Data processing method and apparatus for virtual scene, electronic device, computer-readable storage medium, and computer program product

By displaying the viewfinder interface and generating 3D images in a virtual scene, the problem of insufficient all-round observation and interactivity in existing technologies is solved, thereby improving the output image quality and user experience of the virtual scene.

WO2026081726A1PCT designated stage Publication Date: 2026-04-23TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-09-08
Publication Date
2026-04-23

AI Technical Summary

Technical Problem

Existing technologies cannot capture all the information in a 3D scene, cannot provide the ability to observe virtual scenes from all angles and multiple perspectives, have limited interactivity, and result in a poor user experience.

Method used

By displaying a viewfinder in a virtual scene, responding to user actions triggered by the viewfinder, generating and displaying a 3D image of the target area, supporting the capture and sharing of 3D images, and allowing users to interact with the 3D images.

Benefits of technology

It improves the quality of virtual scene output images, provides comprehensive and multi-view snapshots, enhances user interactivity and immersion, and meets the demand for realism and interactivity.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a data processing method and apparatus for a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product. The method comprises: displaying a virtual scene; in response to a viewfinder interface trigger operation for the virtual scene, displaying a viewfinder interface, the viewfinder interface comprising a target region to be captured in the virtual scene; and in response to a capture trigger operation for the viewfinder interface, displaying a three-dimensional image comprising the target region.
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Description

Data processing methods, devices, electronic equipment, computer-readable storage media, and computer program products for virtual scenes

[0001] Cross-references to related applications

[0002] This application is based on and claims priority to Chinese Patent Application No. 2024114448322, filed on October 16, 2024, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This application relates to data processing technology, and more particularly to a data processing method, apparatus, electronic device, computer-readable storage medium, and computer program product for a virtual scene. Background Technology

[0004] With the development of technology and the popularization of the internet, images of virtual scenes have been widely used in various fields such as games, film and television production, and art design. However, when shooting virtual scenes, users have increasingly higher demands for realism and interactivity. Current technologies can only obtain two-dimensional static images of virtual scenes through two-dimensional shooting modes. These two-dimensional static images cannot capture all the information of a three-dimensional scene, do not support omnidirectional observation of the three-dimensional scene, and cannot meet users' needs for realism and interactivity, resulting in lower quality output images for virtual scenes. Summary of the Invention

[0005] This application provides a data processing method, apparatus, electronic device, computer-readable storage medium, and computer program product for virtual scenes, which can generate full-range and multi-view snapshots of specific areas in a virtual scene, thereby improving the quality of output images for virtual scenes.

[0006] The technical solution of this application embodiment is implemented as follows:

[0007] This application provides an interactive processing method for a virtual scene, the method being executed by an electronic device, including:

[0008] Display virtual scenes;

[0009] In response to a viewfinder trigger operation for the virtual scene, a viewfinder is displayed, wherein the viewfinder includes the target area to be photographed in the virtual scene;

[0010] In response to a shooting trigger operation on the viewfinder, a three-dimensional image including the target area is displayed.

[0011] This application provides a data processing device for a virtual scene, the device comprising:

[0012] The scene display module is configured to display virtual scenes;

[0013] The interface display module is configured to display a framing interface in response to a framing interface trigger operation for the virtual scene, wherein the framing interface includes a target area in the virtual scene;

[0014] The image display module is configured to display a three-dimensional image including the target area in response to a shooting trigger operation on the viewfinder.

[0015] This application provides an electronic device, the electronic device comprising:

[0016] Memory is used to store executable instructions or computer programs.

[0017] The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the data processing method for the virtual scene provided in the embodiments of this application.

[0018] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions, which, when executed by a processor, implements the data processing method for a virtual scene provided in this application.

[0019] This application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, they implement the data processing method for a virtual scene provided in this application.

[0020] The embodiments of this application have the following beneficial effects:

[0021] In response to a trigger operation in the viewfinder of a virtual scene, the viewfinder of the virtual scene is displayed. Before taking a picture, the content of the virtual scene within the target area (such as information about virtual objects and other graphic elements) is intuitively displayed in the viewfinder to facilitate adjustment of the target area. Taking a picture of the viewfinder yields a 3D image including the target area, which improves the quality of the output image for the virtual scene. Compared to related technologies that can only capture 2D images from the current perspective, the 3D image provides users with a full-range and multi-view snapshot of the target area, making it easier to view detailed information of the target area in the virtual scene and providing richer and more interactive 3D image capture capabilities. Attached Figure Description

[0022] Figure 1 is a schematic diagram of the architecture of the virtual scene data processing system 100 provided in an embodiment of this application;

[0023] Figure 2 is a structural schematic diagram of the terminal 400 provided in an embodiment of this application;

[0024] Figure 3A is a schematic diagram of the first process of the data processing method for a virtual scene provided in an embodiment of this application;

[0025] Figure 3B is a schematic diagram of the second process of the data processing method for a virtual scene provided in an embodiment of this application;

[0026] Figure 3C is a schematic diagram of the third process of the data processing method for a virtual scene provided in an embodiment of this application;

[0027] Figure 3D is a schematic diagram of the fourth process of the data processing method for virtual scenes provided in the embodiments of this application;

[0028] Figure 4A is a first schematic diagram of a virtual scene provided in an embodiment of this application;

[0029] Figure 4B is a second schematic diagram of the virtual scene provided in the embodiment of this application;

[0030] Figure 4C is a third schematic diagram of the virtual scene provided in the embodiment of this application;

[0031] Figure 4D is a fourth schematic diagram of the virtual scene provided in the embodiments of this application;

[0032] Figure 5 is a fifth schematic diagram of the virtual scene provided in the embodiments of this application;

[0033] Figure 6A is a sixth schematic diagram of the virtual scene provided in the embodiment of this application;

[0034] Figure 6B is a seventh schematic diagram of the virtual scene provided in the embodiments of this application;

[0035] Figure 6C is an eighth schematic diagram of the virtual scene provided in the embodiments of this application;

[0036] Figure 6D is a ninth schematic diagram of the virtual scene provided in the embodiment of this application;

[0037] Figure 6E is the tenth schematic diagram of the virtual scene provided in the embodiment of this application;

[0038] Figure 7A is the eleventh schematic diagram of the virtual scene provided in the embodiment of this application;

[0039] Figure 7B is a twelfth schematic diagram of a virtual scene provided in an embodiment of this application;

[0040] Figure 7C is a thirteenth schematic diagram of a virtual scene provided in an embodiment of this application;

[0041] Figure 8 is a schematic diagram of the fifth process of the data processing method for virtual scenes provided in the embodiments of this application;

[0042] Figure 9 is a schematic diagram of the shooting range provided in the embodiment of this application.

[0043] It should be noted that the terms "first" and "second" mentioned above are only used to distinguish between different options and do not represent the degree of superiority or inferiority of the options or their priority in the implementation process. Detailed Implementation

[0044] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0045] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0046] In the following description, the terms "first / second / third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first / second / third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0047] In this application embodiment, 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.

[0048] Unless otherwise specified, "at least one" as used below refers to one or more cases, and "multiple" can refer to two or more cases.

[0049] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for descriptive purposes only and is not intended to limit the scope of this application.

[0050] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0051] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0052] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0053] 2) Human-Computer Interaction Interface: An interface used to provide human-computer interaction functions. Examples include graphical user interfaces (GUIs), augmented reality (AR) interfaces, virtual reality (VR) interfaces, voice user interfaces (VUIs), interactive projection interfaces (using projection technology to display information on a flat surface), eye-tracking interfaces (interfaces controlled by detecting the user's gaze), holographic interfaces (three-dimensional holograms formed by projecting images using holographic projection technology, allowing viewing of stereoscopic images without special glasses), multimodal interfaces (interfaces combining multiple interaction methods, such as tactile, visual, and auditory interaction), and brain-machine interfaces (BMIs).

[0054] 3) Virtual Scene: This is the scene displayed (or provided) by the application when it runs on the terminal device. This scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. Users can control virtual objects to move within this virtual scene. For example, in a game scene, the virtual scene could be the setting of a game match.

[0055] 4) Virtual Objects: Images of various people and objects that interact within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, virtual buildings, etc. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene. For example, in a game scene, a virtual object can be a player character (PC) controlled by the user, or a non-player character (NPC) automatically generated by the game system.

[0056] The first virtual object: a virtual object that acts as a sharer of the 3D image during the interaction of multiple virtual objects.

[0057] Second virtual object: A virtual object that acts as the receiver of a 3D image during the interaction of multiple virtual objects.

[0058] 5) Target area: This is the area within the maximum visible range of the virtual camera in the virtual scene. The size of the target area depends on parameters such as the virtual camera's camera angle, focal length, and maximum shooting distance. For example, the target area can include virtual objects, buildings, or scenery that the user is interested in.

[0059] 6) Cropping area: Within the visible range of the virtual camera, the area located between the near cropping plane and the far cropping plane. The near cropping plane is the plane in the target area whose distance from the virtual camera is at a first distance threshold, and the far cropping plane is the plane in the target area whose distance from the virtual camera is at a second distance threshold. For example, the first distance threshold is 10 meters and the second distance threshold is 80 meters.

[0060] 7) Display Completeness: The proportion of a virtual object displayed in the clipping area to its total size displayed in the virtual scene. For example, it could be the ratio of the virtual object's volume / area displayed in the clipping area to its full volume / total area in the virtual scene.

[0061] 8) 3D Images: These are images that contain depth information, representing the position, shape, and size of an object in three-dimensional space. In 3D images, virtual objects possess three dimensions: length, width, and height. This allows virtual objects to be presented in a three-dimensional form, providing a more realistic and immersive visual experience.

[0062] 9) Two-dimensional image: refers to a planar image that only has length and width information, without depth or thickness. Two-dimensional images typically contain a pixel array, with each pixel having its own color and brightness value. Two-dimensional images lack depth information and cannot provide a sense of three-dimensionality.

[0063] The existing technology can only obtain two-dimensional still images of virtual scenes through two-dimensional shooting mode and share these images with others. However, this technology has the following technical problems:

[0064] 1. In shooting mode, only two-dimensional static images can be captured from the current perspective, and the ability to observe virtual scenes from all angles and multiple perspectives cannot be provided;

[0065] 2. Limited interactivity: On the one hand, players cannot control their characters' movements in the virtual scene of two-dimensional static images, making it difficult to bring a strong immersive experience; on the other hand, the program sharing mechanism usually only shares two-dimensional static images with other players, without providing further interactive space, and only staying at the level of visual appreciation.

[0066] 3. During filming, users cannot make subjective selections of virtual objects in the virtual scene, resulting in a poor user experience.

[0067] Based on the above analysis, the applicant found that the data processing methods of virtual scenes in related technologies cannot capture all the information of three-dimensional scenes, do not support all-round observation of three-dimensional scenes, and cannot meet people's needs for realism and interactivity.

[0068] To address the aforementioned problems, embodiments of this application provide a data processing method, apparatus, electronic device, computer-readable storage medium, and computer program product for virtual scenes, capable of generating comprehensive and multi-view snapshots of specific areas within a virtual scene. The following describes exemplary applications of the electronic device provided in this application. This electronic device can be implemented as various types of terminals such as laptops, tablets, desktop computers, set-top boxes, smartphones, smart speakers, smartwatches, smart TVs, and in-vehicle terminals, or it can be implemented as a server. Exemplary applications of the electronic device when implemented as a terminal will be described below.

[0069] Referring to Figure 1, which is a schematic diagram of the architecture of a virtual scene data processing system 100 provided in an embodiment of this application, in order to support a data processing application for a virtual scene, a terminal 400 (terminal 400-1 and terminal 400-2 are shown as examples) connects to a server 200 through a network 300. The network 300 can be a wide area network or a local area network, or a combination of both.

[0070] Terminal 400 is used to display a virtual scene on the human-computer interaction interface 411-1 of terminal 400-1. When a viewfinder trigger operation is received for the virtual scene, the viewfinder is displayed, wherein the viewfinder includes the target area to be photographed in the virtual scene; when a shooting trigger operation is received for the viewfinder, a three-dimensional image including the target area is displayed.

[0071] Taking a game scene as an example, terminal 400 displays a virtual scene on the human-computer interaction interface 411-1 of terminal 400-1 controlled by the first player character. When it receives a viewfinder trigger operation from the first player character regarding the virtual scene, it displays the viewfinder, which includes the target area to be photographed in the virtual scene. When it receives a shooting trigger operation from the first player character regarding the viewfinder, it displays a 3D image including the target area. In response to the first player character's sharing operation for the 3D image, it shares the 3D image with terminal 400-2 controlled by the second player character, for displaying the 3D image in the virtual scene of the human-computer interaction interface 411-2 of terminal 400-2. It can also allow the second player character controlling terminal 400-2 to interact with the first player character in the 3D scene corresponding to the 3D image.

[0072] Referring to Figure 2, which is a schematic diagram of the structure of a terminal 400 provided in an embodiment of this application, the terminal 400 shown in Figure 2 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, all buses are labeled as bus system 440 in Figure 2.

[0073] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0074] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including at least one of the following: one or more speakers, one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0075] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.

[0076] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.

[0077] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0078] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0079] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0080] Presentation module 453 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with user interface 430;

[0081] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.

[0082] In some embodiments, the apparatus provided in this application can be implemented in software. FIG2 shows a data processing apparatus 455 for a virtual scene stored in memory 450, which can be software in the form of programs and plug-ins, including the following software modules: scene display module 4551, interface display module 4552, and image display module. These modules are logically related, and therefore can be arbitrarily combined or further divided according to the functions they implement. The functions of each module will be described below.

[0083] In some embodiments, the terminal or server can implement the data processing method for the virtual scene provided in this application by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in an operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as game APPs; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to a browser environment to run. In summary, the aforementioned computer-executable instructions can be any form of instruction, and the aforementioned computer programs can be any form of application, module, or plugin.

[0084] The data processing method for virtual scenes provided in this application will be described in conjunction with exemplary applications and implementations of the terminals provided in the embodiments of this application.

[0085] Referring to Figure 3A, which is a first flowchart of the data processing method for a virtual scene provided in an embodiment of this application, the steps shown in Figure 3A will be explained using a terminal as the execution subject as an example.

[0086] In step 101, a virtual scene is displayed.

[0087] In some embodiments, a virtual scene can be displayed in the human-computer interaction interface of the terminal. The first virtual scene can be an environment displayed in the human-computer interaction interface of the terminal device, providing an environment for the first virtual object to interact with other virtual objects. For example, the first virtual scene can be a virtual city, a virtual social space, or any other form of virtual scene. The virtual scene includes multiple virtual objects, which can be virtual characters, virtual animals, virtual buildings, etc. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene. For example, in a game scene, the virtual object can be a player character controlled by the user, or a non-player character automatically generated by the game system, or it can be a building, plant, or virtual prop, etc.

[0088] In step 102, in response to a viewfinder trigger operation for the virtual scene, a viewfinder is displayed, wherein the viewfinder includes the target area to be photographed in the virtual scene.

[0089] Here, the target area to be photographed is at least a portion of the virtual scene, serving as the shooting preview area. For example, the target area to be photographed can be the entire virtual scene or only a portion of it.

[0090] In some embodiments, step 102 above can be implemented by performing the following process: in response to receiving voice information for framing a virtual scene, displaying a framing interface.

[0091] Here, the user's voice commands can be received via a microphone or other audio input device; then, the received voice commands are processed by speech recognition, converting the received voice signal into text information, or directly recognizing the user's intention, such as recognizing which part of the virtual scene the user wants to view, or from which angle; finally, based on the parsed intention, the viewfinder is triggered to display.

[0092] In other embodiments, step 102 above can be implemented by performing the following process: in response to receiving haptic information for framing a virtual scene, displaying a framing interface.

[0093] Here, the system can first receive the user's movements on the corresponding device by having the user wear a motion-sensing device (such as smart glasses, motion-sensing gloves, VR headsets, motion sensors, etc.) or by having the user use a device with built-in motion-sensing functionality (such as smartphones, tablets); secondly, it can capture the user's body movement and posture information through sensors such as accelerometers, gyroscopes, and cameras on the device; then, it can transmit the collected motion-sensing data to the terminal device (such as smartphones, computers, game consoles, etc.) via Bluetooth, Wi-Fi, USB, or other wireless or wired communication methods; finally, it can receive and parse the motion-sensing data using software or applications on the terminal device, including recognizing specific gestures, postures, or movement trajectories, and identifying the user's intentions.

[0094] As an example, in response to the user's upward wave, the view of the current virtual scene is zoomed in; in response to the user's downward wave, the view of the current virtual scene is zoomed out; in response to the user's leftward wave, the view of the current virtual scene is rotated clockwise; and in response to the user's rightward wave, the view of the current virtual scene is rotated counterclockwise.

[0095] In other embodiments, step 102 above can be implemented by performing the following process: displaying a viewfinder interface in response to a trigger operation for a shooting entrance in a virtual scene.

[0096] Here, when displaying a virtual scene, a shooting entrance with the virtual scene is shown, and in response to a trigger operation on the shooting entrance, the viewfinder is displayed.

[0097] As an example, referring to Figures 4A and 4B, Figure 4A is a first schematic diagram of a virtual scene provided in an embodiment of this application, and Figure 4B is a second schematic diagram of a virtual scene provided in an embodiment of this application. As shown in Figure 4A, Figure 4A illustrates a first virtual object 401, a shooting entrance 402, a direction control 403, and a skill control 404. In response to a trigger operation on the shooting entrance 402, the shooting mode is entered, and the viewfinder interface shown in Figure 4B is displayed.

[0098] This application provides various triggering methods for viewfinder interface operations, such as displaying the viewfinder interface based on received voice information, haptic information, or triggering operations targeting the shooting entrance. These multiple triggering methods offer more interactive options, allowing users to choose the most comfortable and convenient operation method according to their preferences and the situation. For example, voice and haptic control can provide a more user-friendly experience for people with disabilities or mobility impairments. Different triggering methods simplify the interaction process between the user and the device, making operation more intuitive and simple. For example, voice commands allow users to operate without touching the device, while haptic control allows users to trigger the viewfinder interface through natural movements. Different triggering methods can be adjusted according to different usage scenarios. For example, voice control may be preferred in noisy environments, while touch operation may be used in quiet environments. The combination of multiple triggering methods can support broader technological inclusivity, enabling users with different skill levels and abilities to use the product. Different triggering methods can be optimized according to users' personal habits and workflows, thereby improving operational efficiency. For example, for users accustomed to using voice, voice triggering can save a significant amount of time. In conclusion, providing multiple viewfinder trigger operation methods can comprehensively improve the user experience, promote technological innovation, and expand the product's influence.

[0099] In some embodiments, when performing the "display viewfinder" step 102 above, graphic elements unrelated to shooting in the virtual scene are hidden, wherein the graphic elements include at least one of the following: operation controls, taskbar controls, and message bars.

[0100] Here, the method for hiding graphic elements in the virtual scene that are unrelated to shooting can be any of the following: Method 1: Automatically hide graphic elements in the virtual scene that are unrelated to shooting when the viewfinder is displayed; Method 2: Hide all graphic elements in the virtual scene that are unrelated to shooting in response to the triggering operation of a unified hiding control; Method 3: Classify graphic elements in the virtual scene that are unrelated to shooting, provide a category hiding control for each type of graphic element, and hide the corresponding graphic element in response to the triggering operation of the category hiding control.

[0101] As an example of the above method one, continuing to refer to Figures 4A and 4B, in response to the trigger operation for the shooting entrance 402, when entering the shooting mode and displaying the viewfinder interface shown in Figure 4B, the operation controls in Figure 4A, namely the direction control 403 and the skill control 404, are automatically hidden in the viewfinder interface shown in Figure 4B and are not displayed.

[0102] As an example of the second method described above, refer to Figure 4C, which is a third schematic diagram of the virtual scene provided in the embodiments of this application. As shown in Figure 4C, the upper part of Figure 4C shows a first virtual object 501, a shooting entrance 502, a directional control 503, a skill control 504, a taskbar control 511, a message bar 512, and a hidden control 513, wherein the directional control 503 and the skill control 504 are operation controls. In response to the selection operation of the hidden control 513 and the trigger operation of the shooting entrance 502, the shooting mode is entered, and the viewfinder interface shown in the lower part of Figure 4C is displayed. The taskbar control 511, the message bar 512, the directional control 503, and the skill control 504 shown in the upper part of Figure 4C are hidden in the lower part of Figure 4C.

[0103] As an example of the above-described method three, refer to Figure 4D, which is a fourth schematic diagram of the virtual scene provided in the embodiments of this application. As shown in Figure 4D, the upper part of Figure 4D shows a first virtual object 501, a shooting entrance 502, a directional control 503, a skill control 504, a taskbar control 511, a message bar 512, and a category hiding component 514. The directional control 503 and the skill control 504 are operation controls, and the category hiding component 514 includes a hidden operation control, a hidden taskbar control, and a hidden message bar. In response to a selection operation on the hidden taskbar control and the hidden message bar in the category hiding component 514, and in response to a trigger operation on the shooting entrance 502, the shooting mode is entered, and the viewfinder interface shown in the lower part of Figure 4D is displayed. The taskbar control 511 and the message bar 512 shown in the upper part of Figure 4C are hidden in the lower part of Figure 4D.

[0104] In some embodiments, when performing the "display viewfinder" step 102 above, all graphic elements in the virtual scene can also be retained. For example, in the example above, in response to a trigger operation on the shooting entrance, the shooting mode is entered, and the displayed viewfinder will simultaneously display operation controls, taskbar controls, and message bar.

[0105] In the present application embodiments, when displaying the viewfinder interface, graphic elements unrelated to shooting in the virtual scene can be hidden in different ways, or all graphic elements in the virtual scene can be retained, so that the viewfinder interface can be displayed differently according to different user needs. It can flexibly hide or display graphic elements in the viewfinder interface to adapt to different shooting and display needs.

[0106] In some embodiments, the viewfinder is in 3D shooting mode by default. When the viewfinder is in 3D shooting mode, the following processing can be performed: in response to the switching operation of the shooting mode control, the 3D shooting mode is switched to 2D shooting mode, wherein the 2D shooting mode is used to capture a 2D image including the target area.

[0107] As an example, referring to Figure 4B, Figure 4B shows a shooting mode control 405, which supports switching between two-dimensional shooting mode and three-dimensional shooting mode. The image captured by the two-dimensional shooting mode is a two-dimensional still image, and the image captured by the three-dimensional shooting mode is a three-dimensional image. When the default is three-dimensional shooting mode, in response to the trigger operation of the two-dimensional shooting mode in the shooting mode control 405, the three-dimensional shooting mode can be switched to the two-dimensional switching mode.

[0108] Here, when the viewfinder is in 3D shooting mode, it can also be switched to 2D shooting mode via voice control. For example, the user's voice command can be received through a microphone or other audio input device; then, the received voice command is recognized and converted into text information for switching modes, thus switching the 3D shooting mode to 2D shooting mode.

[0109] This application supports switching between two-dimensional shooting mode and three-dimensional shooting mode. The two-dimensional shooting mode is suitable for simple planar shooting, while the three-dimensional shooting mode is suitable for scenes that require depth information and stereoscopic effects, which enhances the adaptability of the device and allows users to select the appropriate shooting mode according to their needs, such as performing planar two-dimensional shooting or stereoscopic three-dimensional shooting with depth information, thus meeting different shooting needs.

[0110] In some embodiments, the viewfinder includes a viewfinder frame and a focus frame. The viewfinder frame includes a target area in a virtual scene, and the focus frame is used to characterize the focus area when shooting in the target area.

[0111] Here, the viewfinder is the defined "visual range boundary" in the virtual scene, and its core function is to clearly define the target area covered by the current shooting operation for the user. In different virtual scene applications, the shape and range of the viewfinder can be flexibly adjusted according to functional requirements. For example, in virtual photography applications, the viewfinder can simulate the aspect ratio of a real camera (such as 4:3 or 16:9), clearly framing the virtual scene content that will be included in the final image, preventing the user from shooting content that deviates from expectations due to blurred visual range. In virtual interactive games, the viewfinder can be bound to the task objective; the user can only trigger subsequent shooting, acquisition, or interaction commands when the virtual character, props, or specific scene elements are within the target area of ​​the viewfinder, ensuring the targeted and effective operation. At the same time, the viewfinder can also visually distinguish itself from other areas of the virtual scene (such as a highlighted border or a semi-transparent mask), allowing the user to intuitively perceive the effective range of the current operation and reducing operational errors.

[0112] As a crucial element assisting the viewfinder in achieving precise operation, the focus frame's core value lies in locating the focus area within the target region, solving the problem of "which specific point to capture precisely within a large target area." In the shooting logic of virtual scenes, even if the target area has been determined through the viewfinder, without the guidance of the focus frame, problems such as overall image blurriness and unclear presentation of key details may occur. For example, in a virtual artifact shooting scenario, the viewfinder may select the entire artifact (target area), but the user needs to highlight the texture or inscription on the artifact's surface. In this case, the focus frame will act on the local area where the texture or inscription is located, ensuring the prominence of key information in the shooting result. Furthermore, the focus frame is interactive; users can adjust its position within the target area through clicks, drags, and other operations, flexibly adapting to different shooting needs and further improving the flexibility and accuracy of operation.

[0113] In this embodiment, the viewfinder and focus frame together constitute a dual positioning system for virtual scene shooting: the viewfinder is responsible for "macroscopic range definition," clearly defining the overall boundaries of the shooting operation and avoiding interference from irrelevant scene elements; the focus frame is responsible for "microscopic precise positioning," locking onto key areas within the macroscopic range to ensure the detail quality of the shooting result. This "define the range first, then the focus" design logic not only conforms to the user's intuitive operating habits but also effectively balances the needs for "range coverage" and "detail precision" in virtual scene shooting, providing users with clear and efficient operation guidance and improving the overall user experience.

[0114] As an example, referring to Figure 4B, the viewfinder interface of Figure 4B shows a viewfinder 407 and a focus frame 408. The viewfinder 407 includes the target area in the virtual scene, and the focus frame 408 is used to characterize the focus area when shooting in the target area.

[0115] In some embodiments, after displaying the viewfinder, at least one of the following processes may be performed: in response to a rotation operation in the viewfinder along a first direction, rotating the view of the virtual camera in the viewfinder along the first direction; in response to a translation operation in the viewfinder along a second direction, moving the target area of ​​the virtual camera in the viewfinder along the second direction; in response to a focus adjustment operation in the viewfinder, adjusting the shooting focus of the virtual camera; in response to an adjustment operation of the focus adjustment control in the viewfinder, adjusting the shooting focus of the virtual camera.

[0116] Here, the rotation operation along the first direction in the viewfinder can be performed in any direction, and the rotation operation can be performed by dragging with a single finger. For example, it can be a 10-degree clockwise rotation, that is, rotating the current virtual camera's viewpoint 10 degrees clockwise; or it can be a 20-degree counterclockwise rotation, that is, rotating the current virtual camera's viewpoint 20 degrees counterclockwise.

[0117] The panning operation in the viewfinder along the second direction can be a panning operation in any direction, and the panning operation can be performed by a two-finger swipe. For example, it could be a response to a two-finger swipe to the left in the viewfinder, panning the target area of ​​the current virtual camera to the left.

[0118] In the viewfinder, focusing can be adjusted by expanding the virtual camera's focal length with a gesture, or by pinching the camera's focal length to decrease it. Alternatively, it can be adjusted by sliding the slider of the focusing control within the viewfinder, increasing or decreasing the virtual camera's focal length depending on the direction of the slide. For example, sliding the slider downwards decreases the virtual camera's focal length, while sliding it upwards increases it.

[0119] As an example, referring to Figure 4B, which shows a focus adjustment control 409, the shooting focus of the virtual camera can be increased in response to an upward sliding operation of the slider of the focus adjustment control 409, and the shooting focus of the virtual camera can be decreased in response to a downward sliding operation of the slider of the focus adjustment control 409.

[0120] In some embodiments, the virtual camera can also be controlled in response to settings operations in the adjustment menu of the viewfinder interface.

[0121] As an example, refer to Figure 5, which is a fifth schematic diagram of a virtual scene provided in an embodiment of this application. As shown in Figure 5, settings can be made for the field of view, rotation of the viewing angle, whether to hide the player, face painting, facial expressions, and body movements.

[0122] Here, field of view refers to the range of the scene that a virtual object in a virtual scene can see. The higher the field of view value, the more scene elements can be displayed simultaneously; the lower the field of view value, the more focused the field of view is on the area in front, making the scene closer to the realism of "first-person close-up observation," but reducing the acquisition of information about the surrounding environment. The unit of field of view can be meters, for example, 60 meters, which means that the virtual object can see the scene within a radius of 60 meters centered on the virtual object.

[0123] Rotating the viewpoint refers to the change in the angle of view of virtual objects in a virtual scene. It is an operation setting that controls the observation direction of virtual objects and determines the specific location of the virtual world that the virtual object can see. The unit of rotation of the viewpoint can be degrees. If the hidden player is enabled, then the virtual objects in the virtual scene are visually invisible; if the hidden player is disabled, then the virtual objects in the virtual scene are visually visible.

[0124] Face painting refers to adding visual effects such as patterns, textures, and colors to the face of a virtual object. Face painting can take many forms, including preset fixed patterns (such as tribal totems, skull patterns, and cartoon stickers).

[0125] Facial expressions refer to the facial expressions of virtual objects in a virtual scene. They are interactive functions that express emotional states such as joy, anger, sorrow, and happiness, for example, happiness, anger, or surprise. Body movements refer to the body postures and movements of virtual objects in a virtual scene, including actions such as standing, walking, and interacting.

[0126] This application's embodiments support adjusting the virtual camera's viewpoint, shooting area, and focal length before shooting through various adjustment operations. This allows users to directly control the virtual camera's viewpoint, target area, and focal length through intuitive operations, enhancing the user's interactivity with the virtual scene. Rotation and panning operations allow users to easily observe the virtual scene from different angles and positions, obtaining a more flexible perspective. A focal length adjustment scheme is provided, allowing users to adjust the depth of field and field of view as needed to achieve the best shooting results. In summary, this function of controlling the virtual camera in response to operations within the viewfinder provides users with a powerful interactive tool, enhancing the user experience.

[0127] In step 103, in response to a shooting trigger operation on the viewfinder, a three-dimensional image including the target area is displayed.

[0128] In some embodiments, in response to a shooting trigger operation on the viewfinder, a target area is captured, and a three-dimensional image including the target area is displayed.

[0129] In some embodiments, step 103 can be implemented as follows: when the target area includes multiple virtual objects, in response to a shooting trigger operation on the viewfinder, a cropped area in the target area is captured by a virtual camera, and the captured 3D image is displayed; wherein, the cropped area is the area in the target area whose distance from the virtual camera is between a first distance threshold (forming a first cropping plane) and a second distance threshold (forming a second cropping plane), the first distance threshold being less than the second distance threshold, and the second distance threshold being less than the maximum shooting distance of the virtual camera. For example, the maximum shooting distance of the virtual camera is 100 meters, the first distance threshold is 10 meters, and the second distance threshold is 80 meters.

[0130] Here, the first distance threshold and the second distance threshold can be determined in any of the following ways:

[0131] One approach is to determine the second distance threshold based on hardware performance and optimization needs. Devices with stronger hardware can handle more complex scenes and more rendering content, so the second distance threshold can be appropriately increased to display a wider scene. For devices with limited hardware, to avoid stuttering and frame drops, the second distance threshold needs to be decreased, reducing the number of objects being rendered. Simultaneously, a smaller first distance threshold can reduce unnecessary detail rendering at close range, further optimizing performance. For example, if the electronic device is a mobile phone, due to its relatively weak hardware performance, the first distance threshold can be set to 5 meters, and the second distance threshold to 50 meters.

[0132] Method Two: Determine the distance threshold based on the game type and gameplay characteristics. Different types of games have different requirements for field of view and cropping area. For example, in situations requiring quick observation of the surrounding virtual environment, the first distance threshold can be set relatively small, such as 5 meters, to see nearby objects more clearly; the second distance threshold can be set relatively large, such as 100 meters, to ensure timely detection of distant enemies. In simulation management games, where players focus more on the overall layout and building details, the first distance threshold can be set to 10 meters and the second distance threshold to 150 meters, allowing players to easily view the entire base.

[0133] Method three: Determine based on player's operating habits and visual experience. Different players have different operating habits and visual preferences. Some players prefer a wider field of view to understand their surroundings in advance; for these players, the second distance threshold can be appropriately increased. Other players focus more on details and prefer to observe objects up close; in this case, the first distance threshold can be set smaller.

[0134] Method four: Determine the distance threshold based on the scale and complexity of the virtual scene. If the game scene is large and complex, containing numerous buildings, vegetation, terrain, and other elements, a larger second distance threshold needs to be set to ensure the entire virtual scene is fully displayed in the player's view. Simultaneously, to highlight key areas and avoid unnecessary rendering, the first distance threshold also needs to be adjusted according to the specific circumstances of the virtual scene. For example, in a large open-world game with vast mountains, forests, and cities, the second distance threshold might be set to 500 meters, and the first distance threshold to 20 meters.

[0135] As an example, refer to Figure 9, which is a schematic diagram of the shooting range provided in an embodiment of this application. As shown in Figure 9, the maximum shooting distance, near clipping plane, and far clipping plane of the virtual camera 901 are shown, wherein the area between the near clipping plane and the far clipping plane is the clipping area 902.

[0136] In some embodiments, the above-mentioned "taking pictures of the cropped area in the target area by means of a virtual camera" can be achieved by performing the following process: taking pictures of all virtual objects displayed in the cropped area by means of a virtual camera, or taking pictures of virtual objects in the cropped area whose display completeness is greater than a completeness threshold, wherein the display completeness is the ratio of the part of the virtual object displayed in the cropped area to the part displayed in the virtual scene.

[0137] As an example, referring to Figure 9, virtual objects 903, 904, and 905 are shown within the cropping area 902. Virtual object 903 is not within the field of view of the virtual camera 901 and therefore cannot be photographed; virtual object 904 is selected as the target virtual object because its volume exceeds half its own volume within the field of view of the virtual camera 901; and virtual object 905 is not photographed because its volume does not exceed half its own volume within the field of view of the virtual camera 901.

[0138] This application embodiment determines the clipping region within the target area based on the maximum shooting distance of the virtual camera, the near clipping plane, and the far clipping plane. Virtual objects outside the maximum visible range can be clipped, reducing rendering computation and thus improving rendering performance and reducing latency. Based on the display completeness of virtual objects within the clipping region, the target virtual object to be photographed is determined. Virtual objects within the clipping region can be prioritized according to their display completeness, resulting in a smoother and more realistic rendering effect. Simultaneously, it saves computing resources, storage space, and power consumption, improving the overall resource utilization of the device.

[0139] In some embodiments, the target area is captured by a virtual camera; referring to Figure 3B, Figure 3B is a second flowchart of the data processing method for a virtual scene provided in an embodiment of this application. Step 103 in Figure 3A can be implemented by steps 1031 to 1033 in Figure 3B, which will be described in detail below.

[0140] In step 1031, multiple virtual objects that are located at a distance from the virtual camera that is less than the maximum shooting distance of the virtual camera are displayed in the target area.

[0141] As an example, refer to Figure 6A, which is a sixth schematic diagram of a virtual scene provided in an embodiment of this application. As shown in Figure 6A, multiple virtual objects are displayed in the target area, which are located at a distance from the virtual camera 601 that is less than the maximum shooting distance of the virtual camera. These are the first virtual object 602, the second virtual object 603, the third virtual object 604, and the fourth virtual object 605.

[0142] In step 1032, in response to a selection operation for multiple virtual objects, the selected virtual object is taken as the target virtual object.

[0143] In some embodiments, step 1032 above can be implemented in any of the following ways:

[0144] Method 1: By default, all virtual objects are unselected. Each virtual object displays a selection box. In response to the triggering operation of the selection box of a virtual object, the selected virtual object is used as the target virtual object.

[0145] As an example, refer to Figure 6B, which is a seventh schematic diagram of a virtual scene provided in an embodiment of this application. As shown on the left side of Figure 6B, four virtual objects are displayed in the target area, with a distance from the virtual camera 601 less than the maximum shooting distance of the virtual camera. These are the first virtual object 602, the second virtual object 603, the third virtual object 604, and the fourth virtual object 605. All four virtual objects are unselected, and a corresponding selection box is displayed in the upper right corner of each virtual object. In response to the selection operation of the selection boxes for the second virtual object 603 and the third virtual object 604 on the left side of Figure 6B, the outlines of the second virtual object 603 and the third virtual object 604 are thickened, indicating that the second virtual object 603 and the third virtual object 604 are designated as target virtual objects.

[0146] Method 2: All virtual objects are selected by default, and each virtual object displays a delete control. In response to the triggering operation of the delete control of a virtual object, the selected virtual object is used as the target virtual object.

[0147] As an example, refer to Figure 6C, which is an eighth schematic diagram of a virtual scene provided in an embodiment of this application. As shown on the left side of Figure 6C, four virtual objects are displayed in the target area, with a distance from the virtual camera 601 less than the maximum shooting distance of the virtual camera. These are the first virtual object 602, the second virtual object 603, the third virtual object 604, and the fourth virtual object 605. All four virtual objects are selected, meaning their outlines are displayed in bold, and each virtual object has a corresponding delete control displayed in its upper right corner. In response to clicking the delete control on the first virtual object 602 and the third virtual object 604 on the left side of Figure 6C, the bolding of the outlines of the first virtual object 602 and the third virtual object 604 is removed, thus making the second virtual object 603 and the fourth virtual object 605 the target virtual objects.

[0148] Method 3: By default, all virtual objects are selected. In response to interactive operations along a specific direction, the state of the corresponding virtual object is switched to unselected, and the virtual object that is still selected is used as the target virtual object.

[0149] As an example, refer to Figure 6D, which is the ninth schematic diagram of the virtual scene provided in the embodiment of this application. As shown in the target area on the left side of Figure 6D, four virtual objects are displayed whose distance from the virtual camera 601 is less than the maximum shooting distance of the virtual camera. These are the first virtual object 602, the second virtual object 603, the third virtual object 604, and the fourth virtual object 605. All four virtual objects are selected, meaning their outlines are displayed in bold. In response to the upward sliding operation along the dividing line L in the target area on the left side of Figure 6C, the state of the virtual objects above the dividing line L is switched to an unselected state. That is, the states of the second virtual object 603, the third virtual object 604, and the fourth virtual object 605 are switched to an unselected state. In other words, the bold outlines of the second virtual object 603, the third virtual object 604, and the fourth virtual object 605 are de-emphasized, and the first virtual object 602 is selected as the target virtual object.

[0150] In other embodiments, the viewfinder includes multiple type controls, each type control being associated with a virtual object of a certain type; step 1032 above can also be implemented in the following way: in response to a trigger operation for any type control, the virtual object associated with any type control is set to a selected state, and the virtual object associated with any type control is used as the target virtual object.

[0151] Here, the type of virtual object can be a player character or a non-player character, a building, or an item; the trigger operation for any type of control can be a trigger operation for a single type of control or a trigger operation for multiple types of controls. Setting the virtual object associated with any type of control to a selected state can be achieved by applying different display parameters to the selected virtual object and the unselected virtual object. For example, the selected virtual object can have a different color of its bounding box, a different line thickness, or a different transparency.

[0152] As an example, the types of virtual objects in the target area include player characters, non-player characters, and buildings. In response to a triggered action on the type controls associated with player characters and non-player characters, the virtual objects for both player characters and non-player characters are set to the selected state.

[0153] This application's embodiments, through the trigger design of the type control, allow users to directly filter virtual objects of a target type in batches by clicking the type control once or multiple times, eliminating the need to locate them one by one in complex virtual scenes. For example, in a multiplayer battle scene, users can quickly select all virtual buildings by clicking the type control of virtual buildings, avoiding repeated searching amidst interference from virtual characters and props, significantly shortening the operation path and improving filtering efficiency.

[0154] In other embodiments, the viewfinder includes a distance control, wherein the distance control is used to set the shooting distance range of the virtual camera; the above step 1032 can also be implemented in the following way: in response to the setting operation of the distance control, the distance range set by the setting operation is displayed, wherein the minimum distance of the distance range is the minimum shooting distance of the virtual camera, and the maximum distance of the distance range is the maximum shooting distance of the virtual camera; and the virtual object within the distance range is taken as the target virtual object.

[0155] As an example, refer to Figure 6E, which is the tenth schematic diagram of a virtual scene provided in an embodiment of this application. As shown on the left side of Figure 6E, the target area displays four virtual objects whose distance from the virtual camera 601 is less than the maximum shooting distance of the virtual camera (e.g., 100 meters). These are the first virtual object 602, the second virtual object 603, the third virtual object 604, the fourth virtual object 605, and a distance control 606. All four virtual objects are in an unselected state. In response to setting the distance control 606 on the left side of Figure 6E to 50 meters, the first virtual object 602 is switched to a selected state in the interface on the right side of Figure 6E, i.e., the first virtual object 602 is used as the target virtual object.

[0156] In other embodiments, referring to FIG3C, FIG3C is a third flowchart of the data processing method for a virtual scene provided in the embodiments of this application. Step 1032 in FIG3B can also be implemented by executing steps 10321 to 10322 in FIG3C, which will be described in detail below.

[0157] In step 10321, a pre-trained machine learning model is invoked to predict the shooting intention of multiple virtual objects, thereby obtaining the probability that each virtual object conforms to the shooting intention. The machine learning model is trained based on virtual scene samples, which include multiple virtual object samples and labels. The labels represent the probability that each virtual object sample conforms to the shooting intention in the virtual scene samples.

[0158] In some embodiments, the virtual scene sample includes attributes and labels of multiple virtual object samples. Here, the attributes of the virtual object samples include geometric attributes (such as position, size, and shape), material attributes (such as color, texture, transparency, and gloss), and interaction attributes (the time, location, and frequency of interaction between the virtual object sample and the user). A virtual object sample is labeled 1 if its probability of conforming to the shooting intention in the virtual scene sample is true; a virtual object sample is labeled 0 if its probability of not conforming to the shooting intention in the virtual scene sample is false.

[0159] In some embodiments, the machine learning model is obtained by performing the following processes: taking virtual object samples as input, calling an initialized machine learning model to predict the probability that each virtual object sample meets the shooting intention, obtaining the predicted shooting probability for each virtual object sample; determining a loss value based on the difference between the predicted shooting probability and the label; and updating the parameters of the initialized machine learning model using a backpropagation algorithm based on the loss value, thus obtaining the trained machine learning model. Here, the machine learning model can be trained by the terminal using an artificial intelligence (AI) chip, or it can be trained by a server and then distributed to the terminal.

[0160] Here, the structure of the machine learning model can include an input layer, a hidden layer, and an output layer. During the forward propagation process, the virtual object sample is used as input. The features of the virtual object sample are linearly processed through the hidden layer to obtain linear features. Then, the linear features are activated using an activation function to obtain the output features of the hidden layer. Finally, the output features of the hidden layer are normalized through the output layer to obtain the predicted shooting probability of the virtual object sample.

[0161] As an example, the features of the virtual object sample are [feature 1, feature 2, ..., feature n], and the label is y (probability of real interaction). First, the features of the virtual object sample are embedded to obtain the input vector X; then, the input vector is linearly processed through a hidden layer. For example, the weight matrix W1 (4×8) of the hidden layer is randomly initialized as follows:

[0162] The bias b1 of the hidden layer is initialized to b1 = [0.1, 0.2, 0.3, 0.4]. Then the linear feature Z1 = W1 × X + b1 = [1.86, 2.14, 2.04, 1.96]. Activating the linear feature Z1 yields the output feature A1 = [1.86, 2.14, 2.04, 1.96].

[0163] If the weights of the output layer are W2 = [0.5, 0.3, 0.2, 0.1] and b2 = 0.1, then the output feature A1 of the hidden layer is linearly calculated to obtain the linear feature Z2 of the output layer: Z2 = W2 × A1 + b2 = 2.234. Finally, the linear feature Z2 of the output layer is normalized using the sigmoid function to obtain the predicted shooting probability p = 0.9 for the virtual object sample.

[0164] During backpropagation, the loss value is passed from the output layer to the input layer, allowing the machine learning model to learn the difference between the predicted shooting probability and the label y. Based on the loss value, the gradient of each parameter in the machine learning model is calculated. An optimization algorithm is then used to update the initial parameters of the machine learning model based on the gradients and a preset learning rate to reduce the loss value. The machine learning model is trained iteratively for multiple rounds until the loss value converges or the preset number of training rounds is reached.

[0165] In step 10322, the virtual object with a probability greater than the probability threshold is taken as the target virtual object.

[0166] Here, the probability threshold can be determined based on the complexity of the virtual scene. If the number of virtual objects in the virtual scene is small (e.g., the number of virtual objects is less than the quantity threshold) and the categories are clear (e.g., fixed plot scenes), the probability threshold can be appropriately increased to reduce interference items; if the number of virtual objects in the virtual scene is dense (e.g., the number of virtual objects is greater than the quantity threshold) and the categories are mixed (e.g., large open worlds), the probability threshold can be appropriately decreased to avoid excluding most reasonable objects due to strict screening.

[0167] The probability threshold can also be determined according to the user's own needs. For example, the threshold adjustment function (such as the probability threshold setting control) can be provided in the human-computer interaction interface, allowing users to manually set it according to their own shooting needs.

[0168] The probability threshold can also be dynamically optimized based on the real-time virtual scene. For example, when it detects that there are few virtual objects in the current virtual scene (e.g., the number of virtual objects is less than the quantity threshold), the probability threshold can be automatically lowered; when the number of virtual objects in the virtual scene is dense (e.g., the number of virtual objects is greater than the quantity threshold), the threshold can be automatically raised to balance the filtering effect and the user experience.

[0169] As an example, if the probability threshold is 0.7, and the pre-trained machine learning model is called to predict the shooting intentions of virtual object A, virtual object B, and virtual object C respectively, the probability of shooting intention of virtual object A is 0.75, the probability of shooting intention of virtual object B is 0.55, and the probability of shooting intention of virtual object C is 0.8. Then, virtual object A and virtual object C are selected as target virtual objects.

[0170] This application provides multiple selection schemes for virtual objects within a target area, offering users more interaction methods. Users can choose the most suitable method based on personal preferences or context, improving user convenience and satisfaction. Different selection schemes are applicable to different scenarios and needs, such as precisely selecting a single object, selecting a group of objects, or selecting all objects within an entire area, enhancing flexibility when capturing virtual objects. Responding to user selection of specific objects within the target area allows for more effective resource management, such as reducing rendering computation or storage space. In summary, the above solutions provide users with higher user satisfaction, operational efficiency, and application adaptability, offering a more personalized and flexible user experience.

[0171] Please refer to Figure 3B for further explanation following step 1032 above.

[0172] In step 1033, in response to the shooting trigger operation of the viewfinder, the target virtual object in the target area is photographed and the resulting three-dimensional image is displayed.

[0173] In some embodiments, the user's shooting trigger operation can take any of the following forms: a shooting button, for example, displaying a "Shoot" or "Shutter" button on the viewfinder, and initiating shooting in response to the user's trigger operation on the "Shoot" or "Shutter" button; a swipe operation, initiating shooting in response to the user performing a specific swipe action on the viewfinder, such as swiping up or down; a long press operation, in response to the user's long press operation on a specific area or button on the viewfinder until the shooting operation is completed; voice control, triggering shooting in response to receiving a voice command for shooting, such as "Take a picture" or "Cheese"; gesture recognition, using a front-facing camera or gesture sensor to recognize a specific gesture of the user to initiate shooting; facial recognition, triggering shooting by recognizing a specific facial expression or action of the user, such as blinking or smiling; a timer, automatically taking a picture after a preset time delay in response to the user's setting operation on a timer; a hardware button, triggering shooting in response to pressing a hardware button for shooting on the terminal device; and motion recognition, triggering shooting by recognizing the user's movement trajectory, such as waving an arm or jumping.

[0174] In some embodiments, when displaying a 3D image, the following processes may be performed: displaying a thumbnail of the 3D image from a specific viewpoint, wherein the specific viewpoint is the viewpoint used when displaying the target area in the viewfinder; and saving the 3D image and the thumbnail to an electronic photo album, wherein the thumbnail serves as preview information of the 3D image in the electronic photo album.

[0175] Here, when displaying thumbnails of a 3D image from a specific viewpoint, the 3D image and its thumbnails can be automatically saved to the digital photo album; alternatively, the 3D image and its thumbnails can be saved to the digital photo album in response to a save operation on the 3D image. For example, when displaying thumbnails of a 3D image from a specific viewpoint, a save control corresponding to each thumbnail can be displayed, and in response to a selection operation on the save control, the 3D image and its thumbnail corresponding to the selected save control can be saved to the digital photo album.

[0176] In some embodiments, the virtual scene includes an electronic photo album entry; in response to a trigger operation on the electronic photo album entry, a thumbnail list is displayed, wherein the thumbnail list includes thumbnails of three-dimensional images; in response to a viewing operation on the thumbnails, the three-dimensional images are displayed.

[0177] As an example, see Figure 7A, which is an eleventh schematic diagram of a virtual scene provided in an embodiment of this application. The electronic photo album shown in Figure 7A displays preview thumbnails of six 3D images; as an example, thumbnail 701 is shown in Figure 7A.

[0178] In some embodiments, the following processing may be performed on a three-dimensional image: in response to a rotation operation in the three-dimensional image along a third direction, the display viewpoint of the three-dimensional image is rotated according to the third direction.

[0179] Here, rotation in a 3D image along a third direction can be performed in any direction, and can be done by dragging with a single finger. For example, it can be a 10-degree clockwise rotation, which rotates the current 3D image's display viewpoint 10 degrees clockwise; or it can be a 20-degree counterclockwise rotation, which rotates the current 3D image's display viewpoint 20 degrees counterclockwise.

[0180] In other embodiments, the following processing may be performed on a three-dimensional image: in response to a translation operation in the three-dimensional image along a fourth direction, the display area of ​​the three-dimensional image is updated according to the fourth direction.

[0181] Here, the translation operation along the fourth direction in the 3D image can be a translation operation performed in any direction, and the translation operation can be a two-finger swipe operation. For example, it could be a response to a two-finger swipe to the left in the 3D image, which would shift the display area of ​​the current 3D image to the left.

[0182] In other embodiments, the following processing may be performed on a 3D image: adjusting the display size of the 3D image in response to a resizing operation on the 3D image; or, adjusting the display size of the 3D image in response to an adjustment operation on a resizing control in the 3D image.

[0183] Here, the display size of the 3D image refers to its length and width. The display size of the 3D image can be increased or decreased in response to sliding the slider of the size adjustment control, depending on the direction of the sliding operation. Sliding the slider downwards decreases the display size of the 3D image; sliding it upwards increases the display size of the 3D image.

[0184] In some embodiments, the resizing operation of a 3D image can be performed by expanding the image with a gesture to increase its display size, or by pinching the image to decrease its display size. The degree of change in the display size of the 3D image is directly proportional to the operation parameters of the expanding or pinching gesture. For example, if the expanding gesture is 2 cm, the display size of the 3D image will be 1.5 times its original size; if the expanding gesture is 3 cm, the display size will be twice its original size.

[0185] In some embodiments, the three-dimensional image is displayed in the human-computer interaction interface of the first terminal device; when displaying the three-dimensional image, the following processing may be performed: in response to a sharing operation for the three-dimensional image, the three-dimensional image is sent to a second terminal device, wherein the three-dimensional image is used for the second terminal device to display a target area in a virtual scene at its original size.

[0186] Here, after the 3D image is sent to the second terminal device, when the target area in the virtual scene is displayed at the original size on the human-computer interaction interface of the second terminal device, a second player character can also be displayed in the target area. The second player character is controlled by the second terminal device.

[0187] As an example, the 3D image can be sent to a second terminal device in response to a trigger operation on a sharing control in the 3D image. Referring to Figure 7B, which is a twelfth schematic diagram of a virtual scene provided in an embodiment of this application, in response to a trigger operation on thumbnail 701 in Figure 7A, photo details of the 3D image shown in Figure 7B are displayed. Figure 7B also shows a delete control 702, a share control 703, and a scene entry 704. In response to a trigger operation on the share control 703, players can share the 3D scene with other players.

[0188] In some embodiments, when displaying a 3D image, a delete control may be displayed simultaneously. In response to a triggering operation on the delete control, the 3D image is deleted, and a thumbnail of the 3D image is also deleted from the electronic photo album.

[0189] As an example, continuing to refer to Figure 7B, in response to a trigger operation on the delete control 702, the player can perform a delete operation on the 3D scene.

[0190] In some embodiments, the virtual scene is displayed in the human-computer interaction interface of the first terminal device; when displaying the three-dimensional image, the following processes may be performed: displaying a scene entrance; in response to a trigger operation for the scene entrance, displaying a target area in the virtual scene according to the original size based on the three-dimensional image, and displaying a first player character in the target area, wherein the first player character is controlled by the first terminal device; in response to a control operation for the first player character, controlling the first player character to interact in the target area.

[0191] As an example, referring further to Figure 7B, scene entry 704 is shown. In response to a trigger operation on scene entry 704, a virtual scene of a 3D image can be loaded and enlarged to the original size of a 3D model, allowing the player to control their virtual character to play within the virtual scene of the 3D model.

[0192] In some embodiments, when performing the above-described "displaying the target area in the virtual scene at its original size", the following processing may be performed: in response to an interaction request operation, an interaction request is sent to a second terminal device, wherein the interaction request is used to instruct a second player character to enter the target area and interact with a first player character, the second player character being controlled by the second terminal device.

[0193] Here, while displaying the target area in the virtual scene at its original size, an invitation control can be shown, and in response to a triggering operation on the invitation control, an interaction request can be sent to at least one second terminal device.

[0194] As an example, refer to Figure 7C, which is the thirteenth schematic diagram of a virtual scene provided in an embodiment of this application. In response to a player's trigger operation on scene entry 704, the virtual scene shown in Figure 7C is displayed. Figure 7C shows an invitation entry 705 and operation controls 706. The operation controls 706 include controls for skills A, B, C, and D. In response to a player's trigger operation on any skill control in the operation controls 706, the virtual character controlled by the player can perform the corresponding action. In response to a trigger operation on invitation entry 705, a link to the currently playing scene in Figure 7C can be sent to other players, allowing them to directly enter the player's current virtual scene by clicking the link and play together with the player in the current virtual scene.

[0195] This application embodiment supports users in viewing, deleting, and sharing 3D images obtained through capture, improving the efficiency of 3D image management. It also supports users in entering the 3D scene of the 3D image for gameplay or interacting with other players entering the same 3D scene, increasing the dissemination and social interactivity of 3D images. This not only provides a richer and more diverse user experience but also promotes the development of 3D image and virtual reality technologies, bringing significant technical benefits to both users and developers.

[0196] In some embodiments, referring to FIG3D, FIG3D is a fourth flowchart of the data processing method for a virtual scene provided in the embodiments of this application. Step 103 in FIG3A can be implemented by steps 1034 to 1036, which will be described in detail below.

[0197] In step 1034, in response to a shooting trigger operation on the viewfinder, three-dimensional data of the viewfinder is acquired, wherein the three-dimensional data includes the position, appearance, material, and light source information of virtual objects in the virtual scene.

[0198] In some embodiments, step 1034 above can be implemented by performing the following processes: First, prepare a software platform with 3D modeling capabilities, which can capture and process 3D scene data in real time. Second, configure a user interface, which includes a viewfinder, allowing the user to observe the virtual scene and perform shooting operations through the viewfinder. Then, in response to the user's shooting trigger operation, acquire the 3D data from the viewfinder.

[0199] Here, the 3D data of the viewfinder includes the following information: the position of the virtual object, which records the spatial position of each virtual object using a 3D coordinate system; the appearance of the virtual object, which records the appearance attributes such as texture and color of each virtual object; the material of the virtual object, such as reflectivity, transparency, and roughness; and the light source information, which records the type, intensity, color, and position of all light sources in the virtual scene.

[0200] As examples, software platforms with 3D modeling capabilities could include Unreal Engine, Unity 3D, SketchUp, Rhino, and Blender.

[0201] In step 1035, a three-dimensional model is obtained by modeling based on the three-dimensional data.

[0202] In some embodiments, the captured 3D data can be compiled into a structured file format, such as OBJ, FBX, or GLTF, to facilitate subsequent storage, transmission, and sharing. Step 1035 above can be achieved by performing the following processes: First, preprocess the 3D data to remove noise, outliers, and other unwanted data generated during acquisition; perform filtering to smooth the point cloud data and reduce errors. Then, perform data registration to align point cloud data captured from different perspectives or at different times, ensuring correct spatial stitching; and use a registration algorithm (such as the Iterative Closest Point (ICP) algorithm) to optimize the relative positions of the point cloud data. Second, extract texture information from the original 3D data, map the texture onto the surface of the 3D model, and assign material properties to the model, such as color, gloss, and transparency. Finally, refine the 3D model, such as adding details, optimizing edges, and repairing holes.

[0203] In step 1036, the 3D model is rendered to obtain a 3D image including the target region.

[0204] In some embodiments, step 1036 above can be implemented by performing the following processes: First, import the 3D model file (such as OBJ, FBX, GLTF format, etc.) into the rendering software; then, set the parameters of the rendering software, for example, select a suitable rendering engine, such as real-time rendering or offline rendering; set the anti-aliasing level to reduce jagged edges in the image; set the resolution and output format of the rendered image. Finally, start the rendering process and calculate the lighting, shadows, and texture mapping of the scene according to the set parameters. After rendering is complete, the software will output a 3D image including the target area.

[0205] This application embodiment acquires 3D data of the viewfinder in response to a shooting trigger operation; models a 3D model based on the 3D data; and renders the 3D model to obtain a 3D image including the target area. The obtained 3D image allows users to observe from different angles and viewpoints, increasing the interactivity of the user experience. By integrating 3D data capture, modeling, and rendering technologies, it can provide users with an efficient, interactive, and high-quality platform for creating and displaying 3D content.

[0206] In summary, the embodiments of this application respond to the trigger operation of the viewfinder interface in the virtual scene, displaying the viewfinder interface of the virtual scene. Before taking a picture, the viewfinder interface intuitively displays the content of the virtual scene within the target area (such as information about virtual objects and other graphic elements) to facilitate the selection of the shooting area. Taking a picture of the viewfinder interface yields a three-dimensional image including the target area. Compared with related technologies that can only capture two-dimensional images from the current perspective, the three-dimensional image provides the user with a full-range and multi-view snapshot of the shooting area, making it easy to view the detailed information of the shooting area in the virtual scene.

[0207] The following will describe an exemplary application of the embodiments of this application in a game scenario.

[0208] In gaming scenarios, many games offer a photography function, allowing players to pause the game, freely adjust the virtual camera angle, and set filters and shooting effects to capture screenshots or take photos of the current game screen. Related technologies support players taking screenshots or photos in 2D mode and saving or sharing the resulting 2D still images with other players.

[0209] For example, related technologies can obtain two-dimensional still images in the following ways: 1) Activate shooting mode: In response to the player's trigger operation on the pause menu or shortcut key (such as the shooting entrance), the shooting mode is activated; 2) Virtual camera control: After entering shooting mode, in response to the player's adjustment operation on the angle, position and focal length of the virtual camera, the shooting perspective, shooting position and shooting area of ​​the virtual camera can be adjusted; 3) Set parameters: Shooting parameters can be changed, such as depth effect (DOF), filters, borders, etc. In addition, the posture and expression of the player character and non-player characters can be adjusted to obtain the best effect; 4) Save image: After the adjustment is completed, in response to the player's trigger operation on the screenshot button, the current screen is saved as a two-dimensional still image, and the image information is saved in the local storage device.

[0210] The relevant technologies can only produce two-dimensional static images through screenshots or photography, and do not support the reconstruction and interaction of three-dimensional scenes. Specifically, they have the following technical problems: 1) Limited to two-dimensional static images, screenshot or shooting modes can only capture a two-dimensional static image from the current perspective, and cannot provide the ability to observe the scene from all directions and multiple angles; 2) Lack of immersion, two-dimensional static images can only display the scene at a certain moment in a flat plane, and players cannot relive the situation in person, so it is difficult to bring a strong immersive experience; 3) Limited interactivity, the sharing mechanism of the relevant technologies usually only shares two-dimensional static images to social platforms, and cannot provide further interactive space, remaining only at the level of visual appreciation; 4) Fixed perspective restricts creative freedom, two-dimensional static images are limited by the position and direction of the virtual camera when shooting. If the best angle is missed, the position and direction of the virtual camera need to be adjusted to reshoot, and the operation is irreversible and will affect the player's shooting experience.

[0211] To address the aforementioned issues, the virtual scene data processing method provided in this application allows players to take photos in 3D mode to obtain 3D images. This not only records fleeting static moments but also saves the entire 3D scene. Furthermore, it supports players observing the 3D model of the scene from different angles by rotating, zooming in, or zooming out of the display interface, enabling players to experience a more immersive feeling within the virtual environment of the 3D model. In addition, these stereoscopic 3D images can be shared with other players or used to invite friends to enter the 3D scene for interactive gameplay, achieving a richer and more engaging social experience and providing users with an innovative, in-depth, and highly interactive gaming experience.

[0212] The data processing method for virtual scenes provided in the embodiments of this application will be described below with reference to the illustrations.

[0213] First, in response to the user's trigger operation on the shooting entrance in the virtual scene, the shooting mode is entered. Referring to Figures 4A and 4B, Figure 4A is a first schematic diagram of the virtual scene provided in this embodiment, and Figure 4B is a second schematic diagram of the virtual scene provided in this embodiment. As shown in Figure 4A, Figure 4A shows a first virtual object 401, a shooting entrance 402, a direction control 403, and a skill control 404. In response to a trigger operation on the shooting entrance 402, the shooting mode is entered, and the viewfinder interface shown in Figure 4B is displayed. Figure 4B shows a shooting mode control 405, a shooting control 406, a viewfinder frame 407, a focus frame 408, and a focus adjustment control 409. The shooting mode control 405 supports switching between two-dimensional shooting mode and three-dimensional shooting mode. Images captured in two-dimensional shooting mode are two-dimensional static images, while images captured in three-dimensional shooting mode are three-dimensional images. The default is three-dimensional shooting mode.

[0214] In shooting mode, visual graphic elements unrelated to the virtual scene (such as operation controls, taskbar controls, and message bars) can be automatically hidden. As shown in Figure 4A, the operation controls, namely the direction control 403 and skill control 404, are not displayed in the viewfinder shown in Figure 4B.

[0215] When the viewfinder is displayed, the shooting angle, shooting position, and focal length of the virtual camera performing the shooting operation can be adjusted arbitrarily. The above adjustments to the virtual camera can be achieved by performing the following operations: 1) Rotate the viewing angle, responding to dragging operations in the viewfinder (such as a single-finger drag), to rotate the virtual camera's viewing angle for all-around observation; 2) Move the position, responding to sliding operations in the viewfinder (such as a two-finger slide), to pan; 3) Zoom in / out, responding to expanding or pinching gestures in the viewfinder, to zoom the virtual camera's lens; the focal length of the virtual camera can also be adjusted by adjusting the slider of the focal length adjustment control.

[0216] After completing the above adjustments to the virtual camera, in response to the player's triggering of the shooting control in the viewfinder (shooting control 406 in Figure 4B), a 3D image can be captured from the current viewfinder. Simultaneously, all recordable 3D information within the viewfinder is recorded, including the position, texture, and lighting effects of virtual objects in the virtual scene. A preview thumbnail of the 3D image is generated, and a success message is displayed; the thumbnail is automatically saved to the player's electronic album. The electronic album displays all the player's captured 3D images in a thumbnail list, allowing the player to manage the thumbnails of the 3D images in the album.

[0217] As an example, see Figure 7A, in which the electronic photo album shown in Figure 7A displays preview thumbnails of six 3D images, as shown in thumbnail 701 in Figure 7A.

[0218] In response to player actions such as double-clicking on thumbnails of 3D images in the digital photo album, the system can load the corresponding 3D model, allowing players to view, share, delete, and enter the scene to play with the 3D images. Supported viewing actions include at least one of the following: 1) Rotating the view: responding to dragging actions (such as single-finger dragging) within the 3D image, rotating the view for all-around observation; 2) Moving the position: responding to swiping actions (such as two-finger swiping) within the 3D image, panning the display interface; 3) Zooming in / out: responding to expanding or pinching gestures within the 3D image, zooming in or out; The system can also adjust the size of the 3D image by adjusting the slider of the size adjustment control.

[0219] As an example, refer to Figure 7B, which is a twelfth schematic diagram of a virtual scene provided in an embodiment of this application. In response to a trigger operation on the thumbnail 701 in Figure 7A, photo details of the 3D image shown in Figure 7B are displayed. Figure 7B also shows a delete control 702, a share control 703, and a scene entry point 704. In response to a trigger operation on the delete control 702, the player can delete the 3D scene; in response to a trigger operation on the share control 703, the player can share the 3D scene with other players; in response to a player's trigger operation on the scene entry point 704, the virtual scene of the 3D image can be loaded and enlarged to its original size, allowing the player to control their virtual character to play within the 3D model's virtual scene. While playing in the virtual scene, the player can send a link to the currently playing scene to other players, allowing them to directly enter the player's current virtual scene by clicking the link and play together.

[0220] As an example, refer to Figure 7C, which is the thirteenth schematic diagram of a virtual scene provided in an embodiment of this application. In response to a player's trigger operation on scene entry 704, the virtual scene shown in Figure 7C is displayed. Figure 7C shows an invitation entry 705 and operation controls 706. The operation controls 706 include controls for skills A, B, C, and D. In response to a player's trigger operation on any skill control in the operation controls 706, the virtual character controlled by the player can perform the corresponding action. In response to a trigger operation on invitation entry 705, a link to the currently playing scene in Figure 7C can be sent to other players, allowing them to directly enter the player's current virtual scene by clicking the link and play together with the player in the current virtual scene.

[0221] The overall implementation flow of the virtual scene data processing method provided in the embodiments of this application is described below. Referring to Figure 8, which is a schematic diagram of the fifth flow of the virtual scene data processing method provided in the embodiments of this application, the following is a detailed description of steps 801 to 809 shown in Figure 8.

[0222] In step 801, the shooting mode is activated.

[0223] In some embodiments, a shooting mode can be entered in response to a trigger operation on the shooting entrance. When entering shooting mode, the visibility attributes of visual graphic elements can be adjusted to automatically hide visual graphic elements unrelated to the virtual scene (such as operation controls, taskbar controls, and message bars) to ensure that the player has a clearer and more focused field of view.

[0224] Upon entering shooting mode, the default setting is 3D shooting mode. A shooting mode control is displayed in the viewfinder, allowing players to manually switch to 2D shooting mode. This control can be a simple radio button or a toggle switch. If 2D shooting mode is selected, triggering the shooting control captures only a single still image from the current viewpoint and saves it in a standard format (such as PNG or JPEG). If 3D shooting mode is selected, triggering the shooting control captures 3D data from the virtual scene, resulting in a 3D image.

[0225] In step 802, the shooting angle, position, and focal length of the virtual camera are adjusted.

[0226] In some embodiments, the above adjustments to the virtual camera can be achieved by performing the following processes: 1) Rotating the viewing angle in response to a drag operation (such as a single-finger drag operation) in the viewfinder, rotating the viewing angle of the virtual camera to achieve all-around observation; 2) Moving the position in response to a swipe operation (such as a two-finger swipe operation) in the viewfinder, achieving panning; 3) Zooming in / out in response to a gesture expansion or pinch gesture in the viewfinder, achieving lens zoom of the virtual camera; the focal length of the virtual camera can also be adjusted in response to the adjustment operation of the slider of the focus adjustment control.

[0227] In step 803, in response to a trigger operation on the shooting control, data of the virtual scene is captured.

[0228] In some embodiments, in response to a trigger operation of the shooting control, data such as the position, shape, texture, and lighting effects of virtual objects in the virtual scene can be captured. During the process, the position, shape, and material details of each virtual object within the shooting range are acquired and recorded, and information about the light source is recorded to ensure consistent lighting effects.

[0229] It's important to note that when capturing 3D data, it's necessary to consider not only the scene visible to the virtual camera but also to exclude objects that are far from the player and irrelevant to the current shot. Furthermore, virtual objects that are only partially within the field of view also need to be filtered; for example, virtual objects whose display volume exceeds half their own volume will be selected as target virtual objects. This will be explained in detail below with illustrations.

[0230] First, determine the effective field of view of the virtual camera.

[0231] In some embodiments, the shooting range of the virtual camera can be determined based on the maximum shooting distance of the virtual camera and the cropping area (the area between the near cropping plane and the far cropping plane). For example, if the maximum shooting distance of the virtual camera is 100 meters, then only virtual objects within 100 meters of the virtual camera will be recorded; virtual objects more than 100 meters away will not be recorded even if they are in the field of view. The near cropping plane refers to the plane whose distance from the virtual camera is at the minimum distance threshold (equivalent to the first distance threshold mentioned above); the far cropping plane refers to the plane whose distance from the virtual camera is at the maximum distance threshold (equivalent to the second distance threshold mentioned above). For example, the first distance threshold is 0.3 meters, and the second distance threshold is 100 meters.

[0232] As an example, refer to Figure 9, which is a schematic diagram of the shooting range provided in an embodiment of this application. As shown in Figure 9, the maximum shooting distance, near clipping plane, and far clipping plane of the virtual camera 901 are shown, wherein the area between the near clipping plane and the far clipping plane is the clipping area 902.

[0233] Then, all fully visible virtual objects within the cropped area are saved. For virtual objects that partially enter the shot but are not fully displayed, boundary detection is performed to determine whether the corresponding virtual object should be included in this storage sequence. If the display completeness of a virtual object is greater than a completion threshold, it is identified as a target virtual object. For example, if the virtual object's volume entering the shot exceeds half its size, it is displayed; otherwise, it is not displayed.

[0234] As an example, referring to Figure 9, virtual objects 903, 904, and 905 are shown within the cropping area 902. Virtual object 903 is not within the field of view of the virtual camera 901 and therefore cannot be photographed; virtual object 904 is selected as the target virtual object because its volume exceeds half its own volume within the field of view of the virtual camera 901; and virtual object 905 is not photographed because its volume does not exceed half its own volume within the field of view of the virtual camera 901.

[0235] In step 804, it is determined whether data capture was successfully completed. If the result is negative, the process in step 805 is executed, and the process continues to step 802; if the result is positive, the process in step 806 is executed.

[0236] In step 805, a failure message is displayed.

[0237] In some embodiments, if data capture of the virtual scene is not completed, a "Data capture failed" message will be displayed in the viewfinder; at the same time, the process will continue to perform adjustments to the virtual camera.

[0238] In step 806, the data is saved locally.

[0239] In some embodiments, the captured 3D data of the virtual scene can be saved to the local file system. For example, the 3D information collected above can be packaged into an FBX format file, which is supported by default in Unreal Engine 4 (UE4), and stored in the local game's built-in file system. Each file should be managed independently and have a universally unique identifier (UUID) for easy indexing and retrieval in the future.

[0240] In step 807, the data is uploaded to the server.

[0241] In some embodiments, an upload interface can be provided on the local terminal device to synchronously upload the 3D scene data saved to the local file system to the server. For example, the 3D scene data can be uploaded to a cloud server. Upon receiving a player's sharing instruction, the data from the cloud server can also be transmitted to a remote server, such as the server of a terminal device controlled by another player. This allows players controlling different terminal devices to share and view the shared 3D image and interact within the same virtual scene through social interaction modules (such as link sharing modules).

[0242] In step 808, it is determined whether the saving was successful. If the result is no, the process in step 805 is executed, and the process continues to step 802; if the result is yes, the process in step 809 is executed.

[0243] In some embodiments, if data saving fails, a "Data saving failed" message is displayed in the viewfinder; at the same time, the process continues to perform adjustments to the virtual camera.

[0244] In step 809, a thumbnail is generated, and a message indicates that the image has been saved successfully.

[0245] In some embodiments, if the data of the 3D scene is saved successfully, a thumbnail of the 3D image from the current viewpoint is generated, and a message indicating successful saving is displayed.

[0246] Once the 3D data of the 3D image is stored on a cloud server, the terminal device automatically generates a unique link or invitation code, allowing other players to access the 3D scene through the link. To enable multiple players to enter the same 3D scene simultaneously, the first player to click the link and enter the scene becomes the room owner, responsible for initializing and broadcasting the current status information. Subsequent requests from other players clicking the same link to join the scene are retrieved from the server, and the player enters the shared 3D environment synchronously. After a successful link is established, each time a player joins, the 3D model is downloaded and loaded, and performance parameters are adjusted based on the capabilities of each terminal device to optimize the display of the 3D scene and reduce waiting time. For example, the following processing can be performed: 1) Adaptive graphics quality: detect the hardware specifications (such as CPU, GPU, RAM) of the terminal device at startup and set the initial graphics quality (providing multiple graphics quality options such as low, medium, and high); 2) Resolution and frame rate control: adjust the rendering resolution in real time according to the current frame rate to ensure the smoothness of 3D image display; 3) Effects and physics simulation adjustment: reduce the complexity of particle effects and dynamically enable / disable certain display effects according to the performance of the terminal device.

[0247] This application embodiment captures 3D scene data in a 3D shooting mode and provides a sharing function, bringing a better gaming experience to players. Specifically, this is reflected in the following aspects: 1) Enhanced immersion: 3D stereoscopic recording can completely preserve the scene. Players can not only capture static images but also view object positions, light source information, etc., realistically reproducing all the details seen by the player at a specific point in time, providing a deeper level of immersion. 2) Free perspective browsing: Users can view the captured content from any angle through rotation, zoom, and panning, and even enter the virtual scene to roam, which is more vivid and realistic than 2D static images in related technologies. 3) Rich social interaction: Multiple users can simultaneously join the same 3D scene space to explore and communicate, providing players with a new, highly interactive, and social way to play. 4) Promotes dissemination and sharing: 3D images are more visually impactful than 2D static images and are more likely to attract attention on social platforms. Users can enter 3D scenes shared by others through links to explore, and this novel interactive method easily sparks discussion on social networks.

[0248] The following continues to describe the exemplary structure of the virtual scene data processing device 455 provided in the embodiments of this application as a software module. In some embodiments, as shown in FIG2, the software module stored in the virtual scene data processing device 455 in the memory 450 may include:

[0249] Scene display module 4551 is configured to display virtual scenes.

[0250] The interface display module 4552 is configured to display a framing interface in response to a framing interface trigger operation for a virtual scene, wherein the framing interface includes the target area to be photographed in the virtual scene.

[0251] The image display module 4553 is configured to display a three-dimensional image including the target area in response to a shooting trigger operation on the viewfinder.

[0252] In some embodiments, when displaying the viewfinder, the interface display module 4552 is further configured to hide graphic elements in the virtual scene that are unrelated to shooting, wherein the graphic elements include at least one of the following: operation controls, taskbar controls, and message bars.

[0253] In some embodiments, the image display module 4553 is further configured to, in response to a shooting trigger operation on the viewfinder, capture a cropped area in the target area using a virtual camera and display the captured three-dimensional image when the target area includes multiple virtual objects; wherein, the cropped area is the area in the target area whose distance from the virtual camera is between a first distance threshold and a second distance threshold, the first distance threshold being less than the second distance threshold, and the second distance threshold being less than the maximum shooting distance of the virtual camera.

[0254] In some embodiments, the image display module 4553 is further configured to capture images of all virtual objects displayed in the cropping area using a virtual camera, or to capture images of virtual objects in the cropping area whose display completeness is greater than a completeness threshold, wherein the display completeness is the ratio of the portion of the virtual object displayed in the cropping area to the portion displayed in the virtual scene.

[0255] In some embodiments, the target area is captured by a virtual camera; the image display module 4553 is further configured to display multiple virtual objects in the target area that are at a distance less than the maximum shooting distance of the virtual camera; in response to a selection operation for multiple virtual objects, the selected virtual object is used as the target virtual object; in response to a shooting trigger operation for the viewfinder, the target virtual object in the target area is captured, and the captured three-dimensional image is displayed.

[0256] In some embodiments, the viewfinder includes multiple type controls, each type control being associated with a virtual object of a certain type; the image display module 4553 is further configured to, in response to a trigger operation on any type control, set the virtual object associated with any type control to a selected state, and use the virtual object associated with any type control as the target virtual object.

[0257] In some embodiments, the viewfinder includes a distance control; the image display module 4553 is further configured to, in response to a setting operation on the distance control, display a distance range set by the setting operation, wherein the minimum distance of the distance range is the minimum shooting distance of the virtual camera, and the maximum distance of the distance range is the maximum shooting distance of the virtual camera; and to use virtual objects within the distance range as target virtual objects.

[0258] In some embodiments, the image display module 4553 is further configured to invoke a pre-trained machine learning model to predict the shooting intention of multiple virtual objects and obtain the probability that each virtual object conforms to the shooting intention. The machine learning model is trained based on virtual scene samples, which include multiple virtual object samples and labels. The labels represent the probability that each virtual object sample conforms to the shooting intention in the virtual scene samples. Virtual objects with probabilities greater than a probability threshold are taken as target virtual objects.

[0259] In some embodiments, when displaying a three-dimensional image including a target area, the image display module 4553 is further configured to display a thumbnail of the three-dimensional image from a specific viewpoint, wherein the specific viewpoint is the viewpoint used when displaying the target area in the viewfinder; and to save the three-dimensional image and the thumbnail to an electronic photo album, wherein the thumbnail serves as preview information of the three-dimensional image in the electronic photo album.

[0260] In some embodiments, the virtual scene includes an electronic photo album entry; the image display module 4553 is further configured to display a thumbnail list in response to a trigger operation on the electronic photo album entry, wherein the thumbnail list includes thumbnails of three-dimensional images; display a three-dimensional image in response to a viewing operation on the thumbnails; and perform at least one of the following processes on the three-dimensional image: rotating the display view of the three-dimensional image in a third direction in response to a rotation operation in the three-dimensional image; updating the display area of ​​the three-dimensional image in a fourth direction in response to a translation operation in the three-dimensional image; adjusting the display size of the three-dimensional image in response to a size adjustment operation on the three-dimensional image; and adjusting the display size of the three-dimensional image in response to an adjustment operation on a size adjustment control in the three-dimensional image.

[0261] In some embodiments, the three-dimensional image is displayed in the human-computer interaction interface of the first terminal device; when displaying the three-dimensional image, the image display module 4553 is further configured to send the three-dimensional image to the second terminal device in response to a sharing operation for the three-dimensional image, wherein the three-dimensional image is used for the second terminal device to display the target area in the virtual scene according to the original size.

[0262] In some embodiments, the virtual scene is displayed in the human-computer interaction interface of the first terminal device; when displaying a three-dimensional image, the image display module 4553 is further configured to display a scene entrance; in response to a trigger operation for the scene entrance, a target area in the virtual scene is displayed according to the original size based on the three-dimensional image, and a first player character is displayed in the target area, wherein the first player character is controlled by the first terminal device; in response to a control operation for the first player character, the first player character is controlled to interact in the target area.

[0263] In some embodiments, when displaying the target area in the virtual scene at its original size, the image display module 4553 is further configured to send an interaction request to the second terminal device in response to an interaction request operation, wherein the interaction request is used to instruct the second player character to enter the target area and interact with the first player character, the second player character being controlled by the second terminal device.

[0264] In some embodiments, the viewfinder is in a three-dimensional shooting mode; when the viewfinder is in a three-dimensional shooting mode, the interface display module 4552 is further configured to switch the three-dimensional shooting mode to a two-dimensional shooting mode in response to a switching operation of the shooting mode control, wherein the two-dimensional shooting mode is used to capture a two-dimensional image including the target area.

[0265] In some embodiments, the interface display module 4552 is further configured to perform at least one of the following processes: displaying a framing interface in response to receiving voice information for framing a virtual scene; displaying a framing interface in response to receiving motion-sensing information for framing a virtual scene; and displaying a framing interface in response to a trigger operation on a framing control in the virtual scene.

[0266] In some embodiments, the viewfinder includes a viewfinder frame and a focus frame. The viewfinder frame includes a target area in a virtual scene, and the focus frame is used to characterize the focus area when shooting in the target area.

[0267] In some embodiments, the interface display module 4552 is further configured to perform at least one of the following processes: in response to a rotation operation in the viewfinder along a first direction, rotating the viewpoint of the virtual camera in the viewfinder along the first direction; in response to a translation operation in the viewfinder along a second direction, moving the target area of ​​the virtual camera in the viewfinder along the second direction; in response to a focus adjustment operation in the viewfinder, adjusting the shooting focus of the virtual camera; and in response to an adjustment operation of the focus adjustment control in the viewfinder, adjusting the shooting focus of the virtual camera.

[0268] In some embodiments, the image display module 4553 is further configured to, in response to a shooting trigger operation on the viewfinder, acquire three-dimensional data of the viewfinder, wherein the three-dimensional data includes the position, appearance, material, and light source information of virtual objects in the virtual scene; perform modeling based on the three-dimensional data to obtain a three-dimensional model; and render the three-dimensional model to obtain a three-dimensional image including the target area.

[0269] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the electronic device to perform the virtual scene data processing method described above in this application.

[0270] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs. When the computer-executable instructions or computer programs are executed by a processor, the processor will execute the virtual scene data processing method provided in this application, such as the virtual scene data processing method shown in FIG3A.

[0271] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0272] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.

[0273] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).

[0274] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located in one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0275] In summary, the embodiments of this application respond to the trigger operation of the viewfinder interface in the virtual scene, displaying the viewfinder interface of the virtual scene. Before taking a picture, the viewfinder interface intuitively displays the content of the virtual scene within the target area (such as information about virtual objects and other graphic elements) to facilitate the selection of the shooting area. Taking a picture of the viewfinder interface yields a three-dimensional image including the target area. Compared with related technologies that can only capture two-dimensional images from the current perspective, the three-dimensional image provides the user with a full-range and multi-view snapshot of the shooting area, making it easy to view the detailed information of the shooting area in the virtual scene.

[0276] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for interactive processing of a virtual scene, the method being executed by an electronic device, the method comprising: Display virtual scenes; In response to a viewfinder trigger operation for the virtual scene, a viewfinder is displayed, wherein the viewfinder includes the target area to be photographed in the virtual scene; In response to a shooting trigger operation on the viewfinder, a three-dimensional image including the target area is displayed.

2. The method of claim 1, wherein, When displaying the viewfinder interface, the method further includes: Hide graphic elements in the virtual scene that are not related to the shooting, wherein the graphic elements include at least one of the following: operation controls, taskbar controls, and message bars.

3. The method of claim 2, wherein, The process of hiding graphic elements in the virtual scene that are unrelated to the shooting includes: Perform any of the following processes: Automatically hide graphic elements in the virtual scene that are unrelated to the shooting; In response to a unified hidden control trigger operation, all graphic elements in the virtual scene that are unrelated to the shooting are hidden; The graphic elements in the virtual scene that are not related to the shooting are classified into multiple categories. In response to the triggering operation of the category hiding control corresponding to any one of the categories, the corresponding graphic element is hidden.

4. The method according to any one of claims 1 to 3, wherein, The step of displaying a three-dimensional image including the target area in response to a shooting trigger operation on the viewfinder includes: When the target area includes multiple virtual objects, in response to a shooting trigger operation on the viewfinder, a cropped area in the target area is captured by a virtual camera, and the captured three-dimensional image is displayed; wherein, the cropped area is the area in the target area whose distance from the virtual camera is between a first distance threshold and a second distance threshold, the first distance threshold being less than the second distance threshold, and the second distance threshold being less than the maximum shooting distance of the virtual camera.

5. The method of claim 4, wherein, The step of capturing the cropped area in the target area using a virtual camera includes: Alternatively, a virtual camera can be used to photograph all the virtual objects displayed in the cropping area, or... The virtual object whose display completeness in the cropped area is greater than a completeness threshold is photographed, wherein the display completeness is the ratio of the portion of the virtual object displayed in the cropped area to the portion displayed in the virtual scene.

6. The method according to any one of claims 1 to 3, wherein, The target area was captured using a virtual camera; The step of displaying a three-dimensional image including the target area in response to a shooting trigger operation on the viewfinder includes: Display multiple virtual objects in the target area that are located at a distance less than the maximum shooting distance of the virtual camera; In response to a selection operation on the plurality of virtual objects, the selected virtual object is taken as the target virtual object; In response to a shooting trigger operation on the viewfinder, the target virtual object in the target area is photographed, and the resulting 3D image is displayed.

7. The method of claim 6, wherein, The step of responding to a selection operation for the plurality of virtual objects by taking the selected virtual object as the target virtual object includes: Perform any of the following processes: When the plurality of virtual objects are in an unselected state, in response to a trigger operation for any selection box, the virtual object corresponding to the selected selection box is taken as the target virtual object; When the plurality of virtual objects are selected, in response to a trigger operation for any delete control, the virtual object corresponding to the selected delete control is taken as the target virtual object; When the multiple virtual objects are selected, in response to an interactive operation along a specific direction, the state of the virtual object corresponding to the specific direction is switched to an unselected state, and the virtual object that is still in the selected state is taken as the target virtual object.

8. The method of claim 6, wherein, The viewfinder interface includes multiple type controls, each of which is associated with a virtual object of a certain type. The step of responding to a selection operation for the plurality of virtual objects by taking the selected virtual object as the target virtual object includes: In response to a trigger operation for any type of control, the virtual object associated with the control of any type is set to a selected state, and the virtual object associated with the control of any type is used as the target virtual object.

9. The method of claim 6, wherein, The viewfinder interface includes a distance control; The step of responding to a selection operation for the plurality of virtual objects by taking the selected virtual object as the target virtual object includes: In response to a setting operation on the distance control, the distance range set by the setting operation is displayed, wherein the minimum distance of the distance range is the minimum shooting distance of the virtual camera, and the maximum distance of the distance range is the maximum shooting distance of the virtual camera; The virtual object that is within the distance range is taken as the target virtual object.

10. The method of claim 6, wherein, The step of responding to a selection operation for the plurality of virtual objects by taking the selected virtual object as the target virtual object includes: A pre-trained machine learning model is invoked to predict the shooting intention of the multiple virtual objects, thereby obtaining the probability that each virtual object conforms to the shooting intention. The machine learning model is trained based on virtual scene samples, which include multiple virtual object samples and labels. The labels represent the probability that each virtual object sample conforms to the shooting intention in the virtual scene samples. The virtual object corresponding to the probability greater than the probability threshold is taken as the target virtual object.

11. The method according to any one of claims 1 to 10, wherein, When displaying a three-dimensional image including the target region, the method further includes: Display a thumbnail of the three-dimensional image from a specific viewpoint, wherein the specific viewpoint is the viewpoint used when displaying the target area in the viewfinder interface; The 3D image and the thumbnail are saved to an electronic photo album, wherein the thumbnail serves as a preview of the 3D image in the electronic photo album.

12. The method according to any one of claims 1 to 11, wherein, The virtual scene includes an entry point for an electronic photo album; the method further includes: In response to a trigger operation on the electronic photo album entry, a thumbnail list is displayed, wherein the thumbnail list includes thumbnails of the 3D images; In response to a viewing operation of the thumbnail, the 3D image is displayed; Perform at least one of the following processes on the three-dimensional image: In response to a rotation operation along a third direction in the three-dimensional image, the display viewpoint of the three-dimensional image is rotated according to the third direction; In response to a translation operation along a fourth direction in the three-dimensional image, the display area of ​​the three-dimensional image is updated according to the fourth direction; In response to a size adjustment operation on the 3D image, the display size of the 3D image is adjusted; In response to an adjustment operation of the size adjustment control in the 3D image, the display size of the 3D image is adjusted.

13. The method according to any one of claims 1 to 12, wherein, The three-dimensional image is displayed in the human-computer interaction interface of the first terminal device; When displaying the three-dimensional image, the method further includes: In response to a sharing operation for the 3D image, the 3D image is sent to a second terminal device, wherein the 3D image is used by the second terminal device to display the target area in the virtual scene at its original size.

14. The method according to any one of claims 1 to 12, wherein, The virtual scene is displayed in the human-computer interaction interface of the first terminal device; When displaying the three-dimensional image, the method further includes: Display scene entry; In response to a trigger operation targeting the scene entrance, the target area in the virtual scene is displayed at its original size based on the 3D image, and a first player character is displayed in the target area, wherein the first player character is controlled by the first terminal device; In response to a control operation on the first player character, control the first player character to interact in the target area.

15. The method of claim 14, wherein, When displaying the target area in the virtual scene at its original size, the method further includes: In response to an interaction request operation, an interaction request is sent to a second terminal device, wherein the interaction request is used to instruct a second player character to enter the target area and interact with the first player character, the second player character being controlled by the second terminal device.

16. The method of any one of claims 1 to 15, wherein, The viewfinder is in 3D shooting mode; When the viewfinder is in the 3D shooting mode, the method further includes: In response to a switching operation of the shooting mode control, the three-dimensional shooting mode is switched to a two-dimensional shooting mode, wherein the two-dimensional shooting mode is used to capture a two-dimensional image including the target area.

17. The method of any one of claims 1 to 16, wherein, The step of displaying the viewfinder in response to a viewfinder trigger operation for the virtual scene includes: Perform at least one of the following processes: In response to receiving voice information for framing the virtual scene, the framing interface is displayed; In response to receiving motion-sensing information for framing the virtual scene, a framing interface is displayed; In response to a trigger operation targeting the shooting entrance in the virtual scene, the viewfinder is displayed.

18. The method of any one of claims 1 to 17, wherein, The viewfinder includes a viewfinder frame and a focus frame. The viewfinder frame includes the target area in the virtual scene, and the focus frame is used to represent the focus area when shooting in the target area.

19. The method of claim 18, wherein, After displaying the viewfinder in response to a viewfinder trigger operation for the virtual scene, the method further includes: Perform at least one of the following processes: In response to a rotation operation in the viewfinder along a first direction, the viewpoint of the virtual camera is rotated in the viewfinder along the first direction; In response to a translation operation in the viewfinder along a second direction, the target area of ​​the virtual camera is moved in the viewfinder along the second direction; In response to a focus adjustment operation in the viewfinder, the shooting focus of the virtual camera is adjusted; In response to an adjustment operation of the focus adjustment control in the viewfinder, the shooting focus of the virtual camera is adjusted.

20. The method of any one of claims 1 to 17, wherein, The step of displaying a three-dimensional image including the target area in response to a shooting trigger operation on the viewfinder includes: In response to a shooting trigger operation on the viewfinder, three-dimensional data of the viewfinder is acquired, wherein the three-dimensional data includes the position, appearance, material, and light source information of virtual objects in the virtual scene; A three-dimensional model is obtained by modeling based on the aforementioned three-dimensional data; The three-dimensional model is rendered to obtain the three-dimensional image including the target region.

21. A data processing apparatus for a virtual scene, the apparatus comprising: The scene display module is configured to display virtual scenes; The interface display module is configured to display a framing interface in response to a framing interface trigger operation for the virtual scene, wherein the framing interface includes a target area in the virtual scene; The image display module is configured to display a three-dimensional image including the target area in response to a shooting trigger operation on the viewfinder.

22. An electronic device, the electronic device comprising: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the data processing method for the virtual scene according to any one of claims 1 to 20.

23. A computer-readable storage medium storing computer-executable instructions or a computer program, wherein the computer-executable instructions or the computer program, when executed by a processor, implement the data processing method for a virtual scene according to any one of claims 1 to 20.

24. A computer program product comprising computer-executable instructions or a computer program, wherein the computer-executable instructions or the computer program, when executed by a processor, implement the data processing method for a virtual scene as described in any one of claims 1 to 20.

Citation Information

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