Technology for providing network game anti external hanging image origin by 3D technology
An online game and 3D technology, which is applied in the field of using 3D graphics technology to provide image sources for image recognition anti-plug-in technology, can solve problems such as limited image sources, and achieve the effect of maintaining legitimate interests, saving production costs, and maintaining normal operations.
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Embodiment 1
[0026] Such as figure 1 As shown, a method of using 3D technology to provide an anti-cheat image source for online games is to first store the original 3D model produced by the artist in the file of the online game, and the original 3D model is composed of vertex data, texture data and skeletal animation. Information and other related data, and then start the anti-cheat system to detect the cheat when the online game is running, the workflow steps of the method are as follows:
[0027] A. Randomly select an original model from the stored original 3D model file, and load the model data of the selected original model into the memory. The model data includes the vertex data of the model, model index information data, texture data, skeleton animation information, etc. ;
[0028] B. Calculate the model vertex position of the model data loaded in step A at a random moment;
[0029] C. Then rotate the direction of the vertex data obtained in step B, and transform the position of th...
Embodiment 2
[0036] A method for providing anti-cheat image sources for online games using 3D technology, using the principle of skeletal animation to calculate the vertex position of the model, the skeletal animation is an animation technology that simulates human bones and skin to realize the model. This step is equivalent to taking a picture of the state of a moving model at a certain moment through a camera. Due to the randomness of this moment, the vertex data generated by this processing method will theoretically be infinite.
Embodiment 3
[0038] A kind of method utilizing 3D technology to provide the anti-cheat image source of online game, the concrete steps of its processing are:
[0039] A. Randomly select a model from the original model, such as figure 2 As shown in , load vertex information, model index information data, texture data, texture and bone animation information into memory;
[0040] B. Obtain the current system time, apply the principle of skeletal animation, and use the time as a parameter to randomly calculate the model vertex position of the original model at that moment;
[0041] C. Rotate the model generated in step B by an X angle around the Y axis to obtain the vertex position of the rotated model;
[0042] D. Change the order of model vertices in memory, and change the model index information data;
[0043] E. For the texture coordinates of each model vertex, randomly add or subtract a very small floating-point number. The value of the floating-point number can be given an empirical v...
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