Virtual reality guide information generation method and device, medium and electronic equipment

By identifying the key 3D objects in the virtual reality scene and obtaining the accessible access set of non -collisions, the viewpoint and navigation path of the best visual effects are generated, solving the problem of user navigation perception and memory in the virtual reality system, and improved the immersion of users Sensory and space positioning ability.

CN119334347AActive Publication Date: 2025-01-21PEKING UNIV
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Patent Information

Application Number
CN202411272322.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-11
Publication Date
2025-01-21
Estimated Expiration
2044-09-11

AI Technical Summary

Technical Problem

In the existing virtual reality system, the user's spatial navigation depends on the transmission point and path guidance technology, which affects the user's sense of direction and position in the virtual environment, and cannot effectively realize the user's memory effect of the virtual environment.

Method used

By obtaining the scene data of the virtual reality scenario, the key 3D objects that need to be concerned about the navigation are identified, and the user -based visual perception characteristics are used to obtain a collision -free accessable point set to generate the final viewpoint set and navigation path for users to obtain the best visual effects. , And then visualize the navigation path and viewpoint to generate the guidance information of the virtual reality scene.

Benefits of technology

Enhance the user's immersion and spatial positioning ability, help users naturally understand and remember their own direction and location, and realize the user's memory effect on the virtual environment.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual reality guide information generation method and device, a medium and electronic equipment. The method comprises the following steps: acquiring scene data of a virtual reality scene; according to the scene data, key 3D objects needing to be concerned by navigation in the virtual reality scene are recognized; based on a preset visual perception feature of the user in the virtual reality scene, obtaining accessible points without collision in the moving process as an accessible point set; based on the accessible point set and the key 3D object, generating a final viewpoint set for the user to obtain the best visual effect as an element for representing viewpoints; generating an element representing a navigation path according to the accessible point set; and visualizing the elements representing the navigation paths and the elements representing the viewpoints to obtain navigation information of the virtual reality scene. Therefore, by adopting the embodiment of the invention, the navigation path conforming to the natural vision and scene characteristics of the user can be generated by utilizing the 3D object and the visual perception characteristics in the scene, so that the user experience is remarkably improved, and the memory effect of the user on the virtual environment is enhanced.
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Description

Technical Field

[0001] The present application relates to the field of virtual reality technology, and in particular to a method, device, medium and electronic device for generating guide information of virtual reality. Background Art

[0002] As an immersive interactive means, virtual reality (VR) technology has shown wide application potential in education, entertainment, professional training and other fields. Through head-mounted display devices, users can immerse themselves in a three-dimensional virtual environment and interact naturally with digital content. The application of this technology provides users with a new way of experience, making activities such as learning, games and training more vivid and effective.

[0003] At present, spatial navigation of users in virtual reality systems mainly relies on teleportation points and path guidance technologies. Teleportation points allow users to quickly move to different locations in the virtual environment by selecting different points, while path guidance guides users forward by providing continuous navigation clues.

[0004] Although traditional point-and-click teleportation methods can quickly move users to different locations, they often ignore the user's spatial perception and memory process, which affects the user's sense of direction and position in the virtual environment. In addition, although the path guidance method provides continuous navigation clues, it usually lacks the construction of a global path and cannot effectively optimize the path selection based on the user's perspective and cognitive characteristics. Existing technologies cannot achieve the user's memory effect on the virtual environment. Summary of the invention

[0005] The embodiments of the present application provide a method, device, medium and electronic device for generating guide information of virtual reality. In order to have a basic understanding of some aspects of the disclosed embodiments, a simple summary is given below. This summary is not a general review, nor is it intended to identify key / important components or describe the scope of protection of these embodiments. Its only purpose is to present some concepts in a simple form as a preface to the detailed description that follows.

[0006] In a first aspect, an embodiment of the present application provides a method for generating guide information of virtual reality, the method comprising:

[0007] Obtaining scene data of a virtual reality scene;

[0008] Based on the scene data, identify the key 3D objects that need to be focused on in navigation in the virtual reality scene;

[0009] Based on the preset visual perception features of the user in the virtual reality scene, accessible points without collision during the movement are obtained as the accessible point set;

[0010] Based on the accessible point set and the key 3D objects, a final viewpoint set for the user to obtain the best visual effect is generated as an element representing the viewpoint;

[0011] Generate elements representing navigation paths based on the accessible point set;

[0012] Elements representing the navigation path and elements representing the viewpoint are visualized to obtain navigation information of the virtual reality scene.

[0013] Optionally, the preset visual perception features include a user's visual exploration step length and a user's initial position;

[0014] Based on the preset visual perception features of the user in the virtual reality scene, collision-free accessible points in the moving process are obtained as an accessible point set, including:

[0015] Create a virtual object at the user's initial position;

[0016] Taking the user's initial position as the starting point, control the virtual object to move in multiple preset directions in the virtual reality scene according to the visual exploration step length;

[0017] When the moving trajectory can cover the virtual reality scene, obtain accessible points without collision during the moving process;

[0018] The accessible points without collision during the movement are regarded as the accessible point set.

[0019] Optionally, based on the accessible point set and key 3D objects, a final viewpoint set is generated for the user to obtain the best visual effect, including:

[0020] For each accessible point in the accessible point set, emitting rays according to a preset position and sampling interval;

[0021] Count the number of rays of each accessible point in the accessible point set that fall on the key 3D object;

[0022] The accessible points with the number of rays greater than a preset threshold are taken as candidate point sets;

[0023] Clustering the candidate point set based on a preset radius to obtain a cluster point set;

[0024] According to the positions of each candidate point in the candidate point set, the average position is calculated;

[0025] From the cluster point set, the cluster points whose distance from the average position meets the preset distance threshold are selected as the final viewpoint set for the user to obtain the best visual effect.

[0026] Optionally, based on the accessible point set, generate elements representing the navigation path, including:

[0027] Divide the virtual reality scene into multiple partitions based on the spatial structure or content features contained in the scene data;

[0028] From the accessible point set, determine the accessible points contained in each partition as the reachable point subset of each partition;

[0029] Mark the optimal viewpoint subset in the reachable point subset of each partition;

[0030] According to the subset of reachable points and the subset of optimal viewpoints of each partition, an element representing the navigation path is generated.

[0031] Optionally, based on the reachable point subset and the optimal viewpoint subset of each partition, an element representing the navigation path is generated, including:

[0032] For each partition, create a starting point and an end point, and obtain the starting point and end point of each partition;

[0033] Create a two-dimensional matrix for each partition based on the subset of reachable points in each partition;

[0034] The starting position and the end position of each partition, the two-dimensional matrix of each partition, and the optimal viewpoint subset are used as parameters of the multi-objective optimization algorithm, and multi-objective pathfinding is performed through the multi-objective optimization algorithm to obtain the pathfinding set of all partitions;

[0035] Generates an element representing a navigation path based on the pathfinding set for all partitions.

[0036] Optionally, generate elements representing the navigation path based on the pathfinding set of all partitions, including:

[0037] Merge the pathfinding sets of all partitions to obtain a coherent navigation path;

[0038] The heuristic strategy includes increasing the cost of the boundary position and reducing the number of path turning points to optimize the coherent navigation path and obtain the elements representing the navigation path.

[0039] Optionally, elements representing the navigation path and elements representing the viewpoint are visualized to obtain navigation information of the virtual reality scene, including:

[0040] Using preset VR transmission elements to visualize the elements representing the viewpoint, a viewpoint map is obtained;

[0041] Use Unity3D resources to render the elements representing the navigation path to obtain a navigation path map;

[0042] The viewpoint map and the navigation path map are combined to obtain the navigation information of the virtual reality scene.

[0043] In a second aspect, an embodiment of the present application provides a virtual reality guide information generating device, the device comprising:

[0044] A scene data acquisition module, used to acquire scene data of a virtual reality scene;

[0045] A key 3D object recognition module, used to identify key 3D objects that need to be paid attention to in navigation in the virtual reality scene based on scene data;

[0046] An accessible point set acquisition module, used to acquire collision-free accessible points in the moving process as an accessible point set based on preset visual perception features of the user in the virtual reality scene;

[0047] A first element generation module is used to generate a final viewpoint set for users to obtain the best visual effect based on the accessible point set and the key 3D object, as an element representing the viewpoint;

[0048] A second element generation module, used to generate an element representing a navigation path according to the accessible point set;

[0049] The element visualization module is used to visualize the elements representing the navigation path and the elements representing the viewpoint to obtain the navigation information of the virtual reality scene.

[0050] In a third aspect, an embodiment of the present application provides a computer storage medium, which stores a plurality of instructions, and the instructions are suitable for being loaded by a processor and executing the above-mentioned method steps.

[0051] In a fourth aspect, an embodiment of the present application provides an electronic device, which may include: a processor and a memory; wherein the memory stores a computer program, and the computer program is suitable for being loaded by the processor and executing the above-mentioned method steps.

[0052] The technical solution provided by the embodiments of the present application may have the following beneficial effects:

[0053] In the embodiments of the present application, on the one hand, based on the preset visual perception features of the user in the virtual reality scene, accessible points without collision during movement are obtained as an accessible point set, and then a navigation path is generated. Because the generation of the navigation path fully considers the user's visual perception and spatial cognition, the user can naturally understand and remember his or her direction and position during movement. This continuity and intuitiveness greatly enhances the user's sense of immersion and spatial positioning ability, and helps to ensure that the user maintains continuous perception of the environment during navigation. On the other hand, by utilizing the 3D objects and visual perception features in the scene, a global navigation path that conforms to the user's natural vision and scene characteristics can be generated, which can effectively optimize the path selection according to the user's perspective and cognitive characteristics, and achieve the user's memory effect of the virtual environment.

[0054] It should be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present application. BRIEF DESCRIPTION OF THE DRAWINGS

[0055] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and, together with the description, serve to explain the principles of the present application.

[0056] Figure 1 It is a flowchart of a method for generating guide information for virtual reality provided in an embodiment of the present application;

[0057] Figure 2 is a scene schematic diagram of a virtual reality scene provided in an embodiment of the present application;

[0058] Figure 3 This is a schematic diagram of a virtual reality guide information generation process provided by an embodiment of the present application;

[0059] Figure 4 It is a schematic diagram of another virtual reality guide information generation process provided by an embodiment of the present application;

[0060] Figure 5 It is a structural schematic diagram of a virtual reality guide information generating device provided in an embodiment of the present application;

[0061] Figure 6 It is a structural schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0062] The following description and the accompanying drawings sufficiently illustrate specific embodiments of the present application to enable those skilled in the art to practice them.

[0063] It should be clear that the described embodiments are only part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0064] When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are only examples of devices and methods consistent with some aspects of the present application as detailed in the attached claims.

[0065] In the description of the present application, it should be understood that the terms "first", "second", etc. are used for descriptive purposes only and should not be understood as indicating or implying relative importance. For those of ordinary skill in the art, the specific meanings of the above terms in the present application can be understood according to the specific circumstances. In addition, in the description of the present application, unless otherwise specified, "multiple" refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship.

[0066] The present application provides a method, device, medium and electronic device for generating guide information of virtual reality to solve the problems existing in the above-mentioned related technical problems. In the embodiment of the present application, on the one hand, based on the preset visual perception characteristics of the user in the virtual reality scene, the accessible points without collision during the movement are obtained as the accessible point set, and then the navigation path is generated. Because the generation of the navigation path fully considers the visual perception and spatial cognition of the user, the user can naturally understand and remember his direction and position during the movement. This continuity and intuitiveness greatly enhances the user's immersion and spatial positioning ability, and helps to ensure that the user maintains continuous perception of the environment during the navigation process; on the other hand, by using the 3D objects and visual perception characteristics in the scene, a global navigation path that conforms to the user's natural vision and scene characteristics can be generated, which can effectively optimize the path selection according to the user's perspective and cognitive characteristics, and achieve the user's memory effect of the virtual environment. The following uses an exemplary embodiment for detailed description.

[0067] The following will be combined with the attached Figure 1 -Attached Figure 4 , a method for generating guide information for virtual reality provided by an embodiment of the present application is introduced in detail. The method can be implemented by a computer program and can be run on a guide information generating device for virtual reality based on a von Neumann system. The computer program can be integrated into an application or run as an independent tool application.

[0068] See also Figure 1 , which is a flowchart of a method for generating guide information for virtual reality according to an embodiment of the present application. Figure 1 As shown, the method of the embodiment of the present application may include the following steps:

[0069] S101, acquiring scene data of a virtual reality scene;

[0070] Among them, the virtual reality scene refers to a three-dimensional environment generated by a computer that simulates the real world, in which users can immerse themselves through virtual reality devices (such as head-mounted displays). Scene data refers to the collective information that describes various elements in the virtual reality scene (such as objects, spatial layout, lighting conditions, etc.), usually including 3D models, textures, physical properties, etc., which together form the basis of the virtual reality experience.

[0071] In some embodiments, the dataset provided by the AI2THOR-unity project can be used. The dataset contains 5 indoor scenes (corridor, living room, bedroom, kitchen, bathroom), each with 30 editable 3D models. Each model contains a large number of 3D objects with rich structures. Use Unity3D to package them into applications compatible with VR devices to facilitate user interaction. The scene looks like Figure 2 shown.

[0072] In the embodiment of the present application, the virtual environment model created by using 3D modeling software (such as Blender, Maya or 3ds Max) can be exported to a common format (such as FBX, OBJ) and imported into the virtual reality platform to obtain the scene data of the virtual reality scene. Alternatively, the online platform provides pre-made 3D models and scene data, and the user directly downloads and uses them to obtain the scene data of the virtual reality scene.

[0073] S102, identifying key 3D objects that require attention for navigation in the virtual reality scene based on the scene data;

[0074] Among them, key 3D objects are three-dimensional objects or elements that are crucial to the user's navigation experience in the virtual reality scene, such as road signs, important buildings, interaction points, etc.

[0075] In some embodiments, scene data is analyzed using computer vision algorithms or functionality built into the game engine to identify 3D objects that are critical to navigation.

[0076] For example, when the VR scene is a museum, the computer vision algorithm can identify the main exhibits in each exhibition hall, which may be objects that users need to pay special attention to when visiting. It can identify all signs and road signs, which are essential for guiding users to navigate the museum. It can identify the entrance and exit locations of the museum to ensure that users can easily find the way in and out. It can identify rest areas and points where interactions can be performed, which are very important for improving the user experience.

[0077] S103, based on the preset visual perception features of the user in the virtual reality scene, obtaining collision-free accessible points during the movement as an accessible point set;

[0078] Among them, the preset visual perception features include the user's visual exploration step and the user's initial position.

[0079] In some embodiments of the present application, based on the preset visual perception characteristics of the user in the virtual reality scene, the specific process of obtaining collision-free accessible points during movement as an accessible point set includes: creating a virtual object at the user's initial position; taking the user's initial position as the starting point, controlling the virtual object to move in multiple directions preset in the virtual reality scene according to the visual exploration step; when the movement trajectory can cover the virtual reality scene, obtaining collision-free accessible points during movement; and taking the collision-free accessible points during movement as the accessible point set.

[0080] Among them, the user initial position refers to the starting point or starting position of the user in the virtual reality scene. The virtual object refers to the digital entity that represents the user or is controlled by the user in the virtual reality scene. The virtual reality scene refers to a three-dimensional environment generated by a computer that simulates the real world. The visual exploration step refers to the distance or stride that the user or virtual object moves each time when exploring in virtual reality. The movement trajectory refers to the path formed by the virtual object when it moves in the virtual reality scene. The collision-free accessible point refers to the point that the virtual object can reach during the movement without colliding with other objects. The accessible point set refers to the set of all collision-free accessible points in the virtual reality scene.

[0081] For example, the visual exploration step length can be set to 0.25 meters. Multiple preset directions include forward, backward, left, and right.

[0082] S104, generating a final viewpoint set for the user to obtain the best visual effect based on the accessible point set and the key 3D object, as an element representing the viewpoint;

[0083] The final viewpoint set refers to a set of viewpoints that are finally determined after clustering and distance screening, which provide the best visual effects for users.

[0084] In some embodiments of the present application, a final viewpoint set for users to obtain the best visual effect is generated based on an accessible point set and a key 3D object. The specific process of representing the viewpoint as an element includes: emitting rays according to a preset position and a sampling interval for each accessible point in the accessible point set; counting the number of rays that fall on the key 3D object for each accessible point in the accessible point set; taking the accessible points whose number of rays is greater than a preset threshold as a candidate point set; clustering the candidate point set based on a preset radius to obtain a cluster point set; calculating the average position based on the position of each candidate point in the candidate point set; and selecting, from the cluster point set, cluster points whose distance from the average position meets a preset distance threshold as the final viewpoint set for users to obtain the best visual effect.

[0085] Among them, the preset position refers to a specific position pre-set in the virtual reality scene, which is used as the starting point for ray emission. The sampling interval refers to the fixed distance between two adjacent rays when ray emission is performed. Rays are virtual straight lines emitted from preset positions in the virtual reality scene for detection. The candidate point set refers to a set of potential accessible points selected after ray number statistics and threshold screening. The preset radius refers to a distance range pre-set when performing the clustering algorithm, which is used to determine the maximum distance between cluster points. The cluster point set refers to a set of points with similar positions obtained after processing the candidate point set through the clustering algorithm. The average position refers to the average value of the positions of all points in the candidate point set, which is used to evaluate and select the final viewpoint.

[0086] For example, the preset position can be the horizontal position of the eye. The sampling interval can be 1 degree. The ray direction can be set to 360 degrees horizontally, 60 degrees upward, and 75 degrees downward. The cluster radius is set to 1.5*pace.

[0087] In the embodiment of the present application, this process not only maintains the user's natural exploration tendency and visual range, but also takes into account the execution process of the subsequent path generation algorithm.

[0088] S105, generating an element representing a navigation path according to the accessible point set;

[0089] In an embodiment of the present application, the specific process of generating an element representing a navigation path based on an accessible point set includes: dividing the virtual reality scene into multiple partitions based on the spatial structure or content features contained in the scene data; determining the accessible points contained in each partition from the accessible point set as a reachable point subset for each partition; marking an optimal viewpoint subset within the reachable point subset for each partition; and generating an element representing the navigation path based on the reachable point subset for each partition and the optimal viewpoint subset.

[0090] Among them, spatial structure refers to the spatial layout and organization in the virtual reality scene, such as the layout of the room, the structure of the building, etc. Content features refer to the content elements in the virtual reality scene, such as different terrains, object types, environmental styles, etc. Partitions refer to the smaller parts or areas divided into virtual reality scenes according to certain rules or standards. The reachable point subset refers to the subset of accessible points belonging to the partition selected from the accessible point set in each partition. The optimal viewpoint subset refers to the set of best viewpoints selected from the reachable point subset in each partition according to certain criteria (such as visual effects, user preferences, etc.). The elements of the navigation path refer to the basic units or components that constitute the navigation path, such as points on the path, direction instructions, path segments, etc.

[0091] Specifically, the specific process of generating elements representing the navigation path based on the reachable point subset and the optimal viewpoint subset of each partition includes: for each partition, create a starting point and an ending point to obtain the starting position and the ending position of each partition; according to the reachable point subset of each partition, create a two-dimensional matrix for each partition; use the starting position and the ending position of each partition, the two-dimensional matrix of each partition, and the optimal viewpoint subset as the parameters of the multi-objective optimization algorithm, and perform multi-objective pathfinding through the multi-objective optimization algorithm to obtain the pathfinding sets of all partitions; generate elements representing the navigation path based on the pathfinding sets of all partitions.

[0092] Among them, the starting position refers to the position of the starting point set in each partition, which is used for the start of the navigation path. The ending position refers to the position of the ending point set in each partition, which is used for the end of the navigation path. The two-dimensional matrix is a data structure composed of rows and columns, which is used here to represent the spatial distribution of the reachable point subset of each partition. The multi-objective optimization algorithm is an algorithm designed to optimize multiple objectives or criteria simultaneously, usually with trade-offs between these objectives. Multi-objective pathfinding refers to finding a path from the starting point to the ending point considering multiple objectives (such as the shortest path, the fewest turning points, the best visual effect, etc.). The pathfinding set refers to the set of paths obtained through multi-objective pathfinding, and each path is the optimal solution for a specific partition. The elements of the navigation path refer to the visual representation that constitutes the navigation path, such as lines, arrows, markers, etc., which are used to guide the user's movement in the virtual reality environment.

[0093] For example, the multi-objective optimization algorithm is the multi-objective A* algorithm. For the reachable point subset Vi of each partition, using the extreme coordinates xmin, xmax, ymin, and ymax, create a two-dimensional matrix Mi, with the width wi = (xmax - xmin) / pace + 1 and the height hi = (ymax - ymin) / pace + 1. The indices j,k of the point v(x,y) in the matrix Mi (0 ≤ j < wi, 0 < k < hi) are: j = (x - xmin) / pace, k = (ymax - y) / pace.

[0094] Specifically, the specific process of generating elements representing the navigation path based on the pathfinding sets of all partitions includes: merge the pathfinding sets of all partitions to obtain a coherent navigation path; use the methods of increasing the cost of the boundary position and reducing the number of path turning points included in the heuristic strategy to optimize the coherent navigation path to obtain the elements representing the navigation path.

[0095] For example, the heuristic strategy can adopt the MMOA* algorithm, and the cost value of reachable points without adjacent collisions is set to 0.1. In the four adjacent directions, each time a collision occurs, the cost increases by 0.1 (the maximum value is 0.4). Then these cost values are used as the optimization objectives and input into the MMOA* algorithm.

[0096] S106: Visualize the elements representing the navigation path and the elements representing the viewpoint to obtain navigation information of the virtual reality scene.

[0097] In an embodiment of the present application, the specific process of visually representing the elements of the navigation path and the elements representing the viewpoint to obtain the navigation information of the virtual reality scene includes: using preset VR transmission elements to visualize the elements representing the viewpoint to obtain a viewpoint map; using Unity3D resources to render the elements representing the navigation path to obtain a navigation path map; merging the viewpoint map and the navigation path map to obtain the navigation information of the virtual reality scene.

[0098] Among them, preset VR transmission elements refer to pre-defined graphic elements used to represent transmission points or viewpoints in virtual reality applications, such as icons, cursors, highlights, etc. Viewpoint map refers to an image obtained through visualization processing, which shows the location and information of various viewpoints that users can be transmitted to in the virtual reality scene. Unity3D resources refer to a series of tools, materials, models and other resources provided by the Unity3D game engine, which are used to create and render three-dimensional scenes and objects in the Unity3D environment. The route map refers to an image rendered by Unity3D resources, which shows the path that users navigate in the virtual reality scene, including the direction, direction and key points of the path. Navigation information refers to a comprehensive guide for users on how to navigate and explore in the virtual reality scene, which combines the information of the viewpoint map and the route map.

[0099] It should be noted that the transmission point location radius is proportional to the number V' of candidate points in the viewpoint cluster P, that is, the richer the viewpoint information, the more obvious the transmission point location.

[0100] For example Figure 3 As shown, Figure 3 This is a schematic diagram of the process of generating guide information for virtual reality provided by the present application. A virtual reality scene is obtained. Based on the preset visual perception features of the user in the virtual reality scene, accessible points without collision during movement are obtained as an accessible point set. The user is centered and viewpoints are selected according to the accessible point set and key 3D objects. The selected viewpoints are clustered to obtain the final viewpoint set for the user to obtain the best visual effect. The final viewpoint set is visualized to obtain a remote transmission point map (viewpoint map). Regional mapping is performed based on the accessible point set, and pathfinding is performed in combination with the multi-objective A* algorithm to obtain elements representing the navigation path. The elements representing the navigation path are visualized to obtain a path map. The viewpoint map and the path map are merged to obtain VR-guided guide information.

[0101] In addition, this method can also be transferred to larger-scale virtual reality scenes. Detailed results are shown in Figure 4 .

[0102] In the embodiments of the present application, on the one hand, based on the preset visual perception features of the user in the virtual reality scene, accessible points without collision during movement are obtained as an accessible point set, and then a navigation path is generated. Because the generation of the navigation path fully considers the user's visual perception and spatial cognition, the user can naturally understand and remember his or her direction and position during movement. This continuity and intuitiveness greatly enhances the user's sense of immersion and spatial positioning ability, and helps to ensure that the user maintains continuous perception of the environment during navigation. On the other hand, by utilizing the 3D objects and visual perception features in the scene, a global navigation path that conforms to the user's natural vision and scene characteristics can be generated, which can effectively optimize the path selection according to the user's perspective and cognitive characteristics, and achieve the user's memory effect of the virtual environment.

[0103] The following is an embodiment of the device of the present application, which can be used to execute the embodiment of the method of the present application. For details not disclosed in the embodiment of the device of the present application, please refer to the embodiment of the method of the present application.

[0104] See also Figure 5 , which shows a schematic diagram of the structure of a virtual reality navigation information generating device provided by an exemplary embodiment of the present application. The virtual reality navigation information generating device can be implemented as all or part of an electronic device through software, hardware or a combination of both. The device 1 includes a scene data acquisition module 10, a key 3D object recognition module 20, an accessible point set acquisition module 30, a first element generation module 40, a second element generation module 50, and an element visualization module 60.

[0105] A scene data acquisition module 10, used to acquire scene data of a virtual reality scene;

[0106] A key 3D object identification module 20, used to identify key 3D objects that need to be paid attention to in navigation in the virtual reality scene according to the scene data;

[0107] An accessible point set acquisition module 30, for acquiring collision-free accessible points in the moving process as an accessible point set based on preset visual perception features of the user in the virtual reality scene;

[0108] A first element generation module 40 is used to generate a final viewpoint set for the user to obtain the best visual effect based on the accessible point set and the key 3D object, as an element representing the viewpoint;

[0109] A second element generating module 50, for generating an element representing a navigation path according to the accessible point set;

[0110] The element visualization module 60 is used to visualize the elements representing the navigation path and the elements representing the viewpoints to obtain navigation information of the virtual reality scene.

[0111] It should be noted that the virtual reality navigation information generating device provided in the above embodiment only uses the division of the above functional modules as an example when executing the virtual reality navigation information generating method. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the virtual reality navigation information generating device provided in the above embodiment and the virtual reality navigation information generating method embodiment belong to the same concept, and the embodiment and implementation process thereof are detailed in the method embodiment, which will not be repeated here.

[0112] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0113] In the embodiments of the present application, on the one hand, based on the preset visual perception features of the user in the virtual reality scene, accessible points without collision during movement are obtained as an accessible point set, and then a navigation path is generated. Because the generation of the navigation path fully considers the user's visual perception and spatial cognition, the user can naturally understand and remember his or her direction and position during movement. This continuity and intuitiveness greatly enhances the user's sense of immersion and spatial positioning ability, and helps to ensure that the user maintains continuous perception of the environment during navigation. On the other hand, by utilizing the 3D objects and visual perception features in the scene, a global navigation path that conforms to the user's natural vision and scene characteristics can be generated, which can effectively optimize the path selection according to the user's perspective and cognitive characteristics, and achieve the user's memory effect of the virtual environment.

[0114] The present application also provides a computer-readable medium having program instructions stored thereon, and when the program instructions are executed by a processor, the method for generating virtual reality guide information provided by the above-mentioned various method embodiments is implemented.

[0115] The present application also provides a computer program product comprising instructions, which, when executed on a computer, enables the computer to execute the virtual reality guide information generating method of each of the above method embodiments.

[0116] See also Figure 6 , is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 6 As shown, the electronic device 1000 may include: at least one processor 1001 , at least one network interface 1004 , a user interface 1003 , a memory 1005 , and at least one communication bus 1002 .

[0117] The communication bus 1002 is used to realize the connection and communication between these components.

[0118] The user interface 1003 may include a display screen (Display) and a camera (Camera), and the optional user interface 1003 may also include a standard wired interface and a wireless interface.

[0119] The network interface 1004 may optionally include a standard wired interface or a wireless interface (such as a WI-FI interface).

[0120] Among them, the processor 1001 may include one or more processing cores. The processor 1001 uses various interfaces and lines to connect various parts within the entire electronic device 1000, and executes various functions and processes data of the electronic device 1000 by running or executing instructions, programs, code sets or instruction sets stored in the memory 1005, and calling data stored in the memory 1005. Optionally, the processor 1001 can be implemented in at least one hardware form of digital signal processing (Digital Signal Processing, DSP), field programmable gate array (Field-Programmable Gate Array, FPGA), and programmable logic array (Programmable Logic Array, PLA). The processor 1001 can integrate one or a combination of a central processing unit (Central Processing Unit, CPU), a graphics processing unit (Graphics Processing Unit, GPU) and a modem. Among them, the CPU mainly processes the operating system, user interface and application programs; the GPU is responsible for rendering and drawing the content to be displayed on the display screen; the modem is used to process wireless communications. It can be understood that the above-mentioned modem may not be integrated into the processor 1001, and it can be implemented separately through a chip.

[0121] Among them, the memory 1005 may include a random access memory (Random Access Memory, RAM) and may also include a read-only memory (Read-Only Memory). Optionally, the memory 1005 includes a non-transitory computer-readable storage medium. The memory 1005 can be used to store instructions, programs, codes, code sets or instruction sets. The memory 1005 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for at least one function (such as a touch function, a sound playback function, an image playback function, etc.), instructions for implementing the above-mentioned various method embodiments, etc.; the data storage area may store data involved in the above-mentioned various method embodiments, etc. The memory 1005 may also be optionally at least one storage system located away from the aforementioned processor 1001. As Figure 6 As shown, the memory 1005 as a computer storage medium may include an operating system, a network communication module, a user interface module, and a virtual reality navigation information generation application.

[0122] exist Figure 6 In the electronic device 1000 shown, the user interface 1003 is mainly used to provide an input interface for the user and obtain data input by the user; and the processor 1001 can be used to call the virtual reality guide information generation application stored in the memory 1005, and specifically perform the following operations:

[0123] Obtaining scene data of a virtual reality scene;

[0124] Based on the scene data, identify the key 3D objects that need to be focused on in navigation in the virtual reality scene;

[0125] Based on the preset visual perception features of the user in the virtual reality scene, accessible points without collision during the movement are obtained as the accessible point set;

[0126] Based on the accessible point set and the key 3D objects, a final viewpoint set for the user to obtain the best visual effect is generated as an element representing the viewpoint;

[0127] Generate elements representing navigation paths based on the accessible point set;

[0128] Elements representing the navigation path and elements representing the viewpoint are visualized to obtain navigation information of the virtual reality scene.

[0129] In one embodiment, the processor 1001 performs the following operations when acquiring collision-free accessible points in the moving process as the accessible point set based on the preset visual perception features of the user in the virtual reality scene:

[0130] Create a virtual object at the user's initial position;

[0131] Taking the user's initial position as the starting point, control the virtual object to move in multiple preset directions in the virtual reality scene according to the visual exploration step length;

[0132] When the moving trajectory can cover the virtual reality scene, obtain accessible points without collision during the moving process;

[0133] The accessible points without collision during the movement are regarded as the accessible point set.

[0134] In one embodiment, when the processor 1001 generates a final viewpoint set for the user to obtain the best visual effect based on the accessible point set and the key 3D object, the processor 1001 specifically performs the following operations:

[0135] For each accessible point in the accessible point set, emitting rays according to a preset position and sampling interval;

[0136] Count the number of rays of each accessible point in the accessible point set that fall on the key 3D object;

[0137] The accessible points with the number of rays greater than a preset threshold are taken as candidate point sets;

[0138] Clustering the candidate point set based on a preset radius to obtain a cluster point set;

[0139] According to the positions of each candidate point in the candidate point set, the average position is calculated;

[0140] From the cluster point set, the cluster points whose distance from the average position meets the preset distance threshold are selected as the final viewpoint set for the user to obtain the best visual effect.

[0141] In one embodiment, when the processor 1001 generates an element representing a navigation path according to the accessible point set, the processor 1001 specifically performs the following operations:

[0142] Divide the virtual reality scene into multiple partitions based on the spatial structure or content features contained in the scene data;

[0143] From the accessible point set, determine the accessible points contained in each partition as the reachable point subset of each partition;

[0144] Mark the optimal viewpoint subset in the reachable point subset of each partition;

[0145] According to the subset of reachable points and the subset of optimal viewpoints of each partition, an element representing the navigation path is generated.

[0146] In one embodiment, when the processor 1001 generates an element representing a navigation path according to a reachable point subset and an optimal viewpoint subset of each partition, the processor 1001 specifically performs the following operations:

[0147] For each partition, create a starting point and an end point, and obtain the starting point and end point of each partition;

[0148] Create a two-dimensional matrix for each partition based on the subset of reachable points in each partition;

[0149] The starting position and the end position of each partition, the two-dimensional matrix of each partition, and the optimal viewpoint subset are used as parameters of the multi-objective optimization algorithm, and multi-objective pathfinding is performed through the multi-objective optimization algorithm to obtain the pathfinding set of all partitions;

[0150] Generates an element representing a navigation path based on the pathfinding set for all partitions.

[0151] In one embodiment, when the processor 1001 generates an element representing a navigation path according to the path finding set of all partitions, the processor 1001 specifically performs the following operations:

[0152] Merge the pathfinding sets of all partitions to obtain a coherent navigation path;

[0153] The heuristic strategy includes increasing the cost of the boundary position and reducing the number of path turning points to optimize the coherent navigation path and obtain the elements representing the navigation path.

[0154] In one embodiment, when the processor 1001 executes the elements visually representing the navigation path and the elements representing the viewpoint to obtain the navigation information of the virtual reality scene, the processor 1001 specifically performs the following operations:

[0155] Using preset VR transmission elements to visualize the elements representing the viewpoint, a viewpoint map is obtained;

[0156] Use Unity3D resources to render the elements representing the navigation path to obtain a navigation path map;

[0157] The viewpoint map and the navigation path map are combined to obtain the navigation information of the virtual reality scene.

[0158] In the embodiments of the present application, on the one hand, based on the preset visual perception features of the user in the virtual reality scene, accessible points without collision during movement are obtained as an accessible point set, and then a navigation path is generated. Because the generation of the navigation path fully considers the user's visual perception and spatial cognition, the user can naturally understand and remember his or her direction and position during movement. This continuity and intuitiveness greatly enhances the user's sense of immersion and spatial positioning ability, and helps to ensure that the user maintains continuous perception of the environment during navigation. On the other hand, by utilizing the 3D objects and visual perception features in the scene, a global navigation path that conforms to the user's natural vision and scene characteristics can be generated, which can effectively optimize the path selection according to the user's perspective and cognitive characteristics, and achieve the user's memory effect of the virtual environment.

[0159] Those skilled in the art can understand that all or part of the processes in the above-mentioned embodiments can be implemented by instructing related hardware through a computer program, and the program for generating virtual reality navigation information can be stored in a computer-readable storage medium, and when the program is executed, it can include the processes of the embodiments of the above-mentioned methods. The storage medium of the program for generating virtual reality navigation information can be a disk, an optical disk, a read-only storage memory, or a random access memory, etc.

[0160] The above disclosure is only the preferred embodiment of the present application, which certainly cannot be used to limit the scope of rights of the present application. Therefore, equivalent changes made according to the claims of the present application are still within the scope covered by the present application.

Claims

1. A method for generating guide information for virtual reality, characterized in that: The method comprises: Obtaining scene data of a virtual reality scene; According to the scene data, identifying key 3D objects that require attention for navigation in the virtual reality scene; Based on the preset visual perception features of the user in the virtual reality scene, accessible points without collision during the movement are obtained as the accessible point set; Based on the accessible point set and the key 3D object, a final viewpoint set for the user to obtain the best visual effect is generated as an element representing the viewpoint; generating an element representing a navigation path according to the set of accessible points; The elements representing the navigation path and the elements representing the viewpoint are visualized to obtain navigation information of the virtual reality scene.

2. The method according to claim 1, characterized in that The preset visual perception features include the user's visual exploration step length and the user's initial position; The method of obtaining collision-free accessible points in the moving process as an accessible point set based on preset visual perception features of the user in the virtual reality scene includes: Creating a virtual object at the initial position of the user; Taking the user's initial position as a starting point, controlling the virtual object to move in a plurality of preset directions in the virtual reality scene according to the visual exploration step length; When the moving trajectory can cover the virtual reality scene, obtaining accessible points without collision during the moving process; The accessible points without collision during the movement are regarded as the accessible point set.

3. The method according to claim 1, characterized in that The generating, based on the accessible point set and the key 3D object, a final viewpoint set for the user to obtain the best visual effect comprises: For each accessible point in the accessible point set, emitting rays according to a preset position and a sampling interval; Counting the number of rays of each accessible point in the accessible point set falling on the key 3D object; The accessible points with the number of rays greater than a preset threshold are taken as candidate point sets; Clustering the candidate point set based on a preset radius to obtain a cluster point set; Calculating an average position according to the positions of each candidate point in the candidate point set; From the cluster point set, cluster points whose distances from the average position meet a preset distance threshold are selected as a final viewpoint set for the user to obtain the best visual effect.

4. The method according to claim 1, characterized in that: The step of generating an element representing a navigation path according to the accessible point set includes: Dividing the virtual reality scene into a plurality of partitions based on a spatial structure or content features contained in the scene data; Determine the accessible points contained in each partition from the accessible point set as the accessible point subset of each partition; Marking an optimal viewpoint subset within the reachable point subset of each partition; An element representing a navigation path is generated according to the reachable point subset of each partition and the optimal viewpoint subset.

5. The method according to claim 4, characterized in that The generating an element representing a navigation path according to the reachable point subset of each partition and the optimal viewpoint subset includes: For each partition, create a starting point and an end point, and obtain the starting point and end point of each partition; Creating a two-dimensional matrix for each partition based on the reachable point subsets of each partition; The starting position and the end position of each partition, the two-dimensional matrix of each partition, and the optimal viewpoint subset are used as parameters of the multi-objective optimization algorithm, and multi-objective pathfinding is performed through the multi-objective optimization algorithm to obtain a pathfinding set for all partitions; An element representing a navigation path is generated according to the pathfinding sets of all the partitions.

6. The method according to claim 5, characterized in that The step of generating an element representing a navigation path according to the pathfinding sets of all the partitions comprises: Merging the pathfinding sets of all the partitions to obtain a coherent navigation path; The heuristic strategy includes increasing the cost of the boundary position and reducing the number of path turning points to optimize the coherent navigation path and obtain the elements representing the navigation path.

7. The method according to claim 1, characterized in that The visualizing the elements representing the navigation path and the elements representing the viewpoints to obtain the navigation information of the virtual reality scene includes: Using preset VR transmission elements to visualize the elements representing the viewpoint, a viewpoint map is obtained; Use Unity3D resources to render the elements representing the navigation path to obtain a navigation path map; The viewpoint map and the navigation path map are combined to obtain navigation information of the virtual reality scene.

8. A virtual reality guide information generating device, characterized in that: The device comprises: A scene data acquisition module, used to acquire scene data of a virtual reality scene; A key 3D object recognition module, used to identify key 3D objects that require attention for navigation in the virtual reality scene according to the scene data; An accessible point set acquisition module, used to acquire collision-free accessible points in the moving process as an accessible point set based on preset visual perception features of the user in the virtual reality scene; A first element generation module, configured to generate a final viewpoint set for the user to obtain the best visual effect based on the accessible point set and the key 3D object, as an element representing the viewpoint; A second element generation module, used to generate an element representing a navigation path according to the accessible point set; The element visualization module is used to visualize the elements representing the navigation path and the elements representing the viewpoints to obtain the navigation information of the virtual reality scene.

9. A computer storage medium, characterized in that The computer storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor and executing the method according to any one of claims 1 to 7.

10. An electronic device, characterized in that: include: A processor and a memory; wherein the memory stores a computer program, and the computer program is suitable for being loaded by the processor and executing the method according to any one of claims 1 to 7.

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