VR indoor and outdoor design virtual material selection system based on eye movement tracking
By integrating eye-tracking technology into the VR system, real-time capture of user eye movement data and material selection are achieved, solving the problems of cumbersome operation and low efficiency of existing VR systems, and realizing intelligent material recommendation and efficient immersive design experience.
Patent Information
- Application Number
- CN202511488859.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-10-17
- Publication Date
- 2026-01-09
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing VR indoor and outdoor design systems are cumbersome and inefficient in the material selection process. Users need to spend a lot of time learning the controller operation logic, which leads to reduced immersion and muscle fatigue. The system is also unable to intelligently recognize user intentions.
Using eye-tracking technology, the VR display and eye-tracking module capture the user's eye movement data in real time. Combined with the gaze point recognition and target object determination module, the material menu is dynamically retrieved, and material selection is realized through the gaze interaction and material rendering module. The central processing module coordinates the data flow of each module.
It improves interaction efficiency, reduces user fatigue, enables intelligent material recommendations, and enhances immersion and the smoothness of the design process.
Smart Images

Figure CN121300629A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the fields of virtual reality and interior and exterior design technology, and more specifically, to a VR interior and exterior design virtual material selection system based on eye tracking. Background Technology
[0002] In the existing interior and exterior design process, designers face multiple challenges when communicating with clients about material selection. Traditional material selection methods mainly rely on physical sample books and static renderings. These methods have obvious limitations: physical samples are not only inconvenient to carry and have a limited range of types to display, but more importantly, they cannot allow clients to intuitively feel the real effect of the materials in the actual space; while static renderings can show the effect of the space, they need to be re-rendered every time the materials are changed, resulting in long design iteration cycles and low efficiency.
[0003] In recent years, the introduction of virtual reality technology has brought new possibilities to the design field. While existing VR material selection systems have achieved material preview functionality in three-dimensional space, their interaction methods remain stuck in the traditional controller stage. This interaction mode has three significant drawbacks: First, users need to spend a lot of time learning the controller's operation logic, and the process of searching for target materials in the virtual menu severely undermines the sense of immersion; second, frequent hand operations easily lead to muscle fatigue, especially when quickly comparing a large number of material options, resulting in a worse experience; finally, existing systems lack the ability to proactively perceive user intent and cannot intelligently identify the object or area the user is currently focusing on, leading to a mechanized and inefficient interaction process.
[0004] Eye-tracking technology, as an emerging human-computer interaction method, has seen applications in fields such as gaming and healthcare, but its potential has yet to be fully realized in the specific scenario of VR design material selection. In particular, existing technologies have not yet provided effective solutions for deeply integrating eye-tracking interaction with the material selection process, intelligently predicting user intent through gaze behavior, and constructing a natural and smooth material selection experience. This results in designers and clients still facing problems such as cumbersome operations, low efficiency, and fragmented experiences when selecting materials in a virtual environment, severely limiting the application value of VR technology in the design field. Summary of the Invention
[0005] The purpose of this invention is to provide a VR indoor and outdoor design virtual material selection system based on eye tracking, which has the advantages of improving interaction efficiency and immersion, reducing operational fatigue, and realizing intelligent material recommendation.
[0006] This application provides a VR indoor and outdoor design virtual material selection system based on eye tracking, including: The VR display and eye-tracking module is used to present a virtual design space to the user and capture the user's eye movement data in real time. The gaze point recognition and target object determination module is used to calculate the user's real-time gaze point coordinates based on eye movement data, and determine the target object or area being gazed at by the user through ray projection and scene collision detection. The dynamic material menu management module is used to dynamically retrieve the candidate material library that corresponds to the material type of the target object based on the target object information output by the judgment module. The gaze interaction and material rendering module is used to receive the user's selection command of a specific material in the dynamic material menu through gaze, and to apply the high dynamic range rendering texture of the selected material to the target object in real time. The central processing module is used to coordinate and control the data flow and execution logic of the above modules.
[0007] Furthermore, this application also proposes that the gaze point recognition and target object determination module includes: The data filtering unit is used to smooth and filter the raw eye-tracking data to eliminate jitter and noise; The coordinate mapping unit is used to convert the filtered two-dimensional gaze point screen coordinates into world coordinates in the virtual three-dimensional space. The collision detection unit emits rays from world coordinates along the user's line of sight and performs intersection calculations with object colliders in the virtual scene to determine the object being viewed.
[0008] Furthermore, this application also proposes that the dynamic material menu management module be configured as follows: Based on the material type attribute of the target object, a set of matching candidate materials is selected from a pre-set material database; the material type attribute includes flooring, wall surface, furniture fabric, stone, and wood. In the form of a floating panel, thumbnails of the candidate material set are dynamically displayed in the surrounding area of the user's field of vision.
[0009] Furthermore, this application also proposes that the methods for implementing selection commands in the gaze interaction and material rendering modules include: Gaze duration determination: When it is detected that the user's gaze lingers on a material thumbnail in the dynamic material menu for more than a preset threshold duration, the instruction to select that material is triggered. Blink detection: When a user blinks in a preset mode after looking at a material thumbnail, the command to select that material is triggered.
[0010] Furthermore, this application also proposes to include a voice input module for receiving user voice commands; The central processing module is further configured to combine voice commands with eye-tracking interaction instructions to complete composite operations; among which, composite operations include calling up or hiding the material menu, switching material categories, or confirming eye-tracking selections via voice commands.
[0011] Furthermore, this application also proposes a scheme saving and comparison module, which is used to save the virtual space state with different material combinations applied by the user as multiple design schemes, and supports the user to compare these schemes side by side in the same view.
[0012] Furthermore, this application also proposes that the dynamic material menu management module be configured as follows: Based on users' viewing history, collection records, or design style tags, the materials in the candidate material library are intelligently sorted or prioritized for display through recommendation algorithms.
[0013] This application also proposes a VR indoor and outdoor design virtual material selection method based on eye tracking, applied to the aforementioned VR indoor and outdoor design virtual material selection system based on eye tracking, the method comprising: VR devices are used to present a virtual design space and capture the user's eye movement data in real time. The system calculates the user's real-time gaze point based on eye-tracking data and determines the target object or region being gazed at. Based on the identified target object, dynamically retrieve and display the candidate material menu corresponding to the material type of the target object; Detects user selection of specific materials in the menu based on their gaze; The selected material is rendered in real time and applied to the target object in the virtual space.
[0014] Furthermore, this application also proposes an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the steps of the above method.
[0015] Furthermore, this application also proposes a computer-readable storage medium having a computer program stored thereon that, when executed by a processor, implements the steps of the above-described method.
[0016] As can be seen from the above, this invention integrates eye-tracking technology with dynamic material menu management to achieve gaze-driven intelligent material selection interaction. This solves the problems of cumbersome operation and low efficiency in traditional material selection methods, as well as the unnatural interaction of existing VR systems. It has the advantages of improving interaction efficiency and immersion, reducing operational fatigue, and realizing intelligent material recommendation. Attached Figure Description
[0017] Figure 1 This is a flowchart illustrating the overall workflow of the present invention. Detailed Implementation
[0018] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0019] In existing technologies, the interior and exterior design field has long relied on physical samples and two-dimensional renderings for material selection, resulting in low display efficiency and poor interactive experience. With the popularization of virtual reality technology, existing VR material selection systems mostly use hand controllers for operation, requiring users to frequently perform pointing and selection actions, leading to cumbersome operation processes and fatigue. A design company attempted to simulate a real material selection scenario in a VR environment and found that users needed to repeatedly switch their gaze focus and operate the controllers, making it difficult to quickly compare multiple material options. Furthermore, the system could not automatically identify the area of user focus, resulting in a lag in material change response.
[0020] To address these issues, the design team observed that users' eye movements exhibit clear directionality when observing objects, and considered how to translate eye-tracking data into interactive commands. Experiments revealed a correlation between the duration of gaze and material selection preference, leading to the proposal to combine eye-tracking data with 3D spatial coordinate mapping to establish a gaze-driven dynamic material retrieval mechanism. By optimizing the ray collision detection algorithm, accurate identification of the gazed target object was achieved, ultimately resulting in a controller-free interaction solution centered on visual focus control.
[0021] Therefore, this application proposes a virtual material selection system that includes a VR display and eye tracking module, a gaze point recognition and target object determination module, a dynamic material menu management module, a gaze interaction and material rendering module, and a central processing module.
[0022] The VR display and eye-tracking module refers to generating a virtual space through a head-mounted display device and integrating an eye movement capture sensor. Specifically, it can be implemented using pupil reflection tracking technology that combines an infrared light source and a camera to simultaneously acquire the user's gaze direction and focus position.
[0023] The gaze point recognition and target object determination module refers to converting the raw eye movement data into three-dimensional spatial coordinates. Specifically, the Kalman filter algorithm can be used to eliminate data jitter, the screen coordinates can be converted to world coordinates through the perspective projection matrix, and the gazed object can be determined by combining the geometric intersection operation of the ray and the collider.
[0024] The dynamic material menu management module refers to filtering candidate materials based on the attributes of the target object. Specifically, it can establish an index database by setting up pre-defined material category tags and use asynchronous loading technology to achieve real-time presentation of material thumbnails.
[0025] The gaze interaction and material rendering module refers to parsing gaze pauses or blinking actions to generate operation commands. Specifically, it can use timestamp comparison algorithms to detect gaze duration thresholds and dynamically replace object surface texture maps through shader programs.
[0026] The central processing module coordinates the data interaction between various components. Specifically, it can achieve inter-module communication through a message queue mechanism and use a state machine model to control the execution order of the material replacement process.
[0027] Specifically, during system operation, a virtual scene is first rendered using the head-mounted display device, while simultaneously collecting the user's eye-tracking data. After coordinate transformation and collision detection, the system determines the wall or furniture object currently being looked at by the user. The system automatically retrieves a candidate library matching the material type of the target object and generates a floating material panel at the edge of the field of vision. When the user continuously gazes at a material thumbnail for a set time or performs a specific blinking action, the system triggers a material switching command, mapping the high dynamic range texture onto the surface of the target object in real time, while the central processing module synchronously updates the scene rendering status.
[0028] Compared to existing technologies, traditional VR material selection systems require users to manually operate a controller to open the material library and select materials one by one. This solution, however, automatically triggers the material menu based on the user's gaze focus, reducing operational steps and physical movements. Existing technologies cannot sense the user's visual focus area, requiring manual selection of target objects. This solution automates and intelligently recognizes objects through real-time eye-tracking data analysis and spatial coordinate mapping.
[0029] This application further proposes a gaze point recognition and target object determination module, including a data filtering unit, a coordinate mapping unit, and a collision detection unit. The data filtering unit is used to smooth and filter the raw eye-tracking data to eliminate jitter and noise; the coordinate mapping unit is used to convert the filtered two-dimensional gaze point screen coordinates into world coordinates in virtual three-dimensional space; the collision detection unit is used to emit rays from the world coordinates along the user's line of sight and perform intersection operations with object colliders in the virtual scene to determine the gazed object entity. Data filtering refers to the noise reduction of the acquired eye movement trajectory through mathematical algorithms, specifically Kalman filtering or moving average algorithms, which eliminate coordinate jitter caused by nystagmus or device sampling errors. Coordinate mapping refers to establishing the transformation relationship between the display screen coordinate system and the virtual three-dimensional coordinate system, which can be achieved by combining the perspective projection matrix with the position and posture data of the head-mounted display device, and its function is to accurately map the two-dimensional gaze point to the three-dimensional virtual environment. Collision detection refers to determining the spatial intersection between the gaze and scene objects through geometric calculations, specifically using ray and collider intersection algorithms in the physics engine, and its function is to accurately identify the object entity that the user is actually looking at.
[0030] Specifically, the raw eye-tracking data is first low-pass filtered to remove high-frequency noise components, resulting in a smooth gaze trajectory sequence. The transformed 3D gaze coordinates are then used to generate a ray vector originating from the user's viewpoint. This ray is then geometrically intersected in real-time with objects in the scene that have colliders. When an intersection point is detected between the ray and a collider, that object is identified as the target object currently being gazed at by the user. This completes the entire processing chain from raw biosignals to virtual object entity recognition.
[0031] Through the above technical solutions, this application can accurately identify the objects that the user is actually looking at in the virtual environment, avoiding misjudgments caused by data noise or coordinate deviations. Automated data processing reduces the user's manual workload, seamlessly integrating material selection with natural line-of-sight movement. A precise collision detection mechanism ensures the system can correctly identify the viewing status of overlapping or adjacent objects in complex scenes, improving the reliability and accuracy of virtual material selection.
[0032] This application further proposes a dynamic material menu management module configured to filter a set of matching candidate materials from a pre-set material database based on the material type attributes of the target object. The material type attributes include flooring, walls, furniture fabrics, stone, and wood. The thumbnails of the candidate material set are dynamically presented in the surrounding area of the user's field of vision in the form of a floating panel.
[0033] The material type attribute refers to the material classification identifier of an object in the virtual scene. Specifically, it can be implemented using the preset tag field in the object model metadata. For example, during the modeling stage, each object is assigned a material type tag, so that the system can quickly match the corresponding candidate material based on the tag.
[0034] The candidate material set refers to the alternative material resources associated with the material type of the target object. Specifically, database query statements can be used to filter material entries with the same type tag. For example, when it is detected that the user is looking at the floor, the texture maps and parameter data of all floor-type materials can be automatically retrieved.
[0035] A floating panel refers to a dynamically generated interactive interface element. Specifically, it can be implemented using planar UI components in three-dimensional space. For example, a semi-transparent panel can be generated at the edge of the user's field of view, and its position can be dynamically adjusted as the user's head turns to avoid obstructing the view. Specifically, once the system determines that a user is looking at an object, it first analyzes the object's material type attributes, such as wall or wood. Then, it extracts thumbnail data for all materials of the same type from a pre-built database. These thumbnails are presented in a grid arrangement on a floating panel, positioned in a non-central area at the edge of the field of vision, such as a fan-shaped area 30 to 60 degrees horizontally from the center of the field of vision. This ensures that the user can clearly browse material options without affecting their observation of the main subject of the scene. The transparency of the floating panel can be dynamically adjusted according to the user's gaze; for example, the transparency is reduced when the user is not actively looking at the menu to minimize visual interference.
[0036] This application further proposes a method for implementing selection commands in the gaze interaction and material rendering module, including: gaze duration determination, which triggers the command to select the material when the user's gaze lingers on a material thumbnail in the dynamic material menu for more than a preset threshold duration; and blink determination, which triggers the command to select the material when the user performs a blinking action in a preset mode after gazing at a material thumbnail.
[0037] The gaze duration determination refers to a technical means of generating an operation command by continuously monitoring the spatial overlap between the user's gaze focus position and the material thumbnail, and calculating the duration when it reaches a set condition. Specifically, it can be implemented by using a timer combined with a spatial coordinate comparison algorithm. This feature allows users to complete the selection operation simply by gazing at the target, without the need for physical input devices.
[0038] Blink detection refers to a technique that identifies the user's intention by analyzing the match between the user's eye movement patterns and preset action templates. Specifically, it can be implemented using eyelid movement trajectory tracking combined with pattern recognition algorithms. This feature allows users to trigger interactions through specific biometric actions, enhancing the concealment and naturalness of the operation.
[0039] Specifically, when the user's gaze lingers on the material thumbnail interface area, the system starts a timer to continuously track it. If the focus duration exceeds a set threshold, such as any value within the range of 500 milliseconds to 2 seconds, a material selection signal is generated. Simultaneously, when the user operates according to a preset blinking pattern, such as two consecutive rapid blinks or a single prolonged eye closure, the system compares real-time collected eyelid movement data with pre-stored templates. If a match is found, a material selection command is triggered. These two determination methods can work independently or in combination, forming a redundant interaction channel.
[0040] This application also includes a voice input module for receiving user voice commands; the central processing module is further configured to combine voice commands with eye-tracking interaction instructions to complete compound operations, including calling up or hiding the material menu, switching material categories, or confirming eye-tracking selections via voice commands.
[0041] The voice input module refers to the hardware component that collects and recognizes the user's voice signal through a microphone array. Specifically, it can be implemented using directional noise-canceling microphones and voice recognition algorithms to convert natural language instructions into executable system operation commands. Among them, composite operation refers to the collaborative control logic through multimodal input methods, which can be implemented by instruction priority allocation and event triggering mechanism, in order to expand the system control dimension while maintaining the continuity of eye-to-eye interaction. Specifically, once a user is focused on a target object, they can directly access the corresponding dynamic material menu via voice command, eliminating the need for manual control. During material selection, users can speak preset keywords to switch material categories while keeping their gaze on the target object's surface. When the user's gaze meets the trigger condition on a candidate material thumbnail, they can confirm the material application via voice command, preventing accidental triggering due to prolonged focus. This application also includes a scheme saving and comparison module, which saves the virtual space state with different material combinations applied by the user as multiple design schemes, and supports users to compare these schemes side by side in the same view.
[0042] The scheme saving and comparison module refers to a storage unit that can record the current material configuration status of all objects in the virtual space. This can be achieved using scene snapshot technology, generating reusable data packets by serializing the material properties, spatial coordinates, and lighting parameters of objects in the scene. Side-by-side comparison in the same view refers to presenting multiple design schemes simultaneously in the user's field of view in a split-screen or tiled manner. This can be achieved using multi-viewport rendering technology, allocating an independent rendering buffer for each scheme in the GPU and synchronously outputting it to the display device.
[0043] Specifically, once a user completes a set of material combinations in the virtual space, the system automatically generates a design scheme data package containing the material parameters of all objects and stores it in a preset project file. In comparison mode, multiple design schemes are loaded into memory simultaneously, and spatial coordinate alignment is achieved by adjusting the camera's viewing angle parameters to ensure that the position and proportion of the same objects in different schemes are consistent. In split-screen display, each sub-window corresponds to one design scheme, and users can switch the focus of observation by rotating their head or trigger dynamic switching demonstrations of different schemes through voice commands.
[0044] The dynamic material menu management module of this application is configured to intelligently sort or prioritize the display of materials in the candidate material library based on the user's gaze history, collection records, or design style tags through a recommendation algorithm.
[0045] Among them, gaze history refers to the collection of historical gaze data generated by users in virtual space through eye tracking. Specifically, it can be implemented by using a time series database to store the frequency and duration of users’ attention to various materials, which is used to reflect the user’s potential interests and preferences.
[0046] Among them, the collection record refers to the set of material identifiers actively marked and saved by the user. Specifically, it can be implemented by storing the mapping relationship between user ID and material ID in a key-value database, which is used to directly obtain the preferred materials specified by the user.
[0047] Among them, design style tags refer to metadata that semantically classifies the visual features of materials. Specifically, this can be achieved by using convolutional neural networks to extract material texture features and then generating style tags through clustering algorithms, such as modern minimalist, industrial style, and new Chinese style category tags.
[0048] Among them, the recommendation algorithm refers to a mathematical model that matches and calculates based on user behavior data and material features. Specifically, it can be implemented by using collaborative filtering algorithms to analyze user behavior similarity, or by using content-based recommendation algorithms to calculate the similarity between material feature vectors and user preference vectors, in order to automatically adjust the display priority of candidate materials. Specifically, when a user gazes at a target object, the system analyzes the user's historical gaze data to identify the types of materials they frequently focus on in similar scenarios. Combining this with the user's saved material records, it filters out candidate materials with similar texture features. Simultaneously, based on the current virtual space's design style tags, it matches a subset of materials that fit that style. The recommendation algorithm weights and fuses this multi-dimensional data to generate a material recommendation list, automatically arranging thumbnails of materials highly relevant to the user's preferences at the front of the menu. Thus, users don't need to manually flip through pages when browsing the material menu; the system proactively presents material options that they might be interested in. This application also provides a VR indoor and outdoor design virtual material selection method based on eye tracking, including presenting a virtual design space through a VR device and capturing the user's eye movement data in real time; calculating the user's real-time gaze point based on the eye movement data and determining the target object or area being gazed at by the user; dynamically retrieving and displaying a candidate material menu corresponding to the material type of the target object based on the determined target object; detecting the user's selection operation of a specific material in the menu through eye movement; and rendering and applying the selected material to the target object in the virtual space in real time.
[0049] Among these, real-time gaze point refers to the three-dimensional coordinates of the user's current visual focus in virtual space, calculated through eye-tracking algorithms. This can be achieved using Kalman filtering combined with central corneal reflection technology to accurately capture the user's visual focus area. Dynamic retrieval refers to automatically filtering a candidate material library based on the material attributes of the target object. This can be implemented through object tag matching and material database indexing mechanisms to reduce manual retrieval time. Gaze selection operation refers to determining the user's selection intent through biometric recognition. This can be achieved using gaze duration threshold determination or blink pattern recognition algorithms; for example, a preset threshold of 500 milliseconds can be used to achieve contactless interaction.
[0050] Specifically, the virtual design space generates a 3D scene using a head-mounted display device, while an eye-tracking module collects pupil movement data at a sampling rate of 120 frames per second. During gaze point calculation, the raw data undergoes low-pass filtering and is then converted from 2D screen coordinates to a 3D world coordinate system using a frustum projection matrix. When the system detects that a user has been continuously gazing at an object for more than 300 milliseconds, it automatically retrieves candidate materials matching the object's material type and displays material thumbnails in a circular arrangement at the edge of the field of vision. After the user gazes at a specific material thumbnail for a set duration or performs two blinks, the graphics rendering engine maps the high dynamic range texture onto the target object's surface in real time, while maintaining the physical correctness of scene lighting and materials.
[0051] This application further proposes an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the program, it realizes the presentation of a virtual design space through a VR device and the real-time capture of the user's eye movement data; it calculates the user's real-time gaze point based on the eye movement data and determines the target object or region being gazed at by the user; it dynamically retrieves and displays a candidate material menu corresponding to the material type of the target object based on the determined target object; it detects the user's selection operation of a specific material in the menu through eye movement; and it renders and applies the selected material to the target object in the virtual space in real time.
[0052] The memory refers to the storage medium used to store computer programs and virtual scene data, specifically a solid-state drive or flash memory chip. Its function is to store the material database, user operation records, and program code required for system operation. The processor refers to the arithmetic control unit that executes program instructions, specifically a multi-core central processing unit or graphics processing unit. Its function is to coordinate the data processing flow of eye-tracking data analysis, collision detection calculation, and real-time rendering tasks. The computer program refers to a set of code containing executable instructions, specifically written in C++ or Unity engine scripting languages. Its function is to transform the method steps described in claim 8 into a sequence of logical instructions executable by the device. In some implementations, the processor may employ a heterogeneous computing architecture, such as a CPU handling logic judgment tasks and a GPU handling material rendering tasks in parallel. The memory may be configured as a multi-level cache structure, for example, storing frequently accessed material textures in video memory. The program code may include exception handling modules, such as automatically switching to head-tracking mode when eye-tracking signal loss is detected.
[0053] Furthermore, this application proposes a computer-readable storage medium storing a computer program. When executed by a processor, this program presents a virtual design space through a VR device and captures the user's eye-tracking data in real time. Based on the eye-tracking data, it calculates the user's real-time gaze point and determines the target object or region being gazed at. According to the determined target object, it dynamically retrieves and displays a menu of candidate materials corresponding to the material type of the target object. It detects the user's selection of a specific material from the menu through their gaze. The selected material is then rendered in real time and applied to the target object in the virtual space. The computer-readable storage medium refers to a physical carrier used to persistently store program instructions, which can be implemented using a solid-state drive, USB flash drive, or optical disc. The computer program stored in it contains a sequence of machine instructions that can be parsed and executed by the processor. When the processor executes the program, it converts the program instructions into control signals and data processing operations for the VR device by calling the graphics rendering interface, the eye-tracking SDK, and the physics engine interface. The real-time rendering and material application process specifically involves dynamically replacing the texture coordinates of the target object by calling the shader program of the graphics processing unit, while maintaining the consistency of scene lighting calculations.
[0054] Through the above technical solution, this application effectively solves the problems of cumbersome operation and response delay in traditional VR material selection devices, realizing natural interaction based on biometrics. The device avoids physical fatigue caused by controller operation by programmatically executing gaze focus recognition and material replacement operations. The optimized design of the data processing module enables real-time access to a large-scale material library, significantly improving the smoothness of material replacement in virtual space. The precise scheduling mechanism of program instructions ensures system stability during concurrent execution of multiple tasks, providing designers with a zero-latency immersive material selection experience.
[0055] The foregoing has shown and described the basic principles, main features, and advantages of the present invention. Those skilled in the art should understand that the present invention is not limited to the above embodiments. The embodiments and descriptions in the specification are merely preferred examples and are not intended to limit the invention. Various changes and modifications can be made to the invention without departing from its spirit and scope, and all such changes and modifications fall within the scope of the present invention as claimed. The scope of protection of the present invention is defined by the appended claims and their equivalents.
Claims
1. A VR indoor and outdoor design virtual material selection system based on eye tracking, characterized in that, include: The VR display and eye-tracking module is used to present a virtual design space to the user and capture the user's eye movement data in real time. The gaze point recognition and target object determination module is used to calculate the real-time gaze point coordinates of the user based on the eye movement data, and determine the target object or area being gazed at by the user through ray projection and scene collision detection. The dynamic material menu management module is used to dynamically retrieve the candidate material library that corresponds to the material type of the target object based on the target object information output by the judgment module. The gaze interaction and material rendering module is used to receive the user's selection command of a specific material in the dynamic material menu through gaze, and to apply the high dynamic range rendering texture of the selected material to the target object in real time. The central processing module is used to coordinate and control the data flow and execution logic of the above modules.
2. The VR indoor and outdoor design virtual material selection system based on eye tracking according to claim 1, characterized in that: The gaze point recognition and target object determination module includes: The data filtering unit is used to smooth and filter the raw eye-tracking data to eliminate jitter and noise; The coordinate mapping unit is used to convert the filtered two-dimensional gaze point screen coordinates into world coordinates in the virtual three-dimensional space. The collision detection unit is used to emit rays from the world coordinates along the user's line of sight and perform intersection calculations with the object colliders in the virtual scene to determine the object entity being viewed.
3. The VR indoor and outdoor design virtual material selection system based on eye tracking according to claim 1, characterized in that: The dynamic material menu management module is configured as follows: Based on the material type attribute of the target object, a set of matching candidate materials is selected from a pre-set material database; the material type attribute includes flooring, wall surface, furniture fabric, stone, and wood. The candidate material set is dynamically displayed as a floating panel in the surrounding area of the user's field of view as a thumbnail.
4. The VR indoor and outdoor design virtual material selection system based on eye tracking according to claim 3, characterized in that: The methods by which the gaze interaction and material rendering module implements selection commands include: Gaze duration determination: When it is detected that the user's gaze lingers on a material thumbnail in the dynamic material menu for more than a preset threshold duration, the instruction to select that material is triggered. Blink detection: When a user blinks in a preset mode after looking at a material thumbnail, the command to select that material is triggered.
5. The VR indoor and outdoor design virtual material selection system based on eye tracking according to claim 1, characterized in that: It also includes a voice input module for receiving user voice commands; The central processing module is further configured to combine voice commands with eye-tracking interaction instructions to complete composite operations; wherein, composite operations include calling up or hiding the material menu, switching material categories, or confirming eye-tracking selection via voice commands.
6. The VR indoor and outdoor design virtual material selection system based on eye tracking according to claim 1, characterized in that: It also includes a scheme saving and comparison module, which is used to save the virtual space state with different material combinations applied by the user as multiple design schemes, and supports users to compare these schemes side by side in the same view.
7. The VR indoor and outdoor design virtual material selection system based on eye tracking according to claim 1, characterized in that: The dynamic material menu management module is configured as follows: Based on users' viewing history, collection records, or design style tags, the materials in the candidate material library are intelligently sorted or prioritized for display through recommendation algorithms.
8. A VR indoor and outdoor design virtual material selection method based on eye tracking, characterized in that, The method, applied to the eye-tracking-based VR indoor and outdoor design virtual material selection system as described in any one of claims 1-7, comprises: VR devices are used to present a virtual design space and capture the user's eye movement data in real time. The user's real-time gaze point is calculated based on the eye-tracking data, and the target object or region being gazed at by the user is determined. Based on the identified target object, dynamically retrieve and display the candidate material menu corresponding to the material type of the target object; Detects user selection of a specific material in the menu via visual input; The selected material is rendered in real time and applied to the target object in the virtual space.
9. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the steps of the method as described in claim 8.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the program is executed by the processor, it implements the steps of the method as described in claim 8.
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