Capture method and apparatus for use in virtual scene, and electronic device, computer-readable storage medium, and program product

WO2026200414A1PCT designated stage Publication Date: 2026-10-01TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2026/080789
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2025-03-27
Filing Date
2026-03-02
Publication Date
2026-10-01

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Abstract

A capture method for use in a virtual scene, comprising: displaying a virtual scene that is in a first game mode; in response to a trigger instruction for a first capture mode, controlling the virtual scene to switch from the first game mode to the first capture mode; when the virtual scene is in the first capture mode, displaying a capture control and a first mode switching control; in response to a trigger operation on the first mode switching control, controlling the capture mode of the virtual scene to switch from the first capture mode to a second capture mode, wherein perspective types adopted for capture in the first capture mode and in the second capture mode are different; and in response to a trigger operation on the capture control, capturing a picture of the virtual scene on the basis of the perspective type of the second capture mode. Further provided are a capture apparatus for use in a virtual scene, and an electronic device, a computer-readable storage medium, and a computer program product. The capture method and apparatus, and the related products can improve the diversity and flexibility of the capture process in a virtual scene.
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Description

Filming methods, devices, electronic equipment, computer-readable storage media, and program products in virtual scenes

[0001] Cross-references to related applications

[0002] This application is based on and claims priority to Chinese Patent Application No. 202510380180.9, filed on March 27, 2025, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This application relates to the field of Internet technology, and in particular to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for shooting in a virtual scene. Background Technology

[0004] With the popularization of virtual reality and gaming technologies, taking photos or screenshots in virtual scenes has become a common function for users. In related technologies, after activating the shooting function, electronic devices typically capture or record images based on the current display of the virtual scene.

[0005] The use of a single camera during virtual scene shooting results in limited diversity and flexibility in the shooting process. Summary of the Invention

[0006] This application provides a shooting method, apparatus, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can improve the diversity and flexibility of the shooting process in a virtual scene.

[0007] The technical solution of this application embodiment is implemented as follows:

[0008] This application provides a method for capturing images in a virtual scene, applied to an electronic device, the method comprising:

[0009] Displays a virtual scene in a first game mode, which is used to control the activities of virtual objects in the virtual scene.

[0010] In response to a trigger command for the first shooting mode, the virtual scene is controlled to switch from the first game mode to the first shooting mode;

[0011] When the virtual scene is in the first shooting mode, the shooting controls and the first mode switching controls are displayed;

[0012] In response to a trigger operation on the first mode switching control, the shooting mode of the virtual scene is switched from the first shooting mode to the second shooting mode, wherein the perspective type used for shooting in the first shooting mode is different from that used for shooting in the second shooting mode;

[0013] In response to a trigger operation on the shooting control, the virtual scene is captured based on the viewpoint type of the second shooting mode.

[0014] This application provides a shooting device in a virtual scene, including:

[0015] The first display module is configured to display a virtual scene in a first game mode, wherein the first game mode is used to control the activities of virtual objects in the virtual scene.

[0016] The first switching module is configured to control the virtual scene to switch from the first game mode to the first shooting mode in response to a trigger command for the first shooting mode;

[0017] The second display module is configured to display shooting controls and a first mode switching control when the virtual scene is in the first shooting mode;

[0018] The second switching module is configured to control the shooting mode of the virtual scene to switch from the first shooting mode to the second shooting mode in response to the trigger operation of the first mode switching control, wherein the perspective type used for shooting in the first shooting mode is different from that used for shooting in the second shooting mode.

[0019] The shooting module is configured to, in response to a trigger operation on the shooting control, capture images of the virtual scene based on the viewpoint type of the second shooting mode.

[0020] This application provides an electronic device, including:

[0021] Memory is used to store executable instructions or computer programs.

[0022] The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the shooting method in the virtual scene provided in the embodiments of this application.

[0023] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs, which, when executed by a processor, implement the shooting method in a virtual scene provided in this application.

[0024] This application provides a computer program product, which includes computer-executable instructions or a computer program stored in a computer-readable storage medium. The processor of an electronic device reads the computer-executable instructions or computer program from the computer-readable storage medium and executes the computer-executable instructions or computer program, causing the electronic device to perform the shooting method in a virtual scene provided in this application.

[0025] The embodiments of this application have the following beneficial effects:

[0026] When the virtual scene is in the first game mode, in response to a trigger command for the first shooting mode, the virtual scene switches from the first game mode to the first shooting mode. Then, in response to a trigger operation for the displayed first mode switching control, the shooting mode of the virtual scene switches from the first shooting mode to the second shooting mode. Thus, in response to a trigger operation for the displayed shooting control, the virtual scene is captured based on the viewpoint type of the second shooting mode. In this way, by configuring two independent shooting states (first shooting mode and second shooting mode) within the same virtual scene and establishing a state switching mechanism based on control triggers, two shooting modes with different viewpoint types are provided, breaking the limitation of a single viewpoint, improving the diversity and flexibility of the shooting process, and the utilization rate of the electronic device's display resources. Simultaneously, by providing a switching entry point for the two shooting modes with different viewpoint types (first mode switching control), users can quickly and smoothly switch between the two viewpoints as needed. This dynamic viewpoint switching mechanism can maximize the freedom and richness of the shooting process, further improving its diversity and flexibility. Attached Figure Description

[0027] Figure 1 is a schematic diagram of the architecture of the shooting system 100 in the virtual scene provided in the embodiment of this application;

[0028] Figure 2 is a schematic diagram of the structure of the electronic device provided in an embodiment of this application;

[0029] Figure 3 is a flowchart illustrating the shooting method in a virtual scene provided in an embodiment of this application;

[0030] Figure 4 is a schematic diagram of a virtual scene in the first game mode provided in an embodiment of this application;

[0031] Figure 5 is a schematic diagram of the first game mode and the first shooting mode provided in the embodiments of this application;

[0032] Figure 6 is a schematic diagram of the process for adjusting shooting parameters provided in an embodiment of this application;

[0033] Figure 7 is a schematic diagram of the second virtual camera provided in an embodiment of this application;

[0034] Figure 8 is a schematic diagram of the second mode switching control provided in an embodiment of this application;

[0035] Figure 9 is a schematic diagram of the reset control provided in an embodiment of this application;

[0036] Figure 10 is a schematic diagram of the shooting control and the first mode switching control provided in an embodiment of this application;

[0037] Figure 11 is a schematic diagram of the first virtual camera provided in an embodiment of this application;

[0038] Figure 12 is a schematic diagram of the parameter setting interface provided in an embodiment of this application;

[0039] Figure 13 is a schematic diagram of the parameter setting control provided in an embodiment of this application;

[0040] Figure 14 is a schematic diagram of a picture-in-picture format provided in an embodiment of this application;

[0041] Figure 15 is a schematic diagram of the third mode switching control provided in an embodiment of this application;

[0042] Figure 16 is a schematic diagram of photographing multiple virtual objects provided in an embodiment of this application;

[0043] Figure 17 is a schematic diagram of adjusting the height of the first virtual camera according to an embodiment of this application;

[0044] Figure 18 is a schematic diagram of the virtual photo album provided in an embodiment of this application;

[0045] Figure 19 is a schematic diagram of the target virtual image and operation controls provided in an embodiment of this application;

[0046] Figure 20 is a schematic diagram of the cover provided in an embodiment of this application;

[0047] Figure 21 is a schematic diagram of the focus area and object information provided in an embodiment of this application;

[0048] Figure 22 is a schematic diagram of the exit control provided in an embodiment of this application;

[0049] Figure 23 is a schematic diagram of the fourth virtual object and the fourth virtual camera provided in an embodiment of this application;

[0050] Figure 24 is a schematic diagram of the change process of the fourth virtual camera provided in the embodiment of this application. Detailed Implementation

[0051] 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.

[0052] 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.

[0053] 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.

[0054] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0055] 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.

[0056] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may 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.

[0057] 2) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to work in conjunction with the server. That is, there needs to be a corresponding server and service program on the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as virtual scene clients (such as game clients) and video clients.

[0058] 3) Artificial Intelligence (AI) is the theory, methods, technology, and application system that uses digital computers or machines controlled by digital computers to simulate, extend, and expand human intelligence, perceive the environment, acquire knowledge, and use that knowledge to achieve optimal results. In other words, AI is a comprehensive technology within computer science that attempts to understand the essence of intelligence and produce a new kind of intelligent machine that can react in a way similar to human intelligence. AI studies the design principles and implementation methods of various intelligent machines, enabling them to possess the functions of perception, reasoning, and decision-making.

[0059] 4) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.

[0060] 5) Virtual objects: These are interactive representations of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in the virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. 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.

[0061] For example, the virtual object can be a user character controlled through client operations, an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-user character (NPC) set up for interaction in the virtual scene. The number of virtual objects participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.

[0062] 6) Virtual pets refer to virtual creatures or non-creatures possessed by virtual objects. Setting virtual pets for virtual objects enhances the richness of the content displayed in virtual scenes. The virtual object can be one or more of a player character or a non-player character. The relationship between virtual pets and virtual objects is explained below; virtual pets possess dependence, interactivity, functionality, and growth potential.

[0063] Dependency refers to the fact that virtual pets can depend on virtual objects, meaning there is a connection between the virtual pet and the virtual object, and they are mutually bound. Interactivity means that players can control the virtual object to interact with the virtual pet; for example, players can control the virtual object to feed, train, or command the virtual pet.

[0064] Functionality refers to the corresponding functions that virtual pets possess. These functions can include assisting virtual objects in interacting with other virtual objects in a virtual scene (i.e., combat), assisting virtual objects in interacting with other virtual pets in a virtual scene (i.e., combat), assisting virtual objects in finding items in a virtual scene, and assisting virtual objects in moving within a virtual scene. In other words, virtual pets can serve as virtual vehicles for virtual objects. Growth potential refers to the ability to improve the attributes, skills, and level of virtual pets through feeding, training, and combat.

[0065] 7) Virtual Camera: In the 3D virtual scene rendering pipeline, a virtual camera is a logical component or data object used to define the viewing perspective. A virtual camera does not correspond to a physical entity but rather is a collection of rendering parameters including viewpoint coordinates, viewing direction (orientation), field of view (FOV), and depth of field. The rendering engine projects the 3D virtual scene into a 2D display image based on the virtual camera's parameters. The "first / second / third / fourth virtual cameras" mentioned in the embodiments of this application are all different instances of this type of logical component.

[0066] 8) Shooting mode: A specific interactive state in a virtual scene. In this state, the main functional controls of the user interface are switched from regular game / application operation controls to image acquisition-related controls (such as shutter, filters, view adjustment, etc.). In addition, a virtual camera independent of the regular game view is usually generated or activated in this state.

[0067] 9) Scene data, which represents various feature data of virtual objects in a virtual scene during interaction or shooting, such as the skeletal pose data, position coordinates, facial expression coefficients, and the transformation matrix of the virtual camera.

[0068] Referring to Figure 1, which is a schematic diagram of the architecture of the shooting system 100 in the virtual scene provided in the embodiment of this application, the terminal (terminal 400 is shown as an example) is connected to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two, and data transmission is achieved using wireless or wired links.

[0069] First, an exemplary implementation scenario of the shooting method in the virtual scene provided in the embodiments of this application is described. The virtual scene in the shooting method in the virtual scene provided in the embodiments of this application can be entirely based on terminal output, or based on the collaborative output of terminal and server.

[0070] In one implementation scenario, the virtual scene shooting method provided in this application embodiment is applicable to some application modes that rely entirely on the graphics processing hardware computing power of the terminal 400 to complete the relevant data calculation of the virtual scene, such as stand-alone / offline games, and the output of the virtual scene is completed through various types of terminals 400 such as smartphones, tablets and virtual reality / augmented reality devices.

[0071] As an example, types of graphics processing hardware include central processing units (CPUs) and graphics processing units (GPUs).

[0072] When visual perception of a virtual scene is formed, the terminal 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing and rendering of the display data. The graphics output hardware outputs video frames that can form visual perception of the virtual scene. For example, two-dimensional video frames are presented on the display screen of a smartphone, or video frames that achieve a three-dimensional display effect are projected onto the lenses of augmented reality / virtual reality glasses. In addition, in order to enrich the perception effect, the terminal 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0073] As an example, a client (e.g., a standalone game application) runs on terminal 400. Terminal 400 displays the screen of a virtual scene in a first game mode, which is used to control the movement of virtual objects within the virtual scene. In response to a trigger command for a first shooting mode, the virtual scene is switched from the first game mode to the first shooting mode. When the virtual scene is in the first shooting mode, shooting controls and a first mode switching control are displayed. In response to a trigger operation for the first mode switching control, the shooting mode of the virtual scene is switched from the first shooting mode to a second shooting mode. The perspective type used for shooting in the first shooting mode is different from that used in the second shooting mode. In response to a trigger operation for the shooting controls, the screen of the virtual scene is captured based on the perspective type of the second shooting mode.

[0074] In another implementation scenario, the virtual scene shooting method provided in this application embodiment is applied to terminal 400 and server 200, and is suitable for application modes that rely on the computing power of server 200 to complete virtual scene calculation and output virtual scene on terminal 400.

[0075] Taking the visual perception of forming a virtual scene as an example, server 200 calculates display data related to the virtual scene (such as scene data) and sends it to terminal 400 via network 300. Terminal 400 relies on graphics computing hardware to load, parse, and render the calculated display data, and relies on graphics output hardware to output the virtual scene to form visual perception. For example, two-dimensional video frames can be displayed on the screen of a smartphone, or video frames with a three-dimensional display effect can be projected onto the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that it can be achieved with the help of the corresponding hardware output of terminal 400, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0076] As an example, a client (e.g., a web-based game application) runs on terminal 400, which connects to server 200 (e.g., a game server) to interact with other users in a game. Terminal 400 displays a virtual scene in a first game mode, which controls the movement of virtual objects within the virtual scene. In response to a trigger command for a first shooting mode, the virtual scene is switched from the first game mode to the first shooting mode. When the virtual scene is in the first shooting mode, shooting controls and a first mode switching control are displayed. In response to a trigger operation for the first mode switching control, the shooting mode of the virtual scene is switched from the first shooting mode to a second shooting mode. The perspective type used for shooting in the first shooting mode is different from that used in the second shooting mode. In response to a trigger operation for the shooting controls, the virtual scene is photographed based on the perspective type of the second shooting mode.

[0077] Thus, by providing two shooting modes with different perspectives, compared to related technologies that can only shoot from the game's perspective, the diversity and flexibility of the shooting process are improved, as well as the utilization rate of the display resources of electronic devices. At the same time, with two shooting modes with different perspectives, users can choose which shooting mode to use according to their needs and the current game state. This solves the problem that players easily lose control of the game character and find it difficult to regain control when using a single camera with a fixed perspective. It eliminates the need to limit the game character to static actions and expressions or restrict its mobility in order to avoid "going out of frame". It can maximize the freedom and richness of the shooting process, further improving the diversity and flexibility of the shooting process.

[0078] In some embodiments, server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminal 400 can be a smartphone, tablet, laptop, desktop computer, set-top box, smart voice interaction device, smart home appliance, virtual reality device, vehicle terminal, aircraft, portable music player, personal digital assistant, dedicated messaging device, portable gaming device, smart speaker, and smartwatch, but is not limited to these. The terminal and server can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0079] The electronic device implementing the shooting method in the virtual scene provided in the embodiments of this application will be described next. Referring to FIG2, FIG2 is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. The electronic device can be a server or a terminal. Taking the terminal 400 shown in FIG1 as an example, the electronic device shown in FIG2 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 through a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, all buses are labeled as bus system 440 in FIG2.

[0080] 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.

[0081] User interface 430 includes one or more output devices 431 that enable the display of media content, including one or more speakers and / or 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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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;

[0086] 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.

[0087] Presentation module 453 is configured to enable the display 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;

[0088] 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.

[0089] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2 shows a shooting device 455 stored in a virtual scene in memory 450. This device can be software in the form of programs and plugins, including the following software modules: a first display module 4551, a first switching module 4552, a second display module 4553, a second switching module 4554, and a shooting module 4555. These modules are logically related and can therefore be arbitrarily combined or further divided according to their implemented functions. The functions of each module will be described below.

[0090] In other embodiments, the apparatus provided in this application can be implemented in hardware. As an example, the shooting device in the virtual scene provided in this application can be a processor in the form of a hardware decoding processor, which is programmed to execute the shooting method in the virtual scene provided in this application. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0091] In some embodiments, the terminal or server can implement the shooting method in the virtual scene provided in this application by running a computer program. For example, the computer program can be a native program or software module in an operating system; it can be a native application (APP), i.e., a local client, i.e., a program that needs to be installed in the operating system to run, such as an instant messaging APP or a web browser APP; it can also be a mini-program, i.e., a program that only needs to be downloaded into a browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of client, module, or plugin.

[0092] Based on the above description of the shooting system and electronic device in the virtual scene provided in the embodiments of this application, the shooting method in the virtual scene provided in the embodiments of this application will be described below. In actual implementation, the shooting method in the virtual scene provided in the embodiments of this application can be implemented by a terminal or a server alone, or by a terminal and a server working together. Taking the terminal 400 in FIG1 executing the shooting method in the virtual scene provided in the embodiments of this application alone as an example, the following description will be based on FIG3. FIG3 is a flowchart of the shooting method in the virtual scene provided in the embodiments of this application. The steps shown in FIG3 will be used for the following description.

[0093] Step 101: Display the virtual scene in the first game mode. The first game mode is used to control the virtual objects in the virtual scene to move around in the virtual scene.

[0094] It should be noted that before displaying the virtual scene in the first game mode, the server first receives a request from the terminal to capture the virtual scene. Here, the terminal is equipped with a client that supports capturing images in the virtual scene, such as a game client. When the user opens the client on the terminal and the terminal is running the client, a request to capture the virtual scene is generated and sent to the server. The server then responds to the request by sending the virtual scene image, i.e., the game data, to the terminal, so that the terminal can display the virtual scene in the first game mode.

[0095] The terminal has an application installed that supports virtual scenes. This application can be any of the following: a first-person shooter game, a third-person shooter game, a multiplayer online tactical battle royale game, a virtual reality application, a 3D map application, or a multiplayer shooting survival game. Users can use the terminal to interact with virtual objects located in the virtual scene. When a user opens the application on the terminal and the application is running, the terminal displays the virtual scene. This virtual scene is viewed from either a first-person or third-person perspective. The virtual scene includes a first virtual object, which can be controlled by the current player or by another player (teammate) belonging to the same group as the current player.

[0096] The first game mode refers to the basic interactive state during the operation of the virtual scene. It is mainly used to carry the user's regular control logic for virtual objects within the virtual scene, such as core gameplay operations like movement, combat, and interaction. In this mode, the rendering logic of the virtual scene usually follows preset game design rules (such as the default third-person follow view or first-person view) to ensure that the user can accurately perceive the environment and smoothly control virtual objects to complete designated tasks. As the main operating state of the virtual scene, the first game mode is the default state before the user performs a shooting operation or after exiting the shooting function. It differs significantly from the shooting mode in terms of interface layout, control functions, and perspective logic, together forming a complete interactive ecosystem for the virtual scene.

[0097] It should be noted that the first game mode is used to control the virtual objects in the virtual scene to move around in the virtual scene. That is, the first game mode refers to the mode in which the user can control the virtual objects to play the game in the game scene under normal circumstances. For example, see Figure 4. Figure 4 is a schematic diagram of the virtual scene in the first game mode provided by the embodiment of this application. Based on Figure 4, Figure 4 shows the process of the virtual object flying in the virtual scene.

[0098] Step 102: In response to the trigger command for the first shooting mode, control the virtual scene to switch from the first game mode to the first shooting mode.

[0099] In actual implementation, after displaying the virtual scene in the first game mode, a trigger command for the first shooting mode is received, and in response to the trigger command for the first shooting mode, the virtual scene is controlled to switch from the first game mode to the first shooting mode.

[0100] It should be noted that the trigger command for the first shooting mode can be triggered by touch operation, such as displaying the shooting entry, thereby responding to a trigger operation on the shooting entry, such as a click operation, and receiving the trigger command for the first shooting mode; the trigger command for the first shooting mode can be triggered by at least one of a mouse, keyboard, and joystick, and this application embodiment does not limit this. Touch operation includes, but is not limited to, click operation, long press operation, drag operation, double click operation, two-finger pinch or two-finger spread operation, and can also be non-contact operation such as motion detection, eye movement detection, voice triggering, etc.

[0101] The first shooting mode is a specific functional state applied to virtual scene interaction in electronic devices. It aims to respond to the user's image acquisition needs through preset image acquisition parameters (such as viewpoint type, field of view, rendering effects, etc.). In this first shooting mode, a dedicated camera viewpoint logic is typically activated or switched to, such as a first-person perspective, a self-portrait perspective, or other specific observation angles different from conventional game control perspectives. This allows the user to observe the virtual scene or its virtual objects in a specific composition. The first shooting mode not only changes the way the image is presented but may also be accompanied by the display of specific shooting controls (such as shutter speed, filter selection, parameter adjustment), allowing users to perform operations such as image capture and recording, thereby enriching the interactive forms and visual experience of the virtual scene.

[0102] Meanwhile, the first shooting mode is used to indicate the mode in which the user can shoot. The perspective corresponding to the first shooting mode includes first-person perspective, third-person perspective, God's perspective, or selfie perspective, etc., which may be the same as or different from the perspective of the user when playing the game normally. For example, when they are the same, the perspective corresponding to the first shooting mode and the perspective of the user when playing the game normally can both be first-person perspective or third-person perspective. When they are different, the perspective corresponding to the first shooting mode can be first-person perspective, while the perspective of the user when playing the game normally can be third-person perspective, etc. This application embodiment does not limit this.

[0103] For example, referring to Figure 5, which is a schematic diagram of the first game mode and the first shooting mode provided in the embodiments of this application, based on Figure 5, if the first shooting mode is a first-person perspective, and 501 in Figure 5a indicates a virtual object controlled by the user, and the virtual object is swimming in the water, then the scene indicated in Figure 5a is displayed in the virtual scene of the first game mode; while Figure 5b indicates the scene of the first shooting mode, that is, the scene from the perspective of the virtual object indicated by 501 in a.

[0104] Thus, by triggering commands for the first shooting mode, the virtual scene is switched from the game mode, which controls the movement of virtual objects in the virtual scene, to the first shooting mode. This improves the visual and operational diversity of the virtual scene, thereby enhancing the user experience, as users have different visual and operational experiences in different modes. At the same time, triggering commands for the first shooting mode can also improve the efficiency of human-computer interaction and the utilization rate of hardware resources of electronic devices.

[0105] In actual implementation, the first shooting mode can be actively selected by the user. For example, in response to a trigger command for the first shooting mode, before controlling the virtual scene to switch from the first game mode to the first shooting mode, a shooting entrance can be displayed in the virtual scene in the first game mode; in response to a trigger operation for the shooting entrance, at least two candidate shooting modes, including the first shooting mode, can be displayed, with different candidate shooting modes corresponding to different viewpoint types; in response to a selection operation for the first shooting mode, a trigger command for the first shooting mode can be received.

[0106] It should be noted that at least two candidate shooting modes include at least a first shooting mode and a second shooting mode, which will be described later. Different candidate shooting modes correspond to different perspective types, that is, the first shooting mode and the second shooting mode correspond to different perspective types. The perspective types here include at least a first-person perspective, a third-person perspective, an omniscient perspective, or a selfie perspective, etc. This application does not limit the specific perspective types.

[0107] Here, in response to the selection operation for the first shooting mode, a trigger command for the first shooting mode is received. If a selection operation for the second shooting mode is received, a trigger command for the second shooting mode is received. In response to the trigger command for the second shooting mode, the virtual scene is controlled to switch from the first game mode to the second shooting mode. Then, when the virtual scene is in the second shooting mode, the shooting control and the first mode switching control are displayed. In response to the trigger operation for the first mode switching control, the shooting mode of the virtual scene is controlled to switch from the second shooting mode to the first shooting mode. Finally, in response to the trigger operation for the shooting control, the image of the virtual scene is captured based on the viewpoint type of the first shooting mode.

[0108] It should be noted that the process of switching the virtual scene from the first game mode to the second shooting mode in response to a trigger command for the second shooting mode is similar to the process of switching the virtual scene from the first game mode to the first shooting mode in response to a trigger command for the first shooting mode. The process of switching the virtual scene from the first game mode to the first shooting mode in response to a trigger command for the first shooting mode will be described below. The process of switching the virtual scene from the first game mode to the second shooting mode in response to a trigger command for the second shooting mode will not be described here.

[0109] Thus, by providing different perspective-type candidate shooting modes for users to choose from, different perspective modes bring different levels of immersion. Users can choose the most suitable perspective according to their preferences and game needs, thereby obtaining a more personalized user experience. From a technical implementation perspective, this non-single-bound mode selection mechanism essentially constructs an extensible shooting function state machine entry point. It is no longer limited to a preset single shooting logic path, but can dynamically load and initialize the corresponding camera control parameter set and rendering pipeline configuration according to the user's real-time selection command. This mechanism effectively decouples the triggering of the shooting function from the specific implementation logic, allowing diverse perspective types (such as the subsequent first and second shooting modes) to be flexibly called as independent modules, avoiding redundant resources being constantly present. This optimizes memory usage while ensuring system response speed, providing a robust technical foundation for multi-perspective shooting in complex virtual scenes. At the same time, different perspective modes may correspond to different operation methods, thereby increasing the diversity of user operation processes in virtual scenes, which in turn improves human-computer interaction efficiency and the utilization rate of electronic device hardware resources.

[0110] In actual implementation, when the virtual scene is in the first shooting mode, the shooting parameters in the first shooting mode can also be adjusted; see Figure 6, which is a flowchart of adjusting shooting parameters provided by the embodiment of this application. Based on Figure 6, in response to the trigger operation of the first mode switching control, before controlling the shooting mode of the virtual scene to switch from the first shooting mode to the second shooting mode, the process of adjusting the shooting parameters in the first shooting mode is achieved through the following steps.

[0111] Step 201: When the virtual scene is in the first shooting mode, the image of the virtual scene is displayed based on the default shooting parameters, wherein the shooting parameters include at least one of the field of view direction and field of view angle corresponding to the first shooting mode.

[0112] It's important to note that the field of view direction refers to the direction the virtual camera or observer faces, i.e., the direction the virtual camera faces towards the scene, determining the user's viewing direction of the virtual scene or game world. The field of view direction is determined by the front vector, the top vector, and the right vector. The front vector is a vector pointing in front of the virtual camera, defining the camera's orientation. In 3D space, this vector typically points from the camera's position to the center of its field of view. The top vector is a vector perpendicular to the front vector, usually pointing towards the sky or the top of the scene. It defines the vertical direction of the scene and, together with the front vector, determines a reference plane perpendicular to the field of view plane. The right vector is obtained by the cross product of the front and top vectors, defining the right direction of the field of view. These three vectors together form a local coordinate system in 3D space, used to describe the camera's orientation within the scene.

[0113] It's important to note that the field of view direction directly defines the virtual camera's position and orientation vector, determining which scene objects should be rendered and how they should be rendered. For example, in perspective projection, the field of view direction affects the scene's perspective; during culling, it determines which objects are within the camera's field of view and which are outside. By changing the field of view direction, camera movement and rotation can be achieved, thereby altering the user's perspective and viewing experience.

[0114] Field of view (FOV) refers to the angular extent of the scene that a virtual camera or observer can see. It is a parameter describing the width of the camera's field of view, usually measured in degrees. The FOV is determined based on the horizontal and vertical FOVs. The horizontal FOV refers to the angular extent of the scene that the virtual camera can see in the horizontal direction, determining the width of the field of view to the left and right; the vertical FOV refers to the angular extent of the scene that the virtual camera can see in the vertical direction, determining the width of the field of view to the top and bottom.

[0115] It's important to note that the size of the field of view directly affects perspective, field of view (i.e., field of view range), and rendering performance. Specifically, for perspective, a larger field of view results in a more pronounced perspective effect, exaggerating the appearance of objects appearing larger when closer and smaller when farther away. Regarding the field of view range, a larger field of view allows for a wider view of the scene, but details may be reduced because a larger scene needs to be rendered on the same screen size. As for rendering performance, a larger field of view requires rendering more pixels, potentially negatively impacting graphics processing performance.

[0116] The default shooting parameters are preset and automatically applied as a baseline configuration for image presentation when the virtual scene is initially loaded or when switching modes. These default parameters typically include predefined viewpoint types (such as standard wide-angle, portrait focal length), initial field of view direction, and field of view angle values. They aim to ensure that users can immediately obtain a stable and suitable viewing image after entering a specific mode, without requiring additional manual adjustments. The default shooting parameters not only serve as the basic reference values ​​for subsequent user-defined adjustments but also reflect the interactive preset for the best visual experience in this virtual scene, ensuring smooth operation and ease of use.

[0117] In actual implementation, the virtual scene is rendered by a virtual camera. For example, when the virtual scene is in the first shooting mode, a second virtual camera is generated, and based on the second virtual camera, the first image of the virtual scene in the first shooting mode is rendered; based on the first image, the virtual scene in the first shooting mode is displayed; here, the default shooting parameters are the initial shooting parameters of the second virtual camera, that is, the initial field of view direction and initial field of view angle of the second virtual camera when it is generated.

[0118] It should be noted that the second virtual camera here is a component that simulates the function of a real camera. By simulating the shooting function of a real camera, it determines the viewing angle of the virtual scene and defines the position and orientation of the virtual object controlled by the user in the virtual environment. In other words, it is used to determine the scene content of the virtual scene observed by the virtual object controlled by the user.

[0119] When the perspective type of the first shooting mode is different, the observation perspective of the virtual scene corresponding to the second virtual camera is also different. For example, when the perspective type of the first shooting mode is a first-person perspective, the second virtual camera can act as the "eye" of the virtual object controlled by the user. In this way, if the orientation of the virtual object changes, the orientation of the second virtual camera will also change, that is, the scene content of the virtual scene observed by the virtual object controlled by the user determined by the second virtual camera will also change.

[0120] For example, referring to FIG7, FIG7 is a schematic diagram of the second virtual camera provided in the embodiments of this application. Based on FIG7, the dashed boxes 701 and 702 in FIG7 indicate schematic diagrams of the second virtual camera facing different directions. The second virtual camera here is also the "eye" of the virtual object.

[0121] Thus, when the virtual scene is in the first shooting mode, a second virtual camera is generated, and the image of the virtual scene in the first shooting mode is rendered through the second virtual camera. In this way, when the virtual scene is in the first shooting mode, a separate virtual camera is generated specifically for shooting, and shooting is carried out based on this virtual camera. Compared with the related technology where the virtual camera corresponding to the game and the virtual camera corresponding to shooting are the same camera, this provides a richer shooting perspective without affecting the user's game operation, making it easier for the user to shoot and improving the user's shooting experience.

[0122] Step 202: In response to the parameter adjustment command for the shooting parameters, the default shooting parameters are adjusted, and the adjusted shooting parameters are used to display the virtual scene.

[0123] Parameter adjustment commands are control signals that trigger changes to image acquisition settings during virtual scene operation. These commands are typically generated in response to user input, such as touch gestures (zoom, pan), physical button operations, or virtual controls, to modify camera perspective parameters (focal length, aperture, filter effects, etc.) in real time. Their core function is to grant users customized viewing angles within the virtual scene, meeting diverse needs for image expressiveness, detail focus, and artistic processing in different scenarios, thereby enhancing the freedom and personalization of the interactive experience.

[0124] In actual implementation, since the shooting parameters include at least one of the field of view direction and field of view angle, the parameter adjustment instructions for different shooting parameters are different. Next, taking different shooting parameters as examples, we will explain the process of adjusting the default shooting parameters in response to the parameter adjustment instructions for the shooting parameters, and displaying the virtual scene using the adjusted shooting parameters.

[0125] Thus, this embodiment of the application, by introducing adjustable shooting parameters (field of view direction and field of view angle) in the first shooting mode and equipping it with a dynamic rendering mechanism that responds to real-time parameter adjustment commands, breaks through the limitations of traditional fixed shooting perspectives on image composition. Technically, this mechanism allows users to intervene and customize the virtual camera's observation parameters in real time before switching modes. This not only enables refined framing control over the content of the virtual scene but also constructs an efficient composition interaction loop through the synchronous processing of parameter adjustment commands and display feedback. This real-time visual feedback and parameter customization capability ensures that even during shooting mode switching, users can still maintain active control over the image presentation, thereby significantly improving the flexibility, composition accuracy, and interaction efficiency of virtual scene shooting.

[0126] In some embodiments, the shooting parameters include the field of view direction, thereby receiving the parameter adjustment command for the field of view direction in response to a parameter adjustment command for the shooting parameters, before adjusting the default shooting parameters, in response to a drag operation on the screen of the virtual scene.

[0127] Specifically, if the drag operation is to the left, the parameter adjustment command will adjust the field of view to the left; if the drag operation is to the right, the parameter adjustment command will adjust the field of view to the right; if the drag operation is to the up, the parameter adjustment command will adjust the field of view upward; and if the drag operation is to the down, the parameter adjustment command will adjust the field of view downward.

[0128] In some embodiments, the shooting parameters include the field of view angle, thereby receiving the parameter adjustment instruction for the field of view angle in response to a parameter adjustment instruction for the shooting parameters, before adjusting the default shooting parameters, in response to a scaling operation of the image of the virtual scene.

[0129] Specifically, if the zoom operation is a shrink operation, i.e., a two-finger pinch operation, the parameter adjustment command indicates that the field of view angle will be increased; if the zoom operation is a zoom operation, i.e., a two-finger separation operation, the parameter adjustment command indicates that the field of view angle will be decreased.

[0130] In other embodiments, the shooting parameters include the field of view direction and the field of view angle. Thus, in response to a parameter adjustment command for the shooting parameters, before adjusting the default shooting parameters, in response to dragging and zooming operations on the virtual scene image, a parameter adjustment command for the shooting parameters is received. That is, in response to a dragging operation on the virtual scene image, a parameter adjustment command for the field of view direction is received; in response to a zooming operation on the virtual scene image, a parameter adjustment command for the field of view angle is received.

[0131] It should be noted that the order of execution of drag and zoom operations can be either drag first and zoom second or zoom first and drag second. This application does not limit this.

[0132] Meanwhile, as mentioned above, if the drag operation is a left drag operation, the parameter adjustment command indicates that the field of view direction will be adjusted to the left; if the drag operation is a right drag operation, the parameter adjustment command indicates that the field of view direction will be adjusted to the right; if the drag operation is an upward drag operation, the parameter adjustment command indicates that the field of view direction will be adjusted upward; if the drag operation is a downward drag operation, the parameter adjustment command indicates that the field of view direction will be adjusted downward.

[0133] If the zoom operation is a shrink operation (i.e., two fingers pinching together), the parameter adjustment command indicates that the field of view will be increased; if the zoom operation is a zoom operation (i.e., two fingers separating), the parameter adjustment command indicates that the field of view will be decreased.

[0134] Thus, after entering shooting mode, users can customize the perspective by adjusting the shooting parameters. This not only allows them to obtain visual effects that better suit their personal preferences or specific game scenarios, but also enhances the player's immersion. At the same time, users can adjust the shooting parameters according to the display characteristics and performance of their own devices, thereby adapting to different devices and ensuring the best display effect on different devices.

[0135] In some embodiments, the user can temporarily return from shooting mode to game mode. At this time, although the user is in game mode, they have not yet exited shooting mode. For example, if the user directly exits shooting mode and returns to game mode (i.e., the first game mode mentioned above), the shooting parameters corresponding to the shooting mode will be the initial shooting parameters when the user returns to the corresponding shooting mode. That is, when the user returns to the corresponding shooting mode, the initial shooting parameters are obtained and used to display the virtual scene. If the user temporarily returns from shooting mode to game mode, that is, before exiting shooting mode, the shooting parameters corresponding to the shooting mode will be the shooting parameters adjusted before returning. This means that if the user temporarily returns from shooting mode to game mode, the data in the corresponding shooting mode will be cached, making it easier for the user to re-enter shooting mode to shoot. That is, when the user returns to the corresponding shooting mode, the shooting parameters adjusted before returning are obtained and used to display the virtual scene. For example, the virtual scene includes a first virtual object. When the virtual scene is in a first shooting mode, a second mode switching control is displayed. The second mode switching control is used to switch from the first shooting mode to a second game mode. The second game mode is used to control the virtual object in the virtual scene to move within the virtual scene without exiting the first shooting mode. In response to a trigger operation on the second mode switching control, the virtual scene switches from the first shooting mode to the second game mode. Based on the second game mode, when the virtual scene switches back to the first shooting mode, the adjusted shooting parameters are used to display the screen of the virtual scene in the first shooting mode.

[0136] The second game mode is a specific interactive state that can be temporarily switched to and maintained after entering the shooting function in a virtual scene. While this state allows users to resume normal control logic for all manipulative elements within the virtual scene (such as character movement and action execution), its underlying operating mechanism does not completely detach from the shooting mode's context. When switching from the first shooting mode to the second game mode, shooting-related interface controls are temporarily hidden, and the standard viewing perspective (such as a third-person follow view) is switched back, allowing users to smoothly control virtual objects for exploration, combat, or repositioning, just as in the first game mode. However, unlike the first game mode, the second game mode maintains and caches the parameter configurations previously set in the shooting mode (such as camera position, filter effects, focal length, etc.). When the user triggers the switch operation again to return to the shooting mode, these cached data can be directly accessed, seamlessly restoring the previous shooting state without re-initializing camera parameters. This design not only ensures the continuity of the shooting process but also provides users with a convenient means to flexibly adjust the position or state of the subject in complex scenes, avoiding the cumbersome operation and parameter loss caused by frequently entering and exiting the shooting function.

[0137] It should be noted that the second game mode is used to indicate a temporary return from the shooting mode. In this mode, the user can play the game normally, but the shooting parameters in the shooting mode will also be cached. It is equivalent to the user being in the shooting mode, but the current perspective is switched from the shooting mode perspective to the game perspective. At the same time, in the second game mode, if the virtual object controlled by the user performs any action, the virtual object in the first shooting mode will act synchronously. For example, in the second game mode, if the virtual object moves from A to B, the virtual object will be displayed at B when switching from the second game mode to the first shooting mode. In addition, the second mode switching control can be displayed in any blank position in the virtual scene. This application embodiment does not limit this.

[0138] For example, referring to FIG8, FIG8 is a schematic diagram of the second mode switching control provided in the embodiment of the present application. Based on FIG8, FIG8 indicates the scene content of the virtual scene in the first shooting mode, wherein 801 indicates the second mode switching control.

[0139] In actual implementation, the trigger operation for the second mode switching control can be a click operation. In response to the trigger operation for the second mode switching control, after switching from the first shooting mode to the second game mode, in the virtual scene of the second game mode, in response to the interaction or movement operation of the first virtual object controlled by the user, the interaction process of the first virtual object in the virtual scene of the second game mode can be displayed, or the movement process of the first virtual object in the second game mode can be displayed. Then, when the first virtual object completes the interaction or movement process, in response to the trigger operation for the second mode switching control again, the game mode can be switched back to the first shooting mode. When the virtual scene switches back to the first shooting mode, the adjusted shooting parameters are used to display the screen of the virtual scene in the first shooting mode.

[0140] It should be noted that in shooting mode, if the user suddenly needs to perform an interactive task or move, and may have adjusted to satisfactory shooting parameters and does not want to exit shooting mode, they can temporarily return to game mode through the second mode switching control. In the virtual scene of the second game mode, in response to the interactive or movement operations of the first virtual object controlled by the user, the interaction process of the first virtual object in the virtual scene of the second game mode or the movement process of the first virtual object in the second game mode will be displayed.

[0141] In actual implementation, before the virtual scene switches back to the first shooting mode and the adjusted shooting parameters are used, in the virtual scene in the second game mode, in response to the trigger command for the first shooting mode, the virtual scene is controlled to switch from the second game mode to the first shooting mode. Thus, when the virtual scene switches back to the first shooting mode, the adjusted shooting parameters are used to display the screen of the virtual scene in the first shooting mode.

[0142] It should be noted that the process of controlling the virtual scene to switch from the second game mode to the first shooting mode in response to a trigger command for the first shooting mode is similar to the process of controlling the virtual scene to switch from the first game mode to the first shooting mode in response to a trigger command for the first shooting mode described above. Therefore, this embodiment will not elaborate further. Alternatively, the trigger command for the first shooting mode may be triggered when a trigger operation for the second mode switching control is received again, that is, when a trigger operation for the second mode switching control is received in the second game mode. This embodiment does not limit the scope of this embodiment.

[0143] Thus, by using the second mode switching control, users can return to game mode without exiting shooting mode (i.e., retaining the adjusted shooting parameters). When switching back to shooting mode from game mode, the retained shooting parameters can still be used. This way, users do not need to readjust parameters when switching between shooting mode and game mode, maintaining the continuity of parameter settings and improving the user experience. At the same time, it saves computing resources and memory by avoiding reloading or recalculating camera parameters every time the user switches, thus optimizing resource usage.

[0144] In some embodiments, after displaying the virtual scene using the adjusted shooting parameters, a reset control can be displayed when the virtual scene is in the first shooting mode. The reset control is used to reset the shooting parameters of the shooting mode. In response to the trigger operation of the reset control, the shooting parameters of the first shooting mode are reset from the adjusted shooting parameters to the default shooting parameters, and the virtual scene is displayed using the default shooting parameters.

[0145] It should be noted that if you are not satisfied with the shooting parameters, or if you find that the default shooting parameters are still the most suitable for taking pictures after adjusting the shooting parameters, you do not need to adjust the shooting parameters back one by one. Instead, you can directly reset the shooting parameters of the first shooting mode from the adjusted shooting parameters to the default shooting parameters by executing the trigger operation of the reset control. At the same time, the reset control can be displayed in any blank position in the virtual scene. This application embodiment does not limit this.

[0146] For example, referring to FIG9, FIG9 is a schematic diagram of the reset control provided in the embodiment of the present application. Based on FIG9, FIG9 indicates the scene content of the virtual scene in the first shooting mode, wherein 901 indicates the reset control.

[0147] In this way, after adjusting the shooting parameters multiple times, the shooting parameters can be directly reset to the default shooting parameters by triggering the reset control. This way, if the user may accidentally adjust unfamiliar parameters, resulting in unsatisfactory visual effects, the reset function can help the user quickly restore the familiar default state without having to manually adjust them one by one, thus improving the convenience of the parameter setting process. At the same time, providing a reset control not only simplifies user operation but also improves the game interface and usability, thereby improving the efficiency of human-computer interaction.

[0148] It should be noted that, as mentioned above, there are multiple shooting modes, including the first shooting mode and the second shooting mode. Therefore, for the second shooting mode, you can also adjust the shooting parameters, temporarily return from the second shooting mode to the second game mode, and reset the shooting parameters through the reset control, etc. The relevant content will be explained below, and will not be repeated here.

[0149] In practice, as mentioned above, the first shooting mode can have various perspective types, such as first-person perspective, third-person perspective, God's perspective, or selfie perspective. Therefore, the following will take the first-person perspective as the first shooting mode as an example to explain the relevant process in the first shooting mode.

[0150] In some embodiments, the virtual scene includes a first virtual object and a second virtual object, and the perspective type corresponding to the first shooting mode is a first-person perspective. Therefore, in response to the trigger operation of the first mode switching control, before controlling the shooting mode of the virtual scene to switch from the first shooting mode to the second shooting mode, when the virtual scene is in the first shooting mode, the first-person perspective is used to display the virtual scene; wherein, the first-person perspective is the perspective of the first virtual object; in response to the object perspective switching instruction, the display perspective of the virtual scene is switched from the perspective of the first virtual object to the perspective of the second virtual object; in response to the trigger operation of the shooting control, the image of the virtual scene is captured based on the perspective of the second virtual object in the first shooting mode.

[0151] It should be noted that the first virtual object can be controlled by the current player, while the second virtual object can be controlled by other players (teammates) who belong to the same group as the current player, or it can be a non-player character, that is, a non-user character (NPC). Non-player characters are controlled by the system and can be displayed in the terminal controlled by the user for the player character controlled by the user to interact with.

[0152] In practical implementation, the object perspective switching command can be triggered by touch operations, such as displaying an object perspective switching control, thereby responding to a triggering operation on the object perspective switching control, such as a click operation, and receiving the object perspective switching command; or it can be triggered by at least one of a mouse, keyboard, and joystick. This application embodiment does not limit this. Among them, touch operations include, but are not limited to, contact operations such as click operations, long press operations, drag operations, double click operations, two-finger pinching or two-finger spreading, and can also be non-contact operations such as motion detection, eye movement detection, and voice triggering.

[0153] If there are multiple second virtual objects, the process of switching the display view of the virtual scene from the view of the first virtual object to the view of the second virtual object in response to the object view switching command can be achieved in the following ways: in response to the object view switching command, display the view including multiple second virtual objects; in response to the selection operation of the view of the target second virtual object among the multiple second virtual object views, switch the display view of the virtual scene from the view of the first virtual object to the view of the target second virtual object.

[0154] Alternatively, it can be achieved as follows: In response to the object perspective switching command, obtain the distance between each second virtual object and the first virtual object; based on each distance, select the second virtual object that is closest to or farthest from the first virtual object from among multiple second virtual objects as the target second virtual object, and switch the display perspective of the virtual scene from the perspective of the first virtual object to the perspective of the target second virtual object;

[0155] It can also be achieved in the following way: in response to the object perspective switching command, obtain the friendliness between each second virtual object and the first virtual object; based on each friendliness, select the second virtual object with the highest friendliness with the first virtual object from multiple second virtual objects as the target second virtual object, and switch the display perspective of the virtual scene from the perspective of the first virtual object to the perspective of the target second virtual object; in this respect, the embodiments of this application do not limit it.

[0156] In this way, by switching the perspectives of different virtual objects to display the virtual scene in shooting mode, users can observe the scene from different virtual object angles, providing a more comprehensive perspective and a better understanding of the scene layout and spatial relationships between virtual objects, thereby increasing the exploratory and interactive aspects of the virtual scene. From a technical implementation perspective, this mechanism breaks through the fixed architecture of a single camera bound to a single character, realizing the dynamic unbinding and rebinding of the camera viewpoint and virtual object control. By responding to viewpoint switching commands, the camera's tracking target can be redirected in real time, and smooth transitions can be achieved between different virtual objects. This process not only reuses existing character rendering logic and scene resources, avoiding the high cost of building a separate shooting system for each virtual object, but also constructs a complex scene perception network interconnected by multiple character perspectives through real-time feedback of perspective switching, providing users with in-depth scene analysis capabilities. At the same time, different perspectives can display different visual effects, allowing users to experience seeing the world through the "eyes" of different virtual objects, which not only enhances immersion and engagement but also brings novelty and visual diversity. In addition, users can experience different interaction methods by controlling different virtual objects, increasing the interactivity of the game and the diversity of the interaction process, thereby improving the efficiency of human-computer interaction and the utilization rate of electronic device hardware resources.

[0157] In other embodiments, the perspective type corresponding to the first shooting mode is a first-person perspective, the virtual scene includes a first virtual object, and the first-person perspective is the perspective of the first virtual object; thus, when the virtual scene is in the first shooting mode, after displaying the shooting control and the first mode switching control, in response to the movement operation of the first virtual object, the first virtual object is controlled to move in the virtual scene; during the movement of the first virtual object, the shooting field of view under the first-person perspective is controlled to change synchronously.

[0158] It should be noted that the movement operation includes at least one of the following: running, sprinting, gliding, crouching, climbing, and swimming. Alternatively, when a virtual vehicle is displayed in a virtual scene, in response to a vehicle-riding operation of a first virtual object, the first virtual object riding the vehicle is displayed. Then, the movement operation may include at least one of the following: running, sprinting, gliding, crouching, climbing, and swimming operations of the first virtual object riding the vehicle. This application does not limit the scope of the movement operation.

[0159] Therefore, during the movement of the first virtual object, as mentioned above, the perspective type corresponding to the first shooting mode is a first-person perspective. The virtual scene includes the first virtual object, and the first-person perspective is the perspective of the first virtual object. Therefore, the displayed virtual scene will change as the scene content "seen" by the first virtual object changes during its movement. That is, in shooting mode, changes in the virtual scene (such as day and night, weather, temperature, etc.), the impact on non-player characters and game characters (such as being attacked, getting wet, etc.), and the impact of player behavior on the virtual scene (such as performance actions affecting NPCs, etc.) will all be preserved and continue to operate according to the normal game state.

[0160] Thus, in shooting mode, if the player is moving, the shooting field of view changes synchronously. This allows the player to still play the game normally in shooting mode, capturing dynamic scenes and characters while moving, enriching the shooting material and increasing the diversity of the shooting process. At the same time, the player can interact with the game environment in shooting mode, which also increases the flexibility and freedom of the shooting process.

[0161] In some embodiments, the perspective type corresponding to the first shooting mode is a first-person perspective, the virtual scene includes a first virtual object and a virtual pet, and the first-person perspective is the perspective of the first virtual object; thus, when the virtual scene is in the first shooting mode, after displaying the shooting control and the first mode switching control, it is also possible to control the first virtual object to move in the virtual scene in response to the movement operation of the first virtual object; during the movement of the first virtual object, the process of the virtual pet moving synchronously with the first virtual object is displayed.

[0162] It should be noted that, as mentioned above, movement operations include at least running, sprinting, gliding, crouching, climbing, and swimming operations. Alternatively, when a virtual vehicle is displayed in a virtual scene, in response to a vehicle-riding operation of a first virtual object, the first virtual object riding the vehicle is displayed, and the movement operation can include at least running, sprinting, gliding, crouching, climbing, and swimming operations of the first virtual object riding the vehicle. This application does not limit the scope of the movement operation.

[0163] Then, "virtual pet follows first virtual object" means that the virtual pet always stays within the target range around the first virtual object, such as a circular area with the first virtual object as the circle and the target distance as the radius. In this way, in shooting mode, if the player is moving, the player's pet will also move with the player. This can enrich the shooting materials, increase the diversity of the shooting process, and also increase the flexibility and freedom of the shooting process.

[0164] Thus, in the first shooting mode, this embodiment not only maintains the parallel processing of the position rendering and behavior logic of the first virtual object and its associated virtual pet, but also achieves a deep integration of the shooting state and dynamic scene interaction. Technically, this mechanism reuses the character control and pet following algorithms of a game engine within the rendering context of the shooting perspective, driving the virtual object and pet to perform displacement updates and animation playback in the scene by responding to movement operation commands in real time. This approach avoids the technical limitations of passively freezing or homogenizing scene elements due to entering shooting mode, enriching the dynamic content layers of the shooting image, ensuring the continuity and realism of the virtual ecosystem, providing solid technical support for users to capture vivid interactive moments from a first-person perspective, and optimizing the utilization efficiency of rendering resources.

[0165] In some embodiments, after displaying the process of the virtual pet moving synchronously with the first virtual object, during the movement of the virtual pet, in response to a control operation on the first virtual object, the first virtual object is controlled to adjust the behavior of the virtual pet; wherein the behavior of the virtual pet includes at least one of the virtual pet's orientation, posture, position, and expression; when the first virtual object has completed the adjustment, in response to a trigger operation on the shooting control, the image of the virtual scene is captured based on the perspective type of the first shooting mode; wherein the image of the virtual scene includes at least the virtual pet with adjusted behavior and the first virtual object.

[0166] It should be noted that, in response to the control operation on the first virtual object, after controlling the first virtual object to adjust the behavior of the virtual pet, if no control operation is received on the first virtual object within the target time period, it is determined that the adjustment of the first virtual object is complete. Here, the control operation is used to control the first virtual object to adjust the behavior of the virtual pet, and the target time period is also preset. This application embodiment does not limit this aspect.

[0167] Specifically, regarding the process of controlling the first virtual object to adjust the behavior of the virtual pet in response to a control operation on the first virtual object, when a control operation is received on the first virtual object, the process of the first virtual object adjusting the behavior of the virtual pet is displayed. Here, when a control operation is received on the first virtual object, at least one option is displayed, with different options corresponding to different behaviors, thereby controlling the first virtual object to adjust the behavior of the virtual pet corresponding to the target option in response to a trigger operation on the target option among the at least one options; or, in response to an adjustment operation on the target behavior among the at least one behavior, the adjustment operation is determined as a control operation on the first virtual object, thereby controlling the first virtual object to adjust the target behavior of the virtual pet in response to the control operation on the first virtual object.

[0168] It should be noted that at least one behavioral expression includes the virtual pet's orientation, posture, position, and expression; the adjustment operation for the target behavioral expression in at least one behavioral expression can be triggered by a control, for example, different behavioral expressions correspond to different functional controls, or the adjustment operation for the target behavioral expression in at least one behavioral expression can be performed by at least one of the mouse, keyboard, and joystick. In this regard, the embodiments of this application do not limit it.

[0169] In this way, in shooting mode, players can adjust the behavior of their pets by adjusting their character, and then take pictures after the adjustment. This not only enriches the shooting materials and increases the diversity of the shooting process, but also improves the flexibility and freedom of the shooting process, as well as the efficiency of human-computer interaction and the utilization rate of the hardware resources of electronic devices.

[0170] In some embodiments, in response to a trigger command for a first shooting mode, after controlling the virtual scene to switch from a first game mode to a first shooting mode, a first virtual object and a virtual pet are displayed in the virtual scene; in response to a control operation for the first virtual object, the first virtual object is controlled to guide the virtual pet from its current position to a target position; when the virtual pet moves to the target position, in response to a trigger operation for a shooting control, the screen of the virtual scene is captured based on the viewpoint type of the first shooting mode; wherein the screen of the virtual scene includes the virtual pet at the target position.

[0171] It should be noted that, as mentioned above, the control operation on the first virtual object can be triggered by a control, or it can be executed by at least one of the mouse, keyboard, and joystick. This application embodiment does not limit this. Thus, by controlling the first virtual object to guide the virtual pet's movement, the pet object moved to the target location can be photographed. This not only improves the diversity, flexibility, and freedom of the shooting process, but also enhances human-computer interaction efficiency and the user's shooting experience.

[0172] In actual implementation, after displaying the first virtual object and the virtual pet in the virtual scene, it is also possible to control the interaction between the first virtual object and the virtual pet in response to the control operation on the first virtual object; during the interaction between the first virtual object and the virtual pet, in response to the trigger operation on the shooting control, the scene of the virtual scene is captured based on the perspective type of the first shooting mode; wherein the scene of the virtual scene includes the first virtual object and the virtual pet in the interaction process.

[0173] It should be noted that the process of controlling the interaction between the first virtual object and the virtual pet in response to the control operation on the first virtual object can be as follows: in response to the control operation on the first virtual object, the first virtual object is controlled to ride the virtual pet; and while the first virtual object is riding the virtual pet, in response to the trigger operation on the shooting control, the scene of the virtual scene is captured based on the perspective type of the first shooting mode. For example, while the first virtual object is moving while riding the virtual pet, the first virtual object and the virtual pet are captured during the movement.

[0174] The process of the first virtual object moving while riding a virtual pet can be a process in which the first virtual object flies, glides, swims, jumps, etc. while riding a virtual pet. This application embodiment does not limit this process.

[0175] Alternatively, in response to a control operation on the first virtual object, the process of controlling the interaction between the first virtual object and the virtual pet could be, in response to a control operation on the first virtual object, controlling the first virtual object to hug or hold hands with the virtual pet, or controlling the first virtual object to feed the virtual pet, etc.

[0176] It should be noted that the process of controlling the interaction between the first virtual object and the virtual pet includes, but is not limited to, the above process. This application does not limit this process.

[0177] Step 103: When the virtual scene is in the first shooting mode, display the shooting controls and the first mode switching controls.

[0178] In some embodiments, when the virtual scene is in the first shooting mode, a shooting control and a first mode switching control are displayed; wherein, in the following process, in response to a trigger operation on the first mode switching control, the shooting mode of the virtual scene is controlled to switch from the first shooting mode to the second shooting mode.

[0179] As for the shooting control, it can respond to the trigger operation of the shooting control and shoot the virtual scene based on the viewpoint type of the first shooting mode; or, in response to the video recording command triggered by the shooting control, it can record the virtual scene based on the viewpoint type of the first shooting mode.

[0180] It should be noted that the triggering operation for the shooting control can be a click operation, while the video recording command triggered by the shooting control can be triggered by a press operation on the shooting control. For example, in response to a video recording command triggered by the shooting control, the process of recording video of the virtual scene based on the viewpoint type of the first shooting mode can be as follows: in response to a press operation on the shooting control, a video recording command is received; in response to the video recording command, during the execution of the press operation, video recording of the virtual scene is performed based on the viewpoint type of the first shooting mode; in response to a stop recording command triggered by the press operation on the shooting control, the video recording ends, thereby obtaining the recorded video. The press operation can be a long press operation, etc., and this embodiment of the application does not limit this.

[0181] For example, referring to FIG10, FIG10 is a schematic diagram of the shooting control and the first mode switching control provided in the embodiment of the present application. Based on FIG10, FIG10 indicates the scene content of the virtual scene in the first shooting mode, wherein the dashed box 1001 indicates the first mode control and the dashed box 1002 indicates the shooting control.

[0182] Step 104: In response to the trigger operation of the first mode switching control, control the virtual scene's shooting mode to switch from the first shooting mode to the second shooting mode; wherein the perspective type used for shooting in the first shooting mode is different from that used for shooting in the second shooting mode.

[0183] It should be noted that the trigger operation for the first mode switching control can be a click operation on the first mode switching control; at the same time, if there are multiple view types, that is, multiple shooting modes, when the shooting modes include only the first shooting mode and the second shooting mode, in response to the trigger operation on the first mode switching control, the shooting mode of the virtual scene is directly controlled to switch from the first shooting mode to the second shooting mode.

[0184] When the shooting modes include a first shooting mode, a second shooting mode, and other shooting modes, in response to a trigger operation on the first mode switching control, the shooting mode of the virtual scene can be switched from the first shooting mode to the second shooting mode in a preset order; thus, when another trigger operation on the first mode switching control is received, the shooting mode of the virtual scene is switched from the second shooting mode to another shooting mode; or, in response to a trigger operation on the first mode switching control, the second shooting mode and other shooting modes are displayed, and in response to a selection operation on the second shooting mode, the shooting mode of the virtual scene is switched from the first shooting mode to the second shooting mode. This application does not limit the scope of the embodiments.

[0185] In practice, as mentioned above, the second shooting mode can have various perspective types, such as first-person perspective, third-person perspective, omniscient perspective, or self-portrait perspective. Therefore, the following will take the third-person perspective as an example to explain the relevant process in the second shooting mode.

[0186] In some embodiments, the perspective type corresponding to the second shooting mode is a third-person perspective. In response to a trigger operation on the shooting control, before shooting the virtual scene based on the perspective type of the second shooting mode, a first virtual camera may be displayed in the virtual scene when the virtual scene is in the second shooting mode, and the perspective of the first virtual camera is a third-person perspective; the virtual scene is displayed using the perspective of the first virtual camera; thus, the process of shooting the virtual scene based on the perspective type of the second shooting mode in response to a trigger operation on the shooting control may be shooting the virtual scene based on the perspective of the first virtual camera in response to a trigger operation on the shooting control.

[0187] When the perspective type of the second shooting mode is different, the observation perspective of the virtual scene corresponding to the first virtual camera is also different. For example, when the perspective type of the second shooting mode is third-person perspective, the first virtual camera can be used as a third-party shooting device in the virtual scene to provide a third-party perspective, that is, a third-person perspective.

[0188] It should be noted that the first virtual camera here is a visualization of the virtual camera used in the background to render the virtual scene in the second shooting mode. In other words, the first virtual camera here is essentially the same as the virtual camera used to render the virtual scene in the second shooting mode. It is just that the perspective of the virtual camera used to render the virtual scene in the second shooting mode is visualized in the virtual scene through the first virtual camera.

[0189] Thus, this embodiment of the application explicitly renders the "first virtual camera" entity in the second shooting mode and strictly locks the scene display and shooting perspective to this virtual camera object, thereby technically realizing the "physicalization" of the shooting viewpoint. This mechanism breaks the abstract logic of traditional virtual shooting where the viewpoint exists only as an invisible coordinate. By providing clear visual anchor points, it allows users to intuitively perceive the spatial geometric relationship between the shooting position and other elements in the scene (such as virtual objects and background). This not only enhances the sense of spatial depth and compositional accuracy in the third-person perspective but also ensures a "what you see is what you get" shooting effect by simply observing or adjusting the camera entity through real-time synchronization of viewpoint rendering and camera entity pose. This significantly improves the controllability and logical clarity of photographic interaction in complex scenes.

[0190] Specifically, for the virtual camera used in the background to render the virtual scene in the second shooting mode, in actual implementation, in response to the trigger operation of the first mode switching control, after controlling the virtual scene's shooting mode to switch from the first shooting mode to the second shooting mode, it is also possible to generate a third virtual camera different from the second virtual camera when the virtual scene is in the second shooting mode; based on the third virtual camera, render the second image of the virtual scene in the second shooting mode; and based on the second image, display the virtual scene in the second shooting mode.

[0191] It should be noted that the third virtual camera here is the same virtual camera used in the background to render the virtual scene in the second shooting mode. Since the third virtual camera is invisible, while the first virtual camera is the visual representation of the third virtual camera in the virtual scene, it is used to prompt the user about the perspective of the third virtual camera in the second shooting mode. At the same time, similar to the second virtual camera, the third virtual camera here is also a component that simulates the function of a real camera. By simulating the shooting function of a real camera, it determines the viewing perspective of the virtual scene, defines the position and orientation of the virtual object controlled by the user in the virtual environment, and is used to determine the scene content of the virtual scene observed by the virtual object controlled by the user.

[0192] Thus, when the virtual scene is in the second shooting mode, a third virtual camera is generated. This third virtual camera then renders the image of the virtual scene in the second shooting mode. In this way, when the virtual scene is in the second shooting mode, a dedicated virtual camera is generated for shooting. Shooting is then performed using this virtual camera, providing a wider range of shooting perspectives without affecting the user's gameplay, making it easier for the user to shoot and improving the shooting experience. At the same time, different virtual cameras are generated for different shooting modes. In this way, the two virtual cameras operate independently, and players can choose what content they want to "see" based on their needs and current gameplay status, thereby increasing the diversity and flexibility of the shooting process.

[0193] In actual implementation, when the virtual scene is in the second shooting mode, the process of displaying the first virtual camera in the virtual scene can be as follows: displaying a user-controlled virtual object, such as the first virtual object, in the virtual scene; obtaining the position of the first virtual object in the virtual scene; generating the first virtual camera based on the preset default shooting parameters of the first virtual camera; and displaying the first virtual camera at a target position determined based on that position; wherein, the target position can be a target distance in the target orientation of that position, and both the target orientation and the target distance are preset, and this application embodiment does not limit this.

[0194] For example, referring to FIG11, FIG11 is a schematic diagram of the first virtual camera provided in the embodiment of the present application. Based on FIG11, FIG11 indicates the scene content of the virtual scene in the second game mode, wherein the dashed box 1101 indicates the first virtual camera.

[0195] Thus, when the virtual scene is in the second shooting mode, the first virtual camera displayed in the virtual scene can prompt the user with the perspective in the second shooting mode, making it easier for the user to adjust the position of the virtual object controlled by the first virtual camera for shooting. At the same time, using the perspective of the first virtual camera as the perspective of the second shooting mode decouples the virtual camera from the game perspective of the virtual object controlled by the player. Compared with related technologies where the shooting perspective always follows the player's perspective, this improves the diversity and flexibility of the shooting process.

[0196] It should be noted that after displaying the first virtual camera in the virtual scene, the process of displaying the virtual scene from the perspective of the first virtual camera is that the virtual scene is displayed based on the default shooting parameters of the first virtual camera from the perspective of the first virtual camera. In this second shooting mode, the default shooting parameters can also be adjusted in response to the parameter adjustment command for the shooting parameters, and the adjusted shooting parameters can be used to display the image of the virtual scene. Here, the process of adjusting the default shooting parameters in response to the parameter adjustment command for the shooting parameters and using the adjusted shooting parameters to display the image of the virtual scene is as described above, and will not be repeated in this embodiment.

[0197] Meanwhile, after displaying the virtual scene using the adjusted shooting parameters, the system can temporarily return to the second game mode based on the third mode switching control. For example, when the virtual scene is in the second shooting mode, the third mode switching control is displayed. The third mode switching control is used to switch from the second shooting mode to the second game mode. In response to the trigger operation of the third mode switching control, the system switches from the second shooting mode to the second game mode. Based on the second game mode, when the virtual scene switches back to the second shooting mode, the adjusted shooting parameters are used to display the virtual scene in the first shooting mode.

[0198] It should be noted that, based on the second game mode, when the virtual scene switches back to the second shooting mode, the process of displaying the image of the virtual scene in the first shooting mode using the adjusted shooting parameters is as described above, and will not be repeated in this embodiment. The process of the virtual scene switching back to the second shooting mode can be that when a trigger operation for the third mode switching control is received again, the virtual scene is directly controlled to switch from the second game mode to the second shooting mode; or, it can be that a trigger command for the first shooting mode is received first, switching the virtual scene from the second game mode to the first shooting mode, and then a trigger operation for the first mode switching control is received, switching the virtual scene from the first shooting mode to the second shooting mode. This embodiment does not limit this.

[0199] The first mode switching control, the second mode switching control, and the third mode switching control can be three different controls, or the second mode switching control and the third mode switching control can be the same control. When the virtual scene is in the first shooting mode, this control, which is also the second mode switching control, is used to switch the virtual scene from the first shooting mode to the second game mode. When the virtual scene is in the second shooting mode, this control, which is also the third mode switching control, is used to switch the virtual scene from the second shooting mode to the second game mode.

[0200] In actual implementation, when the virtual scene is in the second shooting mode, a reset control will also be displayed. In response to a trigger operation on the reset control, the shooting parameters of the second shooting mode will be reset from the adjusted parameters to the default shooting parameters, and the virtual scene will be displayed using the default shooting parameters. The relevant process is as described above, and will not be repeated in this embodiment.

[0201] In some embodiments, if, as described above, the perspective type corresponding to the second shooting mode is a third-person perspective, then when the virtual scene is in the second shooting mode, a parameter setting interface in the second shooting mode is displayed. The parameter setting interface is used to set shooting parameters. Based on the parameter setting interface, in response to the setting operations for the countdown parameters and continuous shooting parameters, the shooting countdown and the number of continuous shots when shooting the scene in the virtual scene are set respectively. Thus, in response to the trigger operation of the shooting control, the process of shooting the scene in the virtual scene based on the perspective of the first virtual camera may be, in response to the trigger operation of the shooting control, continuously shooting the scene in the virtual scene from the perspective of the first virtual camera based on the set shooting countdown and the number of continuous shots.

[0202] It should be noted that the shooting countdown is used to indicate the time between the moment the trigger operation for the shooting control is received and the moment the image of the virtual scene is captured, while the burst shooting count refers to the number of times the image of the virtual scene is captured after receiving a trigger operation for the shooting control.

[0203] For example, referring to FIG12, FIG12 is a schematic diagram of the parameter setting interface provided in the embodiment of the present application. Based on FIG12, FIG12 indicates the scene content of the virtual scene in the second shooting mode. 1201 indicates the parameter setting interface. The area in the dashed box 1202 is used to set the shooting countdown, and the area in the dashed box 1203 is used to set the number of continuous shots.

[0204] It should be noted that the parameter setting interface can be displayed directly when entering the second shooting mode, or the parameter setting control can be displayed when the virtual scene is in the second shooting mode, thereby responding to the trigger operation of the parameter setting control and displaying the parameter setting interface. This application embodiment does not limit this; for example, referring to FIG13, FIG13 is a schematic diagram of the parameter setting control provided in the embodiment of this application. Based on FIG13, 1301 in FIG13a indicates the parameter setting control, thereby responding to the trigger operation of the parameter setting control indicated by 1301 in a, the parameter setting interface 1302 indicated in FIG13b is displayed.

[0205] Thus, by setting the shooting countdown and burst shooting count through the parameter settings interface, players no longer need to pose before shooting, or simultaneously operate the game character and take screenshots to capture dynamic moments. This allows for convenient capture of dynamic behavior. From a technical implementation perspective, this mechanism introduces asynchronous image acquisition logic and a batch processing queue based on timing control. By setting a countdown, the shooting trigger signal and the actual rendering and capture action are decoupled on the timeline, providing a pre-rendering buffer period for complex character animations or physical simulations. The burst shooting parameter setting drives the rendering pipeline to perform high-frequency frame buffering within a very short time window, thereby locking key transients in the high-speed movement of virtual objects with microsecond or frame-level precision. This automated control logic not only eliminates the interference of manual operation delays on capture accuracy but also effectively avoids input conflicts that may be caused by multi-threaded concurrent operations (such as simultaneously moving the character and clicking to shoot), greatly improving the success rate and image quality of image acquisition in highly dynamic virtual scenes, thereby enhancing the flexibility and versatility of the shooting process.

[0206] In actual implementation, the shooting countdown is set as the target duration, and the number of continuous shots is set as the target number of shots. Therefore, in response to the trigger operation of the shooting control, the process of continuously shooting the scene in the virtual scene from the perspective of the first virtual camera based on the set shooting countdown and the number of continuous shots can be as follows: in response to the trigger operation of the shooting control, the countdown of the target duration is displayed; when the countdown of the target duration is cleared, the scene in the virtual scene from the perspective of the first virtual camera is continuously shot for the target number of shots.

[0207] It should be noted that both the target duration and the target number of shots can be set by the player according to their own needs. Based on the set target duration and target number of shots, after the countdown of the target duration is reset to zero, the virtual scene from the perspective of the first virtual camera will be continuously photographed for the target number of shots. In this way, the user can preset the shooting parameters and automatically complete the shooting task within the specified time without real-time operation, which improves the convenience of operation. At the same time, by precisely setting the shooting countdown and the number of shots, the scene changes at specific moments can be captured, which not only enhances the planning and purpose of the shooting, but also makes the captured images more in line with the user's needs.

[0208] It should be noted that the above process is illustrated using the virtual scene as the second shooting mode as an example. When the virtual scene is the first shooting mode, the above process can be implemented in general. For example, the parameter setting interface can also be displayed so that the parameters can be set based on the parameter setting interface. In this regard, the embodiments of this application will not be described in detail.

[0209] In some embodiments, when the virtual scene is in the second shooting mode, the display interface of the virtual scene is divided into a first area and a second area. The virtual scene in game mode and the virtual scene in shooting mode can appear in the display interface, for example, by displaying the virtual scene from the perspective of the first virtual camera. This process can be achieved in the following way: in the second area, the virtual scene is displayed from the perspective of the first virtual camera; and in the first area, the screen of the virtual scene in the first game mode can also be displayed, where the first game mode is used to control the virtual objects in the virtual scene to move in the virtual scene.

[0210] It should be noted that the first and second areas can be obtained by equally dividing the display interface of the virtual scene; or, the first and second areas can be in the form of picture-in-picture, for example, the second area is displayed in the first area, or the first area is displayed in the second area. This application embodiment does not limit this. At the same time, the first game mode here is also the mode of the virtual scene after exiting the shooting mode. The first area can display the screen of the virtual scene in the first game mode, or it can display the screen of the virtual scene in the second game mode. Correspondingly, in addition to displaying the virtual scene from the perspective of the first virtual camera in the second area, that is, displaying the virtual scene in the second shooting mode, it can also display the virtual scene in the first shooting mode in the second area. This application embodiment does not limit this.

[0211] For example, referring to FIG14, FIG14 is a schematic diagram of a picture-in-picture format provided in an embodiment of the present application. Based on FIG14, 1401 indicates the screen of a virtual scene in the first game mode, and 1402 indicates the virtual scene displayed from the perspective of the first virtual camera.

[0212] In this way, by comparing the shooting mode and the actual game mode through different display areas, the player can see the virtual scene in shooting mode in real time during gameplay, making it convenient for the player to adjust their position and posture. From a technical architecture perspective, this dual-area display mechanism is based on multi-viewport or picture-in-picture rendering technology, processing two independent sets of camera frustum data in parallel within the same rendering frame cycle. The first area carries real-time interactive logic input and character control feedback, while the second area serves as an independent observation window, mapping the composition field of view of the first virtual camera in real time. This design achieves decoupling and synchronization of the "operation domain" and the "monitoring domain" on the same screen, eliminating the time overhead of state saving, context reloading, and rendering pipeline reconstruction required by traditional modal switching. This ensures the immediacy and accuracy of composition adjustments in dynamic scenes, not only avoiding frequent switching of camera perspectives but also improving shooting efficiency and the player's shooting experience.

[0213] In some embodiments, the virtual scene includes a first virtual object. After displaying the virtual scene from the perspective of a first virtual camera, a third mode switching control may be displayed. The third mode switching control is used to switch a second shooting mode to a second game mode. The second game mode is used to control the virtual object in the virtual scene to move within the virtual scene without exiting the first shooting mode. In response to a trigger operation on the third mode switching control, the virtual scene is switched from the second shooting mode to the second game mode. In the virtual scene in the second game mode, in response to a position adjustment operation on the first virtual object, the relative positional relationship between the first virtual object and the first virtual camera is adjusted. When the relative positional relationship adjustment ends, in response to a trigger command on the second shooting mode, the virtual scene is controlled to switch from the second game mode to the second shooting mode. Thus, in response to a trigger operation on the shooting control, the process of shooting the image of the virtual scene from the perspective of the first virtual camera may be, in response to a trigger operation on the shooting control, shooting the image of the virtual scene including the first virtual object from the perspective of the first virtual camera.

[0214] For example, referring to FIG15, FIG15 is a schematic diagram of the third mode switching control provided in the embodiment of the present application. Based on FIG15, FIG15 indicates the screen of the virtual scene in the second shooting mode, wherein 1501 indicates the third mode switching control.

[0215] It should be noted that the controls for switching between the second and third game modes are as described above and will not be repeated here. Also, as mentioned above, the first virtual camera is visible in the virtual scene. Therefore, the user can control the relative position of the first virtual camera and the first virtual object to ensure that the position of the first virtual object meets the user's needs when shooting the virtual scene from the perspective of the first virtual camera. For example, the user can control the orientation of the first virtual object toward the first virtual camera. This application does not limit the scope of this embodiment.

[0216] Thus, the third mode switching control allows the virtual scene to switch from the second shooting mode to the second game mode. In the second game mode, it is convenient to adjust the relative position of the first virtual object and the first virtual camera. Then, it returns to the second shooting mode, where the virtual scene is captured from the perspective of the first virtual camera based on the adjusted relative position. In this way, users can freely adjust the relationship between the virtual object and the virtual camera in game mode without exiting the shooting mode to obtain the ideal shooting angle and composition, thereby improving shooting efficiency.

[0217] In actual implementation, if a second virtual object exists in the virtual scene, the process of capturing the image of the virtual scene including the first virtual object from the perspective of the first virtual camera in response to the trigger operation of the shooting control can be as follows: capturing the image of the virtual scene including both the first and second virtual objects from the perspective of the first virtual camera in response to the trigger operation of the shooting control.

[0218] It should be noted that the head or vision of the second virtual object will follow the focus center of the first virtual camera. In this way, the experience of the second virtual object looking at the lens is simulated, making the captured virtual image more realistic.

[0219] For example, referring to FIG16, FIG16 is a schematic diagram of shooting multiple virtual objects provided in an embodiment of the present application. FIG16 indicates the screen of a virtual scene in the second shooting mode, wherein 1601 indicates the first virtual object controlled by the player, and 1602 indicates the second virtual object.

[0220] In actual implementation, in response to the trigger command for the second shooting mode, after controlling the virtual scene to switch from game mode to the second shooting mode, it is also possible to adjust the height of the first virtual camera in the virtual scene in response to the height adjustment operation of the first virtual camera, so as to adjust the height of the first virtual camera's viewpoint.

[0221] For example, based on the height of the first virtual camera's viewpoint, if the first virtual object is not present in the first virtual camera's viewpoint, or if the scene content required by the user is not present in the first virtual camera's viewpoint, then in response to the height adjustment operation for the first virtual camera, the height of the first virtual camera in the virtual scene is adjusted until the first virtual object is included in the first virtual camera's viewpoint.

[0222] It should be noted that if the shooting mode corresponds to a first-person perspective, as mentioned earlier, the first-person perspective is the perspective of the virtual object. Therefore, the height of the first-person perspective is related to the height of the virtual object, and it cannot be directly adjusted unless the object's height is changed or the object's perspective is directly switched. If the shooting mode corresponds to a third-person perspective, as mentioned earlier, the third-person perspective is the perspective of the first virtual camera. Since the height of the first virtual camera in the virtual scene can change, the height of the first virtual camera's perspective can be adjusted by adjusting the height of the first virtual camera.

[0223] For example, referring to FIG17, FIG17 is a schematic diagram of adjusting the height of the first virtual camera provided in an embodiment of the present application. Based on FIG17, in order to better illustrate the height change process of the first virtual camera, the process of adjusting the height of the first virtual camera is shown based on the second game mode. For example, FIG17 indicates the screen of the virtual scene in the second game mode, where 1701 in FIG17a and 1702 in FIG17b indicate the first virtual camera. In response to the height adjustment operation of the first virtual camera, the height of the first virtual camera is adjusted from the height indicated in a to the height indicated in b.

[0224] The height adjustment operation for the first virtual camera can be triggered by a height adjustment control, which can be a slider or a button, etc. This application does not limit the specific type of control.

[0225] As an example, if the height adjustment control is in the form of a button, then the height adjustment operation triggered by the height adjustment control includes triggering operations for both the height increase control and the height decrease control. Therefore, in response to the height adjustment operation for the first virtual camera, the process of adjusting the height of the first virtual camera in the virtual scene can be as follows: in response to the triggering operation for the height increase control, the height of the first virtual camera in the virtual scene is increased to increase the height of the first virtual camera's field of view; in response to the triggering operation for the height decrease control, the height of the first virtual camera in the virtual scene is decreased to decrease the height of the first virtual camera's field of view.

[0226] For example, continuing to refer to Figure 15, based on Figure 15, 1502 indicates a height adjustment control, where the control at the top is a height increase control and the control at the bottom is a height decrease control.

[0227] In this way, by adjusting the height of the first virtual camera in the virtual scene, the height of the first virtual camera's viewpoint can be adjusted. This allows users to customize the viewpoint height, which not only provides a visual effect that better suits their personal preferences or specific game scenarios, but also enhances the player's sense of immersion.

[0228] In some embodiments, as described above, if the shooting mode uses a first-person perspective, the field of view under the first-person perspective will change synchronously during the movement of the first virtual object; if the shooting mode uses a third-person perspective, the field of view under the third-person perspective will only change synchronously with the movement of the first virtual object. If the first virtual object moves, only the moving first virtual object will be displayed in the field of view of the third-person perspective, while other scene content remains unchanged. For example, if the virtual scene includes a first virtual object, and the first virtual camera's perspective is used to display the virtual scene, then, in response to a movement operation on the first virtual object, the first virtual object can be controlled to move within the virtual scene; during the movement of the first virtual object, the field of view of the first virtual camera remains unchanged.

[0229] It should be noted that keeping the field of view of the first virtual camera unchanged means keeping the shooting parameters of the first virtual camera unchanged, but the content of the virtual scene under the view of the first virtual camera may change, such as the position of the first virtual object changing; at the same time, if the first virtual object is controlled to perform other interactive operations, the interactive process of the first virtual object will also be displayed.

[0230] In this way, in shooting mode, the first virtual object can be controlled to move, while the field of view of the first virtual camera remains unchanged during the movement of the first virtual object. This allows dynamic scenes to be captured while the virtual object is moving, increasing the diversity of the shooting process. At the same time, it decouples the virtual camera from the game perspective of the virtual object controlled by the player. Compared with related technologies where the shooting perspective always follows the player's perspective, it also improves the diversity and flexibility of the shooting process.

[0231] In actual implementation, after keeping the field of view of the first virtual camera unchanged, a prompt message can be displayed when the first virtual object moves out of the field of view. The prompt message guides the adjustment of the shooting parameters of the first virtual camera. In response to the parameter adjustment operation triggered by the prompt message, the shooting parameters of the first virtual camera are adjusted. In response to the completion of the shooting parameter adjustment of the first virtual camera, the first virtual object is displayed in the adjusted field of view of the first virtual camera. Then, in response to the trigger operation of the shooting control, the image of the virtual scene including the first virtual object is captured based on the perspective of the first virtual camera.

[0232] It should be noted that the prompt information can be in the form of text, image, audio, video, etc., and this application embodiment does not limit this. At the same time, the prompt information can clearly indicate the shooting parameters that need to be adjusted, such as moving the viewing angle to the left by a distance of xx, and / or magnifying the viewing angle by xx times, etc., and this application embodiment does not limit this. In particular, during the process of adjusting the shooting parameters of the first virtual camera, the prompt information will be updated in real time. For example, the relative positional relationship between the first virtual object and the first virtual camera is obtained in real time, and based on the relative positional relationship, shooting parameter adjustment information including at least one of the following, namely, the viewing angle movement direction, the viewing angle movement distance, and the viewing angle scaling factor, is analyzed and obtained, thereby generating prompt information based on the shooting parameter adjustment information.

[0233] Thus, when the first virtual object moves out of the field of view, a prompt message allows the user to adjust the shooting parameters of the first virtual object so that the first virtual object can be included again in the field of view of the first virtual camera after the parameters are adjusted. In this way, the prompt message allows the user to immediately know how to correct the field of view, enhancing the efficiency of human-computer interaction. Moreover, the prompt message allows the user to quickly adjust the parameters after the virtual object moves out of the field of view, maintaining the continuity of the game experience and avoiding interruption. At the same time, the user can quickly bring the virtual object back into the field of view, which not only improves the efficiency of game operation but also enhances the user experience.

[0234] In practical implementation, when the first virtual object moves out of the field of view, the shooting parameters of the first virtual camera can be adjusted without relying on prompts. Instead, the first virtual object can be moved. For example, in response to a trigger operation on the third mode switching control, the camera can switch from the second shooting mode to the second game mode. In the virtual scene of the second game mode, in response to a movement operation on the first virtual object, the first virtual object can be moved back into the field of view until it is displayed within the field of view of the first virtual camera. Then, when the first virtual object moves back into the field of view, in response to a trigger operation on the shooting control, the camera captures an image of the virtual scene including the first virtual object, based on the perspective of the first virtual camera.

[0235] Step 105: In response to the trigger operation of the shooting control, capture the image of the virtual scene based on the viewpoint type of the second shooting mode.

[0236] In practical implementation, the triggering operations for the shooting control include, but are not limited to, contact operations such as clicking, long pressing, dragging, double-clicking, and pinching or spreading two fingers. Non-contact operations such as motion detection, eye movement detection, and voice triggering can also be used. This application does not limit these operations. Simultaneously, after capturing the virtual scene based on the perspective type of the second shooting mode, a virtual image of the first size is displayed at a first position, showing the process of the virtual image gradually shrinking from the first size to a second size; wherein, during the gradual shrinking process, the virtual image moves from the first position to the second position.

[0237] It should be noted that the first position, the second position, the first size, and the second size can all be preset. For example, the first position can be the center position of the virtual scene display interface, and the second position can be the corner position of the display interface, such as the upper right corner. This application embodiment does not limit this.

[0238] In some embodiments, in response to a trigger operation on the shooting control, after shooting the scene of the virtual scene based on the viewpoint type of the second shooting mode, a virtual album can be displayed in the scene of the virtual scene, and at least one virtual image obtained by shooting the scene of the virtual scene can be displayed in the virtual album.

[0239] It should be noted that the virtual images in the virtual album here may only include virtual images taken in the second shooting mode, or they may include virtual images from all shooting modes, such as images from the first shooting mode and the second shooting mode. This application does not limit this. At the same time, if the user exits the shooting mode, the images in the virtual album will be automatically deleted. However, if the user only temporarily returns from the shooting mode to the game mode and the second game mode, the images in the virtual album will not be automatically deleted.

[0240] In actual implementation, a one-click delete control is displayed at the associated location of the virtual album. In response to the trigger operation of the one-click delete control, at least one virtual image in the candidate state is displayed. In response to the selection operation of the target virtual image among the at least one virtual image in the candidate state, the target virtual image is controlled to be in the selected state. In response to the confirmation operation of the target virtual image in the selected state, the target virtual image is deleted from the virtual album.

[0241] For example, referring to FIG18, FIG18 is a schematic diagram of a virtual album provided in an embodiment of the present application. Based on FIG18, the dashed box 1801 indicates a virtual album including multiple virtual images, and 1802 indicates a one-click delete control.

[0242] In this way, displaying the captured virtual images through a virtual album provides an immersive way to view images, allowing players to view and review their photos at any time. This not only helps improve the efficiency of human-computer interaction but also increases the utilization rate of the captured images.

[0243] In practical implementation, after displaying at least one virtual image obtained by capturing a scene in the virtual album, the target virtual image can be enlarged and displayed in response to a selection operation of the target virtual image in the at least one virtual image in the virtual album. At the same time, at least one operation control is displayed at the associated position of the target virtual image, and different operation controls are used to indicate different target operations to be performed on the target virtual image. In response to a trigger operation of the target operation control in the at least one operation control, the target operation indicated by the target operation control is performed on the target virtual image.

[0244] It should be noted that at least one operation control includes a delete control, a download control, a share control, and a watermark control; thus, in response to a trigger operation on a target operation control among the at least one operation control, the process of performing the target operation indicated by the target operation control on the target virtual image can be as follows: when the target control is a delete control, in response to a trigger operation on the delete control, the corresponding target virtual image is deleted from the virtual album; when the target control is a download control, in response to a trigger operation on the download control, the corresponding target virtual image is downloaded from the virtual album; when the target control is a share control, in response to a trigger operation on the share control, the corresponding target virtual image is shared; when the target control is a watermark control, if a target watermark exists on the target virtual image, in response to a watermark removal operation performed based on the watermark control, the target watermark is removed from the corresponding target virtual image; if no watermark exists on the target virtual image, in response to a watermark addition operation performed based on the watermark control, the target watermark is added to the corresponding target virtual image.

[0245] For example, referring to FIG19, FIG19 is a schematic diagram of the target virtual image and operation controls provided in the embodiments of this application. Based on FIG19, the dashed box 1901 indicates the target virtual image, and the dashed box 1902 indicates four operation controls, which are, from left to right, a watermark control, a delete control, a share control, and a download control.

[0246] In actual implementation, the process of displaying a virtual album in a virtual scene can be as follows: in the virtual scene, display the cover of the virtual album, which is the most recently captured virtual image from at least one virtual image; in response to a trigger operation on the cover, display the virtual album.

[0247] It should be noted that the cover of the virtual album can be displayed in any position in the virtual scene, such as the second position mentioned above. At the same time, the size of the cover can be preset, such as the second size mentioned above. This application does not limit this aspect.

[0248] For example, referring to FIG20, FIG20 is a schematic diagram of the cover provided in the embodiment of the present application. Based on FIG20, FIG20 indicates the screen of the virtual scene in the second shooting mode, wherein 2001 indicates the cover.

[0249] In this way, by displaying the latest captured virtual image as the cover of the virtual album in the virtual scene, users can open the virtual album by performing a trigger operation on the cover. This allows users to quickly access the virtual album based on the cover without having to go through complicated menus or navigation, which not only improves the user experience and ease of operation, but also improves the efficiency of human-computer interaction. At the same time, using the latest captured image as the cover can personalize the display of the user's creative and gaming experiences, which not only improves the utilization rate of captured images, but also further enhances the user experience.

[0250] In some embodiments, during the shooting mode, virtual objects in the virtual scene can also be identified. For example, after switching the shooting mode of the virtual scene from the first shooting mode to the second shooting mode in response to a trigger operation of the first mode switching control, the focus area can be displayed when the virtual scene is in the second shooting mode; and the object information of the third virtual object can be displayed in response to the appearance of a third virtual object in the focus area. The object information can be obtained by identifying the third virtual object.

[0251] It should be noted that the focus area is used to indicate the part of the scene or object that needs to be clearly focused in shooting mode. It is a specific area in the virtual scene under the perspective of shooting mode. At the same time, the object information includes at least one of the following: the name, origin, level, skills, and attributes of the third virtual object. The attributes include at least health, movement speed, defense, friendliness, and damage.

[0252] It should be noted that the third virtual object can also be controlled by other players (teammates) belonging to the same group as the current player, or it can be a non-player character, that is, a non-user character (NPC). The non-player character is controlled by the system and can be displayed on the terminal controlled by the user for the player character controlled by the user to interact with. At the same time, the third virtual object can be of the same faction or a different faction as the first virtual object controlled by the player. This application does not limit this aspect in the embodiments.

[0253] In actual implementation, when a third virtual object is detected in the focus area, the third virtual object is identified, its object information is obtained, and then the object information is displayed.

[0254] For example, referring to FIG21, FIG21 is a schematic diagram of the focus area and object information provided in the embodiments of this application. Based on FIG21, 2101 indicates the focus area, 2102 indicates the third virtual object, and 2103 indicates the identified object information.

[0255] In this way, when any virtual object enters the camera's view, the camera will automatically recognize the object information of the corresponding virtual object. This increases the diversity of the shooting process, thereby improving the efficiency of human-computer interaction and the utilization rate of the hardware resources of electronic devices.

[0256] It should be noted that the above process is described using the second shooting mode as an example. The above process can also be achieved in the first shooting mode, such as recognizing virtual objects and displaying virtual albums. In this regard, the embodiments of this application will not elaborate further. Correspondingly, the process described above using the first shooting mode as an example can also be achieved in the second shooting mode, such as the virtual pet following the first virtual object when it moves, adjusting the orientation of the virtual pet, and interacting with the virtual pet. In this regard, the embodiments of this application will not elaborate further.

[0257] In some embodiments, video recording of the virtual scene can also be performed. For example, after controlling the virtual scene's shooting mode to switch from a first shooting mode to a second shooting mode, the virtual scene can also be recorded in response to a video recording command triggered by the shooting control, based on the viewpoint type of the second shooting mode.

[0258] It should be noted that the process of recording video of the virtual scene based on the viewpoint type of the second shooting mode in response to a video recording command triggered by the shooting control can be as follows: receiving a video recording command in response to a press operation on the shooting control; recording video of the virtual scene based on the viewpoint type of the second shooting mode during the press operation in response to the video recording command; and ending video recording in response to a stop recording command triggered by the press operation on the shooting control, thereby obtaining the recorded video. The press operation can be a long press, etc., and this embodiment does not limit the scope of the application.

[0259] In this way, the shooting control can also be used to record video of virtual scenes, which not only improves the utilization rate of the shooting control, but also enriches the shooting methods, thereby improving the user's shooting experience.

[0260] In some embodiments, when the virtual scene is in the second shooting mode, a fourth mode switching control may also be displayed. The fourth mode switching control is used to switch from the second shooting mode to the first shooting mode. For example, in response to a trigger operation on the fourth mode switching control, the shooting mode of the virtual scene is controlled to switch from the second shooting mode to the first shooting mode.

[0261] It should be noted that the triggering operations for the fourth mode switching control include, but are not limited to, contact operations such as clicking, long pressing, dragging, double-clicking, and pinching or spreading two fingers, as well as non-contact operations such as motion detection, eye movement detection, and voice triggering. The fourth mode switching control can be displayed at any location in the virtual scene; therefore, this application embodiment is not intended to limit its placement. For example, referring to Figure 15, 1503 indicates the fourth mode switching control.

[0262] In some embodiments, the shooting mode can be exited directly. For example, the virtual scene includes a first game mode and a shooting mode. The first game mode is used to control the virtual objects in the virtual scene to move in the virtual scene. The shooting mode includes a first shooting mode and a second shooting mode. Thus, after displaying the virtual scene in the first game mode, an exit control can be displayed when the virtual scene is in the shooting mode. In response to the triggering operation of the exit control, the virtual scene is controlled to exit the shooting mode and the virtual scene is controlled to enter the first game mode.

[0263] It should be noted that when the virtual scene is in the first game mode, the virtual object controlled by the player will play the game normally in the virtual scene. If the player enters the shooting mode from the first game mode again, the shooting parameters adjusted in the previous shooting mode will be reused, and the virtual image captured in the previous shooting mode will not be displayed.

[0264] Meanwhile, the exit control can be displayed in every shooting mode or in the second game mode. Thus, when the virtual scene is in the second game mode, in response to the trigger operation of the exit control, the virtual scene is controlled to exit the shooting mode and the virtual scene is controlled to switch from the second game mode to the first game mode.

[0265] For example, referring to FIG22, FIG22 is a schematic diagram of the exit control provided in the embodiment of the present application. Based on FIG22, a in FIG22 indicates the screen of the virtual scene in the first shooting mode, and 2201 in a indicates the exit control in the first shooting mode; b in FIG22 indicates the screen of the virtual scene in the second shooting mode, and 2202 in b indicates the exit control in the second shooting mode; c in FIG22 indicates the screen of the virtual scene in the second game mode, and 2203 in c indicates the exit control in the second game mode.

[0266] Thus, exiting the shooting mode via the exit control provides users with a clear way to end the shooting mode, allowing them to exit quickly and improving operational efficiency. At the same time, the dedicated exit control can also reduce the chances of users accidentally exiting the shooting mode.

[0267] In some embodiments, if other players exist in the virtual scene, and if the other players are in a third-person perspective shooting mode, the virtual camera in the shooting mode of the other players will also be displayed. For example, after displaying the virtual scene in the first game mode, a first virtual object can also be displayed in the virtual scene, and in response to a movement operation on the first virtual object, the first virtual object can be controlled to move towards a fourth virtual object; when the distance between the first virtual object and the fourth virtual object is less than or equal to a distance threshold, in response to the fourth virtual object being in shooting mode, a fourth virtual camera following the fourth virtual object is displayed.

[0268] It should be noted that the distance threshold can be preset or determined based on the field of view of the first virtual object; this embodiment does not limit this. Similarly, the fourth virtual object can be controlled by another player (teammate) belonging to the same group as the current player, or it can be controlled by another player (teammate) belonging to a different group; this embodiment does not limit this either. Furthermore, the fourth virtual camera here is similar to the first virtual camera described above; this embodiment will not elaborate further.

[0269] For example, referring to FIG23, FIG23 is a schematic diagram of the fourth virtual object and the fourth virtual camera provided in the embodiments of this application. Based on FIG23, 2303 indicates the first virtual object, 2302 indicates the fourth virtual object, and 2301 indicates the fourth virtual camera that follows the fourth virtual object.

[0270] In this way, the displayed virtual camera can indicate whether other users are in shooting mode, allowing users to intuitively see if other players are taking pictures, thereby promoting communication and interaction among players. At the same time, users can understand the behavior of other players in the current game environment, improving their awareness of the game situation. In addition, in multiplayer games, this prompt can help players coordinate their actions. For example, when one player is taking pictures, other players can avoid interfering with the corresponding player's shooting based on the displayed virtual camera, thus facilitating the current user's shooting and improving shooting efficiency.

[0271] In actual implementation, if the fourth virtual object adjusts the shooting parameters of the fourth virtual camera, such as adjusting at least one of the field of view angle, field of view direction, and viewing angle height, the process of the fourth virtual camera's position change will also be displayed; for example, if the fourth virtual object raises the viewing angle height of the fourth virtual camera, the process of the fourth virtual camera's height increasing will be displayed.

[0272] For example, referring to FIG24, FIG24 is a schematic diagram of the change process of the fourth virtual camera provided in the embodiment of the present application. Based on FIG24, 2401 in FIG24a indicates the fourth virtual camera before the parameters are adjusted by the fourth virtual object, and 2402 in FIG24b indicates the fourth virtual camera after the parameters are adjusted by the fourth virtual object. Thus, based on FIG24, it can be determined that the fourth virtual object has raised the height of the fourth virtual camera's viewing angle and also adjusted the orientation of the fourth virtual camera, i.e., the field of view direction, upward.

[0273] In this way, the process of adjusting the parameters of the virtual camera can be perceived by other users through changes in the position of the virtual camera, which can enhance the immersiveness and realism of the entire virtual scene.

[0274] Applying the above embodiments of this application, when the virtual scene is in the first game mode, in response to a trigger command for the first shooting mode, the virtual scene is controlled to switch from the first game mode to the first shooting mode. Then, in response to a trigger operation for the displayed first mode switching control, the shooting mode of the virtual scene is controlled to switch from the first shooting mode to the second shooting mode. Thus, in response to a trigger operation for the displayed shooting control, the virtual scene is captured based on the perspective type of the second shooting mode. This provides two shooting modes with different perspective types, which, compared to related technologies that can only shoot from a game perspective, improves the diversity and flexibility of the shooting process and the utilization rate of the electronic device's display resources. Simultaneously, with two shooting modes of different perspective types, users can choose which shooting mode to use based on their needs and the current game state. This solves the problem that players easily lose control of their game characters and find it difficult to regain control when using a single camera with a fixed perspective. It eliminates the need to restrict the game character's static actions and expressions or limit their mobility to avoid "out-of-frame" situations, maximizing the freedom and richness of the shooting process and further improving its diversity and flexibility.

[0275] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0276] In the filming process of related games, since only one camera is used throughout the entire game, the game's perspective is also the camera's perspective. In this case, if the player and the camera are tied together, the camera will move with the changes in the game character's behavior. That is, the camera can only film from the player's perspective, resulting in a relatively monotonous filming process with poor diversity. If the player and the camera are decoupled, and since only one camera is used throughout the entire game, the camera still serves as the "player's eyes." Therefore, most games dare not provide completely free camera adjustments or retain the full action capabilities of the game character, otherwise, "out-of-frame" situations may occur, causing the player to lose control of the game character visually and find it difficult to regain control, thus reducing the player's experience. Therefore, this method of decoupling the player and the camera results in low flexibility in the filming process.

[0277] Based on this, this application provides a shooting method in a virtual scene. While retaining the camera representing the player's game perspective, it adds two independently operating virtual cameras to the game, providing two shooting modes with different perspective types. Compared with related technologies that can only shoot from the player character's perspective, this improves the diversity of the shooting process. At the same time, through the two shooting modes with different perspective types, users can choose which shooting mode to use according to their needs and the current game state. This solves the problem that players easily lose control of the game character and find it difficult to regain control when using a single camera with a fixed perspective. It eliminates the need to limit the game character to static actions and expressions or restrict its mobility to avoid "out of frame" situations. This maximizes the freedom and richness of the shooting process and improves its flexibility.

[0278] Next, the technical solution of this application will be described from the product side.

[0279] It should be noted that the two shooting modes in this application include handheld shooting mode and tripod shooting mode. In some embodiments, the handheld shooting mode (first-person perspective shooting mode) is a mode that simulates a game character holding a camera to take pictures from a first-person perspective, as shown in Figure 5b;

[0280] In actual implementation, once handheld shooting mode is entered, changes in the world (virtual scene) (day / night, weather, temperature, etc.), non-player character (NPC behavior, etc.), the influence of the world on the game character (being attacked, getting wet, etc.), and the impact of player behavior on the world (performance actions affecting NPCs, etc.) will all be preserved and continue to operate as normal gameplay. Simultaneously, the character (first virtual object) is bound to the camera (second virtual camera). When a movement operation triggered by the joystick / directional keys is received, the character is moved, and the camera moves accordingly.

[0281] In practice, when a swipe gesture is received on the screen, the camera's orientation (field of view direction) is adjusted; when a zoom gesture is received, the camera's field of view angle is adjusted. This mode also retains the game character's basic movement abilities (running, sprinting, crouching) and the passive abilities of NPCs (gliding, wall climbing, swimming, etc.). Simultaneously, the camera's viewpoint is level with the game character's eyes and adapts to various game character states to enhance immersion.

[0282] In other embodiments, the tripod shooting mode (third-person perspective shooting mode) is a mode that simulates placing a camera tripod in a game scene to take photos from a third-person perspective, as shown in Figure 20.

[0283] In actual implementation, once the tripod shooting mode is entered, changes in the world (virtual scene) (day and night, weather, temperature, etc.), non-player character (NPC behavior, etc.), the influence of the world on the game character (being attacked, getting wet, etc.), and the impact of player behavior on the world (performance actions affecting NPCs, etc.) will all be preserved and continue to operate as normal gameplay. At the same time, a new independent camera B (third virtual camera) is added to represent the shooting perspective (camera view), while the camera A used by the player during gameplay is still retained and is still bound to the game character (open world view).

[0284] In actual implementation, the position of the independent camera is fixed, but in the camera view, when a swipe operation is received on the screen, the orientation (field of view direction) of the independent camera is adjusted, and when a zoom operation is received on the screen, the field of view angle of the independent camera is adjusted; the camera view can also be used to set the parameter settings interface for continuous shooting and countdown shooting.

[0285] In practice, a switch button (third mode switch control) is displayed in the lower left corner of the camera screen. When a trigger operation is received on this button, the game switches to the open world view (the virtual scene in the second game mode), which is the camera A perspective (game perspective). In this perspective, players can control their character to perform most of the actions (running, jumping, riding, throwing, magic, etc.), and can also control the character to interact with some interactive objects in the game scene.

[0286] It should be noted that regardless of whether you switch to camera A or camera B, or make adjustments to any camera, the other camera will operate independently and will not affect the other camera; and when taking a picture, the screenshot will always be taken from the view of camera B.

[0287] In this way, you can use the tripod camera feature to take photos with friends or NPCs, or use the burst mode and countdown function to record some exciting dynamic moments during the game.

[0288] In some embodiments, the technical solution of this application does not employ a design that pops up a photo overlay screen after taking a picture, requiring the player to instantly decide whether to save and share the photo. Instead, it adopts a solution that is more in line with the real-world photo-taking experience. For example, as shown in Figures 18 and 19, whether taking a single photo or multiple photos in a burst, the photo is automatically stored in a temporary album (virtual album) after taking the picture, and a preview thumbnail of the previous photo (cover) is displayed. When a click operation is received on the thumbnail, the temporary album is opened, and the photo can be deleted, saved, shared, etc.

[0289] In some embodiments, a virtual object recognition function can also be provided. As shown in Figure 21, when any virtual object (a third virtual object) appears in the camera frame, the game information such as the name, location, and behavior of the virtual object will be automatically recognized.

[0290] Next, the technical solution of this application will be described from a technical perspective.

[0291] First, the process of generating camera selection points.

[0292] As shown in Figure 7, the key to handheld shooting mode lies in simulating a first-person perspective, meaning the player's view is like what the game character sees. The technical solution of this application uses the position of the eyes on the character's skull to set the height of the camera's viewpoint during handheld shooting. The orientation is the direction the character model's face is facing, and the camera needs to be ensured to be enveloped by the character's collision objects. This ensures that when too close to a wall, the camera is protected by the collision objects from clipping into the wall; simultaneously, the height of the eyes on the character's skull realistically simulates a first-person perspective, and the character's skeleton does not change with the character's state, adapting to various riding positions.

[0293] For the rig shooting mode, the key is to ensure that the rig (i.e., the camera representing the player's perspective) is generated in a reasonable and appropriate position. First, rigs cannot be generated in certain situations, such as when the game character is in the air, underwater, or during certain uninterrupted gameplay. Second, rig generation must ensure that it does not overlap, clip through, or collide with objects in the scene, non-player characters, or even wild creatures. Therefore, collision detection is used to collect all collideable objects to determine the appropriate position for rig generation. Third, the rig is generated 2 meters directly behind the game character model (including the overall model when riding), facing the direction of the camera representing the player's perspective, with a fixed initial height, as shown in Figure 11. This clearly communicates to the player that there are now two different cameras.

[0294] Second, the process of adjusting camera parameters and online real-time communication.

[0295] First, in the tripod shooting mode, an NPC resembling a camera (the first virtual camera) is generated in the game world (virtual scene). This is the entity representing the camera's perspective (it is game-packaged, and the actual engine virtual camera, i.e., the third virtual camera, is not visible). Adjustments to the camera's orientation, height, position, etc., will affect the NPC in real time, and the changes in camera parameters will be transmitted to the player through the changes in the position and model angle of the camera NPC.

[0296] Secondly, when there are multiple players, other players can quickly and accurately obtain the status information of the current player's camera NPC (fourth virtual camera) so as to adjust the position and orientation of the game character in coordination with the current player. That is, during the current player's photo-taking process, operating the tripod will trigger a change in the position and orientation of the camera NPC. At the same time, the change information will be synchronized with the server, and the server will send the change information to other players in the current area so that other players can obtain the status information of the current player's camera NPC.

[0297] Third, the process of dual-view parallel and asynchronous data acquisition and processing.

[0298] In practice, once the camera generates and adjusts its parameters, it can take photos. For example, in tripod shooting mode, two cameras are used. Therefore, ensuring that while one camera is taking a screenshot, the player can smoothly perform various actions such as running, jumping, and flying from the perspective of the other camera, without interfering with each other, and without lag even when collecting and generating multiple photos in a short period of time, is crucial for guaranteeing the player's shooting experience. Therefore, this application uses SceneCapture2D for photo data acquisition, performs asynchronous processing after data acquisition, and the main thread continues to take screenshots.

[0299] The asynchronous processing flow is divided into different stages, and each stage is executed in an asynchronous order:

[0300] Phase 1: Processing the original pixels `TArray64 <uint8>`Data converted to`TArrayView<const FColor> The color data is processed by performing an ImageResize operation on the element data, outputting thumbnail data in a TArray. <fcolor>.

[0301] Phase 2: Notify the main thread to create a UTexture object using thumbnail data, refresh the interface, and thus display the thumbnail (cover) of the currently captured photo in the upper right corner of the camera interface.

[0302] Phase 3: Compress thumbnail data and serialize it into PNG format images.

[0303] Phase 4: Compress the element data, serialize it to a PNG image, notify the main thread to complete the storage of the original image, refresh the interface, and then view the complete photo in the temporary album.

[0304] Fourth, the process of adapting photos from multiple camera models.

[0305] In practice, a flip operation needs to be performed on the image during serialization. Simultaneously, the image size is modified when rendering it on the interface, scaling it relative to ViewportSize and ViewportScale to ensure it's appropriately sized for different resolutions. This ensures the photo adapts to different screen ratios and resolutions.

[0306] In some embodiments, a picture-in-picture mode can also be used in the open world view of the tripod photo mode to display the view from the camera in real time, which is a view from the camera's perspective. This makes it easier for players to adjust their position and posture and avoids frequently switching camera perspectives.

[0307] In some embodiments, the heads or visual focus of game characters and NPCs are controlled to follow the camera's focal point, thereby simulating the experience of game characters and NPCs looking at the camera and making the photos more realistic.

[0308] In some embodiments, a selfie mode (selfie perspective) can also be added, which simulates the game character holding a camera to take pictures of themselves and the sprite. At the same time, different NPCs' responses to the camera and actions (interaction with the character) can be designed to increase the fun of the photo-taking process.

[0309] Thus, through the technical solution of this application, firstly, the diverse and complex action capabilities, riding states, and interactive feedback between game characters and the game world are preserved to the maximum extent during the photo-taking process, allowing these wonderful and rich dynamic moments to be captured in photos, thereby improving the diversity and flexibility of the shooting process; secondly, through the tripod photo-taking mode, player characters can take photos with any other virtual objects or NPCs, increasing the immersion and sense of involvement in the game; thirdly, for multiplayer games, the tripod photo-taking mode and camera model adjustment real-time communication technology make it more convenient and vivid for multiple players to take photos simultaneously.

[0310] Applying the above embodiments of this application, when the virtual scene is in the first game mode, in response to a trigger command for the first shooting mode, the virtual scene is controlled to switch from the first game mode to the first shooting mode. Then, in response to a trigger operation for the displayed first mode switching control, the shooting mode of the virtual scene is controlled to switch from the first shooting mode to the second shooting mode. Thus, in response to a trigger operation for the displayed shooting control, the virtual scene is captured based on the perspective type of the second shooting mode. This provides two shooting modes with different perspective types, which, compared to related technologies that can only shoot from a game perspective, improves the diversity and flexibility of the shooting process and the utilization rate of the electronic device's display resources. Simultaneously, with two shooting modes of different perspective types, users can choose which shooting mode to use based on their needs and the current game state. This solves the problem that players easily lose control of their game characters and find it difficult to regain control when using a single camera with a fixed perspective. It eliminates the need to restrict the game character's static actions and expressions or limit their mobility to avoid "out-of-frame" situations, maximizing the freedom and richness of the shooting process and further improving its diversity and flexibility.

[0311] The following continues to describe the exemplary structure of the virtual scene shooting device 455 provided in the embodiments of this application as a software module. In some embodiments, as shown in FIG2, the software module of the virtual scene shooting device 455 stored in the memory 450 may include:

[0312] The first display module 4551 is configured to display a virtual scene in a first game mode, wherein the first game mode is used to control the activities of virtual objects in the virtual scene.

[0313] The first switching module 4552 is configured to control the virtual scene to switch from the first game mode to the first shooting mode in response to a trigger command for the first shooting mode;

[0314] The second display module 4553 is configured to display shooting controls and a first mode switching control when the virtual scene is in the first shooting mode;

[0315] The second switching module 4554 is configured to control the shooting mode of the virtual scene to switch from the first shooting mode to the second shooting mode in response to a trigger operation of the first mode switching control; wherein the perspective type used for shooting in the first shooting mode is different from that used for shooting in the second shooting mode.

[0316] The shooting module 4555 is configured to capture images of the virtual scene in response to a trigger operation on the shooting control, based on the viewpoint type of the second shooting mode.

[0317] In some embodiments, the device further includes a third display module, the third display module being configured to display a shooting entrance in the virtual scene in the first game mode; in response to a trigger operation on the shooting entrance, display at least two candidate shooting modes including the first shooting mode, different candidate shooting modes corresponding to different viewpoint types; and in response to a selection operation on the first shooting mode, receive a trigger command for the first shooting mode.

[0318] In some embodiments, the device further includes a fourth display module, which is configured to display the image of the virtual scene based on default shooting parameters when the virtual scene is in the first shooting mode; wherein the shooting parameters include at least one of the field of view direction and field of view angle corresponding to the first shooting mode; and in response to a parameter adjustment instruction for the shooting parameters, adjust the default shooting parameters and display the image of the virtual scene using the adjusted shooting parameters.

[0319] In some embodiments, the fourth display module is further configured to display a second mode switching control when the virtual scene is in the first shooting mode; wherein the second mode switching control is used to switch from the first shooting mode to a second game mode, and the second game mode is used to control the virtual objects in the virtual scene to move in the virtual scene without exiting the first shooting mode; in response to a trigger operation on the second mode switching control, the system switches from the first shooting mode to the second game mode; based on the second game mode, when the virtual scene switches back to the first shooting mode, the adjusted shooting parameters are used to display the screen of the virtual scene in the first shooting mode.

[0320] In some embodiments, the fourth display module is further configured to display a reset control when the virtual scene is in the first shooting mode. The reset control is used to reset the shooting parameters of the shooting mode. In response to a trigger operation on the reset control, the shooting parameters of the first shooting mode are reset from the adjusted shooting parameters to the default shooting parameters, and the virtual scene is displayed using the default shooting parameters.

[0321] In some embodiments, the fourth display module is further configured to display a reset control when the virtual scene is in the first shooting mode. The reset control is used to reset the shooting parameters of the shooting mode. In response to the trigger operation of the reset control, the shooting parameters of the first shooting mode are reset from the adjusted shooting parameters to the default shooting parameters, and the screen of the virtual scene is displayed using the default shooting parameters.

[0322] In some embodiments, the virtual scene includes a first virtual object and a second virtual object, and the perspective type corresponding to the first shooting mode is a first-person perspective; the device further includes a fifth display module, the fifth display module being configured to display the virtual scene using the first-person perspective when the virtual scene is in the first shooting mode; wherein, the first-person perspective is the perspective of the first virtual object; in response to an object perspective switching command, the display perspective of the virtual scene is switched from the perspective of the first virtual object to the perspective of the second virtual object; in response to a trigger operation on the shooting control, the image of the virtual scene is captured based on the perspective of the second virtual object in the first shooting mode.

[0323] In some embodiments, when there are multiple second virtual objects, the fifth display module is configured to display a view including multiple second virtual objects in response to an object view switching instruction; and to switch the display view of the virtual scene from the view of the first virtual object to the view of the target second virtual object in response to a selection operation of the view of the target second virtual object among the multiple second virtual object views.

[0324] In some embodiments, the perspective type corresponding to the first shooting mode is a first-person perspective, the virtual scene includes a first virtual object, and the first-person perspective is the perspective of the first virtual object; the device further includes a first control module, the first control module being configured to control the first virtual object to move in the virtual scene in response to a movement operation on the first virtual object; and during the movement of the first virtual object, controlling the shooting field of view under the first-person perspective to change synchronously.

[0325] In some embodiments, the perspective type corresponding to the first shooting mode is a first-person perspective, the virtual scene includes a first virtual object and a virtual pet, and the first-person perspective is the perspective of the first virtual object; the device further includes a second control module, the second control module being configured to control the first virtual object to move in the virtual scene in response to a movement operation on the first virtual object; during the movement of the first virtual object, the process of the virtual pet moving synchronously with the first virtual object is displayed.

[0326] In some embodiments, the second control module is further configured to, during the movement of the virtual pet, control the first virtual object to adjust the behavior of the virtual pet in response to a control operation on the first virtual object; wherein the behavior of the virtual pet includes at least one of the virtual pet's orientation, posture, position, and expression; when the first virtual object completes the adjustment, in response to a trigger operation on the shooting control, capture a picture of the virtual scene based on the perspective type of the first shooting mode; wherein the picture of the virtual scene includes at least the virtual pet with the adjusted behavior and the first virtual object.

[0327] In some embodiments, the perspective type corresponding to the second shooting mode is a third-person perspective. The device further includes a sixth display module, which is configured to display a first virtual camera in the virtual scene when the virtual scene is in the second shooting mode, the first virtual camera having the perspective of the third-person perspective; and to display the virtual scene using the perspective of the first virtual camera. The shooting module 4555 is further configured to, in response to a trigger operation on the shooting control, capture images of the virtual scene based on the perspective of the first virtual camera.

[0328] In some embodiments, the device further includes a parameter setting module, configured to display a parameter setting interface in the second shooting mode when the virtual scene is in the second shooting mode, the parameter setting interface being used to set shooting parameters; based on the parameter setting interface, in response to setting operations for countdown parameters and continuous shooting parameters, setting the shooting countdown and the number of continuous shots when shooting the scene in the virtual scene respectively; the shooting module 4555 is further configured to, in response to a trigger operation for the shooting control, continuously shoot the scene in the virtual scene from the perspective of the first virtual camera based on the set shooting countdown and the number of continuous shots.

[0329] In some embodiments, the shooting countdown is set to a target duration, and the number of consecutive shots is set to a target number; the shooting module 4555 is further configured to display the countdown of the target duration in response to a trigger operation on the shooting control; when the countdown of the target duration is cleared, the target number of consecutive shots are taken of the scene in the virtual scene from the perspective of the first virtual camera.

[0330] In some embodiments, when the virtual scene is in the second shooting mode, the display interface of the virtual scene is divided into a first area and a second area; the sixth display module is further configured to display the virtual scene in the second area using the perspective of the first virtual camera; and to display the screen of the virtual scene in the first game mode in the first area, wherein the first game mode is used to control the virtual objects in the virtual scene to move in the virtual scene.

[0331] In some embodiments, the virtual scene includes a first virtual object. The sixth display module is further configured to display a third mode switching control, which is used to switch the second shooting mode to a second game mode. The second game mode is used to control the virtual object in the virtual scene to move within the virtual scene without exiting the first shooting mode. In response to a trigger operation on the third mode switching control, the virtual scene is switched from the second shooting mode to the second game mode. In the virtual scene in the second game mode, in response to a position adjustment operation on the first virtual object, the relative positional relationship between the first virtual object and the first virtual camera is adjusted. When the relative positional relationship adjustment ends, in response to a trigger command on the second shooting mode, the virtual scene is controlled to switch from the second game mode to the second shooting mode. The shooting module 4555 is further configured to, in response to a trigger operation on the shooting control, capture an image of the virtual scene including the first virtual object based on the perspective of the first virtual camera.

[0332] In some embodiments, the sixth display module is further configured to adjust the height of the first virtual camera in the virtual scene in response to a height adjustment operation for the first virtual camera, so as to adjust the height of the first virtual camera's viewpoint.

[0333] In some embodiments, the device further includes a third control module configured to control the first virtual object to move in the virtual scene in response to a movement operation on the first virtual object; and to maintain the field of view of the first virtual camera unchanged during the movement of the first virtual object.

[0334] In some embodiments, the third control module is further configured to display a prompt message when the first virtual object moves out of the field of view, the prompt message being used to guide the adjustment of the shooting parameters of the first virtual camera; to adjust the shooting parameters of the first virtual camera in response to a parameter adjustment operation triggered based on the prompt message; and to display the first virtual object in the field of view of the adjusted first virtual camera in response to the completion of the shooting parameter adjustment.

[0335] In some embodiments, the virtual scene includes a first game mode and a shooting mode. The first game mode is used to control the movement of virtual objects in the virtual scene. The shooting mode includes the first shooting mode and a second shooting mode. The device further includes a seventh display module, which is configured to display an exit control when the virtual scene is in the shooting mode. In response to a trigger operation on the exit control, the device controls the virtual scene to exit the shooting mode and controls the virtual scene to enter the first game mode.

[0336] In some embodiments, the device further includes a fourth control module, configured to display a first virtual object and a virtual pet in the virtual scene; in response to a control operation on the first virtual object, control the first virtual object to guide the virtual pet to move from its current position to a target position; when the virtual pet moves to the target position, in response to a trigger operation on the shooting control, capture a picture of the virtual scene based on the viewpoint type of the first shooting mode; wherein the picture of the virtual scene includes the virtual pet located at the target position.

[0337] In some embodiments, the device further includes an eighth display module, which is configured to display a focus area when the virtual scene is in the second shooting mode; and to display object information of the third virtual object in response to the appearance of a third virtual object in the focus area.

[0338] In some embodiments, the device further includes a ninth display module, which is configured to display a virtual album in the virtual scene and display at least one virtual image obtained by taking a picture of the scene in the virtual scene in the virtual album.

[0339] In some embodiments, the ninth display module is further configured to display the cover of the virtual album in the virtual scene, the cover being the virtual image in the at least one virtual image; and to display the virtual album in response to a triggering operation on the cover.

[0340] In some embodiments, the device further includes a tenth display module, configured to display a first virtual object in the virtual scene, and control the first virtual object to move toward a fourth virtual object in response to a movement operation on the first virtual object; and display a fourth virtual camera following the fourth virtual object when the distance between the first virtual object and the fourth virtual object is less than or equal to a distance threshold, in response to the fourth virtual object being in a shooting mode.

[0341] In some embodiments, the device further includes a recording module configured to record video of the virtual scene based on the viewpoint type of the second shooting mode in response to a video recording command triggered by the shooting control.

[0342] In some embodiments, the apparatus further includes a first generation module, configured to generate a second virtual camera when the virtual scene is in the first shooting mode, and render a first image of the virtual scene in the first shooting mode based on the second virtual camera; and display the virtual scene in the first shooting mode based on the first image.

[0343] In some embodiments, the apparatus further includes a second generation module, which is configured to render a second image of the virtual scene in the second shooting mode based on a third virtual camera different from the second virtual camera when the virtual scene is in the second shooting mode; and display the virtual scene in the second shooting mode based on the second image.

[0344] This application provides a computer program product, which includes computer-executable instructions or a computer program stored in a computer-readable storage medium. The processor of an electronic device reads the computer-executable instructions or computer program from the computer-readable storage medium and executes the computer-executable instructions or computer program, causing the electronic device to perform the virtual scene shooting method described above in this application embodiment.

[0345] 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 shooting method in a virtual scene provided in this application, such as the shooting method in a virtual scene shown in FIG3.

[0346] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), random access memory (RAM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory, magnetic surface memory, optical disk, or CD-ROM, etc.; or it may be a device that includes one or any combination of the above-mentioned memories.

[0347] 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.

[0348] 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).

[0349] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0350] In summary, the embodiments of this application have the following beneficial effects:

[0351] Offering two shooting modes with different perspectives, this technology improves the diversity and flexibility of the shooting process and enhances the utilization of electronic device display resources compared to related technologies that can only shoot from the game's perspective. Furthermore, the two shooting modes allow users to choose the appropriate mode based on their needs and the current game state, solving the problem of players easily losing control of their game characters and struggling to regain control when using a single camera with a fixed perspective. It eliminates the need to restrict the game character's static actions and expressions or limit their mobility to prevent them from "going out of frame," maximizing the freedom and richness of the shooting process and further enhancing its diversity and flexibility.

[0352] It should be noted that in the embodiments of this application, data related to user operations is involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0353] 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.< / fcolor>

Claims

1. A method for capturing images in a virtual scene, applied to an electronic device, the method comprising: Displays a virtual scene in a first game mode, which is used to control the activities of virtual objects in the virtual scene. In response to a trigger command for the first shooting mode, the virtual scene is controlled to switch from the first game mode to the first shooting mode; When the virtual scene is in the first shooting mode, the shooting controls and the first mode switching controls are displayed; In response to a trigger operation on the first mode switching control, the shooting mode of the virtual scene is switched from the first shooting mode to the second shooting mode, wherein the perspective type used for shooting in the first shooting mode is different from that used for shooting in the second shooting mode; In response to a trigger operation on the shooting control, the virtual scene is captured based on the viewpoint type of the second shooting mode.

2. The method of claim 1, wherein, Before controlling the virtual scene to switch from the first game mode to the first shooting mode in response to a trigger command for the first shooting mode, the method further includes: In the virtual scene of the first game mode, a shooting entrance is displayed; In response to a trigger operation on the shooting entry point, at least two candidate shooting modes, including the first shooting mode, are displayed, with different candidate shooting modes corresponding to different viewpoint types; In response to the selection operation for the first shooting mode, a trigger command for the first shooting mode is received.

3. The method according to any one of claims 1-2, wherein, Before controlling the virtual scene's shooting mode to switch from the first shooting mode to the second shooting mode in response to a trigger operation on the first mode switching control, the method further includes: When the virtual scene is in the first shooting mode, the image of the virtual scene is displayed based on the default shooting parameters, wherein the shooting parameters include at least one of the field of view direction and field of view angle corresponding to the first shooting mode; In response to the parameter adjustment command for the shooting parameters, the default shooting parameters are adjusted, and the adjusted shooting parameters are used to display the image of the virtual scene.

4. The method of claim 3, wherein, The virtual scene includes a first virtual object, and the method further includes: When the virtual scene is in the first shooting mode, the second mode switching control is displayed; The second mode switching control is used to switch from the first shooting mode to the second game mode. The second game mode is used to control the virtual objects in the virtual scene to move in the virtual scene without exiting the first shooting mode. In response to a trigger operation on the second mode switching control, switch from the first shooting mode to the second game mode; Based on the second game mode, when the virtual scene switches back to the first shooting mode, the adjusted shooting parameters are used to display the image of the virtual scene in the first shooting mode.

5. The method of claim 4, wherein, The method further includes: When the virtual scene is in the first shooting mode, a reset control is displayed, which is used to reset the shooting parameters of the shooting mode; In response to the trigger operation of the reset control, the shooting parameters of the first shooting mode are reset from the adjusted shooting parameters to the default shooting parameters, and the virtual scene is displayed using the default shooting parameters.

6. The method according to any one of claims 1 to 5, wherein, The virtual scene includes a first virtual object and a second virtual object, and the perspective type corresponding to the first shooting mode is a first-person perspective. Before controlling the virtual scene's shooting mode to switch from the first shooting mode to the second shooting mode in response to a trigger operation on the first mode switching control, the method further includes: When the virtual scene is in the first shooting mode, the virtual scene is displayed using the first-person perspective, wherein the first-person perspective is the perspective of the first virtual object; In response to an object perspective switching command, the display perspective of the virtual scene is switched from the perspective of the first virtual object to the perspective of the second virtual object; In response to a trigger operation on the shooting control, the image of the virtual scene is captured based on the perspective of the second virtual object in the first shooting mode.

7. The method of claim 6, wherein, When there are multiple second virtual objects, the step of switching the display view of the virtual scene from the view of the first virtual object to the view of the second virtual object in response to the object view switching command includes: In response to an object perspective switching command, a perspective including multiple second virtual objects is displayed; In response to the selection operation of the view of the target second virtual object among the views of multiple second virtual objects, the display view of the virtual scene is switched from the view of the first virtual object to the view of the target second virtual object.

8. The method according to any one of claims 1 to 7, wherein, The first shooting mode corresponds to a first-person perspective, and the virtual scene includes a first virtual object and a virtual pet. The first-person perspective is the perspective of the first virtual object. When the virtual scene is in the first shooting mode, after displaying the shooting controls and the first mode switching controls, the method further includes: In response to a movement operation on the first virtual object, control the first virtual object to move within the virtual scene; During the movement of the first virtual object, the process of the virtual pet moving synchronously with the first virtual object is displayed.

9. The method of claim 8, wherein, After the process of displaying the virtual pet moving synchronously with the first virtual object is described, the method further includes: During the movement of the virtual pet, in response to a control operation on the first virtual object, the first virtual object is controlled to adjust the behavior of the virtual pet; The behavior of the virtual pet includes at least one of the following: the virtual pet's orientation, posture, position, and expression; When the first virtual object is adjusted, in response to the trigger operation of the shooting control, the image of the virtual scene is captured based on the perspective type of the first shooting mode; The virtual scene includes at least the virtual pet with adjusted behavior and the first virtual object.

10. The method of any one of claims 1-9, wherein, The second shooting mode corresponds to a third-person perspective. Before capturing the virtual scene based on the perspective type of the second shooting mode, in response to a trigger operation on the shooting control, the method further includes: When the virtual scene is in the second shooting mode, a first virtual camera is displayed in the virtual scene, and the perspective of the first virtual camera is the third-person perspective; The virtual scene is displayed using the perspective of the first virtual camera; The step of capturing images of the virtual scene in response to a trigger operation on the shooting control, based on the viewpoint type of the second shooting mode, includes: In response to a trigger operation on the shooting control, the image of the virtual scene is captured based on the perspective of the first virtual camera.

11. The method of claim 10, wherein, The method further includes: When the virtual scene is in the second shooting mode, the parameter setting interface in the second shooting mode is displayed, and the parameter setting interface is used to set the shooting parameters; Based on the parameter setting interface, in response to the setting operations for the countdown parameters and continuous shooting parameters, the shooting countdown and the number of continuous shots when shooting the scene in the virtual scene are set respectively; The step of capturing images of the virtual scene in response to a trigger operation on the shooting control, based on the perspective of the first virtual camera, includes: In response to a trigger operation on the shooting control, based on the set shooting countdown and the number of burst shots, the images in the virtual scene from the perspective of the first virtual camera are continuously captured.

12. The method according to any one of claims 10-11, wherein, When the virtual scene is in the second shooting mode, the display interface of the virtual scene is divided into a first area and a second area; Displaying the virtual scene using the perspective of the first virtual camera includes: displaying the virtual scene in the second region using the perspective of the first virtual camera; The method further includes: In the first area, the screen of the virtual scene in the first game mode is displayed. The first game mode is used to control the activities of virtual objects in the virtual scene.

13. The method according to any one of claims 10-12, wherein, The virtual scene includes a first virtual object. After displaying the virtual scene using the perspective of the first virtual camera, the method further includes: Display a third mode switching control, which is used to switch the second shooting mode to the second game mode. The second game mode is used to control the virtual objects in the virtual scene to move in the virtual scene without exiting the first shooting mode. In response to a trigger operation on the third mode switching control, the virtual scene is switched from the second shooting mode to the second game mode; In the virtual scene in the second game mode, in response to the position adjustment operation for the first virtual object, the relative positional relationship between the first virtual object and the first virtual camera is adjusted; When the relative position relationship adjustment ends, in response to the trigger command for the second shooting mode, the virtual scene is controlled to switch from the second game mode to the second shooting mode; The step of capturing images of the virtual scene in response to a trigger operation on the shooting control, based on the perspective of the first virtual camera, includes: In response to a trigger operation on the shooting control, the image of the virtual scene including the first virtual object is captured based on the perspective of the first virtual camera.

14. The method according to any one of claims 10-13, wherein, The virtual scene includes a first virtual object. After displaying the virtual scene using the perspective of the first virtual camera, the method further includes: In response to a movement operation on the first virtual object, control the first virtual object to move within the virtual scene; During the movement of the first virtual object, the field of view of the first virtual camera remains unchanged.

15. The method of claim 14, wherein, After maintaining the field of view of the first virtual camera unchanged, the method further includes: When the first virtual object moves out of the field of view, a prompt message is displayed, which is used to guide the adjustment of the shooting parameters of the first virtual camera; In response to a parameter adjustment operation triggered based on the prompt information for the shooting parameters of the first virtual camera, the shooting parameters of the first virtual camera are adjusted. In response to the completion of the shooting parameters adjustment of the first virtual camera, the first virtual object is displayed in the field of view of the first virtual camera after the adjustment is completed.

16. The method of any one of claims 1-15, wherein, After controlling the virtual scene to switch from the first game mode to the first shooting mode in response to a trigger command for the first shooting mode, the method further includes: The first virtual object and the virtual pet are displayed in the virtual scene; In response to a control operation on the first virtual object, the first virtual object is controlled to guide the virtual pet to move from its current position to the target position; When the virtual pet moves to the target location, in response to a trigger operation on the shooting control, the virtual scene is captured based on the perspective type of the first shooting mode, wherein the virtual scene includes the virtual pet at the target location.

17. The method of any one of claims 1-16, wherein, After controlling the virtual scene's shooting mode to switch from the first shooting mode to the second shooting mode in response to a trigger operation on the first mode switching control, the method further includes: When the virtual scene is in the second shooting mode, the focus area is displayed; In response to the appearance of a third virtual object in the focus area, the object information of the third virtual object is displayed.

18. The method of any one of claims 1-17, wherein, After capturing a frame of the virtual scene based on the viewpoint type of the second shooting mode in response to a trigger operation on the shooting control, the method further includes: A virtual album is displayed in the virtual scene, and at least one virtual image obtained by taking a picture of the scene is displayed in the virtual album.

19. The method of claim 18, wherein, Displaying a virtual photo album within the virtual scene includes: In the virtual scene, the cover of the virtual album is displayed, and the cover is the virtual image in the at least one virtual image; In response to a triggering operation on the cover, the virtual album is displayed.

20. The method of any one of claims 1-19, wherein, After controlling the virtual scene to switch from the first game mode to the first shooting mode in response to a trigger command for the first shooting mode, the method further includes: When the virtual scene is in the first shooting mode, a second virtual camera is generated, and based on the second virtual camera, a first image of the virtual scene in the first shooting mode is rendered; Based on the first image, the virtual scene in the first shooting mode is displayed.

21. The method of claim 20, wherein, After controlling the virtual scene's shooting mode to switch from the first shooting mode to the second shooting mode in response to a trigger operation on the first mode switching control, the method further includes: When the virtual scene is in the second shooting mode, a second image of the virtual scene in the second shooting mode is rendered based on a third virtual camera that is different from the second virtual camera; Based on the second image, the virtual scene in the second shooting mode is displayed.

22. A shooting device in a virtual scene, the device comprising: The first display module is configured to display a virtual scene in a first game mode, wherein the first game mode is used to control the activities of virtual objects in the virtual scene. The first switching module is configured to control the virtual scene to switch from the first game mode to the first shooting mode in response to a trigger command for the first shooting mode; The second display module is configured to display shooting controls and a first mode switching control when the virtual scene is in the first shooting mode; The second switching module is configured to control the shooting mode of the virtual scene to switch from the first shooting mode to the second shooting mode in response to the trigger operation of the first mode switching control, wherein the perspective type used for shooting in the first shooting mode is different from that used for shooting in the second shooting mode. The shooting module is configured to, in response to a trigger operation on the shooting control, capture images of the virtual scene based on the viewpoint type of the second shooting mode.

23. An 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 shooting method in a virtual scene as described in any one of claims 1 to 21.

24. A computer-readable storage medium storing computer-executable instructions or a computer program for inducing a processor to execute, thereby implementing the shooting method in a virtual scene as described in any one of claims 1 to 21.

25. A computer program product comprising computer-executable instructions or a computer program, wherein when the computer-executable instructions or the computer program are executed by a processor, they implement the shooting method in a virtual scene as described in any one of claims 1 to 21.