Large-space virtual game method and system based on VR glasses

Through VR glasses, capture player location and visual images in real time, map to virtual game maps and control special effects devices, solving the problems of limited existing VR game experience and insufficient positioning accuracy, and achieving a more realistic and immersive gaming experience.

CN120094200AActive Publication Date: 2025-06-06GUANGZHOU LONGCHENG ELECTRONIC CO LTD

Patent Information

Application Number
CN202510299269.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-13
Publication Date
2025-06-06
Estimated Expiration
2045-03-13

AI Technical Summary

Technical Problem

The existing VR gaming experience is limited by the player's fixed position, resulting in a lack of realism and immersion. The VR system lacks positioning accuracy when moving in large spaces, which may lead to collision risk.

Method used

Use VR glasses to obtain the player's real-time position and visual image in the physical space, map it to the virtual game map, trigger the corresponding game plot, and control the startup of the special effects device module to simulate environmental effects.

Benefits of technology

It improves positioning accuracy in the VR environment, enhances the realism and immersion of the game experience, and reduces the risk of collision.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120094200A_ABST
    Figure CN120094200A_ABST
Patent Text Reader

Abstract

The invention provides a large-space virtual game method and system based on VR glasses, and the method comprises the steps: obtaining a real-time position and a real-time visual image of a player in a moving process in an entity space, and the real-time position and the real-time visual image are provided by the VR glasses worn by the player; mapping the real-time position to a virtual game map to determine a virtual position of the player in the virtual game map, and triggering a corresponding game plot according to the virtual position; controlling a specified special effect equipment module in the entity space to start according to the virtual position, and simulating an environment special effect corresponding to the game plot by utilizing the special effect equipment module; and identifying a specified marker existing in the real-time visual image, determining a visual direction of the player in the virtual game map according to the specified marker, matching a corresponding virtual game picture in the game plot according to the visual direction, and returning the virtual game picture to the VR glasses for playing. According to the method, the VR positioning precision can be improved, the collision risk of players in the game process is reduced, and the immersion feeling is greatly enhanced.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the field of VR technology, and in particular to a large-space virtual game method and system based on VR glasses. Background Art

[0002] Existing virtual reality (VR) gaming experiences mainly rely on players being fixed in a certain position or device, such as using a fixed chair or standing in a specific small area. This approach limits players' freedom of movement and interaction, resulting in a lack of realism and immersion in the gaming experience. In addition, current VR systems have certain limitations in spatial positioning, especially when players try to move in a large range. Due to insufficient positioning accuracy, the visual feedback in the game often cannot accurately match the player's actual physical movement. This mismatch not only reduces the realism of the gaming experience, but can also cause collisions when players move in the game, increasing the risk of injury. Summary of the invention

[0003] The embodiment of the present invention provides a large space virtual game method and system based on VR glasses to solve the problems existing in the related technologies. The technical solution is as follows:

[0004] In a first aspect, an embodiment of the present invention provides a large space virtual game method based on VR glasses, comprising:

[0005] Obtain the real-time position and real-time visual image of the player while moving in the physical space. The real-time position and real-time visual image are provided by the VR glasses worn by the player;

[0006] Mapping the real-time position to the virtual game map to determine the player's virtual position in the virtual game map, and triggering corresponding game plots according to the virtual position;

[0007] Controlling the start of a special effect device module specified in the physical space according to the virtual position, and using the special effect device module to simulate environmental special effects corresponding to the game plot;

[0008] Identify designated markers in real-time visual images, determine the player's visual direction in the virtual game map based on the designated markers, match the corresponding virtual game screen in the game plot based on the visual direction and return it to the VR glasses for playback.

[0009] In one embodiment, it further includes:

[0010] Obtaining game requirements, and constructing a three-dimensional virtual game map according to the game requirements, wherein the virtual game map includes a plurality of game areas, and adjacent game areas are connected to allow players to walk during the game;

[0011] Output a physical building drawing of equal proportion according to the virtual game map, and establish a physical space according to the physical building drawing to ensure that the physical map of the physical space has the same area and the same layout proportion as the virtual game map.

[0012] In one embodiment, it further includes:

[0013] Reading the input startup parameters, and selecting a corresponding target game mode according to the startup parameters, wherein different game modes have different game plots in the same physical space;

[0014] Activate a specified number of VR glasses according to the startup parameters, obtain the unique identification code of the activated VR glasses and bind it to the target game mode, so that all bound VR glasses run the same target game mode.

[0015] In one embodiment, triggering a corresponding game plot according to a virtual position includes:

[0016] Determine a matching game plot in a target game mode according to the virtual position;

[0017] The game plot is triggered when a feedback message is received; wherein the feedback message is generated when the player uses VR glasses to verify through a specified gesture at a real-time location, or when the player triggers a specified sensor in a physical space.

[0018] In one embodiment, determining the visual direction of the player in the virtual game map according to the designated marker includes:

[0019] Add all markers and their locations in the physical space to the virtual game map; wherein the markers are designated patterns on the walls of the physical space, or designated special effect equipment arranged in the physical space;

[0020] When there is a designated marker in the real-time visual image, the designated marker in the real-time visual image is compared with all markers in the virtual game map to determine the target position of the designated marker in the virtual game map;

[0021] The visual direction is determined based on the player's virtual position in the virtual game map and the target position of the designated marker.

[0022] In one embodiment, it further includes:

[0023] When a designated marker exists in the real-time visual image, the depth data of the designated marker is obtained through the VR glasses;

[0024] Calculate the predicted position of the designated marker in the virtual game map based on the depth of field data, compare the predicted position with the target position, and obtain the positioning error;

[0025] An adjustment ratio is determined based on the positioning error, and the virtual game map is adjusted according to the adjustment ratio to ensure that the layout and size ratio of the physical space and the virtual game map are the same.

[0026] In one embodiment, using the special effects device module to simulate the environmental special effects corresponding to the game plot includes:

[0027] In the process of simulating the environment corresponding to the game plot, only the special effect device module bound to the game area where the virtual position is located is activated, and the special effect device modules of other game areas are kept in a closed state; wherein, each game area in the physical space is equipped with an independent special effect device module, and the special effect device module includes but is not limited to sound effect equipment, sports vehicles, fan equipment, thermal sensing equipment, water spray equipment, and jet equipment.

[0028] In a second aspect, an embodiment of the present invention provides a large space virtual game system based on VR glasses, including:

[0029] VR glasses are used to capture the real-time position of the player as he moves in the physical space, and collect real-time visual images of the player as he moves;

[0030] A game server, connected to the VR glasses signal, for executing the large space virtual game method based on VR glasses as described above;

[0031] The special effect device module is arranged in the physical space and is connected to the game server signal. It is used to start the special effect device module specified in the physical space according to the special effect instruction to simulate the environmental special effects corresponding to the game plot; the special effect instruction is generated by the game server according to the game plot.

[0032] In a third aspect, an embodiment of the present invention provides an electronic device, the device comprising: a memory and a processor. The memory and the processor communicate with each other through an internal connection path, the memory is used to store instructions, the processor is used to execute the instructions stored in the memory, and when the processor executes the instructions stored in the memory, the processor executes the method in any one of the above-mentioned embodiments.

[0033] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores a computer program. When the computer program runs on a computer, the method in any one of the above-mentioned embodiments is executed.

[0034] The advantages or beneficial effects of the above technical solution include at least:

[0035] The present invention can determine the player's accurate real-time position in the physical space through the real-time positioning of VR glasses and the real-time images captured by VR glasses, and map the real-time position to the virtual game map, thereby accurately positioning the player's virtual position in the virtual game map, and triggering the corresponding game plot according to the virtual position. Among them, the layout of the physical space matches the layout of the virtual game map, and the player's real-time position can be accurately fed back to the virtual game world, which can significantly improve the positioning accuracy in the VR environment, reduce the risk of collisions between players during the game, make the game experience more realistic, and greatly enhance the sense of immersion.

[0036] The above summary is for illustrative purposes only and is not intended to be limiting in any way. In addition to the illustrative aspects, embodiments and features described above, further aspects, embodiments and features of the present invention will be readily apparent by reference to the accompanying drawings and the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS

[0037] In the accompanying drawings, unless otherwise specified, the same reference numerals throughout the multiple drawings represent the same or similar parts or elements. These drawings are not necessarily drawn to scale. It should be understood that these drawings only depict some embodiments disclosed in the present invention and should not be regarded as limiting the scope of the present invention.

[0038] Figure 1 It is a flow chart of a large space virtual game method based on VR glasses of the present invention;

[0039] Figure 2 It is a schematic diagram of the layout of the physical space of the present invention;

[0040] Figure 3 The structure block diagram of an electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION

[0041] In the following, only some exemplary embodiments are briefly described. As those skilled in the art will appreciate, the described embodiments may be modified in various ways without departing from the spirit or scope of the present invention. Therefore, the drawings and descriptions are considered to be exemplary and non-restrictive in nature.

[0042] Embodiment 1

[0043] Existing virtual reality (VR) gaming experiences mainly rely on players being fixed in a certain position or device, such as using a fixed chair or standing in a specific small area. This approach limits players' free movement and interaction, resulting in a lack of realism and immersion in the gaming experience.

[0044] In addition, current VR systems have certain limitations in spatial positioning, especially when players try to move in a large range. Due to insufficient positioning accuracy, the visual feedback in the game often cannot accurately match the player's actual body movement. This mismatch not only reduces the realism of the gaming experience, but may also cause collisions when players move in the game, increasing the risk of injury.

[0045] In order to solve the above problems, this embodiment provides a large-space virtual game method based on VR glasses. The execution object of the method is a game server. The game server can be a local server or a cloud server. The game server can establish a connection with multiple VR glasses. After wearing VR glasses, users can walk and move in a designated physical space to trigger a jump in the game plot.

[0046] like Figure 1 As shown, the method comprises the following steps:

[0047] Step S1: Acquire the real-time position and real-time visual image of the player while moving in the physical space. The real-time position and real-time visual image are both provided by the VR glasses worn by the player.

[0048] It should be noted that the physical space refers to a physical area with an entity, which can be a single room or a building area composed of multiple rooms.

[0049] In this embodiment, the internal layout and area of ​​the physical space are set according to the game requirements, specifically:

[0050] Step S11: Obtaining game requirements, wherein the game requirements include the actual activity space required for players to play games, the number of players playing games at the same time, the game plot, player routes, etc.

[0051] Step S12: construct a three-dimensional virtual game map according to game requirements.

[0052] In this embodiment, the game design can be performed in advance, that is, multiple game areas can be set in advance according to the player's route, game plot, etc., and corresponding virtual game maps can be created according to the multiple game areas, such as Figure 2 As shown, the virtual game map includes multiple game areas, and adjacent game areas are connected, so that players can move between different game areas according to the plot, thereby promoting the development of the game plot.

[0053] At the same time, during the game design process, certain special effect equipment can be added according to the game requirements to enhance the environmental experience. The special effect equipment can be sound equipment, sports vehicles, fan equipment, etc. The special effect equipment is added to the virtual game map so that the virtual game map has the device locations of all special effect equipment. Figure 2 The figure shows a physical space, in which there are multiple game areas, and players can walk in multiple game areas to complete the game process. Figure 2 The dotted circular symbol represents the fan device 1, the square symbol represents the sound device 2, the black long bar symbol represents the thermal sensing device, and a sports vehicle 3 is also deployed in the game area. When the player plays the game in the game area, the corresponding special effect device is activated to simulate the game environment and improve the authenticity of the game.

[0054] Step S13: Outputting a physical building drawing of equal proportion according to the virtual game map, and establishing a physical space according to the physical building drawing to ensure that the physical map of the physical space has the same area and the same layout proportion as the virtual game map.

[0055] After the virtual game map is determined, the virtual game map is directly output to the physical building drawings at a one-to-one ratio. Construction workers can directly build the corresponding physical space according to the physical building drawings, so that the layout and size of the physical space are exactly the same as the virtual game map. For example, where there is a table in the virtual game map, the same virtual objects should also be placed in the virtual environment, which can prevent player collisions while improving the authenticity of the game.

[0056] After completing the creation of the virtual game map and the construction of the physical space, you can start the game. The game startup steps are as follows:

[0057] Step S14: Read the input startup parameters and select the corresponding target game mode according to the startup parameters.

[0058] Game managers can customize the startup parameters, including the selection of multiple game modes and the number of people playing the game at the same time. Different game modes have different game plots, different game routes, and different game screens in the same physical space. For example, in the same physical space, the game content of game mode A is space exploration, and the game content of game mode B is horror chamber exploration. Different game modes can be run in the same physical space. You only need to pre-set the plot, route, and screen of each game mode, and there will be no conflict between the game modes.

[0059] Step S15: Activate a specified number of VR glasses according to the startup parameters, obtain the unique identification code of the activated VR glasses and bind it to the target game mode, so that all bound VR glasses run the same target game mode.

[0060] When setting the startup parameters, the corresponding VR glasses are activated according to the actual number of players, so that each player wears his or her own independent VR glasses, and the game screen of the selected target game mode is displayed through the VR glasses. The real-time position of each player is located through the VR glasses worn by each player, thereby determining the exact position of each player in the physical space.

[0061] It should be noted that VR glasses have a positioning function, which can capture information about the surrounding environment through the built-in camera and sensor of VR glasses, and calculate the user's movement and position change based on the captured information. Each VR glasses can detect the real-time position of the wearer in real time after entering the game, and feed it back to the game server. VR glasses with positioning functions have been disclosed in the prior art, and their working principle will not be repeated here.

[0062] Each VR glasses has its own unique identification code. After the game administrator provides the startup parameters, the same number of VR glasses can be randomly activated according to the number of players participating in the game. For example, assuming there are two players participating in the game, two idle VR glasses will be randomly activated from multiple VR glasses. The two activated VR glasses will feed back their unique identification codes to the game server. The game server will bind the unique identification codes of the two VR glasses to the target game mode of the game, so that the two bound VR glasses can run the game process corresponding to the target game mode and display the game screen corresponding to the target game mode.

[0063] After the game server binds the VR glasses to the target game mode, the VR glasses receive the start game command sent by the game server to activate the positioning function of the VR glasses, perform real-time positioning collection of players wearing the VR glasses, and capture real-time visual images of the surrounding environment in the physical space through the camera in the VR glasses and upload them to the game server.

[0064] Step S2: Mapping the real-time position to the virtual game map to determine the player's virtual position in the virtual game map, and triggering a corresponding game plot according to the virtual position.

[0065] The game server maps the real-time position uploaded by the VR glasses to the virtual game map in proportion. Since the layout of the physical space in this embodiment is exactly the same as the environmental layout of the virtual game map, the player's virtual position in the virtual game map can be accurately determined based on the real-time position collected by the VR glasses.

[0066] In the early stages of game design, different virtual locations can be pre-matched with different game plots. When a player wears VR glasses and moves to a designated location in the physical space, the player's virtual location in the virtual game map is determined based on the designated location and the corresponding game plot at the virtual location is triggered, so that the game process jumps from the previous game plot to the next game plot, and the game screen of the VR glasses worn by the player is updated, allowing the player to advance the game while walking and improve the game experience.

[0067] Step S3: controlling the special effect device module specified in the physical space to start according to the virtual position to simulate the environmental special effects corresponding to the game plot.

[0068] In this embodiment, multiple sets of special effect equipment modules are set in the physical space. In this embodiment, a special effect equipment module is set in each game area in the physical space. The special effect equipment modules include but are not limited to special effect equipment such as sound effect equipment, sports vehicles, fan equipment, thermal sensing equipment, water spray equipment, jet equipment, etc. Other equipment can also be added according to environmental special effects. The type and quantity of special effect equipment are not limited here. The special effect equipment module in each game area can be a combination of one or more special effect equipment such as sound effect equipment, sports vehicles, fan equipment, etc. Among them, the sports vehicle can be a lifting platform for simulating lifting effects, or it can be a flying seat for simulating flying effects. The sports vehicle can simulate different dynamic effects by adjusting its acceleration and deceleration, tilt angle, vibration feedback and other parameters to enhance the sense of immersion.

[0069] Each game area has its own independent special effects device module. When the VR glasses determine that the player has entered a game area during the game, the corresponding game plot of the game area is triggered, and the independent special effects device module in the game area is triggered to start. The special effects device modules in other game areas are in the closed state, making the audio effect in the entire physical space clearer and more realistic, and reducing noise.

[0070] Assuming that two game modes are running in the same physical space, or different players enter the game at different time periods under the same game mode, that is, it may be necessary to activate special effect device modules in different game areas at the same time, players participating in one of the game modes are required to wear headphones, or players who enter the game later are required to wear headphones. By having some players wear headphones to listen to the sound effects, the players' gaming experience can be guaranteed and sound interference that affects the players' normal gaming can be avoided.

[0071] In order to further improve the authenticity, the sound effect equipment in the game area can be distributed in a sound matrix to simulate the sound surround effect. That is, multiple speakers are arranged in a certain layout, and the input audio signal is distributed and adjusted through the audio processor to achieve the best sound coverage and spatial sense. At the same time, the surround sound effect can also be combined with the game screen. For example, when the virtual character moves from the right to the left side of the game screen, the speakers from the right to the left side of the game area can be controlled to gradually emit sound, effectively simulating the effect of the virtual character moving from the right to the left. This not only enhances the sense of immersion, but also brings a more real and vivid experience to the players.

[0072] In addition, in order to further improve the authenticity, other special effects equipment can be added according to the game requirements, such as adding sprinklers to simulate environmental effects such as rain in the game. The types of special effects equipment set in each game area in the physical space can be arranged according to actual needs, and the specific types and quantities of special effects equipment are not limited here.

[0073] Step S4: Identify the designated markers in the real-time visual image, determine the player's visual direction in the virtual game map based on the designated markers, match the corresponding virtual game screen in the game plot based on the visual direction and return it to the VR glasses for playback.

[0074] During the game, the player can move his head at any time to change his visual direction. When the player changes his visual direction, the VR glasses worn by the player use their built-in cameras to capture the internal environment of the physical space in the visual direction, thereby obtaining real-time visual images. The real-time visual images are analyzed to further determine the player's virtual position and visual direction in the virtual game map.

[0075] It should be noted that the marker may be a designated pattern on the wall of the physical space, or may be a designated special effect device arranged in the physical space.

[0076] For example, stickers can be placed on each wall in the physical space, and each wall sticker has its own unique marker, such as a triangular pattern or an irregular pattern; different walls have different markers, so the player's position is determined according to the type of designated marker in the real-time visual image. For aesthetics, the markers on the wall can also be artistically designed together with other patterns on the wallpaper.

[0077] In addition, designated special effects equipment in the physical space can also be used as a marker. Assuming that there is a unique lifting device in the physical space that can be used to simulate the lifting effect, when the VR glasses capture the lifting device in front of them through their built-in camera, the current player position can be determined.

[0078] All markers existing in the physical space and their positions are pre-added to the three-dimensional virtual game map. When the game server of this embodiment determines that there is a designated marker in the real-time visual image, it compares the identified designated marker with all markers pre-added in the virtual game map. Assuming that the designated marker is the same as a marker in the virtual game map, the target position of the designated marker in the virtual game map can be determined; thereafter, the real-time position of the player in the physical space is obtained through the VR glasses, and the virtual position of the player in the virtual game map is determined according to the real-time position. In the virtual game map, the position of the player in the virtual game map is further accurately located according to the virtual position and the target position of the designated marker, and the visual direction of the player in the virtual game map is determined, so as to more accurately deliver the game screen that conforms to the current visual direction and the current player position to the VR glasses worn by the player, making the game experience more realistic and greatly enhancing the sense of immersion.

[0079] It should be noted that the above steps S2 to S4 can be executed simultaneously, and the player's position can be determined in real time while advancing the game plot, special effect equipment can be started simultaneously, and the game screen in the VR glasses can be updated in real time, so that players can have a more realistic gaming experience.

[0080] Furthermore, player feedback can be added during the game to improve game interactivity. For example, a door is set between two game areas in the physical space, and a sensor is set on the door; suppose a player wearing VR glasses needs to enter another game area through the door from one game area to trigger a new game plot. Only when the sensor on the door detects that the door is opened, that is, the sensor on the door transmits the signal that the door is opened to the game server, the game server will trigger the corresponding game plot according to the player's virtual position on the virtual game map. If the player does not perform the action of opening the door, the sensor on the door does not detect that the door is opened, and the game server will not trigger the next game plot.

[0081] In addition, corresponding gesture verification can be added. For example, when the player reaches a virtual location in the virtual game map, the game server triggers the gesture verification process and sends a gesture verification screen to the VR glasses worn by the player. The player can make corresponding gestures according to the gesture verification screen. The built-in camera of the VR glasses recognizes the gestures and determines whether the gestures are consistent with the pre-set gestures and whether the gesture duration reaches the preset time. If the gestures are consistent and the gesture duration reaches the preset time, it means that the gesture verification has passed. The game server will trigger the next game plot only when the gesture verification passes, improving the player experience.

[0082] In order to further improve the consistency between the physical space and the virtual game map, the virtual game map can be calibrated before or during the game.

[0083] Analyze the real-time visual images collected by VR glasses. When there are designated markers in the real-time visual images, the depth of field data of the designated markers is obtained through VR glasses. The distance between the player and the photographed designated marker can be determined through the depth of field data. Since the layout and size between the physical space and the virtual game map are consistent, the predicted position of the photographed designated marker in the virtual game map can be inferred based on the depth of field data. The pre-entered position of the designated marker in the virtual game map is called the target position. The predicted position and the target position are compared to obtain the positioning error; the adjustment ratio of the virtual game map is determined based on the positioning error. The adjustment method includes zooming in or out. The virtual game map is zoomed in or out according to the adjustment ratio to ensure that the layout and size ratio between the physical space and the virtual game map are exactly the same, so as to facilitate the subsequent accurate positioning of the player's virtual position in the virtual game map.

[0084] This embodiment builds a physical space with the same layout and size as the virtual game map, allowing players to wear VR glasses to move in the physical space, and accurately locate the player's position through the VR glasses during the movement, thereby triggering the corresponding game plot. It should allow players to explore freely in a larger space, while ensuring that their movements can be accurately captured and reflected in the game in real time, thereby enhancing the overall game experience.

[0085] Embodiment 2

[0086] This embodiment provides a large-space virtual game system based on VR glasses, which mainly includes VR glasses, a game server, and a special effect device module arranged in a physical space.

[0087] VR glasses are used to display game images, and are also used to capture the real-time position of players as they move in physical space, and to collect real-time visual images of players as they move.

[0088] In this embodiment, the physical space is built in proportion to the virtual game map, and the layout and size of the virtual game map are exactly the same as those of the physical space.

[0089] The game server is connected to the VR glasses signal and is used to execute the large-space virtual game method based on VR glasses as described in Example 1.

[0090] The special effect device modules are arranged in the physical space, and all the special effect device modules are connected to the game server signal, and are used to start the special effect device modules specified in the physical space according to the special effect instructions to simulate the environmental special effects corresponding to the game plot; the special effect instructions are generated by the game server according to the game plot.

[0091] The functions of each device in the system of the embodiment of the present invention can refer to the corresponding description in the above method, which will not be repeated here.

[0092] Embodiment 3

[0093] This embodiment provides an electronic device, Figure 3 FIG. 2 shows a structural block diagram of an electronic device according to an embodiment of the present invention. Figure 3 As shown, the electronic device includes: a memory 100 and a processor 200, wherein the memory 100 stores a computer program that can be run on the processor 200. When the processor 200 executes the computer program, the large space virtual game method based on VR glasses in the above embodiment is implemented. The number of the memory 100 and the processor 200 can be one or more.

[0094] The electronic device also includes:

[0095] The communication interface 300 is used to communicate with external devices and perform data exchange transmission.

[0096] If the memory 100, the processor 200 and the communication interface 300 are implemented independently, the memory 100, the processor 200 and the communication interface 300 can be connected to each other through a bus and communicate with each other. The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc.

[0097] Optionally, in a specific implementation, if the memory 100, the processor 200 and the communication interface 300 are integrated on a chip, the memory 100, the processor 200 and the communication interface 300 can communicate with each other through an internal interface.

[0098] An embodiment of the present invention provides a computer-readable storage medium storing a computer program, which implements the method provided in the embodiment of the present invention when the program is executed by a processor.

[0099] An embodiment of the present invention further provides a chip, which includes a processor for calling and executing instructions stored in the memory from the memory, so that a communication device equipped with the chip executes the method provided by the embodiment of the present invention.

[0100] An embodiment of the present invention also provides a chip, including: an input interface, an output interface, a processor and a memory, wherein the input interface, the output interface, the processor and the memory are connected via an internal connection path, and the processor is used to execute the code in the memory. When the code is executed, the processor is used to execute the method provided by the embodiment of the invention.

[0101] It should be understood that the processor may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application specific integrated circuits (ASIC), field programmable gate arrays (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor may be a microprocessor or any conventional processor, etc. It is worth noting that the processor may be a processor supporting the advanced RISC machines (ARM) architecture.

[0102] Further, optionally, the above-mentioned memory may include a read-only memory and a random access memory, and may also include a non-volatile random access memory. The memory may be a volatile memory or a non-volatile memory, or may include both volatile and non-volatile memories. Among them, the non-volatile memory may include a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), or a flash memory. The volatile memory may include a random access memory (RAM), which is used as an external cache. By way of example but not limitation, many forms of RAM are available. For example, static RAM (SRAM), dynamic random access memory (DRAM), synchronous DRAM (SDRAM), double data rate synchronous dynamic random access memory (DDR SDRAM), enhanced synchronous dynamic random access memory (ESDRAM), synchronous link dynamic random access memory (SLDRAM) and direct rambus RAM (DR RAM).

[0103] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the process or function according to the present invention is generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions can be stored in a computer-readable storage medium, or transmitted from one computer-readable storage medium to another computer-readable storage medium.

[0104] In the description of this specification, the description with reference to the terms "one embodiment", "some embodiments", "example", "specific example", or "some examples" means that the specific features, structures, materials or characteristics described in conjunction with the embodiment or example are included in at least one embodiment or example of the present invention. Moreover, the specific features, structures, materials or characteristics described may be combined in any one or more embodiments or examples in a suitable manner. In addition, those skilled in the art may combine and combine different embodiments or examples described in this specification and the features of different embodiments or examples, unless they are contradictory.

[0105] In addition, the terms "first" and "second" are used for descriptive purposes only and should not be understood as indicating or implying relative importance or implicitly indicating the number of the indicated technical features. Therefore, the features defined as "first" and "second" may explicitly or implicitly include at least one of the features. In the description of the present invention, the meaning of "plurality" is two or more, unless otherwise clearly and specifically defined.

[0106] The above is only a specific embodiment of the present invention, but the protection scope of the present invention is not limited thereto. Any person skilled in the art can easily think of various changes or substitutions within the technical scope disclosed by the present invention, which should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention should be based on the protection scope of the claims.

Claims

1. A large space virtual game method based on VR glasses, characterized in that: include: Acquire the real-time position and real-time visual image of the player during movement in the physical space, wherein the real-time position and the real-time visual image are provided by the VR glasses worn by the player; Mapping the real-time position to a virtual game map to determine the player's virtual position in the virtual game map, and triggering a corresponding game plot according to the virtual position; Controlling the start of a special effect device module specified in the physical space according to the virtual position, and using the special effect device module to simulate environmental special effects corresponding to the game plot; Identify designated markers in the real-time visual image, determine the visual direction of the player in the virtual game map based on the designated markers, match the corresponding virtual game screen in the game plot based on the visual direction and return it to the VR glasses for playback.

2. The large space virtual game method based on VR glasses according to claim 1 is characterized in that: Also includes: Obtaining game requirements, and constructing a three-dimensional virtual game map according to the game requirements; wherein the virtual game map includes a plurality of game areas, and adjacent game areas are connected to allow players to walk during the game; Output a physical building drawing of equal proportion according to the virtual game map, and establish the physical space according to the physical building drawing to ensure that the physical map of the physical space has the same area and the same layout proportion as the virtual game map.

3. The large space virtual game method based on VR glasses according to claim 1 is characterized in that: Also includes: Reading the input startup parameters, and selecting a corresponding target game mode according to the startup parameters, wherein different game modes have different game plots in the same physical space; Activate a specified number of the VR glasses according to the startup parameters, obtain unique identification codes of the activated VR glasses and bind them to the target game mode, so that all the bound VR glasses run the same target game mode.

4. The large space virtual game method based on VR glasses according to claim 1, characterized in that: The triggering of the corresponding game plot according to the virtual position includes: Determine the game plot that matches the target game mode according to the virtual position; The game plot is triggered when a feedback message is received; wherein the feedback message is generated when the player uses the VR glasses at the real-time position to verify through a specified gesture, or when the player triggers a specified sensor in the physical space.

5. The large space virtual game method based on VR glasses according to claim 1, characterized in that: Determining the visual direction of the player in the virtual game map according to the designated marker comprises: Adding all markers and their positions in the physical space to the virtual game map; wherein the markers are designated patterns on the walls of the physical space, or designated special effect equipment arranged in the physical space; When there is a designated marker in the real-time visual image, comparing the designated marker in the real-time visual image with all markers in the virtual game map to determine a target position of the designated marker in the virtual game map; The visual direction is determined according to the virtual position of the player in the virtual game map and the target position of the designated marker.

6. The large space virtual game method based on VR glasses according to claim 5 is characterized in that: Also includes: When the designated marker exists in the real-time visual image, obtaining depth data of the designated marker through the VR glasses; Calculate the predicted position of the designated marker in the virtual game map according to the depth of field data, compare the predicted position with the target position, and obtain a positioning error; An adjustment ratio is determined based on the positioning error, and the virtual game map is adjusted according to the adjustment ratio to ensure that the physical space and the virtual game map have the same layout and size ratio.

7. The large space virtual game method based on VR glasses according to claim 1, characterized in that: The method of simulating the environmental special effects corresponding to the game plot by using the special effects device module includes: In the process of simulating the environmental special effects corresponding to the game plot, only the special effect device module bound to the game area where the virtual position is located is started, and the special effect device modules in other game areas are kept in a closed state; wherein, each game area in the physical space is equipped with an independent special effect device module, and the special effect device module includes but is not limited to sound effect equipment, sports vehicles, fan equipment, thermal sensing equipment, water spray equipment, and jet equipment.

8. A large space virtual game system based on VR glasses, characterized in that: include: VR glasses are used to capture the real-time position of the player as he moves in the physical space, and collect real-time visual images of the player as he moves; The game server is in signal communication with the VR glasses, and is used to execute the large-space virtual game method based on VR glasses as claimed in any one of claims 1 to 6; A special effect device module is arranged in the physical space and is connected to the game server by signal, and is used to start the special effect device module specified in the physical space according to a special effect instruction to simulate the environmental special effects corresponding to the game plot; the special effect instruction is generated by the game server according to the game plot.

9. An electronic device, characterized in that: include: A processor and a memory, wherein the memory stores instructions, and the instructions are loaded and executed by the processor to implement the large-space virtual game method based on VR glasses as described in any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by the processor, the large-space virtual game method based on VR glasses as described in any one of claims 1 to 7 is implemented.

Citation Information

Patent Citations

  • Real augmented reality method based on ORB-SLAM and depth camera

    CN106548519A

  • Visual field control method of VR game, VR display terminal, equipment and medium

    CN111298435A

  • Interactive shooting game method based on MR (mixed reality) equipment

    CN114177623A

  • Virtual reality game system

    CN119425092A

  • Virtual reality system allowing immersion in virtual space to consist with actual movement in actual space

    US20160041391A1

Cited By

  • Rotary suspended interaction system and method for virtual reality simulation shooting

    CN120550394A