An interaction architecture and interaction method applied to a VR three-dimensional environment
By proposing the interactive architecture of the background environment layer, working layer and navigation control layer in the VR three-dimensional environment, the problem of low user browsing efficiency in the existing VR application system is solved, asynchronous switching is realized, user cognitive load and computing consumption are reduced, and user experience is improved.
Patent Information
- Application Number
- CN202010900346.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2020-08-31
- Publication Date
- 2025-06-03
- Estimated Expiration
- 2040-08-31
AI Technical Summary
When designing and developing existing VR application systems, for convenience, the interactive architecture in two-dimensional graphic media is directly applied to the virtual screen in VR three-dimensional space, resulting in limited user understanding of their location and affecting user browsing efficiency.
An interactive architecture applied to VR three-dimensional environment is proposed, including background environment layer, working layer and navigation control layer. The background environment layer surrounds the user, the working layer is used for user browsing and operations, and the navigation control layer controls the linkage and asynchronous work of the background environment layer and the working layer. Through this architecture, users can flexibly switch their locations and improve browsing efficiency.
Through the splitting of the background environment layer and the working layer, the respective switching can be performed asynchronously, reducing user cognitive load consumption, improving user browsing efficiency, and reducing the computing consumption required by the machine to render the environment multiple times, reducing performance risks, and improving the user's overall experience.
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Figure CN112132978B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of VR software, and particularly to an interaction architecture and an interaction method applied to a VR three-dimensional environment. Background Art
[0002] As a completely new medium, virtual reality is very different from traditional media mainly composed of bounded planes (such as TV sets, computer displays, mobile phone displays, etc.): common media such as web pages, mobile phones, and smart TVs are all framed within a bounded two-dimensional plane, while VR (Virtual Reality) is a borderless three-dimensional space where users "immerse" themselves instead of operating on a flat screen.
[0003] Regardless of the medium, when using a system, users need to clearly understand their relative position in the system at that moment. In a system under traditional media, this position is the "page"; while in the three-dimensional environment of VR, the concept of this "position" is a combination mainly based on the three-dimensional environment around the user and supplemented by the interface operated by the user.
[0004] Currently, many existing VR application systems, for the convenience of design and development, insert one or more two-dimensional planes into the VR three-dimensional space, regard them as virtual screens, and directly apply the interaction architecture originally in the two-dimensional plane medium to these virtual screens. This method can quickly adapt to the new medium, but it does not reflect the relationship between the environment and the interface, nor does it effectively utilize the environmental part and the interface part, affecting users' understanding of their "position" and restricting the browsing efficiency of users. Summary of the Invention
[0005] The main object of the present invention is to provide an interaction architecture applied to a VR three-dimensional environment, aiming to solve the technical problems of improving users' browsing efficiency and usage experience.
[0006] The present invention proposes an interaction architecture applied to a VR three-dimensional environment, including:
[0007] A background environment layer for surrounding and enclosing the user;
[0008] A working layer for users to browse and operate the VR system;
[0009] A navigation control layer for controlling the background environment layer and the working layer;
[0010] Wherein,
[0011] The navigation control layer can be linked with both the background environment layer and the working layer, and the working layer and the background environment layer can work asynchronously.
[0012] Preferably, the form of the background environment layer includes a texture sphere;
[0013] The texture sphere includes a double-sided rendering sphere, and the double-sided rendering sphere includes the inner surface and the outer surface of the texture sphere.
[0014] Preferably, the form of the background environment layer further includes a scene model;
[0015] The scene model can change according to user operations.
[0016] Preferably, the working layer includes a preset number of pages, wherein each page is an independent panel, and each independent panel is a preset entity.
[0017] Preferably, the navigation control layer is composed of panels and dynamically displays corresponding states according to user selections.
[0018] The present invention also provides an interaction method applied to a VR three-dimensional environment, including:
[0019] Establishing a mapping relationship between each button of the navigation control layer and the panel of the working layer;
[0020] Obtaining first instruction information generated by the navigation control layer, and the working layer loads or switches the current panel according to the first instruction information;
[0021] Controlling the change of the background environment layer according to second instruction information generated by the navigation control layer or the working layer.
[0022] Preferably, the step of the working layer loading or switching the current panel according to the first instruction information includes:
[0023] Creating a download image cache, and preloading the first panel in a multi-threaded and combined atlas manner, wherein the first panel is the panel to be switched by the working layer;
[0024] Hiding the second panel through a specified plug-in, wherein the second panel is the panel currently displayed by the working layer;
[0025] Switching the second panel of the working layer to the first panel.
[0026] Preferably, the step of controlling the change of the background environment layer according to second instruction information generated by the navigation control layer or the working layer includes:
[0027] When the form of the background environment layer is a texture sphere, requesting information of the content to be played from the server;
[0028] Clearing the current playing content information of the background environment layer;
[0029] Loading and playing the information of the content to be played in the background environment layer.
[0030] Preferably, the step of controlling the change of the background environment layer according to the second instruction information generated by the navigation control layer or the working layer includes:
[0031] When the form of the background environment layer switches from the scene model to the texture sphere, request the content information to be played from the server;
[0032] Hide the scene model information of the background environment layer;
[0033] Load and play the content information to be played in the background environment layer.
[0034] Preferably, the step of controlling the change of the background environment layer according to the second instruction information generated by the navigation control layer or the working layer includes:
[0035] When the form of the background environment layer switches from the texture sphere to the scene model, clear the current content information being played in the background environment layer;
[0036] Display the scene model information in the background environment layer.
[0037] The beneficial effects of the present invention are as follows: Due to the characteristics of the user being in a VR three-dimensional environment, compared with switching pages on a two-dimensional screen, the cost of switching the environmental part of the user's location is relatively large, and the user's cognitive load consumption is much greater. It takes extra time to re-adapt to the three-dimensional environment where the user is located. By splitting the background environment layer and the working layer, the switching of these two layers can be asynchronous, improving the user's browsing efficiency. In addition, while reducing the user's cognitive load consumption, switching the working layer while keeping the background environment layer unchanged can also reduce the computational consumption required for the machine to render the environment multiple times, reducing the performance risk. The performance of existing VR hardware is limited, so this also improves the overall user experience to a certain extent. BRIEF DESCRIPTION OF THE DRAWINGS
[0038] Figure 1 It is a schematic structural diagram of the first embodiment of an interactive architecture applied to a VR three-dimensional environment of the present invention;
[0039] Figure 2 It is the first working schematic diagram of the first embodiment of an interactive architecture applied to a VR three-dimensional environment of the present invention;
[0040] Figure 3 It is the second working schematic diagram of the first embodiment of an interactive architecture applied to a VR three-dimensional environment of the present invention;
[0041] Figure 4 is Figure 1 The first schematic structural diagram of the background environment layer of an interactive architecture applied to a VR three-dimensional environment in
[0042] Figure 5Schematic flowchart of the first embodiment of an interaction method for a VR three-dimensional environment according to the present invention.
[0043] Label description:
[0044] 1. Background environment layer; 2. Working layer; 3. Navigation control layer.
[0045] The implementation, functional features and advantages of the present invention will be further described with reference to the embodiments and the accompanying drawings. Specific embodiments
[0046] It should be understood that the specific embodiments described herein are only used to explain the present invention and are not used to limit the present invention.
[0047] Referring to Figure 1 and 2 The present invention provides an interaction architecture for a VR three-dimensional environment, including:
[0048] The background environment layer 1 is used to surround and enclose the user;
[0049] The working layer 2 is used for the user to browse and operate the VR system;
[0050] The navigation control layer 3 is used to control the background environment layer 1 and the working layer 2;
[0051] Among them,
[0052] The navigation control layer 3 can be linked with both the background environment layer 1 and the working layer 2, and the working layer 2 and the background environment layer 1 can work asynchronously.
[0053] In the embodiments of the present invention, in the VR three-dimensional environment developed based on the Unity engine, three interaction layers are constructed. The background environment layer mainly refers to the current environment surrounding the user. In this environment, the user can perceive "where am I". In this interaction system, the starting space of the system is the background environment layer 1 (such as a teleportation hall), and the user can freely change the background environment layer 1. For example, the display content of the background environment layer 1 can be changed from Mount Everest to the user's personal space. Among them, the user's personal space is the background environment layer set by the user himself, such as Mount Fuji and the West Lake. In this interaction architecture, the background environment layer 1 is used to play panoramic videos and display panoramic pictures. The working layer 2 is mainly used for the user's browsing and operation, such as showing the home page of recommended content and the media library for collecting the user's selected content. The presentation form of the working layer 2 can change according to needs. For example, when showing a list of VR content, it is an arrangement of cards of multiple VR contents, and when play control (such as pause, select subtitles) is required during content playback, it is a combination of play control tools. The role of the navigation control layer 3 is to carry the main navigation, which can be called up at any time during content playback, and the user can use this to operate the background environment layer 1 and the working layer 2. For example, the user can switch the working layer 2 from the home page to the search page by clicking the "Search" button on the navigation control layer 3. The user can also click "Exit" on the main navigation to turn off the Mount Everest climbing video being played on the background environment layer 1 and return to the teleportation hall. In addition, on the one hand, through the splitting of the three interaction layers, the user can flexibly switch part of their position, improving the efficiency of the user's browsing and selection. The user can switch the working layer 2 while maintaining the same background environment layer 1. For example, under the condition of keeping the background environment layer 1 playing the Mount Everest climbing video without returning to the teleportation hall, the user can switch the working layer 2 from the home page to the search page for targeted search. This reduces the adaptation process of the user from the Mount Everest environment to the teleportation hall environment and improves the user's browsing efficiency. On the other hand, through the linkage of the three interaction layers, it helps the user understand their current position and the operations to go to other interaction layers. In summary, due to the characteristics of the user being in the VR three-dimensional environment, compared with switching pages on a two-dimensional screen, the cost of switching the environmental part of the user's position is relatively large, and the user's cognitive load consumption is much greater. It requires additional time to re-adapt to the three-dimensional environment. Through the splitting of the background environment layer 1 and the working layer 2, the switching of these two layers can be carried out asynchronously, improving the user's browsing efficiency. In addition, while reducing the user's cognitive load consumption, switching the working layer 2 while keeping the background environment layer 1 unchanged can also reduce the computational consumption required for the machine to render the environment multiple times and reduce the performance risk. The performance of existing VR hardware is limited, so this also improves the overall user experience to a certain extent.
[0054] Referring to Figure 4 , the form of the background environment layer 1 includes a textured sphere;
[0055] The mapped sphere includes a double-sided rendering sphere, and the double-sided rendering sphere includes an inner surface and an outer surface of the mapped sphere.
[0056] In an embodiment of the present invention, the background environment layer 1 is in the form of a textured sphere. A large sphere is constructed in the Unity scene, and a panorama or panoramic video is pasted on the sphere. A virtual camera (i.e., the user's "eye") is placed at the center of the sphere, and the camera captures the texture of the current field of view, thereby achieving the playback of the panorama or panoramic video, and allowing the user to be "placed" in the played panorama or panoramic video environment. Since the sphere model that comes with Unity is a single-sided rendering sphere that only renders the outer surface but not the inner surface, the camera can only capture the texture on the outside of the sphere; for the camera at the center of the sphere, the sphere is completely transparent, and the user cannot see the panorama or panoramic video on the sphere. In order for the camera at the center of the sphere to capture the spherical texture, this solution establishes a sphere that can render the inner surface. In the present invention, if Figure 4 As shown, a double-sided rendering sphere is established through modeling and programming, and the same grid data as the outer surface is established on the inner surface, so that the camera inside the sphere can also capture the texture on the sphere, allowing the user to see the panorama or panoramic video, and achieve the effect of the user being "placed" in the broadcast panorama or panoramic video environment.
[0057] Furthermore, the form of the background environment layer 1 also includes a scene model;
[0058] The scene model can change according to user operations.
[0059] In an embodiment of the present invention, when the user does not select any content to play, the background environment layer 1 is an initial scene, which is composed of a scene model. This scene model is composed of a series of three-dimensional models, particles and sky boxes. Optionally, the scene can have rich customized changes in the system. According to user operations, the change of the background environment layer 1 may be a change of the same form, such as switching from a panoramic video of climbing Mount Everest to a panoramic video of Monet's water lilies. The change of the background environment layer 1 may also be a change between different forms, such as entering a panoramic video from the initial scene or returning to the initial scene from a panoramic video. In summary, through the diversified forms of the background environment layer 1, the user's needs for directly switching the panoramic video or panoramic picture of the background environment layer 1 are met, and the user's needs for returning from the panoramic video or panoramic picture to the initial scene in the background environment layer 1 are met, so that the user can clearly perceive the changes in the environment.
[0060] Reference Figure 2 and Figure 3 , working layer 2 includes a preset number of pages, wherein each page is an independent panel, and each independent panel is a preset body.
[0061] Furthermore, the navigation control layer 3 is composed of panels and dynamically displays corresponding states according to user selections.
[0062] In an embodiment of the present invention, the working layer 2 and the navigation control layer 3 form the graphical user interface of the interactive system. This is achieved by programmatically controlling a series of user panels in Unity. According to user selections, each page is an independent panel. For the convenience of unified management and reuse, each independent panel is made into a prefab. When the working layer 2 changes the displayed information according to the user's input instruction, the interactive system will select the corresponding prefab, simultaneously obtain the corresponding information from the server, send the obtained information to the prefab, and dynamically load the independent panel that the user sees. The navigation control layer 3 is also composed of panels, but the panels for navigation are fixed relative to the background environment layer 1 and do not need to switch different prefabs, but only dynamically display corresponding states according to user selections. For example, when playing content, there are only two buttons, "Menu" and "Exit Play", on the panel of the navigation control layer 3; after clicking the "Menu" button, the panel of the navigation control layer 3 expands and transforms into five buttons, such as "Search", "Home", "Discover", "Media Library", and "Mine". In summary, in a three-dimensional environment, corresponding states are dynamically displayed according to user selections, facilitating user operations. By controlling the changes of the independent panels of the working layer 2 through different input instructions, timely dynamic feedback is given to the user, enhancing the user experience.
[0063] Refer to Figure 5 , the present invention also provides an interactive method applied to a VR three-dimensional environment, including:
[0064] S1: Establish a mapping relationship between each button of the navigation control layer 3 and the panel of the working layer 2;
[0065] S2: Obtain the first instruction information generated by the navigation control layer 3, and the working layer 2 loads or switches the current panel according to the first instruction information;
[0066] S3: Control the change of the background environment layer 1 according to the second instruction information generated by the navigation control layer 3 or the working layer 2.
[0067] In an embodiment of the present invention, in an interaction system, a mapping relationship is established between each button of the navigation control layer 3 and the panel of the working layer 2, so that the navigation control layer 3 and the working layer 2 are linked. When the user clicks a button on the navigation control layer 3, the system receives the user's instruction, and the working layer 2 will load the corresponding panel to be displayed. For example, the "Discovery" button on the navigation control layer 3 is mapped to the "Featured", "Recommended", and "Popular" panels of the working layer 2. When the user clicks the "Discovery" button on the navigation control layer 3, the working layer 2 will select these three panels for display. In addition, the operations of the user on the navigation control layer 3 or the working layer 2 can control the change of the background environment layer 1. For example, when the user clicks the corresponding button on the navigation control layer 3, or clicks on a certain content in the content list on the working layer 2, the background environment layer 1 can be controlled to switch from one environment (the current environment) to another environment (the environment to be displayed). As described above, the background environment layer 1 has two forms, so the implementation methods are different according to the different forms during the switching. After the system obtains the operation instruction of the user on the navigation control layer 3 or the working layer 2, it judges what kind of switching the background environment layer should be, and then performs the switching. In summary, due to the characteristics of the user being in a VR three-dimensional environment, compared with switching pages on a two-dimensional screen, the cost of switching the environmental part of the user's location is relatively high, and the user's cognitive load consumption is much greater. It takes extra time to re-adapt to the three-dimensional environment. Through the splitting of the background environment layer 1 and the working layer 2, the switching of these two layers can be carried out asynchronously, improving the user's browsing efficiency. In addition, while reducing the user's cognitive load consumption, switching the working layer 2 while keeping the background environment layer 1 unchanged can also reduce the computing consumption required for the machine to render the environment multiple times, reducing the performance risk. The performance of existing VR hardware is limited, so this also improves the overall user experience to a certain extent.
[0068] Further, the step S2 of the working layer 2 loading or switching the current panel according to the first instruction information includes:
[0069] S21: Create a download image cache, and pre-load the first panel in the way of multi-threading plus combined atlas, where the first panel is the panel to be switched by the working layer 2;
[0070] S22: Hide the second panel through a specified plug-in, where the second panel is the panel currently displayed by the working layer 2;
[0071] S23: Switch the second panel of the working layer 2 to the first panel.
[0072] In an embodiment of the present invention, the panel displayed on the current working layer 2 is switched to the panel to be displayed. The currently displayed panel will be stored in the panel list, and an instance of this panel can be obtained from the panel list through the name of each panel. When the working layer 2 needs to switch the panel, the following steps will be performed: The first step is to pre-load the panel to be displayed. Specifically, during the process of pre-loading the panel, the program will load the pictures to be displayed. The loading is divided into two cases: for the pictures that have been downloaded, the program will obtain them from the picture list through the picture name; for the pictures that have not been downloaded, the program will download them, add them to the picture list after the pictures are downloaded, and then obtain them from the picture list. In this process, this solution uses the method of multi-threading plus merged atlases to optimize the loading and rendering of pictures. Generally, there are multiple pictures to be displayed on each panel. If downloaded in the order of single-thread, it will cause too long loading time and affect the user experience. To optimize the loading speed, this solution uses the method of multi-threading to download pictures. Secondly, since the Texture2D class (the class for storing picture data) provided by Unity does not support multi-threading, therefore, this solution creates a picture download cache, converts the picture data into a byte array, and through the link of the picture, the program can directly obtain the byte array of the downloaded picture. Then, when the corresponding picture needs to be displayed, the byte data is converted into Texture2D through the LoadImage method of Texture2D, and then the Sprite.Create method is called to convert Texture2D into Sprite (a 2D graphic object in Unity). In addition, since there are many user interface elements to be displayed on the working layer 2, and there are multiple pictures to be displayed on each panel. If the Sprite is directly displayed on the panel, multiple rendering picture instructions will be called, which will greatly reduce the rendering efficiency. And the VR system of this solution needs to run on a mobile phone with limited performance, and the problem of rendering efficiency must be considered. To improve the rendering efficiency, this solution dynamically stores the Sprites to be displayed on a large picture, stores the entire large picture in the cache, and when rendering, the picture data of the small picture is obtained by calling the Graphics.CopyTexture method through the position of the pre-stored small picture for display. In this way, there is only one rendering picture instruction for the rendering of multiple pictures, which greatly improves the rendering efficiency and ensures the operation of the system on the mobile phone. The second step is to hide the second panel through a specified plug-in. Specifically, by using DoTween (a third-party Unity plug-in for making animations), a fade-out effect is made for the panel to be hidden (i.e., the second panel). When the transparency of the panel becomes 0, the enable attribute in the canvas component on the panel should be set to false to make the entire panel non-interactive. The third step is to switch the second panel of the working layer 2 to the first panel.Specifically, a fade-in effect is created for the panel to be displayed (i.e., the first panel) using DoTween. Over a certain period of time, the transparency of the entire panel gradually changes from 0 to 1. The enable property in the canvas component on the panel is set to false to make the entire panel non-interactive.
[0073] Further, step S3 of controlling the change of the background environment layer 1 according to the second instruction information generated by the navigation control layer 3 or the working layer 2 includes:
[0074] S31: When the form of the background environment layer 1 is a textured sphere, request the content information to be played from the server;
[0075] S32: Clear the current played content information of the background environment layer 1;
[0076] S33: Load and play the content information to be played in the background environment layer 1.
[0077] In the embodiment of the present invention, the background environment layer 1 has two forms. Therefore, when switching, the implementation methods are different according to different forms. The first case is that the background environment layer 1 is in the form of a textured sphere. In this form, the background environment layer 1 can be switched from one panoramic image or panoramic video to another panoramic image or panoramic video. The specific process is as follows: First, select the content. At this time, the system first sends the unique ID information of the selected content within the system to the server according to the user's selection, and requests to obtain the resources of this content, that is, the data of a panoramic image or panoramic video. Second, clear the current played content. For example, if the currently played is a panoramic video, stop playing the current video and clear the texture on the textured sphere; if the currently played is a panoramic image, clear the texture on the textured sphere. Third, load the played content. If the obtained content is a panoramic image, convert the data of the panoramic image into Texture (texture); if the obtained content is a panoramic video, after decryption, decode it into video data that can be played, and then convert the image data of the video into Texture in real time. Fourth, play the content. Through the Texture data obtained in the previous step, call the MeshRenderer.sharedMaterial.SetTexture method to render the image data onto the textured sphere. If a panoramic image needs to be displayed, call the SetTeure method once to display the panoramic image; if a panoramic video needs to be displayed, call the SetTexture method in real time to display the image frame by frame, and play the audio at the same time. Through the above settings, when the background environment layer 1 is in the form of a textured sphere, the content information to be played can be quickly switched.
[0078] In an embodiment of the present invention, the process also includes sending a request for content information to be played to the server, clearing the current playing content information, loading the content information to be played, and playing the new content. The situation of controlling the background environment layer 1 is to switch from the form of a texture sphere to the environment of a scene model form. For example, when playing a panoramic video, the user invokes the working layer 2 and the navigation control layer 3 by clicking randomly, and then clicks the "Close Content" button in the navigation control layer 3 to return to the initial scene, and the system sets the scene model to be visible.
[0079] Further, step S3 of controlling the change of the background environment layer 1 according to the second instruction information generated by the navigation control layer 3 or the working layer 2 includes:
[0080] S3A: When the form of the background environment layer 1 switches from the scene model to the texture sphere, send a request for content information to be played to the server;
[0081] S3B: Hide the scene model information of the background environment layer 1;
[0082] S3C: Load and play the content information to be played in the background environment layer 1.
[0083] In an embodiment of the present invention, the switching situation of the background environment layer 1 is to switch from the environment of the scene model form to the environment of a texture sphere form. An actual interaction example is that in the initial scene, the user selects a content to play in the working layer 2. Specifically, it includes sending a request for content information to be played to the server, hiding the scene model, setting the scene model to be invisible, and loading and playing the content information to be played in the background environment layer 1. Through the above settings, the problem of the change of the background environment layer 1 in the case of switching from the environment of the scene model form to the environment of a texture sphere form is solved.
[0084] Further, step S3 of controlling the change of the background environment layer 1 according to the second instruction information generated by the navigation control layer 3 or the working layer 2 includes:
[0085] S3a: When the form of the background environment layer 1 switches from the texture sphere to the scene model, clear the current playing content information of the background environment layer 1;
[0086] S3b: Display the scene model information in the background environment layer 1.
[0087] In an embodiment of the present invention, when the form of the background environment layer 1 switches from the texture sphere to the scene model, when the user finishes experiencing the panoramic video or panoramic picture played by the background environment layer 1, an exit instruction information can be generated in the navigation control layer 3, the background environment layer 1 clears the current playing content information, and returns to the initial scene, thereby ending the experience.
[0088] The above are only the preferred embodiments of the present invention, and do not thereby limit the patent scope of the present invention. Any equivalent structure or equivalent process transformation made by using the content of the specification and drawings of the present invention, or directly or indirectly applied in other related technical fields, shall similarly be included within the patent protection scope of the present invention.
Claims
1. An interaction architecture applied to a VR three-dimensional environment, characterized in that, it includes: A background environment layer for surrounding the user; A working layer for the user to browse and operate the VR system; A navigation control layer for controlling the background environment layer and the working layer; wherein, the navigation control layer can be linked with both the background environment layer and the working layer, and the working layer and the background environment layer can work asynchronously; the working layer includes a preset number of pages, wherein each of the pages is an independent panel, and each of the independent panels is a preset body; the navigation control layer is composed of panels and dynamically displays corresponding states according to the user's selection; the working layer loads or switches the current panel according to the first instruction information generated by the navigation control layer; the background environment layer controls the change of the background environment layer according to the second instruction information generated by the navigation control layer or the working layer.
2. The interaction architecture applied to a VR three-dimensional environment according to claim 1, characterized in that, the form of the background environment layer includes a texture sphere; the texture sphere includes a double-sided rendering sphere, and the double-sided rendering sphere includes the inner surface and the outer surface of the texture sphere.
3. The interaction architecture applied to a VR three-dimensional environment according to claim 1, characterized in that, the form of the background environment layer further includes a scene model; the scene model can change according to the user's operation.
4. An interaction method applied to a VR three-dimensional environment, characterized in that, the method is applied to the interaction architecture applied to a VR three-dimensional environment according to any one of claims 1-3, and the method includes: Establishing a mapping relationship between each button of the navigation control layer and the panel of the working layer; Obtaining the first instruction information generated by the navigation control layer, and the working layer loads or switches the current panel according to the first instruction information; Controlling the change of the background environment layer according to the second instruction information generated by the navigation control layer or the working layer; When the form of the background environment layer is a texture sphere, requesting the information of the content to be played from the server; Clearing the current playing content information of the background environment layer; Loading and playing the information of the content to be played in the background environment layer; When the form of the background environment layer switches from a scene model to a texture sphere, requesting the information of the content to be played from the server; Hiding the scene model information of the background environment layer; Loading and playing the playing content information in the background environment layer; The step that the working layer loads or switches the current panel according to the first instruction information includes: Creating a download image cache, and preloading the first panel in the way of multi-threading plus combined atlas, wherein the first panel is the panel to be switched by the working layer; Hiding the second panel through a specified plug-in, wherein the second panel is the panel currently displayed by the working layer; Switching the second panel of the working layer to the first panel.
5. The interaction method applied to a VR three-dimensional environment according to claim 4, characterized in that, the step of controlling the change of the background environment layer according to the second instruction information generated by the navigation control layer or the working layer includes: When the form of the background environment layer switches from the texture sphere to the scene model, clear the current playback content information of the background environment layer; Display the scene model information in the background environment layer.
Citation Information
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Collaborative rendering method for virtual reality
CN107274469A