WO2024152670A1 - 虚拟场馆的生成方法、装置、设备、介质及程序产品 - Google Patents
虚拟场馆的生成方法、装置、设备、介质及程序产品 Download PDFInfo
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- WO2024152670A1 WO2024152670A1 PCT/CN2023/128969 CN2023128969W WO2024152670A1 WO 2024152670 A1 WO2024152670 A1 WO 2024152670A1 CN 2023128969 W CN2023128969 W CN 2023128969W WO 2024152670 A1 WO2024152670 A1 WO 2024152670A1
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- virtual object
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Classifications
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/21—Server components or server architectures
- H04N21/218—Source of audio or video content, e.g. local disk arrays
- H04N21/2187—Live feed
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/86—Watching games played by other players
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
- G06T13/40—3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/006—Mixed reality
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/20—Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N13/00—Stereoscopic video systems; Multi-view video systems; Details thereof
- H04N13/10—Processing, recording or transmission of stereoscopic or multi-view image signals
- H04N13/106—Processing image signals
- H04N13/111—Transformation of image signals corresponding to virtual viewpoints, e.g. spatial image interpolation
- H04N13/117—Transformation of image signals corresponding to virtual viewpoints, e.g. spatial image interpolation the virtual viewpoint locations being selected by the viewers or determined by viewer tracking
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/21—Server components or server architectures
- H04N21/218—Source of audio or video content, e.g. local disk arrays
- H04N21/21805—Source of audio or video content, e.g. local disk arrays enabling multiple viewpoints, e.g. using a plurality of cameras
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2207/00—Indexing scheme for image analysis or image enhancement
- G06T2207/10—Image acquisition modality
- G06T2207/10016—Video; Image sequence
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2219/00—Indexing scheme for manipulating 3D models or images for computer graphics
- G06T2219/20—Indexing scheme for editing of 3D models
- G06T2219/2004—Aligning objects, relative positioning of parts
Definitions
- the present application relates to the field of virtual reality technology, and in particular to a method, device, equipment, medium and program product for generating a virtual venue.
- eSports electronic sports
- a director camera is set up at the game site.
- the director controls the director camera to collect images from the game site, encodes the real-time images into a video stream, and the streaming server pushes the video stream to the client.
- the director camera captures two-dimensional images, which are then reproduced on the two-dimensional screen of the audience terminal after streaming.
- the two-dimensional images provided by traditional e-sports event live broadcasts make it difficult for viewers to have an immersive viewing experience, and the position and shooting angle of the camera are controlled by the director, which easily leads to a single style of the live broadcast images.
- the present application provides a method, device, equipment, medium and program product for generating a virtual venue.
- the technical solution is as follows:
- a method for generating a virtual venue is provided, the method being executed by a computer device, the method comprising:
- the three-dimensional virtual venue is constructed based on the model data of the three-dimensional virtual venue, wherein the three-dimensional virtual venue includes a three-dimensional virtual sand table and a virtual screening room, wherein the three-dimensional virtual sand table is used to restore the three-dimensional virtual environment where the virtual object is located, and the virtual screening room is used to broadcast live the events of the contestants' competition;
- the first live broadcast picture is played in the virtual screening room, and the first live broadcast picture is a picture of the live broadcast of the current game.
- a device for generating a virtual venue comprising:
- An acquisition module used to acquire the model data of the three-dimensional virtual stadium, the virtual object data of the game and the first live broadcast picture;
- a construction module used to construct the three-dimensional virtual venue based on the model data of the three-dimensional virtual venue, wherein the three-dimensional virtual venue includes a three-dimensional virtual sandbox and a virtual screening room, wherein the three-dimensional virtual sandbox is used to restore the three-dimensional virtual environment where the virtual object is located, and the virtual screening room is used to broadcast live the events of the contestants' competition;
- the construction module is used to mark the position of the virtual object on the three-dimensional virtual sandbox based on the virtual object data of the current game;
- the playing module is used to play the first live broadcast picture in the virtual screening room, where the first live broadcast picture is a picture of the live broadcast of the current game.
- a computer device comprising: a processor and a memory, wherein the memory stores at least one program; the processor is configured to execute the at least one program in the memory to implement the method for generating a virtual venue as described above.
- a computer-readable storage medium wherein executable instructions are stored in the computer-readable storage medium, and the executable instructions are loaded and executed by a processor to implement the method for generating a virtual venue as described above.
- a computer program product or a computer program includes computer instructions, which are stored in a computer-readable storage medium.
- the processor of the computer device reads and executes the computer instructions from the computer-readable storage medium to implement the method for generating a virtual venue as described in the above aspects.
- a three-dimensional virtual venue is constructed, and a three-dimensional virtual sandbox and a virtual screening room are constructed in the three-dimensional virtual venue.
- the three-dimensional virtual environment where the virtual objects in the game are located is restored through the three-dimensional virtual sandbox, and then the positions of the virtual objects in the game are marked in the three-dimensional virtual sandbox.
- the events of the contestants participating in the game are broadcast live through the virtual screening room.
- the three-dimensional virtual sandbox and the virtual screening room are combined. While the competition pictures of the contestants are played in the three-dimensional virtual venue, the game information between the virtual objects is also displayed on the three-dimensional virtual sandbox.
- Virtual modeling can also be used to replicate and restore the virtual environment and virtual objects in the game to the three-dimensional virtual world, so that the spectators can see the game situation of the virtual objects in a more three-dimensional image, thereby improving the efficiency of users in obtaining the position information of the virtual objects in the game in the virtual environment.
- FIG1 is a block diagram of a computer system provided by an exemplary embodiment of the present application.
- FIG2 is a flow chart of a method for generating a virtual stadium provided by an exemplary embodiment of the present application
- FIG3 is a schematic diagram of a screen in a virtual screening room provided by an exemplary embodiment of the present application.
- FIG4 is a schematic diagram of a screen of a contestant's competition provided by an exemplary embodiment of the present application.
- FIG5 is a schematic diagram of a virtual waiting room provided by an exemplary embodiment of the present application.
- FIG6 is a schematic diagram of a partial screen in a virtual waiting room provided by an exemplary embodiment of the present application.
- FIG7 is a schematic diagram of a three-dimensional full-viewing image provided by an exemplary embodiment of the present application.
- FIG8 is a schematic diagram of a process of live broadcasting of an event provided by an exemplary embodiment of the present application.
- FIG9 is a flow chart of a method for live broadcasting of an event provided by another exemplary embodiment of the present application.
- FIG10 is a schematic diagram of event data processing provided by an exemplary embodiment of the present application.
- FIG11 is a block diagram of a device for generating a virtual stadium provided by an exemplary embodiment of the present application.
- FIG. 12 is a structural block diagram of a computer device provided by an exemplary embodiment of the present application.
- E-sports events events held by event organizers for gaming competitions.
- e-sports events can be events held for any game.
- Games can be first-person shooting (FPS) games, third-person shooting (TPS) games, MOBA games, tactical competitive games, strategy games, etc. Any type of SimuLation Game (SLG).
- FPS first-person shooting
- TPS third-person shooting
- MOBA tactical competitive games
- strategy games etc.
- SVG SimuLation Game
- contestants can control virtual objects in the virtual environment to carry out activities, and the activities of the virtual objects include but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.
- the virtual object can be a virtual character; for example, the virtual object is a virtual human character, such as a simulation human character or an animation human character.
- contestants may use game controllers, smart phones, laptops, tablet computers, notebook computers, desktop computers, wearable devices, smart watches, augmented reality (AR) smart devices, virtual reality (VR) smart devices, etc. to participate in the competition.
- game controllers smart phones, laptops, tablet computers, notebook computers, desktop computers, wearable devices, smart watches, augmented reality (AR) smart devices, virtual reality (VR) smart devices, etc.
- Live broadcast scenario of e-sports events Set up independent signal acquisition equipment at the e-sports event site to collect audio and video data of e-sports events in real time, and import them into the director end (director device or platform). The director end then publishes the audio and video of the e-sports events collected in real time to the Internet through the network for users to watch. For example, publish it to the client for users to watch.
- the game match data provided by the game server of the e-sports event is also imported into the director end, and the director end uses the method of visualizing the game match data to publish the game match data to the Internet for users to watch.
- UI controls refers to any visual controls or elements that can be seen on the user interface of an application. For example, controls such as images, input boxes, text boxes, buttons, labels, etc. Some UI controls respond to user operations. For example, when a user clicks on a playback control, it can trigger a split-screen display of the live broadcast of an e-sports event and the playback of the highlights of the live broadcast of the e-sports event.
- Multiplayer Online Battle Arena (MOBA) game refers to a game in which different virtual teams belonging to at least two hostile camps occupy their own map areas in a virtual environment and compete with a certain victory condition as the goal.
- the victory condition includes but is not limited to: occupying a stronghold or destroying a stronghold of the hostile camp, killing the virtual objects of the hostile camp, ensuring one's own survival in a specified scene and time, grabbing certain resources, and exceeding the score of the opponent within a specified time.
- Tactical competition can be carried out in rounds, and the maps of each round of tactical competition can be the same or different.
- Each virtual team includes one or more virtual objects, such as 1, 2, 3 or 5.
- Virtual environment is a virtual environment displayed (or provided) when an application is running on a terminal.
- the virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious environment, or a purely fictitious environment.
- the virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in the embodiments of the present application.
- Virtual object refers to at least one movable object controlled by a user in a virtual environment.
- the virtual object may be a virtual person, a virtual animal, an animated character, etc.
- the virtual object is a three-dimensional model created based on animation skeleton technology.
- Each virtual object has its own shape and volume in the virtual environment and occupies a part of the space in the virtual environment.
- this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained.
- all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.
- FIG1 shows a block diagram of a computer system 100 provided by an exemplary embodiment of the present application.
- the computer system 100 includes: a live broadcast management terminal 101 and a plurality of audience terminals 102 .
- the live broadcast management terminal 101 is installed and runs an application that supports virtual live broadcast rooms.
- a virtual live broadcast room refers to a virtual room running on a live broadcast platform.
- the live broadcast management terminal 101 obtains the game data of the contestants provided by the game server, and obtains the screen captured by the camera model in the three-dimensional virtual environment, and generates the screen of the virtual live broadcast room through the Unreal Engine (UE).
- the live broadcast management terminal 101 is a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart TV, a wearable device, a car terminal, a smart speaker, a smart watch, an AR smart device, a VR smart device, etc., but is not limited to this.
- the live broadcast management terminal 101 is connected to multiple audience terminals 102 via a wireless network or a wired network.
- the audience terminal 102 refers to a terminal for watching a virtual live broadcast room.
- An application that supports the live broadcast function is running on the audience terminal 102, for example, a client that supports watching live broadcasts, a web page that supports watching live broadcasts, a small program that supports watching live broadcasts, etc.
- the audience terminal 102 receives and displays the live broadcast room screen sent by the live broadcast management terminal 101.
- the audience terminal 102 is a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart TV, a wearable device, a car terminal, a smart speaker, a smart watch, an AR smart device, a VR smart device, etc., but is not limited to this.
- the live broadcast screen includes a three-dimensional virtual sandbox 12 and a virtual screening room 11.
- a virtual screen 13 is also displayed above the three-dimensional virtual sandbox 12, and a competition slogan is displayed on the virtual screen 13.
- the live broadcast management terminal 101 is installed with a game UE, and the UE fills the real-time picture collected by the camera model into the player container in the virtual screening room, and updates the position of the virtual object on the three-dimensional virtual sandbox in real time according to the position data of the virtual object in the event data of this game.
- the live broadcast management terminal 101 sends the generated live broadcast room picture to multiple audience terminals 102.
- FIG2 shows a flowchart of a method for generating a virtual stadium provided by an exemplary embodiment of the present application.
- the method is performed by a computer device, and the computer device is the live broadcast management terminal 101 shown in FIG1 for example.
- the method includes steps 210, 220, 230, and 240:
- Step 210 obtaining the model data of the three-dimensional virtual stadium, the virtual object data of the game and the first live broadcast picture.
- a virtual stadium is a simulation of a real stadium, or a semi-simulated and semi-fictitious stadium, or a purely fictitious stadium.
- a virtual stadium can be a three-dimensional (3D) virtual stadium or a pseudo-three-dimensional (i.e., 2.5-dimensional) virtual stadium.
- the model data of the 3D virtual venue is used to construct a three-dimensional virtual venue.
- the 3D virtual venue includes a 3D virtual sandbox and a virtual screening room, wherein the 3D virtual sandbox is used to restore the 3D virtual environment where the virtual objects are located, and the virtual screening room is used to broadcast the events of the contestants' competition live.
- the virtual object data of this game is used to mark the position of the virtual object in the three-dimensional virtual sandbox.
- the virtual object data of this game includes initial position information of the virtual object in the virtual environment, so as to mark the initial position of the virtual object in the three-dimensional virtual sandbox.
- the virtual environment is an environment provided by the application for the competition of the virtual object.
- the virtual object data of the game also includes at least one of model data of the virtual object of the game and identification information of the virtual object.
- the model data of the virtual object is used to construct a three-dimensional image of the virtual object.
- the identification information of the virtual object is used to identify the virtual object to distinguish different virtual objects.
- the identification of the virtual object can be the character name of the virtual object, or the account name corresponding to the virtual object, or the account nickname corresponding to the virtual object, or the avatar of the virtual object, or the account avatar corresponding to the virtual object.
- the live broadcast screen is a screen of the contestants' game collected in real time.
- the first live broadcast screen is a screen of the contestants' game collected in real time during the current game, that is, the first live broadcast screen is a screen of the current game being broadcast live.
- the first live broadcast screen is generated at the same time as the virtual object data of the current game.
- the live broadcast management terminal obtains the model data of the three-dimensional virtual venue, the virtual object data of the current game, and the first live broadcast screen from the server.
- the model data of the three-dimensional virtual venue can be provided by the background server of the live broadcast management terminal; or provided by the application server; or partly provided by the background server of the live broadcast management terminal and the other part provided by each application server.
- the three-dimensional virtual venue includes a main structure, a three-dimensional virtual sand table, and a virtual screening room, wherein the data of the three-dimensional virtual sand table is provided by the game server, and the data of the main structure and the data of the virtual screening room are provided by the background server of the live broadcast management terminal.
- the application server refers to a server corresponding to an application that supports a virtual environment, such as a game server.
- the three-dimensional virtual venue includes a main structure, which has multiple types, for example, at least one of vertical space modeling, curved space modeling, and annular space modeling.
- the type of the main structure can be set through the live broadcast management terminal, and the live broadcast management terminal subsequently obtains the main structure data of the set type from the server.
- the three-dimensional virtual venue includes a virtual screening room, which can have multiple types, for example, at least one of a giant screen screening room, a laser screening room, and a Dolby screening room.
- the type of the virtual screening room can be set through the live broadcast management terminal, and the live broadcast management terminal subsequently obtains the virtual screening room data of the set type from the server.
- the 3D virtual venue also includes a 3D virtual sand table, which can be of various types, for example, a plain type At least one of the following types: desert type, mountain type, and city type.
- a 3D virtual sand table can be of various types, for example, a plain type At least one of the following types: desert type, mountain type, and city type.
- the type of the three-dimensional virtual sandbox can be randomly selected through the application server, or the type of the three-dimensional virtual sandbox can be selected through the competition terminal, and the competition terminal refers to the terminal used by the contestants in this game; the subsequent live broadcast management terminal obtains the three-dimensional virtual sandbox data of the selected type from the server.
- the virtual object data of the game is provided by an application server, such as a game server.
- the live broadcast screen is provided by the live broadcast server.
- the signal acquisition device collects the audio and video of the event in real time and imports it into the live broadcast server for streaming.
- the live broadcast management terminal pulls the stream from the live broadcast server to obtain the live broadcast screen.
- the signal acquisition device includes an audio acquisition device, such as at least one of a microphone, a speaker, and a microphone, and the signal acquisition device also includes a video acquisition device, such as at least one of a camera, a video camera, and a video recorder.
- the competition in this application is an e-sports event, which is an event held by the organizer for electronic sports (or game competitions).
- Step 220 construct a three-dimensional virtual venue based on the model data of the three-dimensional virtual venue, where the three-dimensional virtual venue includes a three-dimensional virtual sandbox and a virtual screening room.
- the three-dimensional virtual sandbox is used to restore the three-dimensional virtual environment where the virtual objects are located.
- the three-dimensional virtual sandbox refers to the three-dimensional structure of the movable space of the virtual objects in the game presented in the form of a sandbox.
- There is a two-dimensional (2 Dimensions, 2D) map in the game that indicates the movable space of the virtual objects.
- the 3D virtual sandbox can be understood as a 3D map provided by the live broadcast room that indicates the movable space of the virtual objects.
- the 3D virtual sandbox also displays the three-dimensional virtual environment in the game in a thumbnail form.
- the 3D virtual sandbox displays the topography of the three-dimensional virtual environment.
- the 3D virtual sandbox also displays at least one of the resource points (such as neutral creatures, wild monsters, etc.), strongholds (such as defense towers), virtual characters of players, and non-player characters in the game.
- the virtual screening room is used to broadcast live events of contestants' competitions.
- a first player container is provided in the virtual screening room, and the first player container is used to play live images.
- the first player container is used to play images of contestants' competitions observed from the perspective of the director.
- a plurality of second player containers are also provided in the virtual screening room, and the second player containers are used to display images of virtual objects.
- Model data refers to data required for three-dimensional modeling.
- the model data of the three-dimensional virtual venue includes at least one of the model data of the main structure, the model data of the virtual screening room, and the model data of the three-dimensional virtual sandbox;
- the live broadcast management terminal constructs the main structure of the three-dimensional virtual venue based on the model data of the main structure, and the main structure includes a first bearing area and a second bearing area; based on the model data of the virtual screening room, the virtual screening room is constructed on the first bearing area; based on the model data of the three-dimensional virtual sandbox, the three-dimensional virtual sandbox is constructed on the second bearing area.
- the main structure includes a bearing area, which refers to an area of the main structure used to bear and support the virtual building, and the bearing area includes a first bearing area and a second bearing area.
- the main structure includes a first central axis and a second central axis;
- the live broadcast management terminal uses the first central axis as the central axis of the virtual screening room, and constructs the virtual screening room with reference to the first central axis; uses the second central axis as the central axis of the three-dimensional virtual sand table, and constructs the three-dimensional virtual sand table with reference to the second central axis.
- the main structure includes a central axis, which refers to a symmetry axis passing through the center of the main structure.
- the central axis includes a first central axis and a second central axis.
- the virtual screening room and the three-dimensional virtual sand table are located at different positions in the three-dimensional virtual venue, or the three-dimensional virtual sand table is located in the virtual screening room.
- the virtual screening room and the 3D virtual sandbox are located in different areas of the 3D virtual venue; for example, as shown in FIG1 , the virtual screening room 11 is adjacent to the 3D virtual sandbox 12.
- the second bearing area is located in the first bearing area, that is, the 3D virtual sandbox is located in the virtual screening room; for example, the 3D virtual sandbox is located below the player container in the virtual screening room.
- the live broadcast management terminal constructs a three-dimensional model of the virtual screening room on the first bearing area based on the model data of the virtual screening room, and generates a model map of the virtual screening room; the model map of the virtual screening room is pasted onto the three-dimensional model of the virtual screening room to obtain the virtual screening room.
- the live broadcast management terminal is based on the model data of the three-dimensional virtual sand table in the second bearing area.
- a three-dimensional model of a three-dimensional virtual sand table is constructed on the domain, and a model texture of the three-dimensional virtual sand table is generated; the model texture of the three-dimensional virtual sand table is pasted onto the three-dimensional model of the three-dimensional virtual sand table to obtain the three-dimensional virtual sand table.
- Step 230 based on the virtual object data of the current game, mark the position of the virtual object on the three-dimensional virtual sandbox.
- the live broadcast management terminal marks the position of the virtual object on the three-dimensional virtual sandbox based on the virtual object data of the game.
- the virtual object data of this game includes: at least one of model data and initial position information of the virtual object; the live broadcast management terminal determines the initial position of the virtual object in the three-dimensional virtual sandbox based on the initial position information; and constructs the virtual object at the initial position based on the model data of the virtual object.
- the initial position information of the virtual object includes the three-dimensional position coordinates corresponding to the initial position of the virtual object.
- the live broadcast management terminal maps the initial position of the virtual object in the virtual environment to the three-dimensional virtual sandbox based on the initial position information of the virtual object in the virtual environment, and obtains the initial position of the virtual object on the three-dimensional virtual sandbox.
- the live broadcast management terminal constructs a three-dimensional model of the virtual object based on the model data of the virtual object, and generates a model map of the virtual object; the model map of the virtual object is pasted on the three-dimensional model of the virtual object to obtain a three-dimensional virtual object.
- the virtual object data of this game includes: identification information and initial position information of the virtual object; the live broadcast management terminal determines the initial position of the virtual object in the three-dimensional virtual sandbox based on the initial position information; based on the identification information of the virtual object, displays the identification of the virtual object at the initial position.
- the live broadcast management terminal maps the initial position of the virtual object in the virtual environment to the three-dimensional virtual sandbox based on the initial position information of the virtual object in the virtual environment, and obtains the initial position of the virtual object on the three-dimensional virtual sandbox.
- the live broadcast management terminal generates an identifier of the virtual object based on the identifier information of the virtual object, and displays the identifier of the virtual object at the initial position, such as displaying the avatar of the virtual object at the initial position.
- Step 240 playing a first live broadcast picture in the virtual screening room, the first live broadcast picture is a live broadcast picture of the current game.
- a first player container is provided in the virtual screening room; the live broadcast management terminal fills the first live broadcast picture into the first player container in the virtual screening room, and displays the first live broadcast picture in the first player container.
- FIG3 it is a partial schematic diagram of the virtual screening room, and the live broadcast picture is played in the first player container 31 in the virtual screening room.
- the method for generating a virtual venue constructs a three-dimensional virtual venue, and constructs a three-dimensional virtual sandbox and a virtual screening room in the three-dimensional virtual venue.
- the three-dimensional virtual environment where the virtual objects in the game are located is restored through the three-dimensional virtual sandbox, and then the positions of the virtual objects in the game are marked in the three-dimensional virtual sandbox.
- the events of the contestants participating in the game are broadcast live through the virtual screening room.
- the three-dimensional virtual sandbox and the virtual screening room are combined. While the contestants' competition pictures are played in the three-dimensional virtual venue, the game information between the virtual objects is also displayed on the three-dimensional virtual sandbox.
- Virtual modeling can also be used to replicate and restore the virtual environment and virtual objects in the game to the three-dimensional virtual world, so that the spectators can see the game situation of the virtual objects in a more three-dimensional form, thereby improving the efficiency of users in obtaining the position information of the virtual objects in the game in the virtual environment.
- a three-dimensional virtual venue is constructed, the initial position of the virtual object is mapped on the three-dimensional virtual sandbox in the three-dimensional virtual venue, and the three-dimensional image of the virtual object is constructed at the initial position.
- the players control their respective virtual objects to move in the three-dimensional virtual environment, and compete with the goal of achieving victory conditions.
- the victory conditions include occupying a stronghold or destroying a stronghold of the enemy camp, killing the virtual object of the enemy camp, ensuring one's own survival in a specified scene and time, grabbing a certain resource, and exceeding the score of the opponent within a specified time. At least one of them.
- the live broadcast management terminal obtains the event data during the competition process and maps the game situation in the three-dimensional virtual environment to the three-dimensional virtual sandbox.
- the event data is data used to describe the real-time game situation during the game.
- the event data includes the real-time position of the virtual object, hero type, survival rate, health value, win rate, number of kills, number of deaths, and the amount of gains obtained.
- beneficial or debilitating effects virtual equipment obtained or purchased, economic information, equipment information, skill usage, whether in survival status, and game screen from the player's perspective.
- the event data is data used to describe the target action that the virtual object needs to perform during the game.
- the target action can be an action selected by the virtual object itself, or it can be a recommended action corresponding to the virtual equipment currently used by the virtual object.
- the target action can be an aiming action or an observation action.
- the target action includes at least one of the virtual object's attack action, movement action, performance action, virtual equipment switching action, and observation action.
- the event data is data used to describe the target movement path corresponding to each virtual object during the game.
- the event data includes at least one of the starting point, end point, path length, and position point on the target movement path.
- the target movement path can be a movement path selected by the virtual object itself, or it can be a recommended movement path corresponding to the virtual equipment currently used by the virtual object. For example, if the virtual equipment currently used by the virtual object is a virtual smoke bomb, the target movement path is a movement path corresponding to the opposite direction of the smoke diffusion direction of the virtual smoke bomb.
- the event data is data containing various events during the game.
- the event data includes at least one of the event type, the time when the event occurs and the time when the event ends, and the virtual object included in the event.
- the event type includes at least one of a kill event, a defeat event, an attack event, a move event, and a virtual equipment switching event.
- the defeat event may include at least one of an event in which a virtual object defeats an enemy, or an event in which a virtual object is defeated by an enemy.
- the competition data is a close-up shot of the face of the contestant controlling the virtual object.
- the contestant's expression can be observed through the competition data. For example, when the virtual object controlled by the contestant defeats the enemy, the contestant may show a happy expression.
- the live broadcast management terminal obtains the game data of the game during the game; determines the target action that the virtual object needs to perform based on the game data, and controls the virtual object to perform the target action in the three-dimensional virtual sandbox; wherein the target action includes at least one of the virtual object's attack action, movement action, performance action, virtual equipment switching action and observation action.
- the live broadcast management terminal determines the target moving path of the virtual object based on the above-mentioned event data, and controls the virtual object to move on the three-dimensional virtual sandbox according to the target moving path.
- the live broadcast management terminal determines the target attacking action of the virtual object based on the above-mentioned event data, such as shooting action, skill release action, throwing action, punching action, kicking action, etc., and controls the virtual object to perform the target attacking action.
- the live broadcast management terminal determines the target performance action of the virtual object based on the above-mentioned event data, such as dancing action, singing action, etc., and controls the virtual object to perform the target performance action.
- the position of the virtual object on the 3D virtual sandbox is indicated by the 3D character model of the virtual object, and the 3D character model of the virtual object is consistent with the appearance of the virtual object in the game.
- the game scene in the virtual environment such as the battle scene between the enemy and us, is restored in real time on the three-dimensional virtual sandbox.
- the 3D character model also has a variety of expression forms, for example, the 3D character model of the virtual object presents a "running" posture on the sandbox; the 3D character model of the virtual object presents an "attack" posture on the sandbox.
- the virtual object If the virtual object has a long-range attack capability, it will display a "long-range attack” posture (such as an "archery” posture); if the virtual object is a melee virtual character, it will display a "melee attack” posture (such as a “swinging knife” posture). It is also possible to restore the scene effects in the game on the three-dimensional virtual sandbox based on the competition data.
- a "long-range attack” posture such as an "archery” posture
- a melee virtual character if the virtual object is a melee virtual character, it will display a "melee attack” posture (such as a “swinging knife” posture). It is also possible to restore the scene effects in the game on the three-dimensional virtual sandbox based on the competition data.
- the explosion effects of the virtual explosive are displayed, such as the special effects of the fire and flying debris caused by the explosion, and the terrain appearance within the attack range of the virtual explosive is updated, such as the appearance of potholes on the ground; for example, after the virtual smoke bomb is triggered on the three-dimensional virtual sandbox, the smoke effects within the effective range of the virtual smoke bomb are displayed.
- This method uses the three-dimensional virtual sandbox to support real-time restoration of the game scene in the virtual environment, such as the movement of virtual objects, the battle between virtual objects, and the scene effects generated during the battle, giving users a new immersive experience.
- a 3D virtual stadium is constructed, the initial position of the virtual object is mapped on the 3D virtual sandbox in the 3D virtual stadium, and the virtual object's logo is displayed at the initial position.
- the logo of the virtual object on the 3D virtual sandbox can also be called an icon.
- players control their respective virtual objects to move in the 3D virtual environment, and compete to achieve the winning condition.
- Skills. Victory conditions include occupying a stronghold or destroying an enemy camp's stronghold, killing a virtual object of the enemy camp, ensuring one's own survival within a specified scene and time, grabbing certain resources, and outscoring the opponent within a specified time.
- the live broadcast management terminal obtains the event data during the competition and maps the position movement of the virtual object in the three-dimensional virtual environment to the three-dimensional virtual sandbox.
- the live broadcast management terminal obtains the event data of the game during the game; determines the target movement path of the virtual object based on the event data, and controls the virtual object's identifier to move in the three-dimensional virtual sandbox according to the target movement path.
- the position movement of the virtual object on the three-dimensional virtual sandbox is indicated by the identifier of the virtual object, such as by an avatar icon, and the shape of the avatar icon can be a circle, a triangle, a star, etc.
- the three-dimensional virtual sandbox is used to support real-time restoration of the movement path of the virtual object in the virtual environment, bringing users a new immersive experience.
- the three-dimensional role model and the identifier of the virtual object can also be displayed on the three-dimensional virtual sandbox at the same time, for example, the identifier of the virtual object is displayed above the three-dimensional role model of the virtual object.
- the live broadcast management terminal further determines at least one of an event in which the virtual object defeats the enemy or an event in which the virtual object is defeated by the enemy based on the event data; and displays at least one of prompt information that the virtual object defeats the enemy or prompt information that the virtual object is defeated by the enemy above the three-dimensional virtual sandbox.
- the live broadcast management terminal determines an event in which the virtual object defeats the enemy based on the event data, and displays prompt information that the virtual object defeats the enemy above the three-dimensional virtual sandbox, or the live broadcast management terminal determines an event in which the virtual object is defeated by the enemy based on the event data, and displays prompt information that the virtual object is defeated by the enemy above the three-dimensional virtual sandbox.
- a virtual screen is displayed above the three-dimensional virtual sandbox, and various prompt information during the game can be displayed on the virtual screen, such as at least one of the prompt information that the virtual object is defeated and the prompt information that the virtual object defeats the enemy; or the audience's comments can be displayed on the virtual screen, such as selecting classic comments posted by the audience and displaying them on the virtual screen.
- a virtual screen 13 is displayed above the three-dimensional virtual sandbox 12, and a competition slogan is displayed on the virtual screen 13.
- various prompt information during the game can be displayed above the virtual object or the virtual object's logo.
- the prompt information can also be displayed through the virtual object's logo.
- the live broadcast management terminal grays out the virtual object's avatar icon on the 3D virtual sandbox in response to the virtual object being in a defeated state.
- the virtual object is the virtual object with the highest economy in the game; the virtual object's avatar icon is highlighted on the 3D virtual sandbox.
- the identifier of the virtual object also carries at least one of the following information: a level value, an experience progress bar, a current economic value, and a remaining health value.
- a level value For example, taking the avatar icon as a circle, the level value is displayed in the upper left corner of the avatar icon, the current economic value is displayed in the upper right corner of the avatar icon, and the experience progress bar is displayed through the outer ring of the avatar icon.
- a life bar is displayed above the virtual object or above the identifier of the virtual object, and the life bar is used to indicate the remaining health value of the virtual object; the live broadcast management terminal updates the length of the life bar based on the event data, such as reducing the length of the life bar based on the damage value, or increasing the length of the life bar based on the treatment value.
- the 3D virtual sandbox also supports display operations at multiple angles and scales. For example, in response to the 3D virtual sandbox receiving a rotation operation, the live broadcast management terminal displays the 3D virtual sandbox through multiple rotation angles. Or, in response to the 3D virtual sandbox receiving a zoom operation, the live broadcast management terminal displays the 3D virtual sandbox through multiple zoom levels.
- the live broadcast management terminal displays the 3D virtual sand table through another camp perspective.
- the 3D virtual sand table is presented as a 3D map extending from the lower left corner to the upper right corner, and the activity areas of the virtual objects in the game are symmetrical.
- the base camp of the blue camp is located in the lower left corner of the map, and the base camp of the red camp is located in the upper right corner of the map; after the camp perspective is changed, the base camp of the red camp is located in the lower left corner of the map, and the base camp of the blue camp is located in the upper right corner of the map.
- the 3D virtual sandbox also supports the display of multiple markers. For example, when a neutral creature is defeated, the 3D virtual sandbox will display a marker indicating that the neutral creature has been defeated; the 3D virtual sandbox will display a marker indicating that the neutral creature is about to arrive on the battlefield.
- the 3D virtual sandbox displays a light column to show the special effects when the virtual object is killed; the 3D virtual sandbox uses colors to present different trends.
- the economic gap between the two sides reaches 500
- the 3D virtual sandbox will display a green atmosphere
- the economic gap between the two sides reaches 3,000 the 3D virtual sandbox will display a yellow atmosphere.
- a 3D virtual sandbox with a red atmosphere will be displayed when the economic gap between the two sides reaches 5,000.
- the color atmosphere can be understood as the atmosphere formed by using light sources of different colors to illuminate the 3D virtual sandbox.
- the 3D virtual sandbox supports various prompt information in the game, and the user can efficiently obtain the game information in the game from the three-dimensional virtual sandbox, and the three-dimensional virtual sandbox restores the game scene in the virtual environment in more detail, so that the user can be more immersed when watching the game.
- the prompt information is displayed by other means (except the virtual screen display method)
- the picture of the three-dimensional virtual environment can be displayed on the virtual screen, and the virtual screen mainly presents the detailed picture of the three-dimensional virtual environment in fine granularity, and the 3D virtual sandbox presents the overall terrain of the three-dimensional virtual environment in coarse granularity (mainly used to present the location of the virtual object).
- the user can freely choose the object to watch and obtain game information of different granularities from it, and then the addition of the 3D virtual sandbox improves the efficiency of the user in obtaining the location information of the virtual object; and by adding the 3D virtual sandbox, the 3D virtual sandbox supports real-time restoration of the game walking effect, which can more realistically restore the game scene, bringing users a new immersive experience.
- the event data also includes: at least one of: an event in which a virtual object defeats an enemy or an event in which a virtual object is defeated by an enemy, and a close-up of the face of a contestant controlling the virtual object; when the event data includes an event in which a virtual object defeats an enemy, the live broadcast management terminal generates an expression associated with joy based on the close-up of the contestant's face; and displays the expression associated with joy above the virtual object or above the logo of the virtual object; or, when the event data includes an event in which a virtual object is defeated, the live broadcast management terminal generates an expression associated with frustration based on the close-up of the contestant's face; and displays the expression associated with frustration above the virtual object or above the logo of the virtual object.
- a close-up of the face is a shot of a part of the contestant's face.
- the contestant's terminal is provided with a camera.
- the application used in this game collects the contestant's close-up of the face in real time through the camera, associates the close-up of the face with the contestant's account (i.e., the account used by the contestant to control the virtual object), and carries the close-up of the face in the event data to the live broadcast management terminal in the event of the virtual object defeating the enemy or the virtual object being defeated by the enemy.
- the live broadcast management terminal displays the close-up of the face directly above the virtual object or above the logo of the virtual object.
- the live broadcast management terminal performs image processing on the close-up of the face to generate an expression picture associated with frustration, pity, sighing, or anger; or when the virtual object defeats the enemy, an expression picture associated with happiness, excitement, or pride is generated; the expression picture is subsequently displayed above the virtual object or above the logo of the virtual object, and the virtual object and the close-up of the face are associated with the same contest account.
- the expression picture is generated on the basis of the close-up of the face, the close-up of the contestant's face can be collected once.
- the live broadcast management terminal stores a pre-trained image processing model.
- the image processing model includes at least one of a residual network (Residual Network, ResNet), a graph neural network (Graph Neural Networks, GNN), and a face recognition network (FaceNet).
- the live broadcast management terminal uses the image processing model to perform image processing on the close-up of the face.
- the live broadcast management terminal inputs the close-up of the face into the image processing model, extracts the expression features of the close-up of the face through the image processing model, obtains the corresponding expression type of the close-up of the face, and generates an associated expression picture based on the expression type.
- the expression type includes at least one of joy, frustration, anger, pity, sigh, complacency, excitement, and happiness.
- the live screen in the virtual screening room is also updated in real time.
- the live broadcast management terminal obtains the second live screen during the game; the first live screen displayed in the first playback container is switched to the second live screen, and the first live screen and the second live screen are live screens played continuously.
- the first live screen and the second live screen can be live screens played continuously from different perspectives in the game.
- the first live screen is a long-range screen
- the second live screen is a close-up screen.
- the live broadcast management terminal can also remove the background of the live broadcast image, and play the live broadcast image after the background is removed in the first player container.
- the first player container can be placed on the ground in the virtual screening room, thereby forming a picture of contestants participating in the competition in the virtual screening room.
- At least two second player containers are provided in the virtual screening room; the live broadcast manager displays the image of the virtual object used by each contestant in each second player container, that is, one second player container displays the image of one virtual object, and the image of the virtual object is a two-dimensional image or a three-dimensional image.
- the first player container 31 displays the screen of contestants in the competition, and ten contestants correspond to ten second player containers 32 .
- the image of the virtual object controlled by each contestant is displayed in each second player container 32 .
- the game screens of the contestants during the game are also displayed, so that users can better understand the game situations within and outside the application.
- a virtual live broadcast room is also created in the live broadcast management terminal, and the virtual live broadcast room refers to a virtual room running on the live broadcast platform that supports the live broadcast of the event.
- the virtual live broadcast room is the organizer's live broadcast room (or official live broadcast room), and the organizer's live broadcast room is provided on multiple live broadcast platforms.
- the virtual live broadcast room broadcasts the images captured by the virtual camera.
- a first virtual camera is set up in the three-dimensional virtual venue, and a three-dimensional full-view picture of the three-dimensional virtual venue is captured by the first virtual camera to generate a first video stream; and the first video stream is pushed.
- the three-dimensional full-view picture here refers to the picture captured of the three-dimensional virtual venue with a viewing angle range of a first horizontal angle and a first vertical angle, wherein the first horizontal angle includes 360 degrees horizontally and the first vertical angle includes 180 degrees vertically; or refers to the picture captured of the three-dimensional virtual venue with a viewing angle range of a fourth horizontal angle and a fourth vertical angle, wherein the fourth horizontal angle includes 360 degrees horizontally and the fourth vertical angle includes 360 degrees vertically.
- a second virtual camera is set up in the three-dimensional virtual venue, and a three-dimensional full-view picture of the events occurring on the three-dimensional virtual sandbox is collected by the second virtual camera to generate a second video stream; and the second video stream is pushed.
- the three-dimensional full-view picture here refers to the picture collected of the events occurring on the three-dimensional virtual sandbox with a viewing angle range of a second horizontal angle and a second vertical angle, wherein the second horizontal angle includes 360 degrees horizontally and the second vertical angle includes 180 degrees vertically; or refers to the picture collected of the events occurring on the three-dimensional virtual sandbox with a viewing angle range of a fifth horizontal angle and a fifth vertical angle, wherein the fifth horizontal angle includes 360 degrees horizontally and the fifth vertical angle includes 360 degrees vertically.
- a third virtual camera is set up in the three-dimensional virtual venue, and the three-dimensional full-view picture of the events occurring in the virtual screening room is collected by the third virtual camera to generate a third video stream; the third video stream is pushed.
- the three-dimensional full-view picture here refers to the picture collected from the virtual screening room with a viewing angle range of a third horizontal angle and a third vertical angle, wherein the third horizontal angle includes 360 degrees horizontally and the third vertical angle includes 180 degrees vertically; or refers to the picture collected from the virtual screening room with a viewing angle range of a sixth horizontal angle and a sixth vertical angle, wherein the sixth horizontal angle includes 360 degrees horizontally and the sixth vertical angle includes 360 degrees vertically.
- the 3D full-viewing image refers to an image captured with a viewing angle of 360 degrees horizontally and 180 degrees vertically; or an image captured with a viewing angle of 360 degrees horizontally and 360 degrees vertically.
- the virtual live broadcast room includes a first virtual live broadcast room and a second virtual live broadcast room.
- the first video stream is played in the first virtual live broadcast room
- the second video stream is played in the second virtual live broadcast room
- the third virtual live broadcast room is played.
- the user can enter the first virtual live broadcast room to watch the full scene in the three-dimensional virtual venue; can also enter the second virtual live broadcast room to watch the game scene on the three-dimensional virtual sandbox; can also enter the third virtual live broadcast room to watch the game scene in the virtual screening room.
- the live broadcast management terminal pushes the live broadcast stream to the audience terminal, and the user can watch the 3D full-view picture of the 3D virtual venue, or the 3D virtual sandbox, or the virtual screening room on the audience terminal, so that the user can choose the viewing picture by himself when watching the live broadcast of the game, and can have an immersive feeling.
- the live broadcast management terminal before the game starts, the live broadcast management terminal also obtains model data of the virtual waiting room; and constructs a three-dimensional virtual waiting room based on the model data of the virtual waiting room.
- the virtual waiting room refers to the virtual room where users wait for the live broadcast to begin.
- the live broadcast management terminal generates a three-dimensional model of the virtual waiting room and a texture of the virtual waiting room based on the model data of the virtual waiting room; and the texture of the virtual waiting room is pasted to the three-dimensional model of the virtual waiting room to obtain a three-dimensional virtual waiting room.
- the three-dimensional full-view picture of the scene in the virtual waiting room is captured by a virtual camera, and a fourth video stream is generated and pushed to the audience terminal.
- the three-dimensional full-view picture here refers to the picture captured of the virtual waiting room within the viewing angle range of the seventh horizontal angle and the seventh vertical angle, wherein the seventh The horizontal angle includes 360 degrees horizontally, and the seventh vertical angle includes 180 degrees vertically; or it refers to the picture captured of the virtual waiting room within the viewing angle range of the eighth horizontal angle and the eighth vertical angle, wherein the eighth horizontal angle includes 360 degrees horizontally and the eighth vertical angle includes 360 degrees vertically.
- FIG5 a schematic diagram of a virtual waiting room is shown, which includes contestant group photos 41, introductions 42, model displays of virtual objects 43, snack and beverage sales room 44, entry and exit gates 45, and rest seats 46.
- FIG6 a partial rendering effect of the virtual waiting room is shown, which is different from the observation angle in FIG5 .
- the audience enters the virtual waiting room, and then enters the three-dimensional virtual venue from the virtual waiting room when the game starts. From waiting to entering the venue and then to the start of the game, the audience can experience a more realistic game viewing scene.
- the following is an overall description of the virtual venue display method executed by the live broadcast management terminal 101 and the audience terminal 102.
- the live broadcast management terminal 101 is installed and runs an application program that supports a virtual live broadcast room. During the live broadcast of a game, the live broadcast management terminal 101 executes a method for displaying a virtual venue. The process is as follows:
- the live broadcast management terminal 101 obtains the model data of the three-dimensional virtual stadium, the virtual object data of the current game, and the first live broadcast screen.
- the first live broadcast screen is the screen for broadcasting the current game.
- the model data of the 3D virtual venue includes at least one of the model data of the main structure, the model data of the virtual screening room and the model data of the 3D virtual sandbox.
- the virtual object data of the game includes at least one of the model data of the virtual object, the identification information of the virtual object and the initial position information.
- the live broadcast management terminal 101 constructs the main structure of the three-dimensional virtual venue based on the model data of the main structure, wherein the main structure includes a first bearing area and a second bearing area; specifically, the live broadcast management terminal 101 constructs a virtual screening room on the first bearing area based on the model data of the virtual screening room; and constructs a three-dimensional virtual sand table on the second bearing area based on the model data of the three-dimensional virtual sand table.
- the live broadcast management terminal 101 constructs a three-dimensional model of the virtual screening room on the first bearing area based on the model data of the virtual screening room, and generates a model map of the virtual screening room; pastes the model map of the virtual screening room onto the three-dimensional model of the virtual screening room to obtain the virtual screening room; and, based on the model data of the three-dimensional virtual sand table, constructs a three-dimensional model of the three-dimensional virtual sand table on the second bearing area, and generates a model map of the three-dimensional virtual sand table; pastes the model map of the three-dimensional virtual sand table onto the three-dimensional model of the three-dimensional virtual sand table to obtain the three-dimensional virtual sand table.
- the live broadcast management terminal 101 determines the initial position of the virtual object in the three-dimensional virtual sandbox based on the initial position information; and constructs the virtual object at the initial position based on the model data of the virtual object.
- the live broadcast management terminal 101 determines the initial position of the virtual object in the three-dimensional virtual sandbox based on the initial position information; and displays the virtual object's identifier at the initial position based on the virtual object's identifier information.
- the live broadcast management terminal 101 further obtains the game data of the game during the game; and performs at least one of the following steps based on the game data:
- the event data includes a virtual object defeating the enemy, based on the close-up of the contestant's face, the virtual object an expression associated with joy; an expression associated with joy is displayed above the virtual object or above the logo of the virtual object; or
- the event data includes an event in which the virtual object is defeated, generating an expression associated with frustration based on a close-up of the contestant's face; displaying an expression associated with frustration above the virtual object or above the logo of the virtual object; or,
- a first player container is provided in the virtual screening room; the live broadcast management terminal 101 displays the first live broadcast picture in the first player container.
- the live broadcast management terminal 101 also obtains a second live broadcast screen during the game; switches the first live broadcast screen displayed in the first playback container to the second live broadcast screen, and the first live broadcast screen and the second live broadcast screen are live broadcast screens played continuously.
- the live broadcast management terminal 101 also collects a three-dimensional full-view image of the three-dimensional virtual venue through a first virtual camera to generate a first video stream; and pushes the first video stream to the audience terminal 102.
- the virtual venue display method in the embodiment of the present application by combining the three-dimensional virtual sandbox and the virtual screening room, can subsequently allow spectators to see the game situation of virtual objects and the game situation of contestants in a more three-dimensional image.
- the audience terminal 102 executes the method for displaying a virtual stadium, and the process is as follows:
- the audience terminal 102 enters the first virtual live broadcast room and obtains the first video stream after pulling the stream.
- Pulling the stream refers to the process of pulling the first video stream.
- the 3D virtual venue includes a 3D virtual sandbox and a virtual screening room.
- the 3D virtual sandbox is used to restore the 3D virtual environment where the virtual objects are located, and the virtual screening room is used to broadcast live the events of the contestants' competition.
- the audience terminal 102 displays the three-dimensional full-view image corresponding to the first video stream on a hemispherical surface; if the three-dimensional full-view image is captured with a viewing angle range of 360 degrees horizontally and 360 degrees vertically, the audience terminal 102 displays the three-dimensional full-view image corresponding to the first video stream on a spherical surface.
- the audience terminal 102 For example, taking a three-dimensional full-view picture that is captured in a viewing range of 360 degrees horizontally and 360 degrees vertically, and the audience terminal 102 displays the three-dimensional full-view picture corresponding to the first video stream on a spherical body, as shown in FIG7 , the audience terminal 102 displays the three-dimensional full-view picture 52 corresponding to the first video stream on a spherical body 51. Users can watch the three-dimensional full-view picture 52 in the spherical body 51 to watch the live broadcast of the game. In addition, the user can also adjust the angle and position of the spherical body 51.
- the spherical body 53 displays a three-dimensional full-view picture 54 at another angle, based on which the user can adjust the viewing angle by himself and watch the live broadcast of the game immersively.
- the user interface while the live broadcast screen is displayed on the user interface of the viewer terminal 102, the user interface also includes multiple UI controls.
- the multiple UI controls include a second switching control; in response to a trigger operation on the first switching control, switching to a second virtual live broadcast room; pulling a second video stream; parsing a three-dimensional full-view screen of the three-dimensional virtual sandbox from the second video stream.
- the multiple UI controls include a third switching control; in response to a trigger operation on the third switching control, switching to a third virtual live broadcast room; pulling a third video stream; and parsing a three-dimensional full-view picture of the virtual screening room from the third video stream.
- the multiple UI controls include a first switching control; in response to a trigger operation on the first switching control, switching to a first virtual live broadcast room; pulling a first video stream; and parsing a three-dimensional full-view picture of the three-dimensional virtual venue from the first video stream.
- the multiple UI controls also include a zoom control; in response to a zoom operation on the zoom control, the live broadcast screen is zoomed.
- the multiple UI controls also include a viewing angle adjustment control; in response to an adjustment operation triggered on the viewing angle adjustment control, the viewing direction of the live broadcast picture is adjusted.
- the live broadcast picture refers to the three-dimensional full-view picture obtained in the video stream.
- the video stream in this application is an AR video stream or a VR video stream.
- the viewer terminal 102 can be a VR head-mounted device, a player, etc.
- users can watch the live broadcast of the entire virtual stadium, and can watch scenes in the virtual stadium from different angles by adjusting the viewing angle, giving users an immersive feeling of watching a game live.
- FIG8 shows a schematic diagram of the process of live broadcasting of an event provided by an exemplary embodiment of the present application, in which the virtual object is a hero character in this game, and the game server 602 contains the behavior data and attribute data of all hero characters in the game.
- the push stream server 601 in FIG8 inputs the event screen data (including the screen data of the virtual venue and the event scene screen data) of the director's perspective into the UE model, and the game server 602 continuously inputs the event data (the behavior data and attribute data of all hero characters) into the UE model.
- the UE model dynamically updates the position of the hero avatar on the 3D virtual sandbox in the virtual live broadcast room according to the position of the hero character.
- the UE model updates the screen presented by the player container in the virtual screening room according to the event screen data (i.e., the live screen data).
- the virtual venue is a VR virtual venue built by 3D modeling.
- the screen data of the synthesized VR virtual venue is pushed to the audience client for playback through the push server 601.
- the picture data of the virtual live broadcast room sent by the push server 601 will be forwarded to M clients through the CDN service provided by N CDN (Content Delivery Network) manufacturers, where N and M are positive integers.
- FIG. 9 shows a flow chart of a method for live broadcasting of an event provided by an exemplary embodiment of the present application.
- Step 701 the game starts.
- Live broadcast equipment will be set up at the competition site, the official live broadcast of the competition will begin, the competition teams will enter the competition state, and all irrelevant personnel at the venue will be cleared.
- Step 702 the game server processes the event data; the on-site camera records the live broadcast image.
- the live broadcast equipment includes a director's camera, which starts to collect images facing network users, that is, the images of contestants during the competition.
- the game data of the game characters controlled by the players is transmitted to the game server.
- the game data includes the game character's location, economic information, equipment information, skill usage, whether it is in a survival state, and the game screen from the player's perspective.
- Step 703 input the event data, the live video of the players' matches and the data of the 3D virtual stadium into the Unreal Engine.
- the game data processed by the game server, the live video of the players recorded by the live camera, and the data of the 3D virtual venue are input into the UE. That is, after the game starts, the live scene will be captured by the director's camera and transmitted to the UE in real time; the game data is processed by the game server and also input into the UE. The data of the 3D virtual venue is also obtained and input into the UE.
- UE fills the real-time images into the player container of the 3D virtual venue, displays the event data on the event data dashboard, and inputs the hero's position movement path into the 3D sandbox, linking the 3D virtual venue and the event live broadcast site. Users can watch events in a more realistic dimension in an immersive environment.
- the blueprint script code dynamically updates the position of the character in the three-dimensional virtual sandbox based on real-time event data.
- the refresh frequency is about 10 times per second, restoring the movement of the character in the game.
- Step 704 Render the synthesized VR video stream and push it to the client.
- a third-person perspective virtual camera is added.
- This virtual camera will collect all the model data of the whole stadium, render the synthesized VR video stream, and convert it through the "off world live” plug-in and encode it into the Real Time Messaging Protocol (RTMP).
- the video stream is transmitted to the streaming server through the Network Device Interface (NDI) transmission protocol.
- NDI Network Device Interface
- the client obtains the live video stream address, it requests the server to pull the video stream.
- the client pulls the data it decodes it locally, synchronizes the audio and video, and then renders it onto a sphere.
- the user watches the sphere and adjusts the angle and position to watch the game video immersively.
- FIG10 shows a schematic diagram of the event data processing provided by an exemplary embodiment of the present application.
- the characters controlled by the contestants will produce a series of event data. Red and blue are used to distinguish the two camps.
- the avatar map is the hero id transmitted through the event data, and then the corresponding hero picture network address is found.
- the picture is downloaded, it is converted into a material ball through the UE, and the UE renders the material ball into the VR screen (3D virtual sandbox) during operation.
- the event data contains the position coordinates of the character, and a complete character position path can be formed through a series of discrete coordinate data.
- the UE updates the position of the character in the 3D virtual sandbox according to the event data.
- the live broadcast method of the embodiment of the present application utilizes VR virtual rendering capabilities to integrate 3D scenes into real scene images, thereby forming a mixed reality. It not only achieves the immersive experience of watching the game on site, but also utilizes the divergence of virtual modeling to create more virtual objects, and even deeply replicates the game characters and restores them to the virtual scene, allowing VR viewers to see the hero's movement, equipment, attack and other activities in a more three-dimensional form.
- FIG11 shows a block diagram of a device for generating a virtual stadium provided by an exemplary embodiment of the present application.
- the device includes:
- An acquisition module 801 is used to acquire model data of a three-dimensional virtual stadium, virtual object data of the game, and a first live broadcast picture;
- a construction module 802 is used to construct a 3D virtual venue based on the model data of the 3D virtual venue.
- the 3D virtual venue includes a 3D virtual sand table and a virtual screening room.
- the 3D virtual sand table is used to restore the 3D virtual environment where the virtual object is located, and the virtual screening room is used to broadcast the events of the contestants' competition live.
- a construction module 802 is used to mark the position of the virtual object on the three-dimensional virtual sandbox based on the virtual object data of the current game
- the playing module 803 is used to play the first live broadcast picture in the virtual screening room.
- the first live broadcast picture is a picture of the live broadcast of the current game.
- the model data of the three-dimensional virtual venue includes at least one of the model data of the main structure, the model data of the virtual screening room, and the model data of the three-dimensional virtual sandbox;
- Building block 802 is used to:
- a virtual screening room is constructed on the first bearing area; and based on the model data of the three-dimensional virtual sand table, a three-dimensional virtual sand table is constructed on the second bearing area.
- the construction module 802 is used to:
- a three-dimensional model of the three-dimensional virtual sand table is constructed on the second bearing area, and a model map of the three-dimensional virtual sand table is generated; the model map of the three-dimensional virtual sand table is pasted onto the three-dimensional model of the three-dimensional virtual sand table to obtain the three-dimensional virtual sand table.
- the virtual object data of the game includes: at least one of model data and initial position information of the virtual object;
- Building block 802 is used to:
- the virtual object is constructed at the initial position.
- the apparatus further includes: an update module 804;
- the acquisition module 801 is used to acquire the game data during the game
- An updating module 804 is used to determine a target action that the virtual object needs to perform based on the competition data, and control the virtual object to perform the target action in the three-dimensional virtual sandbox;
- the target action includes at least one of an attack action, a movement action, a performance action, a virtual equipment switching action and an observation action of a virtual object.
- the virtual object data of the game includes: at least one of identification information and initial position information of the virtual object;
- Building block 802 is used to:
- the identification of the virtual object is displayed at the initial position.
- the apparatus further includes: an update module 804;
- the acquisition module 801 is used to acquire the game data during the game
- the updating module 804 is used to determine the target moving path of the virtual object based on the competition data, and control the identifier of the virtual object to move in the three-dimensional virtual sandbox according to the target moving path.
- the update module 804 is used to:
- An event in which the virtual object is defeated by the enemy is determined based on the competition data, and prompt information indicating that the virtual object is defeated by the enemy is displayed above the three-dimensional virtual sandbox.
- the event data further includes: at least one of: an event in which a virtual object defeats an enemy or an event in which a virtual object is defeated by an enemy, and a close-up of the face of a contestant controlling the virtual object;
- the update module 804 is used to:
- an expression associated with joy is generated based on a close-up of the contestant's face; an expression associated with joy is displayed above the virtual object or above the logo of the virtual object; or,
- the event data includes an event in which the virtual object is defeated
- an expression associated with frustration is generated based on a close-up of the contestant's face; the expression associated with frustration is displayed above the virtual object or above the logo of the virtual object.
- a life bar is displayed above the virtual object or above the logo of the virtual object, and the life bar is used to indicate the remaining life value of the virtual object;
- the update module 804 is used to:
- a first player container is provided in the virtual screening room
- the playing module 803 is used to display the first live broadcast picture in the first player container.
- An acquisition module 801 is used to acquire a second live broadcast picture during the game
- the playing module 803 is used to switch the first live broadcast screen displayed in the first playing container to the second live broadcast screen, and the first live broadcast screen and the second live broadcast screen are live broadcast screens played continuously.
- At least two second player containers are provided in the virtual screening room
- the playing module 803 is used to display the image of the virtual object used by each contestant in each second player container.
- the device further includes: a streaming module 805;
- the streaming module 805 is used to collect a 3D full-view picture of the 3D virtual venue through a first virtual camera to generate a first video stream; and stream the first video stream;
- the three-dimensional full-view image refers to the three-dimensional virtual image with a first horizontal angle and a first vertical angle.
- the first horizontal angle includes 360 degrees horizontally
- the first vertical angle includes 180 degrees vertically.
- the streaming module 805 is used to collect a 3D full-view picture of the event occurring on the 3D virtual sandbox through a second virtual camera to generate a second video stream; and stream the second video stream;
- the three-dimensional full-view picture refers to the picture collected from the three-dimensional virtual sandbox within the viewing angle range of the second horizontal angle and the second vertical angle, the second horizontal angle includes 360 degrees horizontally, and the second vertical angle includes 180 degrees vertically.
- the device provided in the above embodiment realizes its function, it only uses the division of the above-mentioned functional modules as an example.
- the above-mentioned functions can be assigned to different functional modules according to actual needs, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.
- An embodiment of the present application also provides a computer device, which includes: a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, at least one program, a code set or an instruction set is loaded and executed by the processor to implement the virtual venue generation method provided in the above-mentioned method embodiments.
- the computer device may be a terminal (such as a live broadcast management terminal or an audience terminal) or a server; illustratively, FIG12 is a structural block diagram of a computer device provided by an exemplary embodiment of the present application.
- the computer device 900 includes a processor 901 and a memory 902 .
- the processor 901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
- the processor 901 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA).
- DSP digital signal processing
- FPGA field-programmable gate array
- PDA programmable logic array
- the processor 901 may also include a main processor and a coprocessor.
- the main processor is a processor for processing data in the awake state, also known as a central processing unit (CPU);
- the coprocessor is a low-power processor for processing data in the standby state.
- the processor 901 may be integrated with a graphics processing unit (GPU), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen.
- the processor 901 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
- AI artificial intelligence
- the memory 902 may include one or more computer-readable storage media, which may be non-transitory.
- the memory 902 may also include a high-speed random access memory and a non-volatile memory, such as one or more disk storage devices and flash memory storage devices.
- the non-transitory computer-readable storage medium in the memory 902 is used to store at least one instruction, which is used to be executed by the processor 901 to implement the method for generating a virtual stadium provided in the method embodiment of the present application.
- the computer device 900 may also optionally include: an input interface 903 and an output interface 904.
- the processor 901, the memory 902 and the input interface 903, the output interface 904 may be connected via a bus or a signal line.
- Each peripheral device may be connected to the input interface 903, the output interface 904 via a bus, a signal line or a circuit board.
- the input interface 903 and the output interface 904 may be used to connect at least one peripheral device related to input/output (I/O) to the processor 901 and the memory 902.
- the processor 901, the memory 902 and the input interface 903, the output interface 904 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 901, the memory 902 and the input interface 903, the output interface 904 may be implemented on a separate chip or circuit board, which is not limited in the embodiments of the present application.
- a chip is also provided, the chip comprising a programmable logic circuit and/or program instructions, and when the chip is run on a computer device, it is used to implement the method for generating a virtual venue described in the above aspects.
- a computer program product or a computer program is also provided, the computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
- the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual venue generation method provided by the above-mentioned method embodiments.
- a computer-readable storage medium in which at least one program code is stored.
- the program code is loaded and executed by a processor of a computer device, the method for generating a virtual venue provided by the above-mentioned method embodiments is implemented.
- Computer-readable media include computer storage media and communication media, wherein the communication media include any media that facilitates the transmission of a computer program from one place to another.
- the storage medium can be any available medium that a general or special-purpose computer can access.
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Abstract
Description
Claims (19)
- 一种虚拟场馆的生成方法,所述方法由计算机设备执行,所述方法包括:获取三维虚拟场馆的模型数据、本场比赛的虚拟对象数据和第一直播画面;基于所述三维虚拟场馆的模型数据构建所述三维虚拟场馆,所述三维虚拟场馆包括三维虚拟沙盘和虚拟放映厅,所述三维虚拟沙盘用于还原虚拟对象所在的三维虚拟环境,所述虚拟放映厅用于对参赛选手比赛的事件进行直播;基于所述本场比赛的虚拟对象数据,标记所述虚拟对象在所述三维虚拟沙盘上的位置;在所述虚拟放映厅中播放所述第一直播画面,所述第一直播画面是对所述本场比赛进行直播的画面。
- 根据权利要求1所述的方法,其中,所述三维虚拟场馆的模型数据包括主体结构的模型数据、所述虚拟放映厅的模型数据和所述三维虚拟沙盘的模型数据中的至少一种;所述基于所述三维虚拟场馆的模型数据构建所述三维虚拟场馆,包括:基于所述主体结构的模型数据构建所述三维虚拟场馆的主体结构,所述主体结构上包括第一承载区域和第二承载区域;基于所述虚拟放映厅的模型数据,在所述第一承载区域上构建所述虚拟放映厅;以及,基于所述三维虚拟沙盘的模型数据,在所述第二承载区域上构建所述三维虚拟沙盘。
- 根据权利要求2所述的方法,其中,所述基于所述虚拟放映厅的模型数据,在所述第一承载区域上构建所述虚拟放映厅,包括:基于所述虚拟放映厅的模型数据,在所述第一承载区域上构建所述虚拟放映厅的三维模型、以及生成所述虚拟放映厅的模型贴图;将所述虚拟放映厅的模型贴图贴至所述虚拟放映厅的三维模型上,得到所述虚拟放映厅;所述基于所述三维虚拟沙盘的模型数据,在所述第二承载区域上构建所述三维虚拟沙盘,包括:基于所述三维虚拟沙盘的模型数据,在所述第二承载区域上构建所述三维虚拟沙盘的三维模型、以及生成所述三维虚拟沙盘的模型贴图;将所述三维虚拟沙盘的模型贴图贴至所述三维虚拟沙盘的三维模型上,得到所述三维虚拟沙盘。
- 根据权利要求1至3任一所述的方法,其中,所述本场比赛的虚拟对象数据包括:所述虚拟对象的模型数据和初始位置信息中的至少一种;所述基于所述本场比赛的虚拟对象数据,标记所述虚拟对象在所述三维虚拟沙盘上的位置,包括:基于所述初始位置信息确定出所述虚拟对象在所述三维虚拟沙盘中的初始位置;基于所述虚拟对象的模型数据,在所述初始位置上构建所述虚拟对象。
- 根据权利要求4所述的方法,其中,所述方法还包括:获取所述本场比赛在比赛过程中的赛事数据;基于所述赛事数据确定所述虚拟对象所需执行的目标动作,控制所述虚拟对象在所述三维虚拟沙盘中执行所述目标动作;其中,所述目标动作包括所述虚拟对象的攻击动作、移动动作、表演动作、虚拟装备切换动作和观察动作中的至少一种。
- 根据权利要求1至5任一所述的方法,其中,所述本场比赛的虚拟对象数据包括:所述虚拟对象的标识信息和初始位置信息中的至少一种;所述基于所述本场比赛的虚拟对象数据,标记所述虚拟对象在所述三维虚拟沙盘上的位置,包括:基于所述初始位置信息确定出所述虚拟对象在所述三维虚拟沙盘中的初始位置;基于所述虚拟对象的标识信息,在所述初始位置上显示所述虚拟对象的标识。
- 根据权利要求6所述的方法,其中,所述方法还包括:获取所述本场比赛在比赛过程中的赛事数据;基于所述赛事数据确定所述虚拟对象的目标移动路径,控制所述虚拟对象的标识按照所述目标移动路径在所述三维虚拟沙盘中移动。
- 根据权利要求5或7所述的方法,其中,所述方法还包括:基于所述赛事数据确定出所述虚拟对象击败敌方的事件,在所述三维虚拟沙盘的上方显示所述虚拟对象击败敌方的提示信息;或者,基于所述赛事数据确定出所述虚拟对象被敌方击败的事件,在所述三维虚拟沙盘的上方显示所述虚拟对象被敌方击败的提示信息。
- 根据权利要求5或7所述的方法,其中,所述赛事数据中还包括:所述虚拟对象击败敌方的事件或者所述虚拟对象被敌方击败的事件、以及控制所述虚拟对象的参赛选手的脸部特写中的至少一种;所述方法还包括:在所述赛事数据中包括所述虚拟对象击败敌方的事件的情况下,基于所述参赛选手的脸部特写,生成与喜悦关联的表情;在所述虚拟对象上方或者所述虚拟对象的标识上方显示所述与喜悦关联的表情;或者,在所述赛事数据中包括所述虚拟对象被击败的事件的情况下,基于所述参赛选手的脸部特写,生成与沮丧关联的表情;在所述虚拟对象上方或者所述虚拟对象的标识上方显示所述与沮丧关联的表情。
- 根据权利要求5或7所述的方法,其中,所述虚拟对象上方或所述虚拟对象的标识上方显示有生命条,所述生命条用于指示所述虚拟对象的剩余生命值;所述方法还包括:基于所述赛事数据更新所述生命条的长度。
- 根据权利要求1至3任一所述的方法,其中,所述虚拟放映厅中设置有第一播放器容器;所述在所述虚拟放映厅中播放所述第一直播画面,包括:在所述第一播放器容器中显示所述第一直播画面。
- 根据权利要求11所述的方法,其中,所述方法还包括:获取所述本场比赛的比赛过程中的第二直播画面;将所述第一播放容器中显示的所述第一直播画面切换为所述第二直播画面,所述第一直播画面与所述第二直播画面是连续播放的直播画面。
- 根据权利要求1至3任一所述的方法,其中,所述虚拟放映厅中设置有至少两个第二播放器容器;所述方法还包括:在每个所述第二播放器容器中显示每个参赛选手所使用的虚拟对象的形象。
- 根据权利要求1至13任一所述的方法,其中,所述方法还包括:通过第一虚拟摄像头采集所述三维虚拟场馆的三维全视角画面,生成第一视频流;对所述第一视频流进行推流;其中,所述三维全视角画面是指以第一水平角度以及第一垂直角度的视角范围,对所述三维虚拟场馆采集的画面。
- 根据权利要求14所述的方法,其中,所述方法还包括:通过第二虚拟摄像头采集所述三维虚拟沙盘的三维全视角画面,生成第二视频流;对所述第二视频流进行推流;其中,所述三维全视角画面是指以第二水平角度以及第二垂直角度的视角范围,对所述 三维虚拟沙盘采集的画面。
- 一种虚拟场馆的生成装置,其中,所述装置包括:获取模块,用于获取三维虚拟场馆的模型数据、本场比赛的虚拟对象数据和第一直播画面;构建模块,用于基于所述三维虚拟场馆的模型数据构建所述三维虚拟场馆,所述三维虚拟场馆包括三维虚拟沙盘和虚拟放映厅,所述三维虚拟沙盘用于还原虚拟对象所在的三维虚拟环境,所述虚拟放映厅用于对参赛选手比赛的事件进行直播;所述构建模块,用于基于所述本场比赛的虚拟对象数据,标记所述虚拟对象在所述三维虚拟沙盘上的位置;播放模块,用于在所述虚拟放映厅中播放所述第一直播画面,所述第一直播画面是对所述本场比赛进行直播的画面。
- 一种计算机设备,其中,所述计算机设备包括:处理器和存储器,所述存储器中存储有至少一段程序;所述处理器,用于执行所述存储器中的所述至少一段程序以实现上述如权利要求1至15任一所述的虚拟场馆的生成方法。
- 一种计算机可读存储介质,其中,所述计算机可读存储介质中存储有可执行指令,所述可执行指令由处理器加载并执行以实现上述如权利要求1至15任一所述的虚拟场馆的生成方法。
- 一种计算机程序产品或计算机程序,其中,所述计算机程序产品或计算机程序包括计算机指令,所述计算机指令存储在计算机可读存储介质中,计算机设备的处理器从所述计算机可读存储介质读取并执行所述计算机指令,以实现上述如权利要求1至15任一所述的虚拟场馆的生成方法。
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US20210205702A1 (en) * | 2019-12-23 | 2021-07-08 | Activision Publishing, Inc. | Systems and Methods for Controlling Camera Perspectives, Movements, and Displays of Video Game Gameplay |
CN113946210A (zh) * | 2021-09-16 | 2022-01-18 | 武汉灏存科技有限公司 | 动作交互展示系统及方法 |
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CN112929687A (zh) * | 2021-02-05 | 2021-06-08 | 腾竞体育文化发展(上海)有限公司 | 基于直播视频的互动方法、装置、设备及存储介质 |
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