A multi-dimensional game-based ar processing system
By processing frame-by-frame images of real-world scenes into grayscale and lines, and combining this with motion capture technology to capture human movements, virtual characters in AR games can choose appropriate actions based on the size of obstacles. This solves the problem of low correlation between virtual characters and real-world scenes, improves the gaming experience, and reduces resource consumption.
Patent Information
- Application Number
- CN202211294855.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-10-21
- Publication Date
- 2026-02-17
- Estimated Expiration
- 2042-10-21
AI Technical Summary
In existing AR game processing systems, the connection between virtual characters and real-world scenes is weak, resulting in a poor gaming experience.
Employing a real-world background acquisition module, a character movement data module, and a virtual-real integration module, the system captures frame-by-frame images of the real world through a camera, performs grayscale and line processing, and combines motion capture technology to capture human movements, thus establishing a connection between the virtual character and the real-world scene. The virtual character selects appropriate actions based on the size of obstacles to avoid them.
It improves the gameplay experience of AR games and reduces memory usage and processor resource consumption.
Smart Images

Figure CN115569382B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of multi-dimensional game technology, specifically to a multi-dimensional game AR processing system. Background Technology
[0002] The original way AR games were played was by placing identification cards on a table. After the identification device recognized the cards, the game content would be displayed on the screen, and the game content would be interacted with using a controller. The game content was often based on real-world scenes, so AR games are also known as multi-dimensional games. However, with the development of technology, identification cards are no longer needed to display game content using real-world scenes as the background.
[0003] Existing AR game processing systems simply combine game content with real-world scenes, but the virtual characters in the game often have little connection with the game background formed by the real-world scene, resulting in a low actual experience when playing AR games.
[0004] Therefore, in view of this, we study and improve the existing structure and its shortcomings, and propose a multi-dimensional game AR processing system. Summary of the Invention
[0005] To address the shortcomings of existing technologies, this invention provides a multi-dimensional game AR processing system, which solves the problems mentioned in the background section.
[0006] To achieve the above objectives, the present invention provides the following technical solution: a multi-dimensional game AR processing system, comprising a real-world background acquisition module, a character movement data module, and a virtual-real integration module. The output of the real-world background acquisition module is connected to an image processing module, which includes an image grayscale unit, an image outlining unit, and an image merging unit. The output of the image grayscale unit is connected to the image outlining unit, and the output of the image outlining unit is connected to the image merging unit. The output of the image merging unit is connected to a background loading module, and the output of the background loading module is connected to the virtual-real integration module. The input of the virtual-real integration module is connected to a character movement data module, which includes a motion capture unit, a motion line drawing unit, and a data storage library. The output of the motion capture unit is connected to the motion line drawing unit, and the output of the motion line drawing unit is connected to the data storage library. The virtual-real integration module includes a filtering unit, an action loading unit, and an action adaptation unit. The output of the filtering unit is connected to the action loading unit, and the output of the action loading unit is connected to the action adaptation unit. The output of the action adaptation unit is connected to a display module.
[0007] Furthermore, the real-world background acquisition module is used to acquire frame-by-frame images of the real world through a camera and transmit the frame-by-frame images to the image grayscale unit.
[0008] Furthermore, the image grayscale unit is used to perform grayscale processing on each frame of the image, and the image outlining unit is used to draw the outline of objects in the image based on the grayscale processed image to form a line composition.
[0009] Furthermore, the image integration unit is used to integrate the line compositions of each image based on the real scene to form a linear composition consistent with the real scene.
[0010] Furthermore, the background loading module is used to load the linear composition and the image of the real scene into the game, wherein the image of the real scene is used as the game background, i.e. the game scene, while the linear composition is hidden.
[0011] Furthermore, the motion capture unit is used to capture human movement and reaction actions when encountering various obstacles during movement using motion capture technology, and to assign the captured actions to the virtual character to form the movement mode of the virtual character.
[0012] Furthermore, the motion lineization unit is used to convert the movement mode of the virtual character frame by frame to form a frame-by-frame image and perform grayscale processing and lineization processing. The obstacle images during the movement of the virtual character are also processed in grayscale and lineization. The data storage library is used to store the movement mode of the virtual character after lineization processing and the obstacle data after lineization processing.
[0013] Furthermore, the filtering unit is used to search for similar obstacle data in the data storage library based on the linearized graph, and then obtain the movement mode corresponding to the virtual character based on the obstacle. The action loading unit is used to load the obtained movement mode corresponding to the virtual character into the linearized graph.
[0014] Furthermore, the motion adaptation unit is used to adapt the selected virtual character's movement mode to the linear composition, that is, when the virtual character moves in front of the object line representing the obstacle in the linear composition, it moves according to the loaded movement mode.
[0015] Furthermore, the display module is used to display virtual characters in a real-world game scene, following a selected movement method, and the virtual characters, their movement actions, and the game scene are not linear.
[0016] This invention provides a multi-dimensional game AR processing system, which has the following beneficial effects:
[0017] 1. This multi-dimensional game AR processing system uses tracking technology to obtain how virtual characters deal with various obstacles when they walk. Based on this, when using real-world scenes as game scenes, virtual characters can choose corresponding actions based on the size of obstacles to avoid obstacles in the displayed scene, thereby deepening the connection between virtual characters and real-world scenes and improving the gaming experience of playing AR games.
[0018] 2. This multi-dimensional game AR processing system uses frame-by-frame images of the real scene to represent lines. Similarly, the walking motion of the virtual character is also represented by lines. By comparing the represented obstacle line composition in the real scene with the obstacle line composition designed in motion capture, the system selects the obstacle line composition designed in motion capture that is similar to the obstacle line composition in the real scene. Then, it obtains the corresponding movement mode of the virtual character based on the obstacle and applies the movement mode to the real scene. Since the walking motion, frame-by-frame images of the real scene, and obstacles are all represented by lines, the system can greatly reduce memory usage and processor resource usage during motion adaptation. Attached Figure Description
[0019] Figure 1 This is a schematic diagram of the overall process of a multi-dimensional game AR processing system according to the present invention;
[0020] Figure 2 This is a schematic diagram of the internal process of an image processing module based on a multi-dimensional game AR processing system according to the present invention;
[0021] Figure 3 This is a schematic diagram of the internal process of a character movement data module based on a multi-dimensional game AR processing system according to the present invention;
[0022] Figure 4 This is a schematic diagram of the internal process of a virtual-real combination module based on a multi-dimensional game AR processing system according to the present invention.
[0023] In the diagram: 1. Real-world background acquisition module; 2. Image processing module; 201. Image grayscale unit; 202. Image outlining unit; 203. Image integration unit; 3. Background loading module; 4. Character movement data module; 401. Motion capture unit; 402. Motion line drawing unit; 403. Data storage library; 5. Virtual-real combination module; 501. Filtering unit; 502. Action loading unit; 503. Action adaptation unit; 6. Display module. Detailed Implementation
[0024] The embodiments of the present invention will be described in further detail below with reference to the accompanying drawings and examples. The following examples are for illustrative purposes only and should not be construed as limiting the scope of the invention.
[0025] like Figures 1-4As shown, the present invention provides a technical solution: a multi-dimensional game AR processing system, including a real-world background acquisition module 1, a character movement data module 4, and a virtual-real combination module 5. The output end of the real-world background acquisition module 1 is connected to an image processing module 2. The image processing module 2 includes an image grayscale unit 201, an image outlining unit 202, and an image integration unit 203. The output end of the image grayscale unit 201 is connected to the image outlining unit 202, and the output end of the image outlining unit 202 is connected to the image integration unit 203. The output end of the image integration unit 203 is connected to a background loading module 3. The output end of the background loading module 3 is connected to the virtual-real combination module 5, and the input end of the virtual-real combination module 5 is connected to the character movement data module 4. The character movement data module 4 includes a motion capture unit 401, a motion line drawing unit 402, and a data storage library 403. The output end of the motion capture unit 401 is connected to the motion line drawing unit 402. 2. The output of the linearization unit 402 is connected to the data storage library 403. The virtual-real combination module 5 includes a filtering unit 501, an action loading unit 502 and an action adaptation unit 503. The output of the filtering unit 501 is connected to the action loading unit 502, and the output of the action loading unit 502 is connected to the action adaptation unit 503. The output of the action adaptation unit 503 is connected to the display module 6. The real background acquisition module 1 is used to acquire frame-by-frame images of the real world through a camera and transmit the frame-by-frame images to the image grayscale unit 201. The image grayscale unit 201 is used to perform grayscale processing on each frame-by-frame image. The image outlining unit 202 is used to draw the outline of objects in the image based on the grayscale processed image to form a line composition. The image integration unit 203 is used to integrate the line compositions of each image based on the real scene to form a linear composition consistent with the real scene.
[0026] The specific operation is as follows: the real-world background acquisition module 1 acquires frame-by-frame images of the real world through a camera and transmits the frame-by-frame images to the image grayscale unit 201. The image grayscale unit 201 performs grayscale processing on each frame-by-frame image to make the image grayscale. Then, the image outlining unit 202 draws the outline of the objects in the image based on the grayscale processed image to form a line composition. The image integration unit 203 then integrates the line compositions of each image based on the real scene to form a line composition consistent with the real scene.
[0027] like Figure 1 , Figure 3As shown, the background loading module 3 is used to load the linear composition and real-world scene images into the game. The real-world scene image is used as the game background, i.e., the game scene, while the linear composition is hidden. The motion capture unit 401 is used to capture human movement and reaction actions when encountering various obstacles during movement through motion capture technology, and assign the captured actions to the virtual character to form the movement mode of the virtual character. The motion linearization unit 402 is used to convert the movement mode of the virtual character frame by frame to form frame by frame images and perform grayscale processing and linearization processing. The obstacle images during the movement of the virtual character are also processed by grayscale processing and linearization processing. The data storage library 403 is used to store the movement mode of the virtual character after linearization processing and the obstacle data after linearization processing.
[0028] The specific operation is as follows: the background loading module 3 loads the linear composition and the image of the real scene into the game. The image of the real scene is used as the game background, i.e., the game scene, while the linear composition is hidden. Hiding the linear composition can avoid affecting the player's gaming experience. The motion capture unit 401 captures human movement and reaction actions when encountering various obstacles during movement through motion capture technology, and assigns the captured actions to the virtual character to form the movement mode of the virtual character. This operation is performed during game production or updates. Then, the motion linearization unit 402 converts the movement mode of the virtual character frame by frame to form frame by frame images and performs grayscale processing and linearization processing. The obstacle images during the movement of the virtual character are also processed in grayscale and linearization. The movement mode of the virtual character after linearization processing and the obstacle data after linearization processing are finally stored in the data storage library 403.
[0029] like Figure 1 , Figures 3-4 As shown, the filtering unit 501 is used to search for similar obstacle data in the data storage library 403 based on the linearized composition, and then obtain the movement mode corresponding to the virtual character based on the obstacle. The action loading unit 502 is used to load the obtained movement mode corresponding to the virtual character into the linearized composition. The action adaptation unit 503 is used to adapt the selected movement mode corresponding to the virtual character to the linearized composition. That is, when the virtual character moves to the object line representing the obstacle in the linearized composition, it moves according to the loaded movement mode. The display module 6 is used to display the virtual character according to the selected movement mode in the game scene with the real scene as the game scene. Here, the virtual character, its movement action and the game scene are not linearized.
[0030] The specific operation is as follows: the filtering unit 501 searches for similar obstacle data in the data storage library 403 based on the linearized composition, that is, it filters based on the size. Then, it obtains the movement mode corresponding to the virtual character based on the obstacle. Then, the action loading unit 502 loads the obtained movement mode corresponding to the virtual character into the linearized composition. Then, the action adaptation unit 503 adapts the selected movement mode corresponding to the virtual character to the linearized composition. That is, when the virtual character moves in front of the object line representing the obstacle in the linearized composition, it moves according to the loaded movement mode. The tracking technology obtains the way the virtual character deals with various obstacles when walking. Based on this, when using the real scene as the game scene, the virtual character can choose the corresponding action according to the size of the obstacle to avoid the obstacles in the displayed scene, so as to deepen the connection between the virtual character and the real scene, thereby improving the game experience of playing AR games. Finally, the display module 6 displays the virtual character according to the selected movement mode in the real scene as the game scene. Here, the virtual character, its movement action and the game scene are not linearized.
[0031] In summary, as Figures 1-4 As shown, in use, the motion capture unit 401 first captures human movement and reaction actions when encountering various obstacles during movement using motion capture technology, and assigns the captured actions to the virtual character to form the movement mode of the virtual character. This operation is performed during game production or updates. Then, the motion linearization unit 402 converts the movement mode of the virtual character frame by frame to form frame by frame images and performs grayscale processing and linearization processing. The obstacle images during the movement of the virtual character are also processed in grayscale and linearization. The movement mode of the virtual character after linearization processing and the obstacle data after linearization processing are finally stored in the data storage library 403.
[0032] When playing AR games, the real-world background acquisition module 1 captures frame-by-frame images of the real world through a camera and transmits them to the image graying unit 201. The image graying unit 201 performs grayscale processing on each frame image to make the image grayscale. Then, the image outlining unit 202 draws the outlines of objects in the image based on the grayscale processed image to form a line composition. The image integration unit 203 then integrates the line compositions of each image based on the real scene to form a line composition consistent with the real scene.
[0033] Then, the filtering unit 501 searches for similar obstacle data in the data storage library 403 based on the linearized composition, that is, it filters based on the size. Then, it obtains the movement mode corresponding to the virtual character based on the obstacle. Then, the action loading unit 502 loads the obtained movement mode corresponding to the virtual character into the linearized composition. Then, the action adaptation unit 503 adapts the selected movement mode corresponding to the virtual character to the linearized composition. That is, when the virtual character moves in front of the object line representing the obstacle in the linearized composition, it moves according to the loaded movement mode. Since the walking action of the virtual character, the frame-by-frame image of the real scene, and the obstacles are all processed by linearization, the memory usage and the processor resource usage during action adaptation can be greatly reduced.
[0034] Finally, module 6 displays virtual characters in a real-world setting, showing them according to the selected movement method. Here, the virtual characters, their movements, and the game scene are not linear.
[0035] The embodiments of the present invention are given for illustrative and descriptive purposes only, and are not intended to be exhaustive or to limit the invention to the forms disclosed. Many modifications and variations will be apparent to those skilled in the art. The embodiments were chosen and described in order to better illustrate the principles and practical application of the invention, and to enable those skilled in the art to understand the invention and to design various embodiments with various modifications suitable for a particular purpose.
Claims
1. A multi-dimensional game AR processing system based on real background acquisition module (1), character movement data module (4) and virtual-real combination module (5), characterized in that: The output end of the real background acquisition module (1) is connected with an image processing module (2), the image processing module (2) comprises an image greying unit (201), an image outlining unit (202) and an image integrating unit (203), the output end of the image greying unit (201) is connected with the image outlining unit (202), and the output end of the image outlining unit (202) is connected with the image integrating unit (203), the output end of the image integrating unit (203) is connected with a background loading module (3), the output end of the background loading module (3) is connected with a virtual-real combination module (5), and the input end of the virtual-real combination module (5) is connected with a character movement data module (4), the character movement data module (4) comprises a movement capturing unit (401), a movement linearization unit (402) and a data storage library (403), the output end of the movement capturing unit (401) is connected with the movement linearization unit (402), and the output end of the movement linearization unit (402) is connected with the data storage library (403), the virtual-real combination module (5) comprises a screening unit (501), an action loading unit (502) and an action adapting unit (503), the output end of the screening unit (501) is connected with the action loading unit (502), and the output end of the action loading unit (502) is connected with the action adapting unit (503), the output end of the action adapting unit (503) is connected with a display module (6); The processing system obtains the response mode of the virtual character when encountering various obstacles when walking through the tracking technology, and based on this, when the real scene is used as the game scene, the virtual character can select the corresponding response action according to the volume of the obstacle to avoid the obstacle in the real scene when moving; The processing system linearizes the real scene based on the frame-by-frame image, and the walking action of the virtual character is also linearized, by comparing the linearized composition of the obstacle in the real scene with the linearized composition of the obstacle designed in the motion capture, selecting the linearized composition of the obstacle designed in the motion capture similar to the linearized composition of the obstacle in the real scene, and then obtaining the corresponding movement mode of the virtual character based on the obstacle, and then applying the movement mode to the real scene.
2. The multi-dimensional game-based AR processing system of claim 1, wherein: The real background acquisition module (1) is used for acquiring frame-by-frame images of the real world through a camera, and transmitting the frame-by-frame images to the image greying unit (201).
3. The multi-dimensional game-based AR processing system of claim 1, wherein: The image greying unit (201) is used for carrying out gray processing on each frame-by-frame image, and the image outlining unit (202) is used for outlining the contour line of the things in the image based on the image after the gray processing, to form a line composition.
4. The multi-dimensional game-based AR processing system of claim 1, wherein: The image integrating unit (203) is used for integrating the line composition of each image based on the real scene, to form a linear composition consistent with the real scene.
5. The multi-dimensional game-based AR processing system of claim 1, wherein: The background loading module (3) is used for loading the linear composition and the image of the real scene into the game, wherein the image of the real scene is used as the game background, that is, the game scene, and the linear composition is hidden.
6. The multi-dimensional game-based AR processing system of claim 1, wherein: The movement capturing unit (401) is configured to capture the movement actions of a human body and the reaction actions when encountering various obstacles in the movement process by using motion capture technology, and to assign the captured actions to a virtual character to form a movement mode of the virtual character.
7. The multi-dimensional game-based AR processing system of claim 1, wherein: The movement linearization unit (402) is configured to form a frame-by-frame image by frame-by-frame linearization of the movement mode of the virtual character, and to perform grayscale processing and linearization processing on the movement mode of the virtual character and the obstacle image in the movement process of the virtual character. The data storage library (403) is configured to store the movement mode of the virtual character after linearization processing and the obstacle data after linearization processing.
8. The multi-dimensional game-based AR processing system of claim 1, wherein: The screening unit (501) is configured to search for similar obstacle data in the data storage library (403) according to the linearized composition, and to obtain the corresponding movement mode of the virtual character based on the obstacle. The action loading unit (502) is configured to load the obtained movement mode of the virtual character into the linearized composition.
9. The multi-dimensional game-based AR processing system of claim 1, wherein: The action adaptation unit (503) is configured to adapt the selected movement mode of the virtual character to the linearized composition, that is, when the virtual character moves to the front of the object line representing the obstacle in the linearized composition, the virtual character moves according to the loaded movement mode.
10. The multi-dimensional game-based AR processing system of claim 1, wherein: The display module (6) is configured to display the virtual character according to the selected movement mode in a real scene as a game scene, and the virtual character, the movement actions of the virtual character, and the game scene are not linearized.
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