Virtual image real-time interaction method and terminal
A virtual image and real-time interactive technology, applied in the field of interactive entertainment, can solve problems such as monotonous playback actions, poor interactivity, and lack of interactivity for users, and achieve the effect of enhancing interactivity and improving user experience
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Embodiment 1
[0072] Please refer to figure 1 , a method for interacting with virtual images in real time, comprising the steps of:
[0073] S1. Real-time collection of accompaniment data, audio data and motion data of objects to be identified;
[0074] Among them, the user's behavior can be collected in real time through cameras, handheld controllers, microphones and other devices to obtain the user's audio data and action data in real time;
[0075] S2. Determine the scene mode where the object to be identified is located according to the accompaniment data, audio data and action data;
[0076] Specifically, determine a first matching degree between the audio of the object to be identified and the accompaniment according to the accompaniment data and the audio data;
[0077] It is possible to perform real-time scoring on song singing, and take the real-time song singing scoring, that is, the first score as the first matching degree;
[0078] determining a standard rhythm and a standard...
Embodiment 2
[0102] The difference between this embodiment and Embodiment 1 is that it is further defined that determining the second matching degree between the object to be recognized and the standard rhythm according to the action data includes:
[0103] Determining the time point and duration of each rhythm in the standard rhythm as the first rhythm data set;
[0104] Determine the time point and duration of each rhythm in the shaking rhythm of the object to be identified according to the action data, as a second rhythm data set;
[0105] determining a second matching degree between the object to be recognized and a standard rhythm according to the matching degree between each corresponding data in the first rhythm data set and the second rhythm data set;
[0106] Take shaking the phone according to the rhythm as an example:
[0107] The second score=100*(the number of shakes whose deviation from the standard rhythm is less than a preset value (for example: 100 milliseconds)) / (total n...
Embodiment 3
[0125] The difference between this embodiment and Embodiment 1 or Embodiment 2 is that the S3 also includes:
[0126]Realize the switching of actions corresponding to different scene modes through smooth transition;
[0127] The switching of actions corresponding to different scene modes by means of smooth transition includes:
[0128] Judging whether the avatar plays a new action, and if so, stops the current action;
[0129] determining the magnitude difference of the action according to the state of the current action and the state of the first frame of the new action;
[0130] Computing frame complement time according to the amplitude difference;
[0131] Determine a frame complement action according to the amplitude difference and the frame complement time;
[0132] controlling the avatar to play the supplementary action, and after the completion of the supplementary action, controlling the avatar to play the new action;
[0133] Wherein, the determining the amplitude...
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