Multiplayer stereoscopic shooting aiming method for screens and related devices

By calculating and mapping the shooting path from the player's viewpoint to a fixed viewpoint on the screen, and combining ray detection and screen size ratio, the stuttering and cost issues of multiplayer screen shooting games are solved, achieving a three-dimensional interactive experience.

CN115779407BActive Publication Date: 2026-04-14FANTAWILD DIGITAL FILM
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-18
Publication Date
2026-04-14

AI Technical Summary

Technical Problem

Existing screen shooting game systems are prone to lag due to system computing power overload during multiplayer experiences, and are also costly and cannot provide a stereoscopic perspective experience.

Method used

By calculating the shooting path from the player's perspective, mapping it to a fixed viewpoint on the screen, and using a ray detection function to simulate a virtual ray, the coordinates of the virtual shooting starting point are calculated by combining the screen's length, width, and cropping ratio, thus realizing the conversion of the shooting path.

Benefits of technology

Even in multiplayer games on the same screen, it can simulate realistic perspective relationships, provide a three-dimensional interactive experience, reduce the cost of using high frame rate camera components, and improve recognition accuracy.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the application discloses a multi-person stereoscopic shooting aiming method for a screen and a related device, and the method comprises the following steps: calculating a shooting path of a player's viewpoint; mapping the shooting path of the player's viewpoint to a fixed viewpoint of the screen; and taking the shooting path mapped to the fixed viewpoint of the screen as an actual shooting path finally presented by the screen. The application solves the problem that the bullet path of shooting is displayed from the side boundary of the screen to the screen, and even if ten people play the game on the same screen, the stereoscopic interactive experience of a real perspective relationship can still be simulated through conversion, compared with the existing plane target recognition, the use of a high-frame-rate camera for capturing pictures is reduced, the use cost is reduced, the recognition difficulty is reduced, and the recognition accuracy is increased.
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Description

Technical Field

[0001] This invention relates to the field of interactive screen game technology, and more specifically to a multi-player stereoscopic shooting aiming method and related equipment for screens. Background Technology

[0002] Screen shooting games have been around for many years, and there are still many simulated shooting games in major arcades. With the advancement of technology, both hardware display devices and software operation smoothness and image quality have been greatly improved. Shooting games in arcades and some shopping malls still attract a large number of customers with their exciting experience.

[0003] Currently, there are many types of on-screen shooting games on the market. For example, there's a shooting experience device called "Jungle Hunter." This device supports two people shooting from opposite sides and is connected by a robust data cable. Players send signals by pulling the trigger, and the data is transmitted to the backend system via the cable. The backend system calculates, compares, scores, and stores the data. This system uses the overlap between the shooting signal's position on the screen and the actual image to determine whether a score has been awarded. Another signal recognition scheme for multiplayer shooting games involves changing the wavelength and pattern of the infrared signal emitted by the gun. A high-frequency laser camera component captures the wavelength and pattern of the infrared signal on the screen to identify which gun the shot belongs to, thus determining the player's score.

[0004] The two screen shooting solutions mentioned above have limitations for multiplayer experiences. If there are too many players, the system's computing power may exceed its capacity, causing lag or even crashes. In addition, the second solution is also more expensive, requiring a 60Hz screen display and a 600Hz laser camera to capture the image. There are also some software and hardware components such as firing and feedback systems to coordinate, resulting in high costs and low technical content. Both solutions require data cables for the weapons, which also leads to a poor player experience. Both solutions are essentially flat screen recognition solutions and cannot provide players with a stereoscopic perspective experience. Summary of the Invention

[0005] The purpose of this invention is to overcome the shortcomings of the prior art and provide a multi-person stereoscopic shooting aiming method and related equipment for use on a screen.

[0006] To achieve the above objectives, the present invention adopts the following technical solution:

[0007] On the one hand, multi-person stereoscopic shooting aiming methods used on screen include:

[0008] Calculate the shooting path from the player's viewpoint;

[0009] Map the player's shooting path to a fixed viewpoint on the screen;

[0010] The shooting path mapped onto the fixed viewpoint on the screen is taken as the actual shooting path that is ultimately displayed on the screen.

[0011] The further technical solution is as follows: the calculation of the shooting path from the player's viewpoint includes:

[0012] Trigger the shooting mechanism;

[0013] Obtain the firing starting position of the firing equipment;

[0014] A ray detection function is used, and a virtual ray is simulated based on the starting position of the firing point and its rotation value, to obtain the coordinates of the cursor position displayed on the screen by the firing device.

[0015] The further technical solution is as follows: mapping the player's shooting path to a fixed viewpoint on the screen includes:

[0016] The rotation value from the coordinates of the fixed viewpoint to the coordinates of the cursor position displayed on the screen by the shooting device is calculated using Find Look at Rotation.

[0017] A virtual ray simulation is performed by rotating the values ​​and using a ray detection function to determine the coordinates of a fixed viewpoint and the coordinates of the cursor position displayed on the screen by the shooting device.

[0018] The coordinates of the object hit from the fixed viewpoint are the coordinates of the simulated virtual ray that travels from the coordinates of the fixed viewpoint, passes through the coordinates of the cursor position displayed on the screen, and then collides with the coordinates of the object on the screen.

[0019] The virtual firing starting point coordinates are calculated based on the coordinates of the object hit from a fixed viewpoint and the firing starting point position of the firing equipment.

[0020] The Find Look at Rotation function is used to calculate the rotation value from the virtual shooting starting point to the coordinates of the object that collides with the screen, as well as the shooting path from the virtual shooting starting point to the screen.

[0021] The further technical solution is as follows: the virtual firing starting point coordinates are calculated based on the coordinates of the object hit from a fixed viewpoint and the firing starting point position of the firing device, including:

[0022] Get the screen's length and width dimensions;

[0023] Establish a three-dimensional coordinate system with the center point of the screen as the coordinate axis;

[0024] The coordinates of the screen's cropping plane are obtained by using the screen's length and width dimensions according to the set cropping ratio;

[0025] The coordinates of the virtual firing starting point are calculated based on the coordinates of the cutting plane.

[0026] Secondly, a multi-person stereo shooting aiming device for a screen includes a computing unit, a mapping unit, and a presentation unit.

[0027] The calculation unit is used to calculate the shooting path from the player's viewpoint;

[0028] The mapping unit is used to map the shooting path of the player's viewpoint to a fixed viewpoint on the screen;

[0029] The presentation unit is used to take the shooting path mapped to the fixed viewpoint on the screen as the actual shooting path that is finally presented on the screen.

[0030] The further technical solution is as follows: the computing unit includes a triggering module, an acquisition module, and a first virtual ray simulation module;

[0031] The triggering module is used to trigger the firing mechanism;

[0032] The acquisition module is used to acquire the firing starting position of the firing device;

[0033] The first virtual ray simulation module is used to simulate a virtual ray using a ray detection function and based on the starting position of the firing point and its rotation value, so as to obtain the coordinates of the cursor position displayed on the screen by the firing device.

[0034] The further technical solution is as follows: the mapping unit includes a first calculation module, a second virtual ray simulation module, a determination module, a second calculation module, and a third calculation module;

[0035] The first calculation module is used to calculate the rotation value from the coordinates of the fixed viewpoint to the coordinates of the cursor position displayed on the screen by the shooting device through Find Look at Rotation;

[0036] The second virtual ray simulation module is used to simulate a virtual ray by using rotation values ​​and a ray detection function to compare the coordinates of a fixed viewpoint with the coordinates of the cursor position displayed on the screen by the shooting device.

[0037] The determining module is used to determine the coordinates of the object hit from the fixed viewpoint by a simulated virtual ray that travels from the coordinates of a fixed viewpoint through the coordinates of the cursor position displayed on the screen and then collides with the coordinates of the object on the screen.

[0038] The second calculation module is used to calculate the virtual firing starting point coordinates based on the coordinates of the object hit from a fixed viewpoint and the firing starting point position of the firing device;

[0039] The third calculation module is used to calculate the rotation value from the virtual shooting starting point to the coordinates of the object that collides with the screen, as well as the shooting path from the virtual shooting starting point to the screen, based on the Find Look at Rotation function using the coordinates of the virtual shooting starting point.

[0040] The further technical solution is as follows: the second calculation module includes an acquisition submodule, a creation submodule, a trimming submodule, and a calculation submodule;

[0041] The acquisition submodule is used to acquire the length and width dimensions of the screen;

[0042] The creation submodule is used to establish a three-dimensional coordinate system with the center point of the screen as the coordinate axis.

[0043] The cropping submodule is used to obtain the coordinates of the cropping plane of the screen based on the screen's length and width dimensions and a set cropping ratio;

[0044] The calculation submodule is used to calculate the coordinates of the virtual shooting starting point based on the coordinates of the clipping plane.

[0045] Thirdly, a computer device includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the computer program, implements the multi-person stereoscopic shooting aiming method for a screen as described above.

[0046] Fourthly, a computer-readable storage medium stores a computer program, the computer program including program instructions that, when executed by a processor, cause the processor to perform the multi-person stereoscopic shooting aiming method for a screen as described above.

[0047] The beneficial effects of this invention compared to existing technologies are as follows: This invention calculates the shooting path from the player's viewpoint and maps it to a fixed viewpoint on the screen. The shooting path mapped to the fixed viewpoint on the screen is then used as the actual shooting path displayed on the screen. This achieves the mapping of the player's actual shooting point to the clipping plane and transforms the player's shooting path into a shooting path emitted from a point within the clipping plane. This solves the problem of bullet paths sliding into the screen from the side edge. Even with a dozen players playing on the same screen, a realistic perspective relationship and a three-dimensional interactive experience can still be simulated through this transformation. Compared to existing planar target recognition methods that require high frame rate cameras to capture images, this invention reduces the use of high frame rate camera components, lowers the cost, reduces the difficulty of recognition, and increases the accuracy of recognition.

[0048] The above description is merely an overview of the technical solution of the present invention. In order to better understand the technical means of the present invention, it can be implemented according to the contents of the specification. In order to make the above and other objects, features and advantages of the present invention more obvious and understandable, preferred embodiments are described in detail below. Attached Figure Description

[0049] To more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings used in the following description of the embodiments will be briefly introduced. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0050] Figure 1 A flowchart of a multi-person stereoscopic shooting aiming method for a screen provided as a specific embodiment of the present invention; Figure 2 A schematic block diagram of a multi-person stereoscopic shooting aiming device for a screen, provided for a specific embodiment of the present invention; Figure 3 A schematic block diagram of a computer device provided for a specific embodiment of the present invention; Figure 4 A schematic diagram of the firing path provided for a specific embodiment of the present invention. Figure 1 ; Figure 5 A schematic diagram of the firing path provided for a specific embodiment of the present invention. Figure 2 ; Figure 6 A schematic diagram of the coordinates of a screen provided for a specific embodiment of the present invention; Figure 7 A schematic diagram of screen coordinate transformation provided for a specific embodiment of the present invention. Figure 1 ; Figure 8 A schematic diagram of screen coordinate transformation provided for a specific embodiment of the present invention. Figure 2 ; Figure 9 A schematic diagram of screen coordinate transformation provided for a specific embodiment of the present invention. Figure 3 ; Figure 10 A schematic diagram of a shooting interaction system provided in a specific embodiment of the present invention. Detailed Implementation

[0051] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some, not all, of the embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0052] This invention is applicable to interactive scenarios in shooting games. When creating interactive games that simulate realistic perspective space using a large screen, viewpoint tracking is required to ensure that the image seen by the player conforms to perspective. However, the drawback of the screen solution is that there is only one screen, and multiplayer games need to share the same screen, but it is impossible to track the viewpoints of multiple players simultaneously. Therefore, a fixed viewpoint approach must be adopted. A fixed viewpoint ensures that as long as the player is not too far from the simulated viewpoint, they can perceive the realistic perspective of the scene. However, when adding interaction, such as in shooting games, it brings new problems. When a player shoots in real space, the bullet's path should be from the hardware gun's locator to the target point in the virtual scene. However, since the viewpoint is not the player's viewpoint but a fixed viewpoint, the projected image appears that the bullet comes from outside the screen, and its direction is inconsistent with the direction the player is pointing.

[0053] like Figure 4 As shown, A is a fixed viewpoint, and the screen is BC. The ranges AB and AC are the visual cones from viewpoint A to the screen. Assuming point D is the player's position, player D shoots towards E on the screen, intersecting AB at F. Point F is at the intersection of visual cones BA and DE. Therefore, from viewpoint A, the bullet appears to slide in from the left side of the screen. From D's shooting angle, the player will eventually hit the position of E in the virtual space. However, since the viewpoint originates from A, the coordinates of the object actually hit by the player do not match the coordinates of the object seen. This lacks the realism of stereoscopic interaction, making it difficult for the stereoscopic screen solution to meet the needs of multi-player interaction.

[0054] In view of the aforementioned technical deficiencies, the purpose of this invention is to provide a multi-player stereoscopic shooting aiming method for screens. The most significant feature of this invention is that it enables stereoscopic aiming for multiple players, simulating realistic perspective relationships even when more than a dozen players are playing on the same screen, thus achieving a truly immersive stereoscopic interactive experience.

[0055] like Figure 5As shown, the intersection of the bullet path DE and the screen BC is G, where G is the bullet's impact point on the screen. E is the object the player is aiming at. For viewpoint A, the target should be the object H, where the extensions of viewpoint A and the impact point G intersect. Point K is the mapping of point D onto the clipping plane B1C1, KH is the bullet path calculated by the program, and point L is the intersection of the bullet path and the screen BC. The distance between the clipping plane B1C1 and viewpoint A is adjusted based on different weapon lengths and on-site conditions to ensure the most accurate bullet path presentation with no noticeable error. In summary, during player D's shooting process, the actual shooting path after system calculation is KH. That is, in the actual game system: point H is the coordinates of the hit object, point K is the bullet's firing position, and KH is the bullet path. Because points E and H depend on the distance of objects in the game screen, after conversion, the actual target hit is H. Visually, the bullet becomes smaller as the object is farther away. Therefore, players have a sense of spatial perspective in the shooting experience, making it more three-dimensional and realistic.

[0056] The present invention will be described below through specific embodiments.

[0057] like Figure 10 As shown, the shooting interaction system used in the multi-player stereoscopic shooting aiming method for the screen includes a game console, projector, screen, toy gun, 3D glasses, and speakers. The game console is responsible for the entire game's screen projection and game signal processing.

[0058] In this embodiment, there are four projectors, mainly connected to the game console for image projection. The images are divided into left and right sides to simulate the view seen by the human eye, with a total of two sets of images, four images in total. Each pair of projectors projects one image, with each projector projecting one left and one right image. The positions are adjusted accordingly to simulate the viewing distance and form a 3D effect after wearing 3D glasses. The screen is mainly responsible for displaying the image and depth of field. The toy gun is responsible for device positioning and signal transmission. The speakers are used to emit sounds that match the image.

[0059] The shooting interaction system operates as follows: The toy gun has a position and angle recognition device, which sends signals to the game program to identify the shooter's position and movement. The signals emitted by the toy gun are continuous, displaying a cursor pattern on the screen in real time. As the gun moves left or right, the cursor also moves accordingly. The trigger is a signal transmitting device; pulling the trigger sends a "fire" command to the game program. After receiving the command, the game program performs calculations and displays the corresponding bullet trajectory and hit effect, making it appear as if the bullets are fired from the player's gun. However, in the game program, all bullet paths are actually calculated and fired from a specific position on a clipping plane.

[0060] It should be noted that because this system does not use infrared or other light-based aiming points, but instead uses gun body positioning to identify the movement of the cursor on the screen, all bullet paths described are the paths received and calculated by the game program in the background, and the final KH path is the path seen by the player.

[0061] The following section details the entire conversion process of the firing path.

[0062] like Figure 1 As shown, the multi-person stereo shooting aiming method for the screen includes the following steps: S10-S30.

[0063] S10, Calculate the shooting path from the player's viewpoint.

[0064] In one embodiment, step S10 specifically includes the following steps: S101-S103.

[0065] S101, Trigger firing mechanism.

[0066] S102. Obtain the starting position of the firing equipment.

[0067] S103. Using a ray detection function, and simulating a virtual ray based on the starting position of the firing point and its rotation value, the coordinates of the cursor position displayed on the screen by the firing device are obtained.

[0068] In this embodiment, as Figure 5 As shown, the game program includes a virtual screen the same size as the real-world screen, which overlaps with it. The cursor remains on the screen based on the coordinates and angle of the physical gun (the toy gun has a position and angle recognition device). It's important to understand that the cursor is always displayed on the screen. When the player pulls the trigger, a command is given to the game program, which then identifies the cursor. Using a locator, the program locates the gun's coordinates as D (the starting point of the shot). Using the LineTraceByChannel function in Unreal Engine, a virtual ray is simulated based on the gun's locator's position and rotation value. The virtual ray collides with the virtual screen, and the coordinates of the collision point (point G) are obtained. Therefore, the program identifies the cursor's position (point G) on the screen at the moment the trigger is pulled in the real-world scenario.

[0069] S20: Map the player's shooting path to a fixed viewpoint on the screen.

[0070] In one embodiment, step S20 specifically includes the following steps: S201-S205.

[0071] S201. Calculate the rotation value from the coordinates of the fixed viewpoint to the coordinates of the cursor position displayed on the screen by the Find Look at Rotation method.

[0072] In this embodiment, as Figure 5 As shown, after determining the cursor's position on the screen, the rotation value from viewpoint coordinates A to cursor coordinates G is calculated using the function Find Lookat Rotation.

[0073] S202. A virtual ray simulation is performed by rotating the value and using a ray detection function to determine the coordinates of a fixed viewpoint and the coordinates of the cursor position displayed on the screen by the shooting device.

[0074] In this embodiment, as Figure 5 As shown, a virtual ray simulation of viewpoint coordinates A and cursor coordinates G is performed using LineTrace.

[0075] S203. The coordinates of the object hit from the fixed viewpoint are the coordinates of the simulated virtual ray that travels from the coordinates of the fixed viewpoint, passes through the coordinates of the cursor position displayed on the screen, and then collides with the object on the screen.

[0076] In this embodiment, as Figure 5 As shown, the starting point is viewpoint coordinate A. The virtual ray passes through the intersection point G of the cursor on the screen from the starting point A, through the virtual screen, until it collides with the object (point H) on the screen in the game program. The coordinates (point H) obtained from the virtual ray collision result are used as the endpoint.

[0077] S204. The virtual firing starting point coordinates are calculated based on the coordinates of the object hit from a fixed viewpoint and the firing starting point position of the firing equipment.

[0078] In one embodiment, step S204 specifically includes the following steps: S2041-S2044.

[0079] S2041. Obtain the length and width dimensions of the screen.

[0080] The length and width of the screen can be determined by measurement. In this embodiment, the length L and width W of the screen are measured.

[0081] S2042. Establish a three-dimensional coordinate system with the center point of the screen as the coordinate axis.

[0082] In this embodiment, a coordinate system is established with the center point of the screen as the coordinate axis, the screen perpendicular to the X-axis (where all points on the same plane have the same x-value for ease of calculation), and parallel to the Y-axis and Z-axis. For example... Figure 6As shown, the coordinates of the screen center are defined as O(Ox, Oy, Oz), and the coordinates of the physical gun are defined as D(Dx, Dy, Dz). Since D is known based on the gun's coordinates, the coordinates of the four points B, C, N, and M on the screen can be obtained. B(Ox, y1, z1); C(Ox, y2, z1); N(Ox, y1, z2); M(Ox, y2, z2); y1 = Oy - L * 0.5; y2 = Oy + L * 0.5; z1 = Oz - W * 0.5; z2 = Oz + W * 0.5.

[0083] S2043. Obtain the coordinates of the screen's cropping plane based on the screen's length and width dimensions and the set cropping ratio.

[0084] The clipping plane is a plane proportionally cut to the screen size. The clipping scale is a known quantity, determined on-site based on information such as the length of the gun. Therefore, the coordinates of the screen's clipping plane can be obtained by combining the scale with the screen's length and width dimensions.

[0085] S2044. Calculate the coordinates of the virtual shooting starting point based on the coordinates of the cutting plane.

[0086] In this embodiment, as Figure 5 , Figure 7 , Figure 8 , Figure 9 The viewpoint coordinates are V(Vx, Vy, Vz). The coordinates of the four points B′, C′, N′, and M′ on the clipping plane are: B1(O′x, y11, z11); C1(O′x, y22, z11); N1(O′x, y11, z22); M1(O′x, y22, z22). The positioning coordinates of the virtual gun in the computer are K(Kx, Ky, Kz). Kx = Vx - [(Vx - Ox) * scale]. On the x-axis: (Vx - Ox) is the distance from viewpoint Vx to Ox, and (Vx - Ox) * scale is the distance from viewpoint Vx to O′x. Subtracting this distance from Vx gives the value of O′x, which is both the coordinate of the clipping plane on the x-axis and the coordinate of point K on the x-axis.

[0087] The y-value of point B1 is calculated as follows:

[0088] y11 = Vy - (Vy - y1) * scale, where (Vy - y1) is the distance from Vy to y1, that is, the length from Vy′ to point B, and (Vy - y1) * scale is the length from C1′ to B1. So, subtracting this value from the value of Vy gives the length from B1 to B1′. In the coordinate system, this value is equal to the y value of B1.

[0089] The y-value of C1 is calculated as follows:

[0090] y22=Vy-(Vy-y2)*scale, where (Vy-y2) is the length from Vy to y2, that is, the length from Vy′ to point C, and (Vy-y2)*scale is the length from C1′ to C1. So, subtracting this value from the value of Vy gives the length from C1 to B1′. In the coordinate system, this value is equal to the y value of C1.

[0091] The calculation of the y-value of point D to the y-value of point K on the clipping plane is as follows:

[0092] Because (Dy-y1) / (y2-y1)=(Ky-y11) / (y22-y11), through conversion, we know: Ky=(Dy-y1)*(y22-y11) / (y2-y1)+y11. (Dy-y1) / (y2-y1)=(Ky-y11) / (y22-y11) means that the ratio of point D's position on the screen is equal to the ratio of point K's position on the clipping plane. After conversion, the y-value of point K can be calculated. This formula can be understood as proportionally converting the relative position of point D's y-value on CB to its corresponding position on C1B1, thus realizing the conversion of point D's y-value to the y-value of point K on the clipping plane.

[0093] The z value of B1 is calculated as follows:

[0094] z11 = Vz - (Vz - z1) * scale, where (Vz - z1) is the length from Vz to z1, that is, the length from Vz′ to point B, and (Vz - z1) * scale is the length from B1′ to B1. So, subtracting this value from the value of Vz gives the length from B1 to N1′. In the coordinate system, this value is equal to the z value of B1.

[0095] The z value of N1 is calculated as follows:

[0096] z22 = Vz - (Vz - z2) * scale, where (Vz - z2) is the length from Vz to z2, that is, the length from Vz′ to point N, and (Vz - z2) * scale is the length from B1′ to N1. So, subtracting this value from the value of Vz gives the length from N1 to N1′. In the coordinate system, this value is equal to the z value of N1.

[0097] The z-value of point D is transformed into the z-value of point K on the clipping plane as follows:

[0098] Since (Dz-z2) / (z1-z2)=(Kz-z22) / (z11-z22), we can convert this to: Kz=(z11-z22)*(Dz-z22) / (z1-z2)+z22, where (Dz-z2) / (z1-z2)=(Kz-z22) / (z11-z22) represents the ratio of point D's position on the screen to point K's position on the clipping plane. The z-value of point K is then calculated through this conversion. This formula can be understood as proportionally converting the relative position of point D's z-value on BN to its corresponding position on B1N1, thus transforming the z-value of point D to the z-value of point K on the clipping plane.

[0099] Through the above calculations, the position coordinates K(Kx, Ky, Kz) of the virtual launch starting point are obtained.

[0100] S205. Using the Find Look at Rotation function, the rotation value from the virtual shooting starting point to the coordinates of the object that collides with the screen, as well as the shooting path from the virtual shooting starting point to the screen, are calculated based on the coordinates of the virtual shooting starting point.

[0101] In this embodiment, when the position coordinates K of the virtual launch starting point are known, the rotation value from point K to point H is calculated again using the Find Look at Rotation function, and the bullet is launched using LineTrace.

[0102] The instruction manual requires that the position of fixed viewpoint A is determined through debugging based on the specific circumstances of each project, and cannot be moved once determined. The position of viewpoint A in the illustrations in this document is only set for the convenience of technical description.

[0103] S30. The shooting path mapped onto the fixed viewpoint of the screen is taken as the actual shooting path that is finally displayed on the screen.

[0104] After the shooting path is transformed as described above, the screen will display the corresponding bullet trajectory and hit effect, making it appear as if the bullets are fired from a gun in the player's hand. However, in the game's actual program, all bullet paths are calculated and fired from a specific position on the clipping plane.

[0105] This invention maps the player's actual shooting point onto a clipping plane, transforming the player's shooting path into a shooting path emitted from a point within the clipping plane. This solves the problem of bullet paths appearing to slide into the screen from the side edge. Even with a dozen players on the same screen, a realistic perspective relationship can still be simulated for a 3D interactive experience. Compared to existing planar target recognition methods that require high frame rate cameras to capture images, this invention reduces the use of high frame rate camera components, lowers operating costs, reduces recognition difficulty, and increases recognition accuracy.

[0106] Figure 2 This is a schematic block diagram of a multi-person stereoscopic shooting aiming device for a screen provided in an embodiment of the present invention; corresponding to the above-described multi-person stereoscopic shooting aiming method for a screen, an embodiment of the present invention also provides a multi-person stereoscopic shooting aiming device 100 for a screen.

[0107] like Figure 2 As shown, the multi-person stereo shooting aiming device 100 for the screen includes a computing unit 110, a mapping unit 120, and a presentation unit 130.

[0108] The calculation unit 110 is used to calculate the shooting path from the player's viewpoint.

[0109] In one embodiment, the computing unit includes a triggering module, an acquisition module, and a first virtual ray simulation module.

[0110] Trigger module, used to trigger the firing mechanism.

[0111] The acquisition module is used to acquire the starting position of the firing equipment.

[0112] The first virtual ray simulation module is used to simulate a virtual ray using a ray detection function and based on the starting position of the firing point and its rotation value, so as to obtain the coordinates of the cursor position displayed on the screen by the firing device.

[0113] The mapping unit 120 is used to map the shooting path of the player's viewpoint to a fixed viewpoint on the screen.

[0114] In one embodiment, the mapping unit 120 includes a first calculation module, a second virtual ray simulation module, a determination module, a second calculation module, and a third calculation module.

[0115] The first calculation module is used to calculate the rotation value from the coordinates of the fixed viewpoint to the coordinates of the cursor position displayed on the screen by the shooting device through Find Look at Rotation.

[0116] The second virtual ray simulation module is used to simulate a virtual ray by rotating a value and using a ray detection function to compare the coordinates of a fixed viewpoint with the coordinates of the cursor position displayed on the screen by the shooting device.

[0117] The determination module is used to determine the coordinates of the object hit from the fixed viewpoint by a simulated virtual ray that travels from the coordinates of the fixed viewpoint, through the coordinates of the cursor position displayed on the screen, and then collides with the object on the screen.

[0118] The second calculation module is used to calculate the virtual firing starting point coordinates based on the coordinates of the object hit from a fixed viewpoint and the firing starting point position of the firing device.

[0119] In one embodiment, the second calculation module includes an acquisition submodule, a creation submodule, a trimming submodule, and a calculation submodule.

[0120] The `get` submodule is used to obtain the screen's length and width dimensions.

[0121] Create a submodule to establish a three-dimensional coordinate system with the center point of the screen as the coordinate axis.

[0122] The cropping submodule is used to obtain the coordinates of the screen's cropping plane based on the screen's length and width dimensions and a set cropping ratio.

[0123] The calculation submodule is used to calculate the coordinates of the virtual firing starting point based on the coordinates of the clipping plane.

[0124] The third calculation module is used to calculate the rotation value from the virtual shooting starting point to the coordinates of the object that collides with the screen, as well as the shooting path from the virtual shooting starting point to the screen, based on the Find Look at Rotation function.

[0125] The presentation unit 130 is used to take the shooting path mapped to the fixed viewpoint of the screen as the actual shooting path that is finally presented on the screen.

[0126] Please see Figure 3 , Figure 3 This is a schematic block diagram of a computer device provided in an embodiment of this application. The computer device 500 can be a server, wherein the server can be a standalone server or a server cluster composed of multiple servers.

[0127] like Figure 3 As shown, the computer device includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the steps of the multi-person stereoscopic shooting aiming method for the screen as described above.

[0128] The computer device 700 can be a terminal or a server. The computer device 700 includes a processor 720, a memory, and a network interface 750 connected via a system bus 710, wherein the memory may include a non-volatile storage medium 730 and internal memory 740.

[0129] The non-volatile storage medium 730 can store an operating system 731 and a computer program 732. When the computer program 732 is executed, it enables the processor 720 to execute any multi-player stereoscopic shooting aiming method for the screen.

[0130] The processor 720 provides computing and control capabilities to support the operation of the entire computer device 700.

[0131] The internal memory 740 provides an environment for the operation of the computer program 732 in the non-volatile storage medium 730. When the computer program 732 is executed by the processor 720, the processor 720 can execute any multi-person stereo shooting aiming method for the screen.

[0132] This network interface 750 is used for network communication, such as sending assigned tasks. Those skilled in the art will understand that... Figure 3 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device 700 to which the present application is applied. The specific computer device 700 may include more or fewer components than shown in the figure, or combine certain components, or have different component arrangements. The processor 720 is used to run program code stored in memory to implement the following steps:

[0133] Multi-player stereoscopic shooting aiming methods for use on screen include:

[0134] Calculate the shooting path from the player's viewpoint;

[0135] Map the player's shooting path to a fixed viewpoint on the screen;

[0136] The shooting path mapped onto the fixed viewpoint on the screen is taken as the actual shooting path that is ultimately displayed on the screen.

[0137] In one embodiment: calculating the shooting path from the player's viewpoint includes:

[0138] Trigger the shooting mechanism;

[0139] Obtain the firing starting position of the firing equipment;

[0140] A ray detection function is used, and a virtual ray is simulated based on the starting position of the firing point and its rotation value, to obtain the coordinates of the cursor position displayed on the screen by the firing device.

[0141] In one embodiment: mapping the player's shooting path to a fixed viewpoint on the screen includes:

[0142] The rotation value from the coordinates of the fixed viewpoint to the coordinates of the cursor position displayed on the screen by the shooting device is calculated using Find Look at Rotation.

[0143] A virtual ray simulation is performed by rotating the values ​​and using a ray detection function to determine the coordinates of a fixed viewpoint and the coordinates of the cursor position displayed on the screen by the shooting device.

[0144] The coordinates of the object hit from the fixed viewpoint are the coordinates of the simulated virtual ray that travels from the coordinates of the fixed viewpoint, passes through the coordinates of the cursor position displayed on the screen, and then collides with the coordinates of the object on the screen.

[0145] The virtual firing starting point coordinates are calculated based on the coordinates of the object hit from a fixed viewpoint and the firing starting point position of the firing equipment.

[0146] The Find Look at Rotation function is used to calculate the rotation value from the virtual shooting starting point to the coordinates of the object that collides with the screen, as well as the shooting path from the virtual shooting starting point to the screen.

[0147] In one embodiment: the step of calculating the virtual firing starting point coordinates based on the coordinates of the object hit from a fixed viewpoint and the firing starting point position of the firing device includes:

[0148] Get the screen's length and width dimensions;

[0149] Establish a three-dimensional coordinate system with the center point of the screen as the coordinate axis;

[0150] The coordinates of the screen's cropping plane are obtained by using the screen's length and width dimensions according to the set cropping ratio;

[0151] The coordinates of the virtual firing starting point are calculated based on the coordinates of the cutting plane.

[0152] It should be understood that, in the embodiments of this application, the processor 720 may be a central processing unit (CPU), or it may be other general-purpose processors, digital signal processors (DSPs), application-specific integrated circuits (ASICs), field-programmable gate arrays (FPGAs), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor may be a microprocessor or any conventional processor.

[0153] Those skilled in the art will understand that Figure 3 The structure of the computer device 700 shown does not constitute a limitation on the computer device 700, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0154] In another embodiment of the present invention, a computer-readable storage medium is provided. This computer-readable storage medium may be a non-volatile computer-readable storage medium. The computer-readable storage medium stores a computer program, wherein when executed by a processor, the computer program implements the multi-person stereoscopic shooting aiming method for a screen disclosed in the embodiments of the present invention.

[0155] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any person skilled in the art can easily conceive of various equivalent modifications or substitutions within the technical scope disclosed in the present invention, and these modifications or substitutions should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A multi-person stereoscopic shooting aiming method for use on a screen, characterized in that, include: Calculate the shooting path from the player's viewpoint; Mapping the player's shooting path to a fixed viewpoint on the screen includes: calculating the rotation value from the coordinates of the fixed viewpoint to the coordinates of the cursor position displayed on the screen by the shooting device using Find Look at Rotation; and simulating a virtual ray based on the rotation value and the coordinates of the fixed viewpoint and the cursor position displayed on the screen by the shooting device according to the ray detection function. The shooting path mapped onto the fixed viewpoint on the screen is taken as the actual shooting path that is ultimately displayed on the screen. The method of mapping the player's shooting path to a fixed viewpoint on the screen also includes: The coordinates of the object hit from the fixed viewpoint are the coordinates of the simulated virtual ray that travels from the coordinates of the fixed viewpoint, passes through the coordinates of the cursor position displayed on the screen, and then collides with the coordinates of the object on the screen. The virtual firing starting point coordinates are calculated based on the coordinates of the object hit from a fixed viewpoint and the firing starting point position of the firing equipment. Using the Find Look at Rotation function, the rotation value from the virtual shooting starting point to the coordinates of the object that collides with the screen, as well as the shooting path from the virtual shooting starting point to the screen, are calculated based on the coordinates of the virtual shooting starting point.

2. The method for multi-person stereoscopic shooting aiming for a screen according to claim 1, characterized in that, The calculation of the shooting path from the player's viewpoint includes: Trigger the shooting mechanism; Obtain the firing starting position of the firing equipment; A ray detection function is used, and a virtual ray is simulated based on the starting position of the firing point and its rotation value, to obtain the coordinates of the cursor position displayed on the screen by the firing device.

3. The method for multi-person stereoscopic shooting aiming for a screen according to claim 1, characterized in that, The process of calculating the virtual firing starting point coordinates based on the coordinates of the object hit from a fixed viewpoint and the firing starting point position of the firing device includes: Get the screen's length and width dimensions; Establish a three-dimensional coordinate system with the center point of the screen as the coordinate axis; The coordinates of the screen's cropping plane are obtained by using the screen's length and width dimensions according to the set cropping ratio; The coordinates of the virtual firing starting point are calculated based on the coordinates of the cutting plane.

4. A multi-person stereoscopic shooting aiming device for a screen, wherein, during operation, it executes the multi-person stereoscopic shooting aiming method for a screen as described in any one of claims 1-3, characterized in that, It includes a computing unit, a mapping unit, and a presentation unit; The calculation unit is used to calculate the shooting path from the player's viewpoint; The mapping unit is used to map the shooting path of the player's viewpoint to a fixed viewpoint on the screen; The presentation unit is used to take the shooting path mapped to the fixed viewpoint on the screen as the actual shooting path that is finally presented on the screen.

5. The multi-person stereoscopic shooting aiming device for a screen according to claim 4, characterized in that, The computing unit includes a triggering module, an acquisition module, and a first virtual ray simulation module; The triggering module is used to trigger the firing mechanism; The acquisition module is used to acquire the firing starting position of the firing device; The first virtual ray simulation module is used to simulate a virtual ray using a ray detection function and based on the starting position of the firing point and its rotation value, so as to obtain the coordinates of the cursor position displayed on the screen by the firing device.

6. The multi-person stereoscopic shooting aiming device for a screen according to claim 5, characterized in that, The mapping unit includes a first calculation module, a second virtual ray simulation module, a determination module, a second calculation module, and a third calculation module; The first calculation module is used to calculate the rotation value from the coordinates of the fixed viewpoint to the coordinates of the cursor position displayed on the screen by the shooting device through Find Look at Rotation; The second virtual ray simulation module is used to simulate a virtual ray by using rotation values ​​and a ray detection function to compare the coordinates of a fixed viewpoint with the coordinates of the cursor position displayed on the screen by the shooting device. The determining module is used to determine the coordinates of the object hit from the fixed viewpoint by a simulated virtual ray that starts from the coordinates of the fixed viewpoint, passes through the coordinates of the cursor position displayed on the screen by the shooting device, and then collides with the coordinates of the object in the screen. The second calculation module is used to calculate the virtual firing starting point coordinates based on the coordinates of the object hit from a fixed viewpoint and the firing starting point position of the firing device; The third calculation module is used to calculate the rotation value from the virtual shooting starting point to the coordinates of the object that collides with the screen, as well as the shooting path from the virtual shooting starting point to the screen, based on the Find Look at Rotation function using the coordinates of the virtual shooting starting point.

7. The multi-person stereoscopic shooting aiming device for a screen according to claim 6, characterized in that, The second calculation module includes an acquisition submodule, a creation submodule, a trimming submodule, and a calculation submodule; The acquisition submodule is used to acquire the length and width dimensions of the screen; The creation submodule is used to establish a three-dimensional coordinate system with the center point of the screen as the coordinate axis. The cropping submodule is used to obtain the coordinates of the cropping plane of the screen based on the screen's length and width dimensions and a set cropping ratio; The calculation submodule is used to calculate the coordinates of the virtual shooting starting point based on the coordinates of the clipping plane.

8. A computer device, characterized in that, It includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the multi-person stereoscopic shooting aiming method for a screen as described in any one of claims 1 to 3.

9. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, which includes program instructions. When the program instructions are executed by a processor, the processor performs the multi-person stereoscopic shooting aiming method for a screen as described in any one of claims 1 to 3.

Citation Information

Patent Citations

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    CN105617658A