WO2018068318A1 - 一种虚拟行走方法及装置 - Google Patents

一种虚拟行走方法及装置 Download PDF

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Publication number
WO2018068318A1
WO2018068318A1 PCT/CN2016/102170 CN2016102170W WO2018068318A1 WO 2018068318 A1 WO2018068318 A1 WO 2018068318A1 CN 2016102170 W CN2016102170 W CN 2016102170W WO 2018068318 A1 WO2018068318 A1 WO 2018068318A1
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WO
WIPO (PCT)
Prior art keywords
virtual
area
user
virtual area
target
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Application number
PCT/CN2016/102170
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English (en)
French (fr)
Inventor
陈衍行
Original Assignee
深圳市瑞立视多媒体科技有限公司
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Publication date
Application filed by 深圳市瑞立视多媒体科技有限公司 filed Critical 深圳市瑞立视多媒体科技有限公司
Priority to PCT/CN2016/102170 priority Critical patent/WO2018068318A1/zh
Priority to CN201680003660.2A priority patent/CN106999770B/zh
Priority to US15/739,429 priority patent/US10843081B2/en
Publication of WO2018068318A1 publication Critical patent/WO2018068318A1/zh

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Classifications

    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • A63F13/655Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/816Athletics, e.g. track-and-field sports
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • 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
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2203/00Indexing scheme relating to G06F3/00 - G06F3/048
    • G06F2203/01Indexing scheme relating to G06F3/01
    • G06F2203/012Walk-in-place systems for allowing a user to walk in a virtual environment while constraining him to a given position in the physical environment

Definitions

  • the present invention belongs to the field of games, and in particular, to a virtual walking method and apparatus.
  • the prior art has the problem of not being able to walk an infinite virtual space with limited physical space while ensuring no visual effect deviation.
  • the present invention provides a virtual walking method and apparatus, which aims to solve the problem that the existing virtual walking method cannot realize the use of a limited physical space to walk an infinite virtual space while ensuring no visual effect deviation.
  • the present invention is implemented in this way, a virtual walking method, and the virtual walking method includes the following steps:
  • the currently located virtual area is corresponding to the user walking state of the plurality of virtual areas Virtual area.
  • the present invention also provides a virtual walking device, the virtual walking device comprising:
  • a parameter obtaining module configured to acquire a geometric feature parameter of a physical area of the user activity
  • a virtual area obtaining module configured to acquire, in the virtual scene, multiple virtual areas that match the geometric feature parameters
  • a transmitting module configured to: when the user walks to a corner of the physical area, select a target virtual area from the plurality of virtual areas, and transmit the virtual character corresponding to the user from the currently located virtual area To the target virtual area;
  • the currently located virtual area is a virtual area corresponding to a user walking state of the plurality of virtual areas.
  • the geometric feature parameter of the physical area of the user activity is first acquired; then, a plurality of virtual areas matching the geometric feature parameter are acquired in the virtual scene; finally, when the user walks to the corner of the physical area, Selecting a target virtual area from the plurality of virtual areas, and transferring the virtual person corresponding to the user from the currently located virtual area to the target virtual area; wherein the currently located virtual area is in a plurality of virtual areas
  • FIG. 1 is a flowchart of an implementation of a virtual walking method according to an embodiment of the present invention
  • FIG. 2 is a flowchart of another implementation of a virtual walking method according to an embodiment of the present invention.
  • FIG. 3 is a flowchart of another implementation of a virtual walking method according to an embodiment of the present invention.
  • 4 is a flowchart of another implementation of a virtual walking method according to an embodiment of the present invention.
  • FIG. 5 is a schematic structural diagram of a virtual walking device according to an embodiment of the present invention.
  • FIG. 6 is another schematic structural diagram of a virtual walking device according to an embodiment of the present invention.
  • FIG. 7 is another schematic structural diagram of a virtual walking device according to an embodiment of the present invention.
  • FIG. 8 is a schematic structural diagram of a transmission module in a virtual walking device according to an embodiment of the present invention.
  • FIG. 9 is another schematic structural diagram of a virtual walking device according to an embodiment of the present invention.
  • FIG. 10 is a schematic diagram of multiple virtual areas according to an embodiment of the present invention.
  • FIG. 11 is another schematic structural diagram of a virtual walking device according to an embodiment of the present invention.
  • FIG. 1 shows an implementation flow of a product virtual walking method provided by this embodiment. For convenience of description, only parts related to the embodiment are shown, which are as follows:
  • a geometric feature parameter of a physical area of the user activity is obtained.
  • the geometric shape characteristic parameters include shape, length and width, and the like.
  • step 102 a plurality of virtual regions matching the geometric feature parameters are acquired in the virtual scene.
  • the plurality of virtual regions may be consecutive multiple virtual regions, or may be intermittent multiple virtual regions.
  • the geometric feature parameter of each virtual region may be the same as the geometric feature parameter of the physical region. Therefore, there is no need to change the ratio of the player's moving speed, the ratio of the deflection angle, and the like, to enlarge the actual moving distance in the game scene, and avoid the user's actual moving speed and the moving speed of the virtual character are inconsistent, the actual deflection angle of the user and the virtual character The deflection angles are inconsistent, and the resulting visual effect deviation, that is, avoiding the player's vertigo.
  • step 103 when the user walks to the corner of the physical area, a target virtual area is selected from the plurality of virtual areas, and the virtual character corresponding to the user is transmitted from the currently located virtual area to the target. Virtual area.
  • step 102-2a is further included between steps 102 and 103 :
  • step 102-2a the order of arrangement of the plurality of virtual regions is acquired according to the preset route.
  • Step 103 may be specifically: selecting a target virtual area according to a virtual area and an arrangement order in which the virtual character corresponding to the user is currently located, and transmitting the virtual character corresponding to the user from the currently located virtual area to the target virtual area. region.
  • the user can travel to and from the physical area, so that the player can move in the virtual area of the game world and shuttle in each independent virtual area, so that it is considered In the game world, it spans a very long distance.
  • the order of the multiple virtual regions is obtained, and the order is virtual region a, virtual region 3 ⁇ 4b, virtual region (:, virtual region d, virtual region ⁇ virtual region ⁇ virtual region ⁇ , virtual region h , virtual region virtual
  • the area j and the virtual area k when the user opens the game, first set the virtual character corresponding to the user in the virtual area a, and when the user walks to the corner of the physical area A (such as the coordinates (0.2, 0.3)) ⁇ Selecting a target virtual area (virtual area b) according to the virtual area a and the arrangement order of the virtual character corresponding to the user, and transferring the virtual character corresponding to the user from the currently located virtual area a to the target virtual area ( Virtual area
  • step 102-2b is further included between steps 102 and 103 :
  • step 102-2b a plurality of virtual areas are allocated according to the number of users; wherein the virtual areas corresponding to each user after the allocation are not related to each other.
  • Step 103 may be specifically: selecting one target virtual area from the virtual area that has been allocated to the user, and transmitting the virtual character corresponding to the user from the currently located virtual area to the target virtual area.
  • a target virtual is selected from the virtual area assigned to the third.
  • the area (virtual area d) transfers the virtual character corresponding to Zhang San from the currently located virtual area a to the target virtual area (virtual area d).
  • step 103 may include step 103a and step 103b.
  • step 103a acquiring coordinates and angles of the virtual character corresponding to the user in the virtual area currently located;
  • step 103b the virtual character is transferred from the currently located virtual area to a position corresponding to the coordinates and angle in the target virtual area.
  • step 103b specifically transfers the virtual character from the currently located virtual area to the target virtual area, and keeps the coordinates and angle of the virtual character unchanged.
  • Step 104 is further included after step 103.
  • step 104 the virtual game scene image is acquired according to the angle and the coordinates, and the virtual game scene image is displayed.
  • acquiring the virtual game scene image according to the angle and the coordinates in step 104 is specifically: acquiring a virtual game scene image corresponding to the angle and the coordinates in the target virtual area.
  • FIG. 10 For example, as shown in FIG. 10, acquiring geometric feature parameters of the physical area A of the user activity, and acquiring a plurality of virtual areas (virtual area a to virtual area k) matching the geometric feature parameters in the virtual scene,
  • the virtual character corresponding to the user is first set in the virtual area a, and when the user walks to the corner of the physical area A (such as the coordinates (0.2, 0.3)), from the plurality of virtual areas Select a target virtual area (virtual area i), obtain the coordinates (0.2, 0.3) and angle (45 degrees) of the virtual character corresponding to the user in the current virtual area a, and set the virtual character from the current location.
  • the virtual area a is transmitted to the position corresponding to the coordinates (0.2, 0.3) and the angle (45 degrees) in the virtual area i, and the virtual game scene image in the virtual area i is acquired according to the angle 45 degrees and the coordinates (0.2, 0.3).
  • the virtual game scene image is displayed.
  • This embodiment first obtains the geometric feature parameter of the physical area of the user activity; Obtaining a plurality of virtual regions matching the geometric feature parameters in the scene; finally, when the user walks to the corner of the physical region, selecting a target virtual region from the plurality of virtual regions, and placing the virtual character corresponding to the user from the current location The virtual area is transferred to the target virtual area; wherein the currently located virtual area is a virtual area corresponding to the user walking state of the plurality of virtual areas; since the virtual character corresponding to the user is transmitted between the multiple virtual areas, The use of limited physical space to walk an infinite virtual space is achieved while ensuring no visual effect deviation.
  • the embodiment of the present invention further provides a virtual walking device.
  • the virtual walking device 50 includes a parameter obtaining module 510, a virtual area acquiring module 520, and a transmitting module 530.
  • the parameter obtaining module 510 is configured to acquire a geometric feature parameter of a physical area of the user activity.
  • the virtual area obtaining module 520 is configured to acquire, in the virtual scene, a plurality of virtual areas that match the geometric feature parameters.
  • the plurality of virtual regions may be consecutive multiple virtual regions, or may be intermittent multiple virtual regions.
  • the transmitting module 530 is configured to: when the user walks to a corner of the physical area, select one target virtual area from the plurality of virtual areas, and transmit the virtual character corresponding to the user from the currently located virtual area to the target virtual area. region.
  • the virtual walking device 50 further includes an arrangement order obtaining module 540.
  • the arrangement order obtaining module 540 is configured to acquire an arrangement order of the plurality of virtual areas according to the preset route.
  • the transmitting module 530 is specifically configured to:
  • the virtual walking device 50 further includes a distribution module 550.
  • the allocating module 550 is configured to allocate a plurality of virtual areas according to the number of users; wherein, the virtual areas corresponding to each user after the allocation are not related to each other.
  • the transmitting module 530 is specifically configured to: select a target virtual area from the virtual area that has been allocated to the user.
  • the transmitting module 530 includes a coordinate angle acquiring unit 531 and a transmitting unit 532.
  • a coordinate angle obtaining unit 531 configured to acquire coordinates and an angle of a virtual character corresponding to the user in a virtual area currently located;
  • the transmitting unit 532 is configured to transmit the virtual character from the currently located virtual area to the coordinates in the target virtual area and a position corresponding to the angle.
  • the virtual walking device 50 further includes a scene image acquiring module 560.
  • the scene image obtaining module 560 is configured to acquire a virtual game scene image according to an angle and a coordinate, and display the virtual game scene image.
  • the embodiment first acquires the geometric feature parameters of the physical area of the user activity; then, acquires a plurality of virtual regions that match the geometric feature parameters in the virtual scene; and finally, when the user walks to the corner of the physical area ⁇ And selecting a target virtual area from the plurality of virtual areas, and transferring the virtual person corresponding to the user from the currently located virtual area to the target virtual area; wherein the currently located virtual area is in multiple virtual areas
  • the virtual area corresponding to the user's walking state since the virtual character corresponding to the user is transmitted between the plurality of virtual areas, the infinite virtual space is traveled by using the limited physical space while ensuring no visual effect deviation.
  • FIG. 10 it is a schematic block diagram of a virtual walking device 10 according to an embodiment of the present invention.
  • the virtual walking device 10 in this embodiment as shown in the figure may include: a processor 110, a memory 120, and a communication bus 130.
  • the processor 110, the memory 120 completes communication with each other through the communication bus 130.
  • the processor 110 is configured to execute the program 122.
  • the program 122 may include program code, and the program code includes computer operation instructions.
  • the processor 110 may be a central processing unit CPU, or an application specific integrated circuit (ASIC), or one or more integrated circuits configured to implement embodiments of the present invention.
  • CPU central processing unit
  • ASIC application specific integrated circuit
  • the memory 120 is configured to store the program 122.
  • the memory 120 may include a high speed RAM memory and may also include a non-volatile memory such as at least one disk memory.
  • the program 122 may specifically include:
  • the parameter obtaining module 510 is configured to acquire a geometric feature parameter of a physical area of the user activity.
  • the virtual area obtaining module 520 is configured to acquire, in the virtual scene, a plurality of virtual areas that match the geometric feature parameters.
  • the transmitting module 530 is configured to: when the user walks to a corner of the physical area, select one target virtual area from the plurality of virtual areas, and transmit the virtual character corresponding to the user from the currently located virtual area to the target virtual area.
  • the virtual area currently located is a virtual area corresponding to the user walking state of the plurality of virtual areas.
  • each module in the program 122 refers to the corresponding module in the embodiment shown in FIG. 5, and details are not described herein again.
  • the disclosed system, apparatus, and method may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the modules is only a logical function division, and the actual implementation may have another division manner, for example, multiple modules or components may be combined or Can be integrated into another system, or some features can be ignored, or not executed.
  • each functional module in each embodiment of the present invention may be integrated into one processing unit, or each module may exist physically separately, or two or more modules may be integrated into one module.
  • the functions, if implemented in the form of software functional modules and sold or used as separate products, may be stored in a computer readable storage medium.
  • the technical solution of the present invention which is essential or contributes to the prior art, or a part of the technical solution, may be embodied in the form of a software product, which is stored in a storage medium, including
  • the instructions are used to cause a computer device (which may be a personal computer, server, or network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present invention.
  • the foregoing storage medium includes: a USB flash drive, a removable hard disk, a read only memory (ROM, Read-Only)
  • Those skilled in the art may understand that all or part of the steps of implementing the above embodiments may be completed by hardware, or may be instructed by a program to execute related hardware, and the program may be stored in a computer readable storage medium.
  • the storage medium mentioned above may be a readable and writable memory, a magnetic disk or the like that is not lost when power is lost.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
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  • General Physics & Mathematics (AREA)
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Abstract

一种虚拟行走方法及装置,属于游戏领域。在本发明中,首先获取用户活动的物理区域的几何形状特征参数;然后在虚拟场景中获取与几何形状特征参数匹配的多个虚拟区域;最后当用户行走至物理区域的角落时,从多个虚拟区域中选取一个目标虚拟区域,并将与用户对应的虚拟人物从当前所处的虚拟区域传送至目标虚拟区域;其中,所述当前所处的虚拟区域为多个虚拟区域中与用户行走状态对应的虚拟区域;通过所述一种虚拟行走方法及装置,在保证无视觉效果偏差的情况下实现利用有限物理空间行走无限虚拟空间。

Description

技术领域
[0001] 本发明属于游戏领域, 尤其涉及一种虚拟行走方法及装置。
背景技术
[0002] 目前, 现有的行走版 VR (Virtual Reality , 即虚拟现实) 游戏, 设计师以场馆 面积为上限, 将玩家限定在有限的活动范围之中, 玩家仅能在很小的范围内移 动, 使得游戏内容缺乏变化和观赏性。 有些传统的重定向行走方案还通过改变 玩家移动速度的比率、 偏转角度的比率等参数, 以达到放大游戏场景中的实际 移动距离的目的, 但用户实际的移动速度与虚拟人物的移动速度不一致, 且用 户实际的偏转角度与虚拟人物的偏转角度也不一致, 这就会导致视觉效果偏差 , 会使玩家产生眩晕感。
[0003] 综上所述现有技术存在无法在保证无视觉效果偏差的情况下实现利用有限物理 空间行走无限虚拟空间的问题。
技术问题
[0004] 本发明提供了一种虚拟行走方法及装置, 旨在解决现有虚拟行走方法无法在保 证无视觉效果偏差的情况下实现利用有限的物理空间行走无限的虚拟空间的问 题。
问题的解决方案
技术解决方案
[0005] 本发明是这样实现的, 一种虚拟行走方法, 所述虚拟行走方法包括以下步骤:
[0006] 获取用户活动的物理区域的几何形状特征参数;
[0007] 在虚拟场景中获取与所述几何形状特征参数匹配的多个虚拟区域;
[0008] 当用户行走至所述物理区域的角落吋, 从所述多个虚拟区域中选取一个目标虚 拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区域传送至所述目标虚 拟区域;
[0009] 其中, 所述当前所处的虚拟区域为所述多个虚拟区域中与用户行走状态对应的 虚拟区域。
[0010] 本发明还提供了一种虚拟行走装置, 所述虚拟行走装置包括:
[0011] 参数获取模块, 用于获取用户活动的物理区域的几何形状特征参数;
[0012] 虚拟区域获取模块, 用于在虚拟场景中获取与所述几何形状特征参数匹配的多 个虚拟区域;
[0013] 传送模块, 用于当用户行走至所述物理区域的角落吋, 从所述多个虚拟区域中 选取一个目标虚拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区域传 送至所述目标虚拟区域;
[0014] 其中, 所述当前所处的虚拟区域为所述多个虚拟区域中与用户行走状态对应的 虚拟区域。
发明的有益效果
有益效果
[0015] 在本发明中, 首先获取用户活动的物理区域的几何形状特征参数; 然后在虚拟 场景中获取与几何形状特征参数匹配的多个虚拟区域; 最后当用户行走至物理 区域的角落吋, 从多个虚拟区域中选取一个目标虚拟区域, 并将与用户对应的 虚拟人物从当前所处的虚拟区域传送至目标虚拟区域; 其中, 所述当前所处的 虚拟区域为多个虚拟区域中与用户行走状态对应的虚拟区域; 由于将用户对应 的虚拟人物在多个虚拟区域间传送, 故在保证无视觉效果偏差的情况下实现了 利用有限物理空间行走无限虚拟空间。
对附图的简要说明
附图说明
[0016] 为了更清楚地说明本发明实施例中的技术方案, 下面将对实施例描述中所需要 使用的附图作简单地介绍, 显而易见地, 下面描述中的附图仅仅是本发明的一 些实施例, 对于本领域普通技术人员来讲, 在不付出创造性劳动的前提下, 还 可以根据这些附图获得其他的附图。
[0017] 图 1为本发明实施例提供的虚拟行走方法的一种实现流程图;
[0018] 图 2为本发明实施例提供的虚拟行走方法的另一种实现流程图;
[0019] 图 3为本发明实施例提供的虚拟行走方法的另一种实现流程图; [0020] 图 4为本发明实施例提供的虚拟行走方法的另一种实现流程图;
[0021] 图 5为本发明实施例提供的虚拟行走装置的一种结构示意图;
[0022] 图 6为本发明实施例提供的虚拟行走装置的另一种结构示意图;
[0023] 图 7为本发明实施例提供的虚拟行走装置的另一种结构示意图;
[0024] 图 8为本发明实施例提供的虚拟行走装置中的传送模块的结构示意图;
[0025] 图 9为本发明实施例提供的虚拟行走装置的另一种结构示意图;
[0026] 图 10为本发明实施例提供的多个虚拟区域的示意图;
[0027] 图 11为本发明实施例提供的虚拟行走装置的另一种结构示意图。
本发明的实施方式
[0028] 为了使本发明的目的、 技术方案及优点更加清楚明白, 以下结合附图及实施例 , 对本发明进行进一步详细说明。 应当理解, 此处所描述的具体实施例仅仅用 以解释本发明, 并不用于限定本发明。
[0029] 图 1示出了本实施例提供的产品虚拟行走方法的实现流程, 为了便于说明, 仅 示出了与本实施例相关的部分, 详述如下:
[0030] 在步骤 101中, 获取用户活动的物理区域的几何形状特征参数。 具体实施中, 几何形状特征参数包括形状、 长和宽等。
[0031] 在步骤 102中, 在虚拟场景中获取与几何形状特征参数匹配的多个虚拟区域。
[0032] 其中, 多个虚拟区域可以为连续的多个虚拟区域, 也可以为间断的多个虚拟区 域。
[0033] 具体实施中, 每个虚拟区域的几何形状特征参数可以与物理区域的几何形状特 征参数相同。 故无需对改变玩家移动速度的比率、 偏转角度的比率等参数, 去 放大游戏场景中的实际移动距离, 避免了用户实际的移动速度与虚拟人物的移 动速度不一致, 用户实际的偏转角度与虚拟人物的偏转角度不一致, 而导致的 视觉效果偏差, 即避免了玩家产生眩晕感。
[0034] 具体实施中, 多个虚拟区域互相不重叠。 故可以最大化地覆盖游戏虚拟场景。
[0035] 在步骤 103中, 当用户行走至物理区域的角落吋, 从多个虚拟区域中选取一个 目标虚拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区域传送至目标 虚拟区域。
[0036] 具体实施中, 如图 2所示, 在步骤 102和 103之间还包括步骤 102-2a:
[0037] 在步骤 102-2a中, 根据预设路线获取多个虚拟区域的排列顺序。
[0038] 步骤 103可以具体为: 根据与用户对应的虚拟人物当前所处的虚拟区域和排列 顺序选取一个目标虚拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区 域传送至目标虚拟区域。
[0039] 具体实施中, 通过规划玩家在虚拟场景中的移动路线, 用户往返于物理区域当 中, 即可实现玩家在游戏世界的虚拟区域中, 穿梭于各个独立的虚拟区域中, 使其认为已经在游戏世界中跨越了相距非常遥远的距离。
[0040] 例如, 如图 10所示, 获取用户活动的物理区域 A的几何形状特征参数, 在虚拟 场景中获取与几何形状特征参数匹配的多个虚拟区域 (虚拟区域 a至虚拟区域 k) , 根据预设路线获取多个虚拟区域的排列顺序, 排列顺序为虚拟区域 a、 虚拟区 ¾b、 虚拟区域(:、 虚拟区域 d、 虚拟区域^ 虚拟区域^ 虚拟区域§、 虚拟区域 h 、 虚拟区域 虚拟区域 j和虚拟区域 k, 当用户幵启游戏吋, 先将与用户对应的 虚拟人物设定在虚拟区域 a中, 当用户行走至物理区域 A的角落 (如坐标为 (0.2 , 0.3) ) 吋, 根据与用户对应的虚拟人物当前所处的虚拟区域 a和排列顺序选取 一个目标虚拟区域 (虚拟区域 b) , 将与用户对应的虚拟人物从当前所处的虚拟 区域 a传送至目标虚拟区域 (虚拟区域 b) 。
[0041] 具体实施中, 如图 3所示, 在步骤 102和 103之间还包括步骤 102-2b:
[0042] 在步骤 102-2b中, 根据用户人数对多个虚拟区域进行分配; 其中, 分配后的每 个用户对应的虚拟区域互不相关。
[0043] 步骤 103可以具体为: 从已分配给用户的虚拟区域中选取一个目标虚拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区域传送至目标虚拟区域。
[0044] 具体实施中, 在多人游戏的情况下, 针对每个玩家, 设计了一条独立的移动路 线并分配了互不相关的虚拟区域, 使得所有玩家的移动路线互不干扰。
[0045] 例如, 如图 10所示, 获取用户活动的物理区域 A的几何形状特征参数, 在虚拟 场景中获取与几何形状特征参数匹配的多个虚拟区域 (虚拟区域 a至虚拟区域 k) , 根据用户人数 (张三、 李四和王五共 3人) 对上述多个虚拟区域进行分配; 其 中, 张三经分配得到虚拟区域 a至虚拟区域 d, 李四经分配得到虚拟区域 e至虚拟 区域 h, 王五经分配得到虚拟区域 i至虚拟区域 k; 当张三幵启游戏吋, 先将与张 三对应的虚拟人物设定在虚拟区域 a中, 当用户行走至物理区域 A的角落 (如坐 标为 (0.2, 0.3) ) 吋, 从已分配给张三的虚拟区域中选取一个目标虚拟区域 ( 虚拟区域 d) , 将与张三对应的虚拟人物从当前所处的虚拟区域 a传送至目标虚拟 区域 (虚拟区域 d) 。
[0046] 具体实施中, 如图 4所示, 步骤 103可以包括步骤 103a和步骤 103b。
[0047] 在步骤 103a中, 获取与用户对应的虚拟人物在当前所处的虚拟区域中的坐标和 角度;
[0048] 在步骤 103b中, 将虚拟人物从当前所处的虚拟区域传送至目标虚拟区域中的坐 标和角度所对应的位置。
[0049] 具体实施中, 步骤 103b具体为将虚拟人物从当前所处的虚拟区域传送至目标虚 拟区域, 并保持虚拟人物的坐标和角度不变。
[0050] 在步骤 103之后还包括步骤 104。
[0051] 在步骤 104中, 根据角度和坐标获取虚拟游戏场景图像, 并对虚拟游戏场景图 像进行显示。
[0052] 具体实施中, 在步骤 104中的根据角度和坐标获取虚拟游戏场景图像具体为: 获取目标虚拟区域中的与角度和坐标对应的虚拟游戏场景图像。
[0053] 例如, 如图 10所示, 获取用户活动的物理区域 A的几何形状特征参数, 在虚拟 场景中获取与几何形状特征参数匹配的多个虚拟区域 (虚拟区域 a至虚拟区域 k) , 当用户幵启游戏吋, 先将与用户对应的虚拟人物设定在虚拟区域 a中, 当用户 行走至物理区域 A的角落 (如坐标为 (0.2, 0.3) ) 吋, 从上述多个虚拟区域中 选取一个目标虚拟区域 (虚拟区域 i) , 获取与用户对应的虚拟人物在当前所处 的虚拟区域 a中的坐标 (0.2, 0.3) 和角度 (45度) , 将虚拟人物从当前所处的虚 拟区域 a传送至虚拟区域 i中的坐标 (0.2, 0.3) 和角度 (45度) 所对应的位置, 并根据角度 45度和坐标 (0.2, 0.3) 获取虚拟区域 i中的虚拟游戏场景图像, 并对 虚拟游戏场景图像进行显示。
[0054] 本实施例通过首先获取用户活动的物理区域的几何形状特征参数; 然后在虚拟 场景中获取与几何形状特征参数匹配的多个虚拟区域; 最后当用户行走至物理 区域的角落吋, 从多个虚拟区域中选取一个目标虚拟区域, 并将与用户对应的 虚拟人物从当前所处的虚拟区域传送至目标虚拟区域; 其中, 所述当前所处的 虚拟区域为多个虚拟区域中与用户行走状态对应的虚拟区域; 由于将用户对应 的虚拟人物在多个虚拟区域间传送, 故在保证无视觉效果偏差的情况下实现了 利用有限物理空间行走无限虚拟空间。
[0055] 为了实现上述虚拟行走方法, 本发明实施例还提供了一种虚拟行走装置, 如图 5所示, 该虚拟行走装置 50包括参数获取模块 510、 虚拟区域获取模块 520以及传 送模块 530。
[0056] 参数获取模块 510, 用于获取用户活动的物理区域的几何形状特征参数。
[0057] 虚拟区域获取模块 520, 用于在虚拟场景中获取与几何形状特征参数匹配的多 个虚拟区域。
[0058] 其中, 多个虚拟区域可以为连续的多个虚拟区域, 也可以为间断的多个虚拟区 域。
[0059] 传送模块 530, 用于当用户行走至物理区域的角落吋, 从多个虚拟区域中选取 一个目标虚拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区域传送至 目标虚拟区域。
[0060] 具体实施中, 如图 6所示, 虚拟行走装置 50还包括排列顺序获取模块 540。
[0061] 排列顺序获取模块 540, 用于根据预设路线获取多个虚拟区域的排列顺序。
[0062] 传送模块 530具体用于:
[0063] 根据与用户对应的虚拟人物当前所处的虚拟区域和排列顺序选取一个目标虚拟 区域, 并将与用户对应的虚拟人物从当前所处的虚拟区域传送至目标虚拟区域
[0064] 具体实施中, 如图 7所示, 虚拟行走装置 50还包括分配模块 550。
[0065] 分配模块 550, 用于根据用户人数对多个虚拟区域进行分配; 其中, 分配后的 每个用户对应的虚拟区域互不相关。
[0066] 传送模块 530具体用于: 从已分配给用户的虚拟区域中选取一个目标虚拟区域
, 并将与用户对应的虚拟人物从当前所处的虚拟区域传送至目标虚拟区域。 [0067] 其中, 如图 8所示, 传送模块 530包括坐标角度获取单元 531和传送单元 532。
[0068] 坐标角度获取单元 531, 用于获取与用户对应的虚拟人物在当前所处的虚拟区 域中的坐标和角度;
[0069] 传送单元 532, 用于将所述虚拟人物从所述当前所处的虚拟区域传送至所述目 标虚拟区域中的所述坐标和所述角度所对应的位置。
[0070] 具体实施中, 如图 9所示, 虚拟行走装置 50还包括场景图像获取模块 560。
[0071] 场景图像获取模块 560, 用于根据角度和坐标获取虚拟游戏场景图像, 并对虚 拟游戏场景图像进行显示。
[0072] 综上, 本实施例首先获取用户活动的物理区域的几何形状特征参数; 然后在虚 拟场景中获取与几何形状特征参数匹配的多个虚拟区域; 最后当用户行走至物 理区域的角落吋, 从多个虚拟区域中选取一个目标虚拟区域, 并将与用户对应 的虚拟人物从当前所处的虚拟区域传送至目标虚拟区域; 其中, 所述当前所处 的虚拟区域为多个虚拟区域中与用户行走状态对应的虚拟区域; 由于将用户对 应的虚拟人物在多个虚拟区域间传送, 故在保证无视觉效果偏差的情况下实现 了利用有限物理空间行走无限虚拟空间。
[0073] 参考图 10, 是本发明实施例提供的一种虚拟行走装置 10示意框图。 如图所示的 本实施例中的虚拟行走装置 10可以包括: 处理器 (processor) 110, 存储器 (memory )120, 通信总线 130。
[0074] 处理器 110, 存储器 120通过通信总线 130完成相互间的通信。
[0075] 处理器 110, 用于执行程序 122。
[0076] 具体地, 程序 122可以包括程序代码, 程序代码包括计算机操作指令。
[0077] 处理器 110可能是一个中央处理器 CPU, 或者是特定集成电路 ASIC (Applicatio n Specific Integrated Circuit) , 或者是被配置成实施本发明实施例的一个或多个 集成电路。
[0078] 存储器 120, 用于存放程序 122。 存储器 120可能包含高速 RAM存储器, 也可能 还包括非易失性存储器 (non-volatile memory) , 例如至少一个磁盘存储器。 程 序 122具体可以包括:
[0079] 参数获取模块 510, 用于获取用户活动的物理区域的几何形状特征参数。 [0080] 虚拟区域获取模块 520, 用于在虚拟场景中获取与几何形状特征参数匹配的多 个虚拟区域。
[0081] 传送模块 530, 用于当用户行走至物理区域的角落吋, 从多个虚拟区域中选取 一个目标虚拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区域传送至 目标虚拟区域;
[0082] 其中, 当前所处的虚拟区域为多个虚拟区域中与用户行走状态对应的虚拟区域
[0083] 程序 122中各模块的具体实现参见图 5所示实施例中的相应模块, 在此不再赘述
[0084] 所属领域的技术人员可以清楚地了解到, 为描述的方便和简洁, 上述描述的系 统、 装置和单元的具体工作过程, 可以参考前述方法实施例中的对应过程, 在 此不再赘述。
[0085] 在本申请所提供的几个实施例中, 应该理解到, 所揭露的系统、 装置和方法, 可以通过其它的方式实现。 例如, 以上所描述的装置实施例仅仅是示意性的, 例如, 所述模块的划分, 仅仅为一种逻辑功能划分, 实际实现吋可以有另外的 划分方式, 例如多个模块或组件可以结合或者可以集成到另一个系统, 或一些 特征可以忽略, 或不执行。
[0086] 另外, 在本发明各个实施例中的各功能模块可以集成在一个处理单元中, 也可 以是各个模块单独物理存在, 也可以两个或两个以上模块集成在一个模块中。
[0087] 所述功能如果以软件功能模块的形式实现并作为独立的产品销售或使用吋, 可 以存储在一个计算机可读取存储介质中。 基于这样的理解, 本发明的技术方案 本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产 品的形式体现出来, 该计算机软件产品存储在一个存储介质中, 包括若干指令 用以使得一台计算机设备 (可以是个人计算机, 服务器, 或者网络设备等) 执 行本发明各个实施例所述方法的全部或部分步骤。 而前述的存储介质包括: U盘 、 移动硬盘、 只读存储器 (ROM, Read-Only
Memory) 、 随机存取存储器 (RAM, Random Access Memory) 、 磁碟或者光盘 等各种可以存储程序代码的介质。 [0088] 上述本发明实施例序号仅仅为了描述, 不代表实施例的优劣。
[0089] 本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件 来完成, 也可以通过程序来指令相关的硬件完成, 所述的程序可以存储于一种 计算机可读存储介质中, 上述提到的存储介质可以是掉电不丢失的可读写存储 器, 磁盘等。
[0090] 以上所述仅为本发明的较佳实施例而已, 并不用以限制本发明, 凡在本发明的 精神和原则之内所作的任何修改、 等同替换和改进等, 均应包含在本发明的保 护范围之内。

Claims

权利要求书
[权利要求 1] 一种虚拟行走方法, 其特征在于, 所述虚拟行走方法包括以下步骤: 获取用户活动的物理区域的几何形状特征参数; 在虚拟场景中获取与所述几何形状特征参数匹配的多个虚拟区域; 当用户行走至所述物理区域的角落吋, 从所述多个虚拟区域中选取一 个目标虚拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区域 传送至所述目标虚拟区域;
其中, 所述当前所处的虚拟区域为所述多个虚拟区域中与用户行走状 态对应的虚拟区域。
[权利要求 2] 根据权利要求 1所述的虚拟行走方法, 其特征在于, 所述在虚拟场景 中获取与所述几何形状特征参数匹配的多个虚拟区域的步骤与所述当 用户行走至所述物理区域的角落吋, 从所述多个虚拟区域中选取一个 目标虚拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区域传 送至所述目标虚拟区域的步骤之间还包括以下步骤:
根据预设路线获取所述多个虚拟区域的排列顺序; 所述从所述多个虚拟区域中选取一个目标虚拟区域, 并将与用户对应 的虚拟人物从当前所处的虚拟区域传送至所述目标虚拟区域的步骤具 体为:
根据与用户对应的虚拟人物当前所处的虚拟区域和所述排列顺序选取 一个目标虚拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区 域传送至所述目标虚拟区域。
[权利要求 3] 根据权利要求 1所述的虚拟行走方法, 其特征在于, 所述在虚拟场景 中获取与所述几何形状特征参数匹配的多个虚拟区域的步骤与所述当 用户行走至所述物理区域的角落吋, 从所述多个虚拟区域中选取一个 目标虚拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区域传 送至所述目标虚拟区域的步骤之间还包括以下步骤:
根据用户人数对所述多个虚拟区域进行分配; 其中, 分配后的每个用 户所对应的虚拟区域互不相关; 所述从所述多个虚拟区域中选取一个目标虚拟区域, 并将与用户对应 的虚拟人物从当前所处的虚拟区域传送至所述目标虚拟区域的步骤具 体为:
从已分配给用户的虚拟区域中选取一个目标虚拟区域, 并将与用户对 应的虚拟人物从当前所处的虚拟区域传送至所述目标虚拟区域。
[权利要求 4] 根据权利要求 1所述的虚拟行走方法, 其特征在于, 所述将与用户对 应的虚拟人物从当前所处的虚拟区域传送至所述目标虚拟区域的步骤 包括以下步骤:
获取与用户对应的虚拟人物在当前所处的虚拟区域中的坐标和角度; 将所述虚拟人物从所述当前所处的虚拟区域传送至所述目标虚拟区域 中与所述坐标和所述角度相对应的位置。
[权利要求 5] 根据权利要求 4所述的虚拟行走方法, 其特征在于, 所述将与用户对 应的虚拟人物从当前所处的虚拟区域传送至所述目标虚拟区域的步骤 之后还包括以下步骤:
根据所述角度和所述坐标获取虚拟游戏场景图像, 并对所述虚拟游戏 场景图像进行显示。
[权利要求 6] —种虚拟行走装置, 其特征在于, 所述产品虚拟行走装置包括: 参数获取模块, 用于获取用户活动的物理区域的几何形状特征参数; 虚拟区域获取模块, 用于在虚拟场景中获取与所述几何形状特征参数 匹配的多个虚拟区域;
传送模块, 用于当用户行走至所述物理区域的角落吋, 从所述多个虚 拟区域中选取一个目标虚拟区域, 并将与用户对应的虚拟人物从当前 所处的虚拟区域传送至所述目标虚拟区域;
其中, 所述当前所处的虚拟区域为所述多个虚拟区域中与用户行走状 态对应的虚拟区域。
[权利要求 7] 根据权利要求 1所述的虚拟行走装置, 其特征在于, 所述虚拟行走装 置还包括:
排列顺序获取模块, 用于根据预设路线获取所述多个虚拟区域的排列 所述传送模块具体用于:
根据与用户对应的虚拟人物当前所处的虚拟区域和所述排列顺序选取 一个目标虚拟区域, 并将与用户对应的虚拟人物从当前所处的虚拟区 域传送至所述目标虚拟区域。
[权利要求 8] 根据权利要求 1所述的虚拟行走装置, 其特征在于, 所述虚拟行走装 置包括:
分配模块, 用于根据用户人数对所述多个虚拟区域进行分配; 其中, 分配后的每个用户对应的虚拟区域互不相关;
所述传送模块具体用于:
从已分配给用户的虚拟区域中选取一个目标虚拟区域, 并将与用户对 应的虚拟人物从当前所处的虚拟区域传送至所述目标虚拟区域。
[权利要求 9] 根据权利要求 1所述的虚拟行走装置, 其特征在于, 所述传送模块包 括:
坐标角度获取单元, 用于获取与用户对应的虚拟人物在当前所处的虚 拟区域中的坐标和角度;
传送单元, 用于将所述虚拟人物从所述当前所处的虚拟区域传送至所 述目标虚拟区域中的所述坐标和所述角度所对应的位置。
[权利要求 10] 根据权利要求 9所述的虚拟行走装置, 其特征在于, 所述虚拟行走装 置包括:
场景图像获取模块, 用于根据所述角度和所述坐标获取虚拟游戏场景 图像, 并对所述虚拟游戏场景图像进行显示。
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