CN106534125B - Method for realizing VR multi-person interactive system based on local area network - Google Patents
Method for realizing VR multi-person interactive system based on local area network Download PDFInfo
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- CN106534125B CN106534125B CN201611015938.6A CN201611015938A CN106534125B CN 106534125 B CN106534125 B CN 106534125B CN 201611015938 A CN201611015938 A CN 201611015938A CN 106534125 B CN106534125 B CN 106534125B
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L65/00—Network arrangements, protocols or services for supporting real-time applications in data packet communication
- H04L65/40—Support for services or applications
- H04L65/403—Arrangements for multi-party communication, e.g. for conferences
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L69/00—Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
- H04L69/16—Implementation or adaptation of Internet protocol [IP], of transmission control protocol [TCP] or of user datagram protocol [UDP]
- H04L69/161—Implementation details of TCP/IP or UDP/IP stack architecture; Specification of modified or new header fields
- H04L69/162—Implementation details of TCP/IP or UDP/IP stack architecture; Specification of modified or new header fields involving adaptations of sockets based mechanisms
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Abstract
The invention discloses a method for realizing a VR multi-user interaction system based on a local area network, wherein the interaction system comprises N users and N VR subsystems, each user correspondingly uses a single VR subsystem, the local area network is formed by VR subsystems through routing equipment, each VR subsystem plays two roles, namely a server and a client, the server is responsible for sending data of VR equipment connected with a current PC to the local area network, and the client is responsible for receiving data sent by other VR subsystems in the local area network, so that VR multi-user interaction is realized. The invention can realize multi-user interaction and interaction of the VR system in the local area network without adding any hardware equipment, thereby enabling VR applications requiring multi-user cooperation in a virtual scene to be developed.
Description
Technical Field
The invention relates to computer graphics and man-machine interaction technology, in particular to a method for realizing a VR multi-person interaction system based on a local area network.
Background
Virtual Reality (VR) technology is a computer simulation system that can create and experience a Virtual world, which uses a computer to create a simulated environment, which is a systematic simulation of interactive three-dimensional dynamic views and physical behaviors with multi-source information fusion, and immerses users in the environment.
Current VR devices, such as HTC VIVE and Oculus Rift, have enabled a small range of motion tracking and, through existing technology, a single person's interaction with a single computer in a virtual scene. However, many application scenarios require participation and cooperation of multiple people, such as surgery simulation, industrial assembly training, etc., and the existing technologies can realize multi-person interaction by using expensive motion capture equipment, but the cost is too high to be popularized and is difficult to realize.
Disclosure of Invention
The invention aims to overcome the defects of the prior art and provides a method for realizing a VR multi-person interaction system based on a local area network, wherein by utilizing the communication of the local area network, each PC end shares data such as VR equipment position, digital buttons, analog signals and the like in real time, and the action, instruction and the like of a real person wearing VR equipment are corresponded to a virtual character, so that multi-person interaction and interaction in a virtual space are realized.
In order to achieve the purpose, the invention adopts the following technical scheme:
a method for realizing VR multi-user interactive system based on local area network, the interactive system includes N users and N VR subsystems, each user uses a single VR subsystem correspondingly, each VR subsystem forms a local area network through a route device;
preferably, the single VR subsystem plays two roles, namely a server and a client, where the server is responsible for sending data of the VR device connected to the current PC to the local area network, and the client is responsible for receiving data sent by other VR subsystems in the local area network;
preferably, the single VR subsystem comprises a host and a set of VR hardware devices; preferably, in a local area network consisting of N VR subsystems, each VR subsystem can only have one server, but has N-1 clients;
preferably, in the single VR subsystem, the data types processed by the server include position tracking, digital buttons, analog signals, and the like, and in each frame interval of graphics rendering, the PC acquires data returned by the VR device connected to the PC, and loads and updates the data into the corresponding data types;
preferably, in the single VR subsystem, the type of data processed by the client corresponds to the server, and also includes location tracking, digital buttons, analog signals, and the like;
preferably, the N-1 clients of the single VR subsystem are respectively used for receiving socket packets sent by other N-1 VR subsystems in the local area network through the server, extracting data such as corresponding position tracking, digital buttons, analog signals and the like, and updating the virtual scene before rendering the next frame, so that model positions and actions representing other VR subsystem users in the virtual scene are updated, and trigger condition detection is performed on handle buttons, touch pad analog data and the like of other users, so that operations of other people on the virtual scene are updated and synchronized on the local computer;
preferably, the position tracking is responsible for updating position data of the helmet and the handle, the digital button is responsible for updating button data on the handle, the analog signal is responsible for updating analog data on the touch pad and the like, and the data are combined with the local area network IP to be packaged into a socket packet and sent in the local area network.
After adopting the technical scheme, compared with the background technology, the invention has the following advantages: the invention can realize multi-user interaction and interaction of the VR system in the local area network without adding any hardware equipment, thereby enabling VR applications requiring multi-user cooperation in a virtual scene to be developed.
Drawings
N VR subsystems in the local area network of FIG. 1
FIG. 2 data transfer communication for a single VR system
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention more apparent, the present invention is described in further detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
Examples
In the real world, N users are respectively a user 1, a user 2, … and a user N, each of the users uses a VR subsystem, the N VR subsystems are respectively a VR subsystem 1, a VR subsystem 2, a VR subsystem … and a VR subsystem N, and the N VR subsystems form a local area network through routing equipment (such as a router and a switch); the single VR subsystem comprises a host and a set of VR hardware equipment; each independent VR subsystem plays two roles, namely, a server and a client.
N VR subsystems in the local area network can be seen in fig. 1, while for ease of understanding, the data transfer communication of a single VR system can be seen in fig. 2.
In the following, an interactive system composed of three sets of VR subsystems, namely, VR subsystem 1, VR subsystem 2 and VR subsystem 3, is taken as an example:
1. establishing the mutual connection among the VR subsystem 1, the VR subsystem 2 and the VR subsystem 3;
(1) the IP address of the VR subsystem 1 is "192.168.1.101", the IP address of the VR subsystem 2 is "192.168.1.102", the IP address of the VR subsystem 3 is "192.168.1.103", and the VR subsystem 1, VR subsystem 2 and VR subsystem 3 know the addresses of each other;
(2) a service end of the VR subsystem 1 opens a known UDP port of all VR subsystems for receiving connection requests of other users;
(3) a client of the VR subsystem 2 opens any available TCP port, sends a request of UDP packets to a known UDP port in the VR subsystem 1, informs the TCP port which is just opened and requests a server of the VR subsystem 1 to open a TCP connection with the VR subsystem 2; the VR subsystem 3 performs the same operations as the VR subsystem 2;
(4) if the TCP port opened by the VR subsystem 2 does not receive the call of the VR subsystem 1, the UDP request is sent again within a short time (for example, 1 second), and if the reply of the VR subsystem 1 still does not exist for a long time, the network connection is considered to be wrong, and the attempt is stopped; if the TCP port of the VR subsystem 2 receives the connection of the VR subsystem 1, the operations such as data type correspondence, data initialization, clock synchronization and the like are executed; the VR subsystem 3 performs the same operations as the VR subsystem 2;
(5) the VR subsystem 2 opens an available UDP port for receiving the data transmission, the VR system 1 is informed through the TCP channel, and the service end of the VR subsystem 1 sends data to the UDP port of the VR system 2; similarly, the VR subsystem 3 opens an available UDP port for receiving the subsequent data transmission, informs the VR system 1 through the TCP channel, and the server of the VR subsystem 1 sends data to the UDP port of the VR system 3;
(6) all the servers and clients in the system need to complete the operations similar to the above, realize the synchronization of data and clock, and open the channels for data transmission and reception;
2. in each frame interval of the image rendering of the single VR subsystem, the PC acquires data returned by VR hardware equipment connected with the PC, and loads and updates the data into corresponding data types, such as position tracking for updating helmet and handle position data, digital buttons for updating button data on a handle, and analog signals for updating analog data on a touch pad;
3. the VR hardware equipment data acquired by the server side comprises position tracking, digital buttons, analog signals and the like, and is packaged into a socket packet and transmitted to all notified UDP ports for data receiving;
4. each independent VR system only needs to send data of the VR hardware equipment, so that each VR subsystem only has one server; the client is responsible for receiving socket packets sent by VR subsystems except the client in the local area network, so that in the local area network formed by 3 VR subsystems in the embodiment, each VR subsystem has 2 clients;
5. after the socket packets sent by other VR subsystems received by the client are unpacked, data such as position tracking, digital buttons, analog signals and the like corresponding to the data sent by the server can be obtained, and data sources can be distinguished through IP address labels corresponding to the socket packets, for example, when a VR subsystem 2 receives a socket packet with a label of '192.168.1.101', the unpacked data is known to be all of the VR subsystem 1; each VR subsystem can acquire data encapsulated by the other 2 VR subsystems and definitely corresponds to a transmission source;
6. the client updates the virtual scene through data such as position tracking, digital buttons, analog signals and the like of other VR systems acquired by the socket packet before the next frame is rendered, so that model positions and actions representing other VR system users in the virtual scene are updated, and trigger condition detection is performed on handle buttons, touch pad analog data and the like of other users;
7. through the step 6, the operation of other 2 users on the virtual scene is updated and synchronized on the local computer, the positions and actions of other users in the real world are shown on the model of the virtual world, and the commands controlled by other users through the handle can be triggered on the local computer, so that the purposes of cooperation and interaction in the virtual scene are achieved.
The above description is only for the preferred embodiment of the present invention, but the scope of the present invention is not limited thereto, and any changes or substitutions that can be easily conceived by those skilled in the art within the technical scope of the present invention are included in the scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.
Claims (4)
1. A method for realizing VR multi-user interactive system based on local area network is characterized in that: the interactive system comprises N users and N VR subsystems, wherein each user correspondingly uses a single VR subsystem, and each VR subsystem forms a local area network through routing equipment;
the single VR subsystem comprises a host and a set of VR hardware equipment;
the single VR subsystem plays two roles, namely a server and a client, wherein the server is responsible for sending data of VR equipment connected with a current PC to a local area network, the client is responsible for receiving data sent by other VR subsystems in the local area network, and each single VR subsystem has N-1 clients;
the data types processed by the server side comprise position tracking, digital buttons and analog signals, and the PC acquires data returned by VR equipment connected with the PC at each frame interval of the graph rendering, and loads and updates the data into the corresponding data types;
the method comprises the steps that N-1 client sides of a single VR subsystem are respectively used for receiving socket packets sent by other N-1 VR subsystems in a local area network through a server side, corresponding position tracking, digital button and analog signal data are extracted, a virtual scene is updated before a next frame is rendered, model positions and actions of other VR subsystem users in the virtual scene are updated, trigger condition detection is conducted on handle buttons and touch pad analog data of other users, and therefore the operation of the virtual scene by other people on a local computer is updated and synchronized.
2. The method of claim 1, wherein the method for implementing the VR multi-user interaction system based on the local area network comprises: in a local area network consisting of N VR subsystems, each VR subsystem can only have one server.
3. The method of claim 1, wherein the method for implementing the VR multi-user interaction system based on the local area network comprises: the data type processed by the client corresponds to the server, and also comprises position tracking, digital buttons and analog signals.
4. The method of claim 1, wherein the method for implementing the VR multi-user interaction system based on the local area network comprises: the position tracking is responsible for updating the position data of the helmet and the handle, the digital button is responsible for updating the button data on the handle, the analog signal is responsible for updating the analog data on the touch pad, and the data are combined with the local area network IP to be packaged into a socket packet and sent in the local area network.
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