Information processing methods, electronic devices and storage media

CN122558080APending Publication Date: 2026-08-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-05-18
Publication Date
2026-08-14

AI Technical Summary

Technical Problem

相关技术中,当玩家希望对喜欢的剧情片段进行留存时,采用在剧情播放过程中通过快速截图功能直接截取当前画面,然而,上述方式存在以下不足:玩家需要在有限的剧情播放时间内完成截图操作,且无法对画面进行调整,导致用户操作繁琐且个性化程度受限

Benefits of technology

[0007]本公开提供了一种信息处理方法、装置、电子设备和存储介质,在图形用户界面播放剧情演示画面的过程中,响应于摄影触发指令,暂停剧情演示画面的播放,并获取当前剧情演示画面关联的目标渲染参数;在图形用户界面中显示摄影编辑界面,摄影编辑界面中包含基于目标渲染参数渲染的预览画面;响应针对摄影编辑界面的编辑操作,调整预览画面的显示效果;根据调整后的预览画面,生成目标媒体资源。通过本公开提供的方法,在剧情播放过程中响应摄影触发指令即可暂停画面并自动获取当前剧情的渲染参数,实现了剧情参数向摄影编辑界面的直接继承,玩家无需退出剧情系统或手动复刻场景、角色等元素,简化了操作流程,提升了交互体验;同时,基于继承的目标渲染参数渲染预览画面并支持编辑操作,使玩家能够在保留剧情氛围的基础上进行个性化定制,丰富了剧情纪念的玩法形式,提升了游戏丰富度;此外,通过在剧情系统中直接调用摄影编辑功能并复用当前剧情的渲染参数,避免了独立维护两套参数数据的需求,有效减少了数据冗余,降低了设备存储空间的占用和服务器资源的消耗。

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Abstract

This application discloses an information processing method, electronic device, and storage medium, comprising: during the playback of a story demonstration scene in the graphical user interface, responding to a photography trigger command, pausing the playback of the story demonstration scene, and obtaining target rendering parameters associated with the current story demonstration scene; displaying a photography editing interface in the graphical user interface, the photography editing interface including a preview scene rendered based on the target rendering parameters; responding to editing operations on the photography editing interface, adjusting the display effect of the preview scene; and generating a target media resource based on the adjusted preview scene. This enables the rapid inheritance of story parameters and personalized photography during story playback, enhancing the player's interactive experience and story commemorative effects.
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Description

Technical Field

[0001] This application relates to the field of game technology, specifically to an information processing method, electronic device, and storage medium. Background Technology

[0002] In story-driven games, players gain an immersive experience by engaging with the plot and interacting with characters. The presentation of story scenes is a core gameplay element in such games. Currently, some technologies allow players to capture favorite story segments directly during gameplay using a quick screenshot function. However, this method has several drawbacks: players must complete the screenshot within the limited time of the story's playback and cannot adjust the image, resulting in cumbersome operation and limited personalization. Summary of the Invention

[0003] This application provides an information processing method, electronic device, and storage medium to enable the rapid inheritance of plot parameters and personalized photo taking during plot playback, thereby enhancing the player's interactive experience and plot commemorative effects.

[0004] On one hand, embodiments of this application provide an information processing method that provides a graphical user interface through a terminal device, the method comprising: During the playback of the story demonstration screen in the graphical user interface, in response to the camera trigger command, the playback of the story demonstration screen is paused, and the target rendering parameters associated with the current story demonstration screen are obtained. A photography editing interface is displayed in the graphical user interface, which includes a preview screen rendered based on the target rendering parameters; In response to editing operations performed on the photography editing interface, the display effect of the preview screen is adjusted; Based on the adjusted preview screen, generate the target media resource.

[0005] On the other hand, embodiments of this application provide an electronic device, which includes a processor and a memory. The memory stores a computer program, and the processor executes the information processing method described in any of the above embodiments by calling the computer program stored in the memory.

[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 the information processing method as described in any of the above embodiments.

[0007] This disclosure provides an information processing method, apparatus, electronic device, and storage medium. During the playback of a story demonstration scene in a graphical user interface (GUI), in response to a camera trigger command, the playback of the story demonstration scene is paused, and the target rendering parameters associated with the current story demonstration scene are obtained. A camera editing interface is displayed in the GUI, containing a preview scene rendered based on the target rendering parameters. In response to editing operations on the camera editing interface, the display effect of the preview scene is adjusted. Based on the adjusted preview scene, a target media resource is generated. Through the method provided by this disclosure, the screen can be paused and the rendering parameters of the current story scene automatically obtained in response to a camera trigger command during story playback. This achieves direct inheritance of story parameters from the camera editing interface. Players do not need to exit the story system or manually replicate scenes, characters, or other elements, simplifying the operation process and improving the interactive experience. Simultaneously, rendering the preview scene based on the inherited target rendering parameters and supporting editing operations allows players to personalize the story while preserving its atmosphere, enriching the gameplay for commemorating the story and enhancing the game's richness. Furthermore, by directly calling the camera editing function in the story system and reusing the rendering parameters of the current story scene, the need to independently maintain two sets of parameter data is avoided, effectively reducing data redundancy and lowering the occupation of device storage space and server resource consumption.

[0008] In this way, not only can the player's personalized shooting needs at the current plot point be met, but also personalized configuration can be carried out through visual operation, which is easy to operate and can improve the shooting experience during the plot playback process. Attached Figure Description

[0009] 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.

[0010] Figure 1 This is a schematic diagram of an example imaging system provided in an embodiment of this application.

[0011] Figure 2 This is a first flowchart illustrating the information processing method provided in an embodiment of this application.

[0012] Figure 3 This is a schematic diagram of a first scenario for the information processing method provided in the embodiments of this application.

[0013] Figure 4 This is a schematic diagram of a second scenario for the information processing method provided in the embodiments of this application.

[0014] Figure 5This is a second flowchart illustrating the information processing method provided in an embodiment of this application.

[0015] Figure 6 This is a schematic diagram of a third scenario of the information processing method provided in the embodiments of this application.

[0016] Figure 7 This is a schematic diagram of the third process of the information processing method provided in the embodiments of this application.

[0017] Figure 8 This is a schematic diagram of the structure of the information processing device provided in the embodiments of this application.

[0018] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0019] 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.

[0020] This application provides an information processing method, apparatus, storage medium, device, and program product. Specifically, the information processing method of this application can be executed by an electronic device, which can be a terminal or a server, etc.

[0021] 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.

[0022] A server can be a standalone physical server, a server cluster or distributed system consisting 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.

[0023] For example, when this information processing method is run on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters move. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals 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 the display on the terminal device's screen or presenting the graphical user interface through holographic projection.

[0024] For example, when this information processing method runs on a server, it can be implemented and executed based on a cloud system. A cloud system refers to a gaming approach based on cloud computing. A cloud system includes servers and client devices. The core of the game application and the core of the game screen presentation are separate. The storage and execution of the information processing method are completed on the server. The game screen presentation 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 located 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.

[0025] It should be noted that in the embodiments of this application, the executing entity of the information processing method can be a terminal device or a server, and the embodiments of this application do not limit the type of executing entity.

[0026] 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.

[0027] For example, in conjunction with the above description, Figure 1This application illustrates a photographing system 1000 for implementing an information processing method, as provided in an embodiment of this application. The photographing system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The 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 games.

[0028] In the aforementioned shooting 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 mechanism 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 mechanism 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.

[0029] 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 the terms "first" and "second" to describe them. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing between "first" and "second", it can be understood that the terminals 1001 corresponding to virtual characters in the same game scene are served by the same server 1002.

[0030] Furthermore, when the shooting 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. Furthermore, the system 100 can include multiple databases coupled to different servers, and can continuously store game-related information in the databases while different users are playing multiplayer games online.

[0031] It should be noted that, Figure 1 The schematic diagram of the shooting system shown is merely an example. The shooting system 1000 described in this application embodiment is for the purpose of more clearly illustrating the technical solution of this application embodiment and does not constitute a limitation on the technical solution provided in this application embodiment. As those skilled in the art will know, with the evolution of shooting systems and the emergence of new business scenarios, the technical solution provided in this application embodiment is also applicable to similar technical problems.

[0032] It should be noted that the triggering operations mentioned in the subsequent detailed description of the information processing methods 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 electronic device. For example, when the electronic 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.

[0033] 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.

[0034] Please see Figures 2 to 4 It should be noted that the steps shown may be executed in a logical order different from that shown in the flowchart. The information processing method of this application may include the following steps: Step 011: During the playback of the story demo screen in the graphical user interface, in response to the camera trigger command, pause the playback of the story demo screen and obtain the target rendering parameters associated with the current story demo screen.

[0035] Specifically, during the playback of the plot demonstration scenes, the terminal device monitors in real time whether there is a camera trigger command. Once the input of the command is detected, the continuous playback process of the plot demonstration scenes is immediately interrupted. At the same time, the associated target rendering parameters are extracted from the data records corresponding to the current plot timeline to achieve real-time freeze of the plot scene and parameter inheritance.

[0036] The story demonstration can be a sequence of dynamic images, including virtual scenes, virtual object actions, and camera movements, played continuously in a graphical user interface based on timeline data.

[0037] For example, a story demo screen refers to a scene that plays automatically after certain predetermined conditions are met, triggering a specific story segment. For instance, a story demo screen may play when someone reaches a designated location, interacts with an NPC, has less than 20% health, or completes a quest.

[0038] The story demonstration footage consists of pre-written story segments, dialogues, animations, and cutscenes from the game. Examples include: the protagonist's first meeting, flashbacks, the appearance of the boss, and the ending animation.

[0039] The story demo screen is an interface that displays story segments corresponding to the story demo screen, such as playing the animation corresponding to the story demo screen.

[0040] Among them, the target rendering parameters are a series of configuration variables associated with the current storyline demonstration screen, used to control the screen effects, image quality, size, style, and loading method of the current storyline demonstration screen.

[0041] In one optional embodiment, the target rendering parameters associated with the current plot demonstration screen are the target rendering parameters corresponding to the current plot node. Here, a plot node can be a key narrative situation transition point determined based on plot event priority or emotional fluctuation curves, typically corresponding to peak plot tension or emotional catharsis moments. Plot nodes usually have the function of carrying core plot information or emotional climaxes. In an optional embodiment, a plot node can be the start of the dialogue exchange between the protagonist and the antagonist in their final confrontation, the end of the last line spoken by an important character before their sacrifice, or during the playback of animation effects revealing hidden truths. For example, in a suspenseful reasoning game, when the plot progresses to the moment the detective character says "You're the murderer" and points, the system identifies the plot node label as "Accusation Moment."

[0042] After determining the current story node, the corresponding target rendering parameters can be quickly queried from the preset data table based on the current story node.

[0043] The preset data table is a structured collection of information pre-stored by the game; it's an "information table" pre-written in the game's backend. The table stores information such as: plot node A and its corresponding target rendering parameter 1, plot node B and its corresponding target rendering parameter 2, etc. Based on the current plot node and the preset data table, the target rendering parameters corresponding to the current plot node can be quickly determined.

[0044] When a story demo is triggered, it is displayed via the graphical user interface. During the playback of the story demo, the system continuously checks whether the conditions for enabling the photography mode are met, such as whether a photography trigger command has been received.

[0045] In one alternative embodiment, the photography trigger instruction is generated based on a trigger operation against a photography control displayed in the graphical user interface.

[0046] In an optional embodiment, the method further includes: displaying camera controls in a graphical user interface in response to the playback progress of the current storyline presentation screen reaching a preset time point or a preset storyline point.

[0047] Please see Figure 3 The current graphical user interface displays the plot demonstration screen S1, which corresponds to the preset time node or the start screen of the preset plot node in the target plot. The camera control S11 is displayed in the graphical user interface.

[0048] The photography controls are interactive controls such as buttons and icons on the story demonstration screen used to activate the "take a photo" function.

[0049] In one alternative implementation, the "camera control" can be configured to be displayed throughout the entire playback of the story demo, meaning the user can activate the camera function at any time during the story playback. Alternatively, while the "camera control" is configured to be displayed throughout the entire playback of the story demo, the camera function can be disabled at certain story nodes or time periods. When the story progresses to these nodes or time periods, even if the user clicks the "camera control," the system will not activate the camera function. Furthermore, the system can display a prompt message to inform the user that the camera function is unavailable at the current story node or time.

[0050] In another alternative implementation, the "camera control" can be configured to be visible at certain plot points or during certain time periods. When the plot progresses to these plot points or time periods, the "camera control" is displayed in the graphical user interface, and when the plot leaves these plot points or time periods, the "camera control" is hidden.

[0051] Therefore, story nodes with photography editing functions can be used as the target story node set. When the current story node is within the target story node set, it means that the target rendering parameters associated with the current story node can be inherited and edited. At this time, photography controls are displayed on the story demonstration screen so that players can enter photography mode by manually triggering the photography controls, thereby entering the photography editing interface.

[0052] It's understandable that, in addition to manually triggering entry into the photography editing interface, it's also possible to set up automatic triggering. When the current story node corresponding to the current story demo screen is within the preset story node set, it means that the target rendering parameters associated with the current story node are editable. In this case, the target rendering parameters corresponding to the current story node are directly obtained, thus quickly entering the photography editing interface. This automatic triggering method guides players to edit the story demo screen, improving the player's story shooting experience.

[0053] The current story node is the story node corresponding to the triggered story demo screen. As you can understand, different story nodes generally correspond to different story demo screens; based on the currently playing story demo screen, the current story node can be quickly determined.

[0054] The target rendering parameters determine the display effect of the story demonstration screen. These parameters are data bound to the current story node; each story node has associated target rendering parameters. These parameters include not only scene-related data in the story demonstration screen but also data on fixed or moving objects within the scene. Using these parameters, the visual effects of the scene and its various objects can be quickly rendered, and story animations can be played based on scene changes and object movements. Therefore, obtaining the target rendering parameters associated with the current story node facilitates subsequent personalized editing of the story demonstration screen for that node.

[0055] For example, for each plot node (such as plot text, a certain point in time in the plot), the corresponding scene, character, action, sound, camera animation and other target rendering parameters are configured. Usually, these data are often stored in a JSON or CSV data table, or encapsulated engine plugins (such as Unity's timeline, which is a very commonly used function), but in essence, they are all tables that map timelines and key data (i.e., preset data tables).

[0056] During story playback, the program reads the data corresponding to the current story node from a preset data table and performs real-time local loading and calculations on the player's electronic device. For example, when playing story node 1, scene 1 is read, a certain piece of music is played, and when the player clicks to enter the next story dialogue (entering story node 2), the camera switches to the corresponding coordinates, and the character performs the corresponding action.

[0057] Step 012: Display the photo editing interface in the graphical user interface, which contains a preview screen rendered based on the target rendering parameters.

[0058] If a player wants to take a personalized photo or record a video of the story demo, the target rendering parameters corresponding to the current story node can be obtained from the preset data table to facilitate personalized editing of the story demo, and the playback of the story demo can be paused.

[0059] After obtaining the target rendering parameters, the photography editing interface S2 can be displayed, allowing players to quickly edit the story demonstration footage and personalize it. A preview screen can also be displayed based on the target rendering parameters, providing real-time feedback on the display effect after subsequent personalized edits, thus improving editing efficiency.

[0060] Please see Figure 4 In one optional embodiment, the current story demonstration screen includes a first virtual object in the story demonstration state, and the target rendering parameters include at least the object state parameters of the first virtual object in the current story demonstration screen. Step 012, display the photo editing interface in the graphical user interface, including: Step 0121: Display the second virtual object in the preview screen of the photo editing interface. The second virtual object is rendered based on the object state parameters of the first virtual object. The second virtual object is the mapping object of the first virtual object in the photo editing interface.

[0061] Among them, the object state parameter is the rendering parameter that controls the display effect of the first virtual object.

[0062] For example, object state parameters include at least one of the following: model identifier, spatial coordinate information, skeletal pose information, facial expression information, and clothing information.

[0063] Among them, the model identifier is the index of the model resource of the first virtual object, which is used to quickly determine the model resource (such as a 3D model) corresponding to the first virtual object.

[0064] Among them, the spatial coordinate information is the spatial position information of the first virtual object in the scene, which is used to determine the position of the first virtual object in the plot scene.

[0065] Among them, the skeletal posture information is a structured data set of the coordinates, angles, relative positions, orientations, and limb postures of the key skeletal joints of the first virtual object. It is used to describe the current standing posture, movement, body shape, degree of limb bending, etc. of the first virtual object and to control the posture of the first virtual object in the plot scene.

[0066] Among them, facial expression information refers to the facial expressions that the first virtual object needs to present, such as smiling, anger, crying, etc., which can be used to control the facial expressions of the first virtual object in the plot scene.

[0067] Among them, the clothing information is the clothing-related information of the first virtual object, such as clothing and skin color, which is used to control the appearance of the first virtual object in the plot scene.

[0068] After determining the object state parameters of the first virtual object, rendering can be performed based on these object state parameters to obtain the second virtual object. Based on the object state parameters, the second virtual object is displayed in the preview screen, and the model, position, posture, facial expression, and appearance of the second virtual object in the preview screen are controlled. The initial presentation state of the second virtual object is consistent with the presentation state of the first virtual object in the current plot demonstration screen, so that users can personalize the plot demonstration screen later.

[0069] In one optional embodiment, the corresponding model resources can be loaded first according to the model identifier, and then the appearance of the model resources can be configured according to the clothing information. The presentation state of the model resources in the preview screen can be controlled according to the spatial coordinate information, skeletal posture information and facial expression information, so that the initial presentation state of the second virtual object is consistent with the presentation state of the first virtual object in the current plot demonstration screen.

[0070] In an optional embodiment, the target rendering parameters further include environmental parameters and camera parameters; step 012, displaying the photography editing interface in the graphical user interface, further includes: Step 0122: Load the virtual scene and ambient lighting in the preview screen according to the environmental parameters; Step 0123: Set the viewpoint position and shooting angle of the preview screen according to the camera parameters so that the initial field of view of the photography editing interface is consistent with the field of view of the current plot demonstration screen.

[0071] Among them, the environment parameters are rendering parameters that control the display effect of the scene in which the first virtual object is located.

[0072] For example, environmental parameters include scene model data, model data of scene objects in the scene, and lighting parameters. Scene model data may include 3D models of mountains, rivers, buildings, etc. Scene objects are objects that are fixed or moving in the scene, such as animal models or character models moving in mountains, rivers, or buildings, or fixed tree models or furniture models.

[0073] Lighting parameters refer to one or more sets of parameters used to control and adjust the lighting effects in a 3D scene, describing the properties and lighting performance of virtual light sources. Lighting parameters include at least one of the following: light source properties, lighting effects, and shadow effects in the scene.

[0074] The camera parameters are used to control the imaging effect of the virtual camera. It can be understood that when the shooting angle, focal length, exposure and other parameters of the virtual camera are different, the photos or videos taken will be quite different. Therefore, in order to achieve a personalized story demonstration shooting experience, it is necessary to meet the players' personalized configuration of camera parameters.

[0075] In one optional embodiment, the camera parameters include at least one of viewpoint position, shooting angle parameters, filter parameters, and scaling parameters. The viewpoint position refers to the location of the virtual camera within the story scene. The shooting angle parameter controls the shooting angle of the virtual camera; by combining the viewpoint position and shooting angle, personalized shooting animations can be achieved through camera movement. The filter parameters are used to adjust and render the visual effects of the virtual images captured by the virtual camera, creating different shooting atmospheres. The scaling parameters control the scaling ratio of virtual objects, virtual camera images, or interface display areas. By controlling the scaling parameters, certain characters can be highlighted to create more visually impactful photos or videos.

[0076] In this way, a virtual scene is loaded into the preview screen using the scene model data and scene object model data of the environmental parameters. Then, based on the lighting parameters of the environmental parameters, the ambient lighting in the preview screen can be rendered. Then, the viewpoint position and shooting angle of the preview screen are set according to the camera parameters so that the initial field of view of the photography editing interface is consistent with the field of view of the current plot demonstration screen.

[0077] Step 013: Respond to editing operations on the photo editing interface and adjust the display effect of the preview screen.

[0078] After entering the photo editing interface S2, you can adjust the display effect of the preview image through editing operations in the photo editing interface S2.

[0079] Please see Figure 5 In one optional embodiment, the photography editing interface S2 includes various editing controls S21 to realize personalized configuration of the story demonstration screen. The editing controls S21 can adjust the target rendering parameters, which are used to adjust the scene and the visual effects of various scene objects (such as characters) in the story demonstration screen, thereby adjusting the display effect of the preview screen. Through the preview screen, the display effect after the player's personalized editing is fed back in real time, which can improve editing efficiency.

[0080] For example, each editing control S21 can adjust the object state parameters to edit the presentation state of the second virtual object. As another example, each editing control S21 can adjust environmental parameters and camera parameters to achieve personalized editing of the virtual scene, ambient lighting, and field of view.

[0081] Please refer to it again. Figure 4 In one optional embodiment, the target rendering parameters include a first type of parameters and a second type of parameters. The first type of parameters are rendering parameters that can be customized and edited, and the second type of parameters are rendering parameters that cannot be customized and edited. Step 013 includes: Step 0131: In response to the adjustment command for the first type of parameter, update the display effect corresponding to the first type of parameter in the preview screen.

[0082] Understandably, to ensure a smooth narrative experience and maintain the original atmosphere, different plot points require non-editable rendering parameters to prevent players' custom edits from drastically altering the story. Therefore, by setting corresponding first and second types of parameters for different plot points, when performing editing operations in the photo editing interface, only the first type of parameters associated with the plot point in the current scene are allowed to be modified, updating the display effect of the first type of parameters in the preview. Meanwhile, the second type of parameters are locked in the photo editing interface to restrict modification, thus maintaining the narrative atmosphere.

[0083] For example, the model resources of the first virtual object, the model resources of the virtual scene, and the model resources of the scene object can be locked to ensure that the plot scene and characters remain unchanged, so as to maintain the plot atmosphere.

[0084] In one optional embodiment, the object state parameters include non-fixed attribute parameters (corresponding to the first type of parameters) and fixed attribute parameters (the second type of parameters). The non-fixed attribute parameters are those parameters in the object state parameters that are configured to be allowed to be modified in the photo editing interface, and the fixed attribute parameters are those parameters in the object state parameters that are configured to be prohibited from being modified in the photo editing interface.

[0085] In an optional embodiment, step 013 includes: Step 0132: In response to the attribute adjustment operation for the second virtual object, modify the non-fixed attribute parameters of the second virtual object in the preview screen; Step 0133: Keep the fixed attribute parameters of the second virtual object unchanged in the preview screen.

[0086] For example, to ensure the atmosphere of the storyline, the model resources of virtual objects can be configured to not be changed. Therefore, the model resources of virtual objects can be defined as fixed attribute parameters, while the spatial coordinate information, skeletal posture information, facial expression information, and clothing information of virtual objects can be defined as non-fixed attribute parameters.

[0087] Players can modify non-fixed attribute parameters by adjusting the attributes of the second virtual object. This allows them to edit the appearance parameters of the second virtual object, such as its position, posture, expression, and clothing, while keeping the fixed attribute parameters of the second virtual object unchanged in the preview screen, thus maintaining the atmosphere of the story.

[0088] Please see Figure 6 Players can edit the character's clothing (such as facial skin tone) using the editing control S21, thus achieving personalized editing of the character.

[0089] Step 014: Generate the target media resource based on the adjusted preview screen.

[0090] The photography editing interface S2 also includes a shooting control S22. After adjusting the target rendering parameters and camera parameters that need to be adjusted through the various editing controls S21, the target media resources (such as photos or videos) can be generated by triggering the shooting control S22. For example, the triggering operation can be a click or a long press. When clicked, a photo is taken; when long pressed, a video is taken.

[0091] Thus, in response to the triggering operation of the shooting control S22, the target media resource can be generated based on the adjusted target rendering parameters to obtain personalized story photos or videos.

[0092] Please see Figure 4 and Figure 6 In one optional embodiment, the target media resource includes image files or video files; step 014 includes: Step 0141: In response to the shooting command, remove the function controls in the photo editing interface; Step 0142: Collect the image data of the adjusted preview screen and generate the target media resource.

[0093] Functional controls are those within the photography editing interface that enable personalized editing of the story presentation footage. For example, functional controls may include photography controls, editing controls, etc.

[0094] When generating target media resources, to avoid the functional controls affecting the display effect, you can first remove the functional controls in the photo editing interface, and then collect the image data of the adjusted preview screen to generate the target media resources.

[0095] In an optional embodiment, the preview screen includes a replay control S23 and a save control S24; step 014 further includes: Step 0143: In response to the trigger operation of the save control, save the target media resource; Step 0144: In response to the trigger operation of the replay control, reset the target rendering parameters and display the preview screen based on the reset target rendering parameters.

[0096] To provide timely feedback on the shooting results, a preview screen can be displayed in the S2 photography editing interface based on the captured image or video to show the display effect of the edited target rendering parameters. By viewing the preview screen, players can quickly determine whether the display effect meets their needs.

[0097] The preview screen has a retake control S23 and a save control S24. When the player is satisfied with the shooting effect, they can trigger the save control S24 to save the captured image or video. When the player is not satisfied with the shooting effect, they can trigger the retake control S23 to reset the target rendering parameters, restore the target rendering parameters to their initial state, and then re-edit the target rendering parameters until a satisfactory shooting effect is obtained in the preview screen before saving.

[0098] In an optional embodiment, the preview screen further includes a dialog control control S25, and step 014 further includes: Step 0145: In response to a trigger operation on the dialog control, show or hide the dialog information; Step 0146: In response to the trigger operation of the save control, save the target media resource after showing or hiding the dialog information.

[0099] It is understandable that subtitles are typically displayed in cutscenes to showcase character dialogue or narration. However, players may not want subtitles to appear in photos or videos taken during cutscene recording. Therefore, this application also provides a dialogue control control S25 that can show or hide subtitles (i.e., show or hide dialogue information). Players can show or hide subtitles by triggering the dialogue control control S25 in the preview screen. After showing or hiding the subtitles, triggering the save control S24 will save the captured image or video after the dialogue information has been shown or hidden.

[0100] The method provided in this implementation seamlessly integrates photo editing functionality into the story demonstration screen. By automatically inheriting the target rendering parameters of the current story moment and allowing players to make personalized adjustments, it preserves the emotional atmosphere and commemorative significance of the current story while satisfying players' customization needs for visual effects. Players can quickly create exclusive commemorative content without leaving the story flow or manually configuring parameters throughout, thereby enhancing the player's interactive experience and the richness of the game. At the same time, the combination of parameter inheritance mechanism and editing interface solves the problem of cumbersome operation caused by the independence of the story system and the shooting system.

[0101] Please see Figure 6 and Figure 7In some embodiments, the preview screen also includes an exit control S26, which, in response to the triggering of the exit control S26, exits the photography editing interface S2 and continues the playback of the story demonstration screen S1.

[0102] In some embodiments, the information processing method further includes: Step 015: Respond to the exit operation for the photo editing interface and close the photo editing interface; Step 016: Resume the playback process of the current story demonstration screen in the graphical user interface.

[0103] It is understandable that after saving the captured images or videos, players need to continue with the subsequent storyline. Therefore, an exit control S26 is set in the preview screen. After the player completes the custom editing of the storyline demonstration screen and saves the required captured images or videos, the player can trigger the exit control S26 to input the intention to end the shooting, thereby closing the photography editing interface S2 and resuming the playback process of the current storyline demonstration screen in the graphical user interface.

[0104] At this point, the electronic device displays the story demo screen again, allowing players to continue the story. During the story, players can take pictures of the story demo screen, which will not affect the continuity of the story and can also meet the personalized shooting needs of players at the current story point. Furthermore, personalized configuration can be performed through visual editing controls, making the operation simple and improving the shooting experience during the story playback process.

[0105] Furthermore, in the scene re-displayed, the story animation corresponding to the current story node continues to play at the time point of entering the photography editing interface.

[0106] It's understandable that, to ensure the continuity of the storyline, it's necessary to return to the interrupted point in the story after filming is complete. Therefore, by obtaining the time point at which the camera entered the editing interface, the interrupted point can be accurately determined, and subsequent story animations can then continue playing from that point in time.

[0107] 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.

[0108] To facilitate better implementation of the information processing method of this application embodiment, this application embodiment also provides an information processing apparatus. Please refer to... Figure 8 , Figure 8 A schematic diagram of the structure of an information processing apparatus provided in an embodiment of this application. The information processing apparatus 200 may include: The response module 201 is used to pause the playback of the story demonstration screen in response to a camera trigger command during the playback of the story demonstration screen in the graphical user interface, and to obtain the target rendering parameters associated with the current story demonstration screen. Display module 202 displays a photography editing interface in a graphical user interface, which includes a preview screen rendered based on target rendering parameters; Adjustment module 203 is used to respond to editing operations on the photo editing interface and adjust the display effect of the preview screen; The generation module 204 is used to generate target media resources based on the adjusted preview screen.

[0109] Each module or unit in the aforementioned information processing device can be implemented entirely or partially through software, hardware, or a combination thereof. Each unit can be embedded in or independent of the processor in the electronic device in hardware form, or stored in the memory of the electronic device in software form, so that the processor can call and execute the operations corresponding to each unit.

[0110] The information processing device 200 can be integrated into a terminal or server that has storage and a processor and thus computing power, or the information processing device 200 can be the terminal or server.

[0111] Optionally, this application also provides an electronic 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.

[0112] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device may be a terminal or a server. Figure 9 As shown, the electronic 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 computer program 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 electronic device structure shown in the figures does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0113] The processor 301 is the control center of the electronic device 300. It connects various parts of the electronic 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 executes various functions of the electronic device 300 and processes data, thereby performing overall processing of the electronic device 300.

[0114] Optional, such as Figure 9 As shown, the electronic 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 9 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0115] 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 electronic 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 according to 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 screen 303 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.

[0116] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0117] Audio circuitry 305 can be used to provide an audio interface between a user and an electronic 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 then processed by processor 301 before being transmitted via radio frequency circuitry 304 to, for example, another electronic 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 electronic devices.

[0118] 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.

[0119] Power supply 307 is used to supply power to various components of electronic 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.

[0120] although Figure 9 As not shown in the diagram, the electronic device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0121] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to an electronic device, and the computer program causes the electronic device to execute the corresponding flow in the information processing method of the embodiments of this application; for the sake of brevity, further details are omitted here.

[0122] This application also provides a computer program product including computer instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the corresponding flow in the information processing method of the embodiments of this application. For the sake of brevity, further details are omitted here.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] 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.

[0127] 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.

[0128] 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.

[0129] 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.

[0130] 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.

[0131] If a function is implemented as a software functional unit and sold or used as an independent product, it 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 an electronic device (which may be a personal computer or a server) to execute all or part of the steps of the methods 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.

[0132] The above are merely specific embodiments 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. An information processing method, characterized in that, The method of providing a graphical user interface via a terminal device includes: During the playback of the story demonstration screen in the graphical user interface, in response to the camera trigger command, the playback of the story demonstration screen is paused, and the target rendering parameters associated with the current story demonstration screen are obtained. A photography editing interface is displayed in the graphical user interface, which includes a preview screen rendered based on the target rendering parameters; In response to editing operations performed on the photography editing interface, the display effect of the preview screen is adjusted; Based on the adjusted preview screen, generate the target media resource.

2. The method according to claim 1, characterized in that, The photography trigger command is generated based on the trigger operation of the photography control displayed in the graphical user interface.

3. The method according to claim 2, characterized in that, The method further includes: In response to the current storyline presentation screen reaching a preset time point or a preset storyline point, the camera control is displayed on the graphical user interface.

4. The method according to claim 1, characterized in that, The current story demonstration screen contains a first virtual object in a story demonstration state, and the target rendering parameters include at least the object state parameters of the first virtual object in the current story demonstration screen; The display of the photography editing interface in the graphical user interface includes: A second virtual object is displayed in the preview screen of the photo editing interface. The second virtual object is rendered based on the object state parameters of the first virtual object. The second virtual object is a mapping object of the first virtual object in the photo editing interface.

5. The method according to claim 4, characterized in that, The object state parameters include at least one of the following: model identifier, spatial coordinate information, skeletal pose information, facial expression information, and clothing information; Displaying the second virtual object in the preview screen of the photo editing interface includes: Load the corresponding model resource according to the model identifier, and configure the appearance of the model resource according to the clothing information; Based on the spatial coordinate information, the skeletal posture information, and the facial expression information, the presentation state of the model resource in the preview screen is controlled so that the initial presentation state of the second virtual object is consistent with the presentation state of the first virtual object in the current plot demonstration screen.

6. The method according to claim 4, characterized in that, The response to editing operations on the photography editing interface, adjusting the display effect of the preview screen, includes: In response to an attribute adjustment operation for the second virtual object, the non-fixed attribute parameters of the second virtual object in the preview screen are modified, wherein the non-fixed attribute parameters are parameters in the object state parameters that are configured to be modified in the photo editing interface; The fixed attribute parameters of the second virtual object in the preview screen are kept unchanged. The fixed attribute parameters are the parameters in the object state parameters that are configured to be prohibited from being modified in the photo editing interface.

7. The method according to claim 1, characterized in that, The target rendering parameters also include environmental parameters and camera parameters; The display of the photography editing interface in the graphical user interface includes: The virtual scene and ambient lighting are loaded into the preview screen according to the environmental parameters. The viewpoint position and shooting angle of the preview screen are set according to the camera parameters so that the initial field of view of the photography editing interface is consistent with the field of view of the current plot demonstration screen.

8. The method according to claim 1, characterized in that, The method further includes: In response to an exit operation on the photography editing interface, the photography editing interface is closed. Resume the playback process of the current storyline presentation in the graphical user interface.

9. The method according to claim 1, characterized in that, The target rendering parameters include a first type of parameters and a second type of parameters; The response to editing operations on the photography editing interface, adjusting the display effect of the preview screen, includes: In response to the adjustment instruction for the first type of parameter, update the display effect corresponding to the first type of parameter in the preview screen; The method further includes: In the photography editing interface, the second type of parameters is locked to restrict modifications to the second type of parameters, wherein the second type of parameters are used to maintain the original plot atmosphere of the current plot demonstration screen.

10. The method according to claim 1, characterized in that, The target media resources include image files or video files; The step of generating target media resources based on the adjusted preview image includes: In response to a shooting command, remove the function controls from the photography editing interface; The image data of the adjusted preview screen is collected to generate the target media resource.

11. The information processing method according to claim 1, characterized in that, The preview screen includes a replay control and a save control; generating the target media resource based on the adjusted preview screen includes: In response to a trigger operation on the save control, the target media resource is saved; In response to the triggering operation of the replay control, the target rendering parameters are reset, and the preview screen is displayed based on the reset target rendering parameters.

12. The information processing method according to claim 11, characterized in that, The preview screen also includes dialog control controls, and the step of generating the target media resource based on the adjusted preview screen further includes: In response to a trigger operation on the dialog control control, dialog information is displayed or hidden; In response to a trigger operation on the save control, the target media resource after the dialog information has been shown or hidden is saved.

13. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing a computer program, and the processor executing the information processing method according to any one of claims 1-12 by calling the computer program stored in the memory.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program adapted for loading by a processor to perform the information processing method as described in any one of claims 1-12.