Virtual scene space junction boundary fusion system based on VR equipment
By designing a virtual scene space barrier fusion system based on VR devices, the problem of general use of VR devices and inconvenient payment methods among the public is solved, and more stable and convenient virtual scene switching and payment verification are achieved.
Patent Information
- Application Number
- CN202510015953.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-06
- Publication Date
- 2025-05-02
- Estimated Expiration
- 2045-01-06
AI Technical Summary
Existing VR devices are generally limited in use among the public, mainly due to high costs and insufficient home space. In addition, existing VR payment methods are inconvenient, especially the inability to support biometric payment verification.
Design a virtual scene space barrier fusion system based on VR equipment. This system realizes adaptive optimal spatial barrier fusion of virtual scenes through loading modules, configuration modules, capture modules, fusion modules, construction modules and replacement modules, and supports biometric payment verification.
It improves the stability and experience of virtual scene switching, reduces the probability of model wearing, supports more convenient biometric payment methods, and enhances the popularity and user experience of VR devices.
Smart Images

Figure CN119919614A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of VR equipment, and in particular to a virtual scene space boundary fusion system based on VR equipment. Background Art
[0002] Virtual space enchantment fusion is a concept with a strong sense of science fiction and fantasy. It means that different virtual space enchantments can blend and merge with each other, breaking the original boundaries. This process may reshape the rules of space and create new scenes and experiences, as if opening a door to a diverse and wonderful world, which makes people imagine endlessly. In short, the purpose of virtual space enchantment fusion is to provide users in the virtual scene with a "channel" or "door" to enter the next virtual scene from the current virtual scene.
[0003] The invention patent with application number 201711478023.3 discloses a scene-adaptive virtual reality conversion device, which is characterized by comprising a computing and processing component, wherein the computing and processing component comprises: a scene and object recognition module, which is used to recognize scenes and objects from scene and object information collected from the real space; a three-dimensional reconstruction module, which is used to perform three-dimensional reconstruction on the recognized scene to obtain a three-dimensional space model; and a fusion module, which is used to modify the virtual world at least based on the three-dimensional space model so that the movable area under the modified virtual world is adapted to the movable area in the real space, wherein the three-dimensional reconstruction The module is also used to perform three-dimensional reconstruction on the identified object to obtain a corresponding three-dimensional object model and obtain the coordinates, direction and size information of the three-dimensional object model in a coordinate reference system known in the virtual world; the fusion module is also used to match and fuse the virtual objects at the corresponding positions in the movable area under the modified virtual world based at least on the three-dimensional object model and its coordinates, direction and size information, wherein when virtual reality payment is not required, the payment verification device is covered by the objects in the virtual world, and when the virtual reality payment is required, the virtual object corresponding to the payment verification device appears at the corresponding position in the virtual world.
[0004] The application aims to solve the problem that "currently high-end VR products have not been widely used by the public. One reason is that the cost of high-end products has not yet been popularized, and the other is that ordinary users' homes lack the space required for VR products. Existing virtual reality products or devices require a fixed barrier-free space, but ordinary homes or offices lack such barrier-free space, which to a certain extent limits the promotion of VR products. In addition, if there are obstacles in the open space, it is easy for VR users to be injured; currently there are two types of VR payments, for example, one is to pay outside the VR world, and the other is to use a virtual keyboard in the VR world for verification, both of which are very inconvenient. However, the payment methods in the current payment market are gradually developing towards biometrics, such as face recognition, fingerprint recognition, palm vein recognition, iris recognition, etc., and existing VR devices do not support payment verification using this type of biometric recognition at all."
[0005] When VR devices are used in high-dimensional game scenes, when a user plays a virtual character and enters the next virtual scene from the current virtual scene, he needs to reach a specified position to trigger the loading of the next virtual scene. However, the position that can trigger the loading of the next virtual scene often has no intersection between the two virtual scenes, resulting in frequent model penetration problems.
[0006] Therefore, a virtual scene space barrier fusion system based on VR equipment is proposed. Summary of the invention
[0007] In view of the above-mentioned shortcomings of the prior art, the present invention provides a virtual scene space barrier fusion system based on VR equipment, which solves the technical problems raised in the above-mentioned background technology.
[0008] To achieve the above objectives, the present invention is implemented through the following technical solutions:
[0009] A virtual scene space barrier fusion system based on VR equipment, comprising:
[0010] A loading module is used to load virtual scenes and store them; a configuration module is used to select two virtual scenes from the virtual scenes loaded by the loading module, and place the two selected virtual scenes in the same three-dimensional coordinate axis system; a capture module is used to traverse the two virtual scenes selected in the configuration module, take one of the virtual scenes as a fusion target, select a fusion window from the fusion target, and use the selected fusion window to capture the area with the highest compatibility in the other virtual scene; a fusion module is used to receive the fusion window selected in the capture module and the area with the highest compatibility with the fusion window, obtain the three-dimensional coordinates corresponding to the fusion window and the area with the highest compatibility, determine the corresponding spatial areas in the two virtual scenes selected in the capture module based on the three-dimensional coordinates, take the two determined spatial areas as the overlapping areas, and perform the movement operation of the two virtual scenes; a construction module is used to construct a virtual scene fusion barrier; a replacement module is used to receive the virtual scene fusion barrier constructed in the construction module, and place the virtual scene fusion barrier in the spatial area where the two virtual scenes overlap after the two virtual scenes are moved and controlled by the fusion module, so as to replace the original overlapping spatial area.
[0011] Furthermore, the virtual scene loaded into the loading module is a three-dimensional virtual space constructed by three-dimensional modeling software, and the loading module is internally provided with submodules, including:
[0012] A management unit, used for receiving the virtual scene loaded in the loading module and storing the virtual scene;
[0013] Among them, the system end user reads, retrieves, and deletes the stored virtual scenes in the management unit. When storing the virtual scenes, the management unit simultaneously identifies the complexity of the virtual scenes and marks the virtual scenes based on the analysis results of the complexity of the virtual scenes.
[0014] Furthermore, the virtual scene complexity analysis logic represents:
[0015] Setting a three-dimensional window for virtual scene segmentation, segmenting the virtual scene through the three-dimensional window, recording the segmented results as sub-virtual scenes, and performing complexity analysis on each sub-virtual scene;
[0016]
[0017] Where: ξ is the complexity of the sub-virtual scene; H max H is the maximum Alpha value of the pixel cube in the sub-virtual scene; min is the maximum Alpha value of the pixel cube in the sub-virtual scene; n is the total number of collision bodies in the sub-virtual scene; g i is the volume of the ith collision body; f iis the number of pixel cubes where the contact surface between the ith collision body and its connected collision body is located; p0 is the side length of the stereo window;
[0018] Among them, the greater the complexity ξ of the sub-virtual scene, the more complex the sub-virtual scene is, and vice versa, the more monotonous the sub-virtual scene is. Based on the above formula, the complexity of each sub-virtual scene is obtained, and the complexity of the virtual scene is: the sum of the corresponding complexity of each sub-virtual scene belonging to the virtual scene.
[0019] Furthermore, the size of the three-dimensional window used for virtual scene segmentation is customized by the system end user and is subject to: the length, width and height of the three-dimensional window are equal, the side length of the three-dimensional window is not greater than half of the minimum value of the length, width and height of the virtual scene, the higher the requirement for the fusion accuracy of the virtual scene space barrier, the smaller the three-dimensional window used for segmentation, and vice versa, the larger the window;
[0020] Wherein, when the management unit stores the virtual scene, it simultaneously marks the virtual scene and its corresponding sub-virtual scene based on the complexity calculation results.
[0021] Furthermore, the capture module is provided with submodules at the lower level, including:
[0022] A decision unit, used to select two virtual scenes traversed in the capture module and decide the virtual scene as the fusion target;
[0023] An output unit, used to receive the area with the highest compatibility captured by the capture module, determine the three-dimensional coordinates corresponding to the area with the highest compatibility, and forward the three-dimensional coordinates to the fusion module;
[0024] Wherein, during the operation phase of the capture module, the system end user autonomously selects the virtual scene as the fusion target, and when the system end user does not select the virtual scene as the fusion target, the decision unit is triggered to run and execute the selection decision of the virtual scene as the fusion target;
[0025] The logic representation of the decision unit deciding the virtual scene as the fusion target is as follows: comparing the calculation results of the complexity of the two virtual scenes, and taking the virtual scene with less complexity as the fusion target.
[0026] Furthermore, when selecting a fusion window, the capture module uses the sub-virtual scene as the minimum unit of the fusion window, and the operation of using the selected fusion window in the capture module to capture the area with the highest compatibility in another virtual scene is:
[0027]
[0028] Where: SIMM (C i , C0) is the comparison area C i Similarity with fusion window C0; Compare area C i The average eigenvectors in terms of surface area, volume, and curvature; is the average eigenvector of the fusion window C0 in terms of surface area, volume and curvature; MAX[SIMM(C i ,C0)、SIMM(C i+1 ,C0)、SIMM(C i+2 ,C0),...] means taking the maximum value in brackets; GOAL is the area with the highest compatibility;
[0029] in, k is the dimension of the feature vector; is the comparison area C in the qth dimension i The eigenvector of is the feature vector of the fusion window C0 in the qth dimension.
[0030] Furthermore, the comparison area is derived from a virtual scene that is not selected by the system end user or the decision unit, and the size and specification of the comparison area are the same as or equal to the fusion window;
[0031] After outputting the area with the highest compatibility based on formula (2), the fusion module is triggered to run;
[0032] The comparison area is composed of at least one group of sub-virtual scenes. When the comparison area is composed of two or more groups of sub-virtual scenes, the sub-virtual scenes constituting the comparison area are mutually adjacent sub-virtual scenes.
[0033] Furthermore, the three-dimensional coordinates corresponding to the fusion window and the area with the highest compatibility in the fusion module are obtained in the three-dimensional coordinate axis system where the virtual scene is located. The three-dimensional coordinates corresponding to the fusion window and the area with the highest compatibility in the fusion module are the coordinates of all corner points on the fusion window and the area with the highest compatibility. According to the corner point coordinates, the spatial areas defined by the respective corner point coordinates are determined in the two virtual scenes, and the two virtual scenes are moved so that the spatial areas determined based on the corner point coordinates of the two virtual scenes overlap.
[0034] Furthermore, the fusion barrier constructed in the construction module is: a three-dimensional space model with a size equal to the overlapping spatial area in two partially overlapping virtual scenes, and the collision body and scene color rendering placed in the three-dimensional space model are customized by the system end user.
[0035] Furthermore, the loading module is interactively connected to a management unit via a wireless network, the loading module is interactively connected to a configuration module and a capture module via a wireless network, the capture module is interactively connected to a decision unit and an output unit via a wireless network, the capture module is interactively connected to a fusion module via a wireless network, the fusion module is interactively connected to the output unit via a wireless network, and the fusion module is interactively connected to a construction module and a replacement module via a wireless network.
[0036] Compared with the known public technology, the technical solution provided by the present invention has the following beneficial effects:
[0037] The present invention provides a virtual scene space barrier fusion system based on VR equipment. During operation, the system analyzes the complexity of each area in the virtual scene, provides adaptive capture of the optimal space barrier fusion position for the space barrier fusion made by connecting virtual scenes, so that two mutually fused virtual scenes can achieve scene space barrier fusion at the optimal position, so that users in the virtual scene can complete the switching of virtual scenes in a specific barrier scene. Compared with the existing virtual scene switching loading method, the probability of penetration is lower and the virtual scene switching experience is better. BRIEF DESCRIPTION OF THE DRAWINGS
[0038] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings required for use in the embodiments or the prior art descriptions are briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention, and for ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0039] Figure 1 It is a structural schematic diagram of a virtual scene space barrier fusion system based on VR equipment. DETAILED DESCRIPTION
[0040] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0041] The present invention will be further described below in conjunction with the embodiments.
[0042] Embodiment 1:
[0043] This embodiment is a virtual scene space barrier fusion system based on VR equipment, such as Figure 1 As shown, including:
[0044] A loading module is used to load and store virtual scenes;
[0045] The virtual scene loaded in the loading module is a three-dimensional virtual space constructed by three-dimensional modeling software. The loading module is internally provided with submodules, including:
[0046] A management unit, used for receiving the virtual scene loaded in the loading module and storing the virtual scene;
[0047] The system end user reads, retrieves, and deletes the stored virtual scenes in the management unit. When storing the virtual scenes, the management unit simultaneously identifies the complexity of the virtual scenes and marks the virtual scenes based on the analysis results of the complexity of the virtual scenes.
[0048] The logic representation of virtual scene complexity analysis is as follows:
[0049] Setting a three-dimensional window for virtual scene segmentation, segmenting the virtual scene through the three-dimensional window, recording the segmented results as sub-virtual scenes, and performing complexity analysis on each sub-virtual scene;
[0050]
[0051] Where: ξ is the complexity of the sub-virtual scene; H max H is the maximum Alpha value of the pixel cube in the sub-virtual scene; min is the maximum Alpha value of the pixel cube in the sub-virtual scene; n is the total number of collision bodies in the sub-virtual scene; g i is the volume of the ith collision body; f i is the number of pixel cubes where the contact surface between the ith collision body and its connected collision body is located; p0 is the side length of the stereo window;
[0052] The greater the complexity ξ of the sub-virtual scene, the more complex the sub-virtual scene is. Conversely, the more monotonous the sub-virtual scene is. Based on the above formula, the complexity of each sub-virtual scene is obtained. The complexity of the virtual scene is: the sum of the corresponding complexity of each sub-virtual scene to which the virtual scene belongs;
[0053] Through the above logical formula, the complexity of the virtual scene is calculated digitally, providing necessary operation data support for the further operation of the above system.
[0054] A configuration module is used to select two virtual scenes from the virtual scenes loaded by the loading module, and place the two selected virtual scenes in the same three-dimensional coordinate axis system;
[0055] A capture module is used to traverse the two virtual scenes selected in the configuration module, take one of the virtual scenes as a fusion target, select a fusion window in the fusion target, and use the selected fusion window to capture the area with the highest compatibility in the other virtual scene;
[0056] The capture module is equipped with submodules, including:
[0057] A decision unit, used to select two virtual scenes traversed in the capture module and decide the virtual scene as the fusion target;
[0058] An output unit, used to receive the area with the highest compatibility captured by the capture module, determine the three-dimensional coordinates corresponding to the area with the highest compatibility, and forward the three-dimensional coordinates to the fusion module;
[0059] Among them, during the operation phase of the capture module, the system end user independently selects the virtual scene as the fusion target. When the system end user does not select the virtual scene as the fusion target, the decision unit is triggered to run and execute the selection decision of the virtual scene as the fusion target;
[0060] The logic expression of the decision-making unit deciding the virtual scene as the fusion target is as follows: comparing the calculation results of the complexity of the two virtual scenes, and taking the virtual scene with less complexity as the fusion target;
[0061] When the capture module selects a fusion window, the sub-virtual scene is used as the minimum unit of the fusion window. The operation of using the selected fusion window in the capture module to capture the area with the highest compatibility in another virtual scene is as follows:
[0062]
[0063] Where: SIMM (C i , C0) is the comparison area C i Similarity with fusion window C0; Compare area C i The average eigenvectors in terms of surface area, volume, and curvature; is the average eigenvector of the fusion window C0 in terms of surface area, volume and curvature; MAX[SIMM(C i ,C0)、SIMM(C i+1 ,C0)、SIMM(C i+2 ,C0),...] means taking the maximum value in brackets; GOAL is the area with the highest compatibility;
[0064] in, k is the dimension of the feature vector; is the comparison area C in the qth dimension i The eigenvector of is the feature vector of the fusion window C0 in the qth dimension;
[0065] The comparison area is derived from the virtual scene that is not selected by the system end user or the decision unit, and the size and specification of the comparison area are the same as and equal to the fusion window;
[0066] The above formula is used to merge the two virtual scenes into a space boundary and pass through the specified fusion position, ensuring that the two virtual scenes can be stably merged.
[0067] After outputting the area with the highest compatibility based on formula (2), the fusion module is triggered to run;
[0068] Wherein, the comparison area is composed of at least one group of sub-virtual scenes. When the comparison area is composed of two or more groups of sub-virtual scenes, the sub-virtual scenes constituting the comparison area are mutually adjacent sub-virtual scenes.
[0069] A fusion module, used for receiving the fusion window selected in the capture module and the area with the highest compatibility with the fusion window, obtaining the three-dimensional coordinates corresponding to the fusion window and the area with the highest compatibility, determining the corresponding spatial areas in the two virtual scenes selected in the capture module based on the three-dimensional coordinates, taking the two determined spatial areas as the overlapping areas, and performing the movement operation of the two virtual scenes;
[0070] Construction module, used to construct virtual scene fusion barrier;
[0071] A replacement module is used to receive the virtual scene fusion barrier constructed in the construction module, and place the virtual scene fusion barrier in the space area where the two virtual scenes overlap after the two virtual scenes are moved and controlled by the fusion module, so as to replace the original overlapping space area;
[0072] The loading module is interactively connected to the management unit through a wireless network, the loading module is interactively connected to the configuration module and the capture module through a wireless network, the capture module is interactively connected to the decision unit and the output unit through a wireless network, the capture module is interactively connected to the fusion module through a wireless network, the fusion module is interactively connected to the output unit through a wireless network, and the fusion module is interactively connected to the construction module and the replacement module through a wireless network.
[0073] In this embodiment, the loading module runs to load the virtual scene and stores the virtual scene. The management unit synchronously receives the virtual scene loaded in the loading module and stores the virtual scene. The configuration module post-operates to select two virtual scenes in the virtual scene loaded in the loading module and places the two selected virtual scenes in the same three-dimensional coordinate axis system. The capture module further traverses the two virtual scenes selected in the configuration module and takes one of the virtual scenes as the fusion target. The fusion window is selected in the fusion target and the selected fusion window is used to capture the most compatible area in the other virtual scene. The decision unit synchronously selects the two virtual scenes traversed in the capture module and decides on the virtual scene as the fusion target. The output unit receives the most compatible area captured in the capture module in real time. , determine the three-dimensional coordinates corresponding to the area with the highest compatibility, forward the three-dimensional coordinates to the fusion module, finally receive the fusion window selected in the capture module and the area with the highest compatibility with the fusion window through the fusion module, obtain the three-dimensional coordinates corresponding to the fusion window and the area with the highest compatibility, determine the corresponding spatial areas in the two virtual scenes selected in the capture module based on the three-dimensional coordinates, take the two determined spatial areas as the overlapping areas, perform the movement operation of the two virtual scenes, the construction module constructs the virtual scene fusion barrier, and then the replacement module receives the virtual scene fusion barrier constructed in the construction module, and places the virtual scene fusion barrier in the spatial area where the two virtual scenes overlap after the movement control of the two virtual scenes is completed through the fusion module, so as to replace the original overlapping spatial area;
[0074] Through the system in the above embodiment, the virtual scene switching process is provided for the VR device, and the fusion processing of the virtual scene switching is further provided, so that when the user switches the virtual scene in the virtual scene, the virtual scene switching process is more stable and the problem of model penetration that is prone to occur in the virtual scene switching process is effectively avoided.
[0075] Embodiment 2:
[0076] In terms of specific implementation, based on Example 1, this example refers to Figure 1 The virtual scene space barrier fusion system based on VR equipment in Example 1 is further described in detail:
[0077] The size of the 3D window used for virtual scene segmentation is customized by the system end user and is subject to: the length, width and height of the 3D window are equal, and the side length of the 3D window is not greater than half of the minimum of the length, width and height of the virtual scene. The higher the accuracy requirement of the virtual scene space boundary fusion, the smaller the 3D window used for segmentation, and vice versa.
[0078] When the management unit stores the virtual scene, it simultaneously marks the virtual scene and its corresponding sub-virtual scene based on the complexity calculation results.
[0079] Through the above settings, the logic of virtual scene segmentation of the system in Example 1 is further limited to ensure that the virtual scene is segmented stably.
[0080] like Figure 1 As shown, the three-dimensional coordinates corresponding to the fusion window and the area with the highest compatibility in the fusion module are obtained in the three-dimensional coordinate axis system where the virtual scene is located. The three-dimensional coordinates corresponding to the fusion window and the area with the highest compatibility in the fusion module are the coordinates of all corner points on the fusion window and the area with the highest compatibility. According to the corner point coordinates, the spatial areas defined by the respective corner point coordinates are determined in the two virtual scenes, and the two virtual scenes are moved so that the spatial areas determined based on the corner point coordinates of the two virtual scenes overlap.
[0081] The fusion barrier constructed in the construction module is: a three-dimensional space model with the same size as the overlapping spatial area in two partially overlapping virtual scenes, and the collision bodies placed in the three-dimensional space model and the scene color rendering are customized by the system end user.
[0082] Through the above settings, the virtual space barrier fusion logic of the system in Example 1 is further limited to ensure that the two virtual spaces can stably complete the space barrier fusion based on the operation of the system in Example 1.
[0083] In summary, during the operation of the system in the above embodiment, the complexity of each area in the virtual scene is analyzed to provide adaptive capture of the optimal spatial barrier fusion position for the spatial barrier fusion made by connecting the virtual scenes. The two mutually fused virtual scenes can achieve scene spatial barrier fusion at the optimal position, so that users in the virtual scene can complete the switching of virtual scenes in a specific barrier scene. Compared with the existing virtual scene switching loading method, the probability of penetration is lower and the virtual scene switching experience is better.
[0084] The above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit the same. Although the present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that the technical solutions described in the aforementioned embodiments may still be modified, or some of the technical features may be replaced by equivalents. Such modifications or replacements will not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention.
Claims
1. A virtual scene space barrier fusion system based on VR equipment, characterized in that: include: A loading module is used to load and store virtual scenes; A configuration module is used to select two virtual scenes from the virtual scenes loaded by the loading module, and place the two selected virtual scenes in the same three-dimensional coordinate axis system; A capture module, used for traversing the two virtual scenes selected in the configuration module, taking one of the virtual scenes as a fusion target, selecting a fusion window in the fusion target, and applying the selected fusion window to capture the area with the highest compatibility in the other virtual scene; A fusion module, used for receiving the fusion window selected in the capture module and the area with the highest compatibility with the fusion window, obtaining the three-dimensional coordinates corresponding to the fusion window and the area with the highest compatibility, determining the corresponding spatial areas in the two virtual scenes selected in the capture module based on the three-dimensional coordinates, taking the two determined spatial areas as the overlapping areas, and performing the movement operation of the two virtual scenes; Construction module, used to construct virtual scene fusion barrier; The replacement module is used to receive the virtual scene fusion barrier constructed in the construction module, and place the virtual scene fusion barrier in the spatial area where the two virtual scenes overlap after the two virtual scenes are moved and controlled by the fusion module, so as to replace the original overlapping spatial area.
2. According to claim 1, a virtual scene space barrier fusion system based on VR equipment is characterized in that: The virtual scene loaded into the loading module is a three-dimensional virtual space constructed by three-dimensional modeling software. The loading module is internally provided with submodules, including: A management unit, used for receiving the virtual scene loaded in the loading module and storing the virtual scene; Among them, the system end user reads, retrieves, and deletes the stored virtual scenes in the management unit. When storing the virtual scenes, the management unit simultaneously identifies the complexity of the virtual scenes and marks the virtual scenes based on the analysis results of the complexity of the virtual scenes.
3. According to claim 2, a virtual scene space barrier fusion system based on VR equipment is characterized in that: The virtual scene complexity analysis logic is expressed as follows: Setting a three-dimensional window for virtual scene segmentation, segmenting the virtual scene through the three-dimensional window, recording the segmented results as sub-virtual scenes, and performing complexity analysis on each sub-virtual scene; Where: ξ is the complexity of the sub-virtual scene; H max is the maximum Alpha value of the pixel cube in the sub-virtual scene; H min is the maximum Alpha value of the pixel cube in the sub-virtual scene; n is the total number of collision bodies in the sub-virtual scene; g i is the volume of the ith collision body; f i is the number of pixel cubes where the contact surface between the ith collision body and its connected collision body is located; p0 is the side length of the stereo window; Among them, the greater the complexity ξ of the sub-virtual scene, the more complex the sub-virtual scene is, and vice versa, the more monotonous the sub-virtual scene is. Based on the above formula, the complexity of each sub-virtual scene is obtained, and the complexity of the virtual scene is: the sum of the corresponding complexity of each sub-virtual scene belonging to the virtual scene.
4. According to claim 3, a virtual scene space barrier fusion system based on VR equipment is characterized in that: The size of the three-dimensional window used for virtual scene segmentation is customized by the system end user and is subject to: the length, width and height of the three-dimensional window are equal, and the side length of the three-dimensional window is not greater than half of the minimum value of the length, width and height of the virtual scene. The higher the requirement for the fusion accuracy of the virtual scene space barrier, the smaller the three-dimensional window used for segmentation, and vice versa. When the management unit stores the virtual scene, it simultaneously marks the virtual scene and its corresponding sub-virtual scene based on the complexity calculation results.
5. According to claim 1, a virtual scene space barrier fusion system based on VR equipment is characterized in that: The capture module is provided with submodules at the lower level, including: A decision unit, used to select two virtual scenes traversed in the capture module and decide the virtual scene as the fusion target; An output unit, used to receive the area with the highest compatibility captured by the capture module, determine the three-dimensional coordinates corresponding to the area with the highest compatibility, and forward the three-dimensional coordinates to the fusion module; Wherein, during the operation phase of the capture module, the system end user autonomously selects the virtual scene as the fusion target, and when the system end user does not select the virtual scene as the fusion target, the decision unit is triggered to run and execute the selection decision of the virtual scene as the fusion target; The logic representation of the decision unit deciding the virtual scene as the fusion target is as follows: comparing the calculation results of the complexity of the two virtual scenes, and taking the virtual scene with less complexity as the fusion target.
6. According to claim 5, a virtual scene space barrier fusion system based on VR equipment is characterized in that: When the capture module selects a fusion window, the sub-virtual scene is used as the minimum unit of the fusion window. The operation of using the selected fusion window in the capture module to capture the area with the highest compatibility in another virtual scene is as follows: Where: SIMM (C i , C0) is the comparison area C i Similarity with fusion window C0; Compare area C i The average eigenvectors in terms of surface area, volume, and curvature; is the average eigenvector of the fusion window C0 in terms of surface area, volume and curvature; MAX[SIMM(C i ,C0)、SIMM(C i+1 ,C0)、SIMM(C i+2 ,C0),...] means taking the maximum value in brackets; GOAL is the area with the highest compatibility; in, k is the dimension of the feature vector; is the comparison area C in the qth dimension i The eigenvector of is the feature vector of the fusion window C0 in the qth dimension.
7. The virtual scene space barrier fusion system based on VR equipment according to claim 6 is characterized in that: The comparison area is derived from a virtual scene that is not selected by the system end user or the decision unit, and the size and specification of the comparison area are the same as or equal to the fusion window; After outputting the area with the highest compatibility based on formula (2), the fusion module is triggered to run; The comparison area is composed of at least one group of sub-virtual scenes. When the comparison area is composed of two or more groups of sub-virtual scenes, the sub-virtual scenes constituting the comparison area are mutually adjacent sub-virtual scenes.
8. The virtual scene space barrier fusion system based on VR equipment according to claim 1 is characterized in that: The three-dimensional coordinates corresponding to the fusion window and the area with the highest compatibility in the fusion module are obtained in the three-dimensional coordinate axis system where the virtual scene is located. The three-dimensional coordinates corresponding to the fusion window and the area with the highest compatibility in the fusion module are the coordinates of all corner points on the fusion window and the area with the highest compatibility. According to the corner point coordinates, the spatial areas defined by the respective corner point coordinates are determined in the two virtual scenes, and the two virtual scenes are moved so that the spatial areas determined based on the corner point coordinates of the two virtual scenes overlap.
9. The virtual scene space barrier fusion system based on VR equipment according to claim 1 is characterized in that: The fusion barrier constructed in the construction module is: a three-dimensional space model with a size equal to the overlapping space area in two partially overlapping virtual scenes, and the collision body and scene color rendering placed in the three-dimensional space model are customized by the system end user.
10. The virtual scene space barrier fusion system based on VR equipment according to claim 1, characterized in that: The loading module is interactively connected to a management unit via a wireless network, the loading module is interactively connected to a configuration module and a capture module via a wireless network, the capture module is interactively connected to a decision unit and an output unit via a wireless network, the capture module is interactively connected to a fusion module via a wireless network, the fusion module is interactively connected to the output unit via a wireless network, and the fusion module is interactively connected to a construction module and a replacement module via a wireless network.
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