WO2021008367A1 - 一种虚拟现实中的移动方法和装置 - Google Patents
一种虚拟现实中的移动方法和装置 Download PDFInfo
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- WO2021008367A1 WO2021008367A1 PCT/CN2020/099694 CN2020099694W WO2021008367A1 WO 2021008367 A1 WO2021008367 A1 WO 2021008367A1 CN 2020099694 W CN2020099694 W CN 2020099694W WO 2021008367 A1 WO2021008367 A1 WO 2021008367A1
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- gyroscope
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- G—PHYSICS
- G01—MEASURING; TESTING
- G01C—MEASURING DISTANCES, LEVELS OR BEARINGS; SURVEYING; NAVIGATION; GYROSCOPIC INSTRUMENTS; PHOTOGRAMMETRY OR VIDEOGRAMMETRY
- G01C19/00—Gyroscopes; Turn-sensitive devices using vibrating masses; Turn-sensitive devices without moving masses; Measuring angular rate using gyroscopic effects
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- G—PHYSICS
- G01—MEASURING; TESTING
- G01C—MEASURING DISTANCES, LEVELS OR BEARINGS; SURVEYING; NAVIGATION; GYROSCOPIC INSTRUMENTS; PHOTOGRAMMETRY OR VIDEOGRAMMETRY
- G01C23/00—Combined instruments indicating more than one navigational value, e.g. for aircraft; Combined measuring devices for measuring two or more variables of movement, e.g. distance, speed or acceleration
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T7/00—Image analysis
- G06T7/70—Determining position or orientation of objects or cameras
Definitions
- This application belongs to the technical field of virtual reality systems, and in particular relates to a method and device for moving in virtual reality.
- the method of interpreting the protagonist's camera is relatively simple, mainly relying on the movement of the helmet to map into the virtual reality space.
- the status quo of this technology restricts the size and scope of exploration of the virtual reality space to a certain extent.
- the present application captures the position of the glasses accessory in the screen through the overhead camera, and adds a mobile input method in virtual reality, which can at least to some extent solve the problem that the previous exploration area is restricted by the real space.
- a method and device for moving in virtual reality are provided, which is characterized by including: a gyroscope and a software system.
- the gyroscope can be a gyroscope deployed in virtual reality glasses, or a separate gyroscope device that can be worn, which can read more accurately, and can meet a higher refresh rate (for example, more than 30 frames per second). ).
- the software system is a system that calculates or obtains the actual displacement of the user according to the gyroscope reading, and calculates the movement speed according to the position of the game area where the actual displacement of the user is located.
- the moving speed is a speed vector result or speed scaling ratio vector used to feed back to the virtual reality system.
- a method and device for moving in virtual reality which are characterized in that they include:
- Step 1 In the software system setting interface, set the radius of the static area and the moving area.
- Step 2 After wearing glasses or a separate gyroscope, use the shortcut keys to set the current position as the center of the stationary area and the moving area (also the origin of the moving coordinate system), and the axis of the x, y, z axis in the current gyroscope reading It is to move the coordinate axis of the coordinate system and save the axis rotation angle value.
- Step 3 The software system calculates the speed ratio according to the acquired displacement relative to the origin and the radius of the static area and the moving area, and multiply the ratio by the maximum speed to get the current speed value, and combine it with the coordinate axis of the moving coordinate system Calculate the speed direction returned to the virtual reality system.
- the gyroscope coordinate system is the coordinate system of the gyroscope device.
- the moving coordinate system is a coordinate system in which the axis angles of the x, y, and z axes in the gyroscope when the shortcut key is pressed are the coordinate axis, that is, compared to the gyroscope coordinate system, there is a coordinate axis rotation angle Offset.
- the coordinate system of the virtual reality system is the coordinate system of the virtual reality system (left-handed coordinate system or right-handed coordinate system, etc.), which may be different from the axis of the gyroscope coordinate system.
- the user movement offset can be used directly to obtain the final movement speed value.
- the movement offset value of the instrument is used as the origin of the moving coordinate system, and the subsequent gyroscope displacement reading should subtract the displacement of the origin of the moving coordinate system.
- a preset template can be selected, for example, a preset static area with a radius of 0.6 meters and a moving area with a radius of 2 meters are selected.
- the radii of the stationary area and the moving area can also be manually input.
- the corresponding relationship between the axis of the gyroscope data and the x-axis, y-axis, and z-axis in the virtual reality system coordinate system can be adjusted or set in the software system setting interface, and the default axial matching can also be loaded here. result.
- the position of the current glasses or the independent gyroscope can be set as the origin through a shortcut key.
- the axial angle of the current gyroscope (which can be understood as the coordinate axis direction of the local coordinate system) can be set as the coordinate axis direction of the mobile coordinate system at the same time through the shortcut key.
- the shortcut key may be a single button or a combination of multiple buttons being pressed simultaneously.
- the position of the current glasses or the independent gyroscope can be automatically obtained as the origin when the scene is started or switched, and the origin can still be reset to the current glasses or the independent gyroscope through the shortcut key.
- the position of the gyroscope can be automatically obtained as the origin when the scene is started or switched, and the origin can still be reset to the current glasses or the independent gyroscope through the shortcut key.
- the software system can clear the accumulated speed value stored in the software system.
- the movement vector or offset of the glasses can be directly used to accumulate the user relative to the origin.
- the displacement is a measure of the displacement
- the data of each frame of the gyroscope contains information such as time, angle, acceleration, angular acceleration, angular velocity (or several of them), and the acceleration is multiplied by the time interval of each frame .
- the time interval can get the offset value of the displacement of each frame.
- the position offset of the user relative to the origin can be obtained by accumulating the displacement offset value.
- the distance from the origin that is, the relative to the origin
- the position offset vector length the difference in the radius of the stationary area from the distance relative to the origin, and then divide by the radius of the moving area minus the difference in the stationary area to get the ratio, multiply this ratio by the maximum speed
- the length of the moving speed vector is obtained.
- the direction of the projection vector on the horizontal plane of the gyroscope coordinate system can be calculated, and this direction can be reversely rotated according to the stored axial rotation angle value to obtain the The speed vector direction in the moving coordinate system, normalized by this direction, multiplied by the speed value (vector length) is the moving speed.
- the axes of the gyroscope coordinate system and the virtual reality system coordinate system are different (for example, the left-handed coordinate system and the right-handed coordinate system), switch according to the corresponding relationship between the previously stored gyroscope coordinate system and the virtual reality system coordinate system The axis value of the moving speed.
- the average velocity of each frame can also be calculated according to the acceleration and velocity in the gyroscope data, so as to calculate the relative speed of each frame.
- the movement vector or offset of the origin when there are acceleration and velocity in the gyroscope data, the average velocity of each frame can also be calculated according to the acceleration and velocity in the gyroscope data, so as to calculate the relative speed of each frame.
- the movement vector or offset of the origin when there are acceleration and velocity in the gyroscope data, the average velocity of each frame can also be calculated according to the acceleration and velocity in the gyroscope data, so as to calculate the relative speed of each frame.
- the current relative distance between the gyroscope and the origin is calculated according to the movement information, and the radius of the stationary area is subtracted from this distance. If the result is less than zero, it is considered stationary (the length of the velocity vector is 0), if the result is greater than zero, it is used to divide by the radius of the moving area minus the difference of the radius of the static area to get the ratio. Using this ratio multiplied by the maximum moving speed is the current moving speed.
- the direction of the projection vector on the horizontal plane of the gyroscope coordinate system can be calculated, and this direction can be reversely rotated according to the stored axial rotation angle value to obtain the The speed vector direction in the moving coordinate system, normalized by this direction, multiplied by the speed value (vector length) is the moving speed.
- the axes of the gyroscope coordinate system and the virtual reality system coordinate system are different (for example, the left-handed coordinate system and the right-handed coordinate system), switch according to the corresponding relationship between the previously stored gyroscope coordinate system and the virtual reality system coordinate system The axis value of the moving speed.
- the return movement speed when it is detected that the current relative distance between the gyroscope and the origin is greater than the radius of the movement area, the return movement speed is 0.
- the movement vector, movement offset vector and velocity vector are information related to the actual movement of the user calculated based on the gyroscope reading.
- the average velocity offset of this frame can be calculated according to the acceleration value, as the accumulation Acceleration offset.
- the method for calculating the speed deviation of each frame can be adjusted according to the type and characteristics of the returned data of the specific gyroscope, so as to achieve the purpose of reflecting the current gyroscope displacement more accurately.
- the user can set the current position of the gyroscope as the origin of the static area and the moving area through the shortcut keys multiple times during actual use, and clear temporary data such as speed offset previously stored in the software system.
- the origins of the x-axis and the y-axis of the horizontal plane of the gyroscope are also the centers of the stationary area and the moving area.
- the stationary area and the moving area are two concentric circles.
- the moving speed may be a speed value with a length of at most 1, which is used to return to the virtual reality system, and the virtual reality system multiplies this by its own maximum speed value.
- the speed value ratio vector returned by the software system is used to obtain the speed vector used by the virtual reality system.
- the displacement of the gyroscope in the vertical direction can also be tracked to achieve the purpose of triggering a callback of a certain specific event (such as squatting or jumping).
- Figure 1 Schematic diagram of the static area and the moving area.
- Figure 2 Schematic diagram of the related concepts of axial angular offset (top view).
- Step 1 The user wears glasses or ⁇ and a special gyroscope, and after choosing a good position to stand, set the current position as the center of the stationary area and the moving area, which is also the origin of the gyroscope moving coordinate system, and save it
- the current gyroscope axial angular offset is used as the direction for calculating the moving speed.
- Step 2 According to the gyroscope, the speed offset can be calculated from the acceleration in each frame of reading during use. The speed offset is accumulated to obtain an instantaneous average speed. Multiply the instantaneous average speed by the time interval to obtain the user The movement offset of this frame.
- Step 3 Calculate the current distance relative to the origin according to the movement offset, compare this distance with the radius of the stationary area, if it exceeds the radius of the stationary area, follow one of the above methods to get the moving speed, according to the coordinate axis After the corresponding relationship is transformed, it is returned to the virtual reality system.
- This embodiment is to make it easier to understand the method of calculating speed and the meaning of axial rotation in the present invention.
- Step 1 Adjust the angle of the gyroscope so that the gyroscope's x, y, and z axis rotation angles are 0.
- press the shortcut key to record the origin and the axial direction of the moving coordinate system, because the axial direction of the moving coordinate system and the gyroscope coordinate axis The directions overlap (because the rotation angle is 0), so when calculating the speed, you can avoid rotating the axis in the reverse direction after calculating the speed vector.
- Step 2 When the user has a displacement, calculate the magnitude and direction of the speed according to the calculated displacement. The calculation is based on the distance between the displacement and the origin. If the distance is greater than the radius of the stationary area, use it to subtract the difference from the radius of the stationary area. Divide by the difference between the radius of the moving area and the radius of the stationary area to get the ratio, and multiply the maximum speed by this ratio to get the length of the speed vector.
- Step 3 Calculate the angle relative to the origin in the horizontal plane according to the position of the user's movement offset in the horizontal plane.
- a vector can be obtained from the angle. Since the gyroscope coordinate system and the mobile coordinate system have the same axial direction, it is calculated at this time The speed direction does not need to rotate the coordinate axis. After the vector is normalized, multiplied by the speed length calculated in "Step 2" is the final return value. When there is an axial rotation angle between the coordinate system of the gyroscope and the coordinate system of the virtual reality system, the result of "Example 2" is rotated in the opposite direction to obtain the final speed direction.
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Abstract
Description
Claims (7)
- 一种虚拟现实中的移动方法和装置,其特征在于,包括:陀螺仪、软件系统;所述陀螺仪可以是部署在虚拟现实眼镜中的陀螺仪,也可以是佩戴的单独的陀螺仪设备,能够较精确的读数,并且能够满足较高刷新频率(例如每秒超过30帧);所述软件系统是根据陀螺仪读数来计算或得到用户的实际位移,以及根据用户的实际位移所在游戏区域的位置来计算移动速度的系统。
- 一种虚拟现实中的移动方法,其特征在于,包括:步骤一:在软件系统设置界面中,设置静止区域和移动区域的半径;步骤二:佩戴上眼镜或单独陀螺仪后,使用快捷键设置当前位置为静止区域和移动区域的圆心(同时也是移动坐标系的原点),当前陀螺仪读数中x、y、z轴的轴向就是移动坐标系的坐标轴向,并保存此轴向转角值;步骤三:软件系统根据获取到的相对于原点的位移与静止区域和移动区域的半径来计算出速度比率,用这个比率乘以最大速度来得到当前速度值,并结合移动坐标系的坐标轴向计算出返回给虚拟现实系统的速度方向。
- 根据权利要求2所述的“步骤一”,其特征在于,在软件系统设置界面中,设置静止区域和移动区域的半径,包括:设置静止区域和移动区域的半径时,可以选择预设的模版,例如选择一个预设的0.6米半径的静止区域和2米半径的移动区域项;作为一种可选的实施方式,设置静止区域和移动区域的半径时,也可以手动输入静止区域和移动区域的半径;可以在软件系统设置界面中调整或设置所述陀螺仪数据的轴向与虚拟现实系统坐标系中x轴、y轴、z轴的对应关系,此处也可以加载默认匹配结果。
- 根据权利要求2所述的“步骤二”,其特征在于,佩戴上眼镜或单独陀螺仪后,使用快捷键设置当前位置为静止区域和移动区域的圆心(同时也是移动坐标系的原点),当前陀螺仪读数中x、y、z轴的轴向就是移动坐标系的坐标轴向,并保存此轴向转角值,包括:可以通过快捷键来设置当前眼镜或独立陀螺仪所在的位置是原点(静止区域和移动区域的圆心),同时当前用户脸朝向的陀螺仪坐标轴轴角度读数做为移动坐标系的坐标轴方向,并且储存当前陀螺仪的轴转角值做为移动坐标系的轴角度偏移;作为一种可选的实施方式,此后仍可通过快捷键来重置移动坐标系原点为最新的 眼镜或独立陀螺仪的位置,以及坐标轴轴向为最新的陀螺仪轴转角方向。
- 根据权利要求2所述的“步骤三”,其特征在于,软件系统根据获取到的相对于原点的位移和静止区域和移动区域的半径来计算出速度比率,用这个比率乘以最大速度来得到当前速度值,并结合移动坐标系的坐标轴向计算出返回给虚拟现实系统的速度方向,包括:作为一种可选的实施方式,如果眼镜中根据自身陀螺仪信息已经计算出移动矢量或偏移的,可以直接使用眼镜的移动矢量或偏移,来累加得到用户相对于所述原点的位移;进一步地,根据位移与原点的距离减去静止区域的半径,如果大于零则除以移动区域半径减去静止区域半径的差,得到最大速度值的缩放比率,用这个缩放比率乘以最大速度则得到速度值(也就是矢量长度);进一步地,根据跟踪计算得到的用户偏移,可以计算出在陀螺仪坐标系的水平面上的投影矢量的方向,将这个方向按照所述存储的轴向转角值来反向旋转,就能够得到在移动坐标系中的速度矢量方向,用这个方向归一化之后乘以速度值(矢量长度)就是移动速度;作为一种可选的实施方式,陀螺仪每帧的数据中包含有时间、角度、加速度、角加速度、角速度等信息(或其中的几项),使用加速度乘以每帧的时间间隔,可以得到这一帧的速度变化偏移,将这些速度变化偏移累加起来就可以得到瞬间(每帧)的速度值,用这个累加后的瞬间速度值计算出的平均速度乘以每帧的时间间隔就能得到每帧的位移的偏移值,将这个位移偏移值累加就能得到用户相对于原点的位置偏移,根据这个位置偏移求与原点的距离(也就是这个相对于原点的位置偏移的矢量长度),然后用这个相对于原点的距离减去静止区域的半径的差,再除以移动区域半径减去静止区域半径的差得到比率,用这个比率乘以最大速度就得到了移动速度矢量的长度;进一步地,根据跟踪计算得到的用户偏移,可以计算出在陀螺仪坐标系的水平面上的投影矢量的方向,将这个方向按照所述存储的轴向转角值来反向旋转,就能够得到在移动坐标系中的速度矢量方向,用这个方向归一化之后乘以速度值(矢量长度)就是移动速度;进一步地,如果陀螺仪坐标系与虚拟现实系统坐标系的轴向有不同(例如左手坐 标系和右手坐标系),则按照之前储存的陀螺仪坐标系与虚拟现实系统坐标系的对应关系来调换移动速度的坐标轴数值;作为一种可选的实施方式,当陀螺仪的数据中有加速度和速度时,也可以根据陀螺仪数据中的加速度和速度来计算相对于所述原点的移动矢量或偏移;作为一种可选的实施方式,根据移动信息计算出陀螺仪当前与原点的相对距离,用这个距离减去静止区域的半径,如果结果小于零则认为是静止状态(速度矢量长度为0),如果结果大于零则用来除以移动区域的半径减去静止区域半径的差以得到比率,使用这个比率乘以最大移动速度就是当前的移动速度大小;进一步地,根据跟踪计算得到的用户偏移,可以计算出在陀螺仪坐标系的水平面上的投影矢量的方向,将这个方向按照所述存储的轴向转角值来反向旋转,就能够得到在移动坐标系中的速度矢量方向,用这个方向归一化之后乘以速度值(矢量长度)就是移动速度;进一步地,如果陀螺仪坐标系与虚拟现实系统坐标系的轴向有不同(例如左手坐标系和右手坐标系),则按照之前储存的陀螺仪坐标系与虚拟现实系统坐标系的对应关系来调换移动速度的坐标轴数值。
- 一种计算机可读写介质,其上存储有计算机程序和相关数据,其特征在于,所述程序被处理器执行时实现本发明的相关计算功能和内容。
- 一种电子设备,其特征在于,包括:一个或多个处理器;一个或多个显卡(可选);存储装置,用于存储一个或多个程序。
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