WO2013173949A1 - 一种三维虚拟现实场景中物体按层级加卸载的方法和装置 - Google Patents

一种三维虚拟现实场景中物体按层级加卸载的方法和装置 Download PDF

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Publication number
WO2013173949A1
WO2013173949A1 PCT/CN2012/001259 CN2012001259W WO2013173949A1 WO 2013173949 A1 WO2013173949 A1 WO 2013173949A1 CN 2012001259 W CN2012001259 W CN 2012001259W WO 2013173949 A1 WO2013173949 A1 WO 2013173949A1
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Prior art keywords
level
virtual reality
node
dimensional virtual
reality scene
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PCT/CN2012/001259
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English (en)
French (fr)
Inventor
任伟峰
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Ren Weifeng
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Priority to US14/403,660 priority Critical patent/US20150138211A1/en
Publication of WO2013173949A1 publication Critical patent/WO2013173949A1/zh

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F7/00Methods or arrangements for processing data by operating upon the order or content of the data handled
    • G06F7/06Arrangements for sorting, selecting, merging, or comparing data on individual record carriers
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/005Tree description, e.g. octree, quadtree
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/98Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8082Virtual reality
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2210/00Indexing scheme for image generation or computer graphics
    • G06T2210/61Scene description

Definitions

  • the present invention relates to the field of three-dimensional virtual reality technology, and in particular, to a method and apparatus for loading and unloading objects in a three-dimensional virtual reality scene.
  • Virtual reality technology has virtuality beyond reality. It is a new computer technology developed along with multimedia technology. It uses three-dimensional graphics generation technology, multi-sensor interaction technology and high-resolution display technology to generate a three-dimensional realistic virtual environment. Users need special interactive devices to enter the virtual environment. Virtual reality technology has greatly advanced the development of computer technology. One of its main functions is to generate virtual reality scenes. Virtual reality technology has been applied in various aspects such as industry, architecture design, education and training, culture and entertainment. The development of this technology is changing people's lives.
  • the main object of the present invention is to provide a method and apparatus for loading and unloading objects in a three-dimensional virtual reality scene in a hierarchical manner, which realizes the purpose of dynamically loading and unloading objects according to levels in a three-dimensional virtual reality scene.
  • a method for loading and unloading objects in a three-dimensional virtual reality scene according to the present invention includes:
  • the method further includes:
  • the method further includes:
  • the tree management structure is generated according to the subordination and combination between all objects in the three-dimensional virtual reality scene.
  • the generating the tree management structure according to the subordinate and combination manner of all objects in the three-dimensional virtual reality scene comprises:
  • the root node of the tree management structure is located at a first level of the tree management structure, and the first object is an entire three-dimensional virtual reality scene;
  • the second object corresponding to each part of the first object belongs to a second level of a tree management structure, and the node corresponding to the second object is a child node of the root node , where N>1, N is an integer;
  • the third object corresponding to each part of the second object belongs to the third level of the tree management structure, and the node corresponding to the third object is the corresponding node of the second object.
  • the method further includes:
  • the behavior of the object selected in the three-dimensional virtual reality scene includes:
  • a device for loading and unloading objects in a three-dimensional virtual reality scene comprising:
  • a level determining unit configured to determine a level of the object in the tree management structure and a node corresponding to the tree management structure after sensing the behavior of the object in the three-dimensional virtual reality scene;
  • a receiving unit configured to receive a command to enter the next layer
  • a determining unit configured to determine whether the node corresponds to a next level
  • an unloading unit configured to: when the receiving unit determines that the obtained node has a next level after receiving the command to enter the next layer, loading the next three-dimensional virtual reality scene All objects in a hierarchy and unload all objects in the hierarchy where the object is located.
  • the method further includes:
  • the receiving unit is further configured to receive a command to return to the previous layer
  • the determining unit is further configured to determine whether the node corresponds to an upper level
  • the loading and unloading unit is further configured to: after the receiving unit receives the returning the upper layer command, when the determining unit determines that the obtained node corresponds to the upper level, loading in the three-dimensional virtual reality scene All objects in the previous hierarchy, and unloading the locations in the hierarchy where the objects are located There are objects.
  • the method further includes:
  • a tree structure generating unit is configured to generate a tree management structure according to a subordination and a combination manner among all objects in the three-dimensional virtual reality scene.
  • the method further includes:
  • the message unit is configured to: after the receiving unit receives the command to enter the next layer, when the determining unit determines that the obtained node does not correspond to the next level, sending an execution failure message.
  • the message unit is further configured to: after the receiving unit receives the returning the previous layer command, when the determining unit determines that the obtained node does not correspond to the upper level, sending an execution failure message.
  • the method and the device for loading and unloading objects in the three-dimensional virtual reality scene of the present invention determine the level of the selected object in the three-dimensional virtual reality scene and the selected object corresponding to the node in the level, and then receive the entry.
  • a layer returns or returns to the previous layer command
  • all objects in the next level or the previous level are loaded in the 3D virtual reality scene
  • all objects in the level of the selected object are unloaded, thereby realizing the dynamic loading user needs to observe.
  • the purpose of object level and unloading irrelevant level resources not only reduces the occupation of computer memory, but also improves the fluency of the display of 3D virtual reality scenes.
  • FIG. 1 is a schematic diagram of a tree management structure of the present invention
  • FIG. 2 is a schematic flow chart of Embodiment 1 of a method for loading and unloading objects in a three-dimensional virtual reality scene according to the present invention
  • FIG. 3 is a schematic diagram of loading and unloading of objects in a three-dimensional virtual reality scene according to the present invention.
  • Embodiment 4 is a schematic flow chart of Embodiment 2 of a method for loading and unloading objects in a three-dimensional virtual reality scene according to the present invention
  • FIG. 5 is a schematic structural diagram of Embodiment 1 of an apparatus for loading and unloading objects in a three-dimensional virtual reality scene according to the present invention
  • FIG. 6 is a schematic structural diagram of Embodiment 2 of an apparatus for loading and unloading objects in a three-dimensional virtual reality scene according to the present invention.
  • DETAILED DESCRIPTION OF THE INVENTION Objects in a three-dimensional virtual reality scene are divided into an assembly and a single body. The combination is composed of a plurality of monomers, and a tree management structure can be established by defining a subordinate and combination manner of objects in a three-dimensional virtual reality scene. All the nodes in the tree management structure are divided into real nodes and virtual nodes, where the real nodes refer to the leaf nodes of the tree structure, the leaf nodes correspond to the single elements in the three-dimensional virtual reality scene, and the virtual nodes refer to the leaves nodes.
  • All the nodes, the virtual nodes correspond to the combination in the three-dimensional virtual reality scene, and the presentation of the combination in the three-dimensional virtual reality scene depends on the combination of all the monomers that make up it, and all the real nodes and virtual nodes are divided according to the hierarchical rules.
  • the first level includes the root node 1
  • the second level includes the child nodes 1.1, 1.2, and 1.3
  • the third level includes the child nodes 1.2.1, 1.2.2, and 1.2. .3
  • the fourth level includes sub-nodes 1.2.3.1, 1.2.3.2, and 1.2.3.3.
  • the root node 1, the child nodes 1.2 and 1.2.3 are virtual nodes, corresponding to the combination in the three-dimensional virtual reality scene
  • the other nodes are real nodes, corresponding to the single elements in the three-dimensional virtual reality scene. Defining the subordination and combination of objects in a three-dimensional virtual reality scene, and establishing a tree management structure of objects in a three-dimensional virtual reality scene.
  • the steps of the first embodiment of the method for realizing the loading and unloading of objects in the three-dimensional virtual reality scene of the present invention are as follows:
  • the behavior of the object in the three-dimensional virtual reality scene is included in the following three modes: first, controlling the mouse to select an object in the three-dimensional virtual reality scene; second, when the display window is a touch screen The object in the three-dimensional virtual reality scene is selected by using a touch pen or a finger touch. Third, the object in the three-dimensional virtual reality scene is selected by inputting a command from the keyboard.
  • the object After sensing the behavior of the object in the three-dimensional virtual reality scene, the object can be corresponding to the pre-generated tree management structure, thereby determining the structure level to which the selected object belongs according to the tree management structure. Click on the object to correspond to the node in the hierarchy.
  • the scheme generates a tree management structure according to the subordination and combination between all objects in the three-dimensional virtual reality scene.
  • the root node is determined according to the subordination and combination manner among all objects in the three-dimensional virtual reality scene, and all the root nodes are determined.
  • the child node, and finally the root node and all the child nodes form a tree management structure, the specific steps are as follows: 1.
  • the first object corresponds to the root node of the tree management structure, and the root node is located at the first level of the tree management structure, An object is an entire three-dimensional virtual reality scene; 2. If the first object includes an N part, the second object corresponding to each part of the first object belongs to the second level of the tree management structure, and the corresponding part of each part of the first object The node corresponding to the two objects is a child node of the root node, where N>1, N is an integer; 3.
  • the third object corresponding to each part of the second object belongs to the tree management structure
  • the third level the node corresponding to the third object is a child node of the node corresponding to the second object, where M>1, M is an integer; and so on, Decomposing said first object into the hierarchy until the actual demand.
  • the received command to enter the next layer is input by the user, and the implementation manner of the input command includes, but is not limited to, the following two methods: First, using a keyboard to input a command, which can be used on a keyboard The character corresponds to the command, click on the character to enter the next level of the tree management structure; Second, if the display window is a touch screen, the operation button for entering the next level can be set in the display window, using a finger or a touch Click the button to enter the next level command.
  • the level of the selected object and the node corresponding to the selected object are determined by the sensing point selection behavior, and after receiving the command to enter the next level, all the objects in the level of the selected object are unloaded. And loading all the objects in the lower level of the node in the three-dimensional virtual reality scene, realizing the purpose of dynamically loading the object level that the user needs to observe, and unloading the unrelated hierarchical resources, not only reducing the consumption of the computer, but also improving the scene display screen.
  • the fluency is performed by the sensing point selection behavior, and after receiving the command to enter the next level, all the objects in the level of the selected object are unloaded.
  • the object is a cube
  • the node 1 corresponding to the object is a root node in the tree management structure
  • the object corresponding to the node 1 includes three parts, respectively Corresponding to the nodes 1.1 and 1.2 in the tree management structure, located in the second level of the tree structure, when entering the next layer, the object corresponding to node 1 can be unloaded, and node 1 is loaded.
  • the steps of the second embodiment of the method for implementing the loading and unloading of objects in the three-dimensional virtual reality scene of the present invention are as follows:
  • an object in a three-dimensional virtual reality scene displayed on the two-dimensional screen may be selected by using a mouse, and the object corresponds to a node in the tree management structure, as shown in FIG. 1 , for example, corresponding to the selected object.
  • the node is 1. 2. 3, then the node is located in the third level of the tree management structure, the node is a virtual node, and the object corresponding to the node 1.2.3 is a combination.
  • step 202 After receiving the next layer command, performing step 203 to step 205;
  • the structure level corresponding to the selected object that is, all objects corresponding to the three-dimensional virtual reality scene in the third level
  • the structure level corresponding to the selected object that is, all objects corresponding to the three-dimensional virtual reality scene in the third level
  • step 206 When receiving the return to the previous layer command, performing step 207 to step 209.
  • the structure level corresponding to the selected object that is, all objects corresponding to the three-dimensional virtual reality scene in the third level
  • the third is unloaded.
  • all the objects in the second level are loaded, that is, the objects corresponding to the node 1.1 in the second level and the node 1.2 and the nodes 1. 3, wherein the node 1.1 and the node 1 are loaded
  • the object corresponding to the object is a single body, and the object corresponding to the node 1.2 is a combination.
  • all the objects in the upper level or the lower level in the tree management structure are dynamically loaded according to the user's needs, and all the objects in the level of the selected object are unloaded, thereby performing the part of the object to be focused.
  • the detail display without displaying all the details of the object, not only reduces the consumption of the computer, but also improves the smoothness of the scene display.
  • FIG. 5 is a schematic structural diagram of Embodiment 1 of an apparatus for loading and unloading an object in a three-dimensional virtual reality scene according to the present invention.
  • the apparatus includes: a hierarchy determining unit 1 1 for sensing behavior of an object in a three-dimensional virtual reality scene.
  • FIG. 6 is a schematic structural diagram of Embodiment 2 of an apparatus for loading and unloading objects in a three-dimensional virtual reality scene according to the present invention.
  • the apparatus includes: a tree structure generating unit 21, configured to perform dependencies between all objects in a three-dimensional virtual reality scene.
  • the level determining unit 22 configured to sense the behavior of the object in the three-dimensional virtual reality scene after determining the level of the selected object in the tree management structure and the selected object Corresponding to the node in the tree management structure;
  • the receiving unit 23 is configured to receive the command to enter the next layer;
  • the receiving unit 23 is further configured to receive a command to return to the previous layer;
  • the determining unit 24 is configured to determine the object to be selected Whether the corresponding node corresponds to the next level;
  • the determining unit 24 is further configured to determine whether the node corresponding to the selected object has a higher level;
  • the loading and unloading unit 25 is configured to: when the receiving unit receives the command to enter the next layer, when the determining unit determines that the node corresponding to the selected object corresponds to the next level, loading the next level in the three-dimensional virtual reality scene All the objects in the hierarchy, and unloading all the objects in the hierarchy of the selected object; the loading and unloading unit 25 is further configured to: after the receiving
  • the execution failure message is sent; and the message unit 26 is further configured to: after receiving the return command from the receiving unit, When the judgment unit determines that the node corresponding to the selected object corresponds to the previous level, the execution failure message is sent.
  • the device for loading and unloading objects in the above-mentioned three-dimensional virtual reality scene may determine, by the level determining unit, the structure level at which the selected object is located and the node corresponding to the selected object in the structure level, and the receiving unit receives the next entry. After the layer command or the command returns to the previous layer, when the judgment unit determines that there is a next level or a higher level, the loading and unloading unit is used to load all objects in the next level or the upper level, and the unloading is selected. All objects in the hierarchy of the object, so that the part of the object is displayed in detail, without displaying all the details of the object, not only reduces the large amount of computer resources, but also makes the picture display process smoother.
  • the terms “including”, “comprising” or “comprising” or “comprising” or “comprising” are intended to encompass a non-exclusive inclusion, such that a process, method, article, or device that includes a plurality of elements includes not only those elements but also Other elements, or elements that are inherent to such a process, method, item, or device.
  • An element defined by the phrase “comprising a " does not exclude the presence of additional elements in the process, method, item, or device that comprises the element.

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Abstract

提供了一种三维虚拟现实场景中物体按层级加卸载的方法,包括:感知到点选三维虚拟现实场景中的物体的行为后,确定所述物体在树形管理结构中的层级和对应在所述树形管理结构中的节点;在接收到进入下一层命令后,如果所述节点对应有下一层级,则在所述三维虚拟现实场景中加载所述下一个层级中的所有物体,并卸载所述物体所在层级中的所有物体。还提供了一种三维虚拟现实场景中物体按层级加卸载的装置。

Description

一种三維虚拟现实场景中物体按层级加卸载的方法和装置 技术领域 本发明涉及三维虚拟现实技术领域, 尤其涉及一种三維虚拟现实场景中 物体按层级加卸载的方法和装置。 背景技术 虚拟现实技术具有超越现实的虚拟性, 它是伴随多媒体技术发展起来 的计算机新技术, 它利用三維图形生成技术、 多传感交互技术以及高分辨 率显示技术, 生成三維逼真的虚拟环境, 用户需要通过特殊的交互设备才 能进入虚拟环境中。 虚拟现实技术大大推进了计算机技术的发展, 它的一 个主要功能是生成虚拟现实场景。 虚拟现实技术已经应用于工业、 建筑设 计、 教育培训、 文化娱乐等各个方面, 该技术的应发展正在改变着人们的 生活。
随着计算机图像处理技术的快速发展, 用户对于虚拟现实场景呈现的显 示质量要求越来越高, 但是在三维虚拟现实场景中却无法完全展示物体的全 部细节, 因为利用虚拟现实技术完全展示一个大场景中的所有物体的细节, 不但占用大量的电脑内存, 而且对中央处理器 (CPU)、 图像处理器(GPU) 的 要求非常高; 虽然通过展示全部细节使得电脑显示的画面质量有所提高, 但 是却降低了画面运行的流畅性, 甚至在运行过程中会出现电脑假死的现象。 发明内容 有鉴于此, 本发明的主要目的在于提供一种三維虛拟现实场景中物体按 层级加卸载的方法和装置, 实现了在三維虛拟现实场景中按照层级动态加载 和卸载物体的目的。 为实现上述目的,本发明提出的一种三維虚拟现实场景中物体按层级加卸 载的方法, 包括:
感知到点选三維虚拟现实场景中的物体的行为后, 确定所述物体在树形 管理结构中的层级和对应在所述树形管理结构中的节点;
在接收到进入下一层命令后, 如果所述节点对应有下一层级, 则在所述 三维虚拟现实场景中加载所述下一个层级中的所有物体, 并卸载所述物体所 在层级中的所有物体。
优选的, 在上述方法中, 还包括:
在接收到返回上一层命令后, 如果所述节点对应有上一层级, 则在所述 三维虚拟现实场景中加载所述上一个层级中的所有物体, 并卸载所述物体所 在层级中的所有物体。
优选的, 在上述方法中, 还包括:
根据三维虚拟现实场景中所有物体之间的从属及組合方式, 生成所述树 形管理结构。
优选的, 在上述方法中, 所述根据三维虚拟现实场景中所有物体之间的 从属及组合方式, 生成所述树形管理结构包括:
将第一物体对应于所述树形管理结构的根节点, 所述根节点位于所述树 形管理结构的第一层级, 所述第一物体为整个三維虚拟现实场景;
如果所述第一物体包括 N部分,则所述第一物体每部分所对应的第二物体 属于树形管理结构的第二层级, 所述第二物体对应的节点为所述根节点的子 节点, 其中, N〉1,N为整数;
如果所述第二物体包括 M部分,则所述第二物体每部分所对应的第三物体 属于树形管理结构的第三层级, 所述第三物体对应的节点为所述第二物体对 应节点的子节点, 其中, M>1,M为整数; 依此类推, 直到将所述第一物体分解到实际需求的层级为止。 优选的, 在上述方法中, 还包括:
在接收到进入下一层命令后, 如果所述节点未对应有下一层级, 则发送 执行失败消息;
在接收到返回上一层命令后, 如果所述节点未对应有上一层级, 则发送 执行失败消息。
优选的, 在上述方法中, 所述点选三維虚拟现实场景中的物体的行为包 括:
控制鼠标点选三维虚拟现实场景中的物体; 或当显示窗口为触摸屏时, 采用触摸笔或手指触碰的方式点选所述物体; 或通过键盘输入指令的方式点 选所述物体。
一种三维虚拟现实场景中物体按层级加卸载的装置, 包括:
层级确定单元, 用于感知到点选三維虚拟现实场景中的物体的行为后, 确定所述物体在树形管理结构中的层级和对应在所述树形管理结构中的节 点;
接收单元, 用于接收进入下一层命令;
判断单元, 用于判断所述节点是否对应有下一层级;
加卸载单元, 用于在所述接收单元接收到进入下一层命令后, 当所述判 断单元判断得到的所述节点对应有下一层级时, 在所述三維虚拟现实场景中 加载所述下一个层级中的所有物体,并卸载所述物体所在层级中的所有物体。
优选的, 在上述装置中, 还包括:
所述接收单元, 还用于接收返回上一层命令;
所述判断单元, 还用于判断所述节点是否对应有上一层級;
所述加卸载单元, 还用于在所述接收单元接收到返回上一层命令后, 当 所述判断单元判断得到的所述节点对应有上一层级时, 在所述三维虛拟现实 场景中加载所述上一个层级中的所有物体, 并卸载所述物体所在层级中的所 有物体。
优选的, 在上述装置中, 还包括:
树形结构生成单元, 用于根据三維虚拟现实场景中所有物体之间的从属 及组合方式, 生成树形管理结构。
优选的, 在上述装置中, 还包括:
消息单元, 用于在所述接收单元接收到进入下一层命令后, 当所述判断 单元判断得到的所述节点未对应有下一层级时, 发送执行失败消息。
所述消息单元, 还用于在所述接收单元接收到返回上一层命令后, 当所 述判断单元判断得到的所述节点未对应有上一层级时, 发送执行失败消息。
可见, 本发明三维虛拟现实场景中物体按层级加卸载的方法和装置通过 确定三维虚拟现实场景中被点选物体所在的层级及被点选物体对应在该层级 中的节点后, 当接收进入下一层或返回上一层命令时, 在三維虚拟现实场景 中加载下一个层级或上一个层级中的所有物体, 并卸载被点选物体所在层级 中的所有物体, 实现了动态加载用户需要观察的物体层级、 卸载无关层级资 源的目的, 不但可以降低对电脑内存的大量占用, 而且提升了三维虚拟现实 场景显示画面的流畅性。 附图说明 为了更清楚地说明本发明实施例或现有技术中的技术方案, 下面将对实 施例或现有技术描述中所需要使用的附图作简单地介绍, 显而易见地, 下面 描述中的附图是本发明的一些实施例, 对于本领域普通技术人员来讲, 在不 付出创造性劳动的前提下, 还可以根据这些附图获得其他的附图。
图 1为本发明树形管理结构示意图;
图 2为本发明三維虛拟现实场景中物体按层级加卸载的方法的实施例一 的流程示意图; 图 3为本发明三維虛拟现实场景中物体按层级加卸载示意图。
图 4为本发明三維虚拟现实场景中物体按层级加卸载的方法的实施例二 的流程示意图;
图 5为本发明三维虛拟现实场景中物体按层级加卸载的装置的实施例一 的结构示意图;
图 6为本发明三维虛拟现实场景中物体按层级加卸载的装置的实施例二 的结构示意图。 具体实施方式 三维虚拟现实场景中的物体分为组合体和单体, 组合体由多个单体组合 而成, 可通过定义三維虛拟现实场景中物体的从属及組合方式, 建立树形管 理结构。 树形管理结构中的所有节点分为实节点和虚拟节点, 其中实节点是 指树结构的叶子节点, 叶子节点对应于三維虚拟现实场景中的单体; 而虛拟 节点是指除叶子节点之外的所有节点, 虚拟节点对应于三維虚拟现实场景中 的组合体, 组合体在三維虚拟现实场景的呈现取决于组成它的所有单体的组 合方式,所有的实节点和虚拟节点根据层级的划分规则构成了树形管理结构。
举例说明, 参见图 1所示的树形管理结构示意图, 第一层级包括根节点 1,第二层级包括子节点 1.1、 1.2和 1.3, 第三层级包括子节点 1.2.1、 1.2.2 和 1.2.3, 第四层级包括子节点 1.2.3.1、 1.2.3.2和 1.2.3.3。 其中, 根节 点 1、 子节点 1.2和 1.2.3都是虚拟节点, 对应于三維虚拟现实场景中的组 合体, 其它节点都是实节点, 对应于三維虛拟现实场景中的单体。 在三维虚 拟现实场景中定义物体的从属及組合方式, 建立三维虚拟现实场景中物体的 树形管理结构。
为使本发明实施例的目的、 技术方案和优点更加清楚, 下面将结合本发 明实施例中的附图, 对本发明实施例中的技术方案进行清楚、 完整地描述, 显然, 所描述的实施例是本发明一部分实施例, 而不是全部的实施例。 基于 本发明中的实施例, 本领域普通技术人员在没有做出创造性劳动前提下所获 得的所有其他实施例, 都属于本发明保护的范围。
参见图 2所示, 实现本发明三維虚拟现实场景中物体按层级加卸载的方 法的实施例一的步骤如下:
101 :感知到点选三维虛拟现实场景中的物体的行为后,确定被点选物体 在树形管理结构中的层级和被点选物体对应在树形管理结构中的节点。
本实施例中, 上述点选三維虚拟现实场景中的物体的行为包括但不限于 以下三种方式: 第一、 控制鼠标点选三维虚拟现实场景中的物体; 第二、 当 显示窗口为触摸屏时, 采用触摸笔或手指触碰的方式点选三維虚拟现实场景 中的物体;第三、通过键盘输入指令的方式点选三維虚拟现实场景中的物体。
当感知到点选三維虚拟现实场景中的物体的行为后, 便可将该物体对应 到预先生成的树形管理结构当中, 从而根据该树形管理结构确定被点选物体 所属的结构层级及被点选物体对应在该结构层級中的节点。 本方案根据三维 虚拟现实场景中所有物体之间的从属及组合方式生成树形管理结构, 首先根 据三维虚拟现实场景中所有物体之间的从属及组合方式确定根节点, 并确定 根节点下的所有子节点, 最后由根节点和所有子节点组成树形管理结构, 具 体步骤如下: 1、将第一物体对应于树形管理结构的根节点, 根节点位于树形 管理结构的第一层级, 第一物体为整个三維虚拟现实场景; 2、如果第一物体 包括 N部分,则第一物体每部分所对应的第二物体属于树形管理结构的第二层 级, 第一物体每部分所对应的第二物体对应的节点为根节点的子节点,其中, N>1,N为整数; 3、如果第二物体包括 M部分, 则第二物体每部分所对应的第三 物体属于树形管理结构的第三层级, 第三物体对应的节点为第二物体对应节 点的子节点, 其中, M〉1,M为整数; 依此类推, 直到将所述第一物体分解到实 际需求的层级为止。 102:在接收到进入下一层命令后,如果被点选物体所对应的节点在树形 管理结构中对应有下一层级, 则在三維虚拟现实场景中加载下一个层级中的 所有物体, 并卸载被点选物体所在层級中的所有物体。
本实施例中, 上述接收到的进入下一层命令由用户输入, 输入命令的实 现方式包括但不限于以下两种方式: 第一、 采用键盘输入命令的方式实现, 可将键盘上的某一字符对应到该命令, 点击该字符便可进入树形管理结构的 下一层级; 第二、 如果显示窗口是触摸屏, 则可在显示窗口中设置进入下一 层级的操作按钮, 利用手指或是触摸笔等点击该搡作按钮便可输入进入下一 层命令。
上述实施例一中, 通过感知点选行为确定被点选物体所在的层级及被点 选物体对应的节点, 在接收到进入下一层级的命令后, 卸载被点选物体所在 层级中的所有物体, 并在三维虚拟现实场景加载该节点下一层级中的所有物 体, 实现了动态加载用户需要观察的物体层级、 卸载无关层级资源的目的, 不但降低了对电脑的消耗, 而且提升了场景显示画面的流畅性。
参见图 3所示的三維虚拟现实场景中物体按层级加卸载示意图,该物体为 一个魔方, 该物体对应的节点 1为树形管理结构中的根节点, 节点 1对应的物 体包括三部分,分别对应于树形管理结构中的节点 1 . 1和 1 . 2和 1 . 3,位于树形 结构的第二层级,当进入下一层后,便可卸载节点 1对应的物体,加载节点 1 . 1 和 1 . 2和 1 . 3所对应的物体, 同理, 当进入节点 1 . 1的下一层级时, 便可展开魔 方的 9个小方块, 同时卸载 1 . 1所对应的物体, 依次进入节点 1 . 2和节点 1 . 3的 下一层级, 便可完成整个魔方的细节显示。
参见图 4所示,实现本发明三维虚拟现实场景中物体按层级加卸载的方法 的实施例二的步骤如下:
201 :感知到点选三维虚拟现实场景中的物体的行为后,确定被点选物体 在树形管理结构中的层级和被点选物体对应在树形管理结构中的节点。 本实施例中, 可利用鼠标点选二維屏幕上显示的三維虚拟现实场景中的 物体, 该物体对应于树形管理结构中的一个节点, 参见图 1所示, 例如被点选 物体对应的节点为 1. 2. 3, 则该节点位于树形管理结构的第 3层级中, 该节点 为虚拟节点, 节点 1. 2. 3对应的物体为组合体。
202 : 当接收到进入下一层命令后, 执行步骤 203到步骤 205 ;
203: 判断被点选物体对应的节点在树形管理结构中是否对应有下一层 级, 如果是, 则执行步骤 204; 如果否, 则执行步骤 205。
204: 在三维虚拟现实场景中加载树形管理结构下一层级中的所有物体, 并卸载被点选物体所在层级中的所有物体。
参见图 1所示, 当被点选物体对应的节点为 1. 2. 3时, 卸载被点选物体所 属结构层级即第 3层级中对应在三维虚拟现实场景中的所有物体, 即卸载第 3 层级中节点 1. 2. 1和节点 1. 2. 2和节点 1. 2. 3所对应的物体, 其中节点 1. 2. 1和 节点 1. 2. 2所对应的物体为单体, 节点 1. 2. 3所对应的物体为组合体。 在卸载 第 3层级中的所有物体的同时,加载第 4层级中的所有物体,即加载第 4层级中 节点 1. 2. 3. 1和节点 1. 2. 3. 2和节点 1. 2. 3. 3所对应的物体, 且第 4层级中的所 有物体都是单体。
205 : 发送执行失败消息, 用以在二維屏幕上显示该失败消息, 表明被点 选物体对应的节点未对应有下一层级。
206: 当接收到返回上一层命令时, 执行步骤 207到步骤 209。
207 : 判断被点选物体对应的节点是否在树形管理结构中对应有上一层 级, 如果是, 则执行步骤 208 ; 如果否, 则执行步骤 209。
208 :在三维虚拟现实场景中加载树形管理结构中上一个层级中的所有物 体, 并卸载被点选物体所在层级中的所有物体。
参见图 1所示, 当被点选物体对应的节点为 1. 2. 3时, 卸载被点选物体所 属结构层级即第 3层级中对应在三維虚拟现实场景中的所有物体, 在卸载第 3 层级中的所有物体的同时, 加载第 2层级中的所有物体, 即加载第 2层级中节 点 1. 1和节点 1. 2和节点 1. 3所对应的物体,其中节点 1. 1和节点 1. 3所对应的物 体为单体, 节点 1. 2所对应的物体为组合体。
209 : 发送执行失败消息, 用以在二维屏幕上显示该失败消息, 表明被点 选物体对应的节点未对应有上一层级。
上述实施例二中, 根据用户需要动态加载树形管理结构中上一层级或下 一层级中的所有物体, 并卸载被点选物体所在层级中的所有物体, 以此将物 体被关注的部分进行细节显示, 而不用对物体的全部细节进行展示, 不但降 低了对电脑的消耗, 提升了场景显示画面的流畅性。
图 5为本发明三维虚拟现实场景中物体按层级加卸载的装置的实施例一 的结构示意图, 该装置包括: 层级确定单元 1 1, 用于感知到点选三維虛拟现 实场景中的物体的行为后, 确定被点选物体在树形管理结构中的层级和被点 选物体对应在树形管理结构中的节点; 接收单元 12, 用于接收进入下一层命 令; 判断单元 13, 用于判断被点选物体对应的节点是否对应有下一层级; 加 卸载单元 14, 用于在接收单元接收到进入下一层命令后, 当判断单元判断得 到的被点选物体对应的节点对应有下一层级时, 在三維虚拟现实场景中加载 下一个层级中的所有物体, 并卸载被点选物体所在层级中的所有物体。
图 6为本发明三維虚拟现实场景中物体按层级加卸载的装置的实施例二 的结构示意图, 该装置包括: 树形结构生成单元 21, 用于根据三維虚拟现实 场景中所有物体之间的从属及組合方式, 生成树形管理结构; 层级确定单元 22, 用于感知到点选三維虚拟现实场景中的物体的行为后, 确定被点选物体 在树形管理结构中的层级和被点选物体对应在树形管理结构中的节点; 接收 单元 23, 用于接收进入下一层命令; 所述接收单元 23, 还用于接收返回上一 层命令;判断单元 24, 用于判断被点选物体对应的节点是否对应有下一层级; 所述判断单元 24, 还用于判断被点选物体对应的节点是否对应有上一层级; 加卸载单元 25, 用于在接收单元接收到进入下一层命令后, 当判断单元判断 得到的被点选物体对应的节点对应有下一层级时, 在三維虚拟现实场景中加 载下一个层级中的所有物体, 并卸载被点选物体所在层级中的所有物体; 所 述加卸载单元 25, 还用于在接收单元接收到进入上一层命令后, 当判断单元 判断得到的被点选物体对应的节点对应有上一层级时, 在三維虚拟现实场景 中加载上一个层级中的所有物体, 并卸载被点选物体在层级中的所有物体; 消息单元 26, 用于在接收单元接收到进入下一层命令后, 当判断单元判断得 到的被点选物体对应的节点对应有下一层级时, 发送执行失败消息; 所述消 息单元 26, 还用于在接收单元接收到返回上一层命令后, 当判断单元判断得 到的被点选物体对应的节点对应有上一层级时, 发送执行失败消息。
上述三維虚拟现实场景中物体按层级加卸载的装置, 可通过层级确定单 元确定被点选物体所在的结构层级和被点选物体对应在该结构层级中的节 点, 在接收单元接收到进入下一层命令或是返回上一层命令后, 当判断单元 判断得到存在下一层级或是上一层级时, 利用加卸载单元加载下一层级或是 上一层级中的所有物体, 并卸载被点选物体所在层级中的所有物体, 从而将 物体被关注的部分进行细节显示, 而不用对物体的全部细节进行展示, 不但 降低了对电脑资源的大量占用, 还使得画面显示过程更加流畅。
另外, 如果三维虚拟现实场景中有些物体的内部构造目前并不清楚, 但 随着事物的发展, 该物体的内部构造已经清楚, 又需要将其在三维虚拟现实 场景中进行呈现。 可以在原有的树形结构中进行扩展, 而不需要对最初的整 个三維虚拟现实场景进行调整。
本说明书中各个实施例采用递进的方式描述, 每个实施例重点说明的都 是与其他实施例的不同之处, 各个实施例之间相同相似部分互相参见即可。 对于实施例公开的系统或装置而言, 由于其与实施例公开的方法相对应, 所 以描述的比较简单, 相关之处参见方法部分说明即可。 需要说明的是, 在本文中, 诸如第一和第二等之类的关系术语仅仅用来 将一个实体或者搡作与另一个实体或操作区分开来, 而不一定要求或者暗示 这些实体或操作之间存在任何这种实际的关系或者顺序。而且,术语"包括"、 "包含"或者其任何其他变体意在涵盖非排他性的包含, 从而使得包括一系 列要素的过程、 方法、 物品或者设备不仅包括那些要素, 而且还包括没有明 确列出的其他要素, 或者是还包括为这种过程、 方法、 物品或者设备所固有 的要素。 在没有更多限制的情况下, 由语句 "包括一个…… " 限定的要素, 并不排除在包括所述要素的过程、 方法、 物品或者设备中还存在另外的相同 要素。
以上所述仅为本发明的较佳实施例而已, 并非用于限定本发明的保护范 围。 凡在本发明的精神和原则之内所作的任何修改、 等同替换、 改进等, 均 包含在本发明的保护范围内。

Claims

权 利 要 求 书
1、一种三維虛拟现实场景中物体按层级加卸载的方法, 其特征在于, 包 括:
感知到点选三維虚拟现实场景中的物体的行为后, 确定所述物体在树形 管理结构中的层级和对应在所述树形管理结构中的节点;
在接收到进入下一层命令后, 如果所述节点对应有下一层级, 则在所述 三维虚拟现实场景中加载所述下一个层级中的所有物体, 并卸载所述物体所 在层级中的所有物体。
2、 根据权利要求 1所述的方法, 其特征在于, 所述方法还包括: 在接收到返回上一层命令后, 如果所述节点对应有上一层级, 则在所述 三維虚拟现实场景中加载所述上一个层级中的所有物体, 并卸载所述物体所 在层级中的所有物体。
3、 根据权利要求 1所述的方法, 其特征在于, 所述方法还包括: 根据三维虚拟现实场景中所有物体之间的从属及组合方式, 生成所述树 形管理结构。
4、 根据权利要求 3所述的方法, 其特征在于, 所述根据三維虛拟现实场 景中所有物体之间的从属及组合方式, 生成所述树形管理结构包括:
将第一物体对应于所述树形管理结构的根节点, 所述根节点位于所述树 形管理结构的第一层级, 所述第一物体为整个三維虚拟现实场景;
如果所述第一物体包括 N部分,则所述第一物体每部分所对应的第二物体 属于树形管理结构的第二层级, 所述第二物体对应的节点为所述根节点的子 节点, 其中, N>1,N为整数;
如果所述第二物体包括 M部分,则所述第二物体每部分所对应的第三物体 属于树形管理结构的第三层级, 所述第三物体对应的节点为所述第二物体对 应节点的子节点, 其中, M>1,M为整数; 依此类推, 直到将所述第一物体分解到实际需求的层级为止。
5、 根据权利要求 2所述的方法, 其特征在于, 所述方法还包括: 在接收到进入下一层命令后, 如果所述节点未对应有下一层级, 则发送 执行失败消息;
在接收到返回上一层命令后, 如果所述节点未对应有上一层级, 则发送 执行失败消息。
6、 根据权利要求 1所述的方法, 其特征在于, 所述点选三维虚拟现实场 景中的物体的行为包括:
控制鼠标点选三维虚拟现实场景中的物体; 或当显示窗口为触摸屏时, 采用触摸笔或手指触碰的方式点选所述物体; 或通过键盘输入指令的方式点 选所述物体。
7、一种三維虚拟现实场景中物体按层级加卸载的装置, 其特征在于, 包 括:
层级确定单元, 用于感知到点选三维虛拟现实场景中的物体的行为后, 确定所述物体在树形管理结构中的层级和对应在所述树形管理结构中的节 点;
接收单元, 用于接收进入下一层命令;
判断单元, 用于判断所述节点是否对应有下一层级;
加卸载单元, 用于在所述接收单元接收到进入下一层命令后, 当所述判 断单元判断得到的所述节点对应有下一层级时, 在所述三維虚拟现实场景中 加载所述下一个层级中的所有物体,并卸载所述物体所在层级中的所有物体。
8、 根据权利要求 7所述的装置, 其特征在于, 所述装置还包括: 所述接收单元, 还用于接收返回上一层命令;
所述判断单元, 还用于判断所述节点是否对应有上一层级;
所述加卸载单元, 还用于在所述接收单元接收到返回上一层命令后, 当 所述判断单元判断得到的所述节点对应有上一层级时, 在所述三維虛拟现实 场景中加载所述上一个层级中的所有物体, 并卸载所述物体所在层级中的所 有物体。
9、 根据权利要求 8所述的装置, 其特征在于, 所述装置还包括: 树形结构生成单元, 用于根据三維虚拟现实场景中所有物体之间的从属 及组合方式, 生成树形管理结构。
10、 根据权利要求 8所述的装置, 其特征在于, 所述装置还包括: 消息单元, 用于在所述接收单元接收到进入下一层命令后, 当所述判断 单元判断得到的所述节点未对应有下一层级时, 发送执行失败消息。
所述消息单元, 还用于在所述接收单元接收到返回上一层命令后, 当所 述判断单元判断得到的所述节点未对应有上一层级时, 发送执行失败消息。
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