Redirected walking method and device for multi-person online virtual reality applications

By controlling the occurrence and end of user reset in a multiplayer online VR application, and reasonably setting the reset orientation and gain, the motion unfair problem is solved, the number of resets is reduced, and the user experience is improved.

CN115554691BActive Publication Date: 2025-07-22TSINGHUA UNIVERSITY
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Patent Information

Application Number
CN202211204268.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-09-29
Publication Date
2025-07-22
Estimated Expiration
2042-09-29

AI Technical Summary

Technical Problem

In existing virtual reality interactive applications, in multiplayer online VR games/applications, motion unfairness issues are caused by differences in users' physical space, especially during resetting, some users reset the frequency high, affecting the user experience.

Method used

By determining the first walking time and maximum walking time of each user, reasonably setting the reset orientation and reset motion gain, controlling the simultaneous occurrence and end of all users, extending the reset interval time, and reducing the number of resets.

Benefits of technology

It realizes sports fairness for multi-person VR walking in other places, reduces user reset frequency, and improves user immersion experience and application availability.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides a redirection walking method and device for multiplayer online virtual reality applications, including: when a reset occurs, determining the time required for each user in the multiplayer online virtual reality application to walk from the virtual position to the virtual target point; estimating the maximum walkable time of each user when resetting at its current physical position; determining the reset direction and reset motion gain corresponding to each user according to the required time of each user and the maximum walkable time of each user when resetting at its current physical position; and realizing redirection control of each user based on the reset direction and reset motion gain corresponding to each user. The present invention realizes movement fairness by controlling the reset of all users to occur and end at the same time, and at the same time, extending the walking distance between resets of all users as much as possible, so as to minimize the number of resets.
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Description

Technical Field

[0001] The present invention relates to the field of virtual reality technology, and in particular to a redirected walking method and device for multi-player online virtual reality applications. Background Art

[0002] With the rise of the metaverse industry, multi-player online VR interactive applications are becoming a reality. In multi-player online VR games / applications, multiple users are in different physical environments, but they can interact in the same virtual environment under the connection of the network, showing the characteristics of "multiple people in different places". Like virtual reality interaction, multi-player online VR interactive applications rely on redirected walking technology.

[0003] In the prior art, the redirected walking technology for virtual reality interactive applications mostly only focuses on the walking situations of single or multiple users in the same physical space, without considering the state correlation of multiple physically separated users in the virtual space. Because the same physical space gives all users roughly equal movement opportunities, the problem of unfair movement is not significant. However, in multi-player online VR games / applications, when a user is reset due to obstacles in their own space or other reasons (the behavior of this user will pause in the virtual space), other users can still continue to move in the virtual space during the period when the reset user pauses. Therefore, during this period, the relative positions of all users in the virtual space change, which will cause serious unfairness to some applications (such as adversarial online VR real-time strategy games). In addition, since different users may be in physical spaces with very different shapes, some users will inherently reset more times than others when playing the same VR game, which will introduce inherent unfairness to the VR game. This problem of unfairness caused by different physical spaces becomes very prominent, and the redirected walking technology for virtual reality interactive applications is not applicable to multi-player online VR games / applications.

[0004] In view of this, a redirected walking technology for multi-player remote online VR applications should be developed to ensure that the relative positions of multiple users in the virtual space do not change before and after any user is reset, so that all users have fair movement opportunities and avoid poor user experience caused by unfair movement in the virtual space. Summary of the Invention

[0005] The present invention provides a redirected walking method and device for multi-player online virtual reality applications, which are used to solve the problem of unfair movement caused by different physical spaces of users in multi-player online VR games / applications in the prior art. By controlling the resets of all users to occur and end simultaneously, movement fairness is achieved, and at the same time, the walking distance between resets of all users is extended as much as possible to minimize the number of resets.

[0006] In a first aspect, the present invention provides a redirected walking method for a multi-user online virtual reality application, the method comprising:

[0007] When a reset occurs, determining a first walking time for each user in the multi-user online virtual reality application; wherein, the first walking time for each user is the time required for each user to walk from the virtual position where they are located to their own virtual target point;

[0008] Estimating the maximum feasible walking time for each user when resetting at their current physical position;

[0009] Based on the first walking time of each user and the maximum feasible walking time of each user when resetting at their current physical position, determining a reset orientation and a reset motion gain corresponding to each user;

[0010] Based on the reset orientation and the reset motion gain corresponding to each user, implementing redirected control for each user;

[0011] The condition for the reset to occur is that any user in the multi-user online virtual reality application encounters an obstacle when walking in the physical space.

[0012] In a second aspect, the present invention provides a redirected walking device for a multi-user online virtual reality application, the device comprising:

[0013] A first walking time determination module, configured to determine a first walking time for each user in the multi-user online virtual reality application when a reset occurs; wherein, the first walking time for each user is the time required for each user to walk from the virtual position where they are located to their own virtual target point;

[0014] A maximum feasible walking time determination module, configured to estimate the maximum feasible walking time for each user when resetting at their current physical position;

[0015] A reset orientation and reset motion gain determination module, configured to determine a reset orientation and a reset motion gain corresponding to each user based on the first walking time of each user and the maximum feasible walking time of each user when resetting at their current physical position;

[0016] A redirected control module, configured to implement redirected control for each user based on the reset orientation and the reset motion gain corresponding to each user;

[0017] The condition for the reset to occur is that any user in the multi-user online virtual reality application encounters an obstacle when walking in the physical space.

[0018] The redirection walking method and device for multi - person online virtual reality applications provided by the present invention, when a reset occurs, determine the first walking time of each user in the multi - person online virtual reality application; wherein, the first walking time of each user is the time required for each user to walk from the current virtual position to their own virtual target point; the condition for the reset to occur is that any user in the multi - person online virtual reality application encounters an obstacle when walking in the physical space; estimate the maximum feasible walking time of each user when resetting at their current physical position; according to the first walking time of each user and the maximum feasible walking time of each user when resetting at their current physical position, determine the reset orientation and reset motion gain corresponding to each user; based on the reset orientation and reset motion gain corresponding to each user, implement redirection control for each user. The present invention controls the resets of all users located in different physical spaces to occur simultaneously and end simultaneously, maintaining the consistency of the user virtual space state and realizing the motion fairness of multi - person remote VR walking; at the same time, on the basis of reasonably estimating the maximum feasible walking time after all users reset until they encounter an obstacle and the time required for all users to reach the virtual target point from the current virtual position, set appropriate reset orientations and reset motion gains for each user with the aim of extending the walking distance between all users' resets, so that the frequency of user resets is significantly reduced. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the present invention or the prior art, the following will briefly introduce the drawings required for use in the description of the embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present invention. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0020] Figure 1 is a schematic flowchart of the redirection walking method for multi - person online virtual reality applications provided by the present invention;

[0021] Figure 2 is a schematic diagram of a feasible physical path constructed in a two - dimensional physical plane provided by the present invention;

[0022] Figure 3 is a schematic diagram of the physical space range reachable by the user after walking for a given time provided by the present invention;

[0023] Figure 4 is a schematic structural diagram of the redirection walking device for multi - person online virtual reality applications provided by the present invention;

[0024] Figure 5 is a schematic structural diagram of an electronic device for implementing the redirection walking method for multi - person online virtual reality applications provided by the present invention. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0025] To make the objectives, technical solutions, and advantages of the present invention clearer, the following will clearly and completely describe the technical solutions in the present invention in conjunction with the accompanying drawings in the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, rather than all of the embodiments. Based on the embodiments in the present invention, all other embodiments obtained by those of ordinary skill in the art without creative efforts belong to the scope of protection of the present invention.

[0026] The following elaborates on the professional terms in the field:

[0027] Virtual Reality (VR) technology: It is a new type of visual media display technology that uses a computer to simulate a three-dimensional virtual world and provides users with an immersive and interactive audio-visual experience. This technology integrates multiple fields such as visual media computing, human-computer interaction, and applied mathematics, and has the potential to provide new ways and possibilities for solving many practical problems such as patient rehabilitation, elderly companionship, and virtual tours.

[0028] Reset: A proprietary term in the field of virtual reality, which represents the process of pausing the user's virtual experience and allowing the user to adjust their physical pose and then continue the virtual experience.

[0029] Redirected Walking (RDW) is a general term for methods that utilize the imprecision of human interactive perception in a virtual environment and reduce the number of resets in a limited physical space through methods such as path bending and motion scaling. Redirected walking mainly relies on three motion gains, namely translation gain, rotation gain, and curvature gain.

[0030] Translation gain: Used to scale the actual walking distance of the user.

[0031] Rotation gain: Used to scale the actual turning angle of the user.

[0032] Curvature gain: Used to bend the path so that when the user walks in a straight line in the virtual space, they actually walk in an arc in the physical space.

[0033] The following combines Figures 1-5 to describe the redirected walking method and device for multi-person online virtual reality applications of the present invention.

[0034] In a first aspect, the present invention provides a redirected walking method for multi-person online virtual reality applications, as Figure 1 shown, the method includes:

[0035] S11. When a reset occurs, determine a first walking time of each user in the multiplayer online virtual reality application; wherein the first walking time of each user is the time required for each user to walk from the virtual position to the virtual target point of the user;

[0036] In the present invention, the first walking time of each user can be estimated by using the distance from the current virtual position of each user to the virtual target point and the walking speed of each user in the virtual space.

[0037] For example, suppose the user walks in a straight line in the virtual space, the walking speed of the user in the virtual space is given, and the user's current position in the virtual space is directly opposite to the virtual target point; then the user u z The distance from the current virtual position to the virtual target point divided by the user u z The walking speed in the virtual space is the user u z The first walking time.

[0038] For another example: suppose the user walks in a straight line in the virtual space, the walking speed of the user in the virtual space is given, and the user's current position in the virtual space is not directly opposite to the virtual target point; then the user u z The distance from the current virtual position to the virtual target point divided by the user u z The sum of the time obtained by the walking speed in the virtual space and the time the user turns to face his own virtual target point at a constant angular velocity is the user u z The first walking time.

[0039] It should be noted that free interaction is an important feature of virtual reality. Compared with hardware devices such as handles and universal treadmills, real walking is the most immersive way of perception in virtual reality. Users wear VR glasses to walk freely in real physical space, and can control the virtual avatar to roam freely in the virtual scene according to their subjective wishes. However, since the size of the physical space where the user is located is usually smaller than the virtual space, the user's immersive experience is often interrupted by physical obstacles and walls. At this time, the VR application has to suspend the virtual experience and guide the user to reset (Reset) his or her orientation and motion gain. In other words, the reset of any user refers to the process of replanning the orientation and motion gain of the user. Unless otherwise specified, the motion gain of the present invention refers to the curvature gain and the translation gain.

[0040] The reset occurs under the condition that any user in the multiplayer online virtual reality application encounters an obstacle while walking in the physical space.

[0041] The conditions for resetting set by the present invention indicate that when any user in a virtual reality application of the redirection method of the present invention encounters an obstacle and needs to reset, other users will synchronously follow the reset (that is, it is required that the resets of users in different physical spaces occur simultaneously and end simultaneously), which solves the dilemma of the existing redirection walking method under the condition of multi-person interaction in different locations and ensures the fairness of movement in multi-person VR walking in different locations.

[0042] S12. Estimate the maximum feasible walking time for each user when resetting at their current physical position;

[0043] When the curvature gain and the translation gain meet reasonable thresholds, the change of the physical space path cannot be perceived by the user, and the physical space can be better utilized. Among them, the curvature radius corresponding to the maximum curvature gain is denoted as R, that is, when the user walks in a straight line in the virtual space, the user is guided to walk along an arc path with a curvature radius of R or greater than R in the physical space, and the user generally cannot perceive it. The minimum translation gain and the maximum translation gain are respectively denoted as and When the user walks in a straight line in the virtual space and the translation gain g t is within and , the actual speed in the virtual space is g t times that in the physical space, and the user generally cannot perceive it. It should be noted that due to different definition expressions, some people will define the translation gain as the ratio of the physical space speed to the virtual space speed. For example, the is called the "maximum translation gain", and the is called the "minimum translation gain". These differences in definition expressions do not affect the essence of the method.

[0044] When each user of the present invention resets at their current physical position, due to the limitation of the optional range of the orientation (candidate orientation set), the optional range of the curvature gain (the curvature radius corresponding to the reset curvature gain is not less than R), and the optional range of the translation gain (the translation gain g t is within and ), there can be countless reset options, and each reset option corresponds to a feasible walking time. The maximum of these feasible walking times is the maximum feasible walking time for each user when resetting at their current physical position. The feasible walking time refers to the time when the user can walk continuously in the physical space without being disturbed by obstacles after resetting.

[0045] S13. Determine the reset orientation and reset motion gain corresponding to each user according to the first walking time of each user and the maximum feasible walking time for each user when resetting at their current physical position;

[0046] Resetting interrupts the user experience. Reducing the number of resets during the user's immersive walking process is an important issue in VR, and the present invention is no exception. Based on the feature that the resets of users located in different physical spaces occur and end simultaneously in the present invention, extending the walking distance of all users between two resets (or extending the interval time between two resets) will help reduce the occurrence of resets.

[0047] To this end, the present invention reasonably estimates the maximum feasible walking time of all users after resetting until encountering an obstacle, and reasonably estimates the time required for all users to reach the virtual target point from the current virtual position. On this basis, for the purpose of extending the interval duration between two resets, a suitable reset orientation and reset motion gain are set for each user, and the setting result will significantly reduce the frequency of user resets.

[0048] S14. Based on the reset orientation and reset motion gain corresponding to each user, implement redirection control for each user.

[0049] The redirection walking method for multi-user online virtual reality applications provided by the present invention controls the resets of all users located in different physical spaces to occur and end simultaneously, maintains the consistency of the user virtual space state, and realizes the motion fairness of multi-user off-site VR walking; at the same time, on the basis of reasonably estimating the time interval required for all users to encounter an obstacle and trigger a reset again after resetting and the time required for all users to reach the virtual target point from the current virtual position, for the purpose of extending the walking distance between all users' resets, a suitable reset orientation and reset motion gain are set for each user, so that the frequency of user resets is significantly reduced.

[0050] On the basis of the above embodiments, as an optional embodiment, the estimating the maximum feasible walking time of each user when resetting at its current physical position includes:

[0051] For each of the users, estimate the maximum feasible walking time of the user when resetting to each candidate orientation at its current physical position;

[0052] Select the maximum value from the maximum feasible walking times of the user when resetting to each candidate orientation at its current physical position, and use the maximum value as the maximum feasible walking time of the user when resetting at its current physical position.

[0053] That is, for the user u z , estimate the user u z at its current physical position p z when resetting to any candidate orientation θ j in the candidate orientation set, the maximum feasible walking time T max (p z ,θ j), and then calculate Π(u z ) is the maximum feasible walking time when the user u z resets at its current physical location.

[0054] Here, the setting method of the candidate orientation set Θ is not unique, as long as the uniformity is satisfied. For example, λ orientations are evenly taken in space to form the candidate orientation set

[0055] The present invention takes into account that it is impossible to exhaust all orientations. Therefore, a candidate orientation set with a uniform distribution is pre-constructed, and the maximum feasible walking time of the user when resetting at its current physical location is calculated within the range of the candidate orientation set, which simplifies the calculation magnitude while obtaining a relatively accurate calculation result and lays a foundation for redirection control.

[0056] Based on the above embodiments, as an optional embodiment, the estimating the maximum feasible walking time of the user when resetting to each candidate orientation at its current physical location includes:

[0057] For each candidate orientation, determine the physical pose formed by the physical location of the user and the candidate orientation;

[0058] According to the maximum curvature gain, construct a series of feasible physical paths with different curvature gains starting from the physical pose in the two-dimensional physical plane;

[0059] Determine the feasible walking distance corresponding to each feasible physical path;

[0060] Based on the feasible walking distance corresponding to each feasible physical path and the walking speed of the user in the virtual space, determine the feasible walking time of the user on each feasible physical path when using the maximum translation gain;

[0061] Take the maximum value among the feasible walking times of the user on each feasible physical path when using the maximum translation gain as the maximum feasible walking time of the user when resetting to the candidate orientation at its current physical location;

[0062] Wherein, the feasible walking distance corresponding to each feasible physical path is the distance from the starting point to the first obstacle on each feasible physical path.

[0063] Further, the determining the feasible walking time of the user on each feasible physical path when using the maximum translation gain based on the feasible walking distance corresponding to each feasible physical path and the walking speed of the user in the virtual space includes:

[0064] Calculate the ratio of the feasible walking distance corresponding to each feasible physical path to the walking speed of the user in the virtual space;

[0065] Take the product of the ratio and the maximum translation gain as the feasible walking time of the user on each feasible physical path when using the maximum translation gain.

[0066] Specifically, define the physical pose P s =(p, θ) to uniformly represent the physical position and physical orientation of the user.

[0067] Let the user u z The current physical position coordinate be p z =(p zx , p zy ), the candidate orientation be θ j , and the physical pose of the user u z is (p z , θ j ). The user u z The calculation steps of the maximum feasible walking time when resetting to the candidate orientation θ z at its current physical position p j are as follows:

[0068] Step 1: According to the physical pose of the user u z which is (p z , θ j ) and the maximum curvature gain, construct a series of feasible physical paths starting from (p z , θ j ) using different curvature gains in the two-dimensional physical plane.

[0069] In other words, construct a series of circular or linear physical paths {c z} that are tangent to the physical position p z of the user u j , and the tangential directions are all consistent with the candidate orientation θ z . There are 2k + 1 in total. Among them, k is the precision coefficient, and its value is a positive integer greater than 0, used to measure the precision of the estimation. The larger the value of k, the more accurate the method effect, but at the same time the estimation cost is also higher.

[0070] Figure 2 Illustrates the feasible physical paths constructed in the two-dimensional physical plane, as Figure 2 shown. c 2k+1 is relatively special. Its radius is ∞ and it is a straight line passing through p z and consistent with the θ j orientation, representing the physical path of walking without using the curvature gain. When i ≤ 2k, it represents the distribution around the user u zA series of circles with a radius greater than or equal to R on the left or right side represent the physical paths taken under different curvature gains. The i-th circle c i can be uniformly represented by the following equation:

[0071]

[0072] α in the above equation i The absolute value |α i | is the ratio of the radius of the i-th circle c i to R. Adjusting the magnitude and sign of α i can change the radius of c i and the spatial distribution of c i on the left or right side of the user u z . In order to make the path distribution relatively uniform and symmetric, the value of α i can be uniformly represented by the following formula:

[0073]

[0074] α i Taking the value of the above formula can make half of the centers of the 2k circles located on the left side of the user and half on the right side of the user, and the distribution is relatively symmetrical. Specifically, when i is odd, the center of c i is on the left side of the user, and when i is even, the center of c i is on the right side of the user.

[0075] Step 2: Calculate the walkable distance of the physical path constructed above. The walkable distance of the physical path is the distance from the starting point p z of the physical path to the first obstacle on the physical path. In other words, it is the walkable distance for the user u z to walk along the physical path to the obstacle.

[0076] Furthermore, intersect all the physical paths {c z} constructed above with the obstacles in the physical space of the user u z , and record the length of the traveled path corresponding to the first intersection point of the path starting from the user (p z , θ j ) along c i to the first intersection point with the obstacle as l i i . If c i has no intersection with the obstacle, then record its walkable path length l i = ∞. l i i i is the walkable distance of c i .

[0077] Step 3: Calculate the user u zThe feasible walking time range before encountering an obstacle starting from the pose (p z , θ j ).

[0078] Assume that user u z is walking at a speed v in the virtual space. First, it is possible to calculate the walking time t i along the physically constructed path c i without using the translation gain:

[0079]

[0080] l i is the feasible walking distance of the physical path c i . Considering that using the translation gain can speed up or slow down the actual physical speed of the user, the maximum walking time to encounter an obstacle along the physically constructed path c i with the translation gain is Therefore, the feasible walking time range before encountering an obstacle when walking along the physically constructed path c i is:

[0081]

[0082] In particular, for the physical path c i , if the calculated feasible walking distance l i = ∞, then the feasible walking time range before encountering an obstacle when walking along c i is c i : [0, ∞].

[0083] Considering all physical paths {c i} with different curvature gains, the corresponding feasible walking time range for user u z starting from the pose (p z , θ j ) before encountering an obstacle is:

[0084]

[0085] Step 4: Take the maximum value of as the maximum feasible walking time when user u z resets to the candidate orientation θ z at its current physical position p j .

[0086] Among them, to enable user u z to be able to walk after reset , only the orientation θ j and the maximum translation gain And adjust the curvature gain to the number the curvature gain of the corresponding path.

[0087] The present invention actually provides a method for reasonably estimating the feasible walking time interval of any user when resetting the pose, which provides the possibility for controlling the time interval between two resets and lays a foundation for redirection.

[0088] On the basis of the above embodiments, as an alternative embodiment, the determining the reset orientation and reset motion gain corresponding to each user according to the first walking time of each user and the maximum feasible walking time when each user resets at its current physical position includes:

[0089] Record the maximum feasible walking time when each user resets at its current physical position as the second walking time of each user;

[0090] Calculate the difference between the second feasible walking time and the first walking time of each user;

[0091] Determine whether there is a user whose difference is not greater than 0;

[0092] According to the judgment result, determine the reset orientation and reset motion gain corresponding to each user.

[0093] Specifically, denote the first walking time of user u z as τ z , and the maximum feasible walking time when user u z resets at its current physical position is Π(u z ), that is, denote the second walking time of user u z as Π(u z );

[0094] When Π(u z ) is greater than τ z , it means that there is at least one reset option that allows user u z to walk τ z after resetting at the current physical position. The user walks τ z in physical space and reaches its own virtual target point in virtual space. That is, user u z can reach its own virtual target point at one time.

[0095] Therefore, denote the set of users who can reach their own virtual target points at one time as U S , U S = {u z |Π(u z ) > τ z}. Correspondingly, its complement set U N = {u z|Π(u z ) ≤ τ z} is the set of users who cannot reach their virtual target points in one go.

[0096] After that, according to whether there are users in U N , the reset orientation and reset motion gain corresponding to each user are determined specifically.

[0097] Based on whether each user can reach their virtual target point in one go, the present invention differentially plans the reset orientation and reset motion gain corresponding to the user to reduce the frequency of user reset.

[0098] On the basis of the above embodiments, as an alternative embodiment, when the judgment result is yes, the process of determining the reset orientation and reset motion gain corresponding to each user includes:

[0099] Select the user with the smallest second feasible walking time from the users with a difference not greater than 0;

[0100] Record the selected user as the bottleneck user, and use the second feasible walking time of the bottleneck user as the interval time from this reset to the next reset;

[0101] Use the orientation and motion gain that can make the bottleneck user walk for the interval time as the reset orientation and reset motion gain corresponding to the bottleneck user;

[0102] At the same time, based on the interval time, determine the reset orientation and reset motion gain corresponding to each non-bottleneck user respectively.

[0103] Specifically, use the formula to locate the bottleneck user u N in U * , the maximum feasible walking time of user u * when resetting at its current physical position is Π(u * ), and Π(u

[0104] is the feasible walking time for resetting all users at this time (the interval time from this reset to the next reset). * Therefore, for the bottleneck user u * , use the orientation and motion gain that can make it walk Π(u ) as the reset orientation and reset motion gain corresponding to the bottleneck user; that is, solve * to obtain the orientation θ and solve to obtain the curvature gain of the path corresponding to the number . Finally, the reset orientation of the bottleneck user u * is θ * , and the reset motion gain is and the curvature gain of the path corresponding to the number For the bottleneck user u

[0105] perform an optimal reset plan based on the interval time. * In this invention, the maximum feasible walking time corresponding to the bottleneck user is used as the feasible walking time for resetting all users this time. On the premise of making the walking time of all users as long as possible after resetting, the reset direction and reset motion gain are planned to ensure the fairness of the motion.

[0106] Based on the above embodiments, as an alternative embodiment, the determining of the reset direction and reset motion gain corresponding to each non-bottleneck user respectively based on the interval time includes:

[0107] For each non-bottleneck user, find the sampling positions that the non-bottleneck user can reach by walking for the interval time from the set of downsampled positions in the physical space corresponding to the non-bottleneck user, and classify them into a second set;

[0108] Judge whether the second set is empty;

[0109] If it is, use the direction and motion gain that can make the non-bottleneck user walk its own second walking time as the reset direction and reset motion gain corresponding to the non-bottleneck user;

[0110] If not, calculate the maximum feasible walking time when the non-bottleneck user is reset at each sampling position in the second set;

[0111] Take the sampling position with the maximum maximum feasible walking time as the first optimal sampling position;

[0112] Use the direction and motion gain that can make the non-bottleneck user walk from its current physical position to the first optimal sampling position in the interval time as the reset direction and reset motion gain corresponding to the non-bottleneck user.

[0113] Specifically, for any user u

[0114] , before the VR application starts to be used, some preparatory work needs to be done, which is as follows: z First, uniformly sample some positions {p

[0115] } that are not on obstacles on the two-dimensional plane of its physical space E, and form a sampling position set χ(E) = {p c}. The sampling method of the positions is not unique, as long as the uniformity is satisfied. For example, one position sampling method is to divide the physical space E with several adjacent small squares, the side length of each square is δ, and its center is p c}. c, the set of all these central positions constitutes the sampling position set χ(E) = {p c}}. Taking the Cartesian product of the sampling position set and the candidate orientation set gives the sampling pose set Γ(E) = {(p c , θ j ) | p c ∈ χ(E), θ j ∈ Θ}.

[0116] Then calculate the maximum feasible travel time T c (p j , θ max ) corresponding to the sampling pose (p c , θ j ) ∈ Γ(E) (i.e., the maximum feasible travel time when the user u z resets at the sampling position p c towards the candidate orientation θ j );

[0117] After that, considering different candidate orientations, calculate and Here, L(p c ) represents the maximum feasible travel time when the user u z resets from the sampling position p c , and H(p c ) represents the average feasible travel time when the user u z resets from the sampling position p c .

[0118] Finally, save the metric quantities L(p c ) and H(p c ) corresponding to the sampling position p c , and perform the same processing for other sampling positions in the sampling position set.

[0119] It should be noted that L(p c ) and H(p c ) are metrics for measuring the sampling position p c .

[0120] In practical applications, for any non-bottleneck user find the sampling positions that the user can reach during the walking interval from the sampling position set corresponding to the user , and classify them into the second set φ i ; that is, the sampling positions included in the second set φ i can all be used as the physical positions when the user resets next time;

[0121] The present invention calculates The corresponding physical location and the user spends the interval time to walk from its current physical location to the orientation and motion gain are used as the reset orientation and reset motion gain corresponding to the non-bottleneck user.

[0122] Specifically, when the second set φ i is empty, it can enable the user the orientation and motion gain that can walk for its own maximum feasible walking time are used as the reset orientation and reset motion gain of the user respectively.

[0123] With such a setting of the present invention, the user can have the maximum feasible walking time corresponding to the physical location at the next reset as long as possible, so as to reduce the reset frequency of the user.

[0124] Based on the above embodiments, as an alternative embodiment, finding the sampling location that the non-bottleneck user can reach by walking the interval time from the set of downsampled positions in the physical space corresponding to the non-bottleneck user includes:

[0125] Based on the maximum translation gain and the minimum translation gain, determine the first physical space range that the non-bottleneck user can reach by walking the interval time when only using the translation gain;

[0126] Based on the maximum curvature gain, determine the second physical space range that the non-bottleneck user can reach by walking the interval time when using the maximum translation gain and the curvature gain;

[0127] Traverse the sampling positions in the set of downsampled positions in the physical space corresponding to the non-bottleneck user to obtain the sampling positions that meet the first condition or the second condition;

[0128] Identify the sampling positions that meet the first condition or the second condition as the sampling positions that the non-bottleneck user can reach by walking the interval time;

[0129] wherein, the first condition is that the sampling position is within the first physical space range and there is no obstacle between the current physical position of the non-bottleneck user and the sampling position;

[0130] The second condition is that the sampling position is within the second physical space range and there is no obstacle on the path determined by the orientation and motion gain when the non-bottleneck user spends the interval time to walk from its current physical position to the sampling position.

[0131] Specifically, the process of determining the sampling position that the user can reach by walking the interval time is as follows:

[0132] User Physical location coordinates It is known that the user Speed in the virtual space It is known that the obstacle layout in the physical space where the user is located is known. Denote the interval time as T γ 。

[0133] Step A: Calculate the user The first physical space range that can be reached when walking for T with only translational gain: γ

[0134] Since only translational gain is used, the physical path of the user is a straight line, and the length of the physical path can be changed by adjusting the translational gain. That is, the user The maximum reachable distance when walking for T with only translational gain γ And the user The minimum reachable distance when walking for T with only translational gain γ Therefore, the first physical space range is [S near (T γ ), S max (T γ )];

[0135] Considering that the user can choose any reset orientation when resetting at the current position, if obstacles are not considered, on the physical two-dimensional plane, with As the center, with the inner radius being S near (T γ ) and the outer radius being S max (T γ ) within any point in the ring Can all face And adjust the translational gain to be And Between certain values, so that the user walks along γ The straight line pointing to Reaches In time T

[0136] Step B: Calculate the user The second physical space range that can be reached when walking for T with the maximum translational gain and curvature gain: γ

[0137] When only the maximum translational gain is used, the length of the physical path walked by the user has been shortened compared to the virtual path. If the curvature gain is further used to bend the physical path, the reachable distance of the user can be further reduced. Calculate the minimum reachable distance under the maximum translational gain and maximum curvature gain​​​​ Therefore, the second physical space range is [S min (T γ ), S near (T γ )]. If obstacles are not considered, on the physical two-dimensional plane, with as the center, the inner radius is S min (T γ ), and the outer radius is S near (T γ ), for any point q within the ring, after using the maximum translation gain and specifying the reset initial direction and curvature gain, it can reach within time T γ .

[0138] That is, steps A and B actually give the calculation method of the reachable physical space range after any user walks for a given time, Figure 3 which is an example diagram of the reachable physical space range after any user walks for time T.

[0139] Step C: For the sampling position p in the sampling position set corresponding to the user , determine whether the user # can reach p after walking for T γ ; #

[0140] First, determine whether p # is within the ring with as the center, the inner radius of S near (T γ ), and the outer radius of S max (T γ ), and determine whether there is no obstacle in the straight-line path between p # and . If the judgment results are all yes, then determine whether the user can reach p γ after walking for T # . In this case, take the direction of the vector as the reset orientation (the reset initial direction), and use the physical distance from to p # as R1, the speed of the user in the virtual space and the interval time of T γ to calculate the translation gain used by the user

[0141] Secondly, determine whether p # is within the ring with as the center, the inner radius of S min (Tγ ) and within a circular ring with an outer radius of S near (T γ ) and determine whether there is an obstacle on the path determined by the orientation and movement gain of the user walking from the user's current physical position to p within the specified interval time # . If the judgment results are all yes, then the user walks for T γ to see if they can reach p # .

[0142] Here, it is necessary to first find the path determined by the orientation and movement gain of the user walking from the user's current physical position to p within the specified interval time # . Under this path to p # the physical distance is R2. Use the translation gain to keep the ratio of the user's virtual speed to physical speed at the maximum, and calculate the curvature radius R′ greater than R. R′ is the solution of the equation , and this equation can obtain an approximate solution using numerical methods. After obtaining R′, calculate the reset orientation (the initial direction after reset), that is, calculate where the sign of θ′ here represents two turning methods, left and right, which are specifically determined by the direction of p # and . The initial direction after reset is the direction of the unit direction vector , where represents the vector obtained by rotating the vector clockwise by θ′. Therefore, reset the user's direction to the direction pointed by y′. After the user is reset, use the curvature radius R and the translation gain to guide the user to reach p # .

[0143] The present invention can reasonably estimate the spatial range that any user can reach after a given period of time, and can determine fixed curvature gain and translation gain to enable the user to reach any given position, laying a foundation for redirection.

[0144] Based on the above embodiments, as an alternative embodiment, when the judgment result is no, the determination process of the reset orientation and reset movement gain corresponding to each user includes:

[0145] For each user, find the sampling positions that the user can reach by walking for their first walking time from the set of downsampled positions in the physical space corresponding to the user, and classify them into the third set;

[0146] Judge whether the third set is empty;

[0147] If so, use the orientation and motion gain that can enable the user to walk for the user's second feasible walking time as the corresponding reset orientation and reset motion gain of the user;

[0148] If not, calculate the average feasible walking time after reset for each sampling position of the user in the third set;

[0149] Use the sampling position with the maximum average feasible walking time as the second optimal sampling position;

[0150] Use the orientation and motion gain that can enable the user to walk from the user's current physical position to the second optimal sampling position within the user's first walking time as the corresponding reset orientation and reset motion gain of the user.

[0151] In practical applications, for any user u z , find the sampling positions that the user u z can reach within the user's first walking time from the set of sampling positions corresponding to the user u z , and include them in the third set β i ; that is, the sampling positions included in the third set β i can all be used as the virtual target points that the user u z walks to; the present invention calculates the corresponding physical position and uses the orientation and motion gain that the user u z spends the user's first walking time walking from the user's current physical position to as the corresponding reset orientation and reset motion gain of the user u z .

[0152] Specifically, when the second set φ i is empty, use the orientation and motion gain that can enable the user to walk for the user's maximum feasible walking time as the reset orientation and reset motion gain of the user .

[0153] By setting it like this in the present invention, when the user u z starts the walking task of the next virtual target point, the safety factor of the initial physical position can be as large as possible, so as to reduce the reset frequency of the walking task user.

[0154] On the basis of the above embodiments, as an alternative embodiment, the finding the sampling positions that the user can reach within the user's first walking time from the set of subsampled positions in the user's corresponding physical space includes:

[0155] Based on the maximum translation gain and the minimum translation gain, determine the third physical space range that the user can reach when walking for the user's own first walking time using only the translation gain;

[0156] Based on the maximum curvature gain, determine the fourth physical space range that the user can reach when walking for the user's own first walking time using the maximum translation gain and the curvature gain;

[0157] Traverse the sampling positions in the physical space downsampling position set corresponding to the user to obtain the sampling positions that meet the third condition or the fourth condition;

[0158] Identify the sampling positions that meet the third condition or the fourth condition as the sampling positions that the user can reach when walking for the user's own first walking time;

[0159] Wherein, the third condition is that the sampling position is within the third physical space range and there is no obstacle between the user's current physical position and the sampling position;

[0160] The fourth condition is that the sampling position is within the fourth physical space range and there is no obstacle on the path determined by the orientation and motion gain when the user walks from the user's current physical position to the sampling position for the user's own first walking time.

[0161] It can be seen that the implementation method of finding the sampling positions that the user can reach when walking for the user's own first walking time from the physical space downsampling position set corresponding to the user is the same as the implementation method of finding the sampling positions that the non-bottleneck user can reach when walking for the interval time from the physical space downsampling position set corresponding to the non-bottleneck user, and will not be elaborated here.

[0162] Based on the above embodiments, as an optional embodiment, the process of determining the average feasible walking time after resetting each sampling position in the third set by the user includes:

[0163] Estimate the maximum feasible walking time when the user resets to each candidate orientation at each sampling position in the third set;

[0164] Take the harmonic mean of the maximum feasible walking times as the average feasible walking time after resetting each sampling position in the third set by the user.

[0165] The present invention calculates the average feasible walking time H(p c corresponding to the sampling position p c ) using the harmonic mean, and other average methods can also be used. The average feasible walking time H(p c ) can represent p cThe safety factor when turning in a random direction. The larger the value, the safer the position.

[0166] In summary, when a reset occurs in the present invention, according to the walking times of multiple online users to their respective virtual target points and their states in the physical space, the reset orientations and reset motion gains of different users are controlled, so as to minimize the reset frequencies of all users. This method can be called multiple times before the end of the VR application, and is called each time a user needs to be reset.

[0167] In addition, the present invention mostly uses fixed curvature and translation gains to redirect users, with good guiding continuity and not easily causing discomfort to users; the pre-computation takes a short time, and the online redirection method is fast in calculation and has good practicability. It can be applied to many VR scenarios involving user walking, such as multiplayer online VR games, VR tourism, VR elderly care companionship, etc. under the condition of motion fairness, reducing the number of resets during VR walking of all users. It improves the usability and humanization of VR applications, allowing users to obtain a more immersive and pleasant VR experience.

[0168] Next, the redirection walking device for a multiplayer online virtual reality application provided by the present invention will be described. The redirection walking device for a multiplayer online virtual reality application described below can be correspondingly referred to the redirection walking method for a multiplayer online virtual reality application described above. Figure 4 The structural schematic diagram of the redirection walking device for a multiplayer online virtual reality application is exemplified, as Figure 4 shown. The device includes:

[0169] The first walking time determination module 21 is used to determine the first walking time of each user in the multiplayer online virtual reality application when a reset occurs; wherein, the first walking time of each user is the time required for each user to walk from the current virtual position to its own virtual target point; the condition for the reset to occur is that any user in the multiplayer online virtual reality application encounters an obstacle when walking in the physical space.

[0170] The maximum feasible walking time determination module 22 is used to estimate the maximum feasible walking time of each user when resetting at its current physical position.

[0171] The reset orientation and reset motion gain determination module 23 is used to determine the reset orientation and reset motion gain corresponding to each user according to the first walking time of each user and the maximum feasible walking time of each user when resetting at its current physical position.

[0172] The redirection control module 24 is used to implement redirection control for each user based on the reset orientation and reset motion gain corresponding to each user.

[0173] The redirection walking device for multi - person online virtual reality applications provided by the present invention controls the resets of all users located in different physical spaces to occur and end simultaneously, maintaining the consistency of the user virtual space state and achieving the fairness of motion for multi - person off - site VR walking. At the same time, based on a reasonable estimation of the time interval required for all users to encounter an obstacle and trigger a reset again after the reset and the time required for all users to reach the virtual target point from the current virtual position, a suitable reset orientation and reset motion gain are set for each user with the aim of extending the walking distance between resets of all users, so that the frequency of user resets is significantly reduced.

[0174] Figure 5 An example of the physical structure diagram of an electronic device is shown as Figure 5 shown. The electronic device may include: a processor 510, a communications interface 520, a memory 530, and a communication bus 540. Among them, the processor 510, the communications interface 520, and the memory 530 complete mutual communication through the communication bus 540. The processor 510 can call the logical instructions in the memory 530 to execute the redirection walking method for multi - person online virtual reality applications. The method includes: when a reset occurs, determining the first walking time of each user in the multi - person online virtual reality application; where the first walking time of each user is the time required for each user to walk from the current virtual position to its own virtual target point; the condition for the reset to occur is that any user in the multi - person online virtual reality application encounters an obstacle when walking in the physical space; estimating the maximum feasible walking time of each user when resetting at its current physical position; determining the reset orientation and reset motion gain corresponding to each user according to the first walking time of each user and the maximum feasible walking time of each user when resetting at its current physical position; and implementing redirection control for each user based on the reset orientation and reset motion gain corresponding to each user.

[0175] In addition, when the logical instructions in the aforementioned memory 530 are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs.

[0176] On the other hand, the present invention also provides a computer program product, which includes a computer program. The computer program can be stored on a non-transitory computer-readable storage medium. When the computer program is executed by a processor, the computer can execute the redirection walking method for multi-user online virtual reality applications provided by the above-mentioned various methods. The method includes: when a reset occurs, determining the first walking time of each user in the multi-user online virtual reality application; wherein, the first walking time of each user is the time required for each user to walk from the virtual position where the user is located to the user's own virtual target point; the condition for the reset to occur is that any user in the multi-user online virtual reality application encounters an obstacle when walking in the physical space; estimating the maximum feasible walking time of each user when resetting at the user's current physical position; determining the reset orientation and reset motion gain corresponding to each user according to the first walking time of each user and the maximum feasible walking time of each user when resetting at the user's current physical position; and realizing redirection control for each user based on the reset orientation and reset motion gain corresponding to each user. On the other hand, the present invention also provides a non-transitory computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, it realizes the redirection walking method for multi-user online virtual reality applications provided by the above-mentioned various methods. The method includes: when a reset occurs, determining the first walking time of each user in the multi-user online virtual reality application; wherein, the first walking time of each user is the time required for each user to walk from the virtual position where the user is located to the user's own virtual target point; the condition for the reset to occur is that any user in the multi-user online virtual reality application encounters an obstacle when walking in the physical space; estimating the maximum feasible walking time of each user when resetting at the user's current physical position; determining the reset orientation and reset motion gain corresponding to each user according to the first walking time of each user and the maximum feasible walking time of each user when resetting at the user's current physical position; and realizing redirection control for each user based on the reset orientation and reset motion gain corresponding to each user. The device embodiments described above are merely illustrative. The units described as separate components may or may not be physically separated. The components shown as units may or may not be physical units, that is, they may be located in one place or distributed to multiple network units. Some or all of the modules can be selected according to actual needs to achieve the purpose of the solution of this embodiment. Those of ordinary skill in the art can understand and implement it without creative efforts.

[0177] Through the description of the above embodiments, those skilled in the art can clearly understand that each embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, it can also be implemented by hardware. Based on this understanding, the essence of the above technical solution, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product can be stored in a computer-readable storage medium, such as ROM / RAM, magnetic disk, optical disk, etc., and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods described in each embodiment or some parts of the embodiments.

[0178] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention and are not intended to limit them. Although the present invention has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements for some of the technical features. And these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention.

Claims

1. A redirected walking method for multi-person online virtual reality applications, characterized in that, The method includes: When a reset occurs, determining a first walking time for each user in a multi-user online virtual reality application; wherein, the first walking time for each user is the time required for each user to walk from their current virtual position to their own virtual target point; Estimating the maximum feasible walking time for each user when resetting at their current physical position; Based on the first walking time of each user and the maximum feasible walking time for each user when resetting at their current physical position, determining a reset orientation and a reset motion gain for each user; Based on the reset orientation and the reset motion gain corresponding to each user, implementing redirection control for each user; The condition for the reset to occur is: any user in the multi-user online virtual reality application encounters an obstacle when walking in the physical space.

2. The redirected walking method for multi-player online virtual reality applications according to claim 1, wherein The estimating the maximum feasible walking time for each user when resetting at their current physical position includes: For each of the users, estimating the maximum feasible walking time for the user when resetting to each candidate orientation at their current physical position; Selecting the maximum value from the maximum feasible walking times for the user when resetting to each candidate orientation at their current physical position, and using the maximum value as the maximum feasible walking time for the user when resetting at their current physical position.

3. The redirected walking method for multi-user online virtual reality applications according to claim 2, wherein The estimating the maximum feasible walking time for the user when resetting to each candidate orientation at their current physical position includes: For each of the candidate orientations, determining a physical pose formed by the physical position of the user and the candidate orientation; According to the maximum curvature gain, constructing a series of feasible physical paths with different curvature gains starting from the physical pose in a two-dimensional physical plane; Determining the feasible walking distance corresponding to each feasible physical path; Based on the feasible walking distance corresponding to each feasible physical path and the walking speed of the user in the virtual space, determining the feasible walking time for the user on each feasible physical path when using the maximum translation gain; Using the maximum value among the feasible walking times for the user on each feasible physical path when using the maximum translation gain as the maximum feasible walking time for the user when resetting to the candidate orientation at their current physical position; Wherein, the feasible walking distance corresponding to each feasible physical path is the distance from the starting point to the first obstacle on each feasible physical path.

4. The redirected walking method for multi-person online virtual reality applications according to claim 3, wherein The based on the feasible walking distance corresponding to each feasible physical path and the walking speed of the user in the virtual space, determining the feasible walking time for the user on each feasible physical path when using the maximum translation gain includes: Calculating the ratio of the feasible walking distance corresponding to each feasible physical path to the walking speed of the user in the virtual space; Using the product of the ratio and the maximum translation gain as the feasible walking time for the user on each feasible physical path when using the maximum translation gain.

5. The redirected walking method for multi-user online virtual reality applications according to any one of claims 1 to 4, characterized in that, The based on the first walking time of each user and the maximum feasible walking time for each user when resetting at their current physical position, determining a reset orientation and a reset motion gain for each user includes: Denote the maximum feasible walking time of each user when resetting at its current physical location as the second walking time of each user; Calculate the difference between the second feasible walking time and the first walking time of each user; Determine whether there is a user whose difference is not greater than 0; According to the judgment result, determine the reset orientation and reset motion gain corresponding to each user.

6. The redirected walking method for multi-player online virtual reality applications according to claim 5, characterized in that, When the judgment result is yes, the determination process of the reset orientation and reset motion gain corresponding to each user includes: Select the user with the minimum second feasible walking time from the users whose difference is not greater than 0; Denote the selected user as the bottleneck user, and use the second feasible walking time of the bottleneck user as the interval time from this reset to the next reset; Use the orientation and motion gain that can make the bottleneck user walk for the interval time as the reset orientation and reset motion gain corresponding to the bottleneck user; At the same time, based on the interval time, determine the reset orientation and reset motion gain corresponding to each non-bottleneck user respectively.

7. The redirected walking method for multi-player online virtual reality applications according to claim 6, characterized in that, The determining the reset orientation and reset motion gain corresponding to each non-bottleneck user respectively based on the interval time includes: For each non-bottleneck user, find the sampling positions that the non-bottleneck user can reach by walking for the interval time from the set of downsampled positions in the physical space corresponding to the non-bottleneck user, and classify them into the second set; Determine whether the second set is empty; If so, use the orientation and motion gain that can make the non-bottleneck user walk for its own second walking time as the reset orientation and reset motion gain corresponding to the non-bottleneck user; If not, calculate the maximum feasible walking time of the non-bottleneck user when resetting at each sampling position in the second set; Take the sampling position with the maximum maximum feasible walking time as the first optimal sampling position; Use the orientation and motion gain that can make the non-bottleneck user walk from its current physical location to the first optimal sampling position in the interval time as the reset orientation and reset motion gain corresponding to the non-bottleneck user.

8. The redirected walking method for multi-user online virtual reality applications according to claim 7, wherein Finding the sampling positions that the non-bottleneck user can reach by walking for the interval time from the set of downsampled positions in the physical space corresponding to the non-bottleneck user includes: Based on the maximum translation gain and the minimum translation gain, determine the first physical space range that the non-bottleneck user can reach by walking for the interval time when only using the translation gain; Based on the maximum curvature gain, determine the second physical space range that the non-bottleneck user can reach by walking for the interval time when using the maximum translation gain and the curvature gain; Traverse the sampling positions in the set of downsampled positions in the physical space corresponding to the non-bottleneck user to obtain the sampling positions that meet the first condition or the second condition; Identify the sampling positions that meet the first condition or the second condition as the sampling positions that the non-bottleneck user can reach by walking for the interval time; Wherein, the first condition is that the sampling position is within the first physical space range and there is no obstacle between the current physical position of the non-bottleneck user and the sampling position; The second condition is that the sampling position is within the second physical space range and there are no obstacles on the path determined by the orientation and movement gain when the non-bottleneck user walks from its current physical position to the sampling position within the interval time.

9. The redirected walking method for multi-player online virtual reality applications according to claim 5, characterized in that, In the case where the judgment result is negative, the determination process of the reset orientation and reset movement gain corresponding to each user includes: For each user, find the sampling positions that the user can reach by walking for its own first walking time from the set of physical space sub-sampling positions corresponding to the user, and classify them into the third set; Judge whether the third set is empty; If so, use the orientation and movement gain that can enable the user to walk for its own second feasible walking time as the reset orientation and reset movement gain corresponding to the user; If not, calculate the average feasible walking time after reset for each sampling position in the third set of the user; Take the sampling position with the maximum average feasible walking time as the second optimal sampling position; Use the orientation and movement gain that can enable the user to walk from its current physical position to the second optimal sampling position within its own first walking time as the reset orientation and reset movement gain corresponding to the user.

10. The redirected walking method for multi-user online virtual reality applications according to claim 9, characterized in that, The step of finding the sampling positions that the user can reach by walking for its own first walking time from the set of physical space sub-sampling positions corresponding to the user includes: Based on the maximum translation gain and the minimum translation gain, determine the third physical space range that the user can reach by walking for its own first walking time when only using the translation gain; Based on the maximum curvature gain, determine the fourth physical space range that the user can reach by walking for its own first walking time when using the maximum translation gain and the curvature gain; Traverse the sampling positions in the set of physical space sub-sampling positions corresponding to the user to obtain the sampling positions that meet the third condition or the fourth condition; Identify the sampling positions that meet the third condition or the fourth condition as the sampling positions that the user can reach by walking for its own first walking time; Wherein, the third condition is that the sampling position is within the third physical space range and there are no obstacles between the current physical position of the user and the sampling position; The fourth condition is that the sampling position is within the fourth physical space range and there are no obstacles on the path determined by the orientation and movement gain when the user walks from its current physical position to the sampling position within its own first walking time.

11. The redirected walking method for multi-user online virtual reality applications according to claim 9, wherein The determination process of the average feasible walking time after reset for each sampling position in the third set of the user includes: Estimate the maximum feasible walking time when the user resets to each candidate orientation at each sampling position in the third set; Take the harmonic mean of the maximum feasible walking times as the average feasible walking time after reset for each sampling position in the third set of the user.

12. A redirected walking device for a multi - person online virtual reality application, characterized in that, The device includes: A first walking time determination module, configured to determine the first walking time of each user in a multi-player online virtual reality application when a reset occurs; wherein, the first walking time of each user is the time required for each user to walk from the virtual position where the user is located to its own virtual target point. The maximum feasible walking time determination module is used to estimate the maximum feasible walking time for each user when their current physical position is reset; The reset orientation and reset motion gain determination module is used to determine the reset orientation and reset motion gain corresponding to each user according to the first walking time of each user and the maximum feasible walking time for each user when their current physical position is reset; The redirection control module is used to implement redirection control for each user based on the reset orientation and reset motion gain corresponding to each user; The condition for the reset to occur is that any user in the multi-person online virtual reality application encounters an obstacle when walking in the physical space.