WO2023097707A1 - Vr场景的切换方法、装置、vr头戴设备及存储介质 - Google Patents

Vr场景的切换方法、装置、vr头戴设备及存储介质 Download PDF

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WO2023097707A1
WO2023097707A1 PCT/CN2021/135896 CN2021135896W WO2023097707A1 WO 2023097707 A1 WO2023097707 A1 WO 2023097707A1 CN 2021135896 W CN2021135896 W CN 2021135896W WO 2023097707 A1 WO2023097707 A1 WO 2023097707A1
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scene
virtual
real
head
content
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PCT/CN2021/135896
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English (en)
French (fr)
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陈�峰
崔增森
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歌尔股份有限公司
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Publication of WO2023097707A1 publication Critical patent/WO2023097707A1/zh

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    • 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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • 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
    • G06F3/14Digital output to display device ; Cooperation and interconnection of the display device with other functional units
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/02Non-photorealistic rendering
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics

Definitions

  • the present application relates to the field of virtual reality technology, and in particular to a VR scene switching method, device, VR head-mounted device, and storage medium.
  • VR Virtual Reality, Virtual Reality
  • computer electronic information
  • simulation and other technologies, which can simulate a virtual environment through a computer to give people a sense of environmental immersion.
  • the purpose of this application is to provide a VR scene switching method and device, a storage medium and a VR head-mounted device, which can reduce the computing resource consumption of VR devices and improve operating efficiency.
  • the present application provides a VR scene switching method, which is applied to a VR head-mounted device, the VR head-mounted device is provided with a camera, and the VR scene switching method includes:
  • a cutscene animation is displayed on the display screen of the VR head-mounted device; wherein, the cutscene animation includes a process in which the user enters a virtual scene through the scene switching element;
  • the camera after using the camera to collect pictures of the real environment, it also includes:
  • the scene switching element in the real scene content is set at the position of the door; wherein, the scene switching element includes a virtual door obtained through three-dimensional rendering.
  • the cut-scene animation is displayed on the display screen of the VR head-mounted device, it also includes:
  • Part of the content of the virtual scene is displayed in the area where the virtual door is opened.
  • the method further includes:
  • the VR head-mounted device after displaying the virtual scene content on the display screen of the VR head-mounted device, it also includes:
  • the VR head-mounted device after displaying the virtual scene content on the display screen of the VR head-mounted device, it also includes:
  • an exit animation is displayed on the display screen of the VR head-mounted device; wherein, the exit animation includes a process in which the user exits the virtual scene through the scene switching element.
  • the present application also provides a VR scene switching device, which is applied to a VR head-mounted device, the VR head-mounted device is provided with a camera, and the VR scene switching device includes:
  • Real scene generation module for utilizing described camera to collect real environment picture, and generate the real scene content that is added with scene switching element according to described real environment picture;
  • a judging module configured to judge whether a control instruction to enter the virtual scene is received
  • the display screen is used to display the content of the real scene before receiving the control instruction to enter the virtual scene; it is also used to display the cut-scene animation after receiving the control instruction to enter the virtual scene, and during the process After the animation is displayed, the content of the virtual scene is displayed;
  • the cut-scene animation includes a process in which the user enters a virtual scene through the scene switching element.
  • the present application also provides a storage medium, on which a computer program is stored, and when the computer program is executed, the steps performed in the above VR scene switching method are realized.
  • the present application also provides a VR head-mounted device, which includes a memory and a processor, wherein a computer program is stored in the memory, and when the processor invokes the computer program in the memory, the steps performed in the method for switching VR scenes described above are implemented .
  • the present application provides a VR scene switching method, which is applied to a VR head-mounted device.
  • the VR head-mounted device is provided with a camera.
  • the VR scene switching method includes: using the camera to collect pictures of the real environment, and according to The real environment picture generates real scene content added with scene switching elements; displays the real scene content on the display screen of the VR head-mounted device; judges whether a control instruction to enter the virtual scene is received;
  • a cut-scene animation is displayed on the display screen of the VR head-mounted device; wherein, the cut-scene animation includes a process in which the user enters a virtual scene through the scene switching element; and the content of the virtual scene is displayed on the display screen of the VR head-mounted device.
  • the camera is used to collect pictures of the real environment, and then the real scene content with scene switching elements added is generated on the real environment pictures, so that the VR head-mounted device displays the real scene content with scene switching elements added.
  • the application realizes a smooth transition between the real scene and the virtual scene by displaying a cutscene animation from the real scene to the virtual scene.
  • the present application also provides a VR scene switching device, a storage medium and a VR head-mounted device, which have the above-mentioned beneficial effects and will not be repeated here.
  • FIG. 1 is a flow chart of a VR scene switching method provided by an embodiment of the present application
  • FIG. 2 is a schematic diagram of a state in which a user wears a VR head-mounted device provided by an embodiment of the present application;
  • FIG. 3 is a flowchart of a dynamically drawn method for switching between a virtual scene and a real scene provided by an embodiment of the present application
  • FIG. 4 is a schematic diagram of an effect of switching between a virtual scene and a real scene provided by an embodiment of the present application
  • FIG. 5 is a schematic structural diagram of a device for switching VR scenes provided by an embodiment of the present application.
  • FIG. 1 is a flowchart of a VR scene switching method provided by an embodiment of the present application.
  • S101 Use the camera to collect real environment pictures, and generate real scene content with scene switching elements added thereto according to the real environment pictures;
  • FIG. 2 is a schematic diagram of a user wearing a VR headset provided by the embodiment of the present application. As shown in FIG. 2, 1 is the user, 2 is the VR headset, and 3 is the VR headset.
  • the VR head-mounted device may include at least two cameras, and the two cameras are located at the front of the corresponding positions of the left and right eyes of the user. The parameters of the aforementioned camera may be the same as those of the human eye.
  • the application On the basis of obtaining the real environment picture, the application generates the real scene content with scene switching elements added according to the real environment picture.
  • the above scene switching element is an element rendered by the VR head-mounted device, because it realizes the display switching between the real scene and the virtual scene.
  • the scene switching element can be a rendered virtual object such as a door, a window, etc.
  • the scene switching element can be added to a specific position of the real environment picture to obtain the content of the real scene.
  • S102 Display the content of the real scene on the display screen of the VR head-mounted device
  • the content of the real scene can be directly displayed on the display screen of the VR head-mounted device.
  • corresponding three-dimensional calculation and three-dimensional rendering can also be performed on the model corresponding to the virtual scene content, so as to preload the virtual scene content .
  • control instruction for entering the virtual scene is an instruction for controlling the display content of the VR head-mounted device to convert from real scene content to virtual scene content.
  • the above-mentioned control instruction may be an instruction generated by the user triggering a button of the VR headset, or an instruction sent by a smart terminal (such as a mobile phone or a tablet computer) connected to the VR headset. If no control instruction to enter the virtual scene is received, the content of the real scene may continue to be displayed on the display screen.
  • This step is based on having received the control instruction to enter the virtual scene, and a cutscene animation can be displayed on the display screen of the VR head-mounted device, so that the real content on the display screen is smoothly transitioned from the real scene content to the virtual scene.
  • Scene content avoids drastic changes in light intensity caused by sudden scene switching, and improves the immersion of VR headsets.
  • the aforementioned cutscene animation may include a process in which the user enters the virtual scene through the scene switching elements (objects such as doors, windows, pipes, etc.).
  • S105 Display virtual scene content on the display screen of the VR head-mounted device.
  • this embodiment may display the content of the virtual scene on the display screen of the VR head-mounted device, so that the user can fully enter the virtual world. Further, after the virtual scene content is displayed on the display screen of the VR head-mounted device, the camera may also be turned off, and the operation of generating the real scene content may be stopped.
  • the camera is used to collect pictures of the real environment, and then the real scene content added with the scene switching element is generated on the real environment picture, so that the VR head-mounted device displays the real scene content added with the scene switching element. If a control instruction to enter the virtual scene is received, this embodiment realizes a smooth transition between the real scene and the virtual scene by displaying a cut-scene animation from the real scene to the virtual scene. In the above process, there is no need to completely reconstruct the content of the real scene, which can reduce the computing resource consumption of the VR device and improve the operating efficiency.
  • the specific implementation process is as follows: determine whether a control instruction for exiting the virtual scene is received; If yes, an exit animation is displayed on the display screen of the VR head-mounted device; wherein, the exit animation includes a process in which the user exits the virtual scene through the scene switching element.
  • the camera may enter a shutdown or sleep state when entering the virtual scene, and after receiving a control command to exit the virtual scene, the camera may be turned on or woken up to perform related operations in S101 to S102 in the embodiment corresponding to FIG. 1 .
  • the above-mentioned scene switching element may include a virtual door obtained through three-dimensional rendering
  • the cut-scene animation may be an animation in which the user enters the virtual scene from the real scene through the virtual door. Therefore, after using the camera to capture the real environment picture, it is also possible to judge whether there is a door in the current environment according to the real environment picture; if there is the door, set the scene switching element in the real scene content to The location where the door is located.
  • the opening animation of the virtual door being opened may also be displayed; part of the virtual scene content may also be displayed in the area where the virtual door is opened .
  • the virtual door and the virtual wall can be created, and the virtual door and the virtual wall can be set as the The scene switching element added in the real scene content.
  • the real content includes the process of switching from the real scene to the virtual scene, and then redrawing the virtual world scene.
  • the switching between the real scene and the virtual scene is too sudden. For example, when a user experiences a VR game at home, a dark scene or UI interface appears after wearing the VR device, and then enters the game interface.
  • the scene switching in the above process is drastic, and the sense of immersion is not strong.
  • FIG. 3 is a flow chart of a dynamically drawn method for switching between a virtual scene and a real scene provided by an embodiment of the present application.
  • the camera shoots the real scene to obtain a VR scene 1, and the VR scene 1 is consistent with the real scene.
  • VR Scene 2 Create a door-opening animation, and use VR Scene 2 to project it into the opening of the door to create a cutscene animation of the user walking through the door, that is, to shorten the distance between the camera and the door.
  • VR scene 1 gradually moves behind the user and disappears completely, VR scene 2 occupies the entire field of view of the user, and VR scene 1 is canceled.
  • Fig. 4 is a schematic diagram of the effect of switching a virtual scene and a real scene provided by the embodiment of the present application
  • 401 in Fig. 4 represents a VR scene 2 (such as a game scene)
  • 402 represents a VR scene 1 (such as a video reconstruction 403 represents a ground
  • 404 represents a door
  • 405 represents a wall
  • 406 represents a three-dimensionally rendered virtual door.
  • the user wears a VR headset to observe the surrounding world.
  • the VR headset uses real-time binocular video to present the VR scene 1 to the user.
  • the VR scene 1 is consistent with the user's real world.
  • the above-mentioned scene presentation does not require 3D calculation and rendering. Scene generation is fast and display quality is good.
  • the above embodiments can realize that the switching process between the real scene and the virtual scene has good logic and rationality, that is, the user opens a door (such as the gate of fairyland) in the real world to enter the virtual world.
  • this embodiment uses video reconstruction with fast speed, high quality, and good image quality, and the 3D rendering objects used in this solution are elements that have been made in advance and do not require Excessive computing resources are consumed.
  • FIG. 5 is a schematic structural diagram of a device for switching VR scenes provided by an embodiment of the present application.
  • the device can be applied to a VR headset, and the VR headset is provided with a camera.
  • the VR Scene switching devices include:
  • the real scene generating module 501 is configured to use the camera to collect pictures of the real environment, and generate real scene content with scene switching elements added thereto according to the pictures of the real environment;
  • a judging module 502 configured to judge whether a control instruction to enter a virtual scene is received
  • the display screen 503 is used to display the content of the real scene before receiving the control instruction to enter the virtual scene; it is also used to display the cut-scene animation after receiving the control instruction to enter the virtual scene, and After the process animation is displayed, the content of the virtual scene is displayed;
  • the cut-scene animation includes a process in which the user enters a virtual scene through the scene switching element.
  • the camera is used to collect pictures of the real environment, and then the real scene content added with the scene switching element is generated on the real environment picture, so that the VR head-mounted device displays the real scene content added with the scene switching element. If a control instruction to enter the virtual scene is received, this embodiment realizes a smooth transition between the real scene and the virtual scene by displaying a cut-scene animation from the real scene to the virtual scene. In the above process, there is no need to completely reconstruct the content of the real scene, which can reduce the computing resource consumption of the VR device and improve the operating efficiency.
  • the door blocking module is used to determine whether there is a door in the current environment according to the real environment picture after using the camera to collect the real environment picture;
  • the scene switching element is set at the position of the door; wherein, the scene switching element includes a virtual door obtained through three-dimensional rendering.
  • the door opening processing module is used to display the door opening animation of the virtual door being opened before the cutscene animation is displayed on the display screen of the VR head-mounted device; it is also used to display part of the virtual door in the area where the virtual door is opened. scene content.
  • the scene switching element setting module is used to create the virtual door and the virtual wall if the door does not exist after judging whether there is a door in the current environment according to the real environment picture, and set the virtual door and the virtual wall Set to the scene switching element added in the real scene content.
  • a preloading module configured to perform corresponding three-dimensional calculation and three-dimensional rendering on a model corresponding to the virtual scene content after displaying the real scene content on the display screen of the VR head-mounted device, so as to preload the virtual scene content.
  • the camera control module is configured to close the camera and stop generating the real scene content after the virtual scene content is displayed on the display screen of the VR head-mounted device.
  • the scene exit module is used to judge whether to receive a control instruction to exit the virtual scene after displaying the content of the virtual scene on the display screen of the VR head-mounted device; if so, display the exit on the display screen of the VR head-mounted device Animation; wherein, the exit animation includes a process in which the user exits the virtual scene through the scene switching element.
  • the present application also provides a storage medium on which a computer program is stored. When the computer program is executed, the steps provided in the above-mentioned embodiments can be realized.
  • the storage medium may include: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program codes.
  • the present application also provides a VR head-mounted device, which may include a memory and a processor, where a computer program is stored in the memory, and when the processor invokes the computer program in the memory, it can realize the functions provided by the above-mentioned embodiments step.
  • the VR head-mounted device may also include various network interfaces, power supplies and other components.

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Abstract

一种VR场景的切换方法,应用于VR头戴设备,所述VR头戴设备上设置有摄像头,所述VR场景的切换方法包括:利用所述摄像头采集现实环境图片,并根据所述现实环境图片生成添加有场景切换元素的现实场景内容(S101);在所述VR头戴设备的显示屏上显示所述现实场景内容(S102);判断是否接收到进入虚拟场景的控制指令(S103);若是,则在所述VR头戴设备的显示屏上显示过场动画(S104);在所述VR头戴设备的显示屏上显示虚拟场景内容(S105)。本方法能够降低VR设备的计算资源消耗,提高运行效率。相应的,一种VR场景的切换装置、一种存储介质及一种VR头戴设备,也具有以上有益效果。

Description

VR场景的切换方法、装置、VR头戴设备及存储介质
本申请要求于2021年11月30日提交中国专利局、申请号为202111442507.9、发明名称为“VR场景的切换方法、装置、VR头戴设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及虚拟现实技术领域,特别涉及VR场景的切换方法、装置、VR头戴设备及存储介质。
背景技术
VR(Virtual Reality,虚拟现实)技术包括计算机、电子信息、仿真等技术,可以通过计算机模拟虚拟环境从而给人以环境沉浸感。随着社会生产力和科学技术的不断发展,各行各业对VR技术的需求日益旺盛。
通常在开始使用VR设备时先完全重建现实三维世界的模型、再渲染虚拟三维世界的模型,该过程需要消耗过多的计算资源,影响VR设备的运行效率。
因此,如何降低VR设备的计算资源消耗,提高运行效率是本领域技术人员目前需要解决的技术问题。
发明内容
本申请的目的是提供一种VR场景的切换方法、装置、一种存储介质及一种VR头戴设备,能够降低VR设备的计算资源消耗,提高运行效率。
为解决上述技术问题,本申请提供一种VR场景的切换方法,应用于VR头戴设备,所述VR头戴设备上设置有摄像头,所述VR场景的切换方法包括:
利用所述摄像头采集现实环境图片,并根据所述现实环境图片生成添加有场景切换元素的现实场景内容;
在所述VR头戴设备的显示屏上显示所述现实场景内容;
判断是否接收到进入虚拟场景的控制指令;
若是,则在所述VR头戴设备的显示屏上显示过场动画;其中,所述过场动画包括用户通过所述场景切换元素进入虚拟场景的过程;
在所述VR头戴设备的显示屏上显示虚拟场景内容。
可选的,在利用所述摄像头采集现实环境图片之后,还包括:
根据所述现实环境图片判断当前环境中是否存在门;
若存在所述门,则将所述现实场景内容中所述场景切换元素设置于所述门所在的位置;其中,所述场景切换元素包括通过三维渲染得到的虚拟门。
可选的,在所述VR头戴设备的显示屏上显示过场动画之前,还包括:
显示所述虚拟门被打开的开门动画;
在所述虚拟门被打开的区域显示部分所述虚拟场景内容。
可选的,在根据所述现实环境图片判断当前环境中是否存在门之后,还包括:
若不存在所述门,则创建所述虚拟门和虚拟墙,并将所述虚拟门和虚拟墙设置为所述现实场景内容中添加的所述场景切换元素。
可选的,在所述VR头戴设备的显示屏上显示所述现实场景内容之后,还包括:
对所述虚拟场景内容对应的模型执行对应的三维计算和三维渲染,以便预加载所述虚拟场景内容。
可选的,在所述VR头戴设备的显示屏上显示虚拟场景内容之后,还包括:
关闭所述摄像头,并停止生成所述现实场景内容的操作。
可选的,在所述VR头戴设备的显示屏上显示虚拟场景内容之后,还包括:
判断是否接收到退出虚拟场景的控制指令;
若是,则在所述VR头戴设备的显示屏上显示退出动画;其中,所述退出动画包括用户通过所述场景切换元素退出虚拟场景的过程。
本申请还提供了一种VR场景的切换装置,应用于VR头戴设备,所述VR头戴设备上设置有摄像头,所述VR场景的切换装置包括:
现实场景生成模块,用于利用所述摄像头采集现实环境图片,并根据所 述现实环境图片生成添加有场景切换元素的现实场景内容;
判断模块,用于判断是否接收到进入虚拟场景的控制指令;
显示屏,用于在接收到进入所述虚拟场景的控制指令之前,显示所述现实场景内容;还用于在接收到进入所述虚拟场景的控制指令之后,显示过场动画,并在所述过程动画显示完毕后显示虚拟场景内容;
其中,所述过场动画包括用户通过所述场景切换元素进入虚拟场景的过程。
本申请还提供了一种存储介质,其上存储有计算机程序,所述计算机程序执行时实现上述VR场景的切换方法执行的步骤。
本申请还提供了一种VR头戴设备,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器调用所述存储器中的计算机程序时实现上述VR场景的切换方法执行的步骤。
本申请提供了一种VR场景的切换方法,应用于VR头戴设备,所述VR头戴设备上设置有摄像头,所述VR场景的切换方法包括:利用所述摄像头采集现实环境图片,并根据所述现实环境图片生成添加有场景切换元素的现实场景内容;在所述VR头戴设备的显示屏上显示所述现实场景内容;判断是否接收到进入虚拟场景的控制指令;若是,则在所述VR头戴设备的显示屏上显示过场动画;其中,所述过场动画包括用户通过所述场景切换元素进入虚拟场景的过程;在所述VR头戴设备的显示屏上显示虚拟场景内容。
本申请里利用摄像头采集现实环境图片,进而在现实环境图片生成添加有场景切换元素的现实场景内容,以使VR头戴设备显示添加有场景切换元素的现实场景内容。若接收到进入虚拟场景的控制指令,本申请则通过显示由现实场景进入虚拟场景的过场动画,实现现实场景和虚拟场景的平滑过渡。在上述过程中,无需完全重建现实场景内容,可以降低VR设备的计算资源消耗,提高运行效率。本申请同时还提供了一种VR场景的切换装置、一种存储介质和一种VR头戴设备,具有上述有益效果,在此不再赘述。
附图说明
为了更清楚地说明本申请实施例,下面将对实施例中所需要使用的附图 做简单的介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,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为本申请实施例所提供的一种VR场景的切换方法的流程图;
图2为本申请实施例所提供的一种用户佩戴VR头戴设备的状态示意图;
图3为本申请实施例所提供的一种动态绘制的切换虚拟场景和现实场景的方法的流程图;
图4为本申请实施例所提供的一种切换虚拟场景和现实场景的效果示意图;
图5为本申请实施例所提供的一种VR场景的切换装置的结构示意图。
具体实施方式
为使本申请实施例的目的、技术方案和优点更加清楚,下面将结合本申请实施例中的附图,对本申请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申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,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,都属于本申请保护的范围。
下面请参见图1,图1为本申请实施例所提供的一种VR场景的切换方法的流程图。
具体步骤可以包括:
S101:利用所述摄像头采集现实环境图片,并根据所述现实环境图片生成添加有场景切换元素的现实场景内容;
本实施例可以应用于VR头戴设备,该VR头戴设备上可以设置有摄像头,本实施例不限定摄像头的数量、拍摄方向和安装位置。请参见图2,图2为本申请实施例所提供的一种用户佩戴VR头戴设备的状态示意图,如图2所示1为用户,2为VR头戴设备,3为VR头戴设备上的摄像头,VR头戴设备可以包括至少两个摄像头,这两个摄像头位于用户左右双眼对应位置的前部。上述摄像头的参数可以与人眼的参数相同。
在得到现实环境图片的基础上,本申请根据现实环境图片生成添加有场景切换元素的现实场景内容,上述场景切换元素为VR头戴设备渲染的元素, 由于实现现实场景与虚拟场景的显示切换。例如该场景切换元素可以为一扇门、窗户等渲染得到的虚拟物体,本实施例可以将场景切换元素添加至现实环境图片的特定位置,以得到现实场景内容。
S102:在所述VR头戴设备的显示屏上显示所述现实场景内容;
其中,在得到现实场景内容后,可以直接在VR头戴设备的显示屏上显示现实场景内容。本实施例可以存在采集现实环境图片以便更新现实场景内容的操作,进而实现了根据用户头部的转动更新VR头戴设备显示的现实场景内容,提高用户的使用体验。
进一步的,在所述VR头戴设备的显示屏上显示所述现实场景内容之后,还可以对所述虚拟场景内容对应的模型执行对应的三维计算和三维渲染,以便预加载所述虚拟场景内容。通过上述预加载虚拟场景内容的方案,能够提高进入虚拟场景的效率。
S103:判断是否接收到进入虚拟场景的控制指令;若是,则进入S104;
其中,进入虚拟场景的控制指令为控制VR头戴设备的显示内容由现实场景内容转换为虚拟场景内容的指令。上述控制指令可以为用户触发VR头戴设备的按钮产生的指令,也可以为与VR头戴设备连接的智能终端(如手机或平板电脑)发送的指令。若未接收到进入虚拟场景的控制指令,则可以继续在显示屏上显示现实场景内容。
S104:在所述VR头戴设备的显示屏上显示过场动画;
本步骤建立在已经接收到进入虚拟场景的控制指令的基础上,可以在在所述VR头戴设备的显示屏上显示过场动画,以使显示屏上现实的内容由现实场景内容平滑过渡到虚拟场景内容,避免场景突然切换导致的光线强度剧烈变化,提高了VR头戴设备的浸入感。
进一步的,上述过场动画可以包括用户通过所述场景切换元素(门、窗户、管道等物体)进入虚拟场景的过程。
S105:在所述VR头戴设备的显示屏上显示虚拟场景内容。
其中,在显示过场动画之后,本实施例可以在所述VR头戴设备的显示屏上显示虚拟场景内容,以使用户完全进入虚拟世界。进一步的,在所述VR头戴设备的显示屏上显示虚拟场景内容之后,还可以关闭所述摄像头,并停止生成所述现实场景内容的操作。
本实施例里利用摄像头采集现实环境图片,进而在现实环境图片生成添加有场景切换元素的现实场景内容,以使VR头戴设备显示添加有场景切换元素的现实场景内容。若接收到进入虚拟场景的控制指令,本实施例则通过显示由现实场景进入虚拟场景的过场动画,实现现实场景和虚拟场景的平滑过渡。在上述过程中,无需完全重建现实场景内容,可以降低VR设备的计算资源消耗,提高运行效率。
作为一种可行的实施方式,在所述VR头戴设备的显示屏上显示虚拟场景内容之后,还可以存在退出虚拟场景的操作,具体实现过程如下:判断是否接收到退出虚拟场景的控制指令;若是,则在所述VR头戴设备的显示屏上显示退出动画;其中,所述退出动画包括用户通过所述场景切换元素退出虚拟场景的过程。进一步的,在进入虚拟场景时摄像头可能进入关闭或休眠状态,在接收到退出虚拟场景的控制指令后,可以开启或唤醒摄像头进而执行图1对应实施例中S101~S102的相关操作。
作为对于图1对应实施例的进一步介绍,上述场景切换元素可以包括通过三维渲染得到的虚拟门,过场动画可以为用户通过虚拟门由现实场景进入虚拟场景的动画。因此,在利用所述摄像头采集现实环境图片之后,还可以根据所述现实环境图片判断当前环境中是否存在门;若存在所述门,则将所述现实场景内容中所述场景切换元素设置于所述门所在的位置。通过上述方式使用虚拟门遮罩现实世界的门,提高了VR设备的交互性。
进一步的,在所述VR头戴设备的显示屏上显示过场动画之前,还可以显示所述虚拟门被打开的开门动画;还可以在所述虚拟门被打开的区域显示部分所述虚拟场景内容。
进一步的,在根据所述现实环境图片判断当前环境中是否存在门之后,若不存在所述门,则可以创建所述虚拟门和虚拟墙,并将所述虚拟门和虚拟墙设置为所述现实场景内容中添加的所述场景切换元素。
下面通过在实际应用中的实施例说明上述实施例描述的流程。
VR头戴设备在使用时,现实的内容包括从现实场景切换到虚拟场景的过 程,然后再重新绘制虚拟世界场景。在上述流程中,现实场景与虚拟场景切换过于突然。例如用户在家中体验VR游戏,戴上VR设备后出现黑暗场景或UI界面,然后再进入游戏界面。上述过程场景切换剧烈,浸入感不强。
请参见图3,图3为本申请实施例所提供的一种动态绘制的切换虚拟场景和现实场景的方法的流程图,摄像头拍摄现实场景获得VR场景1,VR场景1与现实场景一致。在现实场景中构建三维空间,构建地面(水平面)。判断现实场景中是否有墙壁(竖直面)和门;如果场景中有墙壁和门,则在们对应的位置遮罩住原来的门并创建虚拟世界的门;如果场景中没有墙壁和门,则在用户前方位置遮罩并在地面创建虚拟世界的墙和门。创建开门动画,并用VR场景2投放到打开门的门缝中,制作用户走进门的过场动画,即拉近摄像头与门的距离。VR场景1逐渐运动到用户身后并完全消失,VR场景2占据用户全部视野,取消显示VR场景1。
请参见图4,图4为本申请实施例所提供的一种切换虚拟场景和现实场景的效果示意图,图4中401表示VR场景2(如游戏场景),402表示VR场景1(如视频重建的现实场景),403表示地面,404表示门,405表示墙,406表示三维渲染的虚拟门。用户佩戴VR头戴设备观察周围世界,此时VR头戴设备用实时双眼视频呈现给用户VR场景1,VR场景1与用户的现实世界一致,通过上述方式场景呈现不需要三维计算和渲染,虚拟场景的生成速度快且显示质量好。在周围环境中确认墙壁和门,在确定位置后使用预先设置的三维渲染的门,以便代替原来门的位置,并对原来门的位置进行遮罩。门打开后,用户镜头拉近至门的位置,此时从门打开的位置可以观察到VR场景2,此用例中为VR游戏的三维世界。用户完全穿过门后,VR场景1之内的物体以及三维渲染物体门运动到用户身后,并完全脱离出用户视野,此时关闭VR场景1和三维渲染物体门,最终用户完全进入VR场景2。若用户回头观察,则VR场景1已消失不见。图4中用户看到一辆汽车即可与汽车互动,如进入驾驶室或者绕汽车观察。
上述实施例能够实现现实场景与虚拟场景的切换过程具有较好的逻辑性和合理性,即:用户是在现实世界中打开一扇门(如仙境之门)进入虚拟世界。相比现有技术。与现有一些完全重建现实三维世界的方法相比,本实施例使用视频重建速度快、质量高、画质好,而且本方案中使用的三维渲染物体, 门为事先已经制作好的元素,无需耗费过多的计算资源。
请参见图5,图5为本申请实施例所提供的一种VR场景的切换装置的结构示意图,该装置可以应用于VR头戴设备,所述VR头戴设备上设置有摄像头,所述VR场景的切换装置包括:
现实场景生成模块501,用于利用所述摄像头采集现实环境图片,并根据所述现实环境图片生成添加有场景切换元素的现实场景内容;
判断模块502,用于判断是否接收到进入虚拟场景的控制指令;
显示屏503,用于在接收到进入所述虚拟场景的控制指令之前,显示所述现实场景内容;还用于在接收到进入所述虚拟场景的控制指令之后,显示过场动画,并在所述过程动画显示完毕后显示虚拟场景内容;
其中,所述过场动画包括用户通过所述场景切换元素进入虚拟场景的过程。
本实施例里利用摄像头采集现实环境图片,进而在现实环境图片生成添加有场景切换元素的现实场景内容,以使VR头戴设备显示添加有场景切换元素的现实场景内容。若接收到进入虚拟场景的控制指令,本实施例则通过显示由现实场景进入虚拟场景的过场动画,实现现实场景和虚拟场景的平滑过渡。在上述过程中,无需完全重建现实场景内容,可以降低VR设备的计算资源消耗,提高运行效率。
进一步的,还包括:
门遮挡模块,用于在利用所述摄像头采集现实环境图片之后,根据所述现实环境图片判断当前环境中是否存在门;还用于若存在所述门,则将所述现实场景内容中所述场景切换元素设置于所述门所在的位置;其中,所述场景切换元素包括通过三维渲染得到的虚拟门。
进一步的,还包括:
开门处理模块,用于在所述VR头戴设备的显示屏上显示过场动画之前,显示所述虚拟门被打开的开门动画;还用于在所述虚拟门被打开的区域显示部分所述虚拟场景内容。
进一步的,还包括:
场景切换元素设置模块,用于在根据所述现实环境图片判断当前环境中 是否存在门之后,若不存在所述门,则创建所述虚拟门和虚拟墙,并将所述虚拟门和虚拟墙设置为所述现实场景内容中添加的所述场景切换元素。
进一步的,还包括:
预加载模块,用于在所述VR头戴设备的显示屏上显示所述现实场景内容之后,对所述虚拟场景内容对应的模型执行对应的三维计算和三维渲染,以便预加载所述虚拟场景内容。
进一步的,还包括:
摄像头控制模块,用于在所述VR头戴设备的显示屏上显示虚拟场景内容之后,关闭所述摄像头,并停止生成所述现实场景内容的操作。
进一步的,还包括:
场景退出模块,用于在所述VR头戴设备的显示屏上显示虚拟场景内容之后,判断是否接收到退出虚拟场景的控制指令;若是,则在所述VR头戴设备的显示屏上显示退出动画;其中,所述退出动画包括用户通过所述场景切换元素退出虚拟场景的过程。
由于装置部分的实施例与方法部分的实施例相互对应,因此装置部分的实施例请参见方法部分的实施例的描述,这里暂不赘述。
本申请还提供了一种存储介质,其上存有计算机程序,该计算机程序被执行时可以实现上述实施例所提供的步骤。该存储介质可以包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
本申请还提供了一种VR头戴设备,可以包括存储器和处理器,所述存储器中存有计算机程序,所述处理器调用所述存储器中的计算机程序时,可以实现上述实施例所提供的步骤。当然所述VR头戴设备还可以包括各种网络接口,电源等组件。
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。应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以对本申请进行若 干改进和修饰,这些改进和修饰也落入本申请权利要求的保护范围内。
还需要说明的是,在本说明书中,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操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。在没有更多限制的状况下,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。

Claims (10)

  1. 一种VR场景的切换方法,其特征在于,应用于VR头戴设备,所述VR头戴设备上设置有摄像头,所述VR场景的切换方法包括:
    利用所述摄像头采集现实环境图片,并根据所述现实环境图片生成添加有场景切换元素的现实场景内容;
    在所述VR头戴设备的显示屏上显示所述现实场景内容;
    判断是否接收到进入虚拟场景的控制指令;
    若是,则在所述VR头戴设备的显示屏上显示过场动画;其中,所述过场动画包括用户通过所述场景切换元素进入虚拟场景的过程;
    在所述VR头戴设备的显示屏上显示虚拟场景内容。
  2. 根据权利要求1所述VR场景的切换方法,其特征在于,在利用所述摄像头采集现实环境图片之后,还包括:
    根据所述现实环境图片判断当前环境中是否存在门;
    若存在所述门,则将所述现实场景内容中所述场景切换元素设置于所述门所在的位置;其中,所述场景切换元素包括通过三维渲染得到的虚拟门。
  3. 根据权利要求2所述VR场景的切换方法,其特征在于,在所述VR头戴设备的显示屏上显示过场动画之前,还包括:
    显示所述虚拟门被打开的开门动画;
    在所述虚拟门被打开的区域显示部分所述虚拟场景内容。
  4. 根据权利要求2所述VR场景的切换方法,其特征在于,在根据所述现实环境图片判断当前环境中是否存在门之后,还包括:
    若不存在所述门,则创建所述虚拟门和虚拟墙,并将所述虚拟门和虚拟墙设置为所述现实场景内容中添加的所述场景切换元素。
  5. 根据权利要求1所述VR场景的切换方法,其特征在于,在所述VR头戴设备的显示屏上显示所述现实场景内容之后,还包括:
    对所述虚拟场景内容对应的模型执行对应的三维计算和三维渲染,以便预加载所述虚拟场景内容。
  6. 根据权利要求1所述VR场景的切换方法,其特征在于,在所述VR头戴设备的显示屏上显示虚拟场景内容之后,还包括:
    关闭所述摄像头,并停止生成所述现实场景内容的操作。
  7. 根据权利要求1至6任一项所述VR场景的切换方法,其特征在于,在所述VR头戴设备的显示屏上显示虚拟场景内容之后,还包括:
    判断是否接收到退出虚拟场景的控制指令;
    若是,则在所述VR头戴设备的显示屏上显示退出动画;其中,所述退出动画包括用户通过所述场景切换元素退出虚拟场景的过程。
  8. 一种VR场景的切换装置,其特征在于,应用于VR头戴设备,所述VR头戴设备上设置有摄像头,所述VR场景的切换装置包括:
    现实场景生成模块,用于利用所述摄像头采集现实环境图片,并根据所述现实环境图片生成添加有场景切换元素的现实场景内容;
    判断模块,用于判断是否接收到进入虚拟场景的控制指令;
    显示屏,用于在接收到进入所述虚拟场景的控制指令之前,显示所述现实场景内容;还用于在接收到进入所述虚拟场景的控制指令之后,显示过场动画,并在所述过程动画显示完毕后显示虚拟场景内容;
    其中,所述过场动画包括用户通过所述场景切换元素进入虚拟场景的过程。
  9. 一种VR头戴设备,其特征在于,包括摄像头、存储器和处理器,所述存储器中存储有计算机程序,所述处理器调用所述存储器中的计算机程序时实现如权利要求1至7任一项所述VR场景的切换方法的步骤。
  10. 一种存储介质,其特征在于,所述存储介质中存储有计算机可执行指令,所述计算机可执行指令被处理器加载并执行时,实现如权利要求1至7任一项所述VR场景的切换方法的步骤。
PCT/CN2021/135896 2021-11-30 2021-12-07 Vr场景的切换方法、装置、vr头戴设备及存储介质 WO2023097707A1 (zh)

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