Display control method and device, electronic equipment and computer readable storage medium
Patent Information
- Application Number
- CN202610750264.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-05-27
- Publication Date
- 2026-08-21
AI Technical Summary
[0004]本公开实施例提供一种显示控制方法、装置、电子设备、计算机可读存储介质,以解决复杂战斗环境下玩家难以在保留全局视野的同时精准追踪特定核心单位的问题
[0009]本公开其中一实施例提供一种显示控制方法,包括:通过图形用户界面显示虚拟场景的第一场景画面,其中,第一场景画面由第一摄像机捕获;响应于目标指定触发条件,在虚拟场景中确定目标对象;在图形用户界面的指定区域中,实时显示虚拟场景的第二场景画面,其中,第二场景画面由第二摄像机捕获;控制第二摄像机跟随目标对象移动。这样,通过在图形用户界面中并行显示由第一摄像机捕获的第一场景画面和由跟随目标对象移动的第二摄像机捕获的第二场景画面,使得玩家能够在保持全局沉浸视角的同时,对指定目标对象进行实时细节追踪,从而提升了玩家的交互体验;并且丰富了游戏战斗中信息展示的维度和策略深度,进而提升了游戏丰富度,此外通过双摄像机的分工渲染与画面呈现,减少了主视角的频繁切换,有助于降低终端的渲染计算负荷与数据处理压力,并提升信息交互效率。
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Figure CN122605171A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more particularly to display control methods, devices, electronic devices, and computer-readable storage media. Background Technology
[0002] In competitive or strategy games, players control virtual characters to move within a scene and fight against other units, using skills or adjusting their positions to achieve combat objectives.
[0003] In related technologies, during combat in competitive or strategy games, the player-controlled character's perspective is typically captured by the main camera and displayed on the graphical user interface. This is combined with a sidebar displaying battlefield statistics to help the player grasp the overall battle situation. With this information presentation method, players usually need to manually switch the main camera's perspective to observe specific combat details of non-controlled characters. Summary of the Invention
[0004] This disclosure provides a display control method, device, electronic device, and computer-readable storage medium to solve the problem that players find it difficult to accurately track specific core units while maintaining a global view in complex combat environments.
[0005] According to one aspect of this disclosure, a display control method is provided, which provides a graphical user interface through a terminal. The method includes: displaying a first scene of a virtual scene through the graphical user interface, wherein the first scene is captured by a first camera; determining a target object in the virtual scene in response to a target-specified trigger condition; displaying a second scene of the virtual scene in real time in a specified area of the graphical user interface, wherein the second scene is captured by a second camera; and controlling the second camera to follow the target object.
[0006] According to one aspect of this disclosure, a display control device is provided, comprising: a first display module for displaying a first scene image of a virtual scene through a graphical user interface, wherein the first scene image is captured by a first camera; a determination module for determining a target object in the virtual scene in response to a target-specified trigger condition; a second display module for displaying a second scene image of the virtual scene in real time in a specified area of the graphical user interface, wherein the second scene image is captured by a second camera; and a control module for controlling the second camera to follow the movement of the target object.
[0007] According to one aspect of this disclosure, an electronic device is provided, comprising: a processor, a memory, and computer program instructions stored in the memory and executable on the processor; the processor executes the computer program instructions to implement any of the above display control methods.
[0008] According to one aspect of this disclosure, a computer-readable storage medium is provided, which stores computer program instructions that, when executed by a processor, are used to implement any of the above display control methods.
[0009] One embodiment of this disclosure provides a display control method, comprising: displaying a first scene image of a virtual scene through a graphical user interface, wherein the first scene image is captured by a first camera; determining a target object in the virtual scene in response to a target-specified trigger condition; displaying a second scene image of the virtual scene in real time in a specified area of the graphical user interface, wherein the second scene image is captured by a second camera; and controlling the second camera to follow the target object. In this way, by displaying the first scene image captured by the first camera and the second scene image captured by the second camera following the target object in parallel in the graphical user interface, players can maintain a globally immersive perspective while performing real-time detailed tracking of a specified target object, thereby enhancing the player's interactive experience; it also enriches the dimensions and strategic depth of information display in game battles, thus increasing the game's richness; furthermore, by dividing the rendering and image presentation between the two cameras, the frequent switching of the main perspective is reduced, which helps to reduce the rendering computation load and data processing pressure on the terminal and improve information interaction efficiency. Attached Figure Description
[0010] To more clearly illustrate the technical solutions in the embodiments of this disclosure, 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 disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0011] Figure 1 This diagram illustrates a flow chart of a display control method provided in one exemplary embodiment of the present disclosure. Figure 2 This diagram illustrates the structure of a display control device provided in one exemplary embodiment of the present disclosure. Figure 3 A schematic diagram of the structure of an electronic device is shown in one exemplary embodiment of the present disclosure. Detailed Implementation
[0012] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0013] This embodiment provides a method that provides a graphical user interface (GUI) through a terminal device. The GUI displays a game interface, which includes a game scene and a user interface (UI). The game interface refers to the interface of an application provided or displayed through the GUI. The user interface is used for information interaction with the user and may include game design elements that directly or indirectly interact with the user, such as buttons, animations, text, sounds, and windows. In optional embodiments, the interface elements in the user interface may include the following controls: (1) controls related to the character, such as skill controls, movement controls, and function controls; (2) controls for indicating information, also known as indicator information markers, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations; (3) information display controls, also known as information display areas, such as displaying basic character information (character name, profession, health points, mana points, etc.), character status information (such as whether the character is unconscious or poisoned), or match information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, and gold coins. Furthermore, the controls displayed in the user interface may differ between games. Some games include a friend list control, allowing users to view information about added friends and perform actions such as chatting, visiting each other's homes, and deleting friends. Other games include quest-related controls, such as displaying a list of current quests, including main quests and side quests. These controls help users better manage and play the game.
[0014] In an optional implementation, the game scene screen is the screen corresponding to the virtual scene displayed on the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also known as player virtual characters), NPC characters (NonPlayer Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.
[0015] The aforementioned virtual scene is the content displayed (or provided) by the game application when it runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0016] The aforementioned virtual object refers to a controllable dynamic object within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an AI character trained and set up for battle in a virtual environment, or an NPC set up for battle in a virtual scene. Optionally, this virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0017] The method in one embodiment of this disclosure can be run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the method of the embodiment is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0018] In an optional implementation, cloud gaming can run under a cloud interactive system. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the game program and the game screen presentation are separate. The storage and operation of the method in this embodiment are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game interface and other data, returns it to the client device through the network, and finally, the client device decodes and outputs the game interface.
[0019] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, which includes game scene visuals, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0020] According to one embodiment of the display control method of this disclosure, a graphical user interface is provided through a terminal, such as... Figure 1 As shown, the method may include: Step S110: Display the first scene of the virtual scene through a graphical user interface, wherein the first scene is captured by a first camera; Step S120: In response to the target-specified triggering condition, determine the target object in the virtual scene; Step S130: In a designated area of the graphical user interface, a second scene of the virtual scene is displayed in real time, wherein the second scene is captured by a second camera; Step S140: Control the second camera to follow the target object's movement.
[0021] The method provided in this embodiment enables the terminal to establish an asymmetric dual-channel display architecture of main screen and auxiliary screen in the graphical user interface. The first camera continuously provides a global immersive view, while the second camera performs real-time local tracking of target objects actively specified by the player in a designated area. As a result, players can continuously focus on the dynamic details of core units without interrupting global observation, significantly reducing the operational burden and risk of loss of view caused by manual screen switching, and improving the smoothness and immersion of the interactive experience. At the same time, the dual-screen parallel monitoring mechanism expands the presentation dimensions of battlefield information, enabling players to make tactical decisions based on richer situational awareness, enhancing the depth of gameplay strategies and the richness of game content. In addition, at the software implementation level, by independently acquiring and rendering data in separate areas using dual cameras, the information density and rendering load of a single view are effectively distributed, ensuring the stability of screen refresh and target tracking processing in complex scenes, and solving the problem of view resource allocation for computer graphics rendering and real-time tracking in high-density special effects scenes.
[0022] The steps described above are explained in detail below.
[0023] In step S110, a first scene of the virtual scene is displayed through a graphical user interface. The first scene is captured by a first camera and the graphical user interface is provided by the terminal during application.
[0024] Specifically, the terminal runs an application and renders a graphical user interface on the screen. This interface serves as the main display area, carrying the main view of the virtual scene. This view is obtained by the first camera capturing the virtual scene in real time.
[0025] The first scene displaying the virtual environment can be a real-time rendered global perspective image of the virtual environment in the main display area of the terminal screen occupied by the graphical user interface, either in a full-screen or main area layout. This image covers the main visual area of the graphical user interface and serves as the core visual output carrier. It typically provides users with an immersive global battlefield observation field of view, establishes a global spatial cognitive benchmark, and serves as a reference interface for subsequent auxiliary observation windows for comparative analysis, thereby collaboratively improving the player's battlefield information acquisition efficiency and decision-making response speed.
[0026] In one optional implementation, the terminal renders the virtual scene in full screen on the main display area of the graphical user interface, and a first camera captures images of the virtual environment in real time and outputs them to the main display area. For example, in a multiplayer battle scenario, the main display area presents the real-time dynamics of the player's character, the surrounding terrain, and enemy units, allowing the player to grasp the overall battlefield situation.
[0027] In one alternative implementation, the first camera performs third-person follow-shot with the controlled virtual character as the center point, dynamically adjusting the camera position and orientation according to the character's movement to keep the character centered in the frame. For example, in a tactical competitive scenario, the first camera hovers above and behind the character, capturing in real time the overall picture of the character moving, aiming, and engaging in combat in complex terrain.
[0028] In one alternative implementation, the first camera is fixed at a top-down anchor point in the virtual scene to perform a global overhead shot, covering the entire battlefield area and outputting the image stream to the main display area. For example, in a strategy turn-based scenario, the first camera is hovered at a fixed height directly above the chessboard, fully capturing and displaying information on the distribution of units on both sides and terrain obstacles in real time.
[0029] In step S120, in response to the target-specified triggering condition, the target object is determined in the virtual scene.
[0030] Specifically, when the graphical user interface detects an interactive event that meets preset conditions, the system filters and locks a virtual unit that needs to be continuously tracked and observed as the target object in the virtual scene based on the triggering event.
[0031] The target designation trigger condition can be an active marking request initiated by the player against a specific virtual object in the graphical user interface, or a filtering instruction automatically generated by the system according to preset battlefield rules. Its manifestation includes two categories: interactive operations and system events. This interactive operation can be implemented through click operations, swipe operations, long press operations, and / or other operations. Taking a click operation as an example, in step S120, in response to the player's click operation on a virtual object, the target object is determined in the virtual scene.
[0032] In one alternative implementation, the system designates an enemy core unit as a target after the player clicks on it. For example, in multiplayer tactical combat, after a player spots a high-threat enemy unit and clicks on it, the system locks it as a target and establishes a tracking binding in the virtual scene.
[0033] In one alternative implementation, a player long-presses a friendly support unit on the tactical map, and the system identifies that unit as the target. For example, in a cooperative combat scenario, a player long-presses the healer icon on the interface, and that character is immediately locked as the target and a tracking binding is established in the virtual scene.
[0034] In one optional implementation, the system automatically filters and identifies key friendly characters whose health is below a threshold as target objects based on the current battlefield situation. For example, in a strategic defense scenario, if the system detects that a friendly core healer's health is critically low, it automatically identifies them as a target object so that players can monitor threats around that character in real time via picture-in-picture.
[0035] In step S130, a second scene of the virtual scene is displayed in real time in a designated area of the graphical user interface, wherein the second scene is captured by a second camera.
[0036] Specifically, the system opens an auxiliary display window in a preset side area different from the main display area, calls a second camera independent of the first camera to take real-time pictures of the target object, and continuously displays the captured partial close-up images in the auxiliary display window.
[0037] The designated area can be a side or corner layout area in the graphical user interface that is distinct from the main display area. It is smaller than the main display area and is used to house auxiliary observation windows, providing independent local visual output space and visual hierarchy. Typically, it embeds a second scene without obscuring the core information of the main screen, enabling global observation and local tracking to be performed simultaneously on the same screen. This reduces the frequency of perspective switching and improves the continuity of information acquisition and ease of operation. Simultaneously, it avoids interference between main and auxiliary screen elements through spatial isolation.
[0038] In an optional implementation, the system divides a designated area on the side of the graphical user interface, the size of which is smaller than the main display area. For example, in a tactical competitive scenario, the main screen maintains a global view of the battlefield, while the designated side area displays a close-up of a target object in real time, achieving dual-view observation on a single screen.
[0039] In an optional implementation, the system divides a narrow rectangular area in the lower sidebar region of the graphical user interface as a designated area.
[0040] The second scene, which displays the virtual environment in real time, continuously refreshes the local environment of the target object in a dynamic video stream within the auxiliary observation window. This content is synchronized with the main screen and has its own independent rendering pipeline. It typically presents the target object's displacement, state, and interactive actions in an independent video channel, preventing excessive global screen information density from obscuring key details. This improves the player's accuracy and response speed in judging core unit behavior and assists the main screen in information complementarity and tactical coordination verification.
[0041] In one optional implementation, the system crops the real-time footage captured by the second camera and embeds it into a designated area to highlight close-up details of the target object. For example, in a remote reconnaissance scenario, the second scene view presents the target object's equipment status and surrounding terrain in a magnified close-up format, assisting the player in accurately assessing the threat level.
[0042] The second scene image captured by the second camera can be achieved by using an auxiliary camera device independent of the main camera device (i.e., the first camera) to perform directional image acquisition, spatial coordinate tracking and local rendering processing on the target object and its surrounding local environment, and output the rendering results to a designated area.
[0043] In one alternative implementation, the second camera performs close-up shots of the target object, adjusting its spatial coordinates in real time based on the object's movement to keep the target within the visible range of the frame. For example, in a chaotic combat scenario, the second camera closely follows a highly mobile enemy unit, ensuring that its image remains within the designated area even as the unit moves rapidly laterally.
[0044] In one optional implementation, a second camera is fixed above the target object to perform a top-down view, outputting the object and the area below it as a second scene image to a designated area. For example, in a capture-a-point scenario, the second camera continuously films the area where the target object is located from above, allowing players to accurately grasp the distribution of enemy and friendly forces and the progress of the capture through the second scene image.
[0045] In step S140, the second camera is controlled to follow the movement of the target object.
[0046] Specifically, the system continuously calculates the relative spatial relationship between the second camera and the target object based on the real-time position data of the target object in the virtual scene, and dynamically adjusts the position and orientation of the second camera to ensure that it is always pointed at the target object.
[0047] Among them, controlling the second camera to follow the target object can be a tracking control process that involves real-time analysis of the target object's spatial coordinate data in the virtual scene and synchronously driving the auxiliary camera device to adaptively adjust its position and orientation. This process is continuously executed in a closed loop by the following algorithm.
[0048] In one optional implementation, the system acquires the coordinates of the target object each frame and calculates its offset vector relative to the second camera, thereby updating the coordinates of the second camera. For example, in a large-scale battlefield scene, the target object moves at high speed through a cluster of buildings, and the second camera adjusts its position in real time to keep the object in the second scene frame at all times.
[0049] In one optional implementation, the system predicts the target object's next position based on its movement speed and controls the second camera to smoothly shift towards the predicted position. For example, in a chase scenario, the target object frequently changes direction while running; the second camera moves to the predicted position in advance based on the prediction algorithm, reducing image lag and maintaining clear visibility of the target.
[0050] In a display control method provided in one embodiment of this application, controlling a second camera to follow the movement of a target object includes: Control the second camera to continuously aim at the target object, so as to keep the target object in the center area of the second scene frame.
[0051] Specifically, as the second camera follows the target object, the shooting position of the second camera is dynamically adjusted so that the second camera always faces the target object, thereby keeping the target object in the center area of the second scene.
[0052] The control mechanism for continuously pointing the second camera at the target object can be a programmed control mechanism that dynamically adjusts and maintains the shooting orientation and lens direction of the second camera based on the real-time spatial position of the target object in the virtual scene. Typically, it involves continuously calculating the azimuth and pitch angle offsets of the target object relative to the second camera and accordingly driving the second camera to rotate around its virtual axis so that its lens axis always points towards the target object. This establishes and maintains a stable and continuous tracking shooting relationship as the second camera follows the target object's movement.
[0053] In an optional implementation, controlling the second camera to continuously aim at the target object can be achieved by establishing a virtual constraint relationship between the second camera and the target object, and having the graphics rendering engine drive the second camera to rotate according to a preset smooth interpolation algorithm. For example, after the target object makes a dodge displacement during combat, the graphics rendering engine controls the second camera to smoothly rotate and follow at a preset angular velocity until the target object accurately re-enters the main axis direction of the second camera's view.
[0054] The positioning of the target object in the center of the second scene frame can be achieved by the graphics rendering engine constraining the projection position of the target object on the imaging plane after the second camera is continuously aimed at the target object. This typically locks the visual center of the target object at the geometric center of the second scene frame, placing the core state information of the target object at the visual focus. This facilitates users in quickly obtaining key battle information and reduces the probability of information loss due to the target shifting to the edge of the frame.
[0055] In a display control method provided in one embodiment of this application, the virtual scene also includes a controlled virtual character; the method further includes: controlling a first camera to continuously aim at the controlled virtual character so as to keep the controlled virtual character in the center area of the first scene screen.
[0056] Specifically, a controlled virtual character is configured in the virtual scene. This character is the main control unit directly controlled by the player, undertaking the main functions of scene interaction and combat execution, and providing a target for the continuous aiming of the first camera. Specifically, by tracking the spatial coordinates and orientation of the controlled virtual character in real time, the position and viewing parameters of the first camera are continuously adjusted to keep the controlled virtual character stably located in the center area of the first scene screen.
[0057] In an alternative implementation, the controlled virtual character can be a tactical character created and controlled by the player in the current match, possessing independent movement and attack capabilities within the battlefield environment. For example, a player creates an assault soldier character to penetrate the war zone; this character is the controlled virtual character, and the system uses this character as a reference to continuously aim the first camera.
[0058] In one alternative implementation, the controlled virtual character can be a hero unit that a player controls via a virtual joystick to explore an open world map. For example, the player controls a hero unit to move through a jungle map using a virtual joystick, and this hero unit, as a controlled virtual character, is always locked in the center of the frame by a first camera.
[0059] Among them, controlling the first camera to continuously aim at the controlled virtual character can be an automatic eye-following mechanism that obtains the spatial coordinates and orientation data of the controlled virtual character in the virtual scene in real time, and dynamically adjusts the position and viewing angle parameters of the first camera based on the data, so that the first camera always faces and locks onto the controlled virtual character.
[0060] In one optional implementation, controlling the first camera to continuously point at the controlled virtual character can involve dynamically adjusting the horizontal rotation and pitch angles of the first camera based on the real-time orientation of the controlled virtual character, ensuring that the camera's line of sight always converges on the center of the character model. For example, when the controlled virtual character turns to observe the trees on the left, the first camera simultaneously adjusts its horizontal rotation angle to ensure that the character is stably presented in the central area of the first scene frame.
[0061] In one embodiment of the application, a display control method is provided in which a second scene screen is displayed in a designated area in the form of a floating window.
[0062] The floating window can be an interactive interface layout used to display real-time scene footage captured by the second camera, displayed independently at the edge of the graphical user interface or in a non-core display area. It typically allows for a complete and immersive display of the first scene while embedding the real-time tracking footage of the secondary camera into a visible area separate from the main view window. This effectively balances the overall view and the observation of local details without interrupting the main view's observation flow.
[0063] In an optional implementation, the floating window can be configured as an edge-attached floating frame. The display boundary of the floating frame maintains a preset distance from the edge of the graphical user interface, and the display size of the floating frame is limited to a preset proportion smaller than the main screen display area, thereby avoiding obstruction of the core combat field of view and ensuring the complete presentation of the main screen. For example, during real-time combat, the second scene screen is presented as a rounded rectangular floating window occupying 20% of the display area in the upper right corner of the screen. The sides of the floating window are aligned with the edge of the screen, allowing the player to continuously observe the real-time dynamics of the tracked object through this window.
[0064] In an optional implementation, the style of the floating window can be configured as a semi-transparent, stacked floating window. The display level of this window is higher than that of the first scene screen and lower than that of the interactive controls. The edge content of the main screen is made visible through a preset transparency channel to reduce visual interference caused by information overlap.
[0065] In a display control method provided in one embodiment of this application, the real-time display of a second scene of a virtual scene includes: Step S210: Perform information filtering processing on the real-time image captured by the second camera according to the preset noise reduction rules; Step S220: Use the filtered real-time image as the second scene image.
[0066] The method provided in this embodiment enables the system to filter the real-time images captured by the second camera according to preset noise reduction rules, and present the filtered images as the second scene images. This effectively reduces the visual information redundancy in the second scene images, reduces the impact of interfering elements on the observation of target objects, improves the interactive experience of players tracking target objects in complex scenes, enriches the strategic observation dimension of the game, and solves the display chaos problem caused by excessive density of visual elements in virtual scenes.
[0067] The above plan will be explained in detail below.
[0068] In step S510, information filtering processing is performed on the real-time image captured by the second camera according to the preset noise reduction rules.
[0069] The preset noise reduction rules are image processing strategies pre-configured and stored in the system for identifying and masking visual interference elements in real-time footage captured by the second camera. They typically reduce visual redundancy in the second scene and improve the visual recognizability of the target object. When working in conjunction with the second camera, these rules selectively filter non-target-related visual elements in the real-time image data stream, ensuring that the second scene retains the core visual information associated with the target object and presents it in a designated area.
[0070] In an optional implementation, the preset noise reduction rule can be configured to mask unrelated visual elements based on layer priority. For example, when the system detects an irrelevant visual effect layer in the image, it reduces the rendering weight of the corresponding layer according to this rule to highlight the target object and its key information.
[0071] In an optional implementation, the preset noise reduction rule can be configured to filter screen elements based on semantic relevance. For example, when multiple numerical display elements appear in the captured screen, the rule retains the elements associated with the target object's state and removes other irrelevant numerical elements.
[0072] In step S520, the filtered real-time image is used as the second scene image.
[0073] Specifically, the filtered real-time image is used as the second scene image, so that the noise-reduced image data forms the corresponding view output of the second camera in a designated area of the graphical user interface.
[0074] In this method, the filtered real-time image, used as the second scene image, can be a display control method that outputs the filtered image data stream as the corresponding view of the second camera and renders it to a designated area of the graphical user interface. This typically provides the user with a noise-reduced, focused image. By integrating this display control method with the information filtering process, the second scene image is presented in a continuous, real-time manner within the designated area, minimizing visual interference and showcasing the dynamic image of the target object and related core visual information.
[0075] In a display control method provided in one embodiment of this application, information filtering processing is performed on the image captured by a second camera according to a preset noise reduction rule, including: Control the removal of visually distracting elements from the live feed.
[0076] Specifically, when filtering information from the real-time image captured by the second camera according to the preset noise reduction rules, the system identifies target interfering visual elements in the real-time image and removes these visual elements from the real-time image to reduce information redundancy in the second scene image.
[0077] Among them, removing target interference visual elements from real-time images can be a recognition and filtering process performed on the real-time images captured by the second camera according to preset noise reduction rules, that is, by analyzing the image content to remove visual elements that interfere with the observation of the target object.
[0078] In one optional implementation, the system performs hierarchical analysis on the real-time footage captured by the second camera using preset noise reduction rules. This identifies and blocks visual elements not belonging to the target object's associated display layer, thereby removing irrelevant visual elements that interfere with the target object and reducing image information redundancy. For example, in a virtual combat scenario, multiple virtual objects exist within the second scene's frame. The system removes peripheral display elements unrelated to the target object from the real-time footage, allowing the target object to stand out in the processed second scene.
[0079] In an optional implementation, the system detects unnecessary rendering elements in the real-time image based on preset noise reduction rules, and removes unnecessary rendering elements located outside the target object's associated area that meet preset interference conditions from the real-time image to optimize the purity of information presentation. For example, in a multiplayer battle scene, when the second camera is tracking the target object, the system filters out global rendering elements covering the top of the image, thereby increasing the effective visible proportion of the target object in the second scene image and reducing the interference of unrelated visual elements on the display of the target object.
[0080] In a display control method provided in one embodiment of the application, the target visual interference elements include at least one of the following: environmental smoke effects, skill effects of non-associated virtual objects, and non-associated floating characters and numbers; Specifically, when performing information filtering processing on the real-time image captured by the second camera according to the preset noise reduction rules, the specific categories of target interference visual elements that need to be removed from the real-time image are identified and defined, so as to remove visual interference content that affects the tracking and observation of the target object from the second scene image.
[0081] Among them, environmental smoke effects can be particle rendering effects used in virtual scenes to simulate the atmosphere of natural environments, such as battlefield fog, explosion smoke, or regional toxic fog. They typically serve to enhance the battlefield atmosphere and obscure the target's field of vision. When a second camera captures the second scene, this type of effect forms a large area of semi-transparent obscuring layer on the screen, significantly reducing the visibility and outline recognition of target objects. This causes visual interference for players tracking and observing the real-time movement and state changes of target objects, and therefore needs to be identified and filtered out from the second scene as a distracting visual element.
[0082] In an optional implementation, during information filtering, the system identifies a set of semi-transparent particles in the scene by rendering layer. When it is determined that such visual elements belong to the ambient rendering layer and their coverage area overlaps with the display area of the target object, the system controls the removal of them from the second scene, retaining only the display of the target object and its associated visual elements.
[0083] In one optional implementation, the preset noise reduction rules are configured with an environmental effect filtering strategy. For visual elements such as large areas of smoke or fog, the layer output channel of the corresponding particle system is directly turned off when the second camera renders the image, thereby reducing the information density of the second scene image. For example, when a large area of explosion smoke obscures the view on the main screen, the environmental smoke effect in the picture-in-picture window is automatically hidden, allowing the player to continuously observe the accurate position of the target virtual character in the floating window without being disturbed by smoke.
[0084] Among them, skill effects of non-related virtual objects can be dynamic visual effects triggered when other virtual units in the virtual scene, excluding the target object, release skills, such as light and shadow flickering, particle explosions, or range indication animations. These effects typically serve to indicate the skill range and enhance the combat atmosphere. However, in the secondary scene used to focus on observing the target object, these effects can easily create high-frequency flickering or large areas of color around the target object, obscuring its outline and causing visual confusion. This can interfere with the player's quick judgment of the target object's position and actions, and therefore should be removed as interfering elements.
[0085] In one optional implementation, after capturing real-time footage, the system identifies dynamic lighting effects and particle animations generated when non-target virtual objects release skills, and uses source object determination logic to mask such visual effects of skills that are not directly related to the target object from the second scene screen. For example, in a multi-player team battle scene, when an unrelated virtual unit releases a skill near the target object, the resulting area-of-effect attack lighting effects and particle animations are filtered and removed within the picture-in-picture window, leaving only the target object's hit state and positional changes in the window.
[0086] In one optional implementation, a hierarchical determination is made based on the relationship between the source objects of visual elements. If the triggering subject of a skill effect is not the target object, the effect is controlled not to be output to the picture-in-picture display area in the rendering pipeline of the second camera. For example, when multiple virtual units on the battlefield simultaneously release skills near a target object, the second scene only retains the skill effect of the target object itself, while the skill light effects and particle animations of other surrounding units are automatically removed to avoid excessive clutter in the picture-in-picture window.
[0087] Among them, non-associated floating text and numbers can be numerical feedback information in the form of floating text or numbers triggered by non-associated virtual objects in the virtual scene, such as damage values, healing amounts, or resource changes. They typically serve to provide real-time feedback on virtual object combat data. However, in the second scene screen used to track target objects, this type of information tends to accumulate as the battle progresses, forming text stacking and obstruction, affecting the player's ability to quickly read and identify the target object's core status information. Therefore, it needs to be filtered out from the second scene screen as a distracting visual element.
[0088] In an optional implementation, during the rendering of the second scene, floating numerical text generated by non-target virtual objects is detected and filtered. These numbers typically represent damage output or healing amounts but are not directly related to the target object's status tracking. For example, in the second scene where the secondary camera tracks the target object (i.e., the second camera), when other virtual units are damaged nearby, the red damage numbers floating above their heads are automatically hidden and not rendered, leaving only the target object's own health bar and status icon clearly displayed.
[0089] In an optional implementation, a text hierarchy judgment rule is set for the filtering logic of floating numbers. If the associated object of the numerical information is inconsistent with the target object, the floating text is controlled not to be rendered in the second camera's captured image. For example, in a picture-in-picture window, the white healing numbers and various buff values that pop up when an unrelated virtual object is attacked are filtered out, allowing the player to focus on observing the target object's current health and changes in its controlled state without being distracted by irrelevant text.
[0090] In a display control method provided in one embodiment of this application, the real-time display of a second scene of a virtual scene includes: In the second scene, the target object and / or its core state information are highlighted.
[0091] Specifically, during the real-time presentation in the second scene, visual emphasis is used to display the target object or its core state information to ensure the prominence of key visual elements in the image.
[0092] Highlighting the target object can be a processing mechanism that applies visual emphasis markers to the core observation unit in the second scene. It usually has the function of making the target object highly visually identifiable in complex virtual scenes, avoiding the loss of the target due to environmental elements occlusion or screen information overload. At the same time, it can also work in conjunction with the follow shooting mechanism of the second camera to ensure that the target object maintains a stable visual presentation in the center area of the screen, thereby making it easier for the observer to quickly locate and continuously track the real-time dynamics of the target object.
[0093] In an alternative implementation, highlighting the target object can be achieved by adding a dynamic contour aperture to the target object and increasing the brightness contrast of its model edges relative to the background, while also reducing the illumination intensity of surrounding elements to enhance the visual prominence of the target object.
[0094] In an alternative implementation, highlighting the target object can also be achieved by attaching a continuously flashing marker icon above the target object's head and rendering its virtual model as a semi-transparent glowing state, thus achieving a prominent cue effect in complex and chaotic environments.
[0095] Among them, the core status information of the target object can be a set of data identifiers representing the key attributes and real-time status of the target object, which are presented synchronously in the second scene. It usually enables the observer to directly grasp the tactical health status, behavioral constraints and resource holdings of the target object without switching the observation perspective, thereby effectively reducing the cost of information acquisition and improving the efficiency of tactical decision-making. Furthermore, it can form information complementarity with the following mechanism of the second camera through visual presentation, ensuring that the spatial position and status data of the target object are displayed in a coordinated manner.
[0096] In an alternative implementation, the core status information of the target object can be displayed by deploying a wraparound status panel around the target object. This panel carries key combat parameter changes of the target object with a semi-transparent background. For example, when chasing a low-health enemy unit, a highlighted status bar appears above the unit's head in the second scene, and the negative effects that currently restrict its actions are displayed simultaneously with icons and numbers, making it easier for the player to judge the timing of subsequent actions.
[0097] In an optional implementation, the core status information of the target object can also be displayed by generating digital projection tags around the target object, which display the target object's real-time tactical indicator data in a vertical list format. For example, when monitoring a key friendly unit, the second scene screen displays the unit's healing support parameters and defense values above its head, and highlights the cooldown progress of key skills for the commander to make real-time deployment decisions.
[0098] It should be noted that highlighting the target object and / or the target object's core state information can refer to displaying the target object or the target object's core state information in the second scene in a way that is more prominent than how the target object or the target object's core state information is displayed in the first scene.
[0099] In a display control method provided in one embodiment of this application, the core status information includes at least one of the following: survival data information, controlled status information, and resource status information.
[0100] Specifically, in this embodiment, the core state information is used to highlight the key operating parameters of the target object in the second scene. This type of information can be refined into at least one of survival data information, controlled state information, and resource state information, thereby helping users to intuitively obtain the core state dimensions that affect tactical decisions while focusing on observing the target object.
[0101] Survival data refers to indicators used to quantify the survival status of a target in a virtual environment. These indicators are typically associated with the target's maximum health, current health regeneration rate, or damage reduction status. They usually provide users with intuitive feedback on the target's current health, damage tolerance threshold, or critical survival status, allowing users to quickly assess the target's battlefield survival risk and formulate targeted interaction strategies or tactical adjustments accordingly.
[0102] In an optional implementation, in the second scene, the percentage of the target object's current remaining health relative to its maximum health is displayed in the form of a progress bar or numerical value. The display status is updated in real time as the target object's health changes dynamically due to attacks or treatments, so as to intuitively present the target object's current survival data to the user.
[0103] In an optional implementation, in the second scene, the target object's health status is rendered using a color gradient, with different display colors corresponding to different health intervals. When the target object's health value falls below a preset threshold, a flashing effect is used to warn the user and remind them to pay attention to the target object's survival crisis.
[0104] The controlled state information can be identifying data used to indicate whether a target object is currently in an abnormal state in a virtual scene, restricting its freedom of movement, skill usage permissions, or interactive response capabilities. It is usually associated with control effects such as dizziness, freezing, silence, or immobilization. It typically provides real-time feedback to the user on the type of control applied to the target object, the control level, and the remaining duration of the control, so that the user can accurately determine the scope of operations that the target object can currently perform and plan subsequent interaction logic based on this controlled state information.
[0105] In an optional implementation, the second scene screen displays the current controlled state type and remaining duration of the target object through a combination of an icon and countdown text. The corresponding display element is automatically removed when the control effect is lifted, ensuring that the controlled state information obtained by the user is accurate and timely. For example, after the target object is subjected to dizziness control, a corresponding dizziness icon is displayed in the second scene screen, along with a countdown text indicating the remaining control time near the icon. When the control effect is lifted, the icon and text automatically disappear, avoiding information interference for the user.
[0106] In one optional implementation, the layering of the controlled states of the target object is visualized in the form of a progress ring in the second scene. Different colors are used to distinguish between hard control and soft control states. When the layering reaches its maximum, a special effect alerts the user, allowing them to quickly identify the severity of the target object's current control status. For example, when the target object is simultaneously subjected to both deceleration and silence (soft control), the second scene displays the soft control layering state with a yellow progress ring. When the target object is additionally subjected to dizziness (hard control), the progress ring switches to red and a highlighting effect alerts the user to the critical state of multiple layers of control, requiring priority adjustment of the interaction strategy.
[0107] Resource status information can be quantified as a measure of the amount of consumable resources a target object possesses in the current virtual environment. This information is typically directly related to the energy consumption required for skill activation, form switching, or special interactive actions. It usually provides users with intuitive feedback on the target object's current resource reserves, resource consumption rate, and resource recovery trend, allowing users to determine in real-time whether the target object possesses the resource conditions to perform critical operations or maintain a specific combat stance.
[0108] In an optional implementation, the second scene displays the target object's current energy reserve relative to its maximum energy limit in real-time, using a combination of an energy bar and numerical labels. When the energy value meets the skill release conditions, a highlighted border indicates this to the user, helping them quickly grasp the target object's skill release status. For example, when the target object accumulates full energy, the energy bar in the second scene gradually changes from blue to gold, and the border displays a pulsed highlighting effect, clearly indicating to the user that the target object has the resources required to release its ultimate skill, allowing for further interaction at an opportune time.
[0109] In a display control method provided in one embodiment of this application, determining the target object in a virtual scene in response to a target-specified trigger condition includes: Step S310: In response to a selection operation on a virtual object in the virtual scene, display an interactive interface containing a focus marker; Step S320: In response to the trigger operation for the focus mark, the virtual object is identified as the target object.
[0110] The method provided in this implementation allows players to quickly identify target objects in complex virtual scenes without manually switching perspectives to search for targets. Instead, players can actively select objects and trigger them by combining focus markers with active selection operations. This achieves a precise connection between the player's subjective intentions and the system's target tracking, thereby giving players the ability to independently specify monitoring objects while preserving the immersive experience of the global view, thus enhancing the interactive experience.
[0111] The above plan will be explained in detail below.
[0112] In step S310, in response to a selection operation on a virtual object in the virtual scene, an interactive interface containing a focus marker is displayed.
[0113] The selection of virtual objects within a virtual scene is an interactive command initiated by the player to specify the object to be monitored from multiple virtual objects. This selection can be achieved through clicks, swipes, long presses, and / or other actions.
[0114] In one optional implementation, when browsing a virtual scene, players can select specific virtual objects that need to be monitored. Upon receiving this selection, the terminal displays an interactive interface with a focus marker in the graphical user interface to guide the player through the target determination process. For example, in a strategy battle scenario, if a player observes a high-threat output unit in the enemy camp, clicking on the unit's model will bring up an interactive interface displaying the unit's information and showing a star-shaped focus marker, prompting the player to set it as a target for monitoring.
[0115] In one optional implementation, players can select key support units in multiplayer competitive scenarios. Upon terminal response, an interactive interface with a focus marker is generated, allowing the player to subsequently lock onto that unit as a target. For example, during team battles, if a player discovers their healing unit is under enemy attack, they can quickly click on the unit. The system will then display an interactive window with a focus marker, which the player can further trigger to lock onto the healing unit as a target for monitoring.
[0116] The interactive interface containing the focus marker can be an interactive carrier displayed in the graphical user interface in response to a selection operation, which carries the focus marker and provides an entry point for target determination.
[0117] In an optional implementation, after receiving a selection operation for a virtual object, the terminal can pop up an overlay information window in the graphical user interface and embed a focus marker at a preset position in the window so that the player can complete the target object selection by triggering the marker.
[0118] The focus marker is an interactive element displayed in the interface to identify the current virtual object as the target object. It typically serves to prompt the player for the target setting function and, when triggered, quickly and officially set the corresponding virtual object as the target object, facilitating subsequent second-camera follow-up control.
[0119] In an optional implementation, the focus marker can be displayed in a preset area of the interactive interface as a trigger icon. After the player performs a trigger operation on the icon, the terminal responds to the operation and determines the virtual object corresponding to the current interactive interface as the target object.
[0120] In step S320, in response to the triggering operation for the focus mark, the virtual object is identified as the target object.
[0121] Specifically, after the player brings up the interactive interface containing the focus marker by selecting it, the selected virtual object can be officially established as the target object by performing a trigger operation on the focus marker, thereby enabling the system to control the second camera to follow and move based on the target object.
[0122] The trigger operation for the focus marker can be an interactive command executed by the player in an interactive interface containing the focus marker to confirm setting the current virtual object as the target object. It typically responds to the player's confirmation intention and drives the terminal to quickly execute the target object determination process to connect with the subsequent automatic follow-up control of the second camera. This trigger operation can be implemented through click, swipe, long press, and / or other operations.
[0123] Specifically, identifying a virtual object as the target object allows the terminal, upon receiving a trigger operation targeting a focus marker, to formally confirm the previously selected candidate virtual object as the sole target object requiring real-time image tracking and status monitoring. This typically involves establishing a clear and unique monitoring subject within the virtual scene and connecting it to subsequent second-camera follow-up control logic to drive the second camera to follow the target object's movement. This continuously displays the corresponding scene image of the target object in a designated area of the graphical user interface, effectively assisting the player in making real-time tactical judgments.
[0124] In one embodiment of the application, a display control method is provided, in which the interactive interface is the attribute interface of a virtual object.
[0125] Specifically, during the detection of the specified triggering conditions for the target, the interactive interface displayed in response to the selection operation of the virtual object is the attribute interface of the virtual object. This interface is used to display the core state information of the virtual object and carries the focus marking function in the same interactive context, so that the user can conveniently initiate focus setting while viewing the target attributes, thereby identifying the corresponding virtual object as the target object.
[0126] The virtual object's attribute interface serves as an interactive window that carries and displays the virtual object's core state data and associated function entry points. This interface typically has a direct mapping relationship with a specific virtual object. While presenting multiple core attributes such as the object's survivability, resource status, and controllability, it integrates a focus marker trigger control, allowing users to directly initiate monitoring commands within the same interactive context of browsing detailed target information. This achieves efficient connection and coordination between information viewing and target tracking operations, effectively reducing operation interruptions and loss of global view caused by frequent interface switching.
[0127] In one embodiment of this application, a display control method further includes: In response to a viewpoint switching command, the first camera is controlled to switch from the current shooting position to the target position so as to display the view of the target object in the graphical user interface.
[0128] Specifically, when the terminal receives a perspective switching command applied to the graphical user interface, it can control the first camera to move from its current shooting position to the target position corresponding to the target object, and display the field of view captured at the target position in the graphical user interface.
[0129] The perspective switching command is an operation command triggered by the user targeting a target object, used to control the position switching of the main camera. It typically converts the user's observation intention into a system control signal, allowing the terminal to adjust the shooting position of the first camera. This interactive operation can be implemented through clicks, swipes, long presses, and / or other operations. For example, based on a click, the user can trigger a return control in the application interface to initiate a perspective switch for the target.
[0130] In one optional implementation, the perspective switching command can be a control signal generated after the user clicks on a preset virtual switching control in the graphical user interface. Upon receiving this signal, the terminal activates the position switching process of the main camera (i.e., the first camera) and prepares to perform subsequent migration. For example, when the user is viewing a combat unit being tracked in real time in the secondary window (i.e., the second scene), by clicking the return button at the bottom of the interface, the system immediately generates a perspective switching command to control the main camera to move to the vicinity of the unit.
[0131] In an optional implementation, the viewpoint switching command can also be a camera scheduling request generated after the user performs a long-press gesture in the graphical user interface. After the terminal recognizes the request, it triggers the first camera to quickly jump from the current shooting position to the target position. For example, when the user is observing the state of the floating target object, if the user long-presses the quick switching area in the main interface (such as the area where the second scene is located) for two seconds, the system sends a position switching command to the main camera, causing it to smoothly move to the coordinates of the object.
[0132] The process of controlling the first camera to switch from its current shooting position to the target position can be described as a camera spatial coordinate migration process executed by the system in response to a viewpoint switching request. This typically serves to smoothly transition the main camera's viewpoint from its original position to the target area, allowing the user to quickly obtain a real-time view of the target object without losing the operational context, and to form a complete observation system in conjunction with other displayed content in the graphical user interface.
[0133] The field of view corresponding to the target object can be a real-time scene image captured and rendered by the first camera at the target location in the graphical user interface. It typically serves to present the target object and its surrounding environment to the user in a visual form, allowing the user to obtain local spatial details of the object from the main camera's perspective while maintaining the global interface display. This, in conjunction with the second scene image, achieves a multi-level scene observation system.
[0134] In an optional implementation, the view corresponding to the target object can be a full-screen scene image rendered and output from the main screen with the target object as the center after the first camera reaches the target position. This image is displayed independently of the secondary window. For example, after the main camera completes the position switch, the graphical user interface changes from having the controlled virtual character as the center of the screen to having the target object as the center, allowing the user to observe the terrain and enemy deployment around the target object.
[0135] In a display control method provided in one embodiment of the application, the viewpoint switching instruction includes: The perspective switching command is generated based on the trigger operation of the second scene screen.
[0136] Specifically, the perspective switching command is generated by the user performing an interactive operation on the second scene screen displayed in a specified area of the graphical user interface.
[0137] The trigger operation for the second scene view can be an interactive input performed by the user in a designated area of the graphical user interface. This trigger operation typically has the function of sending a viewpoint switching request to the control system to induce the first camera to move towards the target position, achieving a rapid transition from a picture-in-picture partial view to the global view of the target object. This interactive operation can be implemented through click, swipe, long press, and / or other methods.
[0138] In an optional implementation, the triggering operation for the second scene screen can be a single touch operation on the second scene screen. In response to the single touch operation, the control system generates a viewpoint switching command to switch the first camera from the current shooting position to the target position, thereby presenting the field of view corresponding to the target object in the graphical user interface.
[0139] In an optional implementation, the triggering operation for the second scene can be a continuous touch operation on the second scene. In response to this continuous touch operation, the system generates a viewpoint switching command and controls the first camera to perform a position switching action, so as to display the field of view corresponding to the target object in the graphical user interface. For example, when the user quickly taps the floating window twice in succession on the second scene displayed in a designated area, the system recognizes this continuous touch operation as the triggering condition for the viewpoint switching command, and accordingly controls the first camera to move to the target position, so that the main screen synchronously displays the virtual scene field of view where the target object is located.
[0140] In one embodiment of this application, a display control method further includes: In response to the adjustment operation for the second scene image, the shooting parameters of the second camera are adjusted according to the operation parameters of the adjustment operation.
[0141] Specifically, when the system receives an adjustment operation from the user in a designated area where the second scene is displayed, it adaptively adjusts the shooting parameters of the second camera based on the operation parameters carried by the adjustment operation, so as to change the presentation effect of the second scene.
[0142] Among them, the adjustment operation for the second scene image can be an interactive command that acts on a specified area and triggers an adaptive change in the shooting parameters of the second camera. It typically involves collecting the user's observation intention of the second scene image, parsing the observation intention to generate corresponding operation parameters, and driving the second camera to adjust the shooting parameters according to the operation parameters to achieve changes in the image effect, thereby meeting the user's differentiated observation needs for the focus object and improving the flexibility of interaction.
[0143] The adjustment operations for the second scene can include click operations, swipe operations, long press operations, and / or other operations. Taking a swipe operation as an example, this step can specifically involve adjusting the shooting parameters of the second camera in response to a swipe operation on a specified area, based on the operation parameters of the swipe operation.
[0144] In an optional implementation, when a user performs a sliding operation in a designated area, the system identifies the sliding direction and sliding distance as operation parameters, and controls the second camera to rotate or translate the view around the target object according to the operation parameters, so that the second scene image adjusts the observation angle synchronously with the sliding operation.
[0145] For example, when a user is observing the picture-in-picture window of the focal unit (i.e., the target object), they can slide the window to the right, and the second camera will then move synchronously to the right around the target object, thus displaying the right-side view of the target object and making it easier for the user to observe the flank situation of the target object.
[0146] In another optional implementation, when a user performs a two-finger zoom operation in a designated area, the system recognizes the change in the distance between the two fingers as an operation parameter, and controls the lens focal length or shooting distance of the second camera to adjust according to the operation parameter, so as to change the zoom ratio and field of view of the second scene.
[0147] For example, when a user performs a two-finger outward gesture in a picture-in-picture window, the second camera immediately zooms in, magnifying the second scene to display local details of the target object; conversely, pulling the two fingers inward zooms out, expanding the field of view.
[0148] The adjustment parameters can be characteristic information used to quantify the spatial displacement, duration, or contact area of the adjustment operation. Typically, they transform the user's abstract operational behavior into specific, calculable, and identifiable data. Based on this data, the system precisely controls the adjustment range and direction of the second camera's shooting parameters, thereby achieving a precise mapping between the user's operational intent and changes in shooting parameters. This ensures that the adjusted second-scene image closely matches the user's expectations and significantly improves the accuracy of interaction and the user's freedom of control.
[0149] In an optional implementation, the operating parameters include the sliding direction and sliding distance of the sliding operation. The system determines the rotation direction of the second camera based on the sliding direction and the rotation angle based on the sliding distance, so as to realize the horizontal viewing angle adjustment of the second camera around the target object.
[0150] For example, if a user slides 50 pixels upwards in a designated area, the system interprets the sliding direction as the direction of increasing pitch angle, maps the sliding distance to a 15-degree pitch adjustment, and controls the second camera to rise 15 degrees to show the top view of the target object.
[0151] In an optional implementation, the operating parameters include the scaling ratio of the scaling operation. The system controls the focal length of the second camera lens to be lengthened or shortened according to the increase or decrease of the scaling ratio, and at the same time adjusts the distance between the camera and the target object to maintain the target object's proportion in the frame.
[0152] For example, when a user performs a zoom operation on a specified area, and the operation parameters indicate that the zoom ratio is 1.5 times that of the original image, the system controls the focal length of the second camera lens to increase by 30%, and simultaneously narrows the distance between the camera and the target object, so that the target object is still displayed in the center and the details are clearer.
[0153] Adjusting the shooting parameters of the second camera is a system response process that adaptively changes the lens configuration of the second camera according to the operating parameters. It typically involves reconfiguring the second camera's viewing angle, lens focal length, or spatial position based on user intent to alter the composition, field of view, and visual content of the second scene. This provides users with differentiated perspectives of the focal object, enriches the dimensions of information presentation and the flexibility of tactical observation, and ensures that the focal object remains within the effective visual area of the second scene.
[0154] A display control device according to one embodiment of the present disclosure, such as Figure 2 As shown, the device may include: The first display module 201 is used to display a first scene image of the virtual scene through a graphical user interface, wherein the first scene image is captured by a first camera; The determination module 202 is used to determine the target object in the virtual scene in response to the target-specified triggering conditions; The second display module 203 is used to display a second scene of the virtual scene in a designated area of the graphical user interface in real time, wherein the second scene is captured by a second camera; The control module 204 is used to control the second camera to follow the movement of the target object.
[0155] In this way, by presenting a second scene that follows the target object in real time in a designated area of the graphical user interface, the frequent switching of the main viewpoint is reduced, which helps to reduce the rendering computing load and data processing pressure of the terminal and improve the efficiency of information interaction.
[0156] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0157] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0158] Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.
[0159] The following is a detailed reference. Figure 3The diagram illustrates a structural schematic suitable for implementing an electronic device according to embodiments of the present disclosure. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 1201, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 1202 or a program loaded from memory 1208 into random access memory (RAM) 1203. The RAM 1203 also stores various programs and data required for the operation of the electronic device. The processor 1201, ROM 1202, and RAM 1203 are interconnected via a bus 1204. An input / output (I / O) interface 1205 is also connected to the bus 1204.
[0160] Typically, the following devices can be connected to I / O interface 1205: input devices 1206 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 1207 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; memory devices 1208 including, for example, magnetic tapes, hard disks, etc.; and communication devices 1209. Communication device 1209 allows electronic devices to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 3 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.
[0161] In particular, according to one embodiment of this disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, one embodiment of this disclosure includes a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via communication device 1209, or installed from memory 1208, or installed from ROM 1202. When the computer program is executed by processor 1201, it performs the functions defined in the methods described above in various embodiments of this disclosure.
[0162] Figure 3 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.
[0163] This disclosure also provides a computer-readable storage medium in which the methods described in this disclosure can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code originally stored on a remote storage medium or a non-transitory machine-readable storage medium and subsequently stored on a local storage medium after being downloaded over a network. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium may also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code, which, when accessed and executed by the computer, processor, or hardware, implements the methods shown in the above embodiments.
[0164] A portion of this disclosure can be applied to computer program products, such as computer program instructions, which, when executed by a computer, can invoke or provide methods and / or technical solutions according to this disclosure through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, and installation package files. Accordingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions; the computer compiling the instructions and then executing the corresponding compiled program; the computer reading and executing the instructions; or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.
[0165] Although embodiments of the present disclosure have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations all fall within the scope defined by the appended claims.
Claims
1. A display control method, characterized in that, The method of providing a graphical user interface via a terminal includes: The first scene of the virtual scene is displayed through the graphical user interface, wherein the first scene is captured by a first camera; In response to the target-specified triggering condition, the target object is determined in the virtual scene; In a designated area of the graphical user interface, a second scene of the virtual scene is displayed in real time, wherein the second scene is captured by a second camera; Control the second camera to follow the movement of the target object.
2. The method according to claim 1, characterized in that, The control of the second camera to follow the target object includes: Control the second camera to continuously aim at the target object, so as to keep the target object in the center area of the second scene frame.
3. The method according to claim 1, characterized in that, The virtual scene also includes a controlled virtual character; the method further includes: The first camera is controlled to continuously point at the controlled virtual character, so as to keep the controlled virtual character in the center area of the first scene screen.
4. The method according to claim 1, characterized in that, The second scene is displayed in the designated area as a floating window.
5. The method according to claim 1, characterized in that, The second scene screen that displays the virtual scene in real time includes: According to preset noise reduction rules, information filtering processing is performed on the real-time images captured by the second camera; The filtered real-time footage is used as the second scene footage.
6. The method according to claim 5, characterized in that, The step of performing information filtering processing on the image captured by the second camera according to a preset noise reduction rule includes: Control the removal of target visual interference elements from the real-time image.
7. The method according to claim 6, characterized in that, The target interference visual element includes at least one of the following: Environmental smoke effects, skill effects of unrelated virtual objects, and unrelated floating text and numbers.
8. The method according to claim 1, characterized in that, The second scene screen that displays the virtual scene in real time includes: The target object and / or the core state information of the target object are displayed in a highlighted manner in the second scene.
9. The method according to claim 8, characterized in that, The core status information includes at least one of the following: survival data information, controlled status information, and resource status information.
10. The method according to claim 1, characterized in that, The step of determining the target object in the virtual scene in response to a specified triggering condition includes: In response to a selection operation on a virtual object in a virtual scene, an interactive interface with a focus marker is displayed; In response to a trigger operation on the focus marker, the virtual object is identified as the target object.
11. The method according to claim 1, characterized in that, The method further includes: In response to a viewpoint switching command, the first camera is controlled to switch from the current shooting position to the target position, so as to display the field of view corresponding to the target object in the graphical user interface.
12. The method according to claim 1, characterized in that, The method further includes: In response to the adjustment operation for the second scene image, the shooting parameters of the second camera are adjusted according to the operation parameters of the adjustment operation.
13. A display control device, characterized in that, The device provides a graphical user interface via a terminal, and includes: The first display module is used to display a first scene image of the virtual scene through the graphical user interface, wherein the first scene image is captured by a first camera; A determination module is used to determine a target object in the virtual scene in response to a target-specified trigger condition. The second display module is used to display a second scene image of the virtual scene in a designated area of the graphical user interface in real time, wherein the second scene image is captured by a second camera; The control module is used to control the second camera to follow the movement of the target object.
14. An electronic device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on said processor; When the processor executes the computer program instructions, it implements the display control method as described in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer program instructions, which, when executed by a processor, are used to implement the display control method as described in any one of claims 1 to 12.