An interaction method and related apparatus
Patent Information
- Application Number
- CN202510465966.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-14
- Publication Date
- 2026-10-20
AI Technical Summary
[0004]然而,相关技术中,玩家只能够通过游戏操作来简单的切换游戏场景的展示倍率,无法准确模拟出现实场景中使用瞄准镜的使用效果,导致玩家游戏体验失真
[0048]由上述技术方案可以看出,本申请可以在游戏中提供目标观察道具,并在游戏界面上通过场景展示区域展示通过目标观察道具观察到的游戏场景。在展示游戏场景时,本申请会通过游戏对象对应的视觉位置、目标观察道具的道具位置和目标观察道具的道具结构,分析游戏对象在该视觉位置处,利用目标观察道具观察游戏场景时,是否会被目标观察道具自身的道具结构所遮挡,来确定场景展示区域中的第一遮挡区域,通过在第一遮挡区域中展示遮挡图像,可以准确模拟出游戏对象在通过目标观察道具观察游戏场景时,目标观察道具对于通过目标观察道具观察到的游戏场景的遮挡效果,从而使场景展示区域对于游戏场景的展示效果更加接近现实场景中通过观察道具观察场景的场景展示效果,进一步提高了通过目标观察道具所提供的场景观察功能的真实感,进而提高了玩家游戏体验的真实感,也能够促进玩家通过调节游戏对象或目标观察道具的位置来获取最佳的场景观察效果,从而丰富了游戏的策略性和操作感。同时,由于本申请是基于目标观察道具的实际道具结构所分析的遮挡区域,因此遮挡区域更加贴合目标观察道具的实际观察效果,能够使不同道具结构的观察道具在相同位置上对应不同的实际观察效果,从而进一步提高道具观察效果的真实性。
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Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction technology, and in particular to an interaction method and related apparatus. Background Technology
[0002] With the continuous development of computer technology, video games have become one of the important mediums for people's entertainment. In order to enrich the gameplay, games usually provide players with a variety of game items.
[0003] In games that support shooting, the scope is an important tool. With a scope, players can observe the game scene at different magnifications through simple gameplay, thus achieving more accurate aiming.
[0004] However, in the relevant technologies, players can only switch the display magnification of the game scene through game operations, which cannot accurately simulate the effect of using a scope in a real scene, resulting in a distorted gaming experience for players. Summary of the Invention
[0005] To address the aforementioned technical issues, this application provides an interactive method that delivers a more realistic gaming experience to players.
[0006] The embodiments of this application disclose the following technical solutions:
[0007] In a first aspect, embodiments of this application disclose an interaction method, the method comprising:
[0008] A target observation prop is displayed in the game program. The target observation prop has a scene display area corresponding to the target observation prop. The target observation prop is used to observe the game scene in the game program. The scene display area is used to display the game scene observed through the target observation prop.
[0009] Based on the visual position of the game object, the prop position of the target observation prop, and the prop structure of the target observation prop, a first occlusion area in the scene display area is determined, and the visual position is used to determine the game scene observed through the vision of the game object.
[0010] A first occlusion image is displayed in the first occlusion area. The first occlusion image is used to occlude the game scene displayed through the first occlusion area. The first occlusion image is used to simulate the occlusion effect of the target observation prop on the game scene observed through the target observation prop when the game object observes the game scene through the target observation prop.
[0011] Secondly, embodiments of this application disclose an interactive device, the device comprising a first display unit, a first determination unit, and a second display unit:
[0012] The first display unit is used to display a target observation prop in the game program. The target observation prop has a scene display area corresponding to the target observation prop. The target observation prop is used to observe the game scene in the game program. The scene display area is used to display the game scene observed through the target observation prop.
[0013] The first determining unit is used to determine a first occlusion area in the scene display area based on the visual position corresponding to the game object, the prop position corresponding to the target observation prop, and the prop structure corresponding to the target observation prop. The visual position is used to determine the game scene observed through the vision of the game object.
[0014] The second display unit is used to display a first occlusion image in the first occlusion area. The first occlusion image is used to occlude the game scene displayed through the first occlusion area. The first occlusion image is used to simulate the occlusion effect of the target observation prop on the game scene observed through the target observation prop when the game object observes the game scene through the target observation prop.
[0015] In one possible implementation, the target observation prop is a virtual scope, which consists of a transparent virtual eyepiece, a transparent virtual objective lens, and an opaque virtual lens barrel. The first occlusion image is used to simulate the occlusion effect of the virtual lens barrel on the game scene observed through the target observation prop when the game object observes the game scene through the target observation prop. The scene display area is the area displaying the virtual eyepiece, and the game scene displayed through the scene display area is used to simulate the game scene observed through the virtual eyepiece. The first determining unit, based on the visual position corresponding to the game object, is specifically used for:
[0016] Based on the position of the central axis point of the virtual sight and the position of the edge of the virtual scope barrel on one side of the virtual eyepiece, the observable position range corresponding to the target observation tool is determined. The observable position range is a cone-shaped position range formed by rays starting from the central axis point and passing through the edge of the scope barrel.
[0017] Based on the fact that the visual position is not within the range of the observation position, the scene display area is determined as the first occlusion area;
[0018] Based on the fact that the visual position is within the observation position range, the first occlusion area is determined according to the first distance between the visual position and the central axis of the virtual aiming scope, and the size of the first occlusion area is positively correlated with the first distance.
[0019] In one possible implementation, the first occlusion area is a region that fits the edge of the scene display area, and the relative positional relationship between the region edge and the central axis matches the relative positional relationship between the visual position and the central axis.
[0020] In one possible implementation, the device further includes a second determining unit and a first adjusting unit:
[0021] The second determining unit is used to determine the exit pupil distance corresponding to the visual position based on the visual position corresponding to the game object, the prop position corresponding to the target observation prop, and the prop structure corresponding to the target observation prop. The exit pupil distance is the distance from the visual position to the virtual eyepiece of the target observation prop. The scene display area is the area for displaying the virtual eyepiece. The game scene displayed through the scene display area is used to simulate the game scene observed through the virtual eyepiece.
[0022] The first adjustment unit is used to adjust the display effect of the game scene displayed through the scene display area according to the exit pupil distance and the optimal exit pupil distance corresponding to the target observation prop. When the exit pupil distance corresponding to the visual position is the optimal exit pupil distance, the clarity of the game scene displayed in the scene display area is the highest, and the range of the game scene displayed in the scene display area is the largest.
[0023] In one possible implementation, the first adjustment unit is specifically used for:
[0024] Based on the fact that the exit pupil distance is less than the optimal exit pupil distance, the clarity of the game scene displayed through the scene display area is adjusted, and the clarity is positively correlated with the exit pupil distance.
[0025] In one possible implementation, the first adjustment unit is specifically used for:
[0026] Based on the fact that the exit pupil distance is greater than the optimal exit pupil distance, a second occlusion area is determined in the scene display area. The second occlusion area is the edge area of the scene display area, and the size of the second occlusion area is positively correlated with the exit pupil distance.
[0027] A second occlusion image is displayed within the second occlusion area. The second occlusion image is used to occlude the game scene displayed through the second occlusion area.
[0028] In one possible implementation, the optimal exit pupil distance is determined based on the prop structure corresponding to the target observation prop, and the optimal exit pupil distance is different for observation props with different prop structures.
[0029] In one possible implementation, the device further includes a second adjustment unit:
[0030] The second adjustment unit is used to adjust the position of the prop corresponding to the target observation prop based on the first trigger operation, wherein the first trigger operation is used to adjust the exit pupil distance corresponding to the visual position.
[0031] In one possible implementation, the device further includes a third display unit:
[0032] The third display unit is used to display a prompt message based on the exit pupil distance corresponding to the visual position being the optimal exit pupil distance. The prompt message is used to indicate that the exit pupil distance corresponding to the visual position is the optimal exit pupil distance.
[0033] In one possible implementation, the target observation prop includes a virtual eyepiece, the scene display area is the area for displaying the virtual eyepiece, the game scene displayed through the scene display area includes a first game scene, the first game scene is used to simulate the game scene observed through the virtual eyepiece, the first occlusion image is used to occlude the first game scene, and the device further includes a fourth display unit:
[0034] The fourth display unit is used to display a second game scene in the scene display area according to the position of the virtual eyepiece and the game scene where the target observation prop is located. The second game scene is used to simulate the game scene observed through the mirror reflection of the virtual eyepiece. The second game scene is not obscured by the first occlusion image.
[0035] In one possible implementation, the fourth display unit is specifically used for:
[0036] Based on the position of the virtual eyepiece, the game scene where the target observation prop is located, and the second distance between the visual position and the virtual eyepiece, a second game scene is displayed in the scene display area, and the transparency of the second game scene is inversely correlated with the second distance.
[0037] In one possible implementation, the device further includes a fifth display unit:
[0038] The fifth display unit is used to display the game object performing a target object action based on the second trigger operation. The target object action is used to reduce the second distance, and the transparency of the second game scene is positively correlated with the execution progress of the target object action.
[0039] In one possible implementation, the root fourth display unit is specifically used for:
[0040] Based on the position of the virtual eyepiece, the game scene where the target observation prop is located, and the ambient light intensity corresponding to the game scene where the target observation prop is located, a second game scene is displayed in the scene display area, and the transparency of the second game scene is inversely correlated with the ambient light intensity.
[0041] In one possible implementation, the device further includes a third adjustment unit:
[0042] The third adjustment unit is used to adjust the clarity of the game scene displayed through the scene display area according to the position change range of the target observation prop, wherein the clarity is inversely correlated with the position change range;
[0043] Thirdly, embodiments of this application disclose a computer device, which includes a processor and a memory:
[0044] The memory is used to store computer programs and to transfer the computer programs to the processor;
[0045] The processor is configured to execute the interaction method described in any one of the first aspects according to instructions in the computer program;
[0046] Fourthly, embodiments of this application disclose a computer-readable storage medium for storing a computer program for executing the interaction method described in any one of the first aspects;
[0047] Fifthly, embodiments of this application disclose a computer program product including a computer program, which, when run on a computer device, causes the computer device to perform the interaction method described in any one of the first aspects.
[0048] As can be seen from the above technical solution, this application can provide a target observation tool in the game and display the game scene observed through the target observation tool in the scene display area on the game interface. When displaying the game scene, this application analyzes whether the game object at that visual position will be occluded by the target observation tool's own structure when observing the game scene using the target observation tool, based on the visual position of the game object, the tool position of the target observation tool, and the tool structure of the target observation tool. This determines the first occlusion area in the scene display area. By displaying the occlusion image in the first occlusion area, the occlusion effect of the target observation tool on the game scene observed by the target observation tool can be accurately simulated when the game object observes the game scene through the target observation tool. This makes the scene display area more closely resemble the scene display effect of observing the scene through the observation tool in real-world scenarios, further enhancing the realism of the scene observation function provided by the target observation tool. This, in turn, improves the realism of the player's game experience and encourages players to adjust the position of the game object or the target observation tool to obtain the best scene observation effect, thereby enriching the game's strategy and operability. Meanwhile, since this application analyzes the occlusion area based on the actual prop structure of the target observation prop, the occlusion area is more consistent with the actual observation effect of the target observation prop, enabling observation props with different prop structures to correspond to different actual observation effects in the same position, thereby further improving the realism of the prop observation effect. Attached Figure Description
[0049] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the 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.
[0050] Figure 1 A schematic diagram of an interaction method in a related art provided in an embodiment of this application;
[0051] Figure 2 A schematic diagram of a device interaction scenario provided in an embodiment of this application;
[0052] Figure 3 A schematic diagram illustrating an interaction method in a practical application scenario provided by an embodiment of this application;
[0053] Figure 4 A flowchart illustrating an interaction method provided in an embodiment of this application;
[0054] Figure 5 A schematic diagram illustrating an interaction method provided in an embodiment of this application;
[0055] Figure 6 A schematic diagram illustrating an interaction method provided in an embodiment of this application;
[0056] Figure 7 A schematic diagram illustrating an interaction method provided in an embodiment of this application;
[0057] Figure 8 A schematic diagram illustrating an interaction method provided in an embodiment of this application;
[0058] Figure 9 A schematic diagram illustrating an interaction method provided in an embodiment of this application;
[0059] Figure 10 A schematic diagram illustrating an interaction method provided in an embodiment of this application;
[0060] Figure 11 A schematic diagram illustrating an interaction method provided in an embodiment of this application;
[0061] Figure 12 A schematic diagram illustrating an interaction method provided in an embodiment of this application;
[0062] Figure 13 A schematic diagram illustrating an interaction method provided in an embodiment of this application;
[0063] Figure 14 A schematic diagram illustrating an interaction method in a practical application scenario provided by an embodiment of this application;
[0064] Figure 15 A structural block diagram of an interactive device provided in an embodiment of this application;
[0065] Figure 16 A structural diagram of a terminal provided in an embodiment of this application;
[0066] Figure 17 This is a structural diagram of a server provided in an embodiment of this application. Detailed Implementation
[0067] The embodiments of this application will now be described with reference to the accompanying drawings.
[0068] Observation props are one of the important prop types in the game. By observing props, you can trigger the display of the game scene in the game interface with different display magnification and different display effects, so as to realize the observation of the game scene in multiple ways and enrich the gameplay.
[0069] In related technologies, observation tools primarily provide the function of observing game scenes at different magnifications, such as... Figure 1As shown, the observation tool is a virtual scope. By triggering the control, the player can move the virtual scope, allowing them to observe the game scene at 2x magnification. Before the movement is complete, i.e., before the player's line of sight is perpendicular to the observation tool, the virtual eyepiece of the tool will continuously display an obstructed image, preventing the player from seeing the game scene at 2x magnification. Only after the movement is complete will the virtual eyepiece display the game scene at 2x magnification, enabling the virtual scope to perform its scene observation function.
[0070] However, in real-world scenarios, the game scene can be observed through observation tools not only when the line of sight is perpendicular to the eyepiece. As long as the visual position is within the observable range corresponding to the observation tool, the game scene can be observed through it, although it may be partially obscured by the tool's structure (such as an opaque scope barrel). For example, in... Figure 1 In the game, when a game object's visual position enters the observable range, a portion of the game scene should be displayed at the virtual eyepiece; however, in... Figure 1 The image in question is still completely obscured by the occluded image. This demonstrates that the observation tools in the relevant technology lack realism, potentially impacting the player's sense of realism in the game. Furthermore, the transitions between game scenes before and after using observation tools are too abrupt, resulting in a less smooth gaming experience.
[0071] To address the aforementioned technical issues, this application provides an interactive method that, based on the visual position of the game object, the position of the observation prop, and the structure of the observation prop, analyzes the occlusion area within the scene display area used to display the game scene observed through the observation prop. This occlusion area is then used to add occlusion images to obscure the game scene, enabling reasonable and accurate dynamic adjustment of the occlusion effect of the observation prop. Furthermore, it allows observation props with different structures to provide matching scene observation effects, accurately simulating the observation effects of using various observation props in real-world scenarios, enhancing the realism of the game experience and strengthening the player's immersion.
[0072] Understandably, this method can be applied to computer devices capable of interaction, such as terminal devices or servers. The method can be executed independently by a terminal device or server, or it can be applied to network scenarios where a terminal device and a server communicate, executing in cooperation. Terminal devices can be mobile phones, tablets, laptops, desktop computers, etc. Terminal devices can also include various virtual reality devices, such as augmented reality (AR) devices like AR glasses and AR screens, and virtual reality (VR) devices like VR headsets. The server can be understood as an application server or a web server. In actual deployment, the server can be a standalone server, a cluster server, or a cloud server, etc.
[0073] See Figure 2 , Figure 2 This diagram illustrates a device interaction scenario provided by an embodiment of this application, introducing various device interaction scenarios that may be involved in this application. In scenario 1, the computer devices are a terminal device 101 and a server 102. The terminal device 101 can receive game operations performed by the player and send operation instructions generated based on the game operations to the server 102. The server 102 will generate corresponding game instructions based on the operation instructions. The game instructions can be used to indicate the game's operation mode so that the game can interact with the player. The server 102 will send the game instructions to the terminal device 101, enabling the game on the terminal device 101 to interact with the player, such as displaying various game interfaces. In scenario 2, the computer device is a terminal device 103. After receiving game operations, the terminal device 103 will automatically generate corresponding game instructions to instruct the game to interact.
[0074] To facilitate understanding of the technical solution provided in this application, the interaction method provided in this application will be introduced next in conjunction with a practical application scenario.
[0075] See Figure 3 , Figure 3 This is a schematic diagram of an interaction method in a practical application scenario provided by an embodiment of this application. In this practical application scenario, the scenario is... Figure 2 In Scene 2, the computer device is terminal device 103, and the scene display area is the area used to display the virtual eyepiece on the observation prop.
[0076] Based on the trigger operation of the trigger control, the game object moves the observation prop (virtual scope) to observe the game scene at a second magnification using the observation prop's function. During the movement of the observation prop, the terminal device 103 continuously analyzes whether the game object's line of sight will be obstructed when observing the game scene through the observation prop, based on the game object's visual position, the prop's position, and the prop's structure, thereby determining the first obstruction area in the scene display area.
[0077] As shown in the figure, when the game object first starts moving, its line of sight does not enter the observable area corresponding to the observation prop. That is, the game object's line of sight is completely blocked by the lens of the observation prop. Under real conditions, the game object should not be able to see the game scene observed through the observation prop at this time. Therefore, the terminal device 103 will take the entire scene display area as the first occlusion area and add an occlusion image in the first occlusion area to simulate the effect of not being able to observe the game scene through the observation prop.
[0078] During the movement, based on the visual position and the position of the prop, when the game object's line of sight enters the observable position range corresponding to the observation prop, since the observation prop moves from right to left, the game object's right line of sight can see the game scene observed through the observation prop first, while the left line of sight is still blocked by the prop structure. Thus, the terminal device 103 can determine the left side of the scene display area as the first occlusion area. By adding an occlusion image to the first occlusion area, the observation effect of the partially occluded scene can be simulated.
[0079] After the movement is completed, the terminal device 103 can determine, based on the visual position and the position of the prop, that the game object's line of sight will not be obstructed by the observation prop. At this time, the terminal device 103 can determine that the first obstruction area does not exist, so that the player can see the complete game scene observed at the second magnification through the observation prop.
[0080] Through the above methods, the terminal device 103 can more realistically simulate the different scene observation effects provided by the observation props in different positions, making the changes in scene observation effects more smooth and natural when the position of the observation props changes, thereby bringing players a more realistic scene observation experience and enhancing players' immersion.
[0081] Next, the technical solution provided in this application will be described in detail with reference to the accompanying drawings.
[0082] See Figure 4 , Figure 4 A flowchart of an interaction method provided in an embodiment of this application, the method comprising:
[0083] S401: Displays target observation tools in the game program.
[0084] The target observation tool can be any tool used to observe the game scene, such as a virtual scope, virtual telescope, or virtual thermal imager. Each target observation tool has a corresponding scene display area. The target observation tool is used to observe the game scene within the game program, and the scene display area is used to display the game scene observed through the target observation tool. For example, in... Figure 3 In the game, when the target observation tool is a virtual scope, the scene display area can be the area in the game interface used to display the virtual eyepiece on the virtual scope, thereby simulating the game scene observed through the virtual eyepiece.
[0085] S402: Determine the first occlusion area in the scene display area based on the visual position of the game object, the position of the target observation prop, and the structure of the target observation prop.
[0086] Understandably, in real-world scenarios, due to the opaque structure of observation tools (such as the scope barrel), the human eye can only observe the scene through the tool within a specific range; otherwise, the observation is obstructed by the tool itself, affecting the scene observation effect. Based on this, to improve the realism of scene observation through target observation tools in games, computer equipment can analyze the structure and position of the target observation tool to determine the locations where the observation of the game scene through the target observation tool will be obstructed, and the degree of obstruction. This analysis, combined with the visual position of the game object, can determine the scene observation effect when the game object observes the game scene through the target observation tool, thus identifying the first obstruction area.
[0087] Specifically, based on the prop structure, computer equipment can analyze which part of the target observation prop is used for observing the scene in a real-world scenario (e.g., the eyepiece on a scope). Then, based on the prop's position and structure, it can determine the location of the part used for observation in the game scene. Based on the visual position and the position of that part, it can determine the path the line of sight takes when looking at that part from the visual position. This allows for further analysis based on the prop structure to determine whether the view will pass through prop parts that obstruct the line of sight. Thus, it can analyze the occlusion effect of the target observation prop itself on the scene observation effect in a real-world scenario, thereby identifying the first occlusion area. Without analysis of the prop structure, the computer equipment cannot accurately simulate the occlusion effect of parts on the target observation prop on the scene observation effect in a real-world scenario, resulting in a distortion of the scene occlusion effect simulated using the first occlusion area.
[0088] The game object can be any game object that can observe the game scene using the target game prop, such as humanoid or non-humanoid objects in the game. The visual position is used to determine the game scene observed through the game object's vision; that is, it simulates the game object's eye position. The game scene observed through the game object is rendered by the camera set up at the visual position. In other words, the game scene visible at the visual position is the game scene that the player can see by controlling the game object. The first occlusion area is the portion of the game scene that will be obscured by the target observation prop when observed through the target observation prop at the visual position, as analyzed by the computer equipment.
[0089] Since this application analyzes the first occlusion area based on the prop structure of the target observation prop, even if the prop position and visual position are the same, different occlusion areas can be identified when the prop structures of the observation props are different. This allows the occlusion areas to reflect the differences in scene observation effects brought about by observation props with different prop structures, thereby further improving the realism of the prop observation effect. The specific analysis method of the occlusion area is described in detail below and will not be repeated here.
[0090] S403: Display the first occluded image in the first occluded area.
[0091] The first occlusion image is used to occlude the game scene displayed through the first occlusion area. For example, it can be a black image or other images with low transparency, etc., without limitation. Since the first occlusion area is the area with a high probability of being occluded as analyzed by the computer device, the first occlusion image can be used to simulate the occlusion effect of the target observation prop on the game scene observed through the target observation prop when a game object observes the game scene through the target observation prop.
[0092] Therefore, this application has the following technical effects:
[0093] 1. This application can accurately analyze the scene occlusion effect caused by the prop structure of the target observation prop when observing the scene through the target observation prop in a real scene at a certain visual position, based on the visual position of the game object, the prop position of the target observation prop, and the prop structure. This allows for timely updates to the method of adding occlusion images, making the scene observation effect more realistic, and making the changes in scene observation effect caused by changes in visual position or prop position smoother and more natural, thereby improving the realism of the player's game experience and helping to enhance the player's immersion.
[0094] 2. Since this application analyzes the occlusion area based on the actual prop structure of the target observation prop, it can make the occlusion area more closely match the actual observation effect of the target observation prop. At the same time, it can make observation props with different prop structures correspond to different actual observation effects in the same position, thereby further improving the realism of the prop observation effect.
[0095] Next, the technical solution provided in this application will be described in detail with reference to the accompanying drawings.
[0096] First, using a specific observation tool, we will explain how to analyze the corresponding occlusion areas at various positions. In one possible implementation, the target observation tool can be a virtual scope, which consists of a transparent virtual eyepiece, a transparent virtual objective lens, and an opaque virtual lens barrel, for example... Figure 5 As shown. In real-world scenarios, when aiming with a scope, observation is done through the eyepiece on the scope. The obstruction caused by the scope is due to the opaque lens barrel. Therefore, in this implementation, the first obstruction image can be used to simulate the obstruction effect of the virtual lens barrel on the game scene observed through the target observation tool when a game object observes the game scene through the target observation tool. The scene display area is the area displaying the virtual eyepiece, and the game scene displayed through the scene display area is used to simulate the game scene observed through the virtual eyepiece.
[0097] When performing step S402, the computer device may execute steps S4021-S4023 (not shown in the figure). Steps S4021-S4023 are one possible implementation of step S402, including:
[0098] S4021: Determine the observable position range corresponding to the target observation tool based on the position of the central axis point of the virtual sight and the position of the virtual scope barrel at the edge of the scope barrel on one side of the virtual eyepiece.
[0099] By acquiring the structure of the virtual scope, the computer device can determine that the part obstructing the game scene observed through the virtual scope is the opaque virtual scope barrel. Based on the imaging principle of a real-world scope, the scene observable through the scope is the scene transmitted by light rays emitted from the eyepiece side, passing through the scope's central axis. Other light rays are blocked by the opaque scope barrel. Therefore, the scene can only be observed through the scope when the visual position can receive light. Based on this, the computer device can determine the observable range of the target observation prop based on the position of the virtual scope's central axis and the position of the virtual scope barrel's edge on the virtual eyepiece side. The central axis refers to the midpoint on the scope's central axis. The role of the target observation prop's structure in this step is to enable the computer device to analyze and determine the method for determining the observable range, i.e., the aforementioned method for determining the observable range.
[0100] By determining the position of the props and the structure of the props corresponding to the virtual sight, the computer device can determine the position of the edge of the virtual sight barrel on one side of the virtual eyepiece, and the position of the central axis point of the virtual sight, thereby executing the above step S4021.
[0101] The observable position range is the visual range within which the game scene can be observed through the target observation prop. The observable position range determined in this way is a cone-shaped range formed by rays emanating from the central axis point and passing through the edge of the lens barrel, such as... Figure 5 As shown. Therefore, the observable range will vary depending on the structure of the virtual sight. For example, in Figure 7 In this game, because virtual scopes with different magnification have different barrel lengths, the line connecting the central axis point and the edge of the barrel on one side of the virtual eyepiece is different, resulting in different observable areas. Even if the virtual scope and the visual position are the same, the observed scene will still be inconsistent. For example, when observing the game scene through virtual scope 1 from visual position 1, the scene will be completely obscured, while when observing the game scene through virtual scope 2 from visual position 2, only part of the game scene will be obscured.
[0102] The different scene observation experiences brought about by different prop structures can be experienced under various game operations. For example, when performing the same action to move the virtual scope, the observable position range determined by the computer device is different for different specifications of virtual scopes. The larger the observable position range of the virtual scope, the earlier the visual position can enter the observable position range, and thus the earlier the game scene observed through the virtual scope can be seen, and the shorter the time of being obscured by the image. Conversely, the smaller the observable position range, the later the game scene can be seen through the virtual scope, and the longer the time of being obscured by the image.
[0103] S4022: Based on the fact that the visual position is not within the observation position range, the scene display area is determined as the first occlusion area.
[0104] Based on the above analysis and the laws of light propagation in real-world scenarios, it is evident that when the visual position is not within the observable range, light passing through the target observation prop cannot propagate to the visual position. In this case, the game scene observed through the virtual eyepiece should be completely invisible from the visual position. Therefore, the computer device can define the entire scene display area as the first occlusion area to achieve complete occlusion of the virtual eyepiece. Figure 3 As shown in the top part of the document. For example, in Figure 5 In the game, visual position 1 is outside the observable range, and the light is completely blocked. It is impossible to observe the game scene through the target observation prop at visual position 1.
[0105] S4023: Based on the visual position being within the observation position range, determine the first occlusion area according to the first distance between the visual position and the central axis of the virtual sight.
[0106] When the visual position is within the observable range, light from the target observation tool can propagate to the visual position. At this point, the game scene observed through the virtual eyepiece can be seen at the visual position. Because the distance between the visual position and the central axis of the scope affects the amount of light reaching the visual position—a smaller distance results in more light and less light is blocked by the opaque scope barrel—the size of the first obstruction area is positively correlated with the aforementioned first distance. For example... Figure 5 In the middle, visual position 3 has just entered the observable range. At this time, some light will be blocked by the virtual lens tube. Therefore, the game scene observed through the target observation prop at visual position 3 will be partially obscured. Visual position 2 is located on the central axis of the target observation prop. At this time, most light will not be blocked by the virtual lens tube. Therefore, the game scene can be observed completely unobstructed at visual position 2.
[0107] In this way, computer devices can recreate the observation effect of observing a scene through a scope in a real-world scenario, making the first obstruction area corresponding to each visual position conform to the light propagation method in a real-world scene. This provides a more realistic virtual scope usage function in the game, bringing players a more realistic scope usage experience.
[0108] In real-world scenarios, the occlusion of light by an opaque lens depends on the viewing position. Since the scene occluded by the lens is usually on one side of the viewing position, in one possible implementation, to accurately reproduce the occlusion effect of an opaque lens on light propagation in a real-world scenario, the first occlusion area is the area that fits the edge of the scene display area, and the relative positional relationship between the edge of the area and the central axis matches the relative positional relationship between the viewing position and the central axis. That is, whichever side of the central axis the viewing position is on, the game scene on that side will be occluded by the occluded image.
[0109] For example Figure 6 As shown, when the visual position is on the left side of the central axis, in a real-world scene, the light entering the left-side viewpoint will be blocked by the scope barrel. Therefore, in the game interface, the first blocking area is located at the left edge of the virtual eyepiece, obscuring the game scene on the left. When the visual position is on the right side of the central axis, in a real-world scene, the light entering the right-side viewpoint will be blocked by the scope barrel. Therefore, in the game interface, the first blocking area is located at the right edge of the virtual eyepiece, obscuring the game scene on the right. This method more accurately simulates the blocking effect of light by the scope barrel in a real-world scene, thus more realistically reproducing the scene observation effect when observing a scene through a scope in real-world conditions, further enhancing the realism of the gaming experience.
[0110] Understandably, in real-world scenarios, when observing a scene through an observation prop, the observation effect is affected not only by the prop's structure but also by the exit pupil distance. Exit pupil distance refers to the distance from the visual position to the eyepiece. In real-world scenarios, when the visual position is too close to the eyepiece (i.e., the exit pupil distance is too small), the light becomes too diffuse and cannot focus, resulting in a blurry scene. Conversely, when the visual position is too far from the eyepiece (i.e., the exit pupil distance is too large), the circular light spot formed by the light output from the eyepiece (i.e., the exit pupil spot) cannot completely cover the observer's pupil, causing some edge light to be unable to enter the eye, creating a black obstruction at the edge of the field of vision, resulting in an incomplete observation of the scene. Therefore, in one possible implementation, to more realistically simulate the scene observation effect in real-world scenarios, the computer device can also adjust the display effect of the game scene displayed through the scene display area based on the exit pupil distance of the game object in the game.
[0111] The computer device can determine the exit pupil distance corresponding to the visual position based on the visual position of the game object, the position of the target observation prop, and the prop structure. The exit pupil distance is the distance from the visual position to the virtual eyepiece of the target observation prop. The prop structure is used to analyze the positional distribution of the virtual eyepiece on the target observation prop. Combining the prop position and prop structure, the position of the virtual eyepiece can be determined. In this implementation, the scene display area is the area for displaying the virtual eyepiece. The game scene displayed through the scene display area is used to simulate the game scene observed through the virtual eyepiece.
[0112] The computer device can preset an optimal exit pupil distance for each observation prop. When the exit pupil distance corresponding to the visual position is at the optimal exit pupil distance, the game scene displayed in the scene display area has the highest clarity and the largest range of the game scene displayed, meaning the player can see the best scene observation effect. The computer device can adjust the display effect of the game scene displayed through the scene display area based on the exit pupil distance and the optimal exit pupil distance corresponding to the target observation prop. This adjusted display effect can represent the impact of exit pupil distance on the scene display effect, making the relationship between scene display effect and exit pupil distance more closely resemble the lighting patterns in real-world scenes. This further enhances the realism of the game experience and increases player immersion.
[0113] Specifically, computer devices can adjust the scene display effect based on the exit pupil distance in the following ways.
[0114] In one possible implementation, when adjusting the display effect of the game scene displayed through the scene display area based on the exit pupil distance and the optimal exit pupil distance corresponding to the target observation prop, since in real-world scenes, when the exit pupil distance is too close, the light will be scattered and unable to focus, resulting in a blurry scene observed through the observation prop, the computer device can adjust the clarity of the game scene displayed through the scene display area based on the exit pupil distance being less than the optimal exit pupil distance. Clarity is positively correlated with exit pupil distance, that is, the closer the exit pupil distance, the lower the clarity, and the more blurry the game scene observed by the player through the scene display area will be. This can match the effect in real-world scenes where the closer the exit pupil distance, the more scattered the light, the greater the difficulty in focusing, and the more blurred the field of vision.
[0115] like Figure 8As shown, visual position 1 is at the optimal exit pupil distance, and the game scene seen through the scene display area has the highest clarity. The exit pupil distances corresponding to visual positions 2 and 3 are both less than the optimal exit pupil distance, and the exit pupil distance corresponding to visual position 3 is less than the exit pupil distance corresponding to visual position 2. Therefore, the clarity of the game scene seen at visual position 3 is lower than the clarity of the game scene seen at visual position 2.
[0116] In another possible implementation, when adjusting the display effect of the game scene through the scene display area based on the exit pupil distance and the optimal exit pupil distance corresponding to the target observation prop, in real-world scenarios, if the exit pupil distance is too far, the circular light spot formed by the light output from the eyepiece (i.e., the exit pupil light spot) cannot completely cover the observer's pupil, causing some edge light to be unable to enter the eye, forming a black occlusion at the edge of the field of vision. Therefore, in order to simulate the impact of excessively far exit pupil distance on the scene observation effect, based on the exit pupil distance being greater than the optimal exit pupil distance, the computer device can determine a second occlusion area in the scene display area. The second occlusion area is the edge area in the scene display area, used to simulate the edge of the field of vision when observing the scene through the target observation prop. The size of the second occlusion area is positively correlated with the exit pupil distance.
[0117] Then, the computer device can display a second occlusion image within the second occlusion area. This second occlusion image is used to occlude the game scene displayed through the second occlusion area. The second occlusion image can be any image capable of occluding the scene, such as a black, opaque image. By displaying the second occlusion image, the effect of obstructing the edge of the field of vision due to excessive exit pupil distance in a real-world scene can be simulated. Furthermore, by controlling the size of the second occlusion area, which is positively correlated with the exit pupil distance, the severity of scene observation effects—specifically, the greater the exit pupil distance and the more severe the obstruction of the field of vision—can be simulated in real-world scenes. This allows for an accurate reproduction of the impact of excessively large exit pupil distances on scene observation in real-world scenarios.
[0118] like Figure 9 As shown, visual position 1 is at the optimal exit pupil distance, while the exit pupil distances corresponding to visual positions 2 and 3 are both greater than the optimal exit pupil distance, with the exit pupil distance corresponding to visual position 3 being greater than that corresponding to visual position 2. When observing the game scene from visual position 1 using the target observation prop, no second occlusion area appears in the scene display area. When observing the game scene from visual positions 2 and 3 using the target observation prop, a second occlusion image appears on the second occlusion area, and the size of the second occlusion area corresponding to visual position 3 is greater than that corresponding to visual position 2, to simulate a scene observation effect with a greater degree of occlusion.
[0119] Because light travels differently in real-world observation devices with varying structures, the optimal exit pupil distance may differ depending on the device's structure. For example, the optimal exit pupil distance is closer when the light is focused, and vice versa.
[0120] Based on this, in one possible implementation, to further improve the realism of simulating the impact of exit pupil distance on scene display effects, the aforementioned optimal exit pupil distance can be determined based on the prop structure corresponding to the target observation prop. Different prop structures correspond to different optimal exit pupil distances. That is, the computer device can analyze the prop structure of each observation prop in the game to determine the optimal exit pupil distance for that prop in a real-world scene. This allows for setting different optimal exit pupil distances for different observation props in the game, making the scene observation effects brought about by players using observation props in the game more closely match the prop's own structure, further enhancing the realism of the gaming experience.
[0121] In addition, to enable players to obtain better scene observation effects through in-game observation tools, in one possible implementation, the computer device can also allow players to adjust the exit pupil distance between the game object and the observation tool.
[0122] For example, the computer device can support the player to perform a first trigger operation, which is used to adjust the exit pupil distance corresponding to the visual position. Based on the first trigger operation, the computer device will adjust the position of the prop corresponding to the target observation prop to adjust the exit pupil distance between the visual position and the virtual eyepiece to the exit pupil distance required by the player. Of course, based on the first trigger operation, the computer device can also adjust the visual position of the game object. For example, when the position of the prop observed by the target observation prop remains unchanged, the first trigger operation can be used to move the game object to adjust the visual position; this is not limited here.
[0123] This method allows players to actively adjust the exit pupil distance of game objects, enabling them to obtain the best scene observation effect through target observation tools. This improves the game's operability and freedom, providing players with a more free gaming experience, and also enhances the game's strategic depth, allowing players to achieve the best scene observation effect through rich gameplay.
[0124] The triggering operation for adjusting the exit pupil distance can include multiple types. For example, when the target observation tool is an accessory mounted on other tools, the first triggering operation can be an operation to adjust the mounting method of the target observation tool; or, the first triggering operation can be an operation to move the target observation tool, for example, in... Figure 10In this game, based on trigger operations on trigger controls, the game object moves a target observation tool closer to the visual position to observe the game scene. During the movement, the computer device adds an occlusion image to the first occlusion area of the scene display area based on the occlusion of the visual position by the target observation tool. Furthermore, because the exit pupil distance corresponding to the visual position gradually approaches the optimal exit pupil distance, the computer device also adds an occlusion image to the second occlusion area of the scene display area based on the exit pupil distance before the movement is complete. These two occlusion images together constitute the scene observation effect brought about by the visual position. After the movement is complete, since the visual position is no longer obstructed by the target observation tool and is at the optimal exit pupil distance, both the first and second occlusion areas disappear, allowing the player to obtain the best scene observation effect.
[0125] Furthermore, to enable players to more precisely adjust the exit pupil distance for optimal scene display, one possible implementation is to define the optimal exit pupil distance based on the visual position. The computer device can also display a prompt indicating that the optimal exit pupil distance corresponds to the visual position. For example... Figure 11 As shown, when visual position 1 reaches the optimal exit pupil distance, the computer device will display a prompt message "Optimal exit pupil distance reached!" on the game interface to indicate to the player that the optimal exit pupil distance has been adjusted and the best scene observation effect has been obtained, and no further adjustment is needed.
[0126] This method guides players to adjust to the optimal eye distance while preventing them from needing to adjust further after reaching the optimal distance. This avoids excessive and repetitive operations, improving player efficiency and providing a more efficient gaming experience.
[0127] Understandably, in real-world scenarios, when observing a scene through an eyepiece on a prop, the eyepiece itself has a certain specular reflection capability, thus allowing a portion of the scene to be seen through the eyepiece as a reflection. Based on this, in one possible implementation, to further enhance the realism of the gaming experience, the computer device could also reproduce the specular reflection effect of the eyepiece in the real-world scene.
[0128] In this implementation, the target observation prop may include a virtual eyepiece, and the scene display area is the area where the virtual eyepiece is displayed. The game scene displayed through the scene display area includes a first game scene. The first game scene is used to simulate the game scene observed through the virtual eyepiece; that is, the first game scene is used to simulate the scene observed in a real scene through the overall observation function of the target observation prop, i.e., the scene displayed when light enters from the objective lens, passes through the lens barrel, and exits from the eyepiece. A first occlusion image is used to occlude the first game scene.
[0129] The computer device can also display a second game scene in the scene display area based on the position of the virtual eyepiece and the game scene where the target observation prop is located. This second game scene is used to simulate the game scene observed through the mirror reflection of the virtual eyepiece. Specifically, the computer device can analyze the position of the virtual eyepiece and the game scene it is located in to analyze which game scenes will be reflected by the virtual eyepiece under real mirror reflection, thereby determining the second game scene. Since the second game scene is not the game scene observed through the virtual eyepiece, it is theoretically not affected by the occlusion of the target observation prop. That is, the light used to form the second game scene will not be blocked by the target observation prop. Therefore, the computer device can ensure that the second game scene is not obstructed by the first occluding image, thus guaranteeing the realism of the mirror reflection effect simulated through the second game scene.
[0130] For example, in Figure 12 In this scenario, when the visual positions of the observed prop and the game object are far apart, the first occlusion area becomes the entire scene display area because the visual position is not within the observable range. Therefore, the occlusion image fills the entire scene display area. Simultaneously, the computer device displays a second game scene within this scene display area. This second game scene simulates the game scene displayed through the mirror reflection of a virtual eyepiece, and its display is unaffected by the occlusion image.
[0131] This method accurately simulates the scene observation effect caused by the mirror reflection of a virtual eyepiece in a real-world scene. This allows for a more comprehensive and realistic reproduction of the scene display, further enhancing the realism of the game scene and increasing player immersion. Of course, this mirror reflection effect can be simulated not only on the eyepiece itself. If the target observation prop has other structures capable of producing mirror reflection, the game scene used to simulate the mirror reflection effect can also be displayed in the areas showcasing these structures; there are no limitations on this approach.
[0132] Understandably, in real-world scenarios, the scene displayed by a specular reflection is generated based on the light shining onto the eyepiece. Therefore, the stronger the light, the more transparent the scene reflected by the specular reflection, and vice versa. Based on this, computer devices can reproduce the effect of light intensity on the scene displayed by a specular reflection in game scenes.
[0133] First, the closer the visual position is to the virtual eyepiece, the closer the game object is to the virtual eyepiece. Therefore, the game object blocks more light from reaching the virtual eyepiece, resulting in a weaker specular reflection effect of the virtual eyepiece in a real-world scenario. Based on this, in one possible implementation, when displaying a second game scene in the scene display area according to the position of the virtual eyepiece and the game scene where the target observation prop is located, the computer device can display the second game scene in the scene display area based on the position of the virtual eyepiece, the game scene where the target observation prop is located, and a second distance between the visual position and the virtual eyepiece. The transparency of the second game scene is inversely correlated with the second distance.
[0134] That is, the closer the visual position of the game object is to the virtual eyepiece, the lower the transparency of the second game scene. This allows for the simulation of a scene display effect where the light causing the mirror reflection is constantly blocked, resulting in a progressively worse mirror reflection effect. For example... Figure 13 As shown, based on the trigger operation of the trigger control, the game object gradually moves closer to the distance between the visual position and the virtual eyepiece to observe the game scene through the virtual eyepiece. Initially, the visual position is not within the observable range, so the first occlusion area is the entire scene display area. The computer device displays the occlusion image on the entire virtual eyepiece and a second game scene on the occlusion image to simulate the mirror reflection effect of the virtual eyepiece. As the visual position gradually approaches the virtual eyepiece, because the game object blocks the light shining into the virtual eyepiece, the computer device can gradually reduce the transparency of the second game scene display to simulate the deterioration of the mirror reflection effect due to light obstruction. After the movement is complete, because the game object completely blocks the light shining into the virtual eyepiece, the computer device can make the second game scene completely transparent, primarily demonstrating the observation effect of observing the scene through the virtual eyepiece.
[0135] Therefore, this method can accurately and realistically reproduce the mirror reflection effect under different light obstruction conditions in real-world scenes. On the other hand, when the distance between the visual position and the virtual eyepiece is relatively close, players usually need to observe the game scene through the virtual eyepiece. Therefore, displaying the second game scene with lower transparency can reduce interference with the scene observation effect, so that the scene observation effect can better meet the player's scene observation needs while ensuring realism, and bring a more convenient gaming experience to the player.
[0136] The methods for determining the distance change between the visual position and the virtual eyepiece can be varied. For example, the computer device can directly acquire the positions of the visual position and the virtual eyepiece to analyze the distance change between the two positions. Alternatively, in one possible implementation, the computer device can analyze the distance change between the two positions by analyzing the execution progress of the object's action used to adjust the distance between the visual position and the virtual eyepiece.
[0137] For example, based on a second trigger operation, the computer device displays a game object performing a target object action. This second trigger operation instructs the game object to perform the target object action, which reduces the aforementioned second distance. Therefore, the greater the progress of the target object action, the greater the reduction in the second distance, and the closer the second distance is. Based on this, the computer device can set the transparency of the second game scene to be positively correlated with the progress of the target object action, and can also achieve an increase in the transparency of the second game scene as the second distance decreases.
[0138] In this method, the computer device only needs to obtain the execution progress of the target object's action (such as the number of frames in the animation corresponding to the target object's action) to accurately adjust the transparency of the second game scene, without needing to obtain data from multiple locations for analysis, thus reducing the processing load on the computer device. For example, the target object's action can be... Figure 13 The action of zooming in through the virtual eyepiece to observe the scene can be accompanied by a continuous reduction in the transparency of the second game scene by the computer device as the action progresses.
[0139] Furthermore, as mentioned above, in real-world scenarios, the stronger the light intensity, the better the specular reflection effect. Based on this, in another possible implementation, when displaying a second game scene in the scene display area according to the position of the virtual eyepiece and the game scene where the target observation prop is located, the computer device can display the second game scene in the scene display area based on the position of the virtual eyepiece, the game scene where the target observation prop is located, and the ambient light intensity corresponding to the game scene where the target observation prop is located. The transparency of the second game scene is inversely correlated with the ambient light intensity; the stronger the ambient light intensity in the game scene, the lower the transparency of the second game scene displayed through the virtual eyepiece, and the clearer the display of the second game scene. This allows the specular reflection effect of the virtual eyepiece to better match the ambient light intensity in the game scene, further enhancing the realism of the gaming experience.
[0140] Furthermore, it's understandable that in real-world scenarios, significant changes in the position of the observation prop can lead to poor focusing of light passing through it, resulting in a blurred view of the scene. Therefore, in one possible implementation, the computer device can adjust the clarity of the game scene displayed in the scene display area based on the magnitude of the positional change of the target observation prop. Clarity is inversely correlated with the magnitude of the positional change; that is, the greater the positional change of the target observation prop, the lower the clarity of the game scene seen through the scene display area. For example, when the game character holds the target observation prop and remains stationary or moves steadily, the clarity of the game scene displayed through the scene display area is high; when the game character holds the target observation prop and runs rapidly, the positional change of the target observation prop is greater, and the clarity of the game scene displayed through the scene display area is lower.
[0141] This method accurately simulates the impact of changes in the position of observation props on the clarity of the scene observed through those props in real-world scenarios. This makes the scene observation experience more realistic for players, and to a certain extent, it also makes the game actions that players can take more in line with real-world rules. It can prevent players from making actions that affect the game balance. For example, this method can reduce the scene observation accuracy when players are controlling game objects to run rapidly, thereby reducing the shooting accuracy of players controlling game objects. It avoids the unrealistic game action of players controlling game objects to perform high-precision shooting while running rapidly, thus improving the game's balance.
[0142] The various interaction methods provided above can be implemented individually or in combination to bring players a more realistic gaming experience. For example, in a practical application scenario, such as... Figure 14As shown, the target observation tool is a virtual scope, used to observe the game scene at 2x magnification. The scene display area is the area used to display the virtual scope. Trigger controls are displayed on the game interface. Based on the trigger operation of these controls, the game object can be instructed to perform the action of "opening the scope." This action is used to zoom in on the distance between the virtual scope and the viewpoint, allowing observation of the game scene through the virtual scope.
[0143] At the start of an object's action, the visual position is not within the observable range defined by the central axis of the virtual scope and the edge of the virtual lens barrel on one side of the virtual eyepiece. Therefore, the first occlusion area is the entire scene display area, and the computer device adds an occlusion image to this entire scene display area. Simultaneously, because the game object's occlusion of the light shining onto the virtual eyepiece is relatively weak at this time, the computer device further adds a second game scene on top of the occlusion image to simulate the reflection effect of the virtual eyepiece on the game scene.
[0144] During the execution of object actions, as the distance between the visual position and the central axis of the virtual scope gradually decreases, the first occlusion area used to simulate the scene occlusion effect of the virtual scope barrel becomes smaller and smaller, allowing the player to see the game scene displayed at second magnification. Simultaneously, because the exit pupil distance between the visual position and the virtual eyepiece is still greater than the optimal exit pupil distance, the computer device adds an occlusion image to the second occlusion area (edge area) in the scene display area to simulate the field-of-view occlusion effect caused by the excessive exit pupil distance. As the exit pupil distance corresponding to the visual position gets closer, the second occlusion area also becomes smaller, disappearing when the optimal exit pupil distance is reached. Furthermore, as the visual position gradually approaches the virtual eyepiece, the occlusion effect of the game object on the light shining towards the virtual eyepiece becomes stronger, leading to an increasing transparency of the second game scene displayed through the scene display area.
[0145] When the structure of the observation props is different, the computer device can analyze different observable position ranges and different optimal exit pupil distances. This will cause the scene observation effect seen by the player through the scene display area to change differently when the game object performs the same object action. For example, the larger the observable position range, the sooner the player will see the game scene through the scene display area.
[0146] After the object's action is completed, the visual position will reach the optimal exit pupil distance and be located on the central axis of the virtual scope. The virtual scope tube has the weakest light-blocking effect. Therefore, neither the first nor the second occlusion area determined by the computer device exists. The player can see the largest and clearest game scene through the scene display area. At this time, the transparency of the second game scene displayed by the computer device is at its highest level to simulate the effect that the light shining into the virtual eyepiece is completely blocked by the game object.
[0147] In the above ways, computer devices can improve the realism of the action of opening a scope in several ways:
[0148] 1. Computer equipment can simulate the occlusion effect of the virtual scope barrel on scene observation at different positions during the movement of a mobile virtual scope.
[0149] 2. Computer equipment can simulate different scene observation effects when observing game scenes through virtual eyepieces at visual positions corresponding to different exit pupil distances.
[0150] 3. Computer equipment can simulate the specular reflection effect caused by light shining on the virtual eyepiece, and at the same time simulate the changes in the specular reflection effect under different light blocking conditions.
[0151] 4. Computer equipment can simulate the impact of different prop position changes on the clarity of the game scene observed through the prop.
[0152] 5. Computer equipment can determine different observable position ranges and optimal exit pupil distances for observation props with different prop structures, so that when the same object action is performed on observation props with different prop structures, different scene observation effects can be brought about.
[0153] Combining the above five aspects, this application can provide a smoother, more natural, and more realistic scene observation function, providing players with a more realistic gaming experience and enhancing their immersion.
[0154] Based on the interaction method provided in the above embodiments, this application also provides an interaction device, see [link to related document]. Figure 15 , Figure 15 A structural block diagram of an interactive device provided in this application is shown. The device 1500 includes a first display unit 1501, a first determination unit 1502, and a second display unit 1503.
[0155] The first display unit 1501 is used to display a target observation prop in the game program. The target observation prop has a corresponding scene display area. The target observation prop is used to observe the game scene in the game program. The scene display area is used to display the game scene observed through the target observation prop.
[0156] The first determining unit 1502 is used to determine a first occlusion area in the scene display area based on the visual position corresponding to the game object, the prop position corresponding to the target observation prop, and the prop structure corresponding to the target observation prop. The visual position is used to determine the game scene observed through the vision of the game object.
[0157] The second display unit 1503 is used to display a first occlusion image in the first occlusion area. The first occlusion image is used to occlude the game scene displayed through the first occlusion area. The first occlusion image is used to simulate the occlusion effect of the target observation prop on the game scene observed by the target observation prop when the game object observes the game scene through the target observation prop.
[0158] In one possible implementation, the target observation prop is a virtual scope, which consists of a transparent virtual eyepiece, a transparent virtual objective lens, and an opaque virtual lens barrel. The first occlusion image is used to simulate the occlusion effect of the virtual lens barrel on the game scene observed through the target observation prop when the game object observes the game scene through the target observation prop. The scene display area is the area displaying the virtual eyepiece, and the game scene displayed through the scene display area is used to simulate the game scene observed through the virtual eyepiece. The first determining unit 1502, based on the visual position corresponding to the game object, is specifically used for:
[0159] Based on the position of the central axis point of the virtual sight and the position of the edge of the virtual scope barrel on one side of the virtual eyepiece, the observable position range corresponding to the target observation tool is determined. The observable position range is a cone-shaped position range formed by rays starting from the central axis point and passing through the edge of the scope barrel.
[0160] Based on the fact that the visual position is not within the range of the observation position, the scene display area is determined as the first occlusion area;
[0161] Based on the fact that the visual position is within the observation position range, the first occlusion area is determined according to the first distance between the visual position and the central axis of the virtual aiming scope, and the size of the first occlusion area is positively correlated with the first distance.
[0162] In one possible implementation, the first occlusion area is a region that fits the edge of the scene display area, and the relative positional relationship between the region edge and the central axis matches the relative positional relationship between the visual position and the central axis.
[0163] In one possible implementation, the device further includes a second determining unit and a first adjusting unit:
[0164] The second determining unit is used to determine the exit pupil distance corresponding to the visual position based on the visual position corresponding to the game object, the prop position corresponding to the target observation prop, and the prop structure corresponding to the target observation prop. The exit pupil distance is the distance from the visual position to the virtual eyepiece of the target observation prop. The scene display area is the area for displaying the virtual eyepiece. The game scene displayed through the scene display area is used to simulate the game scene observed through the virtual eyepiece.
[0165] The first adjustment unit is used to adjust the display effect of the game scene displayed through the scene display area according to the exit pupil distance and the optimal exit pupil distance corresponding to the target observation prop. When the exit pupil distance corresponding to the visual position is the optimal exit pupil distance, the clarity of the game scene displayed in the scene display area is the highest, and the range of the game scene displayed in the scene display area is the largest.
[0166] In one possible implementation, the first adjustment unit is specifically used for:
[0167] Based on the fact that the exit pupil distance is less than the optimal exit pupil distance, the clarity of the game scene displayed through the scene display area is adjusted, and the clarity is positively correlated with the exit pupil distance.
[0168] In one possible implementation, the first adjustment unit is specifically used for:
[0169] Based on the fact that the exit pupil distance is greater than the optimal exit pupil distance, a second occlusion area is determined in the scene display area. The second occlusion area is the edge area of the scene display area, and the size of the second occlusion area is positively correlated with the exit pupil distance.
[0170] A second occlusion image is displayed within the second occlusion area. The second occlusion image is used to occlude the game scene displayed through the second occlusion area.
[0171] In one possible implementation, the optimal exit pupil distance is determined based on the prop structure corresponding to the target observation prop, and the optimal exit pupil distance is different for observation props with different prop structures.
[0172] In one possible implementation, the device further includes a second adjustment unit:
[0173] The second adjustment unit is used to adjust the position of the prop corresponding to the target observation prop based on the first trigger operation, wherein the first trigger operation is used to adjust the exit pupil distance corresponding to the visual position.
[0174] In one possible implementation, the device further includes a third display unit:
[0175] The third display unit is used to display a prompt message based on the exit pupil distance corresponding to the visual position being the optimal exit pupil distance. The prompt message is used to indicate that the exit pupil distance corresponding to the visual position is the optimal exit pupil distance.
[0176] In one possible implementation, the target observation prop includes a virtual eyepiece, the scene display area is the area for displaying the virtual eyepiece, the game scene displayed through the scene display area includes a first game scene, the first game scene is used to simulate the game scene observed through the virtual eyepiece, the first occlusion image is used to occlude the first game scene, and the device further includes a fourth display unit:
[0177] The fourth display unit is used to display a second game scene in the scene display area according to the position of the virtual eyepiece and the game scene where the target observation prop is located. The second game scene is used to simulate the game scene observed through the mirror reflection of the virtual eyepiece. The second game scene is not obscured by the first occlusion image.
[0178] In one possible implementation, the fourth display unit is specifically used for:
[0179] Based on the position of the virtual eyepiece, the game scene where the target observation prop is located, and the second distance between the visual position and the virtual eyepiece, a second game scene is displayed in the scene display area, and the transparency of the second game scene is inversely correlated with the second distance.
[0180] In one possible implementation, the device further includes a fifth display unit:
[0181] The fifth display unit is used to display the game object performing a target object action based on the second trigger operation. The target object action is used to reduce the second distance, and the transparency of the second game scene is positively correlated with the execution progress of the target object action.
[0182] In one possible implementation, the root fourth display unit is specifically used for:
[0183] Based on the position of the virtual eyepiece, the game scene where the target observation prop is located, and the ambient light intensity corresponding to the game scene where the target observation prop is located, a second game scene is displayed in the scene display area, and the transparency of the second game scene is inversely correlated with the ambient light intensity.
[0184] In one possible implementation, the device further includes a third adjustment unit:
[0185] The third adjustment unit is used to adjust the clarity of the game scene displayed through the scene display area according to the position change range of the target observation prop, wherein the clarity is inversely correlated with the position change range.
[0186] This application also provides a computer device; please refer to [link to relevant documentation]. Figure 16 As shown, the computer device can be a terminal device; for example, a mobile phone can be used as a terminal device.
[0187] Figure 16 This diagram illustrates a partial structure of a mobile phone related to the terminal device provided in the embodiments of this application. (Reference) Figure 16 The mobile phone includes components such as a radio frequency (RF) circuit 710, a memory 720, an input unit 730, a display unit 740, a sensor 750, an audio circuit 760, a wireless Fidelity (WiFi) module 770, a processor 780, and a power supply 790. Those skilled in the art will understand that... Figure 16 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0188] The following is combined Figure 16 A detailed introduction to each component of a mobile phone:
[0189] RF circuit 710 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with processor 780; additionally, it transmits uplink data to the base station. Typically, RF circuit 710 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), and a duplexer. Furthermore, RF circuit 710 can also communicate wirelessly with networks and other devices. The aforementioned wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).
[0190] The memory 720 can be used to store software programs and modules. The processor 780 executes various mobile phone functions and data processing by running the software programs and modules stored in the memory 720. The memory 720 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 720 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0191] The input unit 730 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 730 may include a touch panel 731 and other input devices 732. The touch panel 731, also known as a touch screen, can 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 731), and drive the corresponding connected devices according to a pre-set program. Optionally, the touch panel 731 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position 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, and sends it to the processor 780, and can also receive and execute commands sent by the processor 780. In addition, the touch panel 731 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 731, the input unit 730 may also include other input devices 732. Specifically, other input devices 732 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.
[0192] The display unit 740 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 740 may include a display panel 741, which may optionally be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar technology. Furthermore, a touch panel 731 may cover the display panel 741. When the touch panel 731 detects a touch operation on or near it, it transmits the information to the processor 780 to determine the type of touch event. Subsequently, the processor 780 provides corresponding visual output on the display panel 741 based on the type of touch event. Although in Figure 16 In this embodiment, the touch panel 731 and the display panel 741 are two separate components to realize the input and output functions of the mobile phone. However, in some embodiments, the touch panel 731 and the display panel 741 can be integrated to realize the input and output functions of the mobile phone.
[0193] The mobile phone may also include at least one sensor 750, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 741 according to the ambient light level, and the proximity sensor can turn off the display panel 741 and / or the backlight when the phone is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, taps), etc. Other sensors that may be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.
[0194] Audio circuit 760, speaker 761, and microphone 762 provide an audio interface between the user and the mobile phone. Audio circuit 760 converts received audio data into electrical signals and transmits them to speaker 761, where speaker 761 converts them into sound signals for output. On the other hand, microphone 762 converts collected sound signals into electrical signals, which are received by audio circuit 760, converted into audio data, and then processed by processor 780 before being transmitted via RF circuit 710 to, for example, another mobile phone, or the audio data can be output to memory 720 for further processing.
[0195] WiFi is a short-range wireless transmission technology. Through the WiFi module 770, mobile phones can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 16 The WiFi module 770 is shown, but it is understood that it is not an essential component of a mobile phone and can be omitted as needed without changing the essence of the invention.
[0196] The processor 780 is the control center of the mobile phone, connecting various parts of the phone through various interfaces and lines. It executes software programs and / or modules stored in the memory 720, and calls data stored in the memory 720 to perform various functions and process data, thereby performing overall detection of the phone. Optionally, the processor 780 may include one or more processing units; preferably, the processor 780 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may also not be integrated into the processor 780.
[0197] The mobile phone also includes a power supply 790 (such as a battery) that supplies power to various components. Preferably, the power supply can be logically connected to the processor 780 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
[0198] Although not shown, mobile phones may also include a camera, Bluetooth module, etc., which will not be described in detail here.
[0199] In this embodiment, the processor 780 included in the terminal device also has the following functions:
[0200] A target observation prop is displayed in the game program. The target observation prop has a corresponding scene display area. The target observation prop is used to observe the game scene in the game program. The scene display area is used to display the game scene observed through the target observation prop.
[0201] Based on the visual position of the game object, the prop position of the target observation prop, and the prop structure of the target observation prop, a first occlusion area in the scene display area is determined, and the visual position is used to determine the game scene observed through the vision of the game object.
[0202] A first occlusion image is displayed in the first occlusion area. The first occlusion image is used to occlude the game scene displayed through the first occlusion area. The first occlusion image is used to simulate the occlusion effect of the target observation prop on the game scene observed through the target observation prop when the game object observes the game scene through the target observation prop.
[0203] This application also provides a server; please refer to [link / reference]. Figure 17 As shown, Figure 17 This is a structural diagram of a server 800 provided in an embodiment of this application. The server 800 can vary significantly due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 822 (e.g., one or more processors) and a memory 832, and one or more storage media 830 (e.g., one or more mass storage devices) for storing application programs 842 or data 844. The memory 832 and storage media 830 can be temporary or persistent storage. The program stored in the storage media 830 may include one or more modules (not shown in the diagram), each module including a series of instruction operations on the server. Furthermore, the CPU 822 may be configured to communicate with the storage media 830 and execute the series of instruction operations in the storage media 830 on the server 800.
[0204] Server 800 may also include one or more power supplies 826, one or more wired or wireless network interfaces 850, one or more input / output interfaces 858, and / or one or more operating systems 841, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.
[0205] The steps performed by the server in the above embodiments can be based on Figure 17 The server structure shown.
[0206] This application also provides a computer-readable storage medium for storing a computer program that executes any one of the interactive methods described in the foregoing embodiments.
[0207] This application also provides a computer program product including a computer program, which, when run on a computer device, causes the computer device to execute the interaction method described in any of the above embodiments.
[0208] It is understood that in the specific implementation of this application, data related to user information (such as operation information) is involved. When the above 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.
[0209] Those skilled in the art will understand that all or part of the steps of the above method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above method embodiments. The aforementioned storage medium can be at least one of the following media: read-only memory (ROM), RAM, magnetic disk, or optical disk, etc., and other media capable of storing program code.
[0210] It should be noted that the various embodiments in this specification are described in a progressive manner, and the same or similar parts between the various embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the description of the method embodiments. The device and system embodiments described above are merely illustrative, and the units described as separate components may or may not be physically separate. The components 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 modules can be selected to achieve the purpose of the solution in this embodiment according to actual needs. Those skilled in the art can understand and implement this without creative effort.
[0211] The above description is merely one specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope 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 interaction method, characterized in that, The method includes: A target observation prop is displayed in the game program. The target observation prop has a scene display area corresponding to the target observation prop. The target observation prop is used to observe the game scene in the game program. The scene display area is used to display the game scene observed through the target observation prop. Based on the visual position of the game object, the prop position of the target observation prop, and the prop structure of the target observation prop, a first occlusion area in the scene display area is determined, and the visual position is used to determine the game scene observed through the vision of the game object. A first occlusion image is displayed in the first occlusion area. The first occlusion image is used to occlude the game scene displayed through the first occlusion area. The first occlusion image is used to simulate the occlusion effect of the target observation prop on the game scene observed through the target observation prop when the game object observes the game scene through the target observation prop.
2. The method according to claim 1, characterized in that, The target observation tool is a virtual scope, which consists of a transparent virtual eyepiece, a transparent virtual objective lens, and an opaque virtual lens barrel. The first occlusion image is used to simulate the occlusion effect of the virtual lens barrel on the game scene observed through the target observation tool when the game object observes the game scene through the target observation tool. The scene display area is the area that displays the virtual eyepiece, and the game scene displayed through the scene display area is used to simulate the game scene observed through the virtual eyepiece. The step of determining the first occlusion area in the scene display area based on the visual position of the game object, the position of the prop corresponding to the target observation prop, and the structure of the prop corresponding to the target observation prop includes: Based on the position of the central axis point of the virtual sight and the position of the edge of the virtual scope barrel on one side of the virtual eyepiece, the observable position range corresponding to the target observation tool is determined. The observable position range is a cone-shaped position range formed by rays starting from the central axis point and passing through the edge of the scope barrel. Based on the fact that the visual position is not within the range of the observation position, the scene display area is determined as the first occlusion area; Based on the fact that the visual position is within the observation position range, the first occlusion area is determined according to the first distance between the visual position and the central axis of the virtual aiming scope, and the size of the first occlusion area is positively correlated with the first distance.
3. The method according to claim 2, characterized in that, The first occlusion area is the area that fits the edge of the scene display area, and the relative positional relationship between the edge of the area and the central axis matches the relative positional relationship between the visual position and the central axis.
4. The method according to claim 1, characterized in that, The method further includes: Based on the visual position corresponding to the game object, the prop position corresponding to the target observation prop, and the prop structure corresponding to the target observation prop, the exit pupil distance corresponding to the visual position is determined. The exit pupil distance is the distance from the visual position to the virtual eyepiece of the target observation prop. The scene display area is the area for displaying the virtual eyepiece. The game scene displayed through the scene display area is used to simulate the game scene observed through the virtual eyepiece. Based on the exit pupil distance and the optimal exit pupil distance corresponding to the target observation prop, the display effect of the game scene displayed through the scene display area is adjusted. When the exit pupil distance corresponding to the visual position is the optimal exit pupil distance, the clarity of the game scene displayed in the scene display area is the highest, and the range of the game scene displayed in the scene display area is the largest.
5. The method according to claim 4, characterized in that, The step of adjusting the display effect of the game scene displayed through the scene display area based on the exit pupil distance and the optimal exit pupil distance corresponding to the target observation prop includes: Based on the fact that the exit pupil distance is less than the optimal exit pupil distance, the clarity of the game scene displayed through the scene display area is adjusted, and the clarity is positively correlated with the exit pupil distance.
6. The method according to claim 4, characterized in that, The step of adjusting the display effect of the game scene displayed through the scene display area based on the exit pupil distance and the optimal exit pupil distance corresponding to the target observation prop includes: Based on the fact that the exit pupil distance is greater than the optimal exit pupil distance, a second occlusion area is determined in the scene display area. The second occlusion area is the edge area of the scene display area, and the size of the second occlusion area is positively correlated with the exit pupil distance. A second occlusion image is displayed in the second occlusion area, the second occlusion image being used to occlude the game scene displayed through the second occlusion area.
7. The method according to claim 4, characterized in that, The optimal exit pupil distance is determined based on the prop structure corresponding to the target observation prop, and the optimal exit pupil distance is different for observation props with different prop structures.
8. The method according to claim 4, characterized in that, The method further includes: Based on the first trigger operation, the position of the prop corresponding to the target observation prop is adjusted, and the first trigger operation is used to adjust the exit pupil distance corresponding to the visual position.
9. The method according to claim 8, characterized in that, The method further includes: Based on the optimal exit pupil distance corresponding to the visual position, a prompt message is displayed, which indicates that the optimal exit pupil distance is the exit pupil distance corresponding to the visual position.
10. The method according to claim 1, characterized in that, The target observation prop includes a virtual eyepiece, the scene display area is the area for displaying the virtual eyepiece, the game scene displayed through the scene display area includes a first game scene, the first game scene is used to simulate the game scene observed through the virtual eyepiece, the first occlusion image is used to occlude the first game scene, and the method further includes: Based on the position of the virtual eyepiece and the game scene where the target observation prop is located, a second game scene is displayed in the scene display area. The second game scene is used to simulate the game scene observed through the mirror reflection of the virtual eyepiece. The second game scene is not obscured by the first occlusion image.
11. The method according to claim 10, characterized in that, The step of displaying a second game scene in the scene display area based on the position of the virtual eyepiece and the game scene where the target observation prop is located includes: Based on the position of the virtual eyepiece, the game scene where the target observation prop is located, and the second distance between the visual position and the virtual eyepiece, a second game scene is displayed in the scene display area, and the transparency of the second game scene is inversely correlated with the second distance.
12. The method according to claim 11, characterized in that, The method further includes: Based on the second trigger operation, the game object is shown to perform a target object action, which is used to reduce the second distance. The transparency of the second game scene is positively correlated with the execution progress of the target object action.
13. The method according to claim 10, characterized in that, The step of displaying a second game scene in the scene display area based on the position of the virtual eyepiece and the game scene where the target observation prop is located includes: Based on the position of the virtual eyepiece, the game scene where the target observation prop is located, and the ambient light intensity corresponding to the game scene where the target observation prop is located, a second game scene is displayed in the scene display area, and the transparency of the second game scene is inversely correlated with the ambient light intensity.
14. The method according to claim 1, characterized in that, The method further includes: Based on the magnitude of the positional change of the target observation prop, the clarity of the game scene displayed through the scene display area is adjusted, and the clarity is inversely correlated with the magnitude of the positional change.
15. An interactive device, characterized in that, The device includes a first display unit, a first determination unit, and a second display unit: The first display unit is used to display a target observation prop in the game program. The target observation prop has a scene display area corresponding to the target observation prop. The target observation prop is used to observe the game scene in the game program. The scene display area is used to display the game scene observed through the target observation prop. The first determining unit is used to determine a first occlusion area in the scene display area based on the visual position corresponding to the game object, the prop position corresponding to the target observation prop, and the prop structure corresponding to the target observation prop. The visual position is used to determine the game scene observed through the vision of the game object. The second display unit is used to display a first occlusion image in the first occlusion area. The first occlusion image is used to occlude the game scene displayed through the first occlusion area. The first occlusion image is used to simulate the occlusion effect of the target observation prop on the game scene observed through the target observation prop when the game object observes the game scene through the target observation prop.
16. A computer device, characterized in that, The computer device includes a processor and memory: The memory is used to store computer programs and to transfer the computer programs to the processor; The processor is configured to execute the interactive method according to any one of claims 1-14 according to instructions in the computer program.
17. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program for performing the interactive method according to any one of claims 1-14.
18. A computer program product comprising a computer program, which, when run on a computer device, causes the computer device to perform the interactive method according to any one of claims 1-14.