WO2018058693A1 - Video image displaying method capable of preventing user from feeling dizzy - Google Patents

Video image displaying method capable of preventing user from feeling dizzy Download PDF

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Publication number
WO2018058693A1
WO2018058693A1 PCT/CN2016/101419 CN2016101419W WO2018058693A1 WO 2018058693 A1 WO2018058693 A1 WO 2018058693A1 CN 2016101419 W CN2016101419 W CN 2016101419W WO 2018058693 A1 WO2018058693 A1 WO 2018058693A1
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Prior art keywords
virtual character
acceleration
angle
avatar
zero
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PCT/CN2016/101419
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French (fr)
Chinese (zh)
Inventor
覃政
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北京蚁视科技有限公司
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Priority to PCT/CN2016/101419 priority Critical patent/WO2018058693A1/en
Publication of WO2018058693A1 publication Critical patent/WO2018058693A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene

Definitions

  • the present invention relates to a video image processing method, and more particularly to a method for image processing of a first-view game screen that is stunned to prevent a viewer from feeling dizzy.
  • the information transmitted by the eyes to the brain is moving fast, but the information transmitted by the position sensor of the ear to the brain is that the position has not changed, the acceleration is zero, and the coordinates have not changed, especially when the game is just beginning or during the game. Sudden acceleration or deceleration makes the player feel more dizzy.
  • a video image display method for preventing dizziness of a user the image including a virtual character simulated by a first perspective of a viewer and An environment image, the environment image being presented at a first perspective of the viewer, the method comprising the steps of:
  • step b) judging whether the avatar has acceleration in the forward or backward direction for the motion information of the current moment obtained in step a), and if the acceleration is zero, returning to step a) re-acquisition; if the acceleration is not zero, then Go to step c);
  • step d Presenting the environment image after the rotation of step c, and returning to step a).
  • the avatar is detected to move forward in the step b), and the acceleration of the direction is greater than zero, that is, the avatar accelerates forward, the environmental image orientation above the horizon of the avatar's line of sight
  • the upper rear of the virtual character is rotated by a first angle, and an environmental image below the horizon of the virtual character is rotated by a first angle toward a lower rear of the virtual character.
  • the avatar is detected to perform a back motion in the step b), and the acceleration of the direction is greater than zero, that is, the avatar accelerates backwards backward, the environment image orientation above the horizon of the avatar's line of sight
  • the lower front of the virtual character is rotated by a first angle, and an environmental image below the horizon of the virtual character is rotated by a first angle toward an upper front of the virtual character.
  • the avatar is detected to move forward in the step b), and the acceleration of the direction is greater than zero, that is, the avatar accelerates forward, the angle of view of the avatar is rotated toward the lower rear. An angle.
  • the avatar is detected to perform a back motion in the step b), and the acceleration of the direction is greater than zero, that is, the avatar accelerates backwards backward, the angle of view of the avatar is rotated upward and backward. An angle.
  • step VIII detects that the avatar moves forward, and the direction The acceleration is greater than zero, that is, the virtual character accelerates forward, and is centered on the first origin, and the environmental image is enlarged at a first rate.
  • the avatar is detected to perform the backward motion in the step b), and the acceleration of the direction is greater than zero, that is, the avatar accelerates backward backward, the first origin is centered, and the first The rate is reduced by the environment image.
  • an image display method for preventing a viewer from being dizzy solves the problem that the game character suddenly accelerates, decelerates, or changes the spatial position to the player during the game stage or during the game. To enable players to enter the game characters comfortably, especially for first-view games such as 3D games, CF and battlefield shootouts.
  • FIG. 1 is a flow chart of an image display method for preventing viewers from being dizzy according to the present invention
  • 2 is a game environment image rotation display method in the case where a virtual character accelerates forward
  • FIG. 3 is a diagram showing a method for rotating a game environment image when the virtual character is accelerated and retracted;
  • 4 is a rotation method of a first angle of view of a virtual character in a case where a virtual character accelerates forward;
  • FIG. 5 is a method for rotating a first angle of view of a virtual character in a case where a virtual character accelerates backward;
  • 6 is a game environment image scaling method in the case where a virtual character accelerates forward
  • FIG. 7 is a game environment image scaling method in the case where the avatar is accelerated and retracted.
  • FIG. 1 is a flowchart of a video image display method for preventing stun of a user, the image including a virtual character and an environment image simulated by a first perspective of a viewer, the environment image being the viewer's The first perspective angle is presented.
  • Fig. 2 schematically shows a first view image display effect.
  • a virtual character 201 and an environmental image 202 simulated in a first perspective of a viewer are shown, the environmental image 202 being presented at a first viewing angle of the viewer.
  • the environment image 202 may be a three-dimensional image or a two-dimensional image, such as a three-dimensional image effect presented by a 2D texture.
  • the virtual character 201 is used to simulate the first view of the actual image viewer, with the line of sight of both eyes, i.e., the left eye line of sight range 205a and the right eye line of sight range 205b, shown schematically in the figure as a cone.
  • a video image display method for preventing stun of a user includes the following steps:
  • step 101 collecting motion information of the current moment of the avatar
  • step 102 it is determined whether the virtual character has acceleration in the forward or backward direction for the motion information of the current time obtained in step 101, if the acceleration is zero, then return to step 101; if the acceleration is not zero, then enter Step 103;
  • step 103 the environment image is rotated by a first angle in a direction opposite to the virtual person acceleration direction, or the virtual person's angle of view is rotated by a first angle in a direction opposite to the virtual person acceleration direction. Or, centering on the first origin, and scaling the environment image at a first rate, wherein the first angle, the first size is related to the acceleration, and the first origin is to connect the virtual person's eyes.
  • the center of the projection is projected onto the projection point on the environment image in the horizontal line of sight direction of the avatar.
  • k can be an empirical constant, which is obtained by the average effect of rotating simulation experiments by multiple or multiple people, with the viewer not producing dizziness.
  • k' can be an empirical constant, which is obtained by the average effect of zooming simulation experiments by multiple or multiple people, based on the fact that the viewer does not produce dizziness.
  • step 104 the image rotated in step 103 is presented, and the process returns to step 101.
  • a virtual character 201 and an environment image 202 simulated at a first perspective of the viewer are shown, the environment image 202 being presented at a first perspective of the viewer.
  • the motion information of the current moment of the avatar collected in step 102 in FIG. 1 is not 0, and the following two situations are included:
  • the avatar performs a forward motion, and the acceleration of the direction is greater than zero, that is, the avatar accelerates along the y-axis of the coordinate system 204 in FIG. 2(a);
  • the avatar performs a back motion, and the acceleration in the direction is greater than zero, that is, the avatar accelerates backward along the y-axis of the coordinate system 204 in FIG. 2(a);
  • the image display methods for preventing the viewer from stuning the above three kinds of motion information are respectively:
  • 2 to 7 respectively show six embodiments of a method of rotating an environment image, a method of rotating a perspective of a virtual character, and a method of scaling an environment image when the avatar is advanced or retracted, and the acceleration is not zero.
  • FIG. 2 is a diagram showing a method for displaying a rotation of a game environment image when the avatar is accelerated.
  • the avatar 201 and the environment image 202 are simulated by the viewer at a first angle of view, and the left-eye line-of-sight range 205a and the right-eye line-of-sight range 205b are line-of-sight ranges of both eyes of the avatar 201.
  • the avatar 201 accelerates along the y-axis negative direction of the coordinate system 204 with an acceleration 203 greater than zero, that is, the avatar 201 accelerates forward travel, in order to avoid viewer dizziness, as shown in FIG.
  • the environment image 202a above the horizon of the avatar is rotated toward the upper rear of the avatar 201 by a first angle ⁇
  • the environment image 202b below the horizon of the avatar is rotated toward the lower rear of the avatar by a first angle ⁇ .
  • k can be an empirical constant, which is obtained by the average effect of rotating simulation experiments by multiple or multiple people, with the viewer not producing dizziness.
  • FIG. 3 is a diagram showing a method for displaying a rotation of a game environment image when the avatar is accelerated.
  • the avatar 301 and the environment image 302 are simulated by the viewer at a first angle of view, and the left-eye line of sight range 305a and the right-eye line of sight range 305b are the line-of-sight ranges of the avatars 301.
  • the avatar 301 accelerates along the y-axis of the coordinate system 304 with an acceleration 303 greater than zero, that is, the avatar 301 accelerates backwards backwards, in order to avoid viewer dizziness, as shown in FIG.
  • the environment image 302a above the horizon of the avatar is rotated toward the lower rear of the avatar 301 by a first angle ⁇
  • the environment image 302b below the horizon of the avatar is rotated toward the upper rear of the avatar by a first angle ⁇ .
  • k can be an empirical constant, which is obtained by the average effect of rotating simulation experiments by multiple or multiple people, with the viewer not producing dizziness.
  • FIG. 4 is a rotation method of a first perspective of a virtual character in the case where the virtual character accelerates forward; as shown in FIG. 4( a ): the virtual character 401 and the environment image 402 are simulated by the viewer with the first angle of view, and the left eye line of sight range The 405a and right eye line of sight range 405b are the line of sight range of the avatar 401 eyes.
  • the virtual character 401 accelerates along the y-axis negative direction of the coordinate system 404 with an acceleration 403 greater than zero, that is, the virtual character 401 accelerates forward travel, in order to avoid viewer dizziness, as shown in FIG. 4(b),
  • the angle of view 402 of the avatar is rotated toward the lower rear of the avatar 401 by a first angle a.
  • k can be an empirical constant, which is obtained by the average effect of rotating simulation experiments by multiple or multiple people, with the viewer not producing dizziness.
  • FIG. 5 is a rotation method of a first angle of view of a virtual character when the avatar is accelerated; as shown in FIG. 5( a ): the avatar 501 and the environment image 502 are simulated by the viewer with the first angle of view, and the left eye line of sight range The 505a and right eye line of sight range 505b are the line of sight range of the avatar 501 eyes.
  • the avatar 501 accelerates along the y-axis of the coordinate system 504 with an acceleration 503 greater than zero, that is, the avatar 501 accelerates backwards backwards, in order to avoid viewer dizziness, as shown in FIG. 5(b),
  • the angle 502 of the avatar is rotated toward the rear of the avatar 501 by a first angle ⁇ .
  • k can be an empirical constant, which is obtained by the average effect of rotating simulation experiments by multiple or multiple people, with the viewer not producing dizziness.
  • FIG. 6 is a game environment image scaling method in the case where the avatar accelerates forward: as shown in FIG. 6( a ): the avatar accelerates toward the environment image 603 with an acceleration a 604 greater than zero, in order to avoid viewer dizziness, as shown in FIG. 6 .
  • the environmental image 601 can be centered at the first origin 602 and the ambient image 601 can be enlarged at a first rate.
  • the first origin 602 is a projection of the center point A of the line connecting the left eye 601a and the right eye 601b of the avatar in the horizontal line of sight direction of the avatar onto the environment image 603 as shown in FIG. 6(a). point.
  • k' can be an empirical constant, which is obtained by the average effect of zooming simulation experiments by multiple or multiple people, based on the fact that the viewer does not produce dizziness.
  • FIG. 7 is a game environment image zooming method in the case where the avatar is accelerated backward: as shown in FIG. 7( a ): the avatar accelerates backward with the acceleration a 704 greater than zero away from the environment image 703, in order to avoid viewer dizziness, as shown in FIG. 7 .
  • the environment image 701 may be centered at the first origin 702 in (b) and the ambient image 701 is enlarged at a first rate.
  • the first origin 702 is a projection of the center point A of the line connecting the avatar left eye 701a and the right eye 701b in the horizontal line of sight direction of the avatar onto the environment image 703 as shown in FIG. 7(a). point.
  • k' can be an empirical constant, which is obtained by the average effect of zooming simulation experiments by multiple or multiple people, based on the fact that the viewer does not produce dizziness.

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Abstract

Provided is a video image displaying method capable of preventing a user from feeling dizzy. An image comprises a virtual character simulated at a first viewing angle of a viewer and an environment image. The method comprises the steps of: a) acquiring motion information of the virtual character; b) on the basis of the motion information, determining whether the virtual character has acceleration or not in the forward direction or backward direction, returning to step a) if the acceleration is zero, and performing step c) if the acceleration is not zero; c) rotating the environment image by a first angle towards a direction opposite to the acceleration direction of the virtual character, or rotating the viewing angle of the virtual character by a first angle towards the direction opposite to the acceleration direction of the virtual character, or zooming the environment image at a first rate by using a first origin point as the center, wherein the first angle and a first size are related to the acceleration, and the first origin point is a projection point obtained by projecting the center of a connecting line between the two eyes of the virtual character onto the environment image in the horizontal gaze direction of the virtual character; and d) presenting the environment image after the rotation in step c, and returning to step a).

Description

一种防止用户眩晕的视频图像显示方法Video image display method for preventing user dizziness 技术领域Technical field
本发明涉及视频图像处理方法,尤其是针对易令人感到眩晕的第一视角游戏画面的图像处理以防止观看者感到眩晕的方法。The present invention relates to a video image processing method, and more particularly to a method for image processing of a first-view game screen that is stunned to prevent a viewer from feeling dizzy.
背景技术Background technique
有很多游戏用户在观看第一视角的3D电影、或者玩3D游戏,特别是玩CF、战地等枪战游戏时候往往会出现恶心呕吐的现象,主要是因为大脑接受来自眼睛和耳朵的信息不一致造成的:眼睛看到周围的景色的变化,就知道自己在运动;耳朵通过其内部的位置觉感受器也同时将身体的运动状况传送给大脑。正常情况下,这两方面的信息在大脑看来是吻合的,大脑会把信息处理后用来控制身体的下一步运动。但是玩游戏时,眼睛传输给大脑的信息是正在快速的移动,不过耳朵的位置感受器传输至大脑的信息为位置没有改变,加速度为零,坐标未发生变化,尤其是游戏刚开始或者游戏过程中突然加速或减速,给玩家带来眩晕的感觉更为严重。There are a lot of game users who are watching 3D movies in the first perspective, or playing 3D games, especially when playing CF, battlefield and other gun battle games, often because of nausea and vomiting, mainly because the brain accepts information from the eyes and ears. : When the eye sees the change of the surrounding scenery, it knows that it is exercising; the ear transmits the movement of the body to the brain through its internal position sensory. Under normal circumstances, these two aspects of information appear to the brain is consistent, the brain will use the information to control the body's next movement. But when playing games, the information transmitted by the eyes to the brain is moving fast, but the information transmitted by the position sensor of the ear to the brain is that the position has not changed, the acceleration is zero, and the coordinates have not changed, especially when the game is just beginning or during the game. Sudden acceleration or deceleration makes the player feel more dizzy.
因此,为了通过对游戏画面进行图像处理使人的视觉和感受器向大脑传输的信息一致达到避免眩晕的效果,需要开发出一种能够简单地校正图像采集装置的姿态和解决由于位置觉感受器延迟带来的视觉效果问题的图像处理及显示方法。Therefore, in order to achieve the effect of avoiding vertigo by the image processing of the game screen so that the human visual and the sensor transmit information to the brain, it is necessary to develop a posture capable of simply correcting the image capturing device and to solve the delay band due to the position sensory sensor. Image processing and display methods for visual effects problems.
发明内容Summary of the invention
本发明的目的在于提供一种防止用户眩晕的视频图像显示方法,该方法通过对游戏画面进行图像处理使人的视觉和感受器向大脑传输的信息一致达到避免眩晕的效果。It is an object of the present invention to provide a video image display method for preventing dizziness of a user, which achieves the effect of avoiding vertigo by performing image processing on the game screen to make the information transmitted by the human vision and the sensor to the brain consistent.
为达到上述目的,本发明采用如下技术方案:一种防止用户眩晕的视频图像显示方法,所述图像包括以观看者第一视角模拟的虚拟人物及 环境图像,所述环境图像是以所述观看者的第一视角角度呈现的,该方法包括如下步骤:In order to achieve the above object, the present invention adopts the following technical solution: a video image display method for preventing dizziness of a user, the image including a virtual character simulated by a first perspective of a viewer and An environment image, the environment image being presented at a first perspective of the viewer, the method comprising the steps of:
a)采集所述虚拟人物当前时刻的运动信息;a) collecting motion information of the current moment of the avatar;
b)针对步骤a)获得的当前时刻的运动信息判断所述虚拟人物在前进或者后退方向上是否具有加速度,若加速度为零,则返回步骤a)重新采集;若检测到加速度不为零,则进入步骤c);b) judging whether the avatar has acceleration in the forward or backward direction for the motion information of the current moment obtained in step a), and if the acceleration is zero, returning to step a) re-acquisition; if the acceleration is not zero, then Go to step c);
c)将所述环境图像朝向与所述虚拟人物加速度方向相反的方向旋转第一角度,或者,将所述虚拟人物的视角朝向与所述虚拟人物加速度方向相反的方向旋转第一角度,或者,以第一原点为中心,并以第一速率缩放所述环境图像,其中,所述第一角度、第一尺寸与所述加速度相关,所述第一原点为将虚拟人物双眼连线的中心在虚拟人物的水平视线方向上投影至所述环境图像上的投影点;c) rotating the environment image in a direction opposite to an acceleration direction of the avatar by a first angle, or rotating the angle of view of the avatar toward a direction opposite to an acceleration direction of the avatar by a first angle, or Centering on the first origin and scaling the environmental image at a first rate, wherein the first angle, the first size is related to the acceleration, and the first origin is a center connecting the virtual eyes Projecting a projection point on the environmental image in a horizontal line of sight direction of the virtual character;
d)呈现步骤c旋转后的环境图像,返回步骤a)。d) Presenting the environment image after the rotation of step c, and returning to step a).
优选地,若所述步骤b)中检测出所述虚拟人物向前运动,且该方向的加速度大于零,即所述虚拟人物加速向前行进,则所述虚拟人物视线水平面上方的环境图像朝向所述虚拟人物的上后方旋转第一角度,所述虚拟人物视线水平面下方的环境图像朝向所述虚拟人物的下后方旋转第一角度。Preferably, if the avatar is detected to move forward in the step b), and the acceleration of the direction is greater than zero, that is, the avatar accelerates forward, the environmental image orientation above the horizon of the avatar's line of sight The upper rear of the virtual character is rotated by a first angle, and an environmental image below the horizon of the virtual character is rotated by a first angle toward a lower rear of the virtual character.
优选地,若所述步骤b)中检测出所述虚拟人物做后退运动,且该方向的加速度大于零,即所述虚拟人物加速向后倒退,则所述虚拟人物视线水平面上方的环境图像朝向所述虚拟人物的下前方旋转第一角度,所述虚拟人物视线水平面下方的环境图像朝向所述虚拟人物的上前方旋转第一角度。Preferably, if the avatar is detected to perform a back motion in the step b), and the acceleration of the direction is greater than zero, that is, the avatar accelerates backwards backward, the environment image orientation above the horizon of the avatar's line of sight The lower front of the virtual character is rotated by a first angle, and an environmental image below the horizon of the virtual character is rotated by a first angle toward an upper front of the virtual character.
优选地,若所述步骤b)中检测出所述虚拟人物向前运动,且该方向的加速度大于零,即所述虚拟人物加速向前行进,则所述虚拟人物的视角朝向下后方旋转第一角度。Preferably, if the avatar is detected to move forward in the step b), and the acceleration of the direction is greater than zero, that is, the avatar accelerates forward, the angle of view of the avatar is rotated toward the lower rear. An angle.
优选地,若所述步骤b)中检测出所述虚拟人物做后退运动,且该方向的加速度大于零,即所述虚拟人物加速向后倒退,则所述虚拟人物的视角朝向上后方旋转第一角度。Preferably, if the avatar is detected to perform a back motion in the step b), and the acceleration of the direction is greater than zero, that is, the avatar accelerates backwards backward, the angle of view of the avatar is rotated upward and backward. An angle.
优选地,若所述步骤b)中检测出所述虚拟人物向前运动,且该方向 的加速度大于零,即所述虚拟人物加速向前行进,则以第一原点为中心,并以第一速率放大所述环境图像。Preferably, if the step VIII detects that the avatar moves forward, and the direction The acceleration is greater than zero, that is, the virtual character accelerates forward, and is centered on the first origin, and the environmental image is enlarged at a first rate.
优选地,若所述步骤b)中检测出所述虚拟人物做后退运动,且该方向的加速度大于零,即所述虚拟人物加速向后倒退,则以第一原点为中心,并以第一速率缩小所述环境图像。Preferably, if the avatar is detected to perform the backward motion in the step b), and the acceleration of the direction is greater than zero, that is, the avatar accelerates backward backward, the first origin is centered, and the first The rate is reduced by the environment image.
优选地,所述第一角度α满足公式α=arcsin(a/g),其中,a为所述虚拟人物在前进方向上的加速度,g为重力加速度。Preferably, the first angle α satisfies the formula α=arcsin(a/g), where a is the acceleration of the avatar in the forward direction and g is the gravitational acceleration.
优选地,所述第一角度α满足公式α=ka,其中,a为所述虚拟人物在前进方向上的加速度,k为旋转系数。Preferably, the first angle α satisfies the formula α=ka, where a is the acceleration of the avatar in the forward direction and k is the rotation coefficient.
优选地,所述第一速率v满足公式v=k'a,其中,a为所述虚拟人物在前进方向上的加速度,k'为缩放系数。Preferably, the first rate v satisfies the formula v=k'a, where a is the acceleration of the avatar in the forward direction and k' is the scaling factor.
根据本发明的一种用于防止观看者眩晕的图像显示方法,解决了在游戏玩家刚进入游戏阶段或者游戏过程中,游戏人物突然加速、减速或者空间位置转换给玩家带来的眩晕感的问题,使玩家能够身体舒适的进入游戏角色,特别是针对3D游戏、CF及战地枪战等第一视角游戏。According to the present invention, an image display method for preventing a viewer from being dizzy solves the problem that the game character suddenly accelerates, decelerates, or changes the spatial position to the player during the game stage or during the game. To enable players to enter the game characters comfortably, especially for first-view games such as 3D games, CF and battlefield shootouts.
应当理解,前述大体的描述和后续详尽的描述均为示例性说明和解释,并不应当用作对本发明所要求保护内容的限制。It is to be understood that the foregoing general descriptions
附图说明DRAWINGS
为了更清楚的说明本发明实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单的介绍,显而易见地,下面描述中的附图仅仅是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他附图。In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the embodiments or the description of the prior art will be briefly described below. Obviously, the drawings in the following description are only It is a certain embodiment of the present invention, and other drawings can be obtained from those skilled in the art without any inventive effort.
图1为根据本发明的一种防止观看者眩晕的图像显示方法的流程图;1 is a flow chart of an image display method for preventing viewers from being dizzy according to the present invention;
图2为虚拟人物加速前进情况下,游戏环境图像旋转显示方法;2 is a game environment image rotation display method in the case where a virtual character accelerates forward;
图3为虚拟人物加速后退情况下,游戏环境图像旋转显示方法;FIG. 3 is a diagram showing a method for rotating a game environment image when the virtual character is accelerated and retracted;
图4为虚拟人物加速前进情况下,虚拟人物的第一视角的旋转方法;4 is a rotation method of a first angle of view of a virtual character in a case where a virtual character accelerates forward;
图5为虚拟人物加速后退情况下,虚拟人物的第一视角的旋转方法; FIG. 5 is a method for rotating a first angle of view of a virtual character in a case where a virtual character accelerates backward;
图6为虚拟人物加速前进情况下,游戏环境图像缩放方法;6 is a game environment image scaling method in the case where a virtual character accelerates forward;
图7为虚拟人物加速后退情况下,游戏环境图像缩放方法。FIG. 7 is a game environment image scaling method in the case where the avatar is accelerated and retracted.
具体实施方式detailed description
通过参考示范性实施例,本发明的目的和功能以及用于实现这些目的和功能的方法将得以阐明。然而,本发明并不受限于以下所公开的示范性实施例,可以通过不同形式来对其加以实现。说明书的实质仅仅是帮助相关领域技术人员综合理解本发明的具体细节。Objects and functions of the present invention, and methods for achieving the objects and functions will be clarified by referring to the exemplary embodiments. However, the present invention is not limited to the exemplary embodiments disclosed below, and may be implemented in various forms. The essence of the description is merely to assist those skilled in the relevant art to understand the specific details of the invention.
图1为根据本发明的一种防止用户眩晕的视频图像显示方法的流程图,所述图像包括以观看者第一视角模拟的虚拟人物及环境图像,所述环境图像是以所述观看者的第一视角角度呈现。1 is a flowchart of a video image display method for preventing stun of a user, the image including a virtual character and an environment image simulated by a first perspective of a viewer, the environment image being the viewer's The first perspective angle is presented.
图2示意性的示出了第一视角图像显示效果。在图2中,示出了以观看者第一视角模拟的虚拟人物201及环境图像202,所述环境图像202是以所述观看者的第一视角角度呈现。所述环境图像202可以是三维图像,也可以是二维图像,例如通过2D贴图方式呈现的三维图像效果。虚拟人物201用来模拟实际的图像观看者的第一视角,其双眼的视线范围,即左眼视线范围205a和右眼视线范围205b在图中示意性地以圆锥体示出。Fig. 2 schematically shows a first view image display effect. In FIG. 2, a virtual character 201 and an environmental image 202 simulated in a first perspective of a viewer are shown, the environmental image 202 being presented at a first viewing angle of the viewer. The environment image 202 may be a three-dimensional image or a two-dimensional image, such as a three-dimensional image effect presented by a 2D texture. The virtual character 201 is used to simulate the first view of the actual image viewer, with the line of sight of both eyes, i.e., the left eye line of sight range 205a and the right eye line of sight range 205b, shown schematically in the figure as a cone.
回到图1,如图1所示,根据本发明的一种防止用户眩晕的视频图像显示方法的包括如下步骤:Referring back to FIG. 1, as shown in FIG. 1, a video image display method for preventing stun of a user according to the present invention includes the following steps:
在步骤101中,采集所述虚拟人物当前时刻的运动信息;In step 101, collecting motion information of the current moment of the avatar;
在步骤102中,针对步骤101获得的当前时刻的运动信息判断所述虚拟人物在前进或者后退方向上是否具有加速度,若加速度为零,则返回步骤101;若检测到加速度不为零,则进入步骤103;In step 102, it is determined whether the virtual character has acceleration in the forward or backward direction for the motion information of the current time obtained in step 101, if the acceleration is zero, then return to step 101; if the acceleration is not zero, then enter Step 103;
在步骤103中,将所述环境图像朝向与所述虚拟人物加速度方向相反的方向旋转第一角度,或者,将所述虚拟人物的视角朝向与所述虚拟人物加速度方向相反的方向旋转第一角度,或者,以第一原点为中心,并以第一速率缩放所述环境图像,其中,所述第一角度、第一尺寸与所述加速度相关,所述第一原点为将虚拟人物双眼连线的中心在虚拟人物的水平视线方向上投影至所述环境图像上的投影点。 In step 103, the environment image is rotated by a first angle in a direction opposite to the virtual person acceleration direction, or the virtual person's angle of view is rotated by a first angle in a direction opposite to the virtual person acceleration direction. Or, centering on the first origin, and scaling the environment image at a first rate, wherein the first angle, the first size is related to the acceleration, and the first origin is to connect the virtual person's eyes The center of the projection is projected onto the projection point on the environment image in the horizontal line of sight direction of the avatar.
根据本发明的一个实施例,所述第一角度α满足公式α=arcsin(a/g),其中,a为游戏人物的加速度,g为重力加速度。According to an embodiment of the invention, the first angle α satisfies the formula α=arcsin(a/g), where a is the acceleration of the game character and g is the gravitational acceleration.
根据本发明的另一个实施例,所述第一角度α还可以采取公式α=ka获得,其中,a为游戏人物的加速度,k为旋转系数。k可以为经验常数,以观看者不产生眩晕现象为标准,通过多次或多人进行旋转模拟实验的平均效果来获得。According to another embodiment of the invention, the first angle α can also be obtained by the formula α=ka, where a is the acceleration of the game character and k is the rotation coefficient. k can be an empirical constant, which is obtained by the average effect of rotating simulation experiments by multiple or multiple people, with the viewer not producing dizziness.
根据本发明的另一个实施例,所述第一速率v满足公式v=k'a,其中,a为所述虚拟人物在前进方向上的加速度,k'为缩放系数。k'可以为经验常数,以观看者不产生眩晕现象为标准,通过多次或多人进行缩放模拟实验的平均效果来获得。According to another embodiment of the invention, the first rate v satisfies the formula v=k'a, where a is the acceleration of the avatar in the forward direction and k' is the scaling factor. k' can be an empirical constant, which is obtained by the average effect of zooming simulation experiments by multiple or multiple people, based on the fact that the viewer does not produce dizziness.
在步骤104中,呈现步骤103旋转后的图像,返回步骤101。In step 104, the image rotated in step 103 is presented, and the process returns to step 101.
如图2所示,示出了以观看者第一视角模拟的虚拟人物201及环境图像202,所述环境图像202是以所述观看者的第一视角角度呈现。根据本发明的一个实施例,图1中步骤102采集的虚拟人物当前时刻的加速度不为0的运动信息包括以下2种情形:As shown in FIG. 2, a virtual character 201 and an environment image 202 simulated at a first perspective of the viewer are shown, the environment image 202 being presented at a first perspective of the viewer. According to an embodiment of the present invention, the motion information of the current moment of the avatar collected in step 102 in FIG. 1 is not 0, and the following two situations are included:
a)所述虚拟人物做前进运动,且该方向的加速度大于零,即所述虚拟人物沿图2(a)中的坐标系204的y轴负向加速行进;a) the avatar performs a forward motion, and the acceleration of the direction is greater than zero, that is, the avatar accelerates along the y-axis of the coordinate system 204 in FIG. 2(a);
b)所述虚拟人物做后退运动,且该方向的加速度大于零,即所述虚拟人物沿图2(a)中的坐标系204的y轴正向加速倒退;b) the avatar performs a back motion, and the acceleration in the direction is greater than zero, that is, the avatar accelerates backward along the y-axis of the coordinate system 204 in FIG. 2(a);
根据本发明的一个实施例,防止观看者对以上3种运动信息眩晕的图像显示方法分别为:According to an embodiment of the present invention, the image display methods for preventing the viewer from stuning the above three kinds of motion information are respectively:
a)将所述环境图像202朝向与所述虚拟人物加速度方向相反的方向旋转第一角度α;或者a) rotating the environmental image 202 by a first angle α in a direction opposite to the acceleration direction of the avatar; or
b)将所述虚拟人物201的视角范围205朝向与所述虚拟人物加速度方向相反的方向旋转第一角度α;或者b) rotating the viewing angle range 205 of the avatar 201 by a first angle α in a direction opposite to the acceleration direction of the avatar; or
c)以第一原点为中心,并以第一速率缩放所述环境图像。c) centering on the first origin and scaling the ambient image at a first rate.
图2至图7分别示出了虚拟人物前进或者后退时,并且加速度不为零的情况下环境图像的旋转方法、虚拟人物的视角旋转方法以及环境图像的缩放方法的六个实施例。2 to 7 respectively show six embodiments of a method of rotating an environment image, a method of rotating a perspective of a virtual character, and a method of scaling an environment image when the avatar is advanced or retracted, and the acceleration is not zero.
实施例1Example 1
图2为虚拟人物加速前进情况下,游戏环境图像旋转显示方法。如图2(a)所示:虚拟人物201及环境图像202是观看者以第一视角模拟的,左眼视线范围205a和右眼视线范围205b为虚拟人物201双眼的视线范围。当虚拟人物201以大于零的加速度203沿坐标系204的y轴负向做加速运动,即所述虚拟人物201加速向前行进,为了避免观看者眩晕,如图2(b)所示,将所述虚拟人物视线水平面上方的环境图像202a朝向所述虚拟人物201的上后方旋转第一角度α,所述虚拟人物视线水平面下方的环境图像202b朝向所述虚拟人物的下后方旋转第一角度α。FIG. 2 is a diagram showing a method for displaying a rotation of a game environment image when the avatar is accelerated. As shown in FIG. 2(a): the avatar 201 and the environment image 202 are simulated by the viewer at a first angle of view, and the left-eye line-of-sight range 205a and the right-eye line-of-sight range 205b are line-of-sight ranges of both eyes of the avatar 201. When the avatar 201 accelerates along the y-axis negative direction of the coordinate system 204 with an acceleration 203 greater than zero, that is, the avatar 201 accelerates forward travel, in order to avoid viewer dizziness, as shown in FIG. 2(b), The environment image 202a above the horizon of the avatar is rotated toward the upper rear of the avatar 201 by a first angle α, and the environment image 202b below the horizon of the avatar is rotated toward the lower rear of the avatar by a first angle α. .
根据本发明的一个实施例,所述第一角度α满足公式α=arcsin(a/g),其中,a为所述虚拟人物在前进方向上的加速度,g为重力加速度。According to an embodiment of the invention, the first angle α satisfies the formula α=arcsin(a/g), where a is the acceleration of the avatar in the forward direction and g is the gravitational acceleration.
根据本发明的一个实施例,所述第一角度α满足公式α=ka,其中,a为所述虚拟人物在前进方向上的加速度,k为旋转系数。k可以为经验常数,以观看者不产生眩晕现象为标准,通过多次或多人进行旋转模拟实验的平均效果来获得。According to an embodiment of the invention, the first angle α satisfies the formula α=ka, where a is the acceleration of the avatar in the forward direction and k is the rotation coefficient. k can be an empirical constant, which is obtained by the average effect of rotating simulation experiments by multiple or multiple people, with the viewer not producing dizziness.
实施例2Example 2
图3为虚拟人物加速前进情况下,游戏环境图像旋转显示方法。如图3(a)所示:虚拟人物301及环境图像302是观看者以第一视角模拟的,左眼视线范围305a和右眼视线范围305b为虚拟人物301双眼的视线范围。当虚拟人物301以大于零的加速度303沿坐标系304的y轴正向做加速运动,即所述虚拟人物301加速向后倒退,为了避免观看者眩晕,如图3(b)所示,将所述虚拟人物视线水平面上方的环境图像302a朝向所述虚拟人物301的下后方旋转第一角度α,所述虚拟人物视线水平面下方的环境图像302b朝向所述虚拟人物的上后方旋转第一角度α。FIG. 3 is a diagram showing a method for displaying a rotation of a game environment image when the avatar is accelerated. As shown in FIG. 3(a): the avatar 301 and the environment image 302 are simulated by the viewer at a first angle of view, and the left-eye line of sight range 305a and the right-eye line of sight range 305b are the line-of-sight ranges of the avatars 301. When the avatar 301 accelerates along the y-axis of the coordinate system 304 with an acceleration 303 greater than zero, that is, the avatar 301 accelerates backwards backwards, in order to avoid viewer dizziness, as shown in FIG. 3(b), The environment image 302a above the horizon of the avatar is rotated toward the lower rear of the avatar 301 by a first angle α, and the environment image 302b below the horizon of the avatar is rotated toward the upper rear of the avatar by a first angle α. .
根据本发明的一个实施例,所述第一角度α满足公式α=arcsin(a/g),其中,a为所述虚拟人物在后退方向上的加速度,g为重力加速度。According to an embodiment of the invention, the first angle α satisfies the formula α=arcsin(a/g), where a is the acceleration of the avatar in the backward direction and g is the gravitational acceleration.
根据本发明的一个实施例,所述第一角度α满足公式α=ka,其中,a为所述虚拟人物在后退方向上的加速度,k为旋转系数。k可以为经验常数,以观看者不产生眩晕现象为标准,通过多次或多人进行旋转模拟实验的平均效果来获得。 According to an embodiment of the invention, the first angle α satisfies the formula α=ka, where a is the acceleration of the avatar in the backward direction and k is the rotation coefficient. k can be an empirical constant, which is obtained by the average effect of rotating simulation experiments by multiple or multiple people, with the viewer not producing dizziness.
实施例3Example 3
图4为虚拟人物加速前进情况下,虚拟人物的第一视角的旋转方法;如图4(a)所示:虚拟人物401及环境图像402是观看者以第一视角模拟的,左眼视线范围405a和右眼视线范围405b为虚拟人物401双眼的视线范围。当虚拟人物401以大于零的加速度403沿坐标系404的y轴负向做加速运动,即所述虚拟人物401加速向前行进,为了避免观看者眩晕,如图4(b)所示,将所述虚拟人物的视角402朝向虚拟人物401下后方旋转第一角度α。4 is a rotation method of a first perspective of a virtual character in the case where the virtual character accelerates forward; as shown in FIG. 4( a ): the virtual character 401 and the environment image 402 are simulated by the viewer with the first angle of view, and the left eye line of sight range The 405a and right eye line of sight range 405b are the line of sight range of the avatar 401 eyes. When the virtual character 401 accelerates along the y-axis negative direction of the coordinate system 404 with an acceleration 403 greater than zero, that is, the virtual character 401 accelerates forward travel, in order to avoid viewer dizziness, as shown in FIG. 4(b), The angle of view 402 of the avatar is rotated toward the lower rear of the avatar 401 by a first angle a.
根据本发明的一个实施例,所述第一角度α满足公式α=arcsin(a/g),其中,a为所述虚拟人物在前进方向上的加速度,g为重力加速度。According to an embodiment of the invention, the first angle α satisfies the formula α=arcsin(a/g), where a is the acceleration of the avatar in the forward direction and g is the gravitational acceleration.
根据本发明的一个实施例,所述第一角度α满足公式α=ka,其中,a为所述虚拟人物在前进方向上的加速度,k为旋转系数。k可以为经验常数,以观看者不产生眩晕现象为标准,通过多次或多人进行旋转模拟实验的平均效果来获得。According to an embodiment of the invention, the first angle α satisfies the formula α=ka, where a is the acceleration of the avatar in the forward direction and k is the rotation coefficient. k can be an empirical constant, which is obtained by the average effect of rotating simulation experiments by multiple or multiple people, with the viewer not producing dizziness.
实施例4Example 4
图5为虚拟人物加速前进情况下,虚拟人物的第一视角的旋转方法;如图5(a)所示:虚拟人物501及环境图像502是观看者以第一视角模拟的,左眼视线范围505a和右眼视线范围505b为虚拟人物501双眼的视线范围。当虚拟人物501以大于零的加速度503沿坐标系504的y轴正向做加速运动,即所述虚拟人物501加速向后倒退,为了避免观看者眩晕,如图5(b)所示,将所述虚拟人物的视角502朝向虚拟人物501上后方旋转第一角度α。5 is a rotation method of a first angle of view of a virtual character when the avatar is accelerated; as shown in FIG. 5( a ): the avatar 501 and the environment image 502 are simulated by the viewer with the first angle of view, and the left eye line of sight range The 505a and right eye line of sight range 505b are the line of sight range of the avatar 501 eyes. When the avatar 501 accelerates along the y-axis of the coordinate system 504 with an acceleration 503 greater than zero, that is, the avatar 501 accelerates backwards backwards, in order to avoid viewer dizziness, as shown in FIG. 5(b), The angle 502 of the avatar is rotated toward the rear of the avatar 501 by a first angle α.
根据本发明的一个实施例,所述第一角度α满足公式α=arcsin(a/g),其中,a为所述虚拟人物在后退方向上的加速度,g为重力加速度。According to an embodiment of the invention, the first angle α satisfies the formula α=arcsin(a/g), where a is the acceleration of the avatar in the backward direction and g is the gravitational acceleration.
根据本发明的一个实施例,所述第一角度α满足公式α=ka,其中,a为所述虚拟人物在后退方向上的加速度,k为旋转系数。k可以为经验常数,以观看者不产生眩晕现象为标准,通过多次或多人进行旋转模拟实验的平均效果来获得。According to an embodiment of the invention, the first angle α satisfies the formula α=ka, where a is the acceleration of the avatar in the backward direction and k is the rotation coefficient. k can be an empirical constant, which is obtained by the average effect of rotating simulation experiments by multiple or multiple people, with the viewer not producing dizziness.
实施例5Example 5
图6为虚拟人物加速前进情况下,游戏环境图像缩放方法:如图6(a)所示:虚拟人物以大于零的加速度a 604朝向环境图像603加速前进,为了避免观看者眩晕,如图6(b)中可以将环境图像601以第一原点602为中心,并将所述环境图像601以第一速率放大。所述第一原点602为图6(a)所示,将虚拟人物左眼601a和右眼601b的连线的中心A点在虚拟人物的水平视线方向上投影至所述环境图像上603的投影点。6 is a game environment image scaling method in the case where the avatar accelerates forward: as shown in FIG. 6( a ): the avatar accelerates toward the environment image 603 with an acceleration a 604 greater than zero, in order to avoid viewer dizziness, as shown in FIG. 6 . In (b), the environmental image 601 can be centered at the first origin 602 and the ambient image 601 can be enlarged at a first rate. The first origin 602 is a projection of the center point A of the line connecting the left eye 601a and the right eye 601b of the avatar in the horizontal line of sight direction of the avatar onto the environment image 603 as shown in FIG. 6(a). point.
根据本发明的一个实施例,所述第一速率v满足公式v=k'a,其中,a为所述虚拟人物在前进方向上的加速度,k'为缩放系数。k'可以为经验常数,以观看者不产生眩晕现象为标准,通过多次或多人进行缩放模拟实验的平均效果来获得。According to an embodiment of the invention, the first rate v satisfies the formula v=k'a, where a is the acceleration of the avatar in the forward direction and k' is the scaling factor. k' can be an empirical constant, which is obtained by the average effect of zooming simulation experiments by multiple or multiple people, based on the fact that the viewer does not produce dizziness.
实施例6Example 6
图7为虚拟人物加速后退情况下,游戏环境图像缩放方法:如图7(a)所示:虚拟人物以大于零的加速度a 704远离环境图像703加速后退,为了避免观看者眩晕,如图7(b)中可以将环境图像701以第一原点702为中心,并将所述环境图像701以第一速率放大。所述第一原点702为图7(a)所示,将虚拟人物左眼701a和右眼701b的连线的中心A点在虚拟人物的水平视线方向上投影至所述环境图像上703的投影点。7 is a game environment image zooming method in the case where the avatar is accelerated backward: as shown in FIG. 7( a ): the avatar accelerates backward with the acceleration a 704 greater than zero away from the environment image 703, in order to avoid viewer dizziness, as shown in FIG. 7 . The environment image 701 may be centered at the first origin 702 in (b) and the ambient image 701 is enlarged at a first rate. The first origin 702 is a projection of the center point A of the line connecting the avatar left eye 701a and the right eye 701b in the horizontal line of sight direction of the avatar onto the environment image 703 as shown in FIG. 7(a). point.
根据本发明的一个实施例,所述第一速率v满足公式v=k'a,其中,a为所述虚拟人物在后退方向上的加速度,k'为缩放系数。k'可以为经验常数,以观看者不产生眩晕现象为标准,通过多次或多人进行缩放模拟实验的平均效果来获得。According to an embodiment of the invention, the first rate v satisfies the formula v=k'a, where a is the acceleration of the avatar in the backward direction and k' is the scaling factor. k' can be an empirical constant, which is obtained by the average effect of zooming simulation experiments by multiple or multiple people, based on the fact that the viewer does not produce dizziness.
以上只是本发明较佳的实例,并非来限制本发明实施范围,故凡依本发明申请专利范围所述的构造、特征及原理所做的等效变化或修饰,均应包括于本发明专利申请范围内。 The above is only a preferred embodiment of the present invention, and is not intended to limit the scope of the present invention. Therefore, equivalent changes or modifications made to the structures, features, and principles described in the claims of the present invention should be included in the present invention. Within the scope.

Claims (10)

  1. 一种防止用户眩晕的视频图像显示方法,所述图像包括以观看者第一视角模拟的虚拟人物及环境图像,所述环境图像是以所述观看者的第一视角角度呈现的,该方法包括如下步骤:A video image display method for preventing vertigo of a user, the image including a virtual person and an environment image simulated by a first perspective of a viewer, the environment image being presented at a first angle of view of the viewer, the method comprising The following steps:
    a)采集所述虚拟人物当前时刻的运动信息;a) collecting motion information of the current moment of the avatar;
    b)针对步骤a)获得的当前时刻的运动信息判断所述虚拟人物在前进或者后退方向上是否具有加速度,若加速度为零,则返回步骤a)重新采集;若检测到加速度不为零,则进入步骤c);b) judging whether the avatar has acceleration in the forward or backward direction for the motion information of the current moment obtained in step a), and if the acceleration is zero, returning to step a) re-acquisition; if the acceleration is not zero, then Go to step c);
    c)将所述环境图像朝向与所述虚拟人物加速度方向相反的方向旋转第一角度,或者,将所述虚拟人物的视角朝向与所述虚拟人物加速度方向相反的方向旋转第一角度,或者,以第一原点为中心,并以第一速率缩放所述环境图像,其中,所述第一角度、第一尺寸与所述加速度相关,所述第一原点为将虚拟人物双眼连线的中心在虚拟人物的水平视线方向上投影至所述环境图像上的投影点;c) rotating the environment image in a direction opposite to an acceleration direction of the avatar by a first angle, or rotating the angle of view of the avatar toward a direction opposite to an acceleration direction of the avatar by a first angle, or Centering on the first origin and scaling the environmental image at a first rate, wherein the first angle, the first size is related to the acceleration, and the first origin is a center connecting the virtual eyes Projecting a projection point on the environmental image in a horizontal line of sight direction of the virtual character;
    d)呈现步骤c旋转后的环境图像,返回步骤a)。d) Presenting the environment image after the rotation of step c, and returning to step a).
  2. 如权利要求1所述的视频图像显示方法,其特征在于:若所述步骤b)中检测出所述虚拟人物向前运动,且该方向的加速度大于零,即所述虚拟人物加速向前行进,则所述虚拟人物视线水平面上方的环境图像朝向所述虚拟人物的上后方旋转第一角度,所述虚拟人物视线水平面下方的环境图像朝向所述虚拟人物的下后方旋转第一角度。The video image display method according to claim 1, wherein if the avatar is detected to move forward in the step b), and the acceleration of the direction is greater than zero, the virtual character accelerates forward. And the environment image above the horizon of the virtual character is rotated toward the upper rear of the virtual character by a first angle, and the environment image below the horizon of the virtual character is rotated by a first angle toward the lower rear of the virtual character.
  3. 如权利要求1所述的视频图像显示方法,其特征在于:若所述步骤b)中检测出所述虚拟人物做后退运动,且该方向的加速度大于零,即所述虚拟人物加速向后倒退,则所述虚拟人物视线水平面上方的环境图像朝向所述虚拟人物的下前方旋转第一角度,所述虚拟人物视线水平面下方的环境图像朝向所述虚拟人物的上前方旋转第一角度。The video image display method according to claim 1, wherein if the virtual character is detected to perform a back motion in the step b), and the acceleration in the direction is greater than zero, the virtual character accelerates backwards backwards. And the environment image above the horizon of the virtual character is rotated toward the lower front of the virtual character by a first angle, and the environment image below the horizon of the virtual character is rotated by a first angle toward the upper front of the virtual character.
  4. 如权利要求1所述的视频图像显示方法,其特征在于:若所述步骤b)中检测出所述虚拟人物向前运动,且该方向的加速度大于零,即所述虚拟人物加速向前行进,则所述虚拟人物的视角朝向下后方旋转第一角度。 The video image display method according to claim 1, wherein if the avatar is detected to move forward in the step b), and the acceleration of the direction is greater than zero, the virtual character accelerates forward. And the angle of view of the avatar is rotated toward the lower rear by a first angle.
  5. 如权利要求1所述的视频图像显示方法,其特征在于:若所述步骤b)中检测出所述虚拟人物做后退运动,且该方向的加速度大于零,即所述虚拟人物加速向后倒退,则所述虚拟人物的视角朝向上后方旋转第一角度。The video image display method according to claim 1, wherein if the virtual character is detected to perform a back motion in the step b), and the acceleration in the direction is greater than zero, the virtual character accelerates backwards backwards. And the angle of view of the virtual character is rotated by a first angle toward the upper rear.
  6. 如权利要求1所述的视频图像显示方法,其特征在于:若所述步骤b)中检测出所述虚拟人物向前运动,且该方向的加速度大于零,即所述虚拟人物加速向前行进,则以第一原点为中心,并以第一速率放大所述环境图像。The video image display method according to claim 1, wherein if the avatar is detected to move forward in the step b), and the acceleration of the direction is greater than zero, the virtual character accelerates forward. And centering on the first origin and amplifying the environmental image at a first rate.
  7. 如权利要求1所述的视频图像显示方法,其特征在于:若所述步骤b)中检测出所述虚拟人物做后退运动,且该方向的加速度大于零,即所述虚拟人物加速向后倒退,则以第一原点为中心,并以第一速率缩小所述环境图像。The video image display method according to claim 1, wherein if the virtual character is detected to perform a back motion in the step b), and the acceleration in the direction is greater than zero, the virtual character accelerates backwards backwards. And centering on the first origin and reducing the environmental image at a first rate.
  8. 如权利要求1所述的视频图像显示方法,其特征在于:所述第一角度α满足公式α=arcsin(a/g),其中,a为所述虚拟人物在前进方向上的加速度,g为重力加速度。The video image display method according to claim 1, wherein said first angle α satisfies a formula α=arcsin(a/g), wherein a is an acceleration of said virtual character in a forward direction, and g is Gravity acceleration.
  9. 如权利要求1所述的视频图像显示方法,其特征在于:所述第一角度α满足公式α=ka,其中,a为所述虚拟人物在前进方向上的加速度,k为旋转系数。A video image display method according to claim 1, wherein said first angle α satisfies a formula α = ka, wherein a is an acceleration of said virtual character in a forward direction, and k is a rotation coefficient.
  10. 如权利要求1所述的视频图像显示方法,其特征在于:所述第一速率v满足公式v=k'a,其中,a为所述虚拟人物在前进方向上的加速度,k'为缩放系数。 The video image display method according to claim 1, wherein said first rate v satisfies a formula v=k'a, wherein a is an acceleration of said avatar in a forward direction, and k' is a scaling factor .
PCT/CN2016/101419 2016-10-01 2016-10-01 Video image displaying method capable of preventing user from feeling dizzy WO2018058693A1 (en)

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