Display processing method and electronic device

CN122990134APending Publication Date: 2026-10-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202610971995.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-06-30
Publication Date
2026-10-27

AI Technical Summary

Technical Problem

[0003]然而,当场景中虚拟对象数量庞大时,如团战场景中可能存在大量模型,此时所有模型均需执行完整的六面体相交检测,导致单次裁剪算法的计算量大、中央处理器(Central Processing Unit, CPU)消耗高,进而在移动端或高帧率模式下引发画面卡顿或是模型加载异常,影响玩家体验

Benefits of technology

[0010]本申请实施例提供的显示处理方法、显示处理装置、计算机可读存储介质、电子设备及计算机程序产品,可获取当前三维场景内虚拟摄像机在待渲染的第一画面帧中的第一视锥体参数,其中,所述当前三维场景包括可渲染的多个第一虚拟对象,及基于所述第一视锥体参数,确定目标几何图形,及基于所述目标几何图形和所述视锥体,分别判断每个所述第一虚拟对象是否与所述视锥体相交或位于所述视锥体内侧,及当判定所述第一虚拟对象与所述视锥体相交或位于所述视锥体内侧时,将所述第一虚拟对象确定为能够在所述第一画面帧中出现的目标虚拟对象,并对所述目标虚拟对象执行对应的显示处理,由此可通过目标几何图形实现虚拟对象的筛选,从而避免需对场景内所有模型均执行高复杂度的平截头六面体逐面检测的情况出现,也因此,相较于传统视锥体裁剪方式,渲染与裁剪的处理效率更高,且可降低裁剪算法计算消耗和场景渲染开销,进而提升移动端、大规模团战场景的游戏运行流畅度,适配不同性能终端设备的渲染需求。

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Abstract

The application discloses a display processing method and an electronic device. The method comprises the following steps: acquiring a first view frustum parameter of a virtual camera in a first picture frame to be rendered in a current three-dimensional scene, wherein the current three-dimensional scene comprises a plurality of first virtual objects that can be rendered; determining a target geometric figure based on the first view frustum parameter; determining whether each first virtual object intersects with the view frustum or is located inside the view frustum based on the target geometric figure and the view frustum; when it is determined that the first virtual object intersects with the view frustum or is located inside the view frustum, determining the first virtual object as a target virtual object that can appear in the first picture frame, and performing corresponding display processing on the target virtual object. In this way, the application can realize the screening of virtual objects through the target geometric figure, avoid the situation that all models in the scene need to be subjected to frustum six-face detection, and the rendering and cutting processing efficiency is higher compared with the traditional view frustum clipping mode.
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Description

Technical Field

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

[0002] In rendering optimization for three-dimensional (3D) game engines, frustum clipping is typically used to determine which models are visible in the scene for loading and rendering. The traditional frustum clipping scheme involves obtaining the camera's frustum parameters and performing frustum intersection checks on each virtual object in the scene to determine whether an object is visible.

[0003] However, when there are a large number of virtual objects in the scene, such as a large number of models in a team battle scene, all models need to perform a complete hexahedral intersection detection, which results in a large amount of computation for a single clipping algorithm and high CPU consumption. This can cause screen stuttering or abnormal model loading on mobile devices or in high frame rate mode, affecting the player experience. Summary of the Invention

[0004] This application provides a display processing method and an electronic device that uses target geometry to filter virtual objects, thereby avoiding the need to perform highly complex frustum face-by-face detection on all models in the scene, thus improving the efficiency of rendering and clipping, and consequently improving the smoothness of game operation.

[0005] On one hand, embodiments of this application provide a display processing method, the method comprising: Obtain the first view frustum parameters of the virtual camera in the current 3D scene in the first frame to be rendered, wherein the current 3D scene includes multiple renderable first virtual objects; Based on the first view frustum parameters, a target geometry is determined, wherein the target geometry includes at least one reference geometry for visual filtering of the first virtual object, and the reference geometry includes a first geometry and / or a second geometry. Based on the target geometry and the view frustum, determine whether each of the first virtual objects intersects with the view frustum or is located inside the view frustum; When it is determined that the first virtual object intersects with the view frustum or is located inside the view frustum, the first virtual object is identified as a target virtual object that can appear in the first screen frame, and corresponding display processing is performed on the target virtual object.

[0006] On the other hand, embodiments of this application provide a display processing apparatus, the apparatus comprising: The parameter acquisition module is used to acquire the first view frustum parameters of the virtual camera in the current 3D scene in the first frame to be rendered, wherein the current 3D scene includes multiple renderable first virtual objects; The first determining module is configured to determine a target geometry based on the first view frustum parameters, wherein the target geometry includes at least one reference geometry for visual filtering of the first virtual object, and the reference geometry includes a first geometry and / or a second geometry. The judgment module is used to determine, based on the target geometry and the view frustum, whether each of the first virtual objects intersects with the view frustum or is located inside the view frustum; The processing module is configured to determine the first virtual object as a target virtual object that can appear in the first screen frame when it is determined that the first virtual object intersects with the view frustum or is located inside the view frustum, and to perform corresponding display processing on the target virtual object.

[0007] On the other hand, embodiments of this application provide a computer-readable storage medium storing a computer program adapted for loading by a processor to execute the display processing method as described in any of the above embodiments.

[0008] On the other hand, embodiments of this application provide an electronic device, which includes a processor and a memory. The memory stores a computer program, and the processor executes the display processing method as described in any of the above embodiments by calling the computer program stored in the memory.

[0009] On the other hand, embodiments of this application provide a computer program product, including computer instructions, which, when executed by a processor, implement the display processing method as described in any of the above embodiments.

[0010] The display processing method, display processing device, computer-readable storage medium, electronic device, and computer program product provided in this application embodiment can obtain the first view frustum parameters of a virtual camera in a current three-dimensional scene in a first frame to be rendered. The current three-dimensional scene includes multiple renderable first virtual objects. Based on the first view frustum parameters, a target geometry is determined. Based on the target geometry and the view frustum, it is determined whether each first virtual object intersects with or is located inside the view frustum. When it is determined that a first virtual object intersects with or is located inside the view frustum... When the view frustum is inside the view frustum, the first virtual object is determined as the target virtual object that can appear in the first frame, and the corresponding display processing is performed on the target virtual object. In this way, the virtual object can be filtered through the target geometry, thereby avoiding the need to perform high-complexity frustum face-by-face detection on all models in the scene. Therefore, compared with the traditional view frustum clipping method, the rendering and clipping processing efficiency is higher, and the computational consumption of the clipping algorithm and the scene rendering overhead can be reduced, thereby improving the smoothness of game operation on mobile devices and large-scale team battle scenes, and adapting to the rendering needs of terminal devices with different performance. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 This is one of the flowcharts illustrating the display processing method provided in the embodiments of this application.

[0013] Figure 2 This is a second schematic flowchart of the display processing method provided in the embodiments of this application.

[0014] Figure 3 This is the third flowchart illustrating the display processing method provided in the embodiments of this application.

[0015] Figure 4 This is the fourth flowchart illustrating the display processing method provided in the embodiments of this application.

[0016] Figure 5 This is a schematic diagram of the dynamic adjustment process of the cutting frequency provided in the embodiments of this application.

[0017] Figure 6 This is one of the schematic diagrams of the progressive cropping algorithm provided in the embodiments of this application.

[0018] Figure 7This is the second schematic diagram of the progressive cropping algorithm provided in the embodiments of this application.

[0019] Figure 8 This is a swimlane diagram illustrating the progressive cropping algorithm provided in an embodiment of this application.

[0020] Figure 9 This is a schematic flowchart of the small model size pre-filtering process provided in the embodiments of this application.

[0021] Figure 10 This is a schematic diagram of the structure of the display processing device provided in the embodiments of this application.

[0022] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0023] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0024] This application provides a display processing method, a display processing apparatus, a computer-readable storage medium, an electronic device, and a computer program product. Specifically, the display processing method of this application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, smart TV, wearable smart device, smart vehicle terminal, etc. The terminal can also include a client, which can be a browser client, instant messaging client, or mini-program, etc. The server can be an independent physical server, a server cluster composed of multiple physical servers, or a distributed system. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.

[0025] It should be noted that, in this embodiment, the execution entity of the display processing method can be a terminal device or a server. The terminal device can be a local terminal device or a client device in a cloud platform. This embodiment does not limit the type of execution entity.

[0026] For example, when this display processing method is run on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present a graphical user interface (GUI) and receive instructions generated by the user interacting with the GUI. The processor is used to store applications, generate the GUI, respond to instructions, and control the display of the GUI on the display screen. When the user operates the GUI through the display screen, the GUI can control the local content of the terminal device in response to the received operation instructions. The terminal device can provide the GUI to the user in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection.

[0027] For example, when this display processing method runs on a server, it can be implemented and executed based on a cloud system. The cloud system includes servers and client devices. The application's runtime and the graphical user interface (GUI) presentation are separate; the storage and execution of the display processing method are completed on the server. The GUI presentation, however, is completed on the client. The client is primarily used for data reception, transmission, and GUI presentation. For instance, the client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, or head-mounted display. However, the terminal device performing data processing is the server in the cloud. During this process, the user operates the client to send instructions to the server. The server executes the instructions, encodes and compresses the GUI data, returns it to the client via the network, and finally, the client decodes and outputs the GUI.

[0028] It should be noted that, in this embodiment, the execution entity of the display processing method can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud system. This embodiment does not limit the type of execution entity.

[0029] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0030] In the operating system of a 3D game engine, scene construction is one of the main processes. Various 3D scenes often contain a large number of model objects, covering various types such as game characters, visual effects, buildings, vegetation, and landscapes, which together constitute the virtual game world perceived by the player.

[0031] To accurately and smoothly render these 3D models onto the player's screen, the game engine needs to complete a series of processing tasks through a complete and rigorous rendering pipeline. The rendering pipeline includes multiple stages such as vertex shading, tessellation, and rasterization, each undertaking specific computational and transformation tasks. These stages collectively achieve the conversion of 3D models into 2D screen images. However, a significant resource utilization issue exists in actual rendering: the view frustum only occupies a small portion of the entire 3D scene, or in other words, the area that the player can observe through the camera in any given game frame is only a small fraction of the entire 3D scene. Therefore, the vast majority of models in the scene are outside the camera's field of view and do not need to be displayed on the screen.

[0032] Furthermore, if the engine doesn't perform any optimizations and directly submits all model data within the scene to the Graphics Processing Unit (GPU) for rendering, vertex data of models outside the camera's field of view will still undergo the entire rendering pipeline, ultimately being discarded by the system. This process unnecessarily consumes a large amount of GPU computing resources, causing severe performance degradation. In particular, mobile GPUs have inherent limitations in hardware performance compared to desktop devices, and this resource waste directly leads to issues such as game stuttering, frame rate drops, and device overheating, significantly impacting the player experience.

[0033] To address this issue at its root, view frustum clipping (VFC) technology was developed and has been widely used in 3D game rendering optimization. VFC's function is to pre-determine the visibility of models in the scene before the rendering pipeline begins, removing invisible models located outside the view frustum's field of view. This prevents these models from entering the subsequent rendering process, effectively saving GPU computing resources and improving rendering efficiency. Generally, the larger the number of models in the scene, or the smaller the visible area of ​​the camera's view frustum, the more significant the optimization benefits of VFC become.

[0034] Traditional frustum clipping techniques generally employ a face-by-face inspection method based on a truncated hexahedron. This inspection method has a fixed and standardized workflow, enabling basic model visibility screening. Specifically, the system first needs to construct six clipping planes of the frustum, corresponding to the top, bottom, left, right, near, and far directions of the frustum, serving as references for subsequent clipping inspection.

[0035] After completing the planar construction, the system obtains the bounding sphere data corresponding to each model object in the scene. The bounding sphere data mainly includes the coordinates of the model's center point and the radius of the sphere. These are key parameters for simplifying the model shape and reducing the complexity of detection.

[0036] Subsequently, the system iterates through each clipping plane of the frustum hexahedron, checking the position of the center of the model's bounding sphere relative to the current plane, as well as the distance from the center to the plane. If the center of the model's bounding sphere is located outside a clipping plane, and the distance from the center to that plane is greater than the radius of the bounding sphere, the model is directly determined to be outside the view frustum and is considered an invisible model. This model is then discarded without further plane detection. If the model passes the current plane's detection, the same judgment process is performed on the next plane until all six planes have been checked. Only when the model's bounding sphere successfully passes the detection of all six clipping planes and is not determined to be invisible from the outside by any plane, is the model considered to be within the camera's field of view and thus a visible model. The model's data is then submitted to the rendering pipeline for subsequent rendering processing.

[0037] In addition, the traditional frustum clipping schemes mentioned above have a relatively fixed update frequency, meaning the clipping update frequency is usually synchronized with the game's logical frame rate, which commonly includes 30, 60, 90, or even higher. Therefore, with each logical frame, the system performs a complete clipping detection operation on all models in the scene to ensure that the clipping result remains consistent with the rendering requirements of the current game screen.

[0038] Although the aforementioned traditional view frustum clipping scheme can achieve basic view frustum clipping functions and meet the rendering optimization needs of conventional 3D scenes, in practical applications, especially when facing large-scale, highly complex 3D scenes, this scheme exposes many undeniable defects.

[0039] Firstly, the clipping algorithm itself suffers from excessive computational load and high performance consumption. Specifically, in the traditional frustum clipping scheme, the system independently performs face-by-face detection of a frustum hexahedron on each model in the scene. Each detection involves high-precision mathematical operations, resulting in a high computational complexity for a single detection. When the 3D scene is in a large-scale battle or other special state, the number of models increases dramatically, even reaching thousands. In this case, all models need to undergo the complete hexahedron detection process. The large number of repetitive and complex mathematical operations significantly increases the overall performance consumption of the clipping function, becoming a performance burden in the rendering process. Performance analysis on mobile devices confirms that the clipping algorithm accounts for a high proportion of resource consumption; in other words, the operation of the clipping algorithm directly affects the overall game performance.

[0040] Secondly, the pruning update frequency is set unreasonably, resulting in a large amount of unnecessary redundant calculations. Specifically, in the traditional view frustum pruning scheme mentioned above, the pruning update frequency is completely tied to the logical frame rate. In high frame rate operation mode, the system needs to complete 60 to 90 full scene pruning checks per second. While this high-frequency detection can ensure rendering accuracy, it ignores the actual operating rules of 3D scenes. That is, in most 3D scenes, especially in game modes with fixed or semi-fixed camera perspectives such as the God's-eye view, the camera's field of view changes very slowly, and the view frustum range between two adjacent logical frames is almost identical, resulting in basically the same pruning results. Therefore, the high-frequency repeated pruning checks do not bring actual rendering improvement, but instead continuously consume CPU computing resources, causing unnecessary waste.

[0041] Finally, in actual rendering, the size of the model directly affects its appearance on the screen and resource consumption. Especially in scenes with a fixed camera height from a top-down perspective, models with small bounding boxes (such as various small visual effects and miniature scene props) have an extremely small final display area projected onto the screen, contributing negligibly to the overall game visual quality. However, in the traditional frustum clipping scheme mentioned above, the system performs a complete clipping detection process on these small models, and these models also consume subsequent rendering resources. Furthermore, in large-scale team battles and on low-spec mobile devices, the indiscriminate processing of small models further burdens the device's performance, exacerbating frame rate fluctuations and stuttering, further reducing game stability and player experience.

[0042] For the above issues, please refer to Figure 1 , Figure 1 This is a flowchart illustrating a display processing method provided in an embodiment of this application. It should be noted that the steps shown may be executed in a logical order different from that shown in the flowchart. The method includes: 110: Obtain the first view frustum parameters of the virtual camera in the current 3D scene in the first frame to be rendered, where the current 3D scene includes multiple renderable first virtual objects; 120: Based on the first view frustum parameters, determine the target geometry, wherein the target geometry includes at least one reference geometry for visual filtering of the first virtual object, and the reference geometry includes the first geometry and / or the second geometry. 130: Based on the target geometry and the view frustum, determine whether each first virtual object intersects with the view frustum or is located inside the view frustum; 140: When it is determined that the first virtual object intersects with the view frustum or is located inside the view frustum, the first virtual object is identified as a target virtual object that can appear in the first screen frame, and the corresponding display processing is performed on the target virtual object.

[0043] Specifically, traditional frustum clipping schemes typically perform face-by-face frustum detection on each model. However, this results in high computational complexity per detection, and the clipping algorithm consumes significant CPU resources when there are many scene models, thus impacting game performance on mobile devices. Therefore, this application provides a method for determining target geometry based on frustum parameters, combining the target geometry with the frustum to perform visibility filtering on virtual objects, and rendering only visible target virtual objects. Specifically, in this application embodiment, the electronic device first extracts the frustum parameters corresponding to the virtual camera, generates target geometry based on these parameters as a pre-screening tool, filters out some invisible virtual objects using the target geometry, and then performs traditional frustum intersection determination only on the remaining virtual objects. Finally, the virtual objects deemed visible are sent to the GPU pipeline for rendering. This reduces the number of virtual models requiring frustum intersection determination by using the target geometry, thereby reducing CPU consumption in the clipping process while ensuring complete rendering and eliminating obvious visual defects.

[0044] In some embodiments, the current 3D scene can be understood as a 3D spatial operating environment that includes all virtual models, special effects, and environmental materials. In other words, the current 3D scene contains all renderable elements that are to be included in the visibility screening.

[0045] In one example, the current 3D scene contains an outdoor battle scene from a top-down team battle game, and the scene contains multiple renderable elements such as characters, skill effects, buildings, vegetation, and ground decorations.

[0046] In some embodiments, a virtual camera can be understood as a rendering camera in a game engine that simulates the player's visual perspective, the field of view of which is defined by a view frustum.

[0047] In some embodiments, the first frame to be rendered can be understood as a single frame that the game rendering pipeline currently needs to generate, process, and output to the screen.

[0048] In one example, the first frame to be rendered is the battle scene that needs to be rendered at frame 1200 during the game's operation.

[0049] In some embodiments, the first view frustum parameter can be understood as a parameter used to define the field of view of the virtual camera, and can be used to determine the spatial shape, position and orientation of the view frustum.

[0050] In some examples, the first view frustum parameters include the horizontal field of view (FOV_h), screen aspect ratio (AR), near clipping plane distance (Z_near), far clipping plane distance (Z_far), camera world coordinates (P_cam), and camera orientation unit vector (D).

[0051] In some embodiments, the first virtual object can be understood as all virtual models, effects, and scene objects in the current three-dimensional scene that have renderable attributes and need to participate in visibility judgment.

[0052] In some examples, the first virtual object includes game character models, skill effect models, scene building models, vegetation models, particle effect models, etc.

[0053] In some embodiments, the target geometry can be understood as a geometric structure generated based on the parameters of the first view frustum and composed of at least one type of reference geometry. The computational complexity of intersecting through the target geometry is lower than that of intersecting through the six planes of the view frustum. Therefore, the target geometry is used to quickly eliminate virtual objects that are not in the visible range.

[0054] In some embodiments, the first geometry can be understood as the circumscribed geometry that completely encloses the view frustum, used to quickly cull virtual objects that are clearly outside the view frustum.

[0055] In some embodiments, the reference geometry can be understood as the basic geometric unit constituting the target geometry, and may specifically include at least one of two types: a first geometry and a second geometry. The first geometry and the second geometry correspond to different screening accuracies and computational costs, and can be used individually or in combination.

[0056] In some examples, the first geometry is a circumscribed sphere with the geometric center of the view frustum as its center and the distance from the center to the vertex of the far facet as its radius. The geometric center of the view frustum is the midpoint of the line connecting the center of the near facet and the center of the far facet of the view frustum.

[0057] In some examples, the first geometry is an axis-aligned bounding box (AABB) of the view frustum.

[0058] In some embodiments, the second geometry can be understood as the circumscribed geometry that is wrapped by or intersects with the view frustum, used to further filter out invisible virtual objects.

[0059] In one example, the second geometry is a cone with the camera's world coordinates P_cam as its vertices and the camera's orientation unit vector D as its axis.

[0060] In one example, the second geometry is an inscribed cuboid of a view frustum.

[0061] In some embodiments, intersection or being located inside the view frustum can be understood as the virtual object's bounding volume having spatial overlap with the view frustum, or being completely within the view frustum's visible range, belonging to a visible state that needs to be rendered.

[0062] In some embodiments, the target virtual object can be understood as a visible virtual object that is determined to appear in the first screen frame after visibility determination.

[0063] In some embodiments, display processing can be understood as submitting the model vertices, textures, and material data of the selected target virtual object to the GPU rendering pipeline, sequentially executing rendering steps such as vertex shading, rasterization, and fragment shading, and finally generating a pixel image output to the display device.

[0064] In one example, the display processing involves passing mesh data of multiple target virtual objects to the GPU, performing vector rendering and color overlay, and outputting the complete battle screen to the player's mobile phone screen.

[0065] To more clearly illustrate the display processing method provided in the embodiments of this application, please refer to the following exemplary description: First, the rendering engine running on the electronic device obtains the first view frustum parameters of the virtual camera in the first frame to be rendered within the current 3D team battle scene, and at the same time reads the data of all 1650 renderable first virtual objects in the scene.

[0066] Then, based on the first view frustum parameters, the rendering engine, combined with geometric center calculation and spherical / conical parameter derivation, generates the target geometry composed of the first and second geometric shapes.

[0067] Next, using a pre-defined intersection determination algorithm, hierarchical visibility filtering is performed on each first virtual object sequentially. This involves first determining whether each first virtual object intersects with or is located inside at least one of the first or second geometric figures, thus performing the first layer of visibility filtering. For the remaining candidate objects that have passed the first layer of visibility filtering, intersection detection using the six clipping planes of the view frustum is performed.

[0068] Finally, objects that are determined to intersect with the view frustum or are located inside the view frustum are marked as target virtual objects. The model data of all target virtual objects are input into the GPU rendering pipeline so that the rendering pipeline processes only the valid models based on the visibility determination results, performs graphics rendering calculations, and finally outputs the first frame of the complete, non-redundant model to the display device.

[0069] Thus, in this embodiment, the first view frustum parameters of the virtual camera in the current 3D scene in the first frame to be rendered can be obtained. The current 3D scene includes multiple renderable first virtual objects. Based on the first view frustum parameters, target geometry is determined. Based on the target geometry and the view frustum, it is determined whether each first virtual object intersects with the view frustum or is located inside the view frustum. When it is determined that the first virtual object intersects with the view frustum or is located inside the view frustum, the first virtual object is determined as a target virtual object that can appear in the first frame, and corresponding display processing is performed on the target virtual object. Thus, the virtual object can be filtered through the target geometry, thereby avoiding the need to perform high-complexity frustum face-by-face detection on all models in the scene. Therefore, compared with the traditional view frustum clipping method, the rendering and clipping processing efficiency is higher, and the computational consumption of the clipping algorithm and the scene rendering overhead can be reduced, thereby improving the smoothness of game operation on mobile devices and large-scale team battle scenes, and adapting to the rendering needs of terminal devices with different performance.

[0070] Please see Figure 2 , Figure 2 This is a flowchart illustrating a display processing method provided in an embodiment of this application. It should be noted that the steps shown may be executed in a logical order different from that shown in the flowchart. Specifically, as... Figure 2 As shown, in some embodiments provided in this application, a first geometric shape encompasses the view frustum corresponding to the virtual camera, and a second geometric shape is encompassed by the view frustum or at least partially intersects with the view frustum. Furthermore, the display processing method provided in the embodiments of this application further includes: 150: Determine the third geometry that can wrap the first virtual object.

[0071] Accordingly, step 130 above includes: 131: Based on the target geometry, the view frustum, and the third geometry corresponding to each first virtual object, determine whether each first virtual object intersects with the view frustum or is located inside the view frustum.

[0072] Specifically, the first virtual object in a 3D scene may be a complex, irregular geometric shape. Therefore, if the intersection and position determination with the target geometry and view frustum are directly performed on the first virtual object itself, it is necessary to traverse the vertices of the virtual object to perform complex geometric calculations. This not only consumes a large amount of CPU computing resources but also causes game rendering stuttering and increased device power consumption. Based on this, in some embodiments provided in this application, the electronic device can determine a third geometric shape that can completely enclose the first virtual object for each first virtual object in the scene. This simplifies the complex, irregular virtual object into a regular geometric shape. Then, the third geometric shape of each virtual object can be used as a detection object, and the visibility determination of the first virtual object can be completed by combining the target geometry and view frustum. This replaces the high-complexity original object detection with low-complexity regular geometric shape detection.

[0073] In some embodiments, the third geometry can be understood as a regular geometric body used to completely enclose all geometric vertices of the first virtual object and simplify the object's spatial form. Therefore, it can be regarded as a simplified proxy carrier for the first virtual object to perform fast intersection detection in view frustum clipping. The third geometry has fewer geometric parameters and simpler computational logic, thus reducing the computational load of position and intersection determination to a certain extent.

[0074] In some examples, the third geometric figure is a circumscribed sphere, which is a sphere formed with the geometric center of the first virtual object as its center and the minimum distance that can enclose all vertices of the object as its radius. For each first virtual object, only the coordinates of the center of the corresponding circumscribed sphere and its radius need to be recorded to complete the representation of the spatial range of the first virtual object.

[0075] Thus, in this embodiment, a third geometric shape that can wrap around the first virtual object can be determined. Based on the target geometric shape, the view frustum, and the third geometric shape corresponding to each first virtual object, it can be determined whether each first virtual object intersects with the view frustum or is located inside the view frustum. Therefore, when the first virtual object is a complex and irregular geometric shape, the intersection or inner / outer position can be determined simply and efficiently through the third geometric shape corresponding to the first virtual object. This avoids the situation of directly performing high-complexity judgments on the original virtual object, thereby reducing computational overhead and improving the execution efficiency of view frustum clipping.

[0076] Please see Figure 3 , Figure 3 This is a schematic flowchart illustrating the display processing method provided in an embodiment of this application. Specifically, as shown... Figure 3 As shown, in some embodiments provided in this application, step 131 includes: 1310: Determine whether the third geometric figure corresponding to the first virtual object intersects with the target geometric figure or is located inside the target geometric figure; 1311: When it is determined that the third geometric figure corresponding to the first virtual object intersects with the target geometric figure or is located inside the target geometric figure, the first virtual object is determined as the second virtual object; 1312: Determine whether the third geometric figure corresponding to the second virtual object intersects with the view frustum or is located inside the view frustum.

[0077] Specifically, considering that there are a large number of first virtual objects in the 3D scene, if the third geometry corresponding to all the first virtual objects is directly subjected to precise intersection and position judgment with the view frustum, a large number of objects that are completely outside the visible range will still participate in high-complexity calculations. This will not only occupy a lot of CPU computing resources, resulting in reduced game rendering efficiency, device overheating and lag, but also cause computational redundancy in the view frustum clipping process.

[0078] Based on this, in some embodiments provided in this application, the electronic device can first quickly filter out potentially visible second virtual objects through target geometry, and then perform precise frustum judgment only on the second virtual objects, thereby greatly reducing the amount of computation for precise detection in a hierarchical filtering manner.

[0079] In some embodiments, the second virtual object can be understood as the first virtual object that, after being coarsely screened by the target geometry, is determined to be likely to enter the camera's field of view and requires further precise detection of the view frustum.

[0080] In some examples, when a 3D scene contains thousands of first virtual objects such as buildings, characters, and vegetation, after the target geometry is used for coarse screening, only a few hundred objects that meet the criteria will be identified as second virtual objects. The remaining objects can be regarded as invisible objects and are therefore ignored or eliminated. It is no longer determined whether these objects intersect with the view frustum or are located inside the view frustum.

[0081] Thus, in this embodiment, it can be determined whether the third geometric shape corresponding to the first virtual object intersects with or is located inside the target geometric shape. When it is determined that the third geometric shape corresponding to the first virtual object intersects with or is located inside the target geometric shape, the first virtual object is identified as the second virtual object. It can also be determined whether the third geometric shape corresponding to the second virtual object intersects with or is located inside the view frustum. This allows for the filtering out of some objects in all the first virtual objects through the target geometric shape, thereby reducing the number of second virtual objects that need to be accurately detected for visibility through the view frustum. This reduces the computational load and CPU overhead, and improves the execution efficiency of view frustum clipping.

[0082] In some embodiments provided in this application, step 1310 includes: determining whether the third geometric figure corresponding to the first virtual object intersects with or is located inside the first geometric figure; when it is determined that the third geometric figure corresponding to the first virtual object intersects with or is located inside the first geometric figure, determining whether the third geometric figure corresponding to the first virtual object intersects with or is located inside the second geometric figure.

[0083] Specifically, in some embodiments provided in this application, the electronic device can first complete the first round of rapid screening using the first geometric shape with the lowest computational complexity, and then complete the second round of precise screening using the second geometric shape, so as to gradually narrow down the range of objects to be detected through hierarchical screening.

[0084] Thus, in this embodiment of the application, it can be determined whether the third geometric figure corresponding to the first virtual object intersects with or is located inside the first geometric figure. When it is determined that the third geometric figure corresponding to the first virtual object intersects with or is located inside the first geometric figure, it can be determined whether the third geometric figure corresponding to the first virtual object intersects with or is located inside the second geometric figure. Therefore, a first round of screening of the first virtual object with lower precision can be performed through the first geometric figure to quickly eliminate invisible virtual objects. Then, a second round of screening of the first virtual object with higher precision can be performed through the second geometric figure, thereby gradually narrowing the range of objects to be detected through hierarchical screening.

[0085] In some embodiments provided in this application, step 1311 includes: when it is determined that the third geometric figure corresponding to the first virtual object intersects with the second geometric figure or is located inside the second geometric figure, the first virtual object is determined as the second virtual object.

[0086] Specifically, considering that using only the detection results of the first geometric shape as the initial screening criterion for the second virtual object would result in a large number of first virtual objects that only passed the broad coarse screening and are actually still outside the visible range of the viewing cone being included in the detection queue, leading to the retention of a large number of invalid detection objects, in some embodiments provided in this application, the electronic device can only determine the first virtual objects detected by the intersection / inner side of the second geometric shape as the second virtual object, thereby tightening the screening threshold and reducing the number of objects to be accurately detected subsequently.

[0087] Thus, in this embodiment of the application, when it is determined that the third geometric shape corresponding to the first virtual object intersects with the second geometric shape or is located inside the second geometric shape, the first virtual object can be identified as the second virtual object, thereby reducing the number of objects entering subsequent accurate detection, reducing the computational overhead of view frustum clipping, and improving clipping processing efficiency.

[0088] In some embodiments provided in this application, the third geometric figure is the first circumscribed sphere of the first virtual object, and the first geometric figure is the second circumscribed sphere of the view frustum. Furthermore, the step of determining whether the third geometric figure corresponding to the first virtual object intersects with or is located inside the first geometric figure includes: determining whether the distance between the centers of the spheres is greater than the sum of the sphere radii, wherein the distance between the centers of the spheres is the distance between the centers of the first and second circumscribed spheres of the first virtual object, and the sum of the sphere radii is the sum of the radii of the first and second circumscribed spheres of the first virtual object; when the distance between the centers of the spheres is determined to be greater than the sum of the sphere radii, the first virtual object is determined to be located outside the second circumscribed sphere and does not intersect with it; when the distance between the centers of the spheres is determined to be less than or equal to the sum of the sphere radii, the first virtual object is determined to be located inside the second circumscribed sphere or intersect with it.

[0089] Specifically, in the process of selecting the first virtual object through the first geometric shape, if the spatial relationship between the first geometric shape and the first virtual object is determined by multi-plane judgment, complex geometric intersection calculation, etc., a large number of vector dot products and spatial geometric operations need to be performed. Such operations require a large amount of CPU computing resources, which leads to an increase in the time consumption of the clipping process and a decrease in the game rendering frame rate.

[0090] Based on this, in some embodiments provided in this application, the third geometric figure corresponding to the first virtual object can be the first circumscribed sphere of the first virtual object, and the first geometric figure that encloses the viewing cone is the second circumscribed sphere of the viewing cone. Then, the electronic device can calculate the sum of the distance between the centers of the two circumscribed spheres and the sphere radius and make numerical comparisons, thereby completing the intersection and position determination of the first virtual object and the first geometric figure with simple mathematical judgment logic, and realizing rapid first-round screening.

[0091] In some embodiments, the first circumscribed sphere can be understood as the smallest sphere that can completely enclose all geometric vertices of the first virtual object, and spatial positioning can be completed using only the coordinates of the sphere's center and its radius.

[0092] In some embodiments, the second circumscribed ball can be understood as a sphere capable of completely enclosing the game's view frustum, which can be used to quickly filter virtual objects outside the visible range.

[0093] In some embodiments, the distance between the centers of the spheres refers to the straight-line distance in three-dimensional space between the center of the first circumscribed sphere and the center of the second circumscribed sphere of the first virtual object.

[0094] In some embodiments, the sum of sphere radii refers to the sum of the radii of the first circumscribed sphere and the radii of the second circumscribed sphere.

[0095] To more clearly illustrate the intersection determination process between the virtual object and the first geometric figure in this embodiment, please refer to the following exemplary description: When performing a coarse screening test on the first virtual object, the coordinates of the center of the first circumscribed sphere and the radius parameters of the second circumscribed sphere are first obtained. Then, the distance D between the centers of the first circumscribed sphere and the second circumscribed sphere is calculated using the three-dimensional spatial distance formula. At the same time, the radius R1 of the first circumscribed sphere and the radius R2 of the second circumscribed sphere are added together to obtain the total radius Rt, which is equal to R1 plus R2.

[0096] Then, the distance D between the centers of the spheres is compared with the total radius Rt of the spheres. If it is determined that the distance D between the centers of the spheres is greater than the total radius Rt, then the first virtual object is directly determined to be outside the second circumscribed sphere and the two do not intersect. The first virtual object does not need to enter the subsequent detection stage. If it is determined that the distance D between the centers of the spheres is less than or equal to the total radius Rt, then the first virtual object is determined to be inside the second circumscribed sphere or intersect with the second circumscribed sphere. The first virtual object is retained and enters the next stage of the detection process.

[0097] Thus, in this embodiment, based on the second circumscribed sphere of the view frustum and the first circumscribed sphere of the first virtual object, it can be determined whether the distance between the centers of the spheres is greater than the sum of the sphere radii. When it is determined that the distance between the centers of the spheres is greater than the sum of the sphere radii, it is determined that the first virtual object is located outside the second circumscribed sphere and does not intersect with the second circumscribed sphere. When it is determined that the distance between the centers of the spheres is less than or equal to the sum of the sphere radii, it is determined that the first virtual object is located inside the second circumscribed sphere or intersects with the second circumscribed sphere. Therefore, the intersection relationship and the inner and outer position relationship between the first geometric figure and the first virtual object can be determined through relatively simple numerical comparison calculations.

[0098] In some embodiments provided in this application, the first view frustum parameters include the horizontal field of view angle, screen aspect ratio, distance to the far clipping plane, camera position, and camera orientation vector. The second geometric figure is the circumscribed cone of the view frustum. The vertex of the circumscribed cone is the camera position. The axis of the circumscribed cone is parallel to the camera orientation vector. The generatrix length of the circumscribed cone is the distance from the camera position to the vertex of the far clipping plane. The half-angle of the circumscribed cone is determined by the horizontal field of view angle and the screen aspect ratio.

[0099] Specifically, in some embodiments provided in this application, the first view frustum parameters include the horizontal field of view angle, screen aspect ratio, distance to the far clipping plane, camera position, and camera orientation vector, while the second geometry is the external cone of the view frustum determined by the camera position, camera orientation vector, and distance to the far clipping plane in the first view frustum parameters.

[0100] In some embodiments, the horizontal field of view refers to the visible opening angle of the virtual camera in the horizontal direction.

[0101] In some examples, the horizontal field of view can be 90°, 120°, etc.

[0102] In some embodiments, the screen aspect ratio refers to the ratio of the width to the height of the game rendered screen.

[0103] In some examples, the screen aspect ratio can be 16:9 or 4:3.

[0104] In some embodiments, the far clipping plane distance refers to the vertical distance from the virtual camera position to the far clipping plane of the view frustum, representing the distance of the camera's farthest visible boundary, and can be flexibly set according to the size of the 3D scene.

[0105] In some embodiments, the camera position refers to the world coordinate point of the virtual camera in the game's 3D scene, used to determine the camera's spatial positioning.

[0106] In some embodiments, the camera orientation vector refers to a three-dimensional unit vector representing the viewing direction of the virtual camera lens, used to define the camera's visual orientation.

[0107] In some embodiments, a circumscribed cone refers to a conical geometry that completely encloses the apparent cone. The vertex of the circumscribed cone is its pointed tip, which is the starting point of the circumscribed cone. The axis of the circumscribed cone is its central axis of symmetry, also a straight line passing through the vertex and the center of its base. The generatrix length of the circumscribed cone is the length of the line segment from the vertex to any point on the circumference of the base, i.e., the lateral length of the cone. The half-angle of the circumscribed cone is the angle between the axis of the circumscribed cone and any generatrix, determining the cone's opening angle.

[0108] Thus, in this embodiment, the first view frustum parameters may include the horizontal field of view angle, screen aspect ratio, distance to the far clipping plane, camera position, and camera orientation vector, and the second geometric figure may be the circumscribed frustum of the view frustum, thereby enabling the detection of the first virtual object through the circumscribed frustum of the view frustum.

[0109] In some embodiments provided in this application, the third geometric figure is the first circumscribed sphere of the first virtual object. Therefore, the step of determining whether the third geometric figure corresponding to the first virtual object intersects with or is located inside the second geometric figure includes: determining a first vector pointing from the vertex of the cone to the center of the first circumscribed sphere, and the projected distance of the first vector on the cone axis; determining the target sum of the projected distance and the radius of the first circumscribed sphere, and the target difference between the projected distance and the radius of the first circumscribed sphere; determining whether the target sum is less than zero, and determining whether the target difference is greater than the far clipping plane distance; when the target sum is determined to be less than zero, or the target difference is determined to be greater than the far clipping plane distance; When determining the distance between surfaces, the system determines that the first circumscribed sphere of the first virtual object does not intersect with the second geometric figure or is located outside the second geometric figure. When the target sum is greater than or equal to zero and the target difference is less than or equal to the distance between the far clipping surfaces, the system determines the vertical distance from the center of the first circumscribed sphere to the axis of the cone, and the cross-sectional radius of the circumscribed cone at the projected distance. If the vertical distance is greater than the sum of the cross-sectional radius and the radius, the system determines that the first circumscribed sphere of the first virtual object does not intersect with the second geometric figure or is located outside the second geometric figure. If the vertical distance is less than or equal to the sum of the cross-sectional radius and the radius, the system determines that the first circumscribed sphere of the first virtual object intersects with the second geometric figure or is located inside the second geometric figure.

[0110] Specifically, in order to efficiently determine the intersection and positional relationship between the first circumscribed sphere of the first virtual object and the circumscribed cone of the view cone, in some embodiments provided in this application, the electronic device can calculate the projection distance of the first vector pointing from the cone vertex to the center of the sphere on the axis of the cone by vector projection. Then, by using the relationship between the difference and sum of the projection distance and the radius of the first circumscribed sphere, clearly invisible virtual objects can be quickly eliminated. Then, by combining the vertical distance from the center of the first circumscribed sphere to the axis of the cone and the cross-sectional radius of the circumscribed cone at the projection distance, invisible virtual objects among the remaining virtual objects can be further filtered, thereby achieving efficient and low-cost sphere-cone intersection detection.

[0111] In some embodiments, the first vector can be understood as a spatial vector pointing from the vertex (camera position) of the circumscribed cone of the view cone to the center of the first circumscribed sphere of the first virtual object, which can represent the spatial orientation of the circumscribed sphere relative to the vertex of the cone.

[0112] In some examples, the camera is located at world coordinates (0,0,0) and the center of the first circumsphere is at coordinates (10,0,5). In this case, the first vector is the spatial vector pointing from (0,0,0) to (10,0,5).

[0113] In some embodiments, the cone axis can be understood as the central symmetry axis of the circumscribed cone of the view cone, which is parallel to the camera orientation vector.

[0114] In some examples, the camera orientation vector is in the positive direction of the Z-axis, and the axis of the circumscribed cone is a straight line that coincides with the positive direction of the Z-axis.

[0115] In some embodiments, the projection distance can be understood as the projection length of the first vector on the cone axis, that is, the straight-line distance from the center of the circumscribed sphere along the cone axis to the apex of the cone.

[0116] In some embodiments, the target and the value can be understood as the sum of the projection distance and the radius of the first circumscribed sphere, used to determine whether the circumscribed sphere is in an invisible area behind the camera.

[0117] In some examples, the projection distance is 8 and the circumscribed sphere radius is 2, so the target sum is 10. If this value is less than 0, it means that the circumscribed sphere is completely behind the camera.

[0118] In some embodiments, the target difference can be understood as the value obtained by subtracting the projection distance from the radius of the first circumscribed sphere, and is used to determine whether the circumscribed sphere exceeds the farthest visible boundary of the frustum.

[0119] In some examples, the projection distance is 50, the radius of the first circumsphere is 5, and the distance to the far clipping plane is 40. Then the target difference is 45, which is greater than the distance to the far clipping plane. In other words, the first circumsphere is outside the visible range and does not intersect with the circumscribed cone of the visual cone or is located inside the circumscribed cone of the visual cone.

[0120] In some embodiments, the far clipping plane distance can be understood as the straight-line distance from the camera position to the far clipping plane of the view frustum, which is the farthest boundary parameter of the camera's field of view.

[0121] To more clearly illustrate the intersection determination process between the first circumscribed sphere and the circumscribed cone in the embodiments of this application, please refer to the following exemplary description: Assume the vertex of the circumscribed cone of the view frustum is A, the direction of the cone axis is unit D, and the half-angle of the cone is θ. Here, A equals Pcam, which is the camera position of the virtual camera, i.e., the world coordinates of the virtual camera; D equals the camera orientation vector normalize of the virtual camera; θ is calculated from the horizontal FOV and aspect ratio of the virtual camera, as shown in formula (1): (1) Among them, W far H is the width of the cut surface. far Z represents the height of the cut surface. far This is the distance from the camera position to the far clipping plane of the view frustum, i.e., the far clipping plane distance.

[0122] W far and H farIt can be calculated using formulas (2) and (3) respectively, that is: (2) (3) Among them, FOV h is the horizontal field of view of the virtual camera; AR is the aspect ratio of the virtual camera screen.

[0123] Based on the above parameter definitions, for any first virtual object, first calculate the vector V from the vertex A of the circumscribed cone to the center C of the first circumscribed sphere of the first virtual object, V=CA. Then calculate the projection distance d of the center C on the axis D of the cone, d=V·D.

[0124] Then, determine whether the sum of the projected distance d and the radius R of the first circumscribed sphere, d+R, is less than 0.

[0125] If d+R<0, it indicates that the first circumscribed sphere of the first virtual object is completely behind the virtual camera. It is determined that the first circumscribed sphere does not intersect with the circumscribed cone, and the first virtual object is directly eliminated.

[0126] If d + R ≥ 0, then determine whether the difference dR between the projected distance d and the radius R of the first circumscribed sphere is greater than Z. far .

[0127] If dR > Z far If the first circumscribed sphere of the first virtual object is completely outside the far clipping plane, it is determined that the first circumscribed sphere does not intersect with the circumscribed cone, and the first virtual object is directly removed.

[0128] If dR≤Z far Then calculate the perpendicular distance p from the center of the first circumscribed sphere to the axis d of the cone, and calculate the cross-sectional radius r of the circumscribed cone at distance d. cone The specific calculation process is shown in formulas (4) and (5), that is: (4) (5) Then, determine whether the vertical distance p is greater than the radius r of the first circumscribed sphere and the cross-sectional radius r. cone sum.

[0129] If p > r + r cone If the first circumsphere does not intersect the circumsphere of the view frustum, then the first virtual object is discarded.

[0130] If p≤r+r cone If the first circumsphere intersects with the circumcircle of the view frustum, the model is retained, which is to be used as the second virtual object to enter the subsequent process.

[0131] Furthermore, in some embodiments, a conservative elimination strategy may be employed. Specifically, when the difference dR between the projected distance d and the radius R of the first circumscribed sphere is greater than Z... far When the first circumscribed sphere of the first virtual object completely extends beyond the far clipping plane, it is considered that the virtual object may intersect with the view frustum or be located inside the view frustum. Therefore, when the difference between the projection distance d and the radius R of the first circumscribed sphere, dR, is greater than Z, it indicates that the virtual object may intersect with the view frustum or be located inside the view frustum. far At this time, the first virtual object can be retained, that is, used as the second virtual object to enter the subsequent process.

[0132] Thus, in this embodiment, a first vector pointing from the vertex of the cone to the center of the first circumscribed sphere, and the projected distance of the first vector on the cone axis can be determined. A target sum of the projected distance and the radius of the first circumscribed sphere, and a target difference between the projected distance and the radius of the first circumscribed sphere can also be determined. It can be determined whether the target sum is less than zero, and whether the target difference is greater than the distance to the far clipping plane. When the target sum is determined to be less than zero, or the target difference is determined to be greater than the distance to the far clipping plane, it is determined that the first circumscribed sphere of the first virtual object does not intersect with the second geometry or is located outside the second geometry. When the target sum is determined to be greater than or equal to zero... When the target difference is less than or equal to the distance to the far clipping plane, the vertical distance from the center of the first circumscribed sphere to the axis of the cone, and the cross-sectional radius of the circumscribed cone at the projection distance are determined. If the vertical distance is greater than the sum of the cross-sectional radius and the radius, it is determined that the first circumscribed sphere of the first virtual object does not intersect with the second geometric figure or is located outside the second geometric figure. If the vertical distance is less than or equal to the sum of the cross-sectional radius and the radius, it is determined that the first circumscribed sphere of the first virtual object intersects with the second geometric figure or is located inside the second geometric figure. This achieves efficient judgment of the intersection relationship and the inner and outer position relationship between the first circumscribed sphere and the circumscribed cone of the view cone.

[0133] In some embodiments provided in this application, step 1312 includes: constructing six clipping planes of the view frustum; and determining whether the first circumscribed sphere of the second virtual object intersects with the view frustum or is located inside the view frustum based on the third geometry corresponding to the second virtual object and the six clipping planes.

[0134] Specifically, after obtaining the second virtual object by progressively clipping the view frustum using the first and second geometric shapes, in order to accurately determine whether the second virtual object intersects with the view frustum, in some embodiments provided in this application, the electronic device can construct six clipping planes of the view frustum, and then determine whether the second virtual object intersects with the view frustum or is located inside the view frustum by the geometric positional relationship between the third geometric shape corresponding to the second virtual object and the six clipping planes, thus completing the final accurate visibility determination.

[0135] In some embodiments, the clipping plane can be understood as the six reference planes that constitute the frustum hexahedron of the view frustum, including the upper, lower, left, right, near, and far planes, used to define the boundaries of the camera's field of view.

[0136] In some examples, the electronic device first constructs six clipping planes (up, down, left, right, near, and far) corresponding to the view frustum parameters of the virtual camera. These six clipping planes together form the camera's precise view space. Next, for each second virtual object, the corresponding third geometry is sequentially intersected with the six clipping planes. The distance from the geometric center of the third geometry to each clipping plane is calculated, determining whether the geometric center is inside or outside the plane, and whether the distance exceeds the radius of the first circumscribed sphere. If the third geometry passes the detection of all six clipping planes (i.e., is not determined to be invisible from the outside by any plane), the second virtual object is determined to intersect with the view frustum or is located inside the view frustum, making it a renderable target virtual object. If any clipping plane fails the detection, the second virtual object is determined to be invisible and directly discarded.

[0137] Thus, in this embodiment, six clipping planes of the view frustum can be constructed, and based on the third geometry corresponding to the second virtual object and the six clipping planes, it can be determined whether the first circumscribed sphere of the second virtual object intersects with the view frustum or is located inside the view frustum, thereby achieving accurate detection of the intersection relationship and the inner and outer positional relationship between the second virtual object and the view frustum.

[0138] In some embodiments provided in this application, step 120 includes: determining whether the first frustum parameter is the same as the second frustum parameter, wherein the second frustum parameter is the first frustum parameter obtained previously; when they are not the same, determining the target geometry based on the first frustum parameter; when they are the same, determining the fourth geometry as the target geometry, wherein the fourth geometry is the target geometry determined by the second frustum parameter.

[0139] Specifically, in the frustum culling process of game rendering, if the target geometry is unconditionally recalculated every frame, a large number of repetitive geometric calculations will occur in scenarios where the camera position, orientation, and field of view remain unchanged. This consumes unnecessary CPU computing resources, especially when mobile devices have limited computing power. Redundant calculations will exacerbate the device load, causing frame rate fluctuations and increased power consumption. Therefore, in some embodiments provided in this application, before determining the target geometry, the electronic device first checks the consistency of the frustum parameters between the current frame and the previous frame. If the parameters are different, the target geometry is recalculated; if the parameters are the same, the previously calculated fourth geometry is directly reused. This avoids invalid recalculation and optimizes the computational efficiency of the culling process.

[0140] In some embodiments, the second view frustum parameter can be understood as the view frustum parameter obtained and used in the previous rendering process.

[0141] In some embodiments, the fourth geometry can be understood as the target geometry calculated based on the previously obtained second frustum parameters, or as reusable historical graphic data.

[0142] To more clearly illustrate the process of determining the target geometry in the embodiments of this application, please refer to the following exemplary description: After the game rendering process enters the target geometry generation stage, the electronic device first obtains the first view frustum parameters of the current frame to be rendered, and at the same time retrieves the second view frustum parameters stored in the previous rendering process.

[0143] Subsequently, the electronic device compares the two sets of frustum parameters item by item to determine whether they are completely consistent.

[0144] If the parameters of the first and second view frustums are determined to be different, it means that the position, orientation, or field of view of the virtual camera has changed, the spatial shape of the view frustum has been updated, and the electronic device will recalculate and generate the target geometry based on the latest parameters of the first view frustums and perform subsequent cropping and detection processes.

[0145] If the two sets of frustum parameters are determined to be exactly the same, it means that the camera state has not changed and the visible range of the frustum is consistent with the previous frame. The electronic device does not need to perform new geometric calculation operations. It directly determines the fourth geometric shape generated based on the second frustum parameters in the previous frame as the target geometric shape required for the current frame and performs the subsequent cropping and detection process.

[0146] Thus, in this embodiment, it can be determined whether the first frustum parameter is the same as the second frustum parameter. If they are not the same, the target geometry is determined based on the first frustum parameter. If they are the same, the fourth geometry is determined as the target geometry. This allows the geometry determined in the previous step to be reused for subsequent clipping detection processes when the frustum parameters obtained in the previous two steps are unchanged. This avoids repeated calculations of the geometry, reduces invalid computation overhead, and lowers the computing power and power consumption of the device.

[0147] In some embodiments provided in this application, step 110 includes: determining whether the number of interval frames between the first screen frame and the second screen frame is equal to the target number, wherein the second screen frame is the screen frame used to determine the target geometry in the previous step, and the target number is determined by the scene type of the current three-dimensional scene, the device performance of the terminal device, or the displacement rate of the virtual camera, and the terminal device is running a target game corresponding to the current three-dimensional scene; when it is determined that the number of interval frames is equal to the target number, the first view frustum parameter is obtained.

[0148] Specifically, considering that in traditional game display processing schemes, the acquisition frequency of the view frustum parameter is completely synchronized with the game rendering frame rate, the view frustum parameter acquisition operation is repeatedly performed for each frame to be rendered. However, in 3D scenes such as the God's-eye view where the camera's field of view changes slowly, the view frustum parameters of adjacent frames are almost identical, and frequent parameter acquisition will cause a large amount of invalid calculations. Based on this, in some embodiments provided in this application, before acquiring the first view frustum parameter, it is first determined whether the number of frames between the current first frame and the second frame where parameter processing was performed last reaches a target number. This target number is dynamically set by the scene type, terminal device performance, and camera displacement rate. The acquisition operation of the first view frustum parameter is only performed when the number of frames between frames meets the target number, thereby dynamically controlling the parameter acquisition frequency and reducing invalid calculations.

[0149] In some embodiments, the second frame can be understood as the historical rendering frame that was last successfully completed in determining the target geometry and serves as the basis for calculating the frame interval, and is used to mark the time node for obtaining the view frustum parameters.

[0150] In some embodiments, the number of interval frames can be understood as the number of consecutive rendering frames between the first frame and the second frame that have not undergone frustum parameter acquisition.

[0151] In some examples, if the second frame is frame 30 and the first frame is frame 33, then the number of frames between frames is 3.

[0152] In some embodiments, the target number can be understood as a frame interval threshold set according to scene characteristics and device performance, and is a positive integer.

[0153] In some examples, when using a stable scene from a God's-eye view with a low-end terminal device, the number of targets can be set to 3; when using a fast-moving scene with a high-end terminal device, the number of targets can be set to 1.

[0154] In some embodiments, scene type can be understood as the current game's running scene mode, including God's-eye view regular scene, large-scale team battle scene, fast-moving combat scene, etc., and the camera's field of view changes at different rates in different scenes.

[0155] In some embodiments, the device performance of a terminal device can be understood as the terminal hardware processing capability for running the target game, which is usually divided into three levels: high-end, medium-end, and low-end, determining the device's capacity to handle rendering calculations.

[0156] In some embodiments, the displacement rate of the virtual camera can be understood as the movement speed and rotation angular velocity of the virtual camera in the game, directly reflecting the degree of drastic change in the field of view.

[0157] In some examples, the displacement rate is 0 when the camera is stationary, and higher when the viewpoint is dragged quickly.

[0158] To more clearly illustrate the process of obtaining the first view frustum parameters in the embodiments of this application, please refer to the following exemplary description: First, when the terminal device is running the target game, the electronic device will continuously record the second frame of the previous screen used to determine the target geometry.

[0159] Then, during the processing of each first frame to be rendered, the electronic device first calculates the number of interval frames between the first frame and the second frame, and counts the number of consecutive frames between the two frames for which the frustum parameter acquisition was not performed.

[0160] Subsequently, the electronic device performs a judgment operation based on the number of targets dynamically calculated by the current game scene type, the device's own performance level, and the virtual camera's displacement rate.

[0161] If the number of interval frames is determined to be equal to the target number, the parameter acquisition process is triggered to obtain the first frustum parameter of the virtual camera in the first frame of the current 3D scene. If the number of interval frames is determined to be less than the target number, the frustum parameter corresponding to the second frame is directly used to complete the subsequent processing.

[0162] Thus, in this embodiment, it can be determined whether the number of interval frames between the first frame and the second frame is equal to the target number. When it is determined that the number of interval frames is equal to the target number, the first frustum parameter is obtained. This changes the frustum parameter acquisition from being performed per frame to being performed at preset frame intervals, thereby reducing invalid repetitive calculations in scenes with stable camera field of view. Furthermore, the target number can be flexibly adjusted based on scene type, device performance, and camera movement speed to adapt to the operational needs of different scenes and devices, thereby alleviating the stuttering and overheating issues of low-end devices in complex scenes and improving the smoothness and stability of game operation.

[0163] In some embodiments provided in this application, the display processing method further includes: when the number of interval frames is determined to be less than the target number, a third virtual object is determined as the target virtual object, wherein the third virtual object is a target virtual object that can appear in the second screen frame.

[0164] Specifically, considering that the camera's field of view changes gradually in most game rendering scenarios, and the visible object range is highly consistent across adjacent frames, re-executing the complete pruning process—including frustum parameter acquisition, target geometry construction, and visibility determination—when the interval frame count is less than the target count would result in a large amount of meaningless repetitive calculations. This would not only consume CPU resources and increase device power consumption but also reduce game rendering efficiency. Therefore, in some embodiments provided in this application, when it is determined that the interval frame count between the current frame to be rendered and the frame from which pruning was performed is less than the target count, the third virtual object determined in the previous frame is directly used as the target virtual object for the current frame. This means that the target geometry generation and frustum pruning detection processes are skipped, and historical visibility results are directly reused to complete the rendering.

[0165] In some embodiments, the third virtual object can be understood as a set of virtual objects that were determined to be renderable and displayable in the second frame after the previous clipping detection, and is a valid rendering object that has passed the visibility filtering.

[0166] In some examples, the third virtual object can be a cropped, visible model of a character, building, vegetation, or other element in a 3D scene.

[0167] Thus, in this embodiment, when the number of interval frames is less than the target number, the third virtual object can be determined as the target virtual object, thereby directly reusing the visible object results of historical clipping detection, without having to repeatedly execute processes such as target geometry generation and view frustum clipping, thereby reducing computational resource consumption and redundant calculations, and adapting to the rendering optimization needs of resource-constrained devices such as mobile games.

[0168] In some embodiments provided in this application, before step 130 above, the display processing method further includes: determining a target bounding box that can wrap each virtual object in the three-dimensional scene; determining whether the longest axis length of the target bounding box is greater than or equal to a target threshold, wherein the target threshold is determined by the scene type of the current three-dimensional scene and / or the device performance of the terminal device, and the terminal device is running a target game corresponding to the current three-dimensional scene; and determining the virtual object whose longest axis length of the target bounding box is greater than the target threshold as the first virtual object.

[0169] Specifically, 3D scenes contain a large number of tiny virtual objects. These objects have extremely small screen projection areas in conventional game perspectives such as the God's-eye view, contributing very little to the final visual effect. However, directly sending all virtual objects into the subsequent view frustum culling and rendering process would still consume a significant amount of CPU and GPU computing resources. Therefore, in some embodiments provided in this application, the electronic device can set target thresholds based on scene type and device performance. Before performing view frustum intersection judgment, only virtual objects whose longest bounding box axis length exceeds the threshold are designated as first virtual objects and sent to the subsequent processing flow. Other objects not designated as first virtual objects are discarded and ignored, and these objects no longer participate in subsequent culling and rendering calculations, thereby reducing the number of first virtual objects to be processed.

[0170] In some embodiments, the target bounding box can be understood as a cuboid container generated along the three axes of the three-dimensional coordinate system X, Y, and Z, which can completely enclose all vertices and facet geometry of a single virtual object. It can be quickly calculated and generated using the coordinate values ​​of virtual model vertices and is used to quantify the overall space occupied by the virtual object.

[0171] In some examples, the target bounding box is an axis-aligned bounding box.

[0172] In some examples, the character model and the small spark effect within the scene will each generate a separate target bounding box. The bounding box for the character model has larger three-axis dimensions, while the bounding box for the small spark effect has smaller three-axis dimensions.

[0173] In some embodiments, the longest axis length can be understood as the side length with the largest value among the three axes of the target bounding box: length, width, and height.

[0174] In some embodiments, the target threshold can be understood as a size threshold for filtering small virtual objects, which is dynamically determined by the scene type and the performance of the terminal device.

[0175] In some examples, the target threshold can be set to 5.0 for low-end devices or team battle scenarios, while the threshold can be lowered for regular scenarios and high-end devices to retain more small models.

[0176] In some embodiments, scene type can be understood as the scene mode in which the game is currently running, including regular battle scenes, large-scale team battle scenes, and static scenes from a top-down perspective. Different scenes have different requirements for rendering performance and visual effects.

[0177] In some embodiments, the device performance of a terminal device can be understood as the terminal hardware processing capability for running games, including CPU, GPU computing power, memory size, etc., and is divided into three levels: high-end, mid-range, and low-end.

[0178] To more clearly illustrate the process of filtering and selecting the first virtual object in the embodiments of this application, please refer to the following exemplary description: First, the electronic device runs the target 3D game. After loading the current 3D scene, it traverses all virtual objects in the scene. For each character, building, vegetation, and special effects model, it extracts the extreme values ​​of all vertex coordinates of the model, generates one-to-one corresponding target bounding boxes in batches, and stores the X, Y, and Z axis side length data of each bounding box.

[0179] Then, the target 3D game's game engine matches the target threshold based on the current game's running state. For example, if the current scenario is a large-scale battle with thousands of players and the device is a mid-to-low-end mobile phone, a preset high target threshold will be used. Conversely, if the scenario is an open-world exploration scenario and the device is a high-performance tablet, a low target threshold will be used.

[0180] Next, the engine sequentially reads the three-axis side lengths of the bounding box of each virtual object, calculates the longest axis length, and compares this value with the target threshold. When the longest axis length of the bounding box is greater than the target threshold, the virtual object is marked as the first virtual object. When the longest axis length of the bounding box is less than or equal to the target threshold, the model is marked as an unrenderable object, and all subsequent processing steps that can be performed on that model are skipped.

[0181] After completing the size filtering of virtual objects in the entire scene, only the first virtual object that has been marked is retained. Then, steps such as obtaining the first view frustum parameters of the virtual camera and determining the target geometry are performed. Finally, the target virtual objects that are determined to be visible are rendered and displayed.

[0182] Thus, in this embodiment, a target bounding box capable of encompassing each virtual object in the 3D scene is determined; it is determined whether the longest axis length of the target bounding box is greater than or equal to a target threshold, and virtual objects whose longest axis length of the target bounding box is greater than the target threshold are determined as the first virtual object. This filters out smaller virtual objects before view frustum clipping, thereby reducing the number of virtual objects that need to be clipped and rendered later, reducing computational overhead, and flexibly adapting to different device performance and scene requirements.

[0183] To clearly illustrate the execution process and implementation of the display processing method provided in the embodiments of this application, please refer to [link to relevant documentation]. Figure 4 , Figure 4 This is a schematic diagram illustrating an application scenario provided by an embodiment of this application. Specifically, in an embodiment of this application, the electronic device can perform actions such as... Figure 4 The display processing system shown uses four modules—"Input," "Dynamic Adjustment of Clipping Frequency," "Progressive Clipping Algorithm," and "Output"—to complete the model rendering for one animation frame. The "Input" module allows the electronic device to acquire all model objects in the scene as input. Specifically, it can include all virtual models to be rendered in the current 3D scene, covering various geometric shapes such as characters, buildings, vegetation, special effects, and particles.

[0184] The "Dynamic Adjustment Module for Cropping Frequency" reduces unnecessary redundant calculations by using the condition "Frame counter mod N == 0?". Here, N is the cropping update interval set based on device performance level, 3D scene type, and virtual camera movement rate—essentially the target number of frames. When the judgment is yes (i.e., the current frame counter value is divisible by N), the electronic device immediately executes the complete cropping process, performing a new round of full visibility detection on all models in the scene. Conversely, when the judgment is no (i.e., the current frame does not meet the trigger condition for cropping update), the electronic device skips cropping, reuses the previous result, and applies the cropping conclusions already completed in the previous frame, avoiding repeated cropping calculations. This avoids the CPU resource waste caused by frequent cropping in high frame rate modes and is suitable for 3D scenes with gradual camera field of view changes, such as those using a God's-eye view.

[0185] The "Progressive Clipping Algorithm" module: After determining the clipping frequency, models meeting the detection criteria enter the progressive clipping algorithm module. This module implements multi-level progressive detection logic, specifically including four detection steps. The first step is "Level 0: Small Model Size Pre-filtering," which, based on a preset bounding box size threshold, removes small models with minimal visual contribution to the image, reducing the total number of models detected subsequently. The second step is "Level 1: Sphere-Sphere Intersection Detection," which uses the least computationally complex sphere intersection judgment method. By calculating the distance between the circumscribed sphere of the view frustum and the model's bounding sphere, it quickly removes models completely outside the view frustum's range. The third step is "Level 2: Sphere-Cone Intersection Detection," which further filters out invisible models not removed in the previous level by judging the intersection between the model's bounding sphere and the circumscribed cone of the view frustum. Its computational complexity is higher than the second step but lower than traditional frustum hexahedron detection. The fourth step is "Level 3: Frustum Hexahedron Detection", which involves performing traditional six-sided face-by-face detection on the few models that were not eliminated in the first three levels of detection, and finally determining the visible models in the current frame, i.e., the target virtual model.

[0186] "Output" module: The electronic device will output the final visible target virtual model. This part of the model will be submitted to the GPU for subsequent rendering.

[0187] To explain clearly Figure 4 For the functions and roles of the dynamic adjustment module for cropping frequency, please refer to [link / reference]. Figure 5 , Figure 5This is a schematic diagram of the dynamic adjustment process of the clipping frequency provided in the embodiments of this application. Specifically, as shown in 5, at the beginning of each frame, that is, when the game rendering process enters the current screen frame, it is first determined whether the condition "frame count mod N == 0?" is met. That is, by using the maintained frame counter, it is determined whether the result of taking the current frame number modulo the preset clipping update frequency parameter N is 0. Thus, a complete view frustum clipping detection can be performed once every N frames.

[0188] If the modulus result is equal to 0, the clipping execution condition is met, and the clipping and caching step is entered. That is, the complete view frustum clipping is performed on all models in the scene according to the progressive clipping algorithm (small model size pre-filtering, sphere-sphere intersection detection, sphere-cone intersection detection, and frustum face-by-face detection), the model visibility is determined, and the set of visible models obtained from this clipping is cached and stored.

[0189] If the modulo result is not equal to 0, the process jumps directly to the step of reading the cached result, which means directly reading the set of visible models cached after the previous clipping, skipping the clipping calculation of this frame, and avoiding repeated consumption of CPU resources.

[0190] Then, the resulting set of visible models is submitted to the GPU for subsequent rendering and drawing processes, thus completing the clipping determination and model submission process for the current frame.

[0191] To explain more clearly Figure 4 For the functions and roles of the progressive cropping algorithm module, please refer to [link / reference]. Figure 6 , Figure 6 This is a schematic diagram of the progressive cropping algorithm provided in the embodiments of this application, as shown below. Figure 6 As shown, the progressive cropping algorithm module can perform the following steps: "Level 1: Sphere-to-Sphere Detection": First, calculate the circumspheres, specifically the second circumsphere (first geometry) of the virtual camera's view frustum and the first circumsphere (third geometry) of each virtual game object, preparing for rapid intersection detection. Then, calculate the distance D between the centers of the two spheres and determine if this distance is greater than the sum of the circumsphere radius of the view frustum and the circumsphere radius of the model (i.e., "D>R1+R2?"). If D>R1+R2, the model is completely outside the view frustum and is directly discarded, not proceeding to the next level of detection. If D≤R1+R2, the model passes "Level 1: Sphere-to-Sphere Detection" and is therefore likely a visible model, thus it is retained and proceeds to the next level of detection.

[0192] "Level 2: Sphere-Cone Detection": First, the circumscribed cone is calculated, i.e., based on the view frustum parameters such as camera position, orientation, horizontal field of view angle, and screen aspect ratio, the circumscribed cone (second geometry) of the view frustum is calculated. Then, it is determined whether the model's first circumscribed sphere intersects with the view frustum's circumscribed cone (i.e., "non-intersecting?"). If it is determined that they do not intersect, it means that the model is not within the coverage area of ​​the circumscribed cone and is directly discarded. If it is determined that they intersect, it means that the model passes "Level 2: Sphere-Cone Detection" and is therefore likely a visible model, so it is retained and proceeds to the next level of detection.

[0193] "Level 3: Hexahedral Detection": First, a face-by-face detection is performed, which involves constructing six clipping planes (top, bottom, left, right, near, and far) of the view frustum and performing intersection checks on the model's circumsphere with each of these six planes. Then, it is determined whether the model passes the detection of all six clipping planes (i.e., "All Pass?"). Finally, models that pass all checks are marked as renderable virtual objects, while those that fail are discarded.

[0194] To explain clearly Figure 4 For the effect of the progressive cropping algorithm module, please refer to [link / reference]. Figure 7 , Figure 7 This is a schematic diagram illustrating the progressive cropping algorithm flow provided in an embodiment of this application. Specifically, as shown... Figure 7 As shown, obtain the scene model set N, which includes 1650 virtual objects, representing the total number of renderable virtual objects to be detected in the current 3D scene. Perform the following operations on the scene model set N sequentially: "Small model size pre-filtering": This involves checking if "bounding box S < threshold T?". Specifically, by comparing the longest axis length S of the model's bounding box with the preset threshold T, small models with minimal contribution to the image are filtered out. After this check, 511 small models are removed, and these 511 models skip all subsequent detections. The remaining 1139 models proceed to the next stage, namely, sphere-to-sphere detection.

[0195] Sphere-to-sphere detection: This involves determining if the center-to-center distance D > R1 + R2. Specifically, by calculating the center-to-center distance D between the second circumsphere of the view frustum and the first circumsphere of the model, and comparing it with the sum of the radii R1 + R2, obviously invisible models are quickly eliminated. Models determined to be non-intersecting are removed, reducing the number by 35, leaving 1104 models for sphere-to-cone detection.

[0196] Sphere-cone detection: This involves determining whether the bounding sphere and the circumscribed cone do not intersect. Specifically, the first circumscribed sphere of the model is intersected with the circumscribed cone of the view cone, further filtering out invisible models. Models determined to be non-intersecting are removed, reducing the number by 876, leaving 228 models for hexahedral detection.

[0197] Hexahedral detection: This involves checking if the model passes all six clipping planes. Specifically, the model is precisely checked against each of the six clipping planes of the view frustum: top, bottom, left, right, near, and far. Models that fail the check are deemed invisible and discarded, reducing the number of models by 120. After this progressive clipping process, 108 visible models are obtained, and these 108 visible virtual objects are submitted to the GPU for rendering and display.

[0198] To explain more clearly Figure 7 Please refer to the progressive cropping algorithm flow shown below. Figure 8 , Figure 8 This is a swimlane diagram illustrating the progressive cropping algorithm provided in an embodiment of this application. Specifically, as shown... Figure 8 As shown, the scene manager first submits a model list (1650) to the frequency controller, which is a set of scene models N containing all 1650 renderable virtual objects in the current 3D scene, as the initial data to be processed by the frequency controller.

[0199] After receiving the model list, the frequency controller first checks the frame counter to determine if pruning is needed, i.e., whether the current frame counter value is divisible by the preset pruning frequency parameter N. If this condition is met, the pruning process is immediately triggered, and the model to be processed is transferred to the pruning filter. If the pruning trigger condition is not met, pruning is skipped, and the cached results are read directly, using the visible model data obtained from the previous pruning to avoid redundant calculations.

[0200] After triggering the clipping process, the clipping filter first performs small model filtering, eliminating small virtual objects with minimal contribution to the image based on the bounding box size threshold, reducing the number of models from 1650 to 1139. Then, it sequentially performs three levels of clipping detection, from low-cost to high-precision. Specifically, it first performs sphere-to-sphere detection, quickly determining the distance between the circumscribed sphere of the view frustum and the bounding sphere of the model, eliminating completely invisible models, reducing the number to 1104. Next, it performs sphere-to-cone detection, further filtering using the geometric intersection rules between the circumscribed cone of the view frustum and the bounding sphere of the model, reducing the number of models to 228. Finally, it performs hexahedral detection, accurately determining visibility using the six clipping planes of the view frustum, ultimately selecting 108 target visible virtual objects and sending a visible set containing these 108 objects to the frequency controller. Simultaneously, the clipping result is cached for direct reuse in subsequent non-clipped frames.

[0201] After that, regardless of whether the frequency controller obtains cached historical results or a newly received set of visible data, the frequency controller will submit the visible model to the rendering pipeline.

[0202] After receiving the visible set, the rendering pipeline calls the graphics processing unit (GPU) to perform drawing operations on the submitted 108 visible virtual objects, thus completing the rendering and display of the game screen.

[0203] To more clearly illustrate Figure 4 , Figure 7 or Figure 8 the "Level 0: Small Model Size Pre-filtering" in, please refer to Figure 9 , Figure 9 which is a schematic flowchart of the small model size pre-filtering process provided in the embodiments of the present application. Specifically, as shown in Figure 9 , the small model size pre-filtering process may include the following steps, that is: Traverse each model object in the scene: traverse all renderable virtual model objects in the current 3D scene one by one, so as to complete the small model pre-filtering without omission.

[0204] Obtain model bounding box size S: extract the axis-aligned bounding box (AABB) of each model, and calculate the longest axis length S thereof.

[0205] Is the current mode low-spec or team battle mode?: determine whether the performance level of the terminal device on which the game is currently running is a low performance level, or whether the current scene type is a large-scale team battle scene. If the performance level of the terminal device on which the game is currently running is not a low performance level, and the current scene type is not a large-scale team battle scene, set the threshold T to 0 to disable the small model pre-filtering function, no size screening is performed on all models, and the models enter the progressive culling link.

[0206] If the performance level of the terminal device on which the game is currently running is a low performance level, or the current scene type is a large-scale team battle scene, dynamically configure the size threshold T for small model filtering according to the terminal device performance and the 3D scene type, and a stricter threshold will be set in the low-spec / team battle mode.

[0207] S < T?: compare the longest axis size S of the model bounding box with the threshold T. If the size S of the model bounding box is smaller than the threshold T, it indicates that the model is a small model that has minimal impact on the picture effect, such as small special effects and particles, pre-filtering culling is performed, the model is directly marked as invisible, all subsequent culling detection and rendering processes are skipped, and the processing flow of this model ends.

[0208] If the size S of the model bounding box is not less than the threshold T, it indicates that the model has a large visual contribution, pre-filtering culling is not performed, and the model enters progressive culling.

[0209] Model enters progressive culling: models that are not culled by pre-filtering because the threshold T is 0 or the size S of the model bounding box is not less than the threshold T enter the progressive view frustum culling process after screening, and the progressive view frustum culling process first enters a sphere-sphere detection. It can be understood that for the sphere-sphere detection and other detection contents in the progressive view frustum culling process, reference may be made to the foregoing Figure 6-8 and Figure 6-8To avoid repetition, the relevant explanations will not be repeated here.

[0210] To facilitate better implementation of the display processing method of this application embodiment, this application embodiment also provides a display processing apparatus. Please refer to... Figure 10 , Figure 10 This is a schematic diagram of the structure of a display processing apparatus provided in an embodiment of this application. The display processing apparatus 200 may include: The parameter acquisition module 210 is used to acquire the first view frustum parameters of the virtual camera in the current three-dimensional scene in the first frame to be rendered, wherein the current three-dimensional scene includes multiple renderable first virtual objects. The first determining module 220 is used to determine a target geometry based on a first view frustum parameter, wherein the target geometry includes at least one reference geometry for visual filtering of the first virtual object, and the reference geometry includes a first geometry and / or a second geometry. The judgment module 230 is used to determine, based on the target geometry and the view frustum, whether each first virtual object intersects with the view frustum or is located inside the view frustum; The processing module 240 is used to determine the first virtual object as a target virtual object that can appear in the first screen frame when it is determined that the first virtual object intersects with the view frustum or is located inside the view frustum, and to perform corresponding display processing on the target virtual object.

[0211] In some embodiments provided in this application, a first geometric shape encompasses the view frustum corresponding to the virtual camera, and a second geometric shape is encompassed by or at least partially intersects the view frustum. Furthermore, the display processing device 200 also includes a second determining module. The second determining module is used to determine a third geometric shape capable of encompassing the first virtual object. The determining module 230 is further used to determine, based on the target geometric shape, the view frustum, and the third geometric image corresponding to each first virtual object, whether each first virtual object intersects with the view frustum or is located inside the view frustum.

[0212] In some embodiments provided in this application, the determination module 230 is further configured to determine whether the third geometric image corresponding to the first virtual object intersects with or is located inside the target geometric shape, and when it is determined that the third geometric image corresponding to the first virtual object intersects with or is located inside the target geometric shape, the first virtual object is determined as the second virtual object, and whether the third geometric shape corresponding to the second virtual object intersects with or is located inside the view frustum.

[0213] In some embodiments provided in this application, the determination module 230 is further configured to determine whether the third geometric image corresponding to the first virtual object intersects with or is located inside the first geometric shape, and when it is determined that the third geometric image corresponding to the first virtual object intersects with or is located inside the first geometric shape, determine whether the third geometric image corresponding to the first virtual object intersects with or is located inside the second geometric shape.

[0214] In some embodiments provided in this application, the determination module 230 is further configured to determine the first virtual object as the second virtual object when it is determined that the third geometric image corresponding to the first virtual object intersects with or is located inside the second geometric image.

[0215] In some embodiments provided in this application, the third geometric figure is the first circumscribed sphere of the first virtual object, and the first geometric figure is the second circumscribed sphere of the view frustum. Furthermore, the determination module 230 is also used to determine whether the distance between the centers of the spheres is greater than the sum of the sphere radii; when the distance between the centers of the spheres is determined to be greater than the sum of the sphere radii, the first virtual object is determined to be located outside the second circumscribed sphere and does not intersect with the second circumscribed sphere; and when the distance between the centers of the spheres is determined to be less than or equal to the sum of the sphere radii, the first virtual object is determined to be located inside the second circumscribed sphere or intersect with the second circumscribed sphere. Wherein, the distance between the centers of the spheres is the distance between the center of the first circumscribed sphere and the center of the second circumscribed sphere of the first virtual object, and the sum of the sphere radii is the sum of the radii of the first circumscribed sphere and the radii of the second circumscribed sphere of the first virtual object.

[0216] In some embodiments provided in this application, the first view frustum parameters include the horizontal field of view angle, screen aspect ratio, distance to the far clipping plane, camera position, and camera orientation vector. The second geometric figure is the circumscribed cone of the view frustum. The vertex of the circumscribed cone is the camera position. The axis of the circumscribed cone is parallel to the camera orientation vector. The generatrix length of the circumscribed cone is the distance from the camera position to the vertex of the far clipping plane. The half-angle of the circumscribed cone is determined by the horizontal field of view angle and the screen aspect ratio.

[0217] In some embodiments provided in this application, the third geometric figure is the first circumscribed sphere of the first virtual object. Furthermore, the determination module 230 is also used to determine a first vector pointing from the vertex of the cone to the center of the first circumscribed sphere, the projected distance of the first vector on the axis of the cone, and to determine the target sum of the projected distance and the radius of the first circumscribed sphere, the target difference between the projected distance and the radius of the first circumscribed sphere, and to determine whether the target sum is less than zero, and whether the target difference is greater than the distance to the far clipping plane. When the target sum is determined to be less than zero, or the target difference is determined to be greater than the distance to the far clipping plane, it is determined that the first circumscribed sphere of the first virtual object does not intersect with the second geometric figure or is located within the second geometric figure. On the outer side of the shape, and when the target sum is greater than or equal to zero, and the target difference is less than or equal to the distance of the far cutting plane, determine the vertical distance from the center of the first circumscribed sphere to the axis of the cone, and the cross-sectional radius of the circumscribed cone at the projection distance. If the vertical distance is greater than the sum of the cross-sectional radius and the radius, determine that the first circumscribed sphere of the first virtual object does not intersect with the second geometric figure or is located outside the second geometric figure. If the vertical distance is less than or equal to the sum of the cross-sectional radius and the radius, determine that the first circumscribed sphere of the first virtual object intersects with the second geometric figure or is located inside the second geometric figure.

[0218] In some embodiments provided in this application, the determination module 230 is further configured to construct six clipping planes of the view frustum, and determine whether the first circumscribed sphere of the second virtual object intersects with the view frustum or is located inside the view frustum based on the third geometry corresponding to the second virtual object and the six clipping planes.

[0219] In some embodiments provided in this application, the first determining module 220 is further configured to determine whether the first frustum parameter is the same as the second frustum parameter, wherein the second frustum parameter is the first frustum parameter obtained previously, and when the determination is different, to determine the target geometry based on the first frustum parameter, and when the determination is the same, to determine the fourth geometry as the target geometry, wherein the fourth geometry is the target geometry determined by the second frustum parameter.

[0220] In some embodiments provided in this application, the parameter acquisition module 210 is further configured to determine whether the number of interval frames between the first frame and the second frame is equal to the target number, and when the number of interval frames is determined to be equal to the target number, to acquire the first view frustum parameter. The second frame is the frame used to determine the target geometry in the previous instance. The target number is determined by the scene type of the current 3D scene, the device performance of the terminal device, or the displacement rate of the virtual camera. The terminal device is running a target game corresponding to the current 3D scene.

[0221] In some embodiments provided in this application, the processing module 240 is further configured to determine the third virtual object as the target virtual object when the number of determination interval frames is less than the target number, wherein the third virtual object is the target virtual object that can appear in the second screen frame.

[0222] In some embodiments provided in this application, the display processing device 200 further includes a third determining module, a length determining module, and a fourth determining module. The third determining module is used to determine the target bounding box capable of encompassing each virtual object in the 3D scene. The length determining module 230 is used to determine whether the longest axis length of the target bounding box is greater than or equal to a target threshold, wherein the target threshold is determined by the scene type of the current 3D scene and / or the device performance of the terminal device, and the terminal device is running a target game corresponding to the current 3D scene. The fourth determining module is used to determine virtual objects whose longest axis length of the target bounding box is greater than the target threshold as first virtual objects.

[0223] Each module / unit in the aforementioned display processing device 200 can be implemented entirely or partially through software, hardware, or a combination thereof. Each unit can be embedded in or independent of the processor in the electronic device in hardware form, or stored in the memory of the electronic device in software form, so that the processor can call and execute the operations corresponding to each unit.

[0224] The display processing device 200 can be integrated into a terminal or server that has storage and a processor and thus computing power, or the display processing device 200 can be the terminal or server.

[0225] Optionally, this application also provides an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above-described method embodiments.

[0226] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device may be a terminal or a server. Figure 11 As shown, the electronic device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figures does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0227] The processor 301 is the control center of the electronic device 300. It connects various parts of the electronic device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it executes various functions of the electronic device 300 and processes data, thereby performing overall processing of the electronic device 300.

[0228] In this embodiment, the processor 301 in the electronic device 300 loads the instructions corresponding to the processes of one or more computer programs into the memory 302 according to the following steps, and the processor 301 runs the computer programs stored in the memory 302 to realize various functions: Obtain the first view frustum parameters of the virtual camera in the current 3D scene in the first frame to be rendered, wherein the current 3D scene includes multiple renderable first virtual objects; Based on the first view frustum parameters, a target geometry is determined, wherein the target geometry includes at least one reference geometry for visual filtering of the first virtual object, and the reference geometry includes the first geometry and / or the second geometry. Based on the target geometry and the view frustum, determine whether each first virtual object intersects with the view frustum or is located inside the view frustum; When it is determined that the first virtual object intersects with the view frustum or is located inside the view frustum, the first virtual object is identified as a target virtual object that can appear in the first screen frame, and the corresponding display processing is performed on the target virtual object.

[0229] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0230] Optional, such as Figure 11 As shown, the electronic device 300 also includes: a display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 11 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0231] The display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, and transmits the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to the processor 301, and can receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel according to the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the display screen 303 can also be used as part of the input unit 306 to achieve input functions.

[0232] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0233] Audio circuitry 305 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and then processed by processor 301 before being transmitted via radio frequency circuitry 304 to, for example, another electronic device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.

[0234] The input unit 306 can be used to receive input numbers, characters, or object feature information (such as fingerprints, irises, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0235] Power supply 307 is used to supply power to various components of electronic device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0236] although Figure 11 As not shown in the diagram, the electronic device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0237] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to a computer device, and the computer program causes the computer device to execute the corresponding processes in the display processing method described in the embodiments of this application; for the sake of brevity, further details are omitted here.

[0238] This application also provides a computer program product including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the corresponding flow in the display processing method described in the embodiments of this application. For simplicity, further details are omitted here.

[0239] This application also provides a computer program that includes computer instructions stored in a computer-readable storage medium. The processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the corresponding flow in the display processing method of this application. For the sake of brevity, further details are omitted here.

[0240] It should be understood that the processor in this application may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method embodiments can be completed by integrated logic circuits in the processor's hardware or by instructions in software form. The processor described above can be a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. This storage medium is located in memory, and the processor reads information from the memory and, in conjunction with its hardware, completes the steps of the above method.

[0241] It is understood that the memory in the embodiments of this application can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory used in the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.

[0242] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.

[0243] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0244] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0245] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0246] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0247] In addition, the functional units in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0248] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer or a server) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.

[0249] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the 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. A display processing method, characterized in that, The method includes: Obtain the first view frustum parameters of the virtual camera in the current 3D scene in the first frame to be rendered, wherein the current 3D scene includes multiple renderable first virtual objects; Based on the first view frustum parameters, a target geometry is determined, wherein the target geometry includes at least one reference geometry for visual filtering of the first virtual object, and the reference geometry includes a first geometry and / or a second geometry. Based on the target geometry and the view frustum, determine whether each of the first virtual objects intersects with the view frustum or is located inside the view frustum; When it is determined that the first virtual object intersects with the view frustum or is located inside the view frustum, the first virtual object is identified as a target virtual object that can appear in the first screen frame, and corresponding display processing is performed on the target virtual object.

2. The display processing method according to claim 1, characterized in that, The first geometric shape encompasses the view frustum corresponding to the virtual camera, and the second geometric shape is encompassed by or at least partially intersects the view frustum; the method further includes: Determine a third geometric shape that can encompass the first virtual object; The step of determining whether each of the first virtual objects intersects with the view frustum or is located inside the view frustum based on the target geometry and the view frustum includes: Based on the target geometry, the view frustum, and the third geometry corresponding to each first virtual object, it is determined whether each first virtual object intersects with the view frustum or is located inside the view frustum.

3. The display processing method according to claim 2, characterized in that, The step of determining whether each first virtual object intersects with the view frustum or is located inside the view frustum based on the target geometry, the view frustum, and the third geometry corresponding to each first virtual object includes: Determine whether the third geometric figure corresponding to the first virtual object intersects with the target geometric figure or is located inside the target geometric figure; When it is determined that the third geometric shape of the first virtual object intersects with the target geometric shape or is located inside the target geometric shape, the first virtual object is identified as the second virtual object; Determine whether the third geometric figure corresponding to the second virtual object intersects with the view frustum or is located inside the view frustum.

4. The display processing method according to claim 3, characterized in that, The step of determining whether the third geometric shape corresponding to the first virtual object intersects with or is located inside the target geometric shape includes: Determine whether the third geometric figure corresponding to the first virtual object intersects with the first geometric figure or is located inside the first geometric figure; When it is determined that the third geometric figure corresponding to the first virtual object intersects with the first geometric figure or is located inside the first geometric figure, it is determined whether the third geometric figure corresponding to the first virtual object intersects with the second geometric figure or is located inside the second geometric figure.

5. The display processing method according to claim 4, characterized in that, The step of determining the first virtual object as the second virtual object when it is determined that the third geometric shape of the first virtual object intersects with or is located inside the target geometric shape includes: When it is determined that the third geometric figure corresponding to the first virtual object intersects with the second geometric figure or is located inside the second geometric figure, the first virtual object is identified as the second virtual object.

6. The display processing method according to claim 4, characterized in that, The third geometric figure is the first circumsphere of the first virtual object, and the first geometric figure is the second circumsphere of the view frustum. Determining whether the third geometric figure corresponding to the first virtual object intersects with or is located inside the first geometric figure includes: Determine whether the distance between the centers of the spheres is greater than the sum of the sphere radii, wherein the distance between the centers of the spheres is the distance between the center of the first outer sphere and the center of the second outer sphere of the first virtual object, and the sum of the sphere radii is the sum of the radii of the first outer sphere and the radii of the second outer sphere of the first virtual object; When it is determined that the distance between the centers of the spheres is greater than the sum of the radii of the spheres, it is determined that the first virtual object is located outside the second circumscribed sphere and does not intersect with the second circumscribed sphere; When it is determined that the distance between the centers of the spheres is less than or equal to the sum of the radii of the spheres, it is determined that the first virtual object is located inside the second outer sphere or intersects with the second outer sphere.

7. The display processing method according to claim 6, characterized in that, The step of determining whether the third geometric shape corresponding to the second virtual object intersects with or is located inside the view frustum includes: Construct the six clipping planes of the view frustum; Based on the third geometric figure corresponding to the second virtual object and the six clipping planes, determine whether the first circumscribed sphere of the second virtual object intersects with the view frustum or is located inside the view frustum.

8. The display processing method according to claim 1, characterized in that, The step of obtaining the first view frustum parameters of the virtual camera in the current 3D scene within the first frame to be rendered includes: Determine whether the number of frames between the first frame and the second frame is equal to the number of targets, wherein the second frame is the frame used to determine the target geometry in the previous step, and the number of targets is determined by the scene type of the current 3D scene, the device performance of the terminal device, or the displacement rate of the virtual camera, and the terminal device is running the target game corresponding to the current 3D scene; When it is determined that the number of interval frames is equal to the target number, the first view frustum parameter is obtained.

9. The display processing method according to claim 8, characterized in that, The method further includes: When it is determined that the number of interval frames is less than the target number, the third virtual object is identified as the target virtual object, wherein the third virtual object is a target virtual object that can appear in the second screen frame.

10. The display processing method according to claim 1, characterized in that, The method, based on the target geometry and the view frustum, determines whether each of the first virtual objects intersects with the view frustum or is located inside the view frustum. Determine the target bounding box that can enclose each virtual object in the three-dimensional scene; Determine whether the longest axis length of the target bounding box is greater than or equal to a target threshold, wherein the target threshold is determined by the scene type of the current 3D scene and / or the device performance of the terminal device, and the terminal device is running the target game corresponding to the current 3D scene; The virtual object whose longest axis length of the target bounding box is greater than the target threshold is identified as the first virtual object.

11. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing a computer program, and the processor executing the display processing method according to any one of claims 1-10 by calling the computer program stored in the memory.