A simulation gun scene design method based on the combination of 3D animation and virtual reality

By combining 3D animation and virtual reality technology, we design diverse simulated gun scenes, and use the gas feedback and laser aiming technology of the simulated gun, we solve the problem of lack of diversity and authenticity in the existing gun scene design, achieving a more realistic and A diverse gun shooting experience.

CN112734884BActive Publication Date: 2025-02-21DALIAN UNIV OF TECH
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Patent Information

Application Number
CN202110042869.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-01-13
Publication Date
2025-02-21
Estimated Expiration
2041-01-13

AI Technical Summary

Technical Problem

The existing shooting scene design lacks diversity and authenticity, and cannot provide multiple scene experiences and high authenticity experiences.

Method used

Using a simulation gun scene design method based on the combination of 3D animation and virtual reality, through the combination of mobile APP and VR glasses, a variety of different scene animations are designed, and the air feedback and laser aiming technology of the simulation gun are used to simulate the feedback force and movement of the real gun. feel.

Benefits of technology

It improves the authenticity and diversity of the simulated gun experience, allowing users to experience a variety of gun shooting scenarios in virtual reality, making up for the shortcomings of traditional gun shooting scenarios.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method for designing a simulated gun scene based on the combination of 3D animation and virtual reality belongs to the technical field of simulated guns in games. The method includes the development of a mobile phone APP, designing a variety of 3D animation effects in the APP; using VR technology to achieve the combination of virtual reality, and using IMAX to make the dynamic range of the sound system ductile to remix the sound channel and use simulated guns. The method uses the gas feedback impact force of the simulated gun to simulate the feedback force of a real gun, and the weight of the simulated gun is similar to that of a real gun, and uses laser aiming or tracking to bring a more realistic experience to the user. The simulated gun scene design based on the combination of 3D animation and virtual reality makes up for the shortcomings of traditional shooting scenes, so that the presentation of information can not only reflect the real physical space, but also integrate virtual information into the real environment, flexibly complete a variety of shooting experiences, and provide users with a more realistic shooting experience.
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Description

Technical Field

[0001] The invention relates to a simulation gun scene design method based on the combination of 3D animation and virtual reality, and belongs to the technical field of game simulation guns. Background Art

[0002] The scene design that combines virtuality and reality is to integrate virtual information into the real environment, so that the presentation of information can not only reflect the real physical space, but also be free from the constraints of the real scene, making up for the shortcomings of the traditional shooting scene. The design and development of virtual reality simulation gun scenes transforms abstract information into concrete forms, which can provide users with a closer to real experience.

[0003] Most of the existing gun shooting experiment bases are based on real space environments, and the outdoor or indoor shooting scenes are relatively simple. Most of them are completed based on hardware equipment, which cannot provide a variety of scene experiences and are not very realistic. Therefore, the design and development of virtual reality simulation gun scenes is particularly important. Summary of the invention

[0004] In order to improve the authenticity of the simulated gun experience, the present invention provides a scene design method based on a simulated gun. The gas feedback impact force of the simulated gun is used to simulate the feedback force of a real gun. The weight of the simulated gun is similar to that of a real gun, and laser aiming or tracking is used. The authenticity of the simulated gun experience is greatly enhanced by combining an APP with a variety of scene designs and VR glasses. A variety of different scene animations are designed in the APP, and different scenes are selected for different theme styles to enhance the authenticity and render themes. The virtual reality effect of VR glasses is used to make the sense of reality fuller, so that users feel like they are in a real shooting scene.

[0005] A method for designing a simulated gun scene based on the combination of 3D animation and virtual reality, the method comprising the following steps:

[0006] S1. 3D animation design in mobile APP

[0007] a. System model building includes character model, scene model and virtual simulation gun model;

[0008] b. System engine development includes scene building, material creation, post-processing, baking lighting and blueprint scripts;

[0009] c. The Astar algorithm is used to analyze and calculate the shortest path for the pre-set path nodes in the game scene; thus, the current optimal route is found and the intelligent path finding of the game characters is realized; the basic principle is to compare and filter all the path nodes in the game scene through the created open list and closed list, so as to calculate the shortest path. In order to save the game's computing overhead in this regard, the algorithm adopts fuzzy comparison and omits the backtracking calculation part in the greedy algorithm. Set the path starting node to A, the target node to B, and the currently calculated optimal path node to C. The calculation of its node cost can be obtained by the formula under the premise of only considering the geometric distance between nodes: .By calculating the cost of each node, select the node with the smallest cost for comparison first;

[0010] d. When there are multiple characters in the game moving at the same time, the optimization strategy is implemented, which is divided into the following steps: 1) Create a collision list for each character to record the path information of the person who has collided; 2) Sort according to the priority of each person. When a collision is detected, the character with the highest priority will be selected to re-position the node and select the path, and the movement of other characters will be stopped until the character with the highest priority passes and then continue to move on the original path; 3) Record the path information detected by the previous collision into the collision list. After each collision is detected, query the collision list first. If the path information is repeated, update the path selection strategy. If the path information is not repeated, update the collision list. This is mainly to avoid repeated character paths and repeated collisions with the same character.

[0011] S2. Interaction between VR devices and mobile APP

[0012] a. Synchronously transmit the animation and sound effects in the APP to the VR device through the data serial port;

[0013] b. In an external environment, equipped with an IMAX large-size screen, high brightness, color saturation and contrast are obtained, and the sound channels are mixed in the process of IMAX digital original reproduction technology, and the ductility of the dynamic range of the sound system is utilized;

[0014] S3. Feedback interaction of simulation gun

[0015] Realize the real sense of spatial movement: The simulation gun aims at the synchronous motion scene through the gun crosshairs. The laser displacement sensor of the simulation gun measures the laser distance and converts the physical signal into an electrical signal through the laser displacement sensor. Then, the laser displacement sensor communicates with the VR device and synchronizes the real-time data to the scene through the USB port.

[0016] Simulation feedback of imitation gun: After turning on the safety switch, pull the trigger switch of the imitation gun, the vibrator generates vibration and triggers the energized iron core of the electromagnet to move to the right and act on the buttstock, generating vibration and simulated feedback of recoil force.

[0017] S4. Timing system

[0018] The timing system is used to record the shooting time. Define a value, let it accumulate the time of each frame when shooting starts, stop accumulating and save the value when shooting ends, so that the shooting time can be recorded. The scoring system compares the shooting time with the standard time, and then scores according to the set rules. The standard time is 25 seconds. If the shooting time is within 10 seconds, one point is added for each extra second. If it exceeds 10 seconds, the points will be deducted from 10 points at a rate of 50%.

[0019] The beneficial effects of the present invention are: a simulation gun scene design based on the combination of 3D animation and virtual reality, a simulation gun scene design method based on the combination of 3D animation and virtual reality, which belongs to the field of recreational simulation gun technology. The method includes the development of a mobile phone APP, designing a variety of 3D animation effects in the APP; using VR technology to achieve the combination of virtual reality, and using IMAX to make the ductility of the dynamic range of the sound system remix the sound channel and use the simulation gun. The method uses the gas feedback impact force of the simulation gun to simulate the feedback force of the real gun, and the weight of the simulation gun is similar to that of the real gun, and uses laser aiming or tracking to bring a more realistic experience to the user. The simulation gun scene design based on the combination of 3D animation and virtual reality makes up for the shortcomings of the traditional shooting scene, so that the presentation of information can not only reflect the real physical space, but also integrate virtual information into the real environment, flexibly complete a variety of shooting experiences, and provide users with a more realistic shooting experience. Compared with the prior art, the method is simple to operate, gives people a real sense of control, and can get a real shooting experience without being affected by the external environment. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] Figure 1 It is a framework diagram of the present invention.

[0021] Figure 2 Schematic diagram of the structure of a simulated gun;

[0022] In the figure: 1. trigger switch, 2. gun body, 3. vibrator, 4. holster, 5. safety switch, 6. laser displacement sensor, 7. front sight, 8. electromagnet, 9. buttstock. DETAILED DESCRIPTION

[0023] The present invention will be further described below in conjunction with the accompanying drawings.

[0024] A simulation gun scene design based on the combination of 3D animation and virtual reality includes the following steps:

[0025] S1. Mobile APP development: System model construction includes character model, scene model and virtual simulation gun model; system engine development includes scene construction, material creation, post-processing, baking lighting and blueprint scripts.

[0026] A variety of 3D animation effects are designed in the APP, including stillness and movement, light and shadow and space, sound and music, and other multi-angle scene designs. Different scenes can be projected through the animation design of the software. In the animation design, the stagnant movements of the characters and the slow moving shots create changes in the psychological rhythm of people, making the instantaneous movements have a strong visual impact and shock. The shooting speed in the animation design is relatively slow, and the time is relatively long. There are more waiting and searching for the target person, aiming and hiding, which makes people feel that there is danger in the air and the spirit is tense;

[0027] The Astar algorithm is used to analyze and calculate the shortest path for the pre-set path nodes in the game scene. In this way, the current optimal route can be found and the intelligent path finding of the game characters can be realized. The basic principle is to compare and filter all the path nodes in the game scene through the created open list and closed list to calculate the shortest path. In order to save the game's computing overhead in this regard, the algorithm adopts fuzzy comparison and omits the backtracking calculation part in the greedy algorithm. Set the path starting node to A, the target node to B, and the currently calculated optimal path node to C. The calculation of its node cost can be obtained by the formula under the premise of only considering the geometric distance between nodes: .By calculating the cost of each node, select the node with the smallest cost for comparison first.

[0028] When there are multiple characters in the game moving at the same time, the optimization strategy is implemented, which is divided into the following steps: 1) Create a collision list for each character to record the path information of the person who has collided; 2) Sort them according to their priorities. When a collision is detected, the character with the highest priority will be selected to re-position the nodes and select the path. At the same time, the movement of other characters will be stopped until the character with the highest priority passes and then the movement of the original path will continue; 3) The path information detected by the previous collision is recorded in the collision list. Each time a collision is detected, it is first queried in the collision list. If the path information is repeated, the path selection strategy must be updated. If the path information is not repeated, the collision list must be updated. This is mainly to avoid repeated character paths and repeated collisions with the same character.

[0029] (b) Different scenes in the animation are equipped with corresponding sound effects. When a gunfight occurs, there will be a lot of fire and deafening explosions, which can further draw the user into the role;

[0030] (c) Multiple people can be online at the same time. Users can form a team online and choose their own role, know their teammates and enemies. They can communicate with teammates in real time and formulate action plans;

[0031] S2. VR virtual technology realizes the combination of virtuality and reality, which specifically includes the following sub-steps:

[0032] (a) Connect VR glasses or VR helmet to the mobile terminal;

[0033] (b) Wearing a VR helmet, the system shows that personal equipment is ready and training begins;

[0034] (c) Using VR technology to achieve the integration of virtual reality, when wearing VR glasses or VR helmets, it will prevent interference from various background lights or distracting factors, thereby ensuring that the user experience is not ruined;

[0035] (d) The external environment is equipped with an IMAX large-size screen, which can not only achieve higher brightness, color saturation and contrast, but also make full use of the ductility of the dynamic range of the sound system to remix the sound channels during the IMAX digital original base reprinting process. The combination of VR technology and IMAX will make users feel more immersive;

[0036] S3. Use of the imitation gun, specifically including the following sub-steps:

[0037] (a) If Figure 2 As shown, the simulation gun includes a holster 4, a safety switch 5 to prevent accidental firing, a trigger switch 1, a vibrator 2, etc. Its weight is similar to that of a real gun, and functions such as pulling the trigger and safety enhance the authenticity of the simulation. The impact force is formed by gas feedback to simulate the feedback force of using a real gun, and the laser is used to aim at the characters in the scene or track the characters, giving users a good experience;

[0038] Realizing the real sense of spatial motion: the simulation gun aims at the synchronous motion scene through the gun crosshairs 7, and the laser displacement sensor 6 of the simulation gun measures the laser distance, converts the physical signal into an electrical signal through the laser displacement sensor 6, and then communicates with the VR device, and then synchronizes the real-time data to the scene through the USB port;

[0039] Simulation feedback of the imitation gun: after turning on the safety switch 5, the trigger switch 1 of the imitation gun is pulled, the vibrator 3 generates vibration and at the same time triggers the electromagnet 8 to energize the iron core to move rightward and act on the butt 9, generating vibration and simulated feedback of recoil force.

[0040] (b) In the scene design of simulated guns, different scenarios use different function guns. In the experience of aiming and shooting directly at the target on the screen, choose strong light to give a stronger sense of direct vision. In scenes such as walking and moving, to achieve the real sense of spatial movement, use a simulated gun with a laser displacement sensor. After laser ranging, the laser displacement sensor converts the physical signal into an electrical signal, communicates with the VR device, and then synchronizes the real-time data to the scene through the USB port.

[0041] S4. Timing and Scoring

[0042] The timing system is used to record the shooting time. Define a value, let it accumulate the time of each frame when shooting starts, stop accumulating and save the value when shooting ends, so that the shooting time can be recorded. The scoring system compares the shooting time with the standard time, and then scores according to the set rules. The standard time is 25 seconds. If the shooting time is within 10 seconds, one point is added for each extra second. If it exceeds 10 seconds, the points will be deducted from 10 points at a rate of 50% (1 second minus 0.5 points).

[0043] If the shooting time is 8 seconds, the score is 10 + (10-8) = 12 points. If the shooting time is 15 seconds, the score is 10- (15-10) * 0.5 = 7.5 points.

[0044] The gas feedback impact force of the simulation gun is used to simulate the feedback force of the real gun, and the weight of the simulation gun is similar to that of the real gun. The use of laser aiming or tracking can bring users a more realistic experience. In addition, the simulation gun scene design based on the combination of 3D animation and virtual reality makes up for the shortcomings of traditional shooting scenes, so that the presentation of information can not only reflect the real physical space, but also integrate virtual information into the real environment, flexibly complete a variety of shooting experiences, and provide users with a more realistic shooting experience.

Claims

1. A simulation gun scene design method based on the combination of 3D animation and virtual reality, characterized in that: The following steps are involved: S1. 3D animation design in mobile APP a. System model building includes character model, scene model and virtual simulation gun model; b. System engine development includes scene construction, material creation, post-processing, baking lighting and blueprint scripts; c. Use the A-star algorithm to analyze and calculate the pre-set path nodes in the game scene to obtain the shortest path; In this way, the current optimal route can be found and the intelligent path finding of the game characters can be realized; The basic principle is to compare and screen all the path nodes in the game scene through the created open list and closed list, and calculate the shortest path by fuzzy comparison: set the starting point of the path to A, the target point to B, and the currently calculated optimal path node to C. Under the premise of only considering the geometric distance between nodes, the calculation of the node cost can be obtained by the formula: ; By calculating the cost of each node, select the node with the smallest cost for comparison first; d. When there are multiple characters in the game moving at the same time, the optimization strategy is implemented, which is divided into the following steps: 1) Create a collision list for each character to record the path information where this person has collided; 2) Sort the characters according to their priorities. When a collision is detected, the character with the highest priority will be selected to re-position the nodes and select the path. At the same time, the movement of other characters will be stopped until the character with the highest priority passes and then the movement of the original path will be continued; 3) The path information detected in the previous step is recorded in the collision list. Each time a collision is detected, it is first queried in the collision list; if the path information is repeated, the path selection strategy must be updated. If the path information is not repeated, the collision list must be updated; S2. Interaction between VR devices and mobile APP a. Synchronously transmit the animation and sound effects in the APP to the VR device through the data serial port; b. In an external environment, equipped with an IMAX large-size screen, high brightness, color saturation and contrast are achieved, and the sound channels are mixed using the ductility of the sound system's dynamic range during the IMAX digital original reproduction process; S3. Feedback interaction of simulation gun Realizing the sense of real spatial motion: the simulated gun aims at the synchronous motion scene through the gun crosshairs (7), and the laser displacement sensor (6) of the simulated gun measures the laser distance, converts the physical signal into an electrical signal through the laser displacement sensor (6), and then communicates with the VR device, and then synchronizes the real-time data to the scene through the USB port; Simulation feedback of the imitation gun: after the safety switch (5) is turned on, the trigger switch (1) of the imitation gun is pulled, the vibrator (3) generates vibration and at the same time triggers the electromagnet (8) to cause the energized iron core to move rightward and act on the buttstock (9), thereby generating vibration and simulated feedback of recoil force; S4. Timing and Scoring The timing system is used to record the shooting time. Define a value and let it accumulate the time of each frame when shooting starts. Stop accumulating and save the value when shooting ends to record the shooting time. The scoring system is based on the set rules: the standard time is 25 seconds. If the shooting time is within 10 seconds, one point will be deducted for each extra second; if it exceeds 10 seconds, the points will be deducted from 10 points at a rate of 0.5 points per second.

Citation Information

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