WO2021208170A1 - 一种vr场景中确定目标算法的方法及装置、计算设备 - Google Patents

一种vr场景中确定目标算法的方法及装置、计算设备 Download PDF

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WO2021208170A1
WO2021208170A1 PCT/CN2020/089644 CN2020089644W WO2021208170A1 WO 2021208170 A1 WO2021208170 A1 WO 2021208170A1 CN 2020089644 W CN2020089644 W CN 2020089644W WO 2021208170 A1 WO2021208170 A1 WO 2021208170A1
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algorithm
level
distance
role
interactive object
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PCT/CN2020/089644
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French (fr)
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陈晓辉
尹桑
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上海唯二网络科技有限公司
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    • 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
    • GPHYSICS
    • G01MEASURING; TESTING
    • G01CMEASURING DISTANCES, LEVELS OR BEARINGS; SURVEYING; NAVIGATION; GYROSCOPIC INSTRUMENTS; PHOTOGRAMMETRY OR VIDEOGRAMMETRY
    • G01C3/00Measuring distances in line of sight; Optical rangefinders

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  • This application relates to the management of interactive objects and roles in a VR scene, and in particular to a method, device, and computing device for determining a target algorithm in a VR scene.
  • Virtual reality (VR, Virtual Reality) technology is a computer simulation system that can create and experience virtual worlds. It uses a computer to generate a simulation environment, and uses multi-source information fusion interactive three-dimensional dynamic scene and entity behavior system simulation to immerse users in the environment.
  • VR applications can also be reflected in many scene experiences. For example, museums observe collections from the perspective of VR.
  • Some e-commerce companies have begun to introduce virtual reality shopping modes, which make consumers unable to walk through the 360-degree panoramic and real scene. Users experience the fun of shopping and so on.
  • VR technology involves a large number of algorithms. When managing large-scale interactive prices and roles in VR scenes, it will inevitably lead to a huge consumption of computing resources. In order to reduce the consumption of computing resources, the conventional approach is to reduce the number of objects in the scene, but this method is inevitable. It will bring about a decrease in experience or gameplay.
  • the purpose of this application is to overcome the above-mentioned problems or at least partially solve or alleviate the above-mentioned problems.
  • a method for determining a target algorithm in a VR scene including:
  • the target algorithm is determined according to the algorithm level corresponding to the visibility and the distance.
  • the determining the target algorithm according to the algorithm level corresponding to the visibility and the distance includes:
  • the algorithm level is determined according to the correspondence between the preset distance and the algorithm level
  • the algorithm level refers to the level of complexity and accuracy of the algorithm
  • the corresponding relationship between the distance and the algorithm level is: the smaller the distance, the higher the algorithm level.
  • each algorithm level contains one algorithm.
  • D i is the distance range corresponding to the i-level algorithm, and 0 ⁇ i ⁇ n.
  • a device for determining a target algorithm in a VR scene includes:
  • a visibility calculation module configured to obtain the frustum of the current camera in the VR scene, and calculate the visibility of the current interactive object/role in the VR scene according to the frustum;
  • a distance calculation module configured to calculate the distance between the current interactive object/role and the current camera if the current interactive object/role is visible;
  • the target algorithm determining module is configured to determine the target algorithm according to the algorithm level corresponding to the visibility and the distance.
  • the target algorithm determining module includes:
  • a judging unit which is configured to if the visibility of the current interactive object/role is invisible, then its corresponding algorithm level is 0; if the visibility of the current interactive object/role is visible, then according to a preset
  • the correspondence between the distance and the algorithm level determines the algorithm level; the algorithm level refers to the level of complexity and accuracy of the algorithm; and
  • the target algorithm determining unit is configured to determine the target algorithm according to the algorithm level.
  • the corresponding relationship between the distance and the algorithm level is: the smaller the distance, the higher the algorithm level.
  • D i is the distance range corresponding to the i-level algorithm, and 0 ⁇ i ⁇ n.
  • a computing device including a memory, a processor, and a computer program stored in the memory and capable of being run by the processor, wherein the processor executes the computer program When realizing the method of the present invention.
  • a method and device for determining a target algorithm in a VR scene, and a computing device of the present application Since the complexity and accuracy of the calculation are determined according to the distance between the front interaction object/role and the camera, and then the target algorithm is determined, it can ensure the user experience Under the premise of experience and gameplay, reduce the consumption of computing resources.
  • Fig. 1 is a schematic flowchart of a method for determining a target algorithm in a VR scene according to an embodiment of the present application
  • Fig. 2 is a schematic diagram of a simulation of a VR scene according to an embodiment of the present application
  • Fig. 3 is a schematic structural diagram of a device for determining a target algorithm in a VR scene according to an embodiment of the present application
  • Fig. 4 is a schematic structural diagram of a computing device according to an embodiment of the present application.
  • Fig. 5 is a schematic structural diagram of a computer-readable storage medium according to an embodiment of the present application.
  • Fig. 1 is a schematic flowchart of a method for determining a target algorithm in a VR scene according to an embodiment of the present application.
  • the method may generally include:
  • Step S3 Determine the target algorithm according to the algorithm level corresponding to the visibility and the distance.
  • Step S3 may specifically include:
  • the algorithm level is determined according to the correspondence between the preset distance and the algorithm level
  • the algorithm level refers to the level of complexity and accuracy of the algorithm
  • the current interactive object/role is within the scope of the current camera frustum
  • the complexity and accuracy of the required target algorithm the higher the corresponding algorithm level.
  • the distance between the current interactive object/role and the current camera is greater, the complexity and accuracy of the target algorithm will be affected.
  • the requirements can be appropriately reduced, and the corresponding algorithm level is also reduced accordingly.
  • the complexity and accuracy of the target algorithm are the lowest, and the target algorithm level is level 0 .
  • the target algorithm level is the highest, which is n+1 level .
  • the target algorithm level is reduced to level n
  • the target algorithm level drops again to level n-1.
  • each algorithm level includes an algorithm. In this way, the distance range corresponds to the algorithm one by one.
  • the method for determining the target algorithm in the VR scene described in the embodiment of the present application judges the complexity and accuracy of the calculation according to the distance between the front interaction object/role and the camera, and then determines the target algorithm.
  • the above method can reduce the consumption of computing resources on the premise of ensuring user experience and gameplay.
  • Fig. 3 is a schematic structural diagram of an apparatus for determining a target algorithm in a VR scene according to an embodiment of the present application.
  • the device may generally include:
  • the visibility calculation module 1 is configured to obtain the frustum of the current camera in the VR scene, and calculate the visibility of the current interactive object/role in the VR scene according to the frustum;
  • the distance calculation module 2 is configured to calculate the distance between the current interactive object/role and the current camera if the current interactive object/role is visible;
  • the target algorithm determining module 3 is configured to determine the target algorithm according to the algorithm level corresponding to the visibility and the distance.
  • the target algorithm determining module 3 specifically includes:
  • the judging unit 31 is configured to if the visibility of the current interactive object/role is invisible, then its corresponding algorithm level is level 0; if the visibility of the current interactive object/role is visible, then according to the preset
  • the corresponding relationship between the distance and the algorithm level determines the algorithm level; the algorithm level refers to the level of complexity and accuracy of the algorithm; and
  • the target algorithm determining unit 32 is configured to determine the target algorithm according to the algorithm level.
  • the current interactive object/role is within the scope of the current camera frustum
  • the complexity and accuracy of the required target algorithm the higher the corresponding algorithm level.
  • the distance between the current interactive object/role and the current camera is greater, the complexity and accuracy of the target algorithm will be affected.
  • the requirements can be appropriately reduced, and the corresponding algorithm level is also reduced accordingly.
  • the complexity and accuracy of the target algorithm are the lowest, and the target algorithm level is level 0 .
  • the target algorithm level is the highest, which is n+1 level .
  • the target algorithm level is reduced to level n
  • the target algorithm level drops again to level n-1.
  • each algorithm level contains an algorithm, so the distance range corresponds to the algorithm one by one.
  • the device for determining the target algorithm in the VR scene described in the embodiment of the present application judges the complexity and accuracy of the calculation according to the distance between the front interaction object/role and the camera, and then determines the target algorithm.
  • the above-mentioned device can reduce the consumption of computing resources on the premise of ensuring user experience and gameplay.
  • the embodiment of the present application also provides a computing device.
  • the computing device includes a memory 1120, a processor 1110, and a computer program stored in the memory 1120 and capable of being run by the processor 1110.
  • the computer program A space 1130 for program codes stored in the memory 1120, and when the computer program is executed by the processor 1110, it is used to execute any method step 1131 according to the present invention.
  • the embodiment of the present application also provides a computer-readable storage medium.
  • the computer-readable storage medium includes a storage unit for program code, the storage unit is provided with a program 1131' for executing the method steps according to the present invention, and the program is executed by a processor.
  • the embodiments of the present application also provide a computer program product containing instructions.
  • the computer program product runs on the computer, the computer is caused to execute the method steps according to the present invention.
  • the computer program product includes one or more computer instructions.
  • the computer loads and executes the computer program instructions, the processes or functions described in the embodiments of the present application are generated in whole or in part.
  • the computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices.
  • the computer instructions may be stored in a computer-readable storage medium or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions may be transmitted from a website, computer, server, or data center.
  • the computer-readable storage medium may be any available medium that can be accessed by a computer or a data storage device such as a server or a data center integrated with one or more available media.
  • the usable medium may be a magnetic medium (for example, a floppy disk, a hard disk, and a magnetic tape), an optical medium (for example, a DVD), or a semiconductor medium (for example, a solid state disk (SSD)).

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Abstract

一种VR场景中确定目标算法的方法及装置、计算设备。所述方法包括:获取VR场景中当前相机的视锥体,并根据所述视椎体计算所述VR场景中的当前交互物件/角色的可见性;若所述当前交互物件/角色为可见,则计算所述当前交互物件/角色与所述当前相机的距离;根据所述可见性和所述距离对应的算法等级确定目标算法。所述VR场景中确定目标算法的装置包括:可见性计算模块、距离计算模块和目标算法确定模块。所述计算设备包括存储器、处理器和存储在所述存储器内并能由所述处理器运行的计算机程序,其中,所述处理器执行所述计算机程序时实现所述的方法。

Description

一种VR场景中确定目标算法的方法及装置、计算设备 技术领域
本申请涉及VR场景中交互物件及角色的管理,特别是涉及一种VR场景中确定目标算法的方法及装置、计算设备。
背景技术
虚拟现实(VR,Virtual Reality)技术是一种可以创建和体验虚拟世界的计算机仿真系统。它利用计算机生成一种模拟环境,利用多源信息融合的交互式三维动态视景和实体行为的系统仿真使用户沉浸到该环境中。VR在应用上除了游戏以外,还可以体现在诸多场景体验中,比如博物馆从VR角度观察馆藏作品,一些电商开始推出虚拟现实购物模式,通过360度全景且实景的方式让消费者足不出户体验购物的乐趣等等。
VR技术中涉及大量算法,在管理VR场景中大规模交互物价以及角色时,必然会导致运算资源巨大消耗,为了减少运算资源的消耗,常规的做法是减少场景中物件数量,但这种方式必然会带来体验感受或者游戏性的降低。
发明内容
本申请的目的在于克服上述问题或者至少部分地解决或缓减解决上述问题。
根据本申请的一个方面,提供了一种VR场景中确定目标算法的方法,所述方法包括:
获取VR场景中当前相机的视锥体,并根据所述视椎体计算所述VR场景中的当前交互物件/角色的可见性;
若所述当前交互物件/角色为可见,则计算所述当前交互物件/角色与所述当前相机的距离;
根据所述可见性和所述距离对应的算法等级确定目标算法。
可选地,所述的根据所述可见性和所述距离对应的算法等级确定目标算法包括:
若所述当前交互物件/角色的可见性为不可见,则其对应的算法等级为0级;
若所述当前交互物件/角色的可见性为可见,则根据预设的距离与算法等级 的对应关系确定算法等级;
所述算法等级指算法的复杂度和精度的等级;
根据算法等级确定目标算法。
可选地,所述距离与算法等级的对应关系为:所述距离越小,算法等级越高。
可选地,对于每个交互物件/角色,每个算法等级包含一个算法。
可选地,对于共包含n+1个算法等级的交互物件/角色,D i<D i+1,其中,D i为i级算法对应的距离范围,0≤i≤n。
根据本申请的另一个方面,提供了一种VR场景中确定目标算法的装置,所述装置包括:
可见性计算模块,其配置成获取VR场景中当前相机的视锥体,并根据所述视椎体计算所述VR场景中的当前交互物件/角色的可见性;
距离计算模块,其配置成若所述当前交互物件/角色为可见,则计算所述当前交互物件/角色与所述当前相机的距离;和
目标算法确定模块,其配置成根据所述可见性和所述距离对应的算法等级确定目标算法。
可选地,所述的目标算法确定模块包括:
判断单元,其配置成若所述当前交互物件/角色的可见性为不可见,则其对应的算法等级为0级;若所述当前交互物件/角色的可见性为可见,则根据预设的距离与算法等级的对应关系确定算法等级;所述算法等级指算法的复杂度和精度的等级;和
目标算法确定单元,其配置成根据算法等级确定目标算法。
可选地,所述距离与算法等级的对应关系为:所述距离越小,算法等级越高。
可选地,对于共包含n+1个算法等级的交互物件/角色,D i<D i+1,其中,D i为i级算法对应的距离范围,0≤i≤n。
根据本申请的另一个方面,提供了一种计算设备,包括存储器、处理器和存储在所述存储器内并能由所述处理器运行的计算机程序,其中,所述处理器执行所述计算机程序时实现本发明所述的方法。
本申请的一种VR场景中确定目标算法的方法及装置、计算设备,由于根据前交互物件/角色与相机的距离来判断计算的复杂度和精度,进而确定目标算法,因此能够在保证用户体验感受和游戏性的前提下,降低运算资源的消耗。
根据下文结合附图对本申请具体实施例的详细描述,本领域技术人员将会更加明了本申请的上述以及其他目的、优点和特征。
附图说明
后文将参照附图以示例性而非限制性的方式详细描述本申请的一些具体实施例。附图中相同的附图标记标示了相同或类似的部件或部分。本领域技术人员应该理解,这些附图未必是按比例绘制的。附图中:
图1是根据本申请一个实施例的一种VR场景中确定目标算法的方法的示意性流程图;
图2是根据本申请一个实施例的VR场景的模拟示意图;
图3是根据本申请一个实施例的一种VR场景中确定目标算法的装置的结构示意图;
图4是根据本申请一个实施例的一种计算设备的结构示意图;
图5是根据本申请一个实施例的一种计算机可读存储介质的结构示意图。
具体实施方式
图1是根据本申请一个实施例的一种VR场景中确定目标算法的方法的示意性流程图。所述方法一般性地可包括:
S1、获取VR场景中当前相机的视锥体,并根据所述视椎体计算所述VR场景中的当前交互物件/角色的可见性。
S2、若所述当前交互物件/角色为可见,则计算所述当前交互物件/角色与所述当前相机的距离。
S3、根据所述可见性和所述距离对应的算法等级确定目标算法,步骤S3具体可以包括:
S31、若所述当前交互物件/角色的可见性为不可见,则其对应的算法等级为0级;
S32、若所述当前交互物件/角色的可见性为可见,则根据预设的距离与算法等级的对应关系确定算法等级;
所述算法等级指算法的复杂度和精度的等级;
在所述当前交互物件/角色处于当前相机视锥体范围内的情况下,为了确保用户的体验感和游戏性,如果所述当前交互物件/角色与所述当前相机的距离越近,则所需要的目标算法的复杂度和精度越高,对应的算法等级也越高,反之, 如果所述当前交互物件/角色与所述当前相机的距离越远,则对目标算法的复杂度和精度的要求可以适当降低,对应的算法等级也相应降低,当所述当前交互物件/角色处于当前相机视锥体范围之外时,对目标算法的复杂度和精度的要求最低,目标算法等级为0级。
例如,将交互物件/角色与相机的距离L分为(0,d 1]、(d 1,d 2]、(d 2,d 3]、……、(d n,d n+1]若干个区间,所述若干个区间分别用D 1、D 2、D 3、……、D n+1表示,令D i=d i-d i-1,每个区间范围的大小可根据经验来确定,例如可以设置由近及远区间范围逐渐增大,即:d 1-0<d 2-d 1<d 3-d 2<……<d n+1-d n(或者用D 1<D 2<D 3<……<D n+1表示)。
在所述当前交互物件/角色处于当前相机视锥体范围内的情况下,当交互物件/角色与相机的距离L处于(0,d1]范围内时,目标算法等级最高,为n+1级,当L处于(d 1,d 2]范围内时,目标算法等级降低,为n级,当L处于(d 2,d 3]范围内时,目标算法等级再次降低,为n-1级,以此类推,当L处于(d n,d n+1]范围内时,目标算法等级降至1级。当所述当前交互物件/角色处于当前相机视锥体范围外时,目标算法等级降至最低,为0级。
如图2所示的模型中,位于相机视锥体范围内的交互物件/角色共有五个,分别用L1、L3、L5、L7和L9表示,并且与相机的距离依次增大,位于相机视锥体范围内的交互物件/角色共有三个,均用L10表示,那么,三个L10所需要的目标算法的复杂度和精度的等级最低,L1所需要的目标算法的复杂度和精度的等级最高。
S33、根据算法等级确定目标算法,通常情况下,每个算法等级包含一个算法,如此,距离范围与算法一一对应。
本申请实施例所述的VR场景中确定目标算法的方法,根据前交互物件/角色与相机的距离来判断计算的复杂度和精度,进而确定目标算法。上述方法能够在保证用户体验感受和游戏性的前提下,降低运算资源的消耗。
图3是根据本申请一个实施例的一种VR场景中确定目标算法的装置的结构示意图。所述装置一般性地可包括:
可见性计算模块1,其配置成获取VR场景中当前相机的视锥体,并根据所述视椎体计算所述VR场景中的当前交互物件/角色的可见性;
距离计算模块2,其配置成若所述当前交互物件/角色为可见,则计算所述当前交互物件/角色与所述当前相机的距离;
目标算法确定模块3,其配置成根据所述可见性和所述距离对应的算法等级确定目标算法。
所述的目标算法确定模块3具体包括:
判断单元31,其配置成若所述当前交互物件/角色的可见性为不可见,则其对应的算法等级为0级;若所述当前交互物件/角色的可见性为可见,则根据预设的距离与算法等级的对应关系确定算法等级;所述算法等级指算法的复杂度和精度的等级;和
目标算法确定单元32,其配置成根据算法等级确定目标算法。
在所述当前交互物件/角色处于当前相机视锥体范围内的情况下,为了确保用户的体验感和游戏性,如果所述当前交互物件/角色与所述当前相机的距离越近,则所需要的目标算法的复杂度和精度越高,对应的算法等级也越高,反之,如果所述当前交互物件/角色与所述当前相机的距离越远,则对目标算法的复杂度和精度的要求可以适当降低,对应的算法等级也相应降低,当所述当前交互物件/角色处于当前相机视锥体范围之外时,对目标算法的复杂度和精度的要求最低,目标算法等级为0级。
例如,将交互物件/角色与相机的距离分为(0,d 1]、(d 1,d 2]、(d 2,d 3]、……、(d n,d n+1]若干个区间,所述若干个区间分别用D 1、D 2、D 3、……、D n+1表示,令D i=d i-d i-1,每个区间范围的大小可根据经验来确定,例如可以设置由近及远区间范围逐渐增大,即:d 1-0<d 2-d 1<d 3-d 2<……<d n+1-d n(或者用D 1<D 2<D 3<……<D n+1表示)。
在所述当前交互物件/角色处于当前相机视锥体范围内的情况下,当交互物件/角色与相机的距离L处于(0,d1]范围内时,目标算法等级最高,为n+1级,当L处于(d 1,d 2]范围内时,目标算法等级降低,为n级,当L处于(d 2,d 3]范围内时,目标算法等级再次降低,为n-1级,以此类推,当L处于(d n,d n+1]范围内时,目标算法等级降至1级。当所述当前交互物件/角色处于当前相机视锥体范围外时,目标算法等级降至最低,为0级。
如图2所示的模型中,位于相机视锥体范围内的交互物件/角色共有五个,分别用L1、L3、L5、L7和L9表示,并且与相机的距离依次增大,位于相机视锥体范围内的交互物件/角色共有三个,均用L10表示,那么,三个L10所需要的目标算法的复杂度和精度的等级最低,L1所需要的目标算法的复杂度和精度的等级最高。
通常情况下,每个算法等级包含一个算法,如此,距离范围与算法一一对 应。
本申请实施例所述的VR场景中确定目标算法的装置,根据前交互物件/角色与相机的距离来判断计算的复杂度和精度,进而确定目标算法。上述装置能够在保证用户体验感受和游戏性的前提下,降低运算资源的消耗。
本申请实施例还提供了一种计算设备,参照图4,该计算设备包括存储器1120、处理器1110和存储在所述存储器1120内并能由所述处理器1110运行的计算机程序,该计算机程序存储于存储器1120中的用于程序代码的空间1130,该计算机程序在由处理器1110执行时实现用于执行任一项根据本发明的方法步骤1131。
本申请实施例还提供了一种计算机可读存储介质。参照图5,该计算机可读存储介质包括用于程序代码的存储单元,该存储单元设置有用于执行根据本发明的方法步骤的程序1131′,该程序被处理器执行。
本申请实施例还提供了一种包含指令的计算机程序产品。当该计算机程序产品在计算机上运行时,使得计算机执行根据本发明的方法步骤。
在上述实施例中,可以全部或部分地通过软件、硬件、固件或者其任意组合来实现。当使用软件实现时,可以全部或部分地以计算机程序产品的形式实现。所述计算机程序产品包括一个或多个计算机指令。在计算机加载和执行所述计算机程序指令时,全部或部分地产生按照本申请实施例所述的流程或功能。所述计算机可以是通用计算机、专用计算机、计算机网络、获取其他可编程装置。所述计算机指令可以存储在计算机可读存储介质中,或者从一个计算机可读存储介质向另一个计算机可读存储介质传输,例如,所述计算机指令可以从一个网站站点、计算机、服务器或数据中心通过有线(例如同轴电缆、光纤、数字用户线(DSL))或无线(例如红外、无线、微波等)方式向另一个网站站点、计算机、服务器或数据中心进行传输。所述计算机可读存储介质可以是计算机能够存取的任何可用介质或者是包含一个或多个可用介质集成的服务器、数据中心等数据存储设备。所述可用介质可以是磁性介质,(例如,软盘、硬盘、磁带)、光介质(例如,DVD)、或者半导体介质(例如固态硬盘Solid State Disk(SSD))等。
专业人员应该还可以进一步意识到,结合本文中所公开的实施例描述的各示例的单元及算法步骤,能够以电子硬件、计算机软件或者二者的结合来实现,为了清楚地说明硬件和软件的可互换性,在上述说明中已经按照功能一般性地 描述了各示例的组成及步骤。这些功能究竟以硬件还是软件方式来执行,取决于技术方案的特定应用和设计约束条件。专业技术人员可以对每个特定的应用来使用不同方法来实现所描述的功能,但是这种实现不应认为超出本申请的范围。
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分步骤是可以通过程序来指令处理器完成,所述的程序可以存储于计算机可读存储介质中,所述存储介质是非短暂性(英文:non-transitory)介质,例如随机存取存储器,只读存储器,快闪存储器,硬盘,固态硬盘,磁带(英文:magnetic tape),软盘(英文:floppy disk),光盘(英文:optical disc)及其任意组合。
至此,本领域技术人员应认识到,虽然本文已详尽示出和描述了本申请的多个示例性实施例,但是,在不脱离本申请精神和范围的情况下,仍可根据本申请公开的内容直接确定或推导出符合本申请原理的许多其他变型或修改。因此,本申请的范围应被理解和认定为覆盖了所有这些其他变型或修改。

Claims (10)

  1. 一种VR场景中确定目标算法的方法,包括:
    获取VR场景中当前相机的视锥体,并根据所述视椎体计算所述VR场景中的当前交互物件/角色的可见性;
    若所述当前交互物件/角色为可见,则计算所述当前交互物件/角色与所述当前相机的距离;
    根据所述可见性和所述距离对应的算法等级确定目标算法。
  2. 根据权利要求1所述的方法,其特征在于,所述的根据所述可见性和所述距离对应的算法等级确定目标算法包括:
    若所述当前交互物件/角色的可见性为不可见,则其对应的算法等级为0级;
    若所述当前交互物件/角色的可见性为可见,则根据预设的距离与算法等级的对应关系确定算法等级;
    所述算法等级指算法的复杂度和精度的等级;
    根据算法等级确定目标算法。
  3. 根据权利要求2所述的方法,其特征在于,所述距离与算法等级的对应关系为:所述距离越小,算法等级越高。
  4. 根据权利要求1-3中任一项所述的方法,其特征在于,对于每个交互物件/角色,每个算法等级包含一个算法。
  5. 根据权利要求1-3中任一项所述的方法,其特征在于,对于共包含n+1个算法等级的交互物件/角色,D i<D i+1,其中,D i为i级算法对应的距离范围,0≤i≤n。
  6. 一种VR场景中确定目标算法的装置,包括:
    可见性计算模块,其配置成获取VR场景中当前相机的视锥体,并根据所述视椎体计算所述VR场景中的当前交互物件/角色的可见性;
    距离计算模块,其配置成若所述当前交互物件/角色为可见,则计算所述当前交互物件/角色与所述当前相机的距离;和
    目标算法确定模块,其配置成根据所述可见性和所述距离对应的算法等级确定目标算法。
  7. 根据权利要求6所述的装置,其特征在于,所述的目标算法确定模块包括:
    判断单元,其配置成若所述当前交互物件/角色的可见性为不可见,则其对应的算法等级为0级;若所述当前交互物件/角色的可见性为可见,则根据预设的距离与算法等级的对应关系确定算法等级;所述算法等级指算法的复杂度和精度的等级;和
    目标算法确定单元,其配置成根据算法等级确定目标算法。
  8. 根据权利要求7所述的装置,其特征在于,所述距离与算法等级的对应关系为:所述距离越小,算法等级越高。
  9. 根据权利要求6-8中任一项所述的装置,其特征在于,对于共包含n+1个算法等级的交互物件/角色,D i<D i+1,其中,D i为i级算法对应的距离范围,0≤i≤n。
  10. 一种计算设备,包括存储器、处理器和存储在所述存储器内并能由所述处理器运行的计算机程序,其中,所述处理器执行所述计算机程序时实现如权利要求1-5中任一项所述的方法。
PCT/CN2020/089644 2020-04-16 2020-05-11 一种vr场景中确定目标算法的方法及装置、计算设备 WO2021208170A1 (zh)

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