A shadow processing method, device for a game scene and a terminal device

A game scene and shadow processing technology, applied in the field of game scene processing, can solve problems such as inappropriateness, difficult support for mobile devices, uncertain shadow data, etc., to achieve good performance, enhance shadow effects, and reduce the amount of calculation.

Inactive Publication Date: 2019-03-01
SUZHOU GAMEFRIEND NETWORK TECH CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Especially for business games, there is no obvious distinction between characters and scenes like other games. All objects in the scene can be manipulated and edited by the player, so for objects in the scene, no matter whether they are characters or items, it is not It is fixed, so the shadow data is uncertain, and the offline baking method is not suitable, and all shadow effects must be consistent, so that the scene has a better look and feel. If real-time shadows or projections are used, dozens of objects in the scene will be displayed at the same time. Use, mobile devices are difficult to support

Method used

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  • A shadow processing method, device for a game scene and a terminal device
  • A shadow processing method, device for a game scene and a terminal device
  • A shadow processing method, device for a game scene and a terminal device

Examples

Experimental program
Comparison scheme
Effect test

Embodiment 1

[0041] This embodiment provides a shadow processing method in a game scene, specifically as figure 1 shown, including the following steps:

[0042] Step S11: read the game scene object.

[0043] Among them, the game scene objects include:

[0044] 1. Character models of players and system roles

[0045] 2. The props and items owned by the player and reflected in the game scene

[0046] 3. Game scenes (such as tables, chairs, walls, doors, windows, etc.) that change in real time according to the player's game progress and personal game content. The above are just examples and are not limited to these enumerations.

[0047] Step S12: Determine whether the game scene object has been bound with a shadow map.

[0048] When the judging result is that the game scene object has been bound with a shadow map, perform step S13, otherwise perform other operations. Among them, the shadow map of the scene object, through the art production specification, binds the same shadow map for ...

Embodiment 2

[0057] This embodiment provides a shadow processing method in a game scene, specifically as figure 2 shown, including the following steps:

[0058] Step S21: read the game scene object. The details are the same as step S11 in Embodiment 1, and will not be repeated here.

[0059] Step S22: Determine whether the game scene object has been bound with a shadow map.

[0060] When the judging result is that the game scene object has been bound with a shadow map, step S23 is executed.

[0061] When the judging result is that the game scene object is not bound with a shadow map, step S25 is executed. It should be noted that step S25 is specifically: further judging whether separate shadow data is needed, and judging whether there is a specific shadow map of the game scene object in the atlas.

[0062] When the judging result is that the game scene object needs separate shadow data and there is a specific shadow map of the game scene object in this atlas, then perform step S26: bi...

Embodiment 3

[0072] The present invention also provides a shadow processing device in a game scene, such as image 3 As shown, the terminal can perform the corresponding steps in the above-mentioned embodiment 1, specifically including:

[0073] Reading module 31, is used for reading game scene object information;

[0074] The first judging module 32 is used to judge whether the game scene object has been bound with a shadow map;

[0075] The shadow manager 33 is used to call the underlying rendering engine, and according to the position of each shadow relative to the position of the camera and the distance of the light source, the size and shape of each shadow are scaled and changed, and finally all the shadows are pasted Figure 1 one-time drawing;

[0076] Monitoring module 34, for monitoring the position change of camera and light source;

[0077] The second judging module 35 is configured to judge whether the positions of the camera and the light source have changed.

[0078] The t...

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Abstract

The invention discloses a shadow processing method for a game scene, comprising the following steps: reading a game scene object; judging whether the game scene object has been bound with a shadow map; when the game scene object has been bound with a shadow map, adding the bound shadow map to a shadow manager for drawing; judging whether the position of the camera and the light source is changed;as that position of the camera and the light source do not change, it ends. The camera angle and the light source angle in the scene are detected. When the two angles are changed, the shadow map is stretched to produce shadow projection feeling and enhance the shadow effect.

Description

technical field [0001] The present invention relates to the technical field of game scene processing, in particular to a shadow processing method and device in a game scene. Background technique [0002] With the continuous development of computer technology, mobile 3D games have become the mainstream of the market. Generally, in the game scene, the game picture quality is improved by performing shadow processing and optimization on the objects in the scene. Currently available shadow processing methods on the market include implementation of shadow rendering, offline shadow rendering, or projection. [0003] Among them, real-time shadow rendering: use the underlying rendering engine technology to perform real-time calculations on objects and light sources, and draw shadow effects. The disadvantage of this method is that the amount of calculation is too large, so it is not suitable for mobile applications. [0004] Offline Shadow Baking: Perform real-time calculations on o...

Claims

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Application Information

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IPC IPC(8): G06T15/00G06T15/04G06T15/60
CPCG06T15/005G06T15/04G06T15/60
Inventor 宋大伟邹黎盛
Owner SUZHOU GAMEFRIEND NETWORK TECH CO LTD
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