Control method and device for virtual reality camera equipment
By controlling the camera movement trajectory of the virtual reality camera device through user commands and smoothing non-linear processing, the problem of insufficient camera movement quality in VR images has been solved, resulting in high-quality VR lenses and rich camera language, thus improving the user experience.
Patent Information
- Application Number
- CN202211735771.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-30
- Publication Date
- 2025-10-28
- Estimated Expiration
- 2042-12-30
AI Technical Summary
In current technologies, it is difficult to obtain high-quality shots in VR image production, and the quality of camera movement is insufficient.
By obtaining user input commands to determine the camera movement trajectory and target object, the virtual reality camera device is controlled to acquire images, and smooth nonlinear control is performed during the movement, including smoothing of camera movement speed and rotation angle. By combining various camera trajectories such as push, pull, pan, tilt, and camera jump, a three-dimensional panoramic model is established to control the simulation camera device.
It achieves high-quality VR lenses, improves the user's viewing immersion and film quality, reduces dizziness, provides rich camera language and personalized broadcasting, and reduces operating costs.
Smart Images

Figure CN116233584B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of computer technology, and in particular to a control method and apparatus for a virtual reality camera device. Background Technology
[0002] In recent years, Virtual Reality (VR) has been increasingly applied to various aspects of people's work and entertainment. For example, the combination of VR and sports broadcasting has become an emerging industry. In VR broadcasting, free-form viewing and immersive experiences can greatly enhance the viewing experience of live sports events. Cinematic language is the foundation of visual storytelling and a key element in the composition of the image. Therefore, the design of cinematic language is particularly crucial for VR visuals.
[0003] Improving the quality of camera movements in VR scenes has become an important issue. Summary of the Invention
[0004] This invention provides a control method and apparatus for a virtual reality camera device, which solves the problem of difficulty in obtaining high-quality lenses in the production of VR images in the prior art, and provides high-quality VR lenses.
[0005] In a first aspect, the present invention provides a control method for a virtual reality camera device, comprising:
[0006] Acquire and display the current virtual reality video clip;
[0007] The camera movement trajectory and target object are determined based on a first instruction input by the user, wherein the first instruction is determined by the user based on the current virtual reality video segment;
[0008] The virtual reality camera device is controlled to capture images of the target object according to the camera movement trajectory, thereby obtaining the next virtual reality video segment.
[0009] Optionally, the method further includes:
[0010] During the first time period after the virtual reality camera device starts moving and during the second time period before the virtual reality camera device stops moving, the camera movement speed of the virtual reality camera device is smoothly and non-linearly controlled, and / or the rotation angle of the virtual reality camera device is smoothly and non-linearly controlled.
[0011] Optionally, the smooth nonlinear control of the camera movement speed of the virtual reality camera device includes:
[0012] Based on the movement speed of the target object, determine multiple instantaneous speeds of the virtual reality camera device;
[0013] The multiple instantaneous velocities are fitted to obtain velocity curves;
[0014] The camera movement speed of the virtual reality camera device is controlled based on the speed curve.
[0015] The smooth nonlinear control of the rotation angle of the virtual reality camera device includes:
[0016] Based on the angle between the direction of motion of the target object and the direction of the center of the field of view, multiple rotation angles of the virtual reality camera device are determined;
[0017] The multiple rotation angles are fitted to obtain an angle curve;
[0018] The rotation angle of the virtual reality camera device is controlled based on the angle curve.
[0019] Optionally, the camera movement trajectory includes any one or a combination of the following:
[0020] The trajectory of a zoom-in shot;
[0021] Pull the camera trail;
[0022] Panning camera trajectory;
[0023] Camera movement trajectory;
[0024] Camera jump trajectory.
[0025] Optionally, the method further includes:
[0026] The distance between the virtual reality camera device and the target object is not less than a first preset distance.
[0027] Optionally, the method of controlling the virtual reality camera device to acquire images of the target object according to the camera movement trajectory to obtain the next virtual reality video segment further includes:
[0028] In the three-dimensional panoramic model, the simulation camera device is controlled according to the camera movement trajectory to shoot the simulation target object and obtain simulation video clips;
[0029] Obtain multiple user ratings corresponding to the simulated video segment;
[0030] The final score of the simulated video segment is calculated based on the multiple user ratings;
[0031] When the final score meets the preset conditions, it is determined to control the virtual reality camera device;
[0032] The three-dimensional panoramic model is pre-built and includes the simulated camera equipment and the simulated target object.
[0033] Optionally, the method further includes:
[0034] Based on a preset first camera movement trajectory, exciting virtual reality video clips are captured and stored. The exciting virtual reality video clips consist of two long shots, one medium shot, two close-ups, and one subjective shot.
[0035] The exciting virtual reality video clips will be replayed based on the second command input by the user.
[0036] In a second aspect, the present invention also provides a control device for a virtual reality camera device, comprising:
[0037] The acquisition unit is used to acquire and display the current virtual reality video clip;
[0038] The determining unit is used to determine the camera movement trajectory and the target object according to a first instruction input by the user, wherein the first instruction is determined by the user based on the current virtual reality video segment;
[0039] The control unit is used to control the virtual reality camera device to acquire images of the target object according to the camera movement trajectory, so as to obtain the next virtual reality video segment.
[0040] Thirdly, the present invention also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the control method for the virtual reality camera device as described in the first aspect.
[0041] Fourthly, the present invention also provides a non-transitory computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the control method for a virtual reality camera device as described in the first aspect.
[0042] The present invention provides a control and apparatus for a virtual reality camera device. This device controls the virtual reality camera device via a camera movement trajectory corresponding to a user's first command, obtaining virtual reality video clips. It enables personalized playback based on user needs, offering a simple and convenient method that enhances the user's immersive viewing experience. By identifying a target object, it aims to establish a main subject in each shot, providing the user with a visual guide to help them find reference points, minimizing dizziness and improving video quality. Furthermore, the camera movement trajectory can include various types, providing a rich cinematic language. With user-defined camera movement trajectories, flexible camera movement is possible, utilizing cinematic language to display rich content and obtain high-quality video shots. When using preset camera movement trajectories, no user settings are required, reducing costs and improving operational convenience. Attached Figure Description
[0043] To more clearly illustrate the technical solutions in this invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0044] Figure 1 This is a flowchart illustrating the control method for a virtual reality camera device provided in an embodiment of the present invention;
[0045] Figure 2 This is a schematic diagram of the push-in lens trajectory provided in an embodiment of the present invention;
[0046] Figure 3 This is a schematic diagram of the zoom-in shot trajectory provided in an embodiment of the present invention;
[0047] Figure 4 This is a schematic diagram of the panning camera trajectory provided in an embodiment of the present invention;
[0048] Figure 5 This is a schematic diagram of the camera movement trajectory provided in an embodiment of the present invention;
[0049] Figure 6 This refers to the original lens position and orientation provided in the embodiments of the present invention;
[0050] Figure 7 The jump camera position and orientation provided in the embodiments of the present invention;
[0051] Figure 8 This is a schematic diagram of the structure of the control device for the virtual reality camera equipment provided in an embodiment of the present invention;
[0052] Figure 9 This is a schematic diagram of the structure of the electronic device provided in an embodiment of the present invention. Detailed Implementation
[0053] To make the objectives, technical solutions, and advantages of this invention clearer, the technical solutions of this 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 this invention. All other embodiments obtained by those skilled in the art based on the embodiments of this invention without creative effort are within the scope of protection of this invention.
[0054] The following combination Figure 1 - Figure 7 This invention describes a control method for a virtual reality camera device provided in an embodiment of the invention.
[0055] Figure 1This is a flowchart illustrating the control method for a virtual reality camera device provided in an embodiment of the present invention, as shown below. Figure 1 As shown, an embodiment of the present invention provides a control method for a virtual reality camera device, comprising:
[0056] Step 110: Obtain and display the current virtual reality video clip;
[0057] Specifically, virtual reality video clips are obtained by combining one or more film shots. A film shot consists of the following factors: one or more different shots; shot types such as long shot, full shot, medium shot, close-up, and extreme close-up; shooting angles such as level, low, high, front, back, or side; camera movement, such as panning, pushing, pulling, tilting, tracking, raising, lowering, and zooming, sometimes several methods can be used in combination; the length of the film shot; the sound of the film shot, including sound within and outside the frame; and the splicing of film shots, etc.
[0058] The current virtual reality video clips are the latest virtual reality video clips captured by virtual reality camera equipment.
[0059] Virtual reality camera equipment refers to camera equipment used to shoot virtual reality videos, such as panoramic cameras, SLR cameras, or VR cameras. There can be one or more virtual reality camera devices.
[0060] Step 120: Determine the camera movement trajectory and target object based on the first instruction input by the user, wherein the first instruction is determined by the user based on the current virtual reality video segment;
[0061] Specifically, after watching the current virtual reality video clip, users can select the camera movement trajectory and target object for shooting the next virtual reality video clip based on the content of the current virtual reality video clip.
[0062] Camera movement trajectories are used to control the movement trajectory of virtual reality camera devices. For camera movement trajectories, the user can select from pre-stored trajectories. These trajectories can be pre-stored or generated based on a first command input by the user. For pre-stored trajectories, for example, one or more can be selected from pre-stored camera movement trajectories A, B, and C. If multiple trajectories are selected, they can be combined; for example, selecting camera movement trajectory B and camera movement trajectory C could mean using camera movement trajectory B for 0-10 seconds and camera movement trajectory C for 11-15 seconds. For camera movement trajectories generated based on a first command input by the user, the user can set the camera movement trajectory, such as setting the direction, distance, speed, and rotation angle. It should be understood that the above examples are provided for ease of understanding of the invention.
[0063] The target object refers to the subject captured by the virtual reality camera device. The target object can be one or more subjects in the scene, including people, objects, feature points, or spatial locations. Taking a sports broadcast as an example, people can be athletes, referees, hosts, or spectators; objects can be scoreboards, trophies, or mascots; and spatial locations can be the stands, the stadium, etc. The target object can be located at a preset position in the image captured by the virtual reality camera device, such as the center of the image. It should be understood that the "center of the image" is an example for ease of understanding of the invention, and the invention does not limit the position of the target object within the image. For selecting a target object based on the user's first input command, the user can determine the target object by selecting it within the current virtual reality video segment using methods such as box selection, point selection, or artificial intelligence recognition.
[0064] It should be understood that the above examples are for the purpose of facilitating understanding of the present invention. The present invention does not limit the specific content of the target object or how to determine the target object based on the first instruction input by the user.
[0065] Step 130: Control the virtual reality camera device to acquire images of the target object according to the camera movement trajectory, and obtain the next virtual reality video segment.
[0066] Specifically, the virtual reality camera device moves according to the camera movement trajectory corresponding to the user's first command, captures the target object, and obtains the next virtual reality video segment.
[0067] For example, the virtual reality camera device is controlled to move and shoot according to the camera movement trajectory. During the shooting process, the target object is ensured to be within the viewfinder of the virtual reality camera device, and the specific position of the target object within the viewfinder is not limited.
[0068] Optionally, when there are multiple virtual reality camera devices, each virtual reality camera device corresponds to a camera movement trajectory, and the correspondence between the virtual reality camera devices and the camera movement trajectory can be determined according to the first instruction input by the user.
[0069] It should be understood that after obtaining the next virtual reality video segment, the next virtual reality video segment replaces the current virtual reality video segment in step 110 and is called the new current virtual reality video segment. By repeatedly executing steps 110 to 130, continuous shooting can be achieved, such as enabling real-time broadcasting of events through VR.
[0070] The control method for a virtual reality camera device provided in this invention controls the virtual reality camera device through a camera movement trajectory corresponding to a user's first command, obtaining virtual reality video clips. It enables personalized broadcasting according to user needs, is simple and convenient, and enhances the user's viewing immersion. By identifying the target object, it is possible to set a main subject in each shot frame, providing the user with a visual guide to help them find reference points, minimizing dizziness, and improving the quality of the video shots. Furthermore, the camera movement trajectory can include various types, providing rich cinematic language. With user-defined camera movement trajectories, flexible camera movement can be used to display rich content and obtain high-quality video shots. With preset camera movement trajectories, no user settings are required, reducing costs and improving operational convenience.
[0071] The following is a further explanation of the possible implementation methods of the above steps in specific embodiments.
[0072] Optionally, the method further includes:
[0073] During the first time period after the virtual reality camera device starts moving and during the second time period before the virtual reality camera device stops moving, the camera movement speed of the virtual reality camera device is smoothly and non-linearly controlled, and / or the rotation angle of the virtual reality camera device is smoothly and non-linearly controlled.
[0074] Specifically, the first time period and the second time period can be preset.
[0075] Smooth nonlinear control of the camera movement speed of the virtual reality camera device refers to controlling the speed change of the virtual reality camera device to be smooth and nonlinear.
[0076] The so-called smooth nonlinear control of the rotation angle of the virtual reality camera device refers to controlling the rotation angle of the virtual reality camera device to change smoothly and nonlinearly.
[0077] Optionally, the smooth nonlinear control of the camera movement speed of the virtual reality camera device includes:
[0078] Based on the movement speed of the target object, determine multiple instantaneous speeds of the virtual reality camera device;
[0079] The multiple instantaneous velocities are fitted to obtain velocity curves;
[0080] Based on the speed curve, the camera movement speed of the virtual reality camera device is controlled.
[0081] Specifically, determining multiple instantaneous velocities of the virtual reality camera device based on the motion velocity of the target object includes:
[0082] Based on the historical velocity and target velocity of the target object, the instantaneous velocity of the virtual reality camera device at the target moment is determined;
[0083] The instantaneous velocities at multiple target moments constitute the multiple instantaneous velocities of the virtual reality camera device.
[0084] Specifically, the historical speed can be the speed at n preset moments before the target moment, where n moments can be n seconds, n milliseconds, etc., and n is a positive integer.
[0085] Optionally, the arithmetic mean of the historical velocity of the target object at n historical moments and the current velocity at the target moment can be used as the instantaneous velocity of the virtual reality camera device at the target moment.
[0086] It should be understood that in cases where historical speeds do not exist, such as when the historical speed is at the -2nd moment, the historical speed can be defaulted to 0.
[0087] Optionally, multiple target moments can be consecutive in time, and multiple instantaneous velocities can be the instantaneous velocities corresponding to consecutive moments. To fit the multiple instantaneous velocities to obtain a speed curve for controlling the camera movement speed of the virtual reality camera device, the speed curve can be obtained by fitting the instantaneous velocities corresponding to consecutive moments within the first time period or the second time period to obtain a speed curve for controlling the control speed of the virtual reality camera device.
[0088] Specifically, there will be multiple consecutive moments within the first or second time period, each moment corresponding to an instantaneous velocity. By fitting multiple temporally consecutive instantaneous velocities, a smooth, non-linear velocity curve can be obtained, and the motion of the virtual reality camera device can be controlled through the velocity curve.
[0089] For example, the historical time includes two moments, with the target moment being t. k The target is athlete A, t k-2 At what moment, athlete A's speed changes from v k-2 =0 to start, t k-1 When athlete A's speed is v k-1 , t k The speed of the athlete in the subject is v k And so on. The time interval t can be 1 second. Therefore, t... k The instantaneous speed of the virtual reality camera device is That is, the instantaneous speed of the virtual reality camera is the arithmetic mean of the instantaneous speeds of the target athlete A over the past three moments. Simultaneously, a quadratic function curve is fitted based on multiple consecutive instantaneous speeds to ensure that the camera movement speed of the virtual reality camera is consistent and smooth.
[0090] The smooth nonlinear control of the rotation angle of the virtual reality camera device includes:
[0091] Based on the angle between the direction of motion of the target object and the direction of the center of the field of view, multiple rotation angles of the virtual reality camera device are determined;
[0092] The multiple rotation angles are fitted to obtain an angle curve;
[0093] Based on the angle curve, the rotation angle of the virtual reality camera device is controlled.
[0094] Optionally, determining multiple rotation angles of the virtual reality camera device based on the angle between the motion direction of the target object and the direction of the center of the field of view includes:
[0095] Based on the historical angle between the target object's motion direction and the center of the field of view, and the angle between the target time, the rotation angle of the virtual reality camera device at the target time is determined;
[0096] The rotation angles at multiple target moments constitute the multiple rotation angles.
[0097] Specifically, the historical angle can be the angle between n preset moments prior to the target moment, where n moments can be n seconds, n milliseconds, etc., and n is a positive integer. The target moment angle refers to the angle between the direction of motion of the target object and the direction of the center of the field of view at the target moment.
[0098] Optionally, the arithmetic mean of the historical angles of the target object at n historical moments and the angle at the target moment can be used as the rotation angle of the virtual reality camera at the target moment.
[0099] It should be understood that in cases where the historical angle does not exist, such as when the historical angle is at the -2nd moment, the historical angle can be defaulted to 0.
[0100] Optionally, the plurality of rotation angles can be a plurality of rotation angles corresponding to consecutive time moments.
[0101] By fitting the multiple rotation angles to obtain an angle curve for controlling the rotation angle of the virtual reality camera device, the rotation angles corresponding to consecutive moments within the first time period or the second time period can be fitted to obtain the angle curve for controlling the rotation angle of the virtual reality camera device.
[0102] Specifically, there will be multiple consecutive moments within the first or second time period, each moment corresponding to a rotation angle. By fitting multiple rotation angles that are consecutive in time, a smooth, non-linear angle curve can be obtained, and the rotation of the lens of the virtual reality camera device can be controlled by the angle curve.
[0103] For example, the historical time includes two moments, with the target moment being t. k The target is athlete A, t k-2 At time t, the angle between athlete A's direction of motion and the direction of the center of visual field is from w k-2 , t k-1 The angle between athlete A's direction of motion and the direction of the center of visual field is w. k-1 , t k The angle between the direction of the athlete's movement and the direction of the center of the field of vision is w. k And so on. The time interval t is usually 1 second. Therefore, t... k The rotation angle of the virtual reality camera device is The angle between the instantaneous motion direction of the virtual reality camera and the direction of the center of the field of view is the arithmetic mean of the angles between the instantaneous motion direction of the target athlete A and the direction of the center of the field of view over the past three moments. Simultaneously, a quadratic function curve is fitted based on the rotation angles corresponding to multiple consecutive moments to obtain the angle curve. This angle curve is used to control the lens movement of the virtual reality camera, ensuring that the lens rotation of the virtual reality camera is continuous and smooth.
[0104] The control method for virtual reality camera equipment provided in this invention addresses dizziness by adding smooth, non-linear control before and after the camera begins and stops moving, thereby reducing changes in camera movement speed and avoiding dizziness caused by sudden stops and starts. Furthermore, by controlling the camera rotation angle, the rotation angle of the virtual reality camera equipment is reduced, employing small-amplitude rotation control to prevent viewers from experiencing dizziness.
[0105] Optionally, the camera movement trajectory includes any one or a combination of the following:
[0106] The trajectory of a zoom-in shot;
[0107] Pull the camera trail;
[0108] Panning camera trajectory;
[0109] Camera movement trajectory;
[0110] Camera jump trajectory.
[0111] Specifically, each camera movement trajectory is set according to the characteristics of traditional film and television push-pull, pan, and tilt shots, and the camera movement trajectory can be preset.
[0112] Figure 2 This is a schematic diagram of the push-in camera trajectory provided in an embodiment of the present invention. The push-in camera trajectory refers to the virtual reality camera device moving from far to near the target object behind it to take a picture. Taking the athlete as the target object (the smallest hollow circle represents the target object) as an example, the push-in camera trajectory is mainly moving from behind the athlete to the athlete. In the figure, 1 and 2 represent the sequential positions of the virtual reality camera device.
[0113] Figure 3 This is a schematic diagram of the zoom-in shot trajectory provided in an embodiment of the present invention. The zoom-in shot trajectory refers to the virtual reality camera device moving closer to the target object from a distance to a closer distance to shoot. Taking the athlete as the target object (the smallest hollow circle represents the target object) as an example, the zoom-in shot trajectory mainly moves backward in front of the athlete. In the figure, 1 and 2 represent the previous and next positions of the virtual reality camera device.
[0114] Figure 4 This is a schematic diagram of the panning camera trajectory provided in an embodiment of the present invention. The panning camera trajectory exhibits a distinct arc. The smallest hollow circle represents the target object, and 1, 2, and 3 in the diagram represent the sequential positions of the virtual reality camera devices.
[0115] Figure 5 This is a schematic diagram of a camera movement trajectory provided in an embodiment of the present invention. For the camera movement trajectory, the target object and the virtual reality camera device maintain a fixed distance, and the camera follows the target object. Taking an athlete as the target object (the smallest hollow circle represents the target object) as an example, the camera movement trajectory tends to be a horizontal straight line, with the camera moving on the athlete's side. In the figure, 1 and 2 represent the sequential positions of the virtual reality camera device.
[0116] The camera jump trajectory refers to the switching of shots, from the original shot to the jump shot.
[0117] The control method for virtual reality camera equipment provided in this invention uses the most basic push, pull, pan, and tilt movements in traditional film and television as the basis to design four different camera movement trajectories. Combined with camera jumps, it can create a rich variety of camera trajectories, thereby using rich camera language to bring a good viewing experience to the audience and improve the user's sense of immersion.
[0118] Optionally, when the camera movement trajectory includes a lens jump trajectory, the distance between the original lens and the jump lens in the lens jump trajectory ranges from 3 meters to 15 meters, and the lens rotation angle between the original lens and the jump lens ranges from 30 degrees to 160 degrees.
[0119] Specifically, when the camera jumps, the distance between the two cameras is generally between 3 and 15 meters, and the camera rotation angle is between 30 and 160 degrees.
[0120] For example, Figure 6 The original lens position and orientation are provided in the embodiments of the present invention. Figure 7 The jump shot position and orientation provided in the embodiments of the present invention are as follows: Figure 6 and Figure 7 As shown, Figure 6 The center shows the final position and orientation of the first push-in shot (the original shot) before the transition from segment one to segment two. Figure 7 This shows the position and orientation of the second push-in shot (jump shot) at the beginning of segment two after the jump. The angle between the orientation of the shot after the jump and the orientation of the original shot before the jump is 155 degrees, and the distance is approximately 8 meters. Figure 6 and Figure 7 The lines in the diagram represent the motion trajectory of the virtual reality camera device, while the dashed lines represent the camera's movement trajectory.
[0121] The control method for virtual reality camera devices provided in this invention avoids causing dizziness in viewers by limiting changes in camera speed and camera rotation angle during camera jumps.
[0122] Optionally, the camera movement speed of the virtual reality camera device is in the range of 5m / s to 10m / s.
[0123] Optionally, the method further includes:
[0124] The distance between the virtual reality camera device and the target object is not less than a first preset distance.
[0125] Specifically, the first preset distance can be pre-set.
[0126] The control method for virtual reality camera devices provided in this invention maintains a certain distance between the virtual reality camera device and the target object (such as an athlete), which does not infringe on the viewer's private perception range, thus helping to improve the user's immersion and enhance the user's viewing experience.
[0127] Optionally, the method of controlling the virtual reality camera device to acquire images of the target object according to the camera movement trajectory to obtain the next virtual reality video segment further includes:
[0128] In the three-dimensional panoramic model, the simulation camera device is controlled according to the camera movement trajectory to shoot the simulation target object and obtain simulation video clips;
[0129] Obtain multiple user ratings corresponding to the simulated video segment;
[0130] The final score of the simulated video segment is calculated based on the multiple user ratings;
[0131] When the final score meets the preset conditions, it is determined to control the virtual reality camera device;
[0132] The three-dimensional panoramic model is pre-built and includes the simulated camera equipment and the simulated target object.
[0133] Specifically, a 3D panoramic model refers to a 3D model obtained by simulating the environment (including space and people) in which the target object is located. It can be a digital twin model corresponding to a real-world scene. For example, taking a sports event as an example, a 3D panoramic model of the competition can be constructed by using methods such as panoramic modeling of the sports field, motion capture of the participants (such as athletes, referees, and spectators), and 3D rigging modeling.
[0134] Simulated camera equipment can be set up in a 3D panoramic model. Simulated camera equipment refers to virtual reality camera equipment set up in the 3D panoramic model; it is a simulation of virtual reality camera equipment and can be a digital twin model of the virtual reality camera equipment. The simulated target object refers to a target object obtained by simulating it in the 3D panoramic model; the simulated target object moves in the same way as the target object.
[0135] For example, users can switch to a specified viewing angle by clicking different number keys. Each viewing angle corresponds to a camera movement trajectory. After the camera movement trajectory is determined by the user's first instruction (clicking different number keys to switch to a specified viewing angle), the viewing angle is switched by binding the simulated camera device to the specified camera movement trajectory.
[0136] For example, taking a sports event as an example, virtual simulation camera equipment can be placed in the center of a digital twin stadium. The simulation camera equipment moves according to a determined camera trajectory to collect images and obtain VR videos.
[0137] In one possible implementation, a simulated camera device is placed within Unreal Engine. This simulated camera device can be a virtual camera, and the Sequencer tool is used to create and adjust keyframes for the camera's movement trajectory. Developed using the Blueprint system, simple interactive functions are implemented. For example, users can switch between different viewing angles by clicking different number keys, and the viewpoint can be switched by binding the user's virtual reality camera device to a specified camera movement trajectory.
[0138] A 3D panoramic model is obtained by simulating a real-world scene. Simulated camera equipment can capture images within this model. For example, by changing the position, angle, and speed of the simulated camera within the model, the captured images (such as depth of field) will also change. Multiple images captured by the simulated camera can form virtual reality video clips (VR clips), and these clips are called simulated video clips.
[0139] Obtaining multiple user ratings corresponding to the simulated video clip refers to multiple viewers rating the simulated video clip after viewing it, and then inputting these user ratings into a computer. Optionally, ratings can be conducted through a questionnaire, which can be an immersive viewing experience questionnaire.
[0140] Calculating the final score of the simulated video segment based on the multiple user ratings means calculating the user ratings, such as by averaging, summing, or weighting, to obtain the final score.
[0141] When the final score meets the preset conditions, it is determined to control the virtual reality camera device.
[0142] In one possible implementation, the preset condition could be that the final score is greater than a preset score. For example, if the final score exceeds 80 points, the virtual reality camera device is controlled to capture images of the target object according to the camera movement trajectory determined by the first instruction, and the next virtual reality video segment is obtained. Conversely, if the final score is less than the preset score, the virtual reality camera device is not controlled according to the camera movement trajectory determined by the first instruction.
[0143] In one possible implementation, multiple camera movement trajectories can be selected for the same scene to capture multiple simulated video clips. A preset condition could be selecting the camera movement trajectory corresponding to the highest final score among the multiple simulated video clips. When the final score is the highest final score, the virtual reality camera device is controlled to acquire images of the target object according to the camera movement trajectory determined by the first instruction, thus obtaining the next virtual reality video clip. Conversely, if the final score is not the highest final score, the virtual reality camera device is not controlled according to the camera movement trajectory determined by the first instruction.
[0144] It should be understood that in the embodiments of the present invention, the control of the virtual reality camera device provided in the above embodiments can be simulated by using a simulated camera device in the three-dimensional panoramic model. That is, the virtual reality camera device controlled in the above embodiments can be replaced with a simulated camera device, and the camera movement effect can be simulated by using the simulated camera device and the three-dimensional panoramic model.
[0145] Optionally, during the first time period after the simulated camera device starts moving and during the second time period before the simulated camera device stops moving, the camera movement speed of the simulated camera device is subjected to smooth nonlinear control, and / or the rotation angle of the simulated camera device is subjected to smooth nonlinear control.
[0146] Optionally, the smooth nonlinear control of the camera movement speed of the simulated camera device includes:
[0147] Based on the motion speed of the target object, determine multiple instantaneous speeds of the simulation camera device;
[0148] By fitting the multiple instantaneous velocities, a speed curve is obtained for controlling the camera movement speed of the simulated camera device;
[0149] The smooth, non-linear control of the rotation angle of the simulated camera device includes:
[0150] Based on the angle between the motion direction of the target object and the direction of the center of the field of view, multiple rotation angles of the simulation camera device are determined;
[0151] The multiple rotation angles are fitted to obtain an angle curve used to control the rotation angle of the simulated camera device.
[0152] Optionally, the camera movement trajectory of the simulated camera device includes any one or a combination of the following:
[0153] The trajectory of a zoom-in shot;
[0154] Pull the camera trail;
[0155] Panning camera trajectory;
[0156] Camera movement trajectory;
[0157] Camera jump trajectory.
[0158] Specifically, the camera movement trajectory of the simulated camera equipment is preset and follows the traditional lens movement design. Please refer to the above introduction of camera movement trajectory, which will not be repeated here.
[0159] Optionally, the method further includes:
[0160] The distance between the simulated camera device and the target object is not less than a first preset distance.
[0161] For an introduction to the control of simulation camera equipment, please refer to the above introduction to the control of virtual reality camera equipment, and it will not be repeated here.
[0162] The control method for a virtual reality camera device provided in this invention first establishes a three-dimensional panoramic model, and then sets up a simulated camera device in the model. The simulated camera device can simulate the virtual reality camera device. Simulated video clips can be obtained based on the simulation. If the simulated video clips meet the expected effects, the virtual reality camera device is controlled to shoot according to the camera movement trajectory, avoiding the direct shooting of unsatisfactory video clips by using the virtual reality camera device, thereby saving costs.
[0163] Optionally, the method further includes:
[0164] Based on a preset first camera movement trajectory, exciting virtual reality video clips are captured and stored. The exciting virtual reality video clips consist of two long shots, one medium shot, two close-ups, and one subjective shot.
[0165] The exciting virtual reality video clips will be replayed based on the second command input by the user.
[0166] Specifically, "shot" here refers to a shot in a film.
[0167] The long-range shots were captured using virtual reality camera equipment set up with the first camera position in traditional broadcasting of matches. The long-range shots achieved the effect of overlooking the stadium while ensuring that the audience maintained an objective distance from the venue.
[0168] The long shot includes a first long shot and a second long shot. The first long shot is a side-up panning shot, and the second long shot is a pull-up and rising shot. The rising shot is used to provide the audience with a more diverse perspective by considering the angle of camera movement, while also showcasing the layers and depth of the scene.
[0169] The medium shot is a panning or tilting shot.
[0170] The close-up shots include a first close-up shot and a second close-up shot.
[0171] The first close-up shot is a fixed shot, which can be from the perspective of a single subject. For example, in a football match broadcast, the first close-up shot can be a fixed shot from the goalkeeper's perspective. The fixed shot, starting from the goalkeeper's point of view, breaks away from the conventional viewer's thinking and broadcasts the game from a novel angle, increasing the interest of the broadcast.
[0172] The second close-up shot includes tracking shots and slow-motion shots. In the tracking shots, slow-motion replays are set for key moments such as the hitting action, supplementing the user's visual information and details without breaking the continuity of the shot, thereby enhancing the user's immersion.
[0173] The purpose of setting a point of view (POV) is to add a subjective perspective to the user's experience, enhancing their sense of immersion.
[0174] When transitioning between shots, the approach is based on the audience's emotional fluctuations. To ensure smoothness in these emotional changes, the intensity of different shots is analyzed, and the shots are arranged according to their corresponding impact values. Simultaneously, referencing the specific event-replay structure of highlight reels, including the order of event nodes, connecting nodes, and replay nodes, three long shots are shown first to depict the match scene. Then, medium shots, close-ups, and extreme close-ups are used to repeatedly and specifically showcase the replay details from various angles.
[0175] The control device for the virtual reality camera provided by the present invention will be described below. The control device for the virtual reality camera described below can be referred to in correspondence with the control method for the virtual reality camera described above.
[0176] Figure 8 This is a schematic diagram of the structure of the control device for the virtual reality camera equipment provided in an embodiment of the present invention, as shown below. Figure 8 As shown, the control device for a virtual reality camera device provided in this embodiment of the invention includes:
[0177] Acquisition unit 810 is used to acquire and display the current virtual reality video clip;
[0178] The determining unit 820 is used to determine the camera movement trajectory and the target object according to a first instruction input by the user, wherein the first instruction is determined by the user based on the current virtual reality video segment;
[0179] The control unit 830 is used to control the virtual reality camera device to acquire images of the target object according to the camera movement trajectory, so as to obtain the next virtual reality video segment.
[0180] Optionally, the control unit 830 is further configured to perform smooth nonlinear control on the camera movement speed of the virtual reality camera device during a first time period after the virtual reality camera device starts moving and during a second time period before the virtual reality camera device stops moving, and / or perform smooth nonlinear control on the rotation angle of the virtual reality camera device.
[0181] Optionally, the control unit 830 is configured to determine multiple instantaneous speeds of the virtual reality camera device based on the motion speed of the target object;
[0182] The control unit 830 is used to fit the plurality of instantaneous velocities to obtain a velocity curve;
[0183] The control unit 830 is used to control the camera movement speed of the virtual reality camera device based on the speed curve.
[0184] Optionally, the control unit 830 is used to determine multiple rotation angles of the virtual reality camera device based on the angle between the motion direction of the target object and the direction of the center of the field of view;
[0185] The control unit 830 is used to fit the plurality of rotation angles to obtain an angle curve;
[0186] The control unit 830 is used to control the rotation angle of the virtual reality camera device based on the angle curve.
[0187] Optionally, the camera movement trajectory includes any one or a combination of the following:
[0188] The trajectory of a zoom-in shot;
[0189] Pull the camera trail;
[0190] Panning camera trajectory;
[0191] Camera movement trajectory;
[0192] Camera jump trajectory.
[0193] Optionally, the distance between the virtual reality camera device and the target object is not less than a first preset distance.
[0194] Optionally, the device further includes:
[0195] The simulation unit is used to control the simulation camera device to shoot the simulation target object in the three-dimensional panoramic model according to the camera movement trajectory, so as to obtain simulation video clips;
[0196] The simulation unit is used to obtain multiple user ratings corresponding to the simulated video segment;
[0197] The simulation unit is used to calculate the final score of the simulated video segment based on the multiple user ratings;
[0198] The simulation unit is used to determine to control the virtual reality camera device when the final score meets the preset conditions;
[0199] The three-dimensional panoramic model is pre-built and includes the simulated camera equipment and the simulated target object.
[0200] Optionally, the device further includes:
[0201] The playback unit is used to shoot and store exciting virtual reality video clips based on a preset first camera movement trajectory. The exciting virtual reality video clips consist of two long-range shots, one medium-range shot, two close-up shots, and one subjective shot.
[0202] The playback unit is also used to play back the exciting virtual reality video clips according to the second command input by the user.
[0203] It should be noted that the apparatus provided in this embodiment of the invention can implement all the method steps implemented in the above method embodiment and can achieve the same technical effect. Therefore, the parts and beneficial effects that are the same as those in the method embodiment will not be described in detail here.
[0204] Figure 9 An example is a schematic diagram of the physical structure of an electronic device, such as... Figure 9 As shown, the electronic device may include a processor 910, a communication interface 920, a memory 930, and a communication bus 940, wherein the processor 910, the communication interface 920, and the memory 930 communicate with each other via the communication bus 940. The processor 910 can call logical instructions in the memory 930 to execute a control method for a virtual reality camera device. This method includes: acquiring and displaying a current virtual reality video segment; determining a camera movement trajectory and a target object based on a first instruction input by a user, wherein the first instruction is determined by the user based on the current virtual reality video segment; and controlling the virtual reality camera device to acquire images of the target object based on the camera movement trajectory to obtain the next virtual reality video segment.
[0205] Furthermore, the logical instructions in the aforementioned memory 930 can be implemented as software functional units and, when sold or used as independent products, can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, essentially, or the part that contributes to the prior art, or a part of the 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 to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0206] On the other hand, the present invention also provides a computer program product, which includes a computer program that 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 control method for the virtual reality camera device provided by the above methods. The method includes: acquiring and displaying a current virtual reality video segment; determining a camera movement trajectory and a target object according to a first instruction input by a user, wherein the first instruction is determined by the user based on the current virtual reality video segment; and controlling the virtual reality camera device to perform image acquisition on the target object according to the camera movement trajectory to obtain the next virtual reality video segment.
[0207] In another aspect, the present invention also provides a non-transitory computer-readable storage medium having a computer program stored thereon. When executed by a processor, the computer program implements a control method for a virtual reality camera device provided by the methods described above. The method includes: acquiring and displaying a current virtual reality video segment; determining a camera movement trajectory and a target object based on a first instruction input by a user, wherein the first instruction is determined by the user based on the current virtual reality video segment; and controlling the virtual reality camera device to perform image acquisition on the target object based on the camera movement trajectory to obtain the next virtual reality video segment.
[0208] The device embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, i.e., they may be located in one location or distributed across multiple network units. Some or all of the modules may be selected based on actual needs to achieve the objectives of the present embodiment. Persons of ordinary skill in the art will be able to understand and implement the present invention without inventive effort.
[0209] Through the above description of the embodiments, those skilled in the art can clearly understand that each embodiment can be implemented by means of software plus necessary general-purpose hardware platforms, and of course, it can also be implemented by hardware. Based on this understanding, the above technical solutions, in essence 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 to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute the methods described in the various embodiments or some parts of the embodiments.
[0210] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, and not to limit them; although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features; and these modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention.
Claims
1. A control method for a virtual reality camera device, characterized in that, Viewing terminals used for virtual reality videos include: Retrieve and display the current virtual reality video clip; The camera movement trajectory and target object are determined based on a first instruction input by the user, wherein the first instruction is determined by the user based on the current virtual reality video segment; The virtual reality camera device is controlled to capture images of the target object according to the camera movement trajectory, thereby obtaining the next virtual reality video segment; The method of controlling the virtual reality camera device to acquire images of the target object according to the camera movement trajectory to obtain the next virtual reality video segment, further includes: In the three-dimensional panoramic model, the simulation camera device is controlled according to the camera movement trajectory to shoot the simulation target object and obtain simulation video clips; Obtain multiple user ratings corresponding to the simulated video segment; The final score of the simulated video segment is calculated based on the multiple user ratings; When the final score meets the preset conditions, it is determined to control the virtual reality camera device; The three-dimensional panoramic model is pre-built and includes the simulated camera equipment and the simulated target object. Also includes: During the first time period after the virtual reality camera device starts moving and during the second time period before the virtual reality camera device stops moving, the instantaneous speed of the virtual reality camera device at the target moment is determined based on the historical speed of the target object and the speed at the target moment; the instantaneous speeds at multiple target moments constitute multiple instantaneous speeds of the virtual reality camera device; the multiple instantaneous speeds are fitted to obtain a speed curve; the camera movement speed of the virtual reality camera device is controlled based on the speed curve; Among them, the multiple target moments are continuous in time, and there will be multiple consecutive moments within the first time period or the second time period, with each moment corresponding to an instantaneous velocity.
2. The control method for a virtual reality camera device according to claim 1, characterized in that, The method further includes: During the first time period after the virtual reality camera device starts moving and during the second time period before the virtual reality camera device stops moving, the rotation angle of the virtual reality camera device is smoothly and non-linearly controlled.
3. The control method for a virtual reality camera device according to claim 2, characterized in that, The smooth nonlinear control of the rotation angle of the virtual reality camera device includes: Based on the angle between the direction of motion of the target object and the direction of the center of the field of view, multiple rotation angles of the virtual reality camera device are determined; The multiple rotation angles are fitted to obtain an angle curve; The rotation angle of the virtual reality camera device is controlled based on the angle curve.
4. The control method for a virtual reality camera device according to claim 1, characterized in that, The camera movement trajectory includes any one or a combination of the following: The camera's tracking shot; Pull the camera trail; Panning camera trajectory; Camera movement trajectory; Camera jump trajectory.
5. The control method for a virtual reality camera device according to claim 1, characterized in that, The method further includes: The distance between the virtual reality camera device and the target object is not less than a first preset distance.
6. The control method for a virtual reality camera device according to any one of claims 1-5, characterized in that, The method further includes: Based on a preset first camera movement trajectory, exciting virtual reality video clips are captured and stored. The exciting virtual reality video clips consist of two long shots, one medium shot, two close-ups, and one subjective shot. The exciting virtual reality video clips will be replayed based on the second command input by the user.
7. A control device for a virtual reality camera, characterized in that, Viewing terminals used for virtual reality videos include: The acquisition unit is used to acquire and display the current virtual reality video clip; The determining unit is used to determine the camera movement trajectory and the target object according to a first instruction input by the user, wherein the first instruction is determined by the user based on the current virtual reality video segment; The control unit is used to control the virtual reality camera device to capture images of the target object according to the camera movement trajectory, and to obtain the next virtual reality video segment. The device further includes: The simulation unit is used to control the simulation camera device to shoot the simulation target object in the three-dimensional panoramic model according to the camera movement trajectory, so as to obtain simulation video clips; The simulation unit is used to obtain multiple user ratings corresponding to the simulated video segment; The simulation unit is used to calculate the final score of the simulated video segment based on the multiple user ratings; The simulation unit is used to determine to control the virtual reality camera device when the final score meets the preset conditions; The three-dimensional panoramic model is pre-built and includes the simulated camera equipment and the simulated target object. The control unit is configured to determine the instantaneous speed of the virtual reality camera device at a target moment based on the historical speed of the target object and the speed at the target moment during a first time period after the virtual reality camera device starts moving and during a second time period before the virtual reality camera device stops moving; the instantaneous speeds at multiple target moments constitute multiple instantaneous speeds of the virtual reality camera device; fit the multiple instantaneous speeds to obtain a speed curve; and control the camera movement speed of the virtual reality camera device based on the speed curve; Among them, the multiple target moments are continuous in time, and there will be multiple consecutive moments within the first time period or the second time period, with each moment corresponding to an instantaneous velocity.
8. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the control method for the virtual reality camera device as described in any one of claims 1 to 6.
9. A non-transitory computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the control method of the virtual reality camera device as described in any one of claims 1 to 6.
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