CN116824040A - Meta-universe suspension space construction method, device, computer equipment and storage medium - Google Patents

Meta-universe suspension space construction method, device, computer equipment and storage medium Download PDF

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Publication number
CN116824040A
CN116824040A CN202310506720.4A CN202310506720A CN116824040A CN 116824040 A CN116824040 A CN 116824040A CN 202310506720 A CN202310506720 A CN 202310506720A CN 116824040 A CN116824040 A CN 116824040A
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metaspace
space
suspension space
suspension
model
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李琼波
张一帅
林晓峰
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Guangdong Netshow Culture And Tourism Digital Technology Co ltd
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Guangdong Netshow Culture And Tourism Digital Technology Co ltd
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Abstract

The application relates to image modeling and discloses a metaspace suspension space construction method, a device, computer equipment and a storage medium, wherein the method comprises the steps of generating a 3D model and/or a 2D map based on a metaspace suspension space design scheme; performing visual optimization on the 3D model and/or the 2D map through a 3D engine to generate an initial meta-universe suspension space; and adding an auxiliary file to the initial metacosmic suspension space, generating a target metacosmic suspension space and synchronizing the target metacosmic suspension space to a VR device. By means of the method, the suspension space generated after the visual optimization processing of the 3D model and/or the 2D map in the pre-acquired design scheme is combined with the interaction file, and the optimized suspension space file is synchronized to the VR equipment, so that the design of the metauniverse suspension space based on the VR technology is achieved, and the experience of a user on the construction of the metauniverse space by the VR technology is improved.

Description

Meta-universe suspension space construction method, device, computer equipment and storage medium
Technical Field
The present application relates to the field of image modeling technologies, and in particular, to a method and apparatus for constructing a metaspace suspension space, a computer device, and a storage medium.
Background
The appearance and the promotion of the metauniverse are the actual creation of a digital ecological system based on WEB3.0 with content creation and transaction as a core system, and the development of the digital ecological system is extended to various industries of technological energization, from education to industrial production, from electronic consumption to game industry and the like. VR-Virtual Reality, a Virtual Reality, is one of the main hardware and technical supports that form the metauniverse industry. By utilizing the characteristics of VR complete immersive interaction, a developer can create brand-new sensory interaction which completely overturns the traditional man-machine interaction mode. The meta-universe suspension space is formed by completely getting rid of gravity constraint in a completely immersed 3D space, experiencing sense experience of floating in the air, roaming in the suspension space in a manner of sliding double arms like swimming, and realizing interaction of touch feedback, grabbing, spaced grabbing and the like with a floating object. Starting from the application level, a VR experience weightlessness field can open a new interaction layout, a brand-new tour line is created by an unconventional method, a suspended object is watched at a 720-DEG view angle, and virtual interaction of touching the object, grabbing the object and the like is realized; from the technical aspect, feedback of how to truly simulate a 'suspension state', 'suspension movement' and a grabbing object can provide an effective blue book for innovative development of a meta-universe interaction mode, and develop scene interaction of a developer.
In the existing metauniverse interactive virtual space such as the first metauniverse community space DecentralLand in the world and a plurality of similar virtual spaces based on VR ends, the main experience mode is based on VR controller handle interaction, and a rigid body with gravity in conventional reality is simulated as a main physical interaction basis. The Locomotion mode of the experimenter takes walking based on the ground as a basic mode, and extends out special movement modes based on ground displacement such as special point position movement, instant movement and the like; the control party is realized by operating VR controller buttons and rockers of left and right hands; similarly, the steering method is realized based on that a user wearing VR headset equipment turns around by operating VR controller buttons and rockers on the left and right hands and the user experience is poor, and the user cannot feel the virtual space truly. Therefore, how to improve the experience of the user on the VR technology to construct the metaspace is a technical problem to be solved.
Disclosure of Invention
The application provides a meta-space suspension space construction method, a meta-space suspension space construction device, computer equipment and a storage medium, so as to improve the experience of a user on construction of a meta-space by VR technology.
In a first aspect, the present application provides a metaspace suspension space construction method, the method comprising:
acquiring a metauniverse suspension space design scheme;
based on the metauniverse suspension space design scheme, a corresponding 3D model and/or 2D map is generated;
performing visual optimization on the 3D model and/or the 2D map through a preset 3D engine to generate an initial meta-universe suspension space;
interactively connecting the initial meta-universe suspension space with virtual reality VR equipment;
and adding an auxiliary file to the initial metaspace, generating a target metaspace, and synchronizing the target metaspace to the VR device to complete the construction of the metaspace design scheme.
Further, generating a corresponding 3D model and/or 2D map based on the metaspace suspension space design scheme includes:
acquiring a 3D image of at least one element in the metaspace suspension space design scheme, and modeling based on at least one 3D image to generate at least one 3D model;
and generating at least one 2D map based on the design concept of the metaspace suspension space design scheme.
Further, performing visual optimization processing on the 3D model and/or the 2D map through a preset 3D engine to generate an initial meta-cosmic suspension space, including:
determining location information of at least one of the 3D models and/or the at least one 2D map in the 3D engine based on the metaspace suspension space design;
based on the location information, adding, by the 3D engine, a visual optimization effect to the at least one 3D model and/or the at least one 2D map, wherein the visual optimization effect includes a lighting effect, a shading effect, and a material effect.
Further, adding, by the 3D engine, a visual optimization effect to the at least one 3D model and/or the at least one 2D map based on the location information, comprising:
determining shader loader materials of the 3D model and/or the 2D map and generating an environment rendering configuration file;
and adding the environment rendering configuration file into a preset path of the 3D engine to realize optimization of visual effect.
Further, interactively connecting the initial meta-cosmic suspension space with a virtual reality VR device, including:
adding at least one device interface corresponding to the VR device to the 3D engine to achieve simulated interaction through the VR device;
Based on a preset code and the at least one device interface, the initial meta-universe suspension space is virtualized through the 3D engine;
based on the meta space suspension space design scheme and a preset interaction algorithm, adding interaction behaviors into the 3D engine, wherein the interaction behaviors comprise touch feedback behaviors, grabbing behaviors and multi-anchor point control behaviors.
Further, based on adding at least one device interface corresponding to the VR device to the 3D engine to implement simulated interaction through the VR device, the method includes:
initializing three coordinate information of the 3D engine, and acquiring position parameters of the 3D model and/or the 2D map;
and rotating the 3D model and/or the 2D map based on a preset rotation function and the position parameter to realize rotation of the 3D model and/or the 2D map in space.
Further, adding an auxiliary file to the initial metaspace, generating a target metaspace and synchronizing the target metaspace to the VR device to complete the construction of the metaspace design, including:
obtaining a music file and an interactive sound effect file in the metacosmic suspension space design scheme to the initial metacosmic suspension space to generate a target metacosmic suspension space;
And synchronizing the engineering file corresponding to the target meta-cosmic suspension space to the VR equipment.
In a second aspect, the present application also provides a metaspace suspension space construction apparatus, the apparatus comprising:
the scheme acquisition module is used for acquiring a meta space suspension space design scheme;
the model generation module is used for generating a corresponding 3D model and/or 2D map based on the metauniverse suspension space design scheme;
the initial space generation module is used for carrying out visual optimization processing on the 3D model and/or the 2D map through a preset 3D engine to generate an initial metauniverse suspension space;
the interactive connection module is used for carrying out interactive connection on the initial meta-universe suspension space and the virtual reality VR equipment;
and the target space generation module is used for adding an auxiliary file into the initial metaspace, generating a target metaspace, and synchronizing the target metaspace to the VR equipment so as to complete the construction of the metaspace design scheme.
In a third aspect, the present application also provides a computer device comprising a memory and a processor; the memory is used for storing a computer program; the processor is configured to execute the computer program and implement the metaspace suspension space construction method as described above when the computer program is executed.
In a fourth aspect, the present application also provides a computer readable storage medium storing a computer program, which when executed by a processor causes the processor to implement a metaspace suspension construction method as described above.
The application discloses a construction method, a device, computer equipment and a storage medium of a metaspace suspension space, wherein the method comprises the steps of obtaining a metaspace suspension space design scheme; based on the metauniverse suspension space design scheme, a corresponding 3D model and/or 2D map is generated; performing visual optimization on the 3D model and/or the 2D map through a preset 3D engine to generate an initial meta-universe suspension space; interactively connecting the initial meta-universe suspension space with virtual reality VR equipment; and adding an auxiliary file to the initial metaspace, generating a target metaspace, and synchronizing the target metaspace to the VR device to complete the construction of the metaspace design scheme. By means of the method, the suspension space generated after the visual optimization processing of the 3D model and/or the 2D map in the pre-acquired design scheme is combined with the interaction file, and the optimized suspension space file is synchronized to the VR equipment, so that the design of the metauniverse suspension space based on the VR technology is achieved, and the experience of a user on the construction of the metauniverse space by the VR technology is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the description of the embodiments will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present application, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic flow chart of a method for constructing a metaspace suspension space according to a first embodiment of the present application;
FIG. 2 is a conceptual diagram of a metacosmic suspension space design according to an embodiment of the application;
FIG. 3 is a schematic diagram of 2D mapping according to an embodiment of the present application;
FIG. 4 is a schematic flow chart of a method for constructing a metaspace suspension space according to a second embodiment of the present application;
FIG. 5 is a schematic block diagram of a metaspace suspension space constructing apparatus provided by an embodiment of the present application;
fig. 6 is a schematic block diagram of a computer device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are some, but not all embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
The flow diagrams depicted in the figures are merely illustrative and not necessarily all of the elements and operations/steps are included or performed in the order described. For example, some operations/steps may be further divided, combined, or partially combined, so that the order of actual execution may be changed according to actual situations.
It is to be understood that the terminology used in the description of the application herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. As used in this specification and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise.
It should also be understood that the term "and/or" as used in the present specification and the appended claims refers to any and all possible combinations of one or more of the associated listed items, and includes such combinations.
The embodiment of the application provides a metaspace suspension space construction method, a metaspace suspension space construction device, computer equipment and a storage medium. The metaspace suspension space construction method can be applied to a server, suspension space generated after visual optimization processing is carried out on a 3D model and/or a 2D map in a pre-acquired design scheme is combined with an interaction file, and the optimized suspension space file is synchronized to VR equipment, so that the design of the metaspace suspension space based on the VR technology is realized, and the experience of a user on the construction of the metaspace by the VR technology is improved. The server may be an independent server or a server cluster.
Some embodiments of the present application are described in detail below with reference to the accompanying drawings. The following embodiments and features of the embodiments may be combined with each other without conflict.
Referring to fig. 1, fig. 1 is a schematic flowchart of a metaspace suspension space construction method according to a first embodiment of the present application. The metaspace suspension space construction method can be applied to a server, and is used for combining suspension spaces generated after visual optimization processing is carried out on the 3D model and/or the 2D map in the pre-acquired design scheme with the interactive files, synchronizing the optimized suspension space files into VR equipment, realizing the design of the metaspace suspension space based on the VR technology, and improving the experience of a user on the construction of the metaspace by the VR technology.
As shown in fig. 1, the metaspace suspension space construction method specifically includes steps S101 to S105.
S101, acquiring a metauniverse suspension space design scheme;
in one embodiment, the virtual environment and scene are the basis for carrying meta-universe experiences and exhibitions. Therefore, firstly, the space design and the whole art concept design of the meta-universe suspension exhibition are realized according to the property of the exhibition. Such as Illustrator, photoshop, sketchup, etc. can be implemented by hand-drawing manuscripts and design class software. The structure of the metauniverse suspension space simulates the structure of branches and root systems of big trees, and the big tree structure of one of the branches and root systems is rotationally mirrored to form a space form with rotationally symmetrical structure. The root system of the big tree swings up and down and left and right in a wave form to simulate the state that the tree root absorbs nutrients from the soil. As shown in FIG. 2, FIG. 2 is a conceptual diagram of a metaspace design in accordance with an embodiment of the present application.
S102, generating a corresponding 3D model and/or 2D map based on the metauniverse suspension space design scheme;
in one embodiment, this stage will make specific visual element fabrication for the conceptual design of the metaspace according to the previous stage. Including 3D models and animations, and 2D map making.
S103, performing visual optimization on the 3D model and/or the 2D map through a preset 3D engine to generate an initial meta-universe suspension space;
in one embodiment, this stage is to uniformly implement previously fabricated visual elements, including 3D models, animations, 2D maps, etc., in a 3D engine supporting VR virtual reality technology interfaces. Here, UNITY3D, which is relatively good in compatibility, rendering effect, and operability, is selected as a main core development engine.
S104, interactively connecting the initial meta space suspension space with virtual reality VR equipment;
in one embodiment, a VR device interface is incorporated in the 3D production engine Unity and code is used to implement hover space, "space roam" movements, interactions between experimenters and hover objects. The phase is a core phase of the invention, mainly integrates the interaction characteristic and the complete immersion characteristic of VR equipment, innovates on the basis of the interaction characteristic and the complete immersion characteristic, and finally provides brand-new meta-universe suspension space experience.
S105, adding an auxiliary file to the initial metacosmic suspension space, generating a target metacosmic suspension space and synchronizing the target metacosmic suspension space to the VR equipment to complete construction of the metacosmic suspension space design scheme.
In one embodiment, the last step includes the rendering of the final sound effect and the packaging of the project file; the whole project is completed immediately. And adding background music and interactive sound effects, and finally packaging and installing the file on the VR equipment based on the android system.
The embodiment discloses a meta-space suspension space construction method, a device, computer equipment and a storage medium, wherein the method comprises the steps of obtaining a meta-space suspension space design scheme; based on the metauniverse suspension space design scheme, a corresponding 3D model and/or 2D map is generated; performing visual optimization on the 3D model and/or the 2D map through a preset 3D engine to generate an initial meta-universe suspension space; interactively connecting the initial meta-universe suspension space with virtual reality VR equipment; and adding an auxiliary file to the initial metaspace, generating a target metaspace, and synchronizing the target metaspace to the VR device to complete the construction of the metaspace design scheme. By means of the method, the suspension space generated after the visual optimization processing of the 3D model and/or the 2D map in the pre-acquired design scheme is combined with the interaction file, and the optimized suspension space file is synchronized to the VR equipment, so that the design of the metauniverse suspension space based on the VR technology is achieved, and the experience of a user on the construction of the metauniverse space by the VR technology is improved.
Based on the embodiment shown in fig. 1, in this embodiment, step S102 includes:
acquiring a 3D image of at least one element in the metaspace suspension space design scheme, and modeling based on at least one 3D image to generate at least one 3D model;
in particular embodiments, to construct a metaspace through visual expression language, the present embodiment first requires 3D modeling of the corresponding space construct and animation of a portion of the model. First, according to the present examination of the design drawing, rapid surface modeling is performed in modeling software rhino 7.0. The construction of the metacosmic suspension space simulates the structure of branches and root systems of big trees, and aims to quickly construct the structure. A lofting tool of Rhino can be used, and the specific flow is as follows:
1. firstly, using a circle drawing tool taking the circle center and the radius as basic parameters in the line drawing tool, and according to three views of a three-dimensional space: drawing outline circles representing the main thickest branches at different length positions correspondingly with the positions of the design manuscript in top view, left view and top view; because the main trunk is thick to thin, the corresponding circle radius is also gradually reduced;
2. The positions of the circles are adjusted, and the trend of a branch in a tubular shape is constructed to simulate the bending direction of the branch;
3. selecting all circles, selecting a lofting tool in the drawing curved surface, selecting a lofting style standard, keeping other options default, and then clicking for determination to generate the lofting curved surface;
4. and finally, using a curved surface capping function at the head end and the tail end of the curved surface generated by lofting to finish the closure of the curved surface.
Thus, a section of complete curved tubular branch 3D model is manufactured, then the manufacture of other branches is completed according to the design drawing, and the steps are repeated. When all branches are manufactured, all the tubular shapes are selected, all the branches are combined into a complex curved surface by utilizing the Boolean integration function, and the trunk main body structure is completed. Next, in this embodiment, a "root system" model that fluctuates back and forth is fabricated, and since the root system model is smaller than "branch", this embodiment can be approximately fabricated as a long tube with uniform diameter. Drawing a straight line by using a line drawing tool, selecting the straight line by using the function of a round tube in cube manufacture, and setting the diameter (1 unit length is used here) to finish the manufacture of a root system. Then, the root system is inserted into different positions of the branch by using the copying, translation and rotation functions, so that the construction is completed. Note that there is no need to merge the "root system" with the "trunk" body, as the former also needs to animate it, waving it back and forth, while the latter remains stationary. All the constructed 3D models are selected, the mirror image copying function is selected, and the spatial structure in the design is restored by rotation, so that the 3D models are manufactured in a paragraph.
Next, an animation of rocking back and forth is produced for the previously produced long tube of "root system". All models were saved in Rhino7 as OBJ format files. An engineering is newly built in Blender3.0 software, and then the OBJ file which is just saved is imported, so that the 3D space structure 'branch' and 'root system' which are manufactured before can be seen in the embodiment. Then, animation is carried out on the round-head tubular 3D model, and the method comprises the following steps:
1. selecting one of the long pipes with root systems, creating a skeleton node area at the root of the long pipe, namely at the position connected with the trunk, determining that the direction of the skeleton node area is correct, and aligning the head part with the tubular tail part;
2. entering an editing mode from an object mode, selecting a part ball of the head of a bone node, extruding new bone nodes along a circular tube through an extruding function, wherein each new bone node defaults to be a child object of the last bone node;
3. and (3) finishing skeleton node arrangement, so that all nodes are uniformly distributed in the tubular model. Then returning to an object mode, selecting a tubular 3D object, selecting all skeleton nodes by shift, right-hand mouse button, and Armature Deform with Automatic Weights to finish binding of the model grid and the skeleton nodes;
4. And (3) going to a gesture mode, opening a Timeline time axis window, and adjusting the rotation angles of different skeleton nodes at different time node positions by a frame animation method to enable the tubular root system to swing within a certain time (600 frames here). Finally, the animation production is completed. All previous models are stored in FBX Bianry format (note that output animation is to be selected) for later use.
And generating at least one 2D map based on the design concept of the metaspace suspension space design scheme.
In particular embodiments, 2D maps are drawn from a conceptual design: generally, the plane map is a bitmap of different sizes, and the project is mainly divided into a sky box map and a drawing of an object material map in a suspension scene. Wherein the space box map is drawn in Photoshop as follows:
1. new 8192 x 6144 blank document;
2. drawing a rectangular shape randomly by using a rectangular tool, clicking on the attribute panel, setting the size and the position to 2048, and dragging out auxiliary lines along four sides;
3. after the auxiliary line is dragged, the right side of the shape is dragged until the left side auxiliary line and the right side auxiliary line of the shape are aligned, and an auxiliary line is dragged out to be aligned with the right side of the shape, so that the canvas is divided into 12 areas of 2048 x 2048;
4. Newly creating a blank layer, deleting the shape just so as to obtain six surfaces, namely front, back, left, right, upper and lower surfaces, and the other surfaces do not need to be drawn;
5. an auxiliary line is added in the middle of the front, back, left and right grids, namely a horizontal line of the space box, for example, a red line can be added for prompting in the embodiment, and finally, the distribution is shown in fig. 3, and fig. 3 is a schematic drawing of 2D mapping provided by the embodiment of the application;
6. next, the most important sky box drawing section. The drawing of six different faces of the sky box can be completed through the hand drawing board according to the conceptual design;
7. pictures were cut out, named right, left, up, down, front, back, and saved separately.
In a specific embodiment, determining location information of at least one of the 3D models and/or the at least one 2D map in the 3D engine based on the metaspace suspension space design;
in one embodiment, first, the placement of all visual elements in the UNITY3D engine is done. A UNITY3D project is created and the editor of 2021.3.X series is selected. And then sequentially placing the three-dimensional (3D) space according to the conceptual design requirements according to the sequence of the space box, the scene space structure and the scene floating objects.
1. Before the space box is put in, a loader material of the space box is firstly created. The 6 pictures generated before are imported into the sub-catalogs of the Unity file, a new Material ball is created, the loader of the new Material ball is set to be Skybox/6side, and the 6 pictures are sequentially filled in with the front, the back, the left, the right, the up and the down of the new Material ball. Thus, the material ball of the space box is manufactured; and then, opening a light window in window menu rendering, selecting an environment column, and then seeing the column for setting the space box under the environment, and selecting the material ball made before, so that the drawn space box can be successfully put in.
2. After letting, for example, the sky box, this embodiment can put into scene structure model "branch" and "root" that have been made in Rhino and Blender before. And establishing a new file model in the Assets folder, directly dragging the FBX file of the scene structure model stored before to the new folder by using a mouse, and then dragging to the menu directory of the Hierarchy. Next, the model will appear in the 3D view box. Note that since the "root system" has an animation effect, this embodiment needs to create an animation component Animator on each root system "separately, double-click into the Animator, select the animation of the model itself in the model imported into the Models in the Motion field of the base layer initial animation block of the animation state machine, adjust its play speed, and hook the loop mode. Thus, after entering the run mode, the present embodiment can see that the "root system" begins to swing back and forth.
3. According to the conceptual design, the floating exhibition is a floating painting exhibition, so that the scene floaters are painting frames and different paintings. The existing picture frame resource model is imported into a Models folder, and then placed in a 3D space and level menu according to requirements.
Based on the location information, adding, by the 3D engine, a visual optimization effect to the at least one 3D model and/or the at least one 2D map, wherein the visual optimization effect includes a lighting effect, a shading effect, and a material effect.
In one embodiment, the placement of the base position of the object is completed. In this embodiment, the overall scene artistic effect is optimized from three major parts of light, shadow and material by using the overall eye light.
The light and shadow determine the atmosphere sense, the third dimension and the permeability sense of a scene, and the influence on the whole artistic effect is of importance. According to the specific requirements of the scene, the following types of light needing to be respectively noted are shared: four major parts of environment light, scene light, material light sources, light reflection and system light parameter setting.
Here, the ambient light mainly refers to the illumination source that the sky box map contributes to the entire scene. The environmental illumination of the light window of the space box can be set before, and in the project, the environmental illumination source is 'color'; the atmosphere color can also select different colors by oneself; different parameters may also be adjusted in the ambient reflection to change the influence of ambient illumination on the whole scene.
The second most scene lights are also classified into several categories: direct light source, point light source, concentrated wide source, range light source, reflection probe and illumination probe. The setting of the scene light is to be completed according to the specific requirements of the scene, and for the direct light source, the embodiment can simply understand that the direct light source is sunlight because of the performance of complete coverage. Typically, there is only one direct light source in a scene, and its color and intensity are also adjustable. In this scenario, this embodiment provides a direct light source, color 7EE571 Hexadecimal, intensity 1. For different pictorial representations, point light sources are required to be added before some non-interactive fixed pictorial representations, brightness and definition of a picture are guaranteed, and because the point light sources and the fixed pictorial representations are static, the embodiment can set the pictorial representations and the picture frame objects to be static, then create light information for the pictorial representations through light baking, and computer resources are saved. Of course, the concentration source and the range light source can be selected to provide illumination for a specific area according to specific requirements. The reflection probe is used for optimizing the reflection effect of the local area and mainly highlighting specular reflection; the illumination probe is aimed at low-frequency information, and the diffuse reflection effect of a local area is enhanced.
The material light source and the light reflection of the third part are specific to the material of the specific space structure object. In this item, the embodiment does not select a self-luminous Emission material, but creates a reflective material similar to a transparent metal film in the URP rendering pipeline environment, which can well reflect ambient illumination information, and is applied to a "branch" space structure to render a space atmosphere with a transparent feeling.
The system light parameter setting in the fourth part directly determines the picture effect finally seen in the terminal device in this embodiment, so that it is also important. Taking Pico NEO3 as an example for VR devices, this embodiment uses the following settings to optimize XR visual rendering: stereo Rendering Method single pass is selected; compressing the channels for the illumination model; disabling detail of the detail light; as much as possible, the real-time light source only retains one main light source, retains the lightmap gi, or directly uses light baking. The HDR option must be turned off, otherwise it consumes hardware performance. In case of a RenderScale of 1, MSAA must be 4xMSAA.
Further, determining shader loader materials of the 3D model and/or the 2D map and generating an environment rendering configuration file;
And adding the environment rendering configuration file into a preset path of the 3D engine to realize optimization of visual effect.
Referring to fig. 4, fig. 4 is a schematic flowchart of a metaspace suspension space construction method according to a second embodiment of the present application. The metaspace suspension space construction method can be applied to a server, and is used for combining suspension spaces generated after visual optimization processing is carried out on the 3D model and/or the 2D map in the pre-acquired design scheme with the interactive files, synchronizing the optimized suspension space files into VR equipment, realizing the design of the metaspace suspension space based on the VR technology, and improving the experience of a user on the construction of the metaspace by the VR technology.
As shown in fig. 4, the step 104 specifically includes steps S1041 to S1043.
S1041, adding at least one device interface corresponding to the VR device to the 3D engine to realize simulated interaction through the VR device;
in an embodiment, the hover space is implemented based on a physics engine system, and the hover sensation of the VR immersive experience is primarily from a reference relationship in the immersive vision. In VR virtual experience, when simulating a suspended and ascending spatial function, surrounding references slowly move downwards at a higher frame rate, so that an experimenter wearing VR equipment has a sense of ascending himself, and brain wave response caused by the visual nerve also gives the experimenter an illusion of ascending. Based on the cranial nerve phenomenon, the application gives a floating effect of slowly rotating part of suspended objects by using the functions of VR complete immersion sense and Unity3D physical engine through CSharp programming language, and the specific implementation process is as follows:
1. The rotation of the object in three dimensions can be rotated about three axes x, y, z, so this embodiment first initializes three integer variables of 0 and is named rX, rY, rZ, respectively.
2. In the update more energy module of the script, the position parameter of the floating object is obtained, and the object is rotated by using the rotation function DORotate () of the three variables. (DORotate () comes from the ultra-lightweight plug-in DOTween of Unity3D, so a macro of this plug-in is to be introduced at script initialization: using DG. Twining).
3. The rotation type and the motion creep type are added to the variables of the rotation function, and the incremental type circulation mode and the linear creep mode are selected.
After the setting is completed, the suspended object can slowly rotate in space, so that the visual experience of suspending in space is achieved.
S1042, based on a preset code and the at least one device interface, realizing the virtual of the initial meta-space suspension space through the 3D engine;
in one embodiment, the Locomion human-computer interaction mode of "space walk" movement is achieved by simulating the gesture of human arms swimming back and forth. The mobile interaction algorithm is the most original core algorithm function of the invention, and the brand new interaction effect of the space migration algorithm is completed by utilizing the gyroscope, the acceleration sensor and the position algorithm of the handheld controller relative to the head-mounted device of the left-hand controller and the right-hand controller which are originally carried by the existing warmest portable VR equipment (such as the current Quest 2 and the Pico Neo 3) in the market.
The implementation flow of the whole algorithm comprises the following steps:
1. functional design of an interaction algorithm: in order to make the experience feel "space walk" more realistically, the present invention combines the features of a VR hand-held operating handle, functionally designed to accomplish a floating movement forward and backward in space by sliding the arms backward and forward in some active mode.
2. Specific interaction behavior design: the functional design of "by sliding the arms back and forth in a certain activation mode to accomplish a floating movement in space forward and backward" is largely divided into the following several detail requirements. First "in a certain active mode" can be synchronously interpreted as: the mode man-machine interaction information receiving mode is switched through a certain key, and the man-machine interaction mode of 'space migration' is activated by pressing a trigger button (trigger) at the top end of a handle of a left controller and a handle of a right controller.
3. Specific interaction algorithm design: to complete the design of the algorithm, the present embodiment first determines the parameters that need to be read. Based on gyroscopes and acceleration sensors built in the left and right controllers of the VR device, the position information of the handles of the left and right controllers relative to the head-mounted device on x, y and z axes can be obtained. Since Unity3D is an axis coordinate system set based on the left-handed spiral rule, this embodiment requires real-time acquisition of position information of two controllers with respect to the head-mounted device, that is, with respect to the front and rear of the body. In order to reduce the calculation amount of the computer and improve the smoothness of the interactive feedback, the parameters to be acquired in the embodiment are the real-time position information of the left-hand controller and the right-hand controller on the Z axis. Next, in order to determine whether the hands or one hand is stroked forward or backward, it is necessary to detect the relative change in the Z-axis of the two controller handle positions within a fixed physical time (in a fixed refresh function in the Unity3D game engine), and if the rate of change is greater than 0, then move forward, and conversely move backward.
4. Actual application of the algorithm: when the programming of the detection class algorithm is completed and the test is completed, the embodiment can apply the algorithm to specific function implementation. In the invention, a corresponding forward or backward three-dimensional space force is applied to the rigid structure of the VR headset representing the position of the experimenter, so as to push the experimenter to move in different directions. The mode of driving the motion by the driving force can simulate the mode of moving the object in the physical world well, and the acceleration of the object is always gradually reduced due to the dissipation of the force in the space, so that a smooth moving effect can be created, and the occurrence rate of dizziness symptoms of players in the VR operation process is reduced.
5. Overall test of human-computer interaction function "space migration": mature algorithms always require error correction in continuous testing to complete the final functional floor. In the man-machine interaction test, certain parameters in an interaction algorithm are adjusted mainly through differentiated operation and subjective experience of different people, and optimization of the algorithm and overall interaction is completed. Among the parameters that are often modified are mainly: the frequency of the handle position information of the left and right controllers is acquired, and floating point number frames per second are used as specific parameters in the invention; the amplification parameter of the relative position difference of the controller can reduce the calculation consumption of the floating point number through amplification of a certain multiple because the default relative parameter value of the VR equipment is very small; the force applied to the rigid body of the experimenter is also reasonable, so that the rationality of the relative movement speed of the experimenter in the suspension space can be ensured. Some column tests were completed and the final interaction algorithm also gradually tended to mature.
S1043, adding interaction behaviors to the 3D engine based on the meta space suspension space design scheme and a preset interaction algorithm, wherein the interaction behaviors comprise touch feedback behaviors, grabbing behaviors and multi-anchor point control behaviors.
In an embodiment, touch feedback, grabbing, spaced grabbing and multi-anchor control of experimenters and floating objects are achieved based on design and exhibition conceptual requirements. After the interactive function and algorithm of the lobomotion are designed, specific interactive behaviors of the experimenter and the suspended objects in the suspension space are considered, so that the overall experience of the suspension space is improved.
The invention covers the interaction experience of the meta-universe suspension space in a full range from the following human-computer interaction aspects:
1. touch feedback with the float can enhance the realism perceived by the experimenter in the hover space. When an experimenter touches a suspended painting or a space structure body by using any one of the two hands of the controller, the corresponding control handle can generate vibration feedback, and the experimenter can feel the vibration of the handle, so that the corresponding vibration feedback is received. The feedback mechanism can enhance the interaction relation and experience between the experienter and the virtual object in the virtual world, and strengthen the simulation experience of the experienter in the virtual world again. The specific implementation method is to find the hapticEvents column in the script of the XRI suite plug-in name XR Direct Interactor of Unity3D, wherein 6 options can be checked, and the first On Select Entered is checked.
2. Both the grabbing and the spaced grabbing can be realized through a script of the XRI plug-in. The grabbing function is realized by touching an object with a XR Grab Interactable script by any left and right controller handles and then pressing an activation key. Meanwhile, XR Direct Interactor script needs to be added on the two-hand controller handle. The space-free grabbing is needed to be realized through XR Ray Interactor.
3. The interaction function of multi-anchor point grabbing can be achieved by choosing Use Dynamic Attach, match Position, match Rotation and Snap to Collider Volume in a script named XR Grab Interactable of the object that can be grabbed. The multi-anchor point grabbing is to simulate the scene of grabbing a static object in the physical world to the greatest extent, namely, any part of the object can be grabbed, and high interaction freedom degree is realized.
Based on the embodiment shown in fig. 4, in this embodiment, step S1041 includes:
initializing three coordinate information of the 3D engine, and acquiring position parameters of the 3D model and/or the 2D map;
and rotating the 3D model and/or the 2D map based on a preset rotation function and the position parameter to realize rotation of the 3D model and/or the 2D map in space.
Based on all the above embodiments, the present embodiment includes:
obtaining a music file and an interactive sound effect file in the metacosmic suspension space design scheme to the initial metacosmic suspension space to generate a target metacosmic suspension space;
in an embodiment, background music and interactive sound effects are added, so that artistic atmosphere and interactive sound feedback of the whole space are increased, and interactive experience is enhanced: the background music is added to better render the artistic atmosphere of the whole scene, and only proper music is needed to be selected and added into the background playing function. The interaction sound effect is similar to the vibration feedback added to the controller handle, so that the experience of the whole interaction is enhanced. In this item, adding an Audio feedback to the grabbing of the suspended object is achieved by finding Audio Events columns in the scripts of the XRI suite plug-ins of Unity3D, named XR Direct Interactor and XR Ray Interactor, wherein 6 options can be checked, and after the first item On Select Entered is checked, a click Audio Clip To Play appears, namely, the music piece to be played is selected. In this column, the prepared sound effect material can be selected to complete the setting of the sound effect feedback.
And synchronizing the engineering file corresponding to the target meta-cosmic suspension space to the VR equipment.
In one embodiment, the completed files are packaged together, and then interactive testing is performed to simulate user behavior. Here, the complete flow experience test after the algorithm test is performed, i.e. the test is performed on the VR device that has already packaged the software. There are several test phases in total: and entering software, obtaining an interaction prompt, and completing interaction experience through a human-computer interaction experience suspension space. In different testing stages, the high probability does not encounter serious problems, and the experience is mainly used for verifying the whole effect from the initial conceptual design to the man-machine interaction design and is ready to be used.
Referring to fig. 5, fig. 5 is a schematic block diagram of a metaspace-suspending-space constructing apparatus for performing the aforementioned metaspace-suspending-space constructing method according to an embodiment of the present application. The metaspace construction device may be configured in a server.
As shown in fig. 5, the metaspace levitation space constructing apparatus 400 includes:
the scheme acquisition module 10 is used for acquiring a metaspace suspension space design scheme;
A model generation module 20, configured to generate a corresponding 3D model and/or 2D map based on the metaspace suspension space design scheme;
the initial space generating module 30 is configured to perform visual optimization processing on the 3D model and/or the 2D map through a preset 3D engine, so as to generate an initial metauniverse suspension space;
an interactive connection module 40, configured to interactively connect the initial meta space with a virtual reality VR device;
the target space generating module 50 is configured to add an auxiliary file to the initial metaspace, generate a target metaspace, and synchronize the target metaspace to the VR device to complete the construction of the metaspace design scheme.
Further, the scheme acquisition module 10 includes:
the 3D model generating unit is used for acquiring a 3D image of at least one element in the metaspace suspension space design scheme, modeling based on at least one 3D image and generating at least one 3D model;
and the 2D map generation unit is used for generating at least one 2D map based on the design concept of the metaspace suspension space design scheme.
Further, the initial space generating module 30 includes:
A location information determining unit for determining location information of at least one of the 3D models and/or the at least one 2D map in the 3D engine based on the metacosmic suspension space design scheme;
and a visual optimization effect adding unit, configured to add a visual optimization effect to the at least one 3D model and/or the at least one 2D map through the 3D engine based on the location information, where the visual optimization effect includes a lighting effect, a shadow effect, and a material effect.
Further, the visual optimization effect adding unit includes:
an environment rendering configuration file generating subunit, configured to determine a shader loader material of the 3D model and/or the 2D map and generate an environment rendering configuration file;
and the file adding subunit is used for adding the environment rendering configuration file into a preset path of the 3D engine so as to realize the optimization of visual effects.
Further, the interactive connection module 40 includes:
an interface adding unit, configured to add at least one device interface corresponding to the VR device to the 3D engine, so as to implement simulated interaction through the VR device;
the interaction code unit is used for realizing the virtual of the initial meta-universe suspension space through the 3D engine based on a preset code and the at least one equipment interface;
And the interactive behavior adding unit is used for adding interactive behaviors into the 3D engine based on the meta-universe suspension space design scheme and a preset interactive algorithm, wherein the interactive behaviors comprise touch feedback behaviors, grabbing behaviors and multi-anchor point control behaviors.
Further, the interface adding unit includes:
a position parameter obtaining subunit, configured to initialize three coordinate information of the 3D engine, and obtain position parameters of the 3D model and/or the 2D map;
and the rotation subunit is used for rotating the 3D model and/or the 2D mapping based on a preset rotation function and the position parameter so as to realize the rotation of the 3D model and/or the 2D mapping in space.
Further, the target space generation module 50 includes:
the target space generating unit is used for acquiring the music files and the interactive sound effect files in the metacosmic suspension space design scheme to the initial metacosmic suspension space to generate a target metacosmic suspension space;
and the space synchronization unit is used for synchronizing the engineering file corresponding to the target element cosmic suspension space to the VR equipment.
It should be noted that, for convenience and brevity of description, the specific working process of the apparatus and each module described above may refer to the corresponding process in the foregoing method embodiment, which is not described herein again.
The apparatus described above may be implemented in the form of a computer program which is executable on a computer device as shown in fig. 6.
Referring to fig. 6, fig. 6 is a schematic block diagram of a computer device according to an embodiment of the present application. The computer device may be a server.
With reference to FIG. 6, the computer device includes a processor, memory, and a network interface connected by a system bus, where the memory may include a non-volatile storage medium and an internal memory.
The non-volatile storage medium may store an operating system and a computer program. The computer program comprises program instructions that, when executed, cause a processor to perform any of a number of metaspace construction methods.
The processor is used to provide computing and control capabilities to support the operation of the entire computer device.
The internal memory provides an environment for the execution of a computer program in a non-volatile storage medium that, when executed by a processor, causes the processor to perform any one of a number of metaspace suspension space construction methods.
The network interface is used for network communication such as transmitting assigned tasks and the like. It will be appreciated by those skilled in the art that the structure shown in FIG. 6 is merely a block diagram of some of the structures associated with the present inventive arrangements and is not limiting of the computer device to which the present inventive arrangements may be applied, and that a particular computer device may include more or fewer components than shown, or may combine some of the components, or have a different arrangement of components.
It should be appreciated that the processor may be a central processing unit (Central Processing Unit, CPU), but may also be other general purpose processors, digital signal processors (Digital Signal Processor, DSP), application specific integrated circuits (Application Specific Integrated Circuit, ASIC), field-programmable gate arrays (Field-Programmable Gate Array, FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, or the like. Wherein the general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
Wherein in one embodiment the processor is configured to run a computer program stored in the memory to implement the steps of:
acquiring a metauniverse suspension space design scheme;
based on the metauniverse suspension space design scheme, a corresponding 3D model and/or 2D map is generated;
performing visual optimization on the 3D model and/or the 2D map through a preset 3D engine to generate an initial meta-universe suspension space;
interactively connecting the initial meta-universe suspension space with virtual reality VR equipment;
and adding an auxiliary file to the initial metaspace, generating a target metaspace, and synchronizing the target metaspace to the VR device to complete the construction of the metaspace design scheme.
In one embodiment, based on the metaspace suspension space design scheme, a corresponding 3D model and/or 2D map is generated for implementation:
acquiring a 3D image of at least one element in the metaspace suspension space design scheme, and modeling based on at least one 3D image to generate at least one 3D model;
and generating at least one 2D map based on the design concept of the metaspace suspension space design scheme.
In one embodiment, the 3D model and/or the 2D map are visually optimized by a preset 3D engine to generate an initial metauniverse suspension space for implementation:
determining location information of at least one of the 3D models and/or the at least one 2D map in the 3D engine based on the metaspace suspension space design;
based on the location information, adding, by the 3D engine, a visual optimization effect to the at least one 3D model and/or the at least one 2D map, wherein the visual optimization effect includes a lighting effect, a shading effect, and a material effect.
In one embodiment, a visual optimization effect is added to the at least one of the 3D models and/or the at least one 2D map by the 3D engine based on the location information for implementing:
Determining shader loader materials of the 3D model and/or the 2D map and generating an environment rendering configuration file;
and adding the environment rendering configuration file into a preset path of the 3D engine to realize optimization of visual effect.
In one embodiment, the initial metauniverse suspension space is interactively connected with a virtual reality VR device for implementing:
adding at least one device interface corresponding to the VR device to the 3D engine to achieve simulated interaction through the VR device;
based on a preset code and the at least one device interface, the initial meta-universe suspension space is virtualized through the 3D engine;
based on the meta space suspension space design scheme and a preset interaction algorithm, adding interaction behaviors into the 3D engine, wherein the interaction behaviors comprise touch feedback behaviors, grabbing behaviors and multi-anchor point control behaviors.
In one embodiment, based on adding at least one device interface corresponding to the VR device to the 3D engine to enable simulated interaction by the VR device, for implementation:
initializing three coordinate information of the 3D engine, and acquiring position parameters of the 3D model and/or the 2D map;
And rotating the 3D model and/or the 2D map based on a preset rotation function and the position parameter to realize rotation of the 3D model and/or the 2D map in space.
In one embodiment, an auxiliary file is added to the initial metaspace, a target metaspace is generated and synchronized to the VR device to complete the construction of the metaspace design scheme for implementation:
obtaining a music file and an interactive sound effect file in the metacosmic suspension space design scheme to the initial metacosmic suspension space to generate a target metacosmic suspension space;
and synchronizing the engineering file corresponding to the target meta-cosmic suspension space to the VR equipment.
The embodiment of the application also provides a computer readable storage medium, wherein the computer readable storage medium stores a computer program, the computer program comprises program instructions, and the processor executes the program instructions to realize any meta-space suspension space construction method provided by the embodiment of the application.
The computer readable storage medium may be an internal storage unit of the computer device according to the foregoing embodiment, for example, a hard disk or a memory of the computer device. The computer readable storage medium may also be an external storage device of the computer device, such as a plug-in hard disk, a Smart Media Card (SMC), a Secure Digital (SD) Card, a Flash memory Card (Flash Card), or the like, which are provided on the computer device.
While the application has been described with reference to certain preferred embodiments, it will be understood by those skilled in the art that various changes and substitutions of equivalents may be made and equivalents will be apparent to those skilled in the art without departing from the scope of the application. Therefore, the protection scope of the application is subject to the protection scope of the claims.

Claims (10)

1. The construction method of the metauniverse suspension space is characterized by comprising the following steps of:
acquiring a metauniverse suspension space design scheme;
based on the metauniverse suspension space design scheme, a corresponding 3D model and/or 2D map is generated;
performing visual optimization on the 3D model and/or the 2D map through a preset 3D engine to generate an initial meta-universe suspension space;
interactively connecting the initial meta-universe suspension space with virtual reality VR equipment;
and adding an auxiliary file to the initial metaspace, generating a target metaspace, and synchronizing the target metaspace to the VR device to complete the construction of the metaspace design scheme.
2. The metaspace construction method according to claim 1, wherein the generating a corresponding 3D model and/or 2D map based on the metaspace design scheme comprises:
Acquiring a 3D image of at least one element in the metaspace suspension space design scheme, and modeling based on at least one 3D image to generate at least one 3D model;
and generating at least one 2D map based on the design concept of the metaspace suspension space design scheme.
3. The metaspace construction method according to claim 2, wherein the generating an initial metaspace by performing visual optimization processing on the 3D model and/or the 2D map by a preset 3D engine includes:
determining location information of at least one of the 3D models and/or the at least one 2D map in the 3D engine based on the metaspace suspension space design;
based on the location information, adding, by the 3D engine, a visual optimization effect to the at least one 3D model and/or the at least one 2D map, wherein the visual optimization effect includes a lighting effect, a shading effect, and a material effect.
4. A meta-space suspension construction method according to claim 3, characterized in that said adding, by said 3D engine, visual optimization effects to said at least one said 3D model and/or said at least one 2D map based on said location information comprises:
Determining shader loader materials of the 3D model and/or the 2D map and generating an environment rendering configuration file;
and adding the environment rendering configuration file into a preset path of the 3D engine to realize optimization of visual effect.
5. The metaspace suspension space construction method of claim 1, wherein the interactively connecting the initial metaspace suspension space with a virtual reality VR device comprises:
adding at least one device interface corresponding to the VR device to the 3D engine to achieve simulated interaction through the VR device;
based on a preset code and the at least one device interface, the initial meta-universe suspension space is virtualized through the 3D engine;
based on the meta space suspension space design scheme and a preset interaction algorithm, adding interaction behaviors into the 3D engine, wherein the interaction behaviors comprise touch feedback behaviors, grabbing behaviors and multi-anchor point control behaviors.
6. The metaspace suspension space construction method of claim 5, wherein the adding at least one device interface corresponding to the VR device to the 3D engine based on the VR device to enable simulated interaction comprises:
Initializing three coordinate information of the 3D engine, and acquiring position parameters of the 3D model and/or the 2D map;
and rotating the 3D model and/or the 2D map based on a preset rotation function and the position parameter to realize rotation of the 3D model and/or the 2D map in space.
7. The metaspace construction method according to any one of claims 1 to 6, wherein the adding an auxiliary file to the initial metaspace, generating a target metaspace and synchronizing the target metaspace to the VR device to complete the construction of the metaspace design scheme, comprises:
obtaining a music file and an interactive sound effect file in the metacosmic suspension space design scheme to the initial metacosmic suspension space to generate a target metacosmic suspension space;
and synchronizing the engineering file corresponding to the target meta-cosmic suspension space to the VR equipment.
8. A meta-space suspension space construction apparatus, comprising:
the scheme acquisition module is used for acquiring a meta space suspension space design scheme;
the model generation module is used for generating a corresponding 3D model and/or 2D map based on the metauniverse suspension space design scheme;
The initial space generation module is used for carrying out visual optimization processing on the 3D model and/or the 2D map through a preset 3D engine to generate an initial metauniverse suspension space;
the interactive connection module is used for carrying out interactive connection on the initial meta-universe suspension space and the virtual reality VR equipment;
and the target space generation module is used for adding an auxiliary file into the initial metaspace, generating a target metaspace, and synchronizing the target metaspace to the VR equipment so as to complete the construction of the metaspace design scheme.
9. A computer device, the computer device comprising a memory and a processor;
the memory is used for storing a computer program;
the processor is configured to execute the computer program and implement the metaspace suspension space construction method according to any one of claims 1 to 7 when the computer program is executed.
10. A computer-readable storage medium, characterized in that the computer-readable storage medium stores a computer program, which when executed by a processor causes the processor to implement the metaspace construction method according to any one of claims 1 to 7.
CN202310506720.4A 2023-05-06 2023-05-06 Meta-universe suspension space construction method, device, computer equipment and storage medium Pending CN116824040A (en)

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