device. For example, when the computer device is a touchscreen device such as a mobile phone, tablet, or game console, the player can operate on the touchscreen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touchscreen terminal device such as a desktop computer or laptop, the player can operate using an external device such as a mouse or keyboard.
[0039] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.
[0040] Please combine Figure 3 and Figure 4In this embodiment, a graphical user interface (GUI) is provided through a terminal device. The GUI displays at least a portion of the game scene of a virtual game. The game scene includes at least one virtual character. In some embodiments, the game scene also includes a non-player character controlled by a game server. The virtual scene can be a game scene, which can be understood as a simulation of the real world within a game, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. A virtual scene typically includes multiple scene elements, which refer to the various elements required to constitute the virtual scene. For example, these may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, virtual vegetation elements, etc. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. The virtual scene is the scenario in which the player controls the virtual character to complete the game logic.
[0041] As can be understood, a virtual character is a game character controlled by the player in the game. The player operates this virtual character to perform various game activities in the game scene, such as picking up items, fighting, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a 3D virtual model or a 2D virtual model; this embodiment is not specifically limited. Virtual characters include, but are not limited to, at least one of virtual human characters, virtual animals, and virtual machines. A non-player character is a game character controlled by the server in the game. The server operates this non-player character to perform various game activities in the game scene, such as picking up items, fighting, or talking; this non-player character can interact with the virtual character. Each non-player character can be implemented using a 3D virtual model or a 2D virtual model; this embodiment is not specifically limited. Non-player characters include, but are not limited to, at least one of non-player human characters, non-player animals, and non-player machines.
[0042] Please see Figures 2 to 4 , Figure 2 This is a flowchart illustrating the method for adjusting in-game shooting parameters provided in an embodiment of this application. Figure 3 and Figure 4 This is a schematic diagram illustrating an application scenario of the in-game shooting parameter adjustment method provided in this application embodiment. It should be noted that the steps shown may be executed in a different logical order than that shown in the flowchart of this in-game shooting parameter adjustment method. This in-game shooting parameter adjustment method provides a graphical user interface (GUI) through a terminal, which is used to display the game screen. The in-game shooting parameter adjustment method may include the following steps:
[0043] Step 01: Receive user instructions, which are used to instruct on the adjustment of shooting parameters for the game screen; Step 03: In response to user commands, adjust the shooting parameters according to preset parameters to generate an adjustment plan. These shooting parameters include at least one of the following: virtual lens parameters, lighting parameters, environmental effect parameters, and character motion parameters. Step 07: According to the shooting parameter adjustment plan, adjust the corresponding parameters of the game screen displayed in the graphical user interface to present the screen after parameter adjustment.
[0044] Specifically, in current massively multiplayer online role-playing games (MMORPGs), open-world role-playing games (RPGs), or various 3D single-player games, the embedded photo function empowers players to autonomously and artistically capture and reconstruct visual moments in the virtual world, and fosters a rich ecosystem of player-generated content. This enhances the interactive experience between players and the game, while also indirectly promoting the game's reach on social platforms and other areas.
[0045] In games, players typically control one or more virtual characters, each with a defined identity and appearance, such as a swordsman, merchant, musician, office worker, student, official, soldier, or monk. When a player-controlled virtual character, alone, with a non-player character, or with other players controlling other virtual characters on different devices, arrives at a visually striking scene or experiences a significant event, the game's photo mode allows players to pause the real-time gameplay and enter a creative interface focused on composition and expression. At this point, players can fine-tune the virtual character's movements, appearance, or expressions to conceive the image. For example, players can select poses from a preset action library, such as "gazing with a sword," "meditation," or "victory celebration," and combine these with facial expressions to convey the virtual character's emotions, thereby constructing a character portrait with a narrative element.
[0046] Furthermore, players can freely manipulate lens parameters, including focal length, depth of field, shooting angle, and composition, to simulate professional photography techniques in the real world. The system also provides a wealth of post-processing tools. For example, players can overlay warm-toned filters on magnificent sunset scenes to enhance the atmosphere, apply cool tones and vignetting effects to gloomy dungeon scenes, or instantly adjust the scene's weather conditions, day / night cycle, and the intensity and color temperature of specific light sources to create unique lighting effects and enrich the visual presentation of photos.
[0047] After players complete their composition, the image content can be stored as a highly customized, high-quality photo via a virtual lens and directly shared to the in-game community, external social platforms, or personal albums, becoming a symbolic digital memory and social currency in the player's gaming journey. This complete workflow, from "scene interaction" to "poseful shooting," then to "environmental adjustment" and "post-rendering," constitutes the common application paradigm of current game photo functions. However, because steps such as action selection, parameter adjustment, and image rendering highly depend on the player's personal aesthetics and operational experience, and games typically do not provide real-time, intelligent assistance and guidance, ordinary users find it difficult to efficiently achieve professional-level visual effects. Furthermore, artificial intelligence algorithms used to improve aesthetics are mostly applied in the post-processing stage and directly affect image pixels, resulting in fixed outputs and an inability to provide dynamic, interactive optimization suggestions during the shooting process. Therefore, it is difficult to meet the player's need for continuous adjustment and optimization during the creative process. To address this issue, this application proposes a method for adjusting shooting parameters within the game.
[0048] The virtual scene is presented in a graphical user interface (GUI), meaning it is displayed to the user through the terminal's screen. When a user wishes to record the current scene or event and needs to adjust shooting parameters, they can issue commands through clicking icons, dragging, text input, voice input, or file input. In other implementations, players can also issue commands to the GUI using non-contact triggering operations such as air gestures; this embodiment does not limit this. The shooting adjustment command refers to an instruction to adjust the shooting parameters of the game screen when the game's camera function is activated. It can be understood that the shooting adjustment command at least indicates or conveys the user's creative concept or optimization direction for the captured photo, i.e., it reflects the player's shooting intention.
[0049] The parameter adjustment model is a pre-set model in the system used to interpret the shooting intent conveyed by the shooting adjustment command, and to generate a shooting parameter adjustment scheme corresponding to the shooting intent with better visual effect. The parameter adjustment model is obtained by training on a large amount of game screen data labeled with style tags and optimal shooting parameter combinations. The parameter adjustment model can be a fixed model set during the development of the shooting parameters in the game, or a variable model that has been continuously debugged and optimized by engineers during the game's development and optimization process. The parameter adjustment model may include, but is not limited to, semantic analysis, image recognition, image analysis, and parameter generation functions. In some implementations, the parameter adjustment model includes a built-in database that stores data used to assist in generating shooting parameter adjustment schemes, such as a large amount of historical photo data from players, data algorithms corresponding to human aesthetics, etc., to ensure that the parameter adjustment model has good overall performance and can better cater to mainstream aesthetics.
[0050] Upon receiving and responding to the user's instruction, the parameter adjustment model takes the user's instruction as input and outputs an adjustment scheme for the shooting parameters that meets the player's needs. The input to the parameter adjustment model may also include, but is not limited to, real-time game footage, resources in the game's built-in resource library, or instructions given by other players (such as multiple players taking photos together). In this case, the shooting parameter adjustment scheme can reflect or correspond to the corresponding input content.
[0051] It's understandable that the shooting process utilizes a virtual lens to capture game footage, which is then displayed via a graphical user interface on the terminal. Shooting parameters are specific parameters that affect the presentation of the game footage and the capture effect of the virtual lens. Virtual lens parameters describe the optical characteristics of the virtual lens, such as focal length, angle, depth of field, composition ratio, color temperature, or filters. These parameters can be compared to or analogous to lens parameters in the real world. Lighting parameters describe the lighting effects in the game footage, such as the direction of the main light source (e.g., the sun in the sky) or secondary light source (e.g., lighting devices in the game screen), the intensity of the main or secondary light source, color temperature, or additional fill light settings used to enhance visual effects.
[0052] Environmental effect parameters are indicators describing the environment of a virtual scene in the game visuals, such as the weather conditions, wind direction and intensity, or the time period (e.g., different times of day, different seasons). Character action parameters are indicators describing the form, actions, or appearance of a virtual character, such as a single pose or sequence of actions, facial expressions, or clothing. By providing specific adjustment schemes for these shooting parameters, the game visuals (including virtual scenes and characters) can be highly customized and flexible, offering professional and intelligent guidance or assistance to players during the photography process.
[0053] At this point, the graphical user interface (GUI) can adjust the corresponding parameters of the displayed game screen according to the generated shooting parameter adjustment scheme, so that the game screen presented by the GUI is a screen with parameters adjusted specifically according to the player's shooting intention. It can be understood that the adjustment scheme includes a global adjustment scheme for the game screen and a local adjustment scheme for specific objects in the game screen. Local adjustments, for example, adjust only the lighting of the main character while keeping the background unchanged. For example, please refer to... Figure 3 , Figure 4 , Figure 11 and Figure 12 , Figure 3 Two different types of user instructions are shown in the figure. Figure 11 This illustrates one type of user instruction.
[0054] like Figure 3 As shown, in some implementations, the user's instruction is to input via text or voice, "Please change the pose of the character in the picture to a cooler one, and add lighting and wind from the left to add some dynamism to the image." The parameter adjustment model, through semantic analysis and other functions, interprets the player's intention as adjusting the virtual character's movements, lighting, and environmental effects (wind conditions). The adjustment strategy is to make the virtual character present a "cool" visual effect, and to increase the dynamism of the image by adjusting the lighting and environmental effects. Therefore, an adjustment scheme is proposed for the virtual character's movement parameters, changing "standing with back to back" to "wielding a sword," adding lighting on the left side, and adding wind from the left side to make the virtual character's head ornaments "sway in the wind," ultimately displaying the desired effect on the graphical user interface. Figure 4 The game screenshot shown (the light gray background in the image is for auxiliary lighting and is not a gray filter overlaid on the graphical user interface) indicates that the adjustment method is targeting lighting parameters, environmental effect parameters, and character motion parameters.
[0055] like Figure 3As shown, in some other implementations, the user's instruction is to input an image of a soldier wielding a sword, with wind and light on the left. The parameter adjustment model then uses image recognition and other functions to analyze the player's intention and control the game screen to present a similar or identical composition and elements based on the input image. The adjustment strategy is to make the virtual character pose in the same way as the soldier in the image, and similarly add wind and lighting effects to the left side of the screen. This leads to an adjustment scheme for the virtual character's action parameters, changing "standing with back to back" to "wielding a sword," adding lighting on the left side, and creating wind on the left side to make the virtual character's head ornaments appear to "sway in the wind." Ultimately, this is displayed in the graphical user interface as shown in the image. Figure 4 The game screenshot shown (the light gray background in the image is for auxiliary lighting and is not a gray filter overlaid on the graphical user interface) indicates that the shooting parameters being adjusted are lighting parameters, environmental effect parameters, and character motion parameters.
[0056] like Figure 3 As shown, in some implementations, the user's instruction is to input "an image of a soldier wielding a sword, with wind and light on the left side," and "please change the character in the image to a more stylish pose, and add lighting and wind from the left side to add some dynamism to the image." The parameter adjustment model, through semantic analysis and image recognition, interprets the player's intention as combining text description and reference image to control the overall visual effect of the game screen. The adjustment strategy is to make the virtual character pose the same as the soldier in the image, satisfying the requirement of "stylishness," and similarly add wind and lighting effects to the left side of the image. Therefore, an adjustment scheme is proposed for the virtual character's action parameters, changing "standing with back to back" to "wielding a sword," adding lighting on the left side, and adding wind on the left side to make the virtual character's head ornaments "sway in the wind," ultimately presenting the desired effect on the graphical user interface. Figure 4 The game screenshot shown (the light gray background in the image is for auxiliary lighting and is not a gray filter overlaid on the graphical user interface) indicates that the shooting parameters being adjusted are lighting parameters, environmental effect parameters, and character motion parameters.
[0057] like Figure 11As shown, in some implementations, the user's instruction is to click the smart suggestion button or to input "help me take better photos" via voice. The parameter adjustment model then uses semantic analysis and other functions to interpret the player's intention as a desire for suggestions to improve the aesthetics of the game screen. The adjustment approach aims to make the virtual character present a visual effect that conforms to human aesthetics. Therefore, it proposes adjustment schemes for the virtual character's action parameters and asks the player through a dialog box, "Would you like to try a cool sword-wielding pose, and add some dynamism by blowing wind from the left and adding lighting?" After the player accepts the suggestion, the model adjusts "standing with back to back" to "wielding a sword," adds lighting to the left side, and adds wind from the left side to make the virtual character's head decorations "sway in the wind," ultimately displaying the result in the graphical user interface as shown in the image. Figure 12 The game screenshot shown (the light gray background in the image is for auxiliary lighting and is not a gray filter overlaid on the graphical user interface) indicates that the shooting parameters being adjusted are lighting parameters, environmental effect parameters, and character motion parameters.
[0058] In some implementations, when the user's instruction is "a picture of a soldier wielding a sword with wind and light on the left," or "please change the pose of the character in the picture to be more stylish, and add lighting and wind from the left to add some dynamism to the image," and the graphical user interface displays the corresponding adjusted game screen, if the user is not satisfied with the overall effect of the game screen, the user can click the intelligent suggestion button or input "help me see how to further optimize it" via voice. The parameter adjustment model can then propose further adjustment schemes based on the image, ask the player through a dialog box, and after the player selects to accept the suggestion, the graphical user interface displays the adjusted game screen based on the presented image. It can be understood that at this time, the parameter adjustment model simultaneously performs the generation based on explicit instructions and the intelligent optimization of the "semi-finished product" that is not satisfactory to the user, and has a flexible and powerful function for adjusting shooting parameters.
[0059] Understandably, in the first two implementations, the parameter adjustment model's adjustment scheme for shooting parameters is mainly based on the aesthetic preferences or photographic intentions implicit in the player's user commands. This implementation is suitable for players who have a relatively clear goal for taking photos but lack experience in how to adjust parameters or optimize game graphics. In the third implementation, the parameter adjustment model's adjustment scheme for shooting parameters is mainly based on the model itself, such as the "aesthetic ability" and / or "creative ability" endowed to the model by the training set used and the model structure. This implementation is suitable for players who do not have a clear goal on how to take photos but desire suggestions from auxiliary tools with a certain level of professionalism and aesthetic ability.
[0060] It is understandable that players may perform the above steps once or multiple times while applying the in-game photo parameter adjustment method of this application. For example, after the virtual character is switched to the "wielding a sword" action, if the player is satisfied with the game screen presented by the current graphical user interface, they can record the game screen using the virtual camera (equivalent to taking a screenshot) and save it as an image. If the game screen presented by the current graphical user interface still does not meet the player's aesthetic or needs well, the player can issue user commands again to further optimize the game screen, such as by inputting "Please add light to the character in the picture from the right side", or inputting an image of a soldier wielding a sword in another pose, or by clicking the trigger button and inputting "Help me see how to take a picture to make the picture cooler", to further generate a shooting parameter adjustment scheme that better meets the player's needs.
[0061] In some implementations, when the parameter adjustment model generates an adjustment scheme for shooting parameters according to user instructions, and the graphical user interface displays the adjusted screen, the user can manually adjust the shooting parameters to further optimize and adjust the game screen more precisely, thereby quickly obtaining photos that meet the shooting intention.
[0062] It is understandable that the above-mentioned method of adjusting shooting parameters is applied to the real-time parameters corresponding to the game screen displayed in the graphical user interface, rather than the image composed of pixels that has been stored locally or in the cloud. This method has the advantages of high flexibility, good interactivity, strong real-time performance, high degree of customization, and high intelligence, which can better meet the artistic creation needs of players.
[0063] Therefore, in the in-game shooting parameter adjustment method provided in this application embodiment, the process of adjusting the shooting parameters is directly applied to the shooting process. Players can flexibly interact with the game during the shooting process, thereby obtaining dynamic and highly customizable shooting parameter adjustment schemes in real time. This greatly satisfies the player's need for continuous debugging and optimization during the creative process, provides players with real-time and intelligent auxiliary guidance, helps players efficiently achieve professional-level shooting, and significantly improves the player's shooting experience.
[0064] Please see Figures 3 to 5 In some implementations, the user instruction includes style description text. Step 03 can be implemented through steps 031 and 032, specifically as follows: Step 031: Perform semantic understanding of the style description text by adjusting the parameters of the model, and extract style intent information; and Step 032: Based on the style intent information, generate a shooting parameter adjustment scheme that matches the style intent information.
[0065] Specifically, in the above implementation, style description text refers to the text in which the player describes the unique and identifiable features contained in the photograph they wish to generate. Style description text reflects the player's photographic intent and embodies the player's creative thinking about the photograph. Style here can include various characteristics, such as virtual scene characteristics (whether the weather in the game screen is sunny or cloudy, whether the time in the game screen is morning, noon, evening, or late at night, whether the wind in the game screen is gentle or strong, etc.), the appearance characteristics of virtual characters (whether the virtual character's actions in the game screen are gazing into the distance, dancing in place, or wielding weapons, whether the virtual character's clothing is elegant or ragged, whether the virtual character's expression is cheerful or frowning), and the interaction characteristics between virtual characters and other virtual characters (the interaction between the player-controlled virtual character and non-player characters or other players-controlled virtual characters in the game screen). For example, the style description text is as above: "Please give the person in the picture a cooler pose, and add lighting and wind from the left to add some dynamism to the picture."
[0066] It is understandable that the parameter tuning model at this point possesses semantic understanding capabilities. The parameter tuning model can perform multi-level processing on the input style description text. For example, the parameter tuning model first maps the words in the style description text into dense vectors using word embedding techniques, capturing the semantic and syntactic relationships between words. Subsequently, a neural network based on an attention mechanism (such as the Transformer) analyzes the dependency relationships of words in the context, generating a context vector representation that integrates global information through self-attention computation. During the pre-training phase, the parameter tuning model learns language rules from massive amounts of text through large-scale unsupervised learning (such as masked language modeling), forming implicit encodings of semantic relationships; and during the fine-tuning phase, it combines specific task data, enabling the parameter tuning model to transfer general semantic knowledge to specific application scenarios, ultimately achieving deep semantic parsing and reasoning of style description text.
[0067] The style intent information is the semantic interpretation result of the style description text obtained by the parameter adjustment model through semantic understanding. In essence, style intent information is the information that reflects the player's shooting intention, obtained by the parameter adjustment model from parsing user instructions (style description text). Style intent information is an intermediate, transient piece of information in the overall process of generating the shooting parameter adjustment scheme, and it has a format that the parameter adjustment model can recognize.
[0068] Furthermore, the parameter adjustment model also has the function of generating in-game shooting parameters. Specifically, the parameter adjustment model learns and understands the player's shooting intention based on style intent information, and then generates in-game shooting parameters that match the style intent information, such as at least one of the virtual camera parameters, lighting parameters, environmental effect parameters, and character motion parameters mentioned above. At this time, these in-game shooting parameters are used together to adjust the game screen displayed in the graphical user interface, so that the graphical user interface presents the screen after parameter adjustment.
[0069] Therefore, the parameter adjustment model, with its excellent semantic understanding, accurately extracts style intent information reflecting the user's photography intention from the style description text. Based on this, it generates matching in-game shooting parameters, thereby ensuring that the graphics user interface fully caters to the player's creative ideas and mainstream aesthetics. It provides real-time, accurate, and intelligent assistance to the player's photography process, satisfies the player's creative desires, and enhances and enriches the player's gaming experience.
[0070] Please see Figure 5 and Figure 6 In some implementations, the user instruction includes style description text. Step 031 can be implemented through steps 0311 and 0313, specifically as follows: Step 0311: If the style description text contains preset adjustment keywords, obtain the game screen currently displayed in the graphical user interface as the current screen; and Step 0313: Perform semantic understanding of the style description text based on the current image and extract style intent information.
[0071] Specifically, adjustment keywords are words, phrases, or short sentences used to define the specific extraction method for extracting style intent information. Adjustment keywords contain some of the user's underlying intent in the process of adjusting shooting parameters. For example, the user may want the shooting parameters to be adjusted not entirely from scratch, but rather, the user is satisfied with at least some of the shooting parameters in the current game screen and wants to make targeted adjustments based on the game screen displayed in the current graphical user interface.
[0072] For example, adjustment keywords include, but are not limited to, "Help me fine-tune..." or "Help me check the current settings...". During the semantic understanding of style description text by the parameter adjustment model, if the model recognizes style description text containing adjustment keywords such as "Help me fine-tune..." or "Help me check the current settings...", the model will also capture the current game screen as the current screen during the extraction of style intent information and use it as reference content for generating style intent information. For example, the style description text might be, "Help me fine-tune the lighting in the screen to create a warm atmosphere."
[0073] At this point, the parameter adjustment model also possesses image analysis capabilities (please refer to the detailed explanation of image analysis capabilities below). It can also perform semantic understanding steps on the style description text based on the current screen, ensuring that the extracted style intent information takes into account both the analysis and understanding of the style description text and the current screen. Therefore, the parameter adjustment model is quite powerful, capable of making more targeted adjustments by combining the style description text with the current game screen, better meeting the diverse needs of users.
[0074] Please see Figure 3 , Figure 4 and Figure 7 In some implementations, the user instructions include a reference image. Step 03 can be implemented through steps 033 and 034, specifically as follows: Step 033: Perform image analysis on the reference image using a parameter-adjusted model to extract style features; and Step 034: Based on style features, generate a shooting parameter adjustment scheme that matches the style of the reference image.
[0075] Specifically, in the above embodiments, the reference image refers to an image that serves as a reference benchmark for the photo the player intends to generate. The reference image reflects the player's photographic intent and embodies the player's creative ideas for the photo. The reference image indicates a more specific optimization direction for the parameter adjustment model on the game screen. The adjustment goal or direction of the parameter adjustment model is to make the screen presented by the graphical user interface have a high degree of similarity to the reference image, such as having similar virtual scenes, similar appearances of virtual characters, or similar interactions between virtual characters and other virtual characters. For example, the reference image is the picture of a soldier wielding a sword mentioned above.
[0076] It is understandable that the parameter tuning model at this point possesses image analysis capabilities. For example, the parameter tuning model can understand the content of a reference image through hierarchical feature extraction and multimodal fusion. First, the convolutional neural network in the parameter tuning model processes the reference image layer by layer, extracting low-level visual features from edges and textures to local patterns, forming multi-level feature maps. Subsequently, the parameter tuning model integrates these features through attention mechanisms or Transformer architectures to identify spatial relationships and contextual information of objects, thereby understanding the overall scene. During the training phase of the parameter tuning model, it typically utilizes large-scale labeled datasets (such as image-text pairs, where the image can be a photo taken by other players or an aesthetically pleasing image from the real world) for supervised learning or self-supervised pre-training, learning the mapping from pixels to semantic concepts. Ultimately, the parameter tuning model can associate visual features with semantic knowledge, completing the recognition and parsing of high-level semantic content such as scenes, objects, and character actions.
[0077] The style features are the image-level analytical results of the reference image obtained by the parameter adjustment model through image analysis. In essence, style features are information reflecting the player's shooting intentions, obtained by the parameter adjustment model from parsing user instructions (reference image). Style features are intermediate, transient information in the overall process of generating shooting parameter adjustment schemes, and they have a format that the parameter adjustment model can recognize.
[0078] Furthermore, the parameter adjustment model also has the function of generating in-game shooting parameters. Specifically, the parameter adjustment model learns and understands the form that the player wants the game screen to present based on style characteristics, and then generates in-game shooting parameters that match the style characteristics, such as at least one of the virtual camera parameters, lighting parameters, environmental effect parameters, and character motion parameters mentioned above. At this time, these in-game shooting parameters are used together to adjust the game screen displayed in the graphical user interface, so that the graphical user interface presents the screen after parameter adjustment.
[0079] Therefore, the parameter adjustment model, with its excellent image analysis capabilities, accurately extracts stylistic features from reference images that reflect the user's creative intent for the game visuals. Based on this, it generates matching in-game shooting parameters, thereby ensuring that the visuals presented in the graphical user interface fully cater to the player's creative ideas. At this point, the forms of interaction between the player and the game become more diverse, and the user can issue different forms of user commands according to actual needs. The in-game shooting parameter adjustment method of this application has the advantages of high flexibility and powerful model functions, which greatly enhances and enriches the player's gaming experience.
[0080] Please see Figure 3 , Figure 4 and Figure 8In some implementations, the user instructions include style description text and reference images. Step 03 can be implemented through steps 035 and 036, specifically as follows: Step 035: Perform semantic understanding of the style description text using a parameter-tuned model to extract style intent information, and perform image analysis on the reference image to extract style features; and Step 036: Based on style intent information and style features, generate a shooting parameter adjustment scheme that matches the style intent information and / or the style of the reference image.
[0081] Specifically, it can be understood that the user instruction can be a single modal input (style description text or reference image) as mentioned in the above embodiments, or it can be supplemented with multimodal input (such as style description text and reference image). In this case, the parameter adjustment model performs semantic understanding and image analysis on the style description text and reference image respectively to obtain style intent information and style features. The process of the parameter adjustment model generating style intent information and style features is as described above and will not be repeated here.
[0082] It should be noted that in step 036, during the process of generating the shooting parameter adjustment scheme, since both style intent information and style characteristics need to be considered simultaneously, there may be situations where the consistency between style intent information and style characteristics is good or poor. When the consistency between style intent information and style characteristics is good, there will be no contradiction between the process of generating the shooting parameter adjustment scheme based on style intent information and the process based on style characteristics. Therefore, it is only necessary to set the weights of style intent information and style characteristics in the process of generating the shooting parameter adjustment scheme.
[0083] When there is poor consistency between style intent information and style features, contradictions may arise between the processes of generating shooting parameter adjustment schemes based on style intent information and those based on style features. In some implementations, the parameter adjustment model prompts the user based on these contradictions, suggesting changes to the style description text or reference image, or selecting either the style description text or the reference image as a baseline. In other implementations, the parameter adjustment model generates shooting parameter adjustment schemes using only the parts of the style intent information and style features that do not contradict each other. In still other implementations, different priorities are assigned to the style description text and reference image, selecting the higher-priority part from contradictory content to generate the corresponding shooting parameter adjustment scheme.
[0084] Therefore, the parameter adjustment model can simultaneously recognize multiple types of user commands, further enriching the forms of player interaction with the game. Users can use both text and images to issue more precise user commands, thereby enabling more flexible and accurate control of shooting parameters, greatly enhancing and enriching the player's gaming experience.
[0085] Please see Figure 3 , Figure 4 and Figure 9 In some implementations, before step 07: adjusting the corresponding parameters of the game screen displayed in the graphical user interface according to the shooting parameter adjustment scheme to present the screen after parameter adjustment, the control method further includes: Step 051: Display a preview screen generated based on the adjustment scheme of the shooting parameters in the graphical user interface; Step 052: Receive user confirmation of the preview screen; and Step 053: In response to the confirmation operation, perform the steps to adjust the corresponding parameters of the game screen displayed in the graphical user interface.
[0086] Specifically, in the above embodiments, the parameter adjustment model's adjustment scheme for shooting parameters given by the user may result in either meeting or failing to meet the player's expectations. If the adjusted screen is directly presented in the graphical user interface, it may weaken the player's sense of interaction with the game, and a screen that does not meet the player's expectations may trigger player resistance or reduce their trust in the in-game shooting parameter control method. To avoid this problem, this application introduces a "preview-confirmation" step before presenting the adjusted screen.
[0087] After generating the shooting parameter adjustment plan, the graphical user interface (GUI) first adjusts the corresponding parameters of the game screen displayed in the GUI based on the adjustment plan, and then generates the adjusted screen. At this point, the GUI uses this screen as a preview screen, such as by indicating that the screen is a preview, simultaneously displaying the original screen and the preview screen, or by providing a clickable comparison button to allow the GUI to selectively switch between the original and preview screens, thus giving the user time to compare and make a decision. For example, please refer to... Figure 4 The graphical user interface prompts players with the text box "Confirm application preview effect?", indicating that the current game screen is only a preview screen, and players have the autonomy to decide whether to apply this shooting parameter adjustment scheme.
[0088] Upon receiving confirmation from the user regarding the preview screen, such as clicking the "Yes" icon below the text box "Confirm application preview effect?" in the graphical user interface, the system recognizes that the user has confirmed the adjustment scheme for the shooting parameters corresponding to the current preview screen. At this point, the corresponding parameters of the game screen displayed in the graphical user interface are finally adjusted according to the shooting parameter adjustment scheme, and the adjusted screen is presented to ensure that the generated game screen better matches the player's subjective intentions.
[0089] Therefore, the aforementioned "preview-confirm" step transforms the game from a "decision executor" to a "suggestion provider." By granting players final decision-making power, it fundamentally ensures a sense of control over the user experience and allows for personalized aesthetic choices. It also effectively prevents negative experiences caused by misinterpretations of user commands or aesthetic differences, significantly increasing user acceptance of this parameter adjustment function and long-term game satisfaction. Furthermore, player choices can be seen as implicit feedback sources, providing a basis for optimizing the parameter adjustment model and facilitating precise and efficient optimization by developers.
[0090] Please see Figures 10 to 12 In some implementations, the user instruction includes a smart suggestion trigger signal, which can be issued by the user or by the game system 1000 and confirmed by the user. Step 03 can be implemented through steps 037, 038, and 039, specifically as follows: Step 037: In response to the smart suggestion trigger signal, obtain the game screen currently displayed in the graphical user interface as the current screen; Step 038: Analyze the composition and shooting parameter settings of the current scene; and Step 039: Based on the analysis results, generate optimization suggestions for the current image through the parameter adjustment model. The optimization suggestions include adjustment schemes for at least some of the shooting parameters of the current image.
[0091] Specifically, as mentioned above, when a user doesn't have a specific goal on how to take a photo but desires suggestions from an auxiliary tool that demonstrates a certain level of professionalism and aesthetic judgment, the user's shooting intention is to receive intelligent photo-taking suggestions. For ease of explanation, this function during the photo-taking process will be referred to as the intelligent suggestion function below. In this case, the user command input by the player is the intelligent suggestion trigger signal. The intelligent suggestion trigger signal refers to the signal used to provide intelligent suggestions to the game screen. In some implementations, the intelligent suggestion trigger signal is actively triggered by the player, such as through clicking, text input, or voice input. For an example, please refer to... Figure 11 At this point, players can generate intelligent suggestions and trigger signals by long-pressing the AI button.
[0092] In other implementations, the smart suggestion trigger signal is passively triggered by a preset trigger module in the game system 1000 and confirmed by the user. For example, when the smart suggestion function is enabled, the trigger module generates signals periodically at a preset frequency. The preset frequency can be a fixed frequency set during game development or a variable frequency controlled by the player. After the player confirms, the signal can serve as the smart suggestion trigger signal. For instance, during gameplay, the smart suggestion function is enabled and generates a signal every 10 minutes, which serves as the smart suggestion trigger signal after player confirmation, continuously providing optimization suggestions to the player.
[0093] Upon receiving a smart suggestion trigger signal, the virtual camera captures a screenshot of the game screen displayed in the current graphical user interface. The parameter adjustment model then performs image analysis on this screenshot, specifically analyzing data that determines aesthetics, such as composition and shooting parameter settings. In essence, the parameter adjustment model possesses and applies image analysis capabilities at this point. An example of the parameter adjustment model implementing image analysis is provided above and will not be repeated here. The difference lies in that, in addition to recognizing and parsing image content, the parameter adjustment model can also utilize its built-in database and employ algorithms that cater to mainstream aesthetics to analyze shortcomings in the image and propose targeted optimization suggestions.
[0094] Please refer to Figure 12 In response to the intelligent suggestion trigger signal, the parameter adjustment model analyzes the current screen and determines that the lack of aesthetic appeal is due to insufficient visual appeal of the virtual character's movements. Therefore, it proposes an optimization suggestion: "How about trying a cool sword-wielding pose, and adding some dynamism with wind and supplementary lighting from the left?" It's important to note that this optimization suggestion includes not only interactive elements like prompts or text boxes displayed in the graphical user interface, but also adjustments to certain existing parameters associated with the specific optimization plan. For example, in the example above, the optimization suggestion includes the text box displayed in the graphical user interface asking, "How about trying a cool sword-wielding pose, and adding some dynamism with wind and supplementary lighting from the left?", as well as adjustments to the parameters corresponding to changing the virtual character's pose to a "sword-wielding pose," adding lighting from the left, and adding wind from the left.
[0095] Therefore, the parameter adjustment model of this application, with its excellent image analysis capabilities, identifies the reasons limiting the aesthetics of the current image, and generates matching optimization suggestions based on these suggestions, thereby effectively improving the aesthetics of the image presented in the graphical user interface. At this point, the forms of player interaction with the game are further enriched, and the barrier to entry for players to use the in-game shooting parameter adjustment method of this application is further lowered. Players can optimize the visual effects of the game screen without providing descriptive language or reference images. The adjustment method is highly flexible, the model is very powerful, and players can fully realize diverse creative possibilities within the game.
[0096] Please see Figures 11 to 13 In some implementations, before step 07: adjusting the corresponding parameters of the game screen displayed in the graphical user interface according to the shooting parameter adjustment scheme to present the screen after parameter adjustment, the control method further includes: Step 054: In the graphical user interface, display the adjustments indicated by the optimization suggestions in a comparison or labeling manner; Step 055: Receive the user's selection action regarding the optimization suggestion, including accepting or rejecting; and Step 056: When the operation is selected as "accept", perform the steps to adjust the corresponding parameters of the game screen displayed in the graphical user interface.
[0097] Specifically, in the above embodiments, since the optimization suggestions may also have two outcomes—meeting or not meeting the player's expectations—and may also be accompanied by the aforementioned weakening of the player's interaction with the game, and game visuals that do not meet the player's expectations may trigger player resistance or reduce the player's trust in the in-game shooting parameter adjustment methods, this application introduces a decision-making step for the optimization suggestions before presenting the screen generated by the intelligent suggestion function.
[0098] After generating optimization suggestions for the current screen, the graphical user interface (GUI) first adjusts the game screen displayed in the GUI based on these suggestions to show the adjustments. In some implementations, the GUI compares the game screen corresponding to the adopted optimization suggestions with the current screen to display the adjustments indicated by the suggestions and provides players with an intuitive and visual representation of the optimization results, allowing them to make a choice. Figure 12 As shown. In other embodiments, the graphical user interface marks the differences between the game screen corresponding to the adopted optimization suggestion and the current screen, so as to quickly show the player the specific optimization content corresponding to the optimization suggestion in the game screen and allow the player to make a choice.
[0099] At this point, players can select the optimization suggestions based on the adjustments made. For example, please refer to... Figure 12Players can accept optimization suggestions by clicking the "Accept" icon or reject them by clicking the "Decline" icon. The selection can also be made through other means, such as voice input or gestures; this application does not restrict this. Players have ample autonomy to decide whether to apply the shooting parameter adjustments corresponding to the optimization suggestions.
[0100] If the user selects "Accept" as the preferred action, such as clicking the "Accept" icon in the graphical user interface, the system recognizes that the user has confirmed the adjustment of the shooting parameters corresponding to the application optimization suggestion. At this point, the corresponding parameters of the game screen displayed in the graphical user interface are finally adjusted according to the shooting parameter adjustment scheme, and the adjusted screen is presented, thus generating a game screen that better matches the player's subjective intentions.
[0101] It is understandable that when the user selects to refuse, such as when the user clicks the "decline" icon in the graphical user interface, it is known that the user has chosen not to apply the shooting parameter adjustment scheme corresponding to the optimization suggestion. At this time, the graphical user interface continues to display the original current screen.
[0102] In some implementations, step 054 can be omitted. At this point, the player adjusts the text description in the optimization suggestions generated by the model based on the parameters, and makes a selection based on their personal experience and aesthetics. By eliminating unnecessary screen displays, the game's smoothness can be improved and the player's attention can be optimized. Simultaneously, the "preview-confirm" step mentioned above can be added at this point to enhance the user's interactive experience with the game and ensure that the generated game visuals match the player's aesthetic preferences and photographic intentions.
[0103] Therefore, by setting up decision-making steps for optimization suggestions, players can take on more of the role of "decision-makers." This not only balances the autonomy of user experience with aesthetic personalization but also avoids negative feelings caused by system misjudgments or differences in preferences, thereby increasing players' acceptance of feature adjustments and long-term satisfaction. At the same time, players' choices also constitute valuable implicit feedback data, providing a basis for subsequent accurate and efficient optimization of parameter adjustment models, forming a virtuous cycle of continuous improvement.
[0104] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.
[0105] The in-game shooting parameter adjustment method provided in this application, upon receiving and responding to user commands, generates an adjustment scheme for shooting parameters during the shooting process of the game screen displayed in the graphical user interface based on the user commands and a preset parameter adjustment model. This scheme optimizes at least one of the virtual camera parameters, lighting parameters, environmental effect parameters, and character action parameters, thereby adjusting the corresponding parameters of the game screen displayed in the graphical user interface and presenting the adjusted screen to the graphical user interface. Therefore, the above parameter adjustment process is conducted under the guidance of the parameter adjustment model and can directly provide dynamic and interactive optimization suggestions for multiple parameters during the shooting process. This better meets the needs of players for continuous debugging and optimization during the creative process, providing players with real-time, intelligent assistance and guidance, helping them efficiently achieve professional-level photography, and significantly improving the player's shooting experience.
[0106] To facilitate better implementation of the in-game shooting parameter adjustment method of this application embodiment, this application embodiment also provides an in-game shooting parameter adjustment device 200. Please refer to... Figure 14 , Figure 14 This is a schematic diagram of the structure of the in-game shooting parameter adjustment device 200 provided in this application embodiment. The in-game shooting parameter adjustment device 200 provides a graphical user interface (GUI) via a terminal, which is used to display the game screen. The in-game shooting parameter adjustment device 200 includes a display unit 201 and a control unit 203.
[0107] The control unit 203 is connected to the display unit 201. The control unit 203 is used to: receive user instructions, which are used to instruct the adjustment of shooting parameters of the game screen; in response to the user instructions, generate a shooting parameter adjustment scheme through a preset parameter adjustment model, the shooting parameter adjustment scheme including at least one of virtual lens parameters, lighting parameters, environmental effect parameters, and character action parameters; and, according to the shooting parameter adjustment scheme, adjust the corresponding parameters of the game screen displayed in the graphical user interface of the display unit 201 to present the screen after parameter adjustment.
[0108] In some embodiments, the user instruction includes style description text. The control unit 203 performs semantic understanding of the style description text using a parameter adjustment model to extract style intent information. Based on the style intent information, the control unit 203 generates a shooting parameter adjustment scheme that matches the style intent information.
[0109] In some embodiments, when the control unit 203 recognizes that the style description text contains preset adjustment keywords, it obtains the game screen currently displayed in the graphical user interface as the current screen. Based on the current screen, it performs semantic understanding on the style description text and extracts style intent information.
[0110] In some embodiments, the user instruction includes a reference image. The control unit 203 performs image analysis on the reference image using a parameter adjustment model to extract style features. Based on the style features, the control unit 203 generates a shooting parameter adjustment scheme that matches the style of the reference image.
[0111] In some embodiments, the user instructions include style description text and a reference image. The control unit 203 performs semantic understanding of the style description text through a parameter adjustment model to extract style intent information, performs image analysis on the reference image to extract style features, and generates a shooting parameter adjustment scheme that matches the style intent information and / or the style of the reference image based on the style intent information and style features.
[0112] In some embodiments, the display unit 201 displays a preview image generated based on an adjustment scheme for shooting parameters in a graphical user interface. The control unit 203 is used to receive a user's confirmation operation on the preview image, and in response to the confirmation operation, the control unit 203 performs the step of adjusting the corresponding parameters of the game screen displayed in the graphical user interface.
[0113] In some embodiments, the user instruction includes a smart suggestion trigger signal, which can be issued by the user or by the game system and confirmed by the user. In response to the smart suggestion trigger signal, the control unit 203 acquires the game screen currently displayed in the graphical user interface as the current screen, and analyzes the composition and shooting parameter settings of the current screen. Based on the analysis results, the control unit 203 generates optimization suggestions for the current screen through a parameter adjustment model. The optimization suggestions include adjustment schemes for at least some of the shooting parameters of the current screen.
[0114] In some embodiments, the display unit 201 displays the adjustments indicated by the optimization suggestions in a comparison or labeling manner within a graphical user interface. The control unit 203 is used to receive the user's selection of the optimization suggestions.
[0115] In some embodiments, the selection operation includes accepting or rejecting. When the selection operation is to accept, the control unit 203 performs the step of adjusting the corresponding parameters of the game screen displayed in the graphical user interface.
[0116] Each unit in the aforementioned in-game shooting parameter control device 200 can be implemented entirely or partially through software, hardware, or a combination thereof. Each of these units can be embedded in or independent of the processor in a computer device in hardware form, or stored in the memory of a computer device in software form, so that the processor can call and execute the operations corresponding to each unit.
[0117] The in-game shooting parameter control device 200 can be integrated into a terminal or server that has storage and a processor and thus computing power, or the in-game shooting parameter control device 200 can be the terminal or server.
[0118] Optionally, this application also provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above-described method embodiments.
[0119] Figure 15 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device may be a terminal or a server. Figure 15 As shown, the computer device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a program for adjusting in-game shooting parameters stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figures does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0120] The processor 301 is the control center of the computer device 300. It connects various parts of the computer device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it performs various functions of the computer device 300 and processes data, thereby performing overall processing of the computer device 300.
[0121] In this embodiment, the processor 301 in the computer device 300 loads the instructions corresponding to the process of one or more in-game shooting parameter adjustment methods into the memory 302 according to the following steps, and the processor 301 runs the in-game shooting parameter adjustment method program stored in the memory 302 to realize various functions: Receive user commands, which are used to instruct adjustments to the shooting parameters of the game screen; In response to user commands, the system generates a shooting parameter adjustment scheme based on a preset parameter adjustment model. This scheme includes at least one of the following: virtual lens parameters, lighting parameters, environmental effect parameters, and character motion parameters. Based on the shooting parameter adjustment scheme, adjust the corresponding parameters of the game screen displayed in the graphical user interface to present the screen after parameter adjustment.
[0122] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0123] Optional, such as Figure 15 As shown, the computer device 300 also includes: a display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 15 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0124] The display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, and transmits the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to the processor 301, and can receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the display panel can be implemented as two independent components to achieve input and output functions. That is, the display screen 303 can also be used as part of the input unit 306 to achieve input functions.
[0125] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
[0126] Audio circuitry 305 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and output to processor 301 for processing. The audio data is then transmitted via radio frequency circuitry 304 to, for example, another computer device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.
[0127] The input unit 306 can be used to receive input numbers, characters, or object feature information (such as fingerprints, irises, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0128] Power supply 307 is used to supply power to various components of computer device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0129] although Figure 15 As not shown in the diagram, the computer device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0130] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to a computer device, and the computer program causes the computer device to execute the corresponding process in the in-game shooting parameter adjustment method of the embodiments of this application; for the sake of brevity, it will not be described in detail here.
[0131] This application also provides a computer program product, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the corresponding flow in the in-game shooting parameter control method of this application embodiment, such as executing steps 01, 03, 031, 0311, 0313, 032, 033, 034, 035, 036, 037, 038, 039, 051, 052, 053, 054, 055, 056, and 07. For simplicity, these will not be elaborated further here.
[0132] It should be understood that the processor in this application may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method embodiments can be completed by integrated logic circuits in the processor's hardware or by instructions in software form. The processor described above can be a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. This storage medium is located in memory, and the processor reads information from the memory and, in conjunction with its hardware, completes the steps of the above method.
[0133] It is understood that the memory in the embodiments of this application can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory used in the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.
[0134] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.
[0135] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0136] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.
[0137] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0138] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0139] In addition, the functional units in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0140] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer or a server) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.
[0141] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for adjusting shooting parameters in a game, characterized in that, A graphical user interface is provided via a terminal, the graphical user interface being used to display the game screen, and the control method includes: Receive user instructions, which are used to instruct adjustments to the shooting parameters of the game screen; In response to the user instruction, an adjustment scheme for shooting parameters is generated using a preset parameter adjustment model. The shooting parameters include at least one of virtual lens parameters, lighting parameters, environmental effect parameters, and character motion parameters. According to the shooting parameter adjustment scheme, adjust the corresponding parameters of the game screen displayed in the graphical user interface to present the screen after parameter adjustment.
2. The control method according to claim 1, characterized in that, The user instruction includes style description text. The method of generating an adjustment scheme for shooting parameters in response to the user instruction, through a preset parameter adjustment model, includes: The model is adjusted using the parameters to perform semantic understanding of the style description text and extract style intent information; and Based on the style intent information, a shooting parameter adjustment scheme matching the style intent information is generated.
3. The control method according to claim 2, characterized in that, The model is adjusted using the parameters to perform semantic understanding of the style description text and extract style intent information, including: If the style description text is found to contain preset adjustment keywords, the game screen currently displayed in the graphical user interface is obtained as the current screen; and Based on the current image, semantic understanding is performed on the style description text to extract style intent information.
4. The control method according to claim 1, characterized in that, The user instruction includes a reference image, and the step of generating an adjustment scheme for shooting parameters in response to the user instruction, through a preset parameter adjustment model, includes: Image analysis is performed on the reference image using the parameter adjustment model to extract style features; and Based on the style features, a shooting parameter adjustment scheme matching the style of the reference image is generated.
5. The control method according to claim 1, characterized in that, The user instructions include style description text and reference images. In response to the user instructions, the system generates an adjustment scheme for shooting parameters using a preset parameter adjustment model, including: The model adjusts the parameters to perform semantic understanding of the style description text to extract style intent information, and performs image analysis on the reference image to extract style features; and Based on the style intent information and the style features, a shooting parameter adjustment scheme that matches the style intent information and / or the style of the reference image is generated.
6. The control method according to any one of claims 2-5, characterized in that, Before adjusting the corresponding parameters of the game screen displayed in the graphical user interface according to the shooting parameter adjustment scheme to present the parameter-adjusted screen, the method further includes: A preview screen generated based on the adjustment scheme of the shooting parameters is displayed in the graphical user interface; Receive user confirmation of the preview screen; and In response to the confirmation operation, the step of adjusting the corresponding parameters of the game screen displayed in the graphical user interface is performed.
7. The control method according to claim 1, characterized in that, The user instruction includes a smart suggestion trigger signal, which can be issued by the user or issued by the game system and confirmed by the user. The step of responding to the user command by generating an adjustment scheme for shooting parameters through a preset parameter adjustment model includes: In response to the intelligent suggestion trigger signal, the game screen currently displayed in the graphical user interface is obtained as the current screen; Analyze the composition and shooting parameter settings of the current image; and Based on the analysis results, optimization suggestions for the current image are generated through the parameter adjustment model. The optimization suggestions include adjustment schemes for at least some of the shooting parameters of the current image.
8. The control method according to claim 7, characterized in that, Before adjusting the corresponding parameters of the game screen displayed in the graphical user interface according to the shooting parameter adjustment scheme to present the parameter-adjusted screen, the method further includes: In the graphical user interface, the adjustments indicated by the optimization suggestions are displayed in a comparison or labeled manner; and Receive the user's selection of the optimization suggestions.
9. The control method according to claim 8, characterized in that, The selection operation includes accepting or rejecting; the control method further includes: When the selection operation is accepted, the step of adjusting the corresponding parameters of the game screen displayed in the graphical user interface is performed.
10. A device for adjusting shooting parameters in a game, characterized in that, A graphical user interface is provided via a terminal, the graphical user interface being used to display game screens, and the control device includes: Display unit; and A control unit, connected to the display unit, is configured to: receive a user instruction to adjust the shooting parameters of the game screen; respond to the user instruction by generating an adjustment scheme for the shooting parameters using a preset parameter adjustment model, the adjustment scheme including at least one of virtual camera parameters, lighting parameters, environmental effect parameters, and character action parameters; and adjust the corresponding parameters of the game screen displayed in the graphical user interface according to the adjustment scheme to present the screen after parameter adjustment.
11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program adapted for loading by a processor to execute the in-game shooting parameter control method according to any one of claims 1-9.
12. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program, and the processor executing the in-game shooting parameter adjustment method according to any one of claims 1-9 by calling the computer program stored in the memory.
13. A computer program product comprising computer instructions, characterized in that, When the computer instructions are executed by the processor, they implement the method for adjusting in-game shooting parameters as described in any one of claims 1-9.