A virtual method for pollinators and plants to perform pollination behavior applied to the metaverse
By constructing a pollinator action interaction simulation system and a virtual camera, the shortcomings of virtual methods for pollinator and plant pollination behavior in the metaverse are addressed. This enables the efficient and reliable provision of data for studying pollination behavior in the metaverse, reduces control difficulty, and improves data accuracy.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- HUAZHONG NORMAL UNIV
- Filing Date
- 2023-05-24
- Publication Date
- 2026-07-24
AI Technical Summary
Existing technologies lack virtual methods for depicting pollinator-plant pollination behavior in the metaverse, and the constructed virtual environments are insufficient to provide reliable pollination behavior data.
A pollinator behavior interaction simulation system was constructed, with four main directional keys for control interaction, a virtual camera created, and multiple event detection methods provided, including spatial set detection, distance detection, and completion detection. The system simulates the visual optimization and precise nectar feeding of pollinators in narrow and enclosed environments, and displays multi-rate postures.
Building a digital twin environment in the metaverse provides reliable pollination behavior data, helps in the study of pollination behavior, shortens the training cycle, reduces control difficulty, and improves data accuracy.
Smart Images

Figure CN116578190B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of metaverse, specifically to a virtual method for pollinators and plants to conduct pollination in the metaverse. Background Technology
[0002] The metaverse can create a virtual world parallel to the real world and provide virtual simulation intelligence to interact with users within the metaverse. Users can also act as digital virtual humans to communicate with each other, conduct business activities, and carry out scientific experiments in the metaverse.
[0003] Pollination behavior is of great research value in the systematic evolution of seed plants. The mutually beneficial interaction between plants and pollinators constitutes a complex and diverse pollination ecology. Therefore, studying the pollination behavior of pollinators is of great significance to agricultural development. By using the virtual environment of the metaverse and VR technology, digital twins of pollinators and plant environments can be established within the metaverse, which can efficiently provide effective data on insect pollination behavior. However, existing technologies lack corresponding virtual methods for pollinators to pollinate plants in the metaverse, and the constructed virtual environments are insufficient to provide reliable pollination behavior data. Summary of the Invention
[0004] To address the shortcomings of existing technologies, the purpose of this invention is to provide a virtual method for pollinators and plants to conduct pollination behavior in the metaverse, thereby solving the problems mentioned in the background. This invention can build a digital twin environment for pollinators and plants in the real world in the metaverse, and provide reliable pollination behavior data through effective interactive control methods, thus providing an efficient experimental direction for pollination behavior research.
[0005] To achieve the above objectives, this invention employs the following technical solution: a virtual method for pollinator-plant pollination behavior in a metaverse, comprising constructing a pollinator action interaction simulation system, event activation and response, and pollination behavior interaction simulation. In constructing the pollinator action interaction simulation system, four main directional keys for control interaction are first set to complete the control scheme. Then, a pollination environment viewer is created, and a virtual camera is created within the viewer to simulate various states of the pollinator under observation. The event activation and response provides multiple event detection methods, including spatial set detection, distance detection, and completion detection. The special step scheme includes a visual optimization scheme for narrow, enclosed environments, a scheme for pollinators to accurately feed on nectar, and a design process for multi-rate posture display.
[0006] Furthermore, the control scheme summarizes and organizes these similar or identical operational intentions to form a consistent interaction method.
[0007] Furthermore, the virtual camera is created behind the pollinator object with the center of the observation point as the center of the observation point, and the direction of the pollinator's head is defined as the forward direction. The relative angle between the camera and the pollinator is a fixed value, and the spatial position information of the camera belongs to the local coordinates of the pollinator. When moving or rotating, it inherits the three-dimensional spatial information of the pollinator.
[0008] Furthermore, the simulation process includes simulating the motion state of the pollinator landing on an irregular curved surface, setting four main directional keys for control interaction, and realizing continuous control of the observation point center position in the forward, backward, left and right directions.
[0009] Furthermore, regarding the rotation angle to both sides, the `rotation` function is used to assign angular velocity, reaching a predetermined number of angles within a given time. The maximum angle between the rotation angle and the forward direction of the virtual camera is constrained to within 45 degrees. Users can also control the pollinator to move up and down. This process uses the `transform` function, defining buttons for vertical upward and downward displacement, with the direction based on the vertical direction in the 3D environment.
[0010] Furthermore, during the pollinator's location on the surface, a suitable distance is set. When the pollinator's centroid and vertex positions are close, Euler angles are calculated. The orientation angles of the triangles formed by vertices within all adjacent ranges are continuously calculated. When the pollinator is close to the surface, its ventral orientation is aligned with this Euler angle, forming the angular pose of the attached surface. Since most visible objects in the 3D environment are polygonal objects composed of triangular faces, when the pollinator moves on the outer surface, it will jump between multiple angle values. The Euler angles of the two nearest faces are used as the base values, and weighted calculations are performed based on the distance between the pollinator's current coordinates and the two Euler angles. The faster liner function is used to optimize and iterate between the two values and obtain the final value, which is then used to replace the original orientation information.
[0011] Furthermore, the simulation processing includes acceleration motion simulation, in which a user-controllable movement speed coefficient is added, and the speed change is obtained by modifying the coefficient under different states; the simulation processing includes landing simulation: real-time reading of each frame to determine the relative distance between the pollinator and the target area, and triggering the pollinator's landing behavior state or posture when the distance is less than a certain value; the simulation processing also includes pollinator crawling simulation on plant surface and pollinator displacement simulation.
[0012] Furthermore, the simulation process also includes pollinator posture. Two logical states are defined for the pollinator in flight: hovering and moving, along with four behaviors: normal speed forward, accelerating forward, turning left or right, and changing vertical altitude. Two logical states are defined for the pollinator on a curved surface: waiting and crawling, along with four dynamic behaviors: idle, flapping wings, turning left, and turning right. The idle state is activated when no input command is given. Throughout the crawling simulation, random numbers are used to trigger small wing-flapping movements, simulating random behavioral actions.
[0013] Furthermore, in the visual optimization scheme, the model's texture layer is used to dynamically modify the RGBA values. The face facing away from the camera is selected, and its UV coordinate information is read. The corresponding area is filled with black, and other areas are filled with white. The resulting black and white image is rewritten to the texture's Alpha layer. Following the principle of multiplying the Alpha channel with RGB for the final output, black is not displayed, and white is displayed normally. Thus, single-sided transparency that blocks the view is obtained. In this process, the texture is first loaded from the database, vertex coordinates are constructed based on the UV coordinate information, vertex colors are set, and rendering is performed. If there are other polygons that need to be rendered, the channels of the mixer of each stage are turned off first.
[0014] Furthermore, in the multi-rate posture display, the motion file of the rumored creature sucking nectar is first defined, and a velocity function is enabled on the motion trajectory. The current real-time velocity is multiplied by a multiplier coefficient, and the multiplier is input and set according to the user's selection.
[0015] The beneficial effects of this invention are:
[0016] 1. This virtual pollination method for plants applied to the metaverse builds a digital twin environment in the metaverse and provides reliable pollination behavior data through effective interactive control methods. It provides an efficient experimental direction for pollination behavior research and is conducive to understanding plant pollination strategies and the dynamics of species evolution.
[0017] 2. This virtual pollination method applied to the metaverse for pollinators and plants forms a consistent interactive approach. After plant modeling is completed, the vertices in the plant model are used as the base coordinates of the local coordinate system. The coordinates of multiple vertices of any plant model are relative to the coordinates of the plant model itself. This coordinate calculation scheme can be freely adjusted and maintained throughout various posture changes. It facilitates the adjustment of the camera angle to provide the user with a field of view in the 3D environment, making it easier for the user to observe. The design avoids confusion in the user's operation at different stages, shortens the training cycle, and makes the final pollination data more accurate and reliable.
[0018] 3. This virtual method for pollinators and plants in the metaverse can provide controllers with an overall objective perspective to manipulate, observe, and analyze the pollination process, establish a stable basis for direction determination, prevent users from getting lost when crossing the axis by 180°, and reduce the difficulty of control. Attached Figure Description
[0019] Figure 1 This is a control interaction diagram of the pollinator in this invention;
[0020] Figure 2 This is a diagram illustrating the relationship between the virtual camera and the pollinator in this invention.
[0021] Figure 3 This is a schematic diagram illustrating the principle of controlling the pollinator to rotate to the left in this invention.
[0022] Figure 4 This is a diagram showing the vertical movement of the pollinator in this invention.
[0023] Figure 5 This is a displacement diagram of the pollinator in this invention;
[0024] Figure 6 A triangle orientation angle diagram constructed for all adjacent vertices in this invention;
[0025] Figure 7 This is the interpolation direction pattern of the present invention;
[0026] Figure 8 This is a schematic diagram illustrating the principle of spatial set determination in this invention.
[0027] Figure 9 This is a schematic diagram of the distance detection principle of the present invention;
[0028] Figure 10 This is a diagram showing the movement and positional relationship of the pollinator within the orchid lip petal according to the present invention;
[0029] Figure 11 This is a diagram illustrating the relationship between the pollinator's movement inside the orchid's lip and the virtual camera.
[0030] Figure 12 This is a diagram illustrating the construction of the flower spacing entrance and target reference frame of the present invention. Detailed Implementation
[0031] To make the technical means, creative features, objectives and effects of this invention easier to understand, the invention will be further described below in conjunction with specific embodiments.
[0032] Please see Figures 1 to 12This invention provides a technical solution: a virtual method for pollinators and plants to conduct pollination behavior in a metaverse, including constructing a pollinator action interaction simulation system, event activation and response, and pollination behavior interaction simulation. In constructing the pollinator action interaction simulation system, four main directional keys for control interaction are first set to complete the control scheme. Then, a pollination environment viewer is created, and a virtual camera is created within the viewer to simulate various states of the pollinator under observation. The event activation and response provides multiple event detection methods, including spatial set detection, distance detection, and completion detection. The special step scheme includes a visual optimization scheme for narrow, enclosed environments, a scheme for pollinators to accurately feed on nectar, and a design process for multi-rate posture display.
[0033] This embodiment establishes a pollinator behavior interaction simulation system:
[0034] The pollination route of pollinators can be summarized into flight, crawling while stationary, and entering the interior of flowers. A general-purpose keyboard is used as the basic input hardware, but virtual reality device controllers can also be used as input devices. For ease of description, this embodiment uses keyboard input. To ensure user-friendly operation, the keyboard provides the same or similar key functions. Taking the four-way directional keys W, A, S, and D as examples, the same or similar operation commands are defined throughout the behavior simulation. For instance, in flight, the pollinator uses A and D to adjust the angle of rotation to the left and right; when crawling on an irregular curved surface, A and D are used to adjust the left and right angle of rotation; and when feeding on nectar, A and D are also used to adjust the pollinator's left and right position.
[0035] These similar or identical operational intentions are summarized and organized to form a consistent interaction method. This method can be freely adjusted and maintained throughout the entire process, avoiding confusion for users at different stages of operation through design.
[0036] This embodiment includes the creation of a powder transfer environment viewer:
[0037] In this process, a virtual camera is created with the center of the pollinator object as the observation point to observe the experiment. The pollinator's head is defined as facing forward, and a virtual target camera is created behind it, with its target direction pointing towards the center of the observation point. This target camera always follows the pollinator object. The camera's target direction is always pointed towards the object's position in world coordinates, and the relative angle between the camera and the pollinator is a constant. The camera's spatial position information belongs to the pollinator's local coordinates, inheriting the pollinator's spatial information when moving or rotating.
[0038] This embodiment includes a simulation of pollinators:
[0039] In a three-dimensional virtual environment, a pollinator is defined as an interactive and dynamic logical object. Logically, it is a collection of integrated control schemes, behavioral logic schemes, spatial three-dimensional coordinate information, and response and execution schemes. Throughout the pollination process, pollinators exhibit different states, which can be divided into flying (including hovering), crawling, and nectar-collecting states.
[0040] In this embodiment, the control scheme is as follows:
[0041] Define the W key, A key, S key, and D key on the PC keyboard.
[0042] When the W key is pressed, the center of the observation point moves forward continuously.
[0043] When the S key is pressed, the center of the observation point continues to move backward.
[0044] When continuously moving in flight mode, the displacement deviation between the flyer and the previous logical point is defined as a constant value with each logical update of the 3D engine. This value can be adjusted according to the flyer's actual flight speed. If the project defines the system as updating logically 30 times per second, then this forward speed is set to 1 / 30th of a second of the flyer's movement speed. Whenever a logical judgment is updated and the input status is "continuous input," the flyer is driven by the user's command to move in the corresponding direction, generating flight action.
[0045] Pollinator flight simulation needs to consider the displacement distance generated during flight, the angle of flight direction, and flight attitude under different states. The pollinator is given the ability to move in three directions: forward, backward, left, right, up, and down. The `transforms` function is used to update the current information at the end of each frame. Different 3D models are defined for the pollinator to dynamically simulate animations, providing adjustments for posture changes such as forward, left, right, and backward hovering. In these states, the pollinator's body tilt direction and hexapod posture maintain balance during flight. The wing flapping angle and the amplitude of wing fluttering also change accordingly.
[0046] Unlike forward and backward movement during flight, turning left and right during flight no longer uses independent forward and backward displacement, but instead involves displacement to the left or right front. When the A key is pressed, the pollinator simulates a leftward turn. Simultaneously, the speed in the diagonal direction increases, while the speed in the forward direction decreases. The speed in the diagonal direction is obtained by summing the vectors of these two speeds. A coefficient can be added, defining the displacement speed to the left as 40% of the forward speed, and the forward displacement speed as 75%. At this point, the speed to the left is the same as, or slightly lower than, the forward speed obtained when pressing the W key, ensuring the pollinator maintains a relatively average flight speed.
[0047] In this embodiment, regarding the left and right rotation angles: the `rotation` function is used to reach a predetermined number of angles within a set time. For the sake of simulation, the maximum angle between the left rotation angle and the camera's forward direction is constrained to 45 degrees. If the angle exceeds 45 degrees, the camera will further follow the current forward direction until the adjusted direction is the same as the camera's direction, i.e., the angle is 0 degrees.
[0048] This embodiment ensures that the pollinator's head always remains within a 90-degree range forward of the camera's field of view during flight, simulating actual pollinator flight. It also facilitates the user's field of view adjustment in the 3D environment, allowing for better observation. After establishing the above logic, a long press of the A key grants a left-forward movement speed, causing the pollinator to continuously move to the left; a long press of the D key grants a right-forward movement speed, causing the pollinator to continuously move to the right. At this point, the pollinator still cannot traverse all positions in the virtual space because the current possible paths are based on a mesh structure of vertical and 45-degree intersecting lines. Considering the pollinator's dynamic free turning and altitude flight in its natural form, up / down movement buttons and right-click dragging are defined to adjust the forward angle.
[0049] In this embodiment, the transform function is used for vertical movement during flight. The space key can be defined to generate upward displacement based on the vertical direction in the three-dimensional environment, and the C key can be defined to generate downward displacement vertically.
[0050] Accelerated Motion Simulation: In reality, pollinators change speed and direction during flight, suddenly accelerating or hovering. We simulate this by adding a coefficient to the movement speed and adjusting it under different conditions. The coefficient is defined as multiplying by 7 to 10 times when the Shift key is pressed, with different values applied depending on the flight attitude. For example, when the pollinator is flying straight ahead, the coefficient is set to 10 times. When the pollinator is flying sideways, the coefficient is set to 7 times. More scientifically sound coefficient values can be selected based on actual research findings.
[0051] Hover: When the right mouse button is held down, the pollinator's movement speed is defined as 0.1 to 0, and no displacement occurs.
[0052] Landing Simulation: Landing is a common occurrence for pollinators in nature. Most pollinators do not slip when landing on plants, and their behavior does not involve knowledge of pollen transfer. A trigger-based simulation will be adopted: the relative distance between the pollinator and the flower will be continuously monitored, and the pollinator's landing action will be triggered when the distance is less than a certain value. Simultaneously, this will prepare for subsequent logic replacement by changing the relevant resource information in the scene to include corresponding interaction logic for the pollinator, and replacing the pollinator interaction control module in flight mode with a crawling operation attached to the object surface.
[0053] In this embodiment, the pollinator's crawling on the irregular curved surface of the plant after landing is simulated: After landing, the pollinator attaches to the plant surface, and the operation of the pollinator involves the following key technical solutions:
[0054] 1. The displacement of pollinators;
[0055] 2. The attitude of a pollinator;
[0056] 3. Picking up the surface where the pollinator is located;
[0057] 4. Setting the local coordinate system of the pollinator.
[0058] The pollinator lands on an irregular curved surface: Design input keys and dynamic behavior control: First, imagine the pollinator walking on an infinite plane. Following the continuity of the interaction keys, the W, A, S, and D keys are still used to control the pollinator's movement direction. The W and S keys control forward and backward, and the A and D keys control left and right.
[0059] In this embodiment, unlike flight, the crawling walking angle introduces a turning angular velocity upwards. The control coordinate system reads the pollinator's own local coordinate system; that is, the left side of the pollinator is always the left side determined when the input command is given, and the right side of the pollinator is always the right side determined when the input command is given. When the pollinator's orientation contradicts the camera's orientation or the world coordinate system's orientation, the left and right are still determined using the pollinator's own local coordinate system orientation. This design aims to present the user with an overall objective perspective of observing the pollinating process, establish a stable basis for orientation determination, and prevent the user from getting lost when crossing the axis by 180°.
[0060] Pollinator Posture: Defines two logical states: idle and crawling, and four behavioral dynamics: idle (including minor movements), wing flapping (not taking off), left yaw (while crawling), and right yaw (while crawling). When the user controls the plant using the W, A, S, or D keys, the crawling state is activated. Switching between A and D keys determines whether to add a left or right yaw. When no command is input, the idle state is activated. Throughout the crawling simulation, minor wing flapping movements are randomly generated to simulate intermittent movements. During movement, pressing the A key increases the angle to the left of the pollinator, and pressing the D key increases the angle to the right. The camera maintains a consistent angle of observation of the plant as a whole, without changing its perspective based on the pollinator's rotation.
[0061] Picking the surface where the pollinator is located: Since the pollinator needs to attach to an irregular outer surface, its lower ventral direction must be opposite to the direction of the outer surface of the plant flower. The orientation of the vertex normal is obtained through the triangular face of the polygon. The ray values of each vertex orientation are converted into Euler angles, and the average of the multiple vertex orientations is used as the orientation angle of the final face.
[0062] Set a suitable distance; when the pollinator's centroid and the vertex position are close, initiate Euler angle calculation, continuously calculating the orientation angles of the triangles formed by vertices within all adjacent ranges. As follows. Figure 6 When the pollinator is located on the triangle containing the black dot, the orientation of the vertices of the triangle is read, converted into Euler angles, and summed to obtain the face direction, which is the direction represented by the black dot in the diagram. The coordinates of the black dot are the average of the three vertex positions.
[0063] When a pollinator is close to a surface, its abdomen is aligned with this Euler angle to form an angular pose attached to the surface. Since visible objects in a 3D environment are mostly polygonal objects composed of triangular faces, the pollinator moves between multiple faces, resulting in angle changes with each transition. Therefore, the pollinator experiences jitter and stuttering when moving between faces. To control this unrealistic jittering, a linear function or a Bézier curve is used to ensure continuity between angle transitions. The weight of the angle at the difference position is determined by the coordinate distance, and the final value is obtained by mixing these values to arrive at the Euler angle.
[0064] Calculate the difference between two or more known Euler angle values and add it to the coordinates of those Euler angles. This allows you to read the angle orientation based on the pollinator's position. Utilizing the project system's refresh time, align the corresponding angles based on the pollinator's position with each refresh. Because the iteration intervals are short and frequent, distributed throughout the entire surface motion simulation operation, the following scheme can be used to optimize the iteration data:
[0065] 1. Using a faster linear function to interpolate between two values reduces the sampling point density, resulting in less angle correction per unit time. This produces acceptable hard jitter during motion simulation, but with a significant performance penalty.
[0066] 2. Using pre-made alternative information to replace the original representative face information reduces computational overhead, but requires additional organization and provision of 3D model resources to extract angle information. Some locations may be distorted. When the pollinator is located on three or more triangular faces, the situation becomes more complex, and the computational overhead is slightly higher, but the logical method remains the same: weights are still calculated based on the distance between coordinates, and the final value is mixed to obtain the Euler angle.
[0067] In this embodiment, after the pollinator is aligned with its local angle, the distance and height between the pollinator and the curved surface still need to be adjusted so that the feet are just right on the surface, while the torso is slightly off the surface, resulting in a natural posture. The intersection of the curved surface and the Euler angle ray is described as the endpoint. By setting an offset, the distance between the centroid and the endpoint can be adjusted to define the height of the pollinator relative to the curved surface.
[0068] Setting the pollinator's local coordinate system: The choice of coordinate system establishes the orientation reference frame. There are three common coordinate system choices in virtual interaction: world coordinate system, camera coordinate system, and master object coordinate system. Here, the master object coordinate system is used, and the left side of the input command is always defined as the left side of the object. Because the pollinator moves on irregular curved plants, its front may be opposite to the camera's front, meaning the pollinator's head is facing the camera. Therefore, the pollinator's left side becomes the right side of the camera's view.
[0069] In practical applications of virtual pollination simulation training, pollinators often need to freely climb onto plants. If a camera coordinate system or world coordinate system is used, once the pollinator crosses the angular axis, the left-right and forward-backward directions reverse, requiring a reversal judgment. The system then reverses the input on the next attempt, and the user needs to adjust their thinking and frequently change operations, making input difficult. While a master-object coordinate system may also exhibit left-right reversals at the reverse angle, the left-right and forward-backward directions remain clear, making it more conducive to operation than other coordinate systems.
[0070] This embodiment includes event activation and response:
[0071] In their actions, promoters need to achieve action goals, which can be described as methods that trigger successful progress. Throughout the virtual interaction, the design provides the following detection methods to describe whether promoters have met their promotional metrics.
[0072] Spatial set detection: A simple geometric region is declared for the pollinator, which can be rectangular or spherical. The three-dimensional region within this region is defined as set 'a', and a three-dimensional set, set 'b', is defined for the target region. When set 'a' and set 'b' intersect, it is determined that they have collided, thus triggering a response.
[0073] Distance detection: Define pollinator as object a and target object as object b, and define a minimum distance. When the actual distance between the two objects is less than the defined minimum distance, the two objects are considered to be in contact.
[0074] Completion Detection: Define a total completion value, such as 100, and define the cumulative score of user input through operations. When a user's valid operation is recorded, the completion score is advanced. When the operation value accumulates to 100, the completion score is judged to be good.
[0075] This embodiment simulates pollination behavior interaction: different pollinators adapt to different flower types, collect nectar, and pollinate flowers. Based on the simulated process characteristics, the following technical solutions are included:
[0076] Visual optimization solutions for narrow, enclosed environments: For example, the pollen masses of *Cypripedium brevicornum* and *Paphiopedilum apricotense* are hidden inside the labellum. Pollinators must enter the labellum to carry pollen and conduct pollination. The pollen and pistil are located in a narrow tubular path from the labellum to the exit. A single-sided transparent design with concealed cross-sections and components facilitates observation and learning for users.
[0077] One-sided transparency: Due to the narrowness of the pipe, the pollinator and the inner rear pipe surface are visible, while the outer part of the enclosure that originally blocked the view is designed to be invisible. This is achieved by dynamically modifying the Albedo RGBA values using the model's texture layer. When the model's face is facing the same direction as the camera, it is facing away from the camera. The face facing away from the camera is selected, and its UV coordinate information is read. The resulting black and white image is rewritten to the texture's Alpha layer. Following the principle of multiplying the Alpha channel with RGB, the final output shows that black is not displayed, and white is fully displayed, thus achieving one-sided transparency that blocks the view, making it easier for users to operate and observe.
[0078] Cross section: Instead of using texture layer changes, it is directly replaced with a model that only has a cross section; the blocked parts are not modeled.
[0079] Component Hiding: Flowers are among the most complex organs in plants, containing not only stamens, pistils, and styles, but also a series of structures such as the lip, sepals, and ovary. Some structures do not play a crucial role in pollination presentation and can be hidden. Retaining the parts facilitates user observation and interaction. Define an input value from 0 to 1 to assign an importance ranking value to each component of the plant. The object's value is compared to the slider's real-time value. When the input value is 1, all object importance rankings are overridden, and all objects are displayed. As the current value changes, components with importance lower than the target value are considered currently unimportant and are hidden by the user.
[0080] Pollinator Precision Nectar Collection Strategy: Pollinators collect nectar in various ways. When the long-beaked hawk moth feeds on the nectar of the pollinator *Haworthia cooperi*, it needs to precisely place its proboscis into the spur. A target point is set at the entrance of the spur, similar to a shooting target reference. A crosshair is set in the center of the user's view of the pollinator. A collision detection set b is set at the entrance of the flower's inflorescence, and a collision detection set a is set at the center of the camera. By moving the camera up, down, left, and right on the screen, the crosshair in the center of the screen is aligned with the target center. When the position is correct, clicking the mouse moves set a towards set b. The intersection of the two sets indicates that the nectar has been successfully collected.
[0081] This embodiment includes multi-rate attitude demonstration:
[0082] Some pollinators consume nectar very quickly, completing the nectar intake of a flower cluster in about one second under normal natural conditions. This is difficult for users to observe in a virtual environment. Therefore, different speed options are designed, allowing users to observe the nectar-consuming process at half speed and 1 / 10 speed. First, the obtained motion file for pollinators consuming nectar is defined. A speed function is enabled on the motion trajectory, multiplying the currently used real-time speed by a multiplier. When the user selects half speed, the multiplier is 0.5; when the user selects 1 / 10 speed, the multiplier is 0.1.
[0083] The smooth transition of velocity is achieved using Lerp interpolation. The current velocity is V', the target velocity is V, and the transformation coefficient is d. Then:
[0084] V' = V' + (V - V') * t
[0085] The foregoing has shown and described the basic principles, main features, and advantages of the present invention. It will be apparent to those skilled in the art that the invention is not limited to the details of the exemplary embodiments described above, and that the invention can be implemented in other specific forms without departing from its spirit or essential characteristics. Therefore, the embodiments should be considered illustrative and non-limiting in all respects, and the scope of the invention is defined by the appended claims rather than the foregoing description. Thus, all variations falling within the meaning and scope of equivalents of the claims are intended to be included within the scope of the invention. No reference numerals in the claims should be construed as limiting the scope of the claims.
[0086] Furthermore, it should be understood that although this specification describes embodiments, not every embodiment contains only one independent technical solution. This narrative style is merely for clarity. Those skilled in the art should consider the specification as a whole, and the technical solutions in each embodiment can also be appropriately combined to form other embodiments that can be understood by those skilled in the art.
Claims
1. A virtual method for pollination behavior between pollinators and plants in a metaverse, characterized by: This includes constructing a pollinator behavior interaction simulation system, event activation and response, and a pollinator behavior interaction simulation scheme. In constructing the pollinator behavior interaction simulation system, four directional keys for control interaction are first set to complete the control scheme. Then, a pollinator environment viewer is created, and a virtual camera is created within the viewer to simulate various states of pollinators under observation. The event activation and response scheme provides multiple event detection methods, including spatial set detection, distance detection, and completion detection. The special procedure includes a visual optimization scheme for narrow, enclosed environments, a scheme for pollinators to accurately collect nectar, and a design process for multi-rate posture display. The simulation processing includes simulating the motion state of the pollinator, setting four directional keys for control interaction, and realizing continuous control of the observation point's center position in the forward, backward, left, and right directions. The rotation angles on both sides during flight are assigned angular velocities using the `rotation` function, reaching a predetermined number of angles within a given time. The maximum angle between the rotation angle and the forward direction of the virtual camera is constrained to within 45 degrees. Users can also control the pollinator to move up and down using the `transform` function, defining keys for vertical upward and vertical downward displacement, with this direction based on the vertical orientation in the three-dimensional environment. In the process of picking up the surface where the pollinator is located, a suitable distance is set. When the pollinator's centroid and vertex position are close to each other, Euler angles are calculated. The orientation angles of the triangles formed by vertices within all adjacent ranges are continuously calculated. When the pollinator is close to the surface, the orientation of the pollinator's abdomen is aligned with this Euler angle to form the angular posture of the attached surface. Since most visible objects in the 3D environment are polygonal objects composed of triangular faces, when the pollinator moves on the outer surface, it will cross between multiple angle values. The Euler angles of the two nearest faces are used as the base values. The distance between the pollinator's current coordinates and the two Euler angles is used for weight conversion. The faster liner function is used to optimize and iterate between the two values and obtain the value. This value is used to replace the original orientation information.
2. The virtual method for pollination behavior between pollinators and plants in the metaverse, as described in claim 1, is characterized in that: The virtual camera is positioned behind the pollinator object, with the center of the pollinator object as the observation point. The direction of the pollinator's head is defined as forward. The relative angle between the camera and the pollinator is a fixed value. The spatial position information of the camera belongs to the local coordinates of the pollinator. When moving or rotating, the camera inherits the spatial information of the pollinator.
3. The virtual method for pollination behavior between pollinators and plants in the metaverse, as described in claim 1, is characterized in that: The simulation process includes acceleration motion simulation, in which a user-controllable movement speed coefficient is added, and the speed change is obtained by modifying the coefficient under different states; the simulation process includes landing simulation, which reads in real time every frame to determine the relative distance between the pollinator and the target area, and triggers the pollinator's landing behavior state or posture when the distance is less than a certain value; the simulation process also includes pollinator crawling on plant surface simulation and pollinator displacement simulation.
4. The virtual method for pollination behavior between pollinators and plants in the metaverse, as described in claim 3, is characterized in that: The simulation process also includes pollinator posture, defining two logical states for pollinators in flight: hovering and moving, and four behaviors: normal speed forward, accelerated forward, left and right turns, and vertical altitude change. For pollinators on curved surfaces, two logical states are defined: waiting and crawling, and four dynamic behaviors: idle, flapping wings, yawing to the left, and yawing to the right. When there is no input command, the idle state is enabled. During the entire crawling simulation, small actions of flapping wings are triggered by random numbers to simulate random behavioral actions.
5. The virtual method for pollination behavior between pollinators and plants in the metaverse, as described in claim 1, is characterized in that: The visual optimization scheme uses the model's texture layer to dynamically modify the Albedo RGBA values. It filters the faces facing away from the camera and reads their UV coordinate information. The corresponding areas are filled with black, and other areas are filled with white. The resulting black and white image is rewritten to the texture's Alpha layer. Following the principle of multiplying the Alpha channel with RGB, the final output shows that black is not displayed and white is displayed normally, thus obtaining single-sided transparency that blocks the view. In this process, the texture is first loaded from the database, vertex coordinates are constructed based on UV coordinate information, vertex colors are set, and rendering is performed. If there are other polygons that need to be rendered, the channels of the mixers of each stage are turned off first.
6. The virtual method for pollination behavior between pollinators and plants in the metaverse, as described in claim 5, is characterized in that: In the multi-rate posture display, the motion file of the pollinator sucking nectar is first defined, and the velocity function is enabled on the motion trajectory. The current real-time velocity is multiplied by a multiplier coefficient, and the multiplier is input and set according to the user's selection.