A63F2300/663

IMAGE PROCESSING METHODS AND DEVICES

An image processing method, system, and apparatus are provided. The method includes obtaining an interaction area in a current image frame in which an interaction space of a first object is intersected with a first plane on which a second object is located, a target object in the second object being located in the interaction area. A base image of a water wave animation corresponding to the interaction area is generated, where plural ripples are displayed in the base image. By using a first target ripple of the plural ripples, the target object is moved to a position that is in the current image frame and that corresponds to a ripple position of the first target ripple in the base image, the first target ripple corresponding to the target object.

Real-time eulerian water simulation using a restricted tall cell grid

One embodiment of the present invention sets forth an Eulerian fluid simulation technique which enables real-time simulations of large scale three dimensional fluid volumes that include free surface water. A hybrid grid representation composed of regular cubic cells on top of a layer of tall cells is used to reduce computation time. Water above an arbitrary terrain can be represented without consuming an excessive amount of memory and compute power, while focusing simulation effort on the area near the surface of the water to produce accurate results. Additionally, the grid representation may be optimized for a graphics processor implementation of the fluid solver.

Multi-instanced simulations for large environments

The disclosure notably relates to a computer-implemented method for simulating together a plurality of physics simulation instances included in a global physics simulation. The method includes creating a database of local simulation instances. The creating includes providing a set of local simulations. The set of local simulations includes at least two local simulations. A local simulation is a physics simulation that is part of the global physics simulation and that can be computed alone and independently of the multi-physics simulation. Each local simulation of the set of local simulations is already computed. The creating further includes, for each local simulation of the set of local simulations, computing a respective reduced model of the local simulation. The creating further includes, for each local simulation of the set of local simulations, storing in the database a respective local simulation instance. The respective local simulation instance includes the respective computed reduced model.

VOLUMETRIC REALTIME FOG OF WAR

A method of forming a volumetric effect on a game map of a video game is provided. In the method, a variable density volume of the game map is determined based on a mesh of the game map and a bounding box. The variable density volume includes the volumetric effect. The variable density volume is sliced into a plurality of texture layers. Each of the plurality of texture layers includes information associated with at least one of the volumetric effect or the mesh. An interaction between a virtual object on the game map and the volumetric effect is determined based on movement of the virtual object. The volumetric effect is rendered based on a cut out of the virtual object in the variable density volume and the determined interaction.

METHOD AND APPARATUS FOR DISPLAYING GAME SCENE, AND ELECTRONIC DEVICE AND STORAGE MEDIUM

The method for displaying a game scene includes: acquiring weather configuration information for the game scene, and setting a target weather for the game scene according to the weather configuration information; acquiring a deformation parameter of a target virtual object in the game scene under the target weather; and adjusting a rendering parameter of the target virtual object according to the deformation parameter, thereby controlling the target virtual object to deform in the game scene.

Virtual scene-based rendering method and apparatus, electronic device, computer-readable storage medium, and computer program product

Provided are a virtual scene-based rendering method and apparatus, an electronic device, a computer-readable storage medium, and a computer program product. The virtual scene-based rendering method includes: resolving, by a graphics processing unit (GPU), vertex fluctuation data corresponding to each vertex to be rendered in a model to be rendered to obtain a vertex fluctuation data set corresponding to the model to be rendered; dividing, by a central processing unit (CPU), the model to be rendered into a plurality of grids to be rendered, and resolving grid fluctuation data corresponding to each of the grids to be rendered to obtain a grid fluctuation data set corresponding to the plurality of grids to be rendered; rendering, by the GPU, a liquid surface to be rendered in a virtual scene-based on the vertex fluctuation data set; and rendering, by the CPU, a virtual object for interacting with the liquid surface to be rendered based on the grid fluctuation data set.