CN110384921B - VR application anti-dizziness technology based on self-adaptive edge view shielding - Google Patents
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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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
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Abstract
The invention discloses a VR application anti-dizziness technology based on self-adaptive edge view shielding, which is used for carrying out edge shielding with different intensities according to different scenes which are possible to make users dizzy, and acquiring the acceleration and the angular speed of a VR scene; acquiring acceleration and angular velocity of a user body: data can be directly obtained through a VR head display sensor; the VR screen is divided into different areas, and each area corresponds to different acceleration and angular velocity; calculating the degree of differentiation of the acceleration angular velocity of each area and the body of the user; different degrees of differentiation for each region are made for different peripheral view obscurations. The method can ensure immersion of VR to the maximum extent, can greatly relieve VR motion sickness, even avoids VR motion sickness, and provides different anti-dizziness intensities for users to freely select so as to ensure the best VR experience.
Description
Technical Field
The invention relates to the field of VR (virtual reality), in particular to a VR application anti-dizziness technology based on self-adaptive edge view shielding.
Background
Motion sickness in VR applications has always been a major bottleneck limiting VR application and popularization. Many current VR applications continue to use for more than a period of time (or about 20 minutes) to produce a dizziness-like effect similar to car sickness. This symptom is caused by the visual disparity of the video seen with the conditions perceived inside the body. For example, a person's internal body perception feels one step forward, but visual VR applications do not fall back as expected, such inconsistent conditions over time may produce symptoms of dizziness.
At present, the general solution to this problem is to make as few as possible continuous movements or rotations in VR applications, but use instantaneous movements or rotations; if it is necessary to move or rotate, a very low speed is used to prevent the user from dizziness. This greatly limits the scenarios of VR applications.
During the development of VR applications, we find that it is very helpful to reduce the vertigo of VR applications if the user's view at the edge in the VR is reduced. In the report of Columbia researchers, it was also proposed that symptoms produced by VR could be reduced by adjusting the visual range. However, how to limit the edge of the VR without reducing the immersion feeling of the game, it is necessary to point out a way to calculate in real time what condition the masking of the edge is performed, and to apply different degrees of the edge masking to the level of the vertigo feeling.
The invention provides an algorithm which can carry out edge shielding in a self-adaptive manner, and carry out edge shielding with different intensities according to different scenes (different moving speeds and different rotating speeds) which are possible to make a user dizzy.
Disclosure of Invention
The invention provides a VR anti-dizziness technology based on self-adaptive edge view shielding, which can ensure immersion of VR to the maximum extent and greatly relieve VR motion sickness.
In order to achieve the purpose, the invention provides the following technical scheme: a VR application anti-glare technology based on adaptive edge view shading comprises the following steps:
the method comprises the following steps: acquiring acceleration and angular velocity of a VR scene:
inputting:
(1) Full field Depth map (Depth) of 2 consecutive frames;
(2) Orientation and Position and FOV (Camera Position, camera Orientation, FOV) of the corresponding consecutive 2-frame Camera;
(3) Delta (sec) difference of absolute time for 2 consecutive frames.
And (3) outputting: pixel-by-pixel scene acceleration and angular velocity.
The algorithm is as follows:
(1) The Depth of each pixel can be converted into the World Position (World Position) of each pixel through the orientation, position and FOV of the camera, and the World positions (World Position 1 and World Position 2) of 2 continuous frames can be obtained by performing the operation on 2 continuous frames;
a) Obtaining an Inverse Transform Inverse of the projective Transform through the FOV;
b) The Position Clip Space Position of the clipping Space is obtained by Depth and pixel screen Position (UV):
i.float z = Depth * 2.0 - 1.0;
ii. float4 Clip Space Position= float4(UV * 2.0 - 1.0, z, 1.0);
c) Transforming the Clip Space Position by Inverse Proj Transform to obtain the Position View Space Position of the camera coordinate:
i. float4 View Space Position = Inverse Proj Transform* Clip Space Position;
d) Inverse Transform Inverse View Transform of Camera Transform may be obtained with orientation and position of Camera
e) The World Position of the final screen pixel can be obtained through Inverse View Transform and Clip Space Position
i. View Space Position /= View Space Position.w;
ii. float4 World Position = Inverse View Transform* View Space Position;
(2) The acceleration change of the pixel between the 2 consecutive frames can be found by the position change of the pixel between the 2 consecutive frames and the difference delta of the absolute time of the 2 consecutive frames. The formula is as follows:
(3) From the change in pixel velocity, the change in camera orientation, and the camera position between 2 consecutive frames, the angular velocity of each pixel can be calculated. The formula is as follows:
a) Radius = distance of pixel world position to camera position
b) Angular velocity = velocity x radius
Step two: acquiring the acceleration and the angular velocity of the head movement of the user: data is typically obtained directly from the VR headset. Hereinafter referred to as Head Accelation and Head Angular Velocity
Step three: the VR screen is divided into different regions, and each region corresponds to a different acceleration and angular velocity.
(1) The VR screen is firstly divided into a left eye and a right eye, each single eye is divided into four rectangular areas (respectively, upper left, upper right, lower left and lower right) in equal proportion without loss of generality
(2) Averaging the acceleration and the angular velocity of each pixel obtained in the step 1 in one area to obtain the acceleration and the angular velocity for four rectangular areas. Hereinafter referred to as Accelation and Angular Velocity
Step four: the degree of differentiation is calculated for the acceleration angular velocity of each region and the user's body.
(1)Delta Acceleration = Absolute(Acceleration - Head Acceleration)
(2)Delta Angular Velocity = Absolute(Head Acceleration - Head Angular Velocity)
Step five: different degrees of differentiation (Delta Acceleration, delta Angular Velocity) are made for each region to make different edge view masks.
(1) Storing the difference value between the Acceleration And the Angular Velocity in a 2D texture (Tile Delta Acceleration And Delta Angular vector), rendering a polygon (generally a 128-or 256-sided circle) inscribed in the VR screen, and moving the distance from different vertexes of the inscribed polygon to the center of the screen by inquiring the corresponding value in the 2D texture to shield.
(2) By the Delta adaptation of each divided area shown in the map, it can be obtained that the body (head) of the user does not move in the real world, but moves forward suddenly in VR (such as the vehicle accelerates suddenly in a racing game), and the corresponding degree of shading is higher at a position with a larger Delta adaptation. If the user is suddenly rotated in the VR world (such as in a racing game, a sudden racing spin), then a location with a greater Delta Angular Velocity requires a higher degree of shading.
The VR is a VR application program, also called virtual environment, which utilizes computer simulation to generate a virtual world of a three-dimensional space, provides simulation of sense organs such as vision and the like for a user, enables the user to feel as if the user is in the same place, and can observe objects in the three-dimensional space in time without limitation.
The acceleration can be calculated through the rendering depth of the scene, and the different acceleration of each area of the scene can be calculated through the acceleration difference between two continuous frames of the VR camera;
the shading process is to store the difference value of the acceleration and the angular velocity in a 2D texture, render a polygon (generally a 128-edge type or a 256-edge type) inscribed in the VR screen, and perform shading by inquiring corresponding values in the 2D texture to move the distances from different vertexes of the inscribed polygon to the center of the screen.
The invention has the beneficial effects that:
1. the invention reduces the dizziness of VR by shielding the edges with different intensities according to different scenes (different moving speeds and different rotating speeds) which can make the user dizzy.
2. Not only can guarantee VR's sense of immersing to the utmost extent, but also can very big alleviate VR motion sickness, avoid VR motion sickness even.
3. The invention also provides different anti-dizziness strengths for users to freely select so as to ensure the best VR experience.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the principles of the invention and not to limit the invention.
In the drawings:
FIG. 1 is a flow chart of the present invention.
Detailed Description
The preferred embodiments of the present invention will be described in conjunction with the accompanying drawings, and it will be understood that they are described herein for the purpose of illustration and explanation and not limitation.
A VR application anti-vignetting technique based on adaptive edge view occlusion, comprising the steps of:
the method comprises the following steps: acquiring acceleration and angular velocity of a VR scene:
inputting:
(1) Full field Depth map (Depth) of 2 consecutive frames;
(2) Orientation and Position and FOV (Camera Position, camera Orientation, FOV) of the corresponding consecutive 2-frame Camera;
(1) Delta (sec) difference of absolute time for 2 consecutive frames.
And (3) outputting: pixel-by-pixel scene acceleration and angular velocity.
The algorithm is as follows:
(2) The Depth of each pixel can be converted into the World Position (World Position) of each pixel through the orientation and Position of the camera and the FOV, and the World positions of 2 frames can be obtained by doing the operation for 2 frames.
f) Obtaining an Inverse Transform Inverse prej Transform of the projective Transform through the FOV;
g) The Position Clip Space Position of the clipping Space is obtained by Depth and pixel screen Position (UV):
i.float z = Depth * 2.0 - 1.0;
ii. float4 Clip Space Position= float4(UV * 2.0 - 1.0, z, 1.0);
h) Transforming the Clip Space Position by Inverse Proj Transform to obtain the Position View Space Position of the camera coordinate:
i. float4 View Space Position = Inverse Proj Transform* Clip Space Position;
i) Inverse Transform Inverse View Transform of Camera Transform may be obtained with orientation and position of Camera
j) The World Position of the final screen pixel can be obtained through Inverse View Transform and Clip Space Position
i. View Space Position /= View Space Position.w;
ii. float4 World Position = Inverse View Transform* View Space Position;
(3) The acceleration change of the pixel between the consecutive 2 frames can be found by the position change of the pixel between the consecutive 2 frames and the difference delta of the absolute time of the consecutive 2 frames. The formula is as follows:
(4) From the change in pixel velocity, the change in camera orientation, and the camera position between 2 consecutive frames, the angular velocity of each pixel can be calculated. The formula is as follows:
l) radius = distance of pixel world position to camera position
m) angular velocity = velocity x radius
Step two: acquiring the acceleration and the angular velocity of the head movement of the user: data is typically obtained directly from the VR headset. Hereinafter referred to as Head Accelation and Head Angular Velocity
Step three: the VR screen is divided into different regions, and each region corresponds to a different acceleration and angular velocity.
(1) The VR screen is firstly divided into a left eye and a right eye, each single eye is divided into four rectangular areas (respectively, upper left, upper right, lower left and lower right) in equal proportion without loss of generality
(2) Averaging the acceleration and the angular velocity of each pixel obtained in the step 1 in one area to obtain the acceleration and the angular velocity for four rectangular areas. Hereinafter referred to as Accelation and Angular Velocity
Step four: the degree of differentiation is calculated for the acceleration angular velocity of each region and the user's body.
(2)Delta Acceleration = Absolute(Acceleration - Head Acceleration)
(1)Delta Angular Velocity = Absolute(Head Acceleration - Head Angular Velocity)
Step five: different degrees of differentiation (Delta Acceleration, delta Angular Velocity) are made for each region to make different edge view masks.
(1) In the specific embodiment, the difference between the Acceleration And the Angular Velocity is stored in a 2D texture (Tile Delta acquisition And Delta Angular Velocity), a polygon inscribed in the VR screen (generally, a 128-sided or 256-sided circle) is rendered, and the distance from different vertices of the inscribed polygon to the center of the screen is moved by querying the corresponding value in the 2D texture to perform shading.
(2) By the Delta adaptation of each divided area shown in the map, it can be obtained that the body (head) of the user does not move in the real world, but moves forward suddenly in VR (such as the vehicle accelerates suddenly in a racing game), and the corresponding degree of shading is higher at a position with a larger Delta adaptation. If the user is suddenly rotated in the VR world (such as in a racing game, a sudden racing spin), then a location with a greater Delta Angular Velocity requires a higher degree of shading.
(3) The above algorithm is implemented in Vetrex Shader in concrete implementation
a) UV is the screen space position of the circular mask vertex, which is converted to the coordinate system Final UV with monocular center (0,0).
i. float2 Final UV = UV * float2(0.7f,-0.7f) + float2(0.5f,0.5f);
b) Delta Angular Velocity maps were sampled with Final UV, where sampling Sampler used bilinear filtering to achieve softer edges.
i. float2 Delta Acceleration And Delta Angular Velocity = Tile Delta Acceleration And Delta Angular Velocity.Sample Level(Sampler, Final UV, 0).xy;
ii. float Delta Acceleration = Delta Acceleration And Delta Angular Velocity.x;
iii. float Delta Angular Velocity = Delta Acceleration And Delta Angular Velocity.y;
c) Using the obtained Delta Acceleration and Delta Angular Velocity to make the vertex Position (Position) of the circular shading close to the visual center (0,0), and outputting the final vertex transformation completed Position shock Position:
i. float Shrink Amount = 2.0f – Delta Acceleration - Delta Angular Velocity;
ii. Shrink Position = Position * float4(Shrink Amount,Shrink Amount,1.0f,0.0f);
d) Finally, the transition of the edge shielding is softened in a linear transition mode, so that the edge shielding effect which is not easy to perceive is achieved.
After masking in VR, when the user moves forward suddenly in VR but not in real world (head), the position with larger acceleration difference can obtain good anti-dizziness effect by adaptive masking. The same is that the user is suddenly rotated in the VR world, but the body (head) is not rotated in the real world, and a very ideal anti-dizziness effect can be obtained by the adaptive philosophy at a position where the angular velocity difference is large.
Compared with the prior art, the invention reduces the dizziness of VR by shielding the edges with different intensities according to different scenes (different moving speeds and different rotating speeds) which can make the user dizzy; the immersion feeling of VR can be guaranteed to the maximum extent, VR motion sickness can be greatly relieved, and even VR motion sickness is avoided.
Finally, it should be noted that: although the present invention has been described in detail with reference to the foregoing embodiments, it will be apparent to those skilled in the art that changes may be made in the embodiments and/or equivalents thereof without departing from the spirit and scope of the invention. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention should be included in the protection scope of the present invention.
Claims (3)
1. A VR application anti-vignetting technology based on adaptive edge view occlusion, comprising the following steps:
the method comprises the following steps: acquiring acceleration and angular velocity of a VR scene:
inputting:
(1) A full field depth map of 2 consecutive frames;
(2) The orientation, position and field angle of the corresponding continuous 2-frame camera;
(3) Difference of absolute time of 2 consecutive frames;
and (3) outputting: scene acceleration and angular velocity pixel by pixel;
step two: acquiring the acceleration and the angular velocity of the head movement of the user: directly obtaining data through a VR head display sensor;
step three: the VR screen is divided into different areas, and each area corresponds to different acceleration and angular velocity;
(1) The VR screen is firstly divided into a left eye and a right eye, and each single eye is divided into four rectangular areas, namely an upper left rectangular area, an upper right rectangular area, a lower left rectangular area and a lower right rectangular area in equal proportion;
(2) Averaging the acceleration and the angular velocity of each pixel obtained in the first step in one area to obtain the acceleration and the angular velocity of the four rectangular areas;
step four: calculating differentiation degrees of the acceleration angular velocities of each area and the body of the user, wherein the differentiation degrees comprise incremental acceleration and incremental angular velocities;
step five: making different edge view obscurations for different differentiation degrees of each region;
(1) Storing the difference value of the acceleration and the angular velocity in a 2D texture, rendering a polygon internally tangent to the VR screen, and carrying out shielding by inquiring the corresponding value in the 2D texture to move the distance between different vertexes internally tangent to the polygon and the center of the screen;
(2) Obtaining that the body of the user does not move in the real world but moves forwards suddenly in the VR through the incremental acceleration of each divided region displayed in the map, wherein the position with the larger incremental acceleration corresponds to the higher shielding degree, and if the user is suddenly rotated in the VR world, the position with the larger incremental angular velocity needs the higher shielding degree;
(3) The above algorithm is implemented in a vertex processor in a specific implementation
a) UV is the position of the screen space of the circular shielding vertex, and is converted into a coordinate system taking the center of a single eye as (0,0) to obtain final UV;
b) Sampling the incremental acceleration with the final UV, the incremental angular velocity map, wherein sampling uses bilinear filtering to reach soft edges;
c) Using the obtained incremental acceleration and the incremental angular velocity to enable the vertex position of the circular mask to approach to a visual center (0,0), and outputting the position of the final vertex after conversion;
d) The transition of the edge shielding is softened in a linear transition mode, so that the edge shielding effect which is not easy to perceive is achieved.
2. The VR application anti-glare technique of claim 1, wherein the acceleration is calculated from a depth of a scene rendering, and the acceleration is different for each region of the scene from a difference in acceleration between two consecutive frames of the VR camera.
3. The VR application anti-glare technique of claim 1, wherein the masking is performed by storing the difference between acceleration and angular velocity in a 2D texture and rendering a polygon inscribed in the VR screen, the polygon being a 128 or 256 polygon, and the masking is performed by querying the corresponding value in the 2D texture to shift the distance between the different vertices inscribed in the polygon and the center of the screen.
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